

faerun.QUICK LINKS
When you wake up, you are in a room. It looks to be relatively well-decorated, rustic. The bed is comfortable, the linens clean, and the quilt is nice. You can hear the bustle of people outside. The city is beginning to wake. You do not have the opportunity to look into a mirror, or anything else: there's bang on the door. "Oi! Breakfast is bein' served! Get your asses up or you're not eatin'!" Coming outside the room reveals that you seem to be in an inn. There are dozens of rooms along the halls, and a massive eating space below. There are wall to wall tables stacked with food, drink, and people sitting down to eat. They may look strange and unique to some of you. There are people with elongated ears, talking dragon-folk, bird-people, and regular humans. It's a diverse crowd, boisterous and loud, laughing and joking. Before you can really catch your bearings, a friendly dwarvish woman bustles past, calling over her shoulder: "Never been to Mirabar, have you?" And, before you can really respond to her, your watch lights up. A NOTE FROM YOUR FRIENDLY NEIGHBORHOOD WITCH. "Oh, look at that! It worked! It actually worked! I can see . . . oh, look at you! You look fantastic! What a delightful world! I am positively green with envy!"
The noise from Astoria sounds delighted, and those who have experienced world jumps before will know that Astoria reaching out after the jump is a bit . . . unusual. Usually, she can't communicate -- and while the image is fuzzy, it is definitely there, and she's speaking rather quickly.
"I hope you enjoy your time in Faerun; the magic in that world is quite powerful, and it looks like a few of you are fitting in just fine . . . remember, find joy in the darkness, and please do your best to help these people! It seems like they just need a bit of fun. And don't forget, whatever you do, don't forget to-"
And then, the image cuts off.
Welcome to Mirabar -- a city full of magic, adventure, kayak racing, and quite a lot to do. The main central city itself, the capital, is a walled fortress, with a forest surrounding it, and a small cluster of villages outside of the walls itself. The Guard allows you to stray the perimeter of Mirabar, but anything further will get you a one-way ticket right back to the city gates. Don't worry, though! There is certainly plenty to do, both within the walled city and in the surrounding outskirts.
LOCALITIES.Mirabar is a smaller city Faerun, but it has a rich history, a long-suffering head of state who employs adventurers on the regular, and the eager people here to meet you, employ you, and entertain you.
There are be taverns to frequent, inns to stay in, a guild to pick up adventuring jobs, farm work, mining work, welding work. The most desperate thing that Mirabar needs is for people to lend a hand. It may not be the most exciting job, but it will be appreciated. ➜ The Silver Blade is an adventuring guild is operated by a plethora of folks, but the elvish woman at the counter seems to be the one in charge. A series of tasks will be available for you to take up, ranging from deliveries through dangerous parts of the outskirts of town, to slaying monsters. The woman seems to be willing to pay in coin, so long as you bring back what she asks for. She doesn't tolerate nonsense.
➜ The Dusty Coffer is a tavern that looks to be rough-and-tumble, but full of good food, good drink, and good music. There’s a bard that lingers in the back who is willing to take on new students/performers, and can pay, too! You can get any range of fare here, and while it’s not a five-star establishment, the food and drink is delicious.
➜ The Blacksmith’s Burden doubles as a mine and a blacksmith’s forge. You can put in a day’s hard work here and buy weaponry. On one hand, you can learn how to make your own stuff! On the other hand, you can totally just buy stuff. They also sell basic tinkering tools and other materials to forge your own equipment. The entire establishment is run by an eager young half-elf named Dillon. He's missing two fingers. It was probably an accident.
➜ The Heroes' Hearth is the neighborhood inn, specifically designed to tailor to adventurer's! It is the main hub of where the Circle will be staying. You will need to pay for your rooms. They're cheap, but the keeper of the Heroes' Hearth (a delightful dwarvish woman named Hilda) is a strict mistress. She expects proper payment when payment is due! She is also a wonderful cook, and will feed you until you explode.
