• Lore • [Rharne Faction] The Shadow Quarter

Rharne's criminal underground.

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[Rharne Faction] The Shadow Quarter

The Shadow Quarter
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"I don't make deals with the Devil, Richy. The Devil makes deals with me - and I hold him to them." - Tony Blandstead, Founding Kingpin of the Shadow Quarter


History of the Shadow Quarter

All cities have their own underground, be it a small drug trade or a major fighting ring hidden in the depths. Yet few cities, if any, have one as large as the Shadow Quarter. Funded with drugs, slaves and various crime-dealings, the faction lies in the underbelly of Rharne and possesses incredible influence and power throughout the city. With political figures, wealthy merchants and lowly thieves all playing a part in the dealings and crimes of the Shadow Quarter, they are an imposing group that has given the Lightning Knights and Thunder Priestesses trouble for hundreds of Arcs now.

The Shadow's Founders

Dating back to the Arc 524, the Shadow Quarter was founded by a small criminal organization with bigger dreams. Aspiring to become the greatest in Rharne, the group set out to negotiate with the wealthy, slowly making their way through the different Quarters of Rharne until they had eyes and ears everywhere. Now, the divide of wealth in Rharne holds no barriers to the Shadow Quarter, having important figures both current and historically from every tier of wealth and every area of Rharne.



Becoming a member
All members of the Shadow Quarter are followed at first, viewed from afar by the many spies in the city as the higher-ups scout out potential accomplices and allies. Once a Season of this scouting has gone by the person in question will be approached by a low-ranking member, who is also being watched, and will be told that they are invited to join the Shadow Quarter and that failure to do so will result in death. Should they decline the offer the low-ranking Shadow Quarter member is to kill them. Should they fail to do so both will mysteriously disappear that night, neither being seen again, as a higher-skilled assassin will be sent to deal with them and they will be left to rot in their home as a statement - or thrown into the river to never be seen again.

In order to join the Shadow Quarter you may:

A.) Request an existing PC member to bring you in
B.) Speak with a Rharne Mod about being initiated. This initiation can be self-modded but requires mod approval first.

NOTE:Before any form of initiation you must register as an applicant OOC and a moderator must approve the initiation attempt. This allows us to be aware of all of those being initiated so we can step in if we don't believe that the character in question would be suitable as a Shadow Quarter Member.

Apply here to join the Shadow Quarter


Due to the investigation that occurs before you can be brought in, it is incredibly rare and difficult for morally good PC's to be allowed in, with security high for the secrecy and safety of the Shadow Quarter and its associates. Any PC looking to join the Shadow Quarter should be morally grey at best, utterly void of Empathy at worst.


Shadow Ranks

Ranking up in the Shadow Quarter is different from the other, official factions of Rharne as the ranks are based on trust and performance. Due to this the Shadow Quarter has two sections. First, the Base Quarter, is the beginning of someones career with the shady underground. Told very little and uninformed, sometimes even given wrong information on who is in charge, the Base Quarter is full of anyone not trusted by the higher-ups. Over 99% of the members of the Shadow Quarter are in these ranks and will stay that way, very few ever rising to any of the roles and jobs in the Higher Quarter. These select individuals are not only trusted, but powerful and accomplished in their trade, showing true potential and ability to run the Shadow Quarter with full trust and secrecy. Most will never know of the existence of these individuals and those that make their presence known do so with a fake persona, claiming to be many ranks lower than what they truly are.

Base Quarter

Prospects: As they are first approached and are considered for their role in the Shadow Quarter, the Prospects are given no information and are solely told they are now a part of the Shadow Quarter. No guidance is given other than to continue to make profit and store it, waiting for the time they are truly allowed into the Quarter.

Affiliates: Finally a part of the Shadow Quarter, the Affiliates are true members, given tasks and jobs on occasion and talking directly to their Shadow Lord in order to receive payment and give back to the Quarter. These members are still watched from afar, their progress being monitored to see if they are worthy of any higher ranks. Most of the members of the Quarter stay at this point or die before they can progress further.

