

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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[Maes lightly brushes his hand along his daggers, but for the moment keeps them sheathed. After all, he has claws as well he can use. He has a general idea of the direction the sound came from, though it could be wrong given how things seem to echo in the caverns. Still, he motions for Vex to follow and takes point.
He's ready to fight if anything should spring out and he makes sure to check the ceiling as well as they move forward.]
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[ So thrilled. Ugh.
Nonetheless, she follows close behind, gun trained towards the floor, while her bear moves up alongside her. Once she would have rather sent him on ahead, but these days, she knows better - they stick together.
The sounds echo down here, though there is no sound of water (still or running) in the depths here. If sound carries, it's because the areas are more confined, but the distant sound echoes again, louder, as they continue forward. ]
[whispered] still not seeing anything on the ceiling..
no subject
'There's no need to panic,' he reminds himself, 'this will go differently.'
After some walking they reach another opening of the tunnel. It's not as big as the main cavern they'd just been in, but it's large enough that Maes can tell it's some kind of hub. There are a few more branching tunnels: one to the right, a center tunnel, and one on his left. Maes stops and studies their choices.]
What do you think?
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Hmm. I know it's a bat, but even they have to shit somewhere. And I'm not seeing any sign of wear along that center path.
[ There's a grunt, before Trinket noses her side, and shuffles his paws, indicating-- ]
Left? Well, it's a good a choice as any. [she checks her pistol again, then smiles at Maes] And we can backtrack if we're wrong.
no subject
[Maes steps forward, towards the left tunnel, and places his hand on the wall. He takes a moment to cast Prestidigitation and leaves a unique mark. After his time on that space ship, with halls that always seemed to change, Maes was more determined than ever to always mark the way he'd come. Before he removes his hand he also digs his claw into the rock. It's not as easy to see as the soft glowing mark from Prestidigitation, but it would ensure that should the spell fade or some other trickery occur he can still seek out a secondary indicator of the path they've chosen.
He pulls away and focuses his attention down the tunnel. It goes straight for a ways, but it does seem darker down this way as well and after 60 ft it is too dark to see and he cannot tell just yet if there are turns or branching tunnels. He casts a look back at Vex.]
Well, let's keep going then. We haven't heard that sound, so maybe it went deeper into the cave. Although, these things have been attacking the people down here, right? So why hasn't it come for us?
no subject
[ Not entirely implausible. The lack of sound after such a raucous start doesn't particularly bode well.
Vex shakes her head next. ]
Or, the deeper we go, the darker it is, and the more likely the creatures can make better use of their acid.
Assuming, of course, option 3 doesn't apply.
no subject
[Which, in hindsight, maybe they should have invested in that a bit more. Still, it's not infinite space. This is a working mine and so it also can't be TOO confusing to figure out. There would have to be some pattern or reasoning behind the layout.
He considers this as they move forward, still keeping his eyes and ears peeled.]
So what's the third option?
no subject
[ Using other creatures to lure victims to it? Well, probably not. None of the notices around town mentioned missing people, after all. But there could be Something Else being fed down here. ]
Let's hope for now that it's still as straight forward as advertised. This tunnel has to end at some point, right?