➜ There is a library, full of texts concerning the history of Mirabar and Faerun. There is also a fishing yard by the river. It is full of little boats and leather-strapped kayaks, which transport goods in and out of the city. There are also shops to purchase clothing, basic tools, and ingredients for spellcraft.
➜ It's a robust city with a focus on steel weaponry. You won't find a lot of magical weaponry, but you may get lucky at the Widow's Weep. It is a weird little thrift store run by an eccentric dragonborn who seems to have a lot of broken magical wares. They're cheap, but may not work correctly. There’s a ton to do, and the people of Mirabar are inclined to help you get settled in (and also help you spend your money). TASK BOARD.There is a giant announcement board of sorts, in the center of town, where the patrons and workers in Mirabar can put up jobs for hire. Suspiciously, the task board seems to be centrally positioned outside of The Silver Blade, the adventurer's guild. Almost as if the guild wants to check out whoever is looking at the tasks . . .
All of the below tasks can be taken up by an unlimited number of people, so if you see a bunch of people signing up for a task you really want to play out - don't be discouraged! Also, remember to submit your work submissions to the appropriate thread on the OOC post.THE SILVER BLADE: Adventurer's Guild.↠ "The village neighboring our own has asked for our help. Predators taken up residence and have been attacking farmers and travelers. Beware, for they are wolf-like creatures, equipped with poisonous fangs and impeccable hearing. It’s your job to evacuate the village, take care of the threat and ensure that nobody gets caught in the crossfire. Need 2-4 Adventurers; the work is difficult. Will pay 100 GP per wolf head, 500 GP max reward."
↠ "The alleged “prison” in Darkwood hardly serves its purpose. A group of prisoners escaped, and you've got to put them back where they belong. Far from a surprise when thieves run this town. Just one prisoner will do, unless you’re desperate for coin. Be careful; they’re seasoned rogues and will do anything to escape your grasp. 100 GP dead, 500 GP alive. We would prefer the idiot alive."
↠ “A woman named Fionn lives across Blackwater Bridge — she needs you to deliver a satchel of love letters to a man who will remain unnamed. It’s a secret, you see. She would take them herself, but she her family is too prestigious for her to afford any...gossip. The journey will require you to go through the Nymph’s Forest, and they have a knack of casting mind altering spells. This will be a bit of a recurring thing, so try not to read them, will you? 50 GP for delivery, minus 5 GP for every love letter lost. No reimbursements for injuries."
↠ “There are a particular set of nasty creatures that are inhabiting the eaves in the nearby Temple. Ordinarily, I would tell the priest to deal with it, but he seems to be convinced that they’re of an evil nature. I personally think they are just bats, but check them out, will you? Apparently they spew some sort of acid. I would bring a coat. 5 GP per 5 sets of bat wings. Bonus 15 GP if you bring one back alive."
↠ “This is a bit of an unsavory task, but...if you’re willing to betray the law a bit, you’ll be rewarded appropriately. An aristocrat in Zledfield is in possession of a prized, ethereal jewel that once belonged to the Convocation of Witches and Wizards of our city. It’s incredibly powerful and enables one to harness any power they might desire with a single tough. But he’s stolen it, and we need to steal it back. Sneak into his manor and return to us safely. Try to avoid the guards. And the attack gryffons. And the mote. And the very man himself. 2500 GP available for the successful retrieval of the gem.” THE DUSTY COFFER: Tavern.↠ “Come hither, ladies, gentlemen and everything in between! Looking for the richest of riches? Put on a play that brings in the crowd. We were thinking, ah...what was it? Romulus and Judith? Or Hamlamb, Aladjinn, oh...whatever strikes your fancy. Just make sure it’s good! 8 SP per performance, plus tips!”
↠ “Hey. You hear about Rhug’s warning? The man who runs this joint? He’s been complainin’ about how the mead’s been going missing...well, I know you need the coin — not hard to tell from how you look. I’ve been selling it under the table for a steal, and let’s just say my pockets have been fuller than ever. You help me smuggle some out and you’ll get a good cut of my profits. 50 GP per load, cut in half if you lose some product.”