Soldiers: Soldiers are a simple but trusted role, progressing above affiliate and being given jobs that others may not. Small groups of soldiers will be tasked with taking out important targets or protecting valuable cargo, silencing witnesses and other various tasks. Despite the name Soldier, these roles are not all fighters, many are simple drug-traders or smugglers that are given special permissions and are able to do jobs beyond that of an affiliate.

Shadow Lords: Seen as the "highest rank" to any uninformed, these are the head of the Base Quarter and are the only role in this category that knows of higher ranks existing, though they know nothing of who the real top dogs are. Any and all Base Quarter members are to answer to Shadow Lords. However, these members are still given little to no information on the real important aspects of the Shadow Quarter and are, therefore, expendable.

The Higher Quarter


Boss Hand: Working directly under the Kingpins, the Boss Hands are powerful and influential members of the Shadow Quarter. While there is no exact limit to how many Boss Hands there can be in the Shadow Quarter, the highest number to date is seven, with five currently in play. Each Boss Hand answers to one particular Kingpin, working as a direct part of their criminal empire, usually selected based on shared talents or interests.

Kingpins: The top of the food chain in the Shadow Quarter, these individuals are directly in charge of all the events in the Shadow Quarter, even if most don't realise it. Nothing slips past the infinite eyes of these Kingpins. Should one wish to become a Kingpin they have to show more than just devotion to the Quarter, but talent and potential. As well as this, the existing Kingpins are unlikely to give up their own position, meaning a spot would have to be opened - be it through natural causes or strange occurrences.

OOC NOTE: Kingpins may not be used in self-moderated plots without moderator oversight/permission.

Shadow Quarter Rewards


NOTE: Not every tier is given a reward by the Shadow Quarter, due to the lack of trust and risk of handing out "branded" or "Identical" items to those that may well lose them or reveal secrets. Due to this, rewards are few and far between, but the ones that are given will help massively.

All Members - Thrice spoken Word: A simple but straightforward strategy, the Shadow Quarter has a word that changes by the Cycle. This seemingly innocent word, or perhaps phrase, is used to identify other members of the Shadow Quarter by inserting it three times into a standard conversation. This word changes by the Cycle and will be updated by the Rharne Mods when needed.

The current phrase is 'retired'.

Shadow Lords - Darkness' Blessing: As men and women shrouded in Darkness it is only fitting that a weapon of their choice is too. The Shadow Lord is given either a new, Good+ weapon of choice or a prior weapon they owned can be given the enchantment of darkness. This enchantment alters the weapon, shrouding it in low light. While the normal daylight or the light of a torch will give the weapon it's usual shape the darkness will conceal it, making it entirely invisible in any situation dimmer than candlelight.

Boss Hands - Shadow's Ring: With a job that requires frequent stealth and caution, the Boss Hands are given a ring that they keep should they become a Kingpin - a ring that allows entire stealth. Their body becomes invisible and their vision clearer, able to see perfectly fine in total darkness. Using this during daytime or any light can be blinding and prolonged periods of it will cause permanent eye damage. In darkness, however, the Boss Hand is near impossible to see. Only their sound and general stealth skill limit them.

Kingpins - The Six Artifacts of the Quarter: The Six artifacts are all powerful gemstones, capable of granting the wielder a unique but useful effect. These six gems stay within the Kingpins and no new ones have been made since the originals save for the Covetous One. Because of this, and the nature of the role of Kingpin, one of the few ways to obtain one of these artifacts is to become a Kingpin yourself by killing the previous wielder. These Gems are seemingly alive, beckoning people that fit their personality and power to them, meaning no Kingpin can ever feel safe in their position and must constantly stay alert. As one final trait of the gems, their powers can not be used on another wielder, meaning the Kingpins in-fighting is handled with raw power, magic and blessings alone - not with help of the gemstones. Because of this, no two gems can be used at the same time by one person, making it impossible for one Kingpin to rule over all of them.