↠ “We’re always in need of bartenders and cooks, and our last cook enchanted our damn cutlery. It keeps singing and dancing in the kitchens, like it’s some kind of musical. Bards . . . anyway, we’d appreciate the help trying to tame them. Looks like singing along with them shuts them up for a time, but we’ve got to get food out sooner rather than later. 8 SP for a night's work, plus tips."
↠ “Some of patrons keep bringin’ their kids around here, but we can’t serve the little ones. But there’s no point in throwing a good customer to the wind, is there? We’ve got a big room upstairs. Babysit for the night and you’ll get something good out of it...we can negotiate. Reward is 8 CP per kid, plus a free round of drinks for you and your mates.” THE BLACKSMITH'S BURDEN: Mining/Forging.↠ "We’re in desperate need of ore, and the caves have got some sort of flying bat-things wanderin’ about… lady down at the Silver Blade says they’re just bats, but the priest has got ‘em too, and I’m tellin’ you, those fucking things aren’t bats. They melt your steel and everything . . . anyway, bring up some ore for us, and we’ll pay you in weaponry, if you like."
↠ “We’ve got a big order from the Council to make a bunch of decorations to throw up around the lamp fixtures, for the big festival . . .and we need a lot of painting done. Grab a brush and help us paint up these lamp posts in our colors, and careful not to mix them up! We don’t need bright yellow garish lookin’ stuff, alright? We'll give you some supplies and 5 CP an hour worked.”
↠ “Created a new sword fit for dragon slayin’. I want to see it in action — you mind using it in the local tournament comin’ up this week? Win and they’ll give you a handsome earning. Lose and well, you’ll still get somethin’ from me...a win win situation, ain’t it? 150 GP for winning the tournament, win-lose, you get the sword."
↠ "We've got rats. They're fuckin' everywhere. I'm thinking Rodrick had somethin' to do with it, pissed off that sorceress at the Silver Blade proper . . . anyway, I'll give you 5 CP per rat. I'll double it if you drop it off on her doorstep."
THE FISHING YARD: And surrounding areas.↠ “Help me…! I’m a failure of a sorceress...my love potion fell flat. But my presentation is in an hour...if you could just — if you and a friend of yours could just...take a sip in front of the audience and pretend like you’re MADLY in love, I’ll pay you well! I promise! Both of you! And I’ll create any kind of potion you desire...the other ones work just fine, I assure you!”
↠ “I need some fisherman ready to catch The Big One . . . or that’s what I call the little bastard evadin’ me. It’s a big beauty, with rainbow scales and big teeth . . . I just want the meat, but I’ll give you the scales and teeth, plus treat you to dinner with a friend if you help me catch it!”
↠ “Boat races, boat races! We need to practice for the big race at the festival! We’re testing out a new type of kayak, and sure, it might have a few . . . buoyancy problems, but that’s what we need you lot to test it for, yeah? We’ll pay you 9 SP per ride, 1 GP if you win the race without sinking, and you get to test drive a new enterprise!”
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[She taps a slender finger on her chin, glancing up at Klan-- it's weird having to look up at her, but not as far up as she might have in her real form back home.] Have you met Konoha? Lovely girl; usually part horse. She's human right now, and I think she's getting used to walking on two legs.
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Haven't met her yet...though that sounds like it'd suck to get stuck with. I wonder if there's any humans who are four-legged now.
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[She shrugs.] Which, I guess, is something that you're pretty used to.
At least we both seem mostly the same as usual?
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It could definitely be worse. It's a bit weird for my first world jump, but as long as we're just here to do odd jobs for people and buy stuff, that's pretty straightforward compared to the other things I've been hearing about.
[Like the Horologium and Akvos. They can probably assume this world isn't going to die in a magical void of horror.]
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Still...] Any missions on the board catch your eye?
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Most of the ones I remember are the ones that needed something fought or captured, so I'm thinking those ones probably aren't your speed.
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really not wrong, but it doesn't mean Sheryl can't look put out about it. She crosses her arms over her chest.] I've been roughing it down at the temple for months now! You think I can't handle a little bit of exercise?
Besides, I can do magic here. M-a-g-i-c. You're underestimating me, Klan.
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There is some level of sternness to her tone now, given the nature of the conversation.] Magic isn't a fix-everything button. I'd need to see you handling yourself in a controlled situation before I let you on the battlefield with me, just like anyone else I fight with.
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Besides, how do you know that magic isn't a fix-everything button? It's not like it exists back on the Frontier.
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Piloting a VF is totally different from this! How good a pilot were you with two hours under your belt?
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Sheryl looks at Klan, and frowns, and then
casts Hold Person on her.
Make a Wisdom saving throw, Klan.]
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Even if that had worked, what exactly did you think casting a spell on a single target who's just as green to dealing with magic as you was going to prove to me? Surely you hang out with enough military types to know us better than that, Sheryl.
[The point of temperament is also one she'd raise, since burning a spell over a disagreement just seems fundamentally wrong to Klan, but she wants to hear her reasoning first.] If you're that determined to prove yourself, then you prove yourself in steps like everyone else. Not by jumping into an advanced combat upfront.
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But she doesn't dwell on it.] You're not even giving me a chance, Klan! This is a new world and I can do a lot of stuff I couldn't do back home, so instead of just assuming I'll be helpless, how about we actually go do something-- and I'll show you what I can really do!
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[Klan doesn't want to stonewall, but it feels to her like Sheryl is being overconfident about the fact that she's gained a few new tricks.] If you really want to practice on one of those postings, I think there was one about clearing out rats that'd be a better step-off point.
[Not very glamorous, but as far as Klan's concerned, that's just how life is when you work with odd jobs so often.]
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She's got all these cool new powers, and you want her to do what?]
I'm not using all these new powers for clearing out rats, Klan.
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[Granted, Klan's a lot more used to that sort of thing given her background, but she still feels like there's a point to be made. The other combats probably wouldn't be any less "dirty", just against something a bit more complicated to handle, which is kind of the problem.]
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Because last I checked, knowing how to pilot doesn't exactly make you a good hand with a sword, unless SMS' training regimens are way different than Alto told me.
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[Klan pulls her greataxe over her shoulder, turning it in her hand rather effortlessly. It does feel like she knows more about the specifics of the weapon than she should just going off experience from home, but it is largely the kind of weapon that relies mostly on force anyway.] I don't have much new to master. This thing that I'm supposed to be seems to have just made me stronger and more resilient than I was. So I can still use what I already know about combat.
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But Klan's being annoyingly confident about this, and Sheryl's still determined to at least leave this conversation on something sort of a win.] So, if I went right now and said I'd sign up for one of those jobs, you'd have to come with me, right? To keep me safe?
[She says it very innocently, knowing that it's pretty manipulative. She's not above that.]
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And considering she's seen Sheryl at some of her lower points before, Klan's not exactly surprised she takes that angle, and she slings her axe back over her shoulder with a shrug.] What, do you think I'm the only adventurer game in town here? The bigger jobs are all enough for more than one person to deal with, so I'm sure there'd be someone else there to help you out. Either they can carry you out when you're done or you've got someone else's word to say you can actually handle yourself if it goes well.
[Klan's not above letting Sheryl get into her own mess if she's going to be that bullheaded about it, either. Some people you just have to let learn that way.]
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[Shit, did she just undermine her own argument.] --which it won't! It's the principle of the thing, Klan!
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[It's one solution to the stalemate, though Klan is still meeting Sheryl's eyes very evenly.] You might be used to people letting you do what you want, but I'm not going to be one of those people if I can help it.
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[Damn, this is frustrating. Why can't she manipulate Klan like everyone else?] And you'll feel pretty silly, won't you-- once I've shown that I can hold my own just fine.
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