The six gems are as follows:

The Hiding One - The Delana Gem: A powerful, unique gemstone for those that wish to avoid any interaction with the Immortals and their followers - the Delana gem allows the user to hide from any Immortal that is looking for them. While this ability can not prevent them being found through normal, mortal means such as tracking or stalking, the stone is still incredibly powerful for the Kingpin that wields it.

The Voracious One - The Blood Gem: A gem that feels almost sentient and malicious to the one possessing it, the Blood Gem fuels the fear behind the Kingpin that wields it, giving them an aura of intimidation beyond that of any skill or personality. Anyone who makes eye contact with the Voracious Kingpin finds themself uncomfortable with high discipline and paralyzed with fear at any discipline below competent.

The Watchful One - The Scouring Stone: The Watchul One is granted the ability to read the thoughts of one other individual at a time, reading the mind of even the most mentally durable. However, the higher their Discipline or Meditation is will result in fewer words being understood and heard. Unless the person has total mental block from a magic or ability, however, their mind can still be read.

The Defensive One - The Reflex Stone: Rather than active ability, the wielder of this stone is granted a mysterious instinct when their life is in danger. A few seconds before they are about to be attacked the Defensive One feels a strange chill down their neck, warning them of oncoming danger. While they don't know the direction or form of danger they are in, this artifact gives enough time for them to react accordingly to most situations.

The Opposing One - The Kata Crystal: Seemingly useless on the surface, with no blatant abilities, the Kata Crystal grants immunities to any form of mental communication, control or manipulation. This effect has no bias, impacting both friendly and enemy attempts at Telepathy or positive emotions being shared, but will equally negate all negative ones.

The Covetous One - The Pierenite Gem: A bauble of exceeding beauty, with a crystal of unknown material socketed into it. Rumored to be part of a Yludih's crystalline remains, it allows the bearer to share, so long as they can see someone, a vision of something that person deeply desires. It also allows the bearer to know what this is.

Ranking Up


Ranking up in the Shadow Quarter follows a fluctuating point system, rewarding effort but mostly promoting those that are trusted, powerful, and useful. Because of this the promotion is done on a more or less organic basis, judging their chance of rankup based on how many threads they have done as a member of the Shadow Quarter. While any threads, no matter how small, will make a difference you can only be promoted if you have done well with your level. Any of the Higher Quarter jobs, however, will require a plot to be done in order to be promoted, on top of all the usual work and points earned.



Post here to claim threads for rank up.
These threads can ONLY be threads you have done at your current rank, not any prior or older ones


Current Members
N/A

Important NPC's:

Cheshire

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Race: Human

DoB: 78 Ashan 674(42)

Title: Kingpin/Trafficker of Drugs, Alcohol, Slaves

Gemstone: The Defensive One

Description: A strong, powerful man - Cheshire is the bearer of the Defensive Stone. Despite being a powerhouse himself the man ensures he is secure at all times, paying anyone he has to, ensuring his safety in all situations. Of all the Kingpins he seems the most paranoid of losing his position, yet none of the other Kingpins can deduce if it is out of fear for his life or addiction to power. Whichever it is, however, the others dare not question - for the short temper of the man could cause a conflict between Kingpins that would result in extreme danger.

Skills: Intimidation (Master), Socialization(Master), Torture (Master), Logistics (Expert), Business Management (Expert), Politics (Expert), Deception (Expert), Strength (Expert), Unarmed Combat (Expert)

Notes: Due to the nature of the two the Defensive One and the Watchful One are constantly at each other's throat, yet neither would risk starting a fight amongst the Kingpins.

Witch Doctor

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Race: Naerikk

DoB: 23 Cylus 629 (87)

Title: Kingpin/Trafficker of Poisons, Powerful Objects, and Drugs

Gemstone: The Hiding One

Description: A beautiful, albeit intense, woman - the Witch Doctor has no known name amongst the other Kingpins. Her skill with magic and raw power in a fight makes her one of the more dangerous of the Kingpins, making her someone that few would want to dare fight. Despite her beautiful appearance, the trained eye can see and smell marks of her Necromancy and Rupturing, the magic mutations clear on her.

Skills: Necromancy (Master), Rupturing (Master), Science (Master), Alchemy (Master), Medicine (Master), Intimidation (Expert), Etiquette (Expert), Socialization(Expert), Blades (Dagger) (Expert), Torture (Expert), Politics (Expert)

Notes: Rarely confrontational with anyone, due to the power she has among the group. She is currently incarcerated in the Sky Quarter.

Practitioner

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Race: Aukari/Biqaj

DoB: 2 Ymiden 684 (32)

Title: Kingpin/Occultist

Gemstone: The Voracious One

Description: Intense eyes and a sinister glare make up the main traits of the Practitioner, another Kingpin who goes only by an Alias. With a knack for torture and devout worship to Immortals that wish to see Rharne barren and destroyed, as well as the rest of Idalos, the Practitioner is a force to be reckoned with. Rather than fight his own battles, however, the practitioner has a small army of cultists that he commands - those believing he is chosen by the Gods and he will one day bring about anarchy.

Skills: Torture (Master), Leadership (Master), Socialization (Master), Deception (Master), Intimidation (Master), Dreamwalking (Master), Politics (Expert), Tactics (Expert)

Notes: Adored of Faldrun, Mastes and Favored of Sintra

Sarah Glazebrook

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Race: Human

DoB: 5 Saun 680 (36)

Title: Kingpin/Spymaster

Gemstone: The Watchful One

Description: Beautiful, white hair and pale blue eyes make Sarah stunning to behold. Combined with her simple yet formal attire, the Watchful One is a master of the true darkness. With control over the many spies and assassins of the Shadow Quarter, Sarah is a persuasive force - doing whatever it takes to get her way. Her ability to read people may be good, yet her ability to fight is poor, the physically weakest of the Kingpins.

Skills: Seduction (Master), Psychology (Master), Persuasion (Master), Deception (Master), Intimidation (Master), Medicine (Expert), Stealth (Expert), Detection (Expert), Intelligence (Expert)

Notes: Constantly fighting with the Defensive One over his paranoia and fear. Her organization has been quiet of late, signalling a lapse of activity of the Kingpin herself? Perhaps.

Maldrur Ironborn

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Race: Ithecal

DoB: 61 Ashan 670 (46)

Title: Kingpin/Combat Specialist

Gemstone: The Opposing One

Description: Cold, cunning and ruthless all fit Maldrur Ironborn. A powerful Thiussum with vicious weaponry and a knack for killing, the Opposing One is the most physically imposing of the group. His specialty lies in hidden fight rings and attacks on various businesses, ordering most of the underground attacks in Rharne.

Skills: Handaxe (Master), Intimidation (Master), Strength (Master), Endurance (Master), Tactics (Expert), Stealth (Expert)

Notes: Dual wields his two handaxes, both of Masterwork quality.

Tobias Acothley

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Race: Visitant (Human)

Title: The Warlock/Intelligence and Trafficker of Treasures.

Gemstone: The Covetous One

Skills: Skills and Backstory here

Notes: Wields a pen and magic with equal alacrity. Does not generally engage in direct combat and notoriously difficult to pin down due to his magic talents.
OOC NOTE: Kingpins may not be used in self-moderated plots without moderator oversight/permission.
Rewritten by Joey Lupo and Vyto
word count: 2962
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~~Red in hoof and claw... ~~


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Re: [Rharne Faction] The Shadow Quarter

The Shadow Quarter
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"This for that. Here, we always play for blood. You get what you give and reap what you sow." - Frankie Nelschilde, Former treasurer of the Cheshire


Telling Stories in the Shadow Quarter


The reason I've set the Shadow Quarter up this way, of gaining points and then spending them in order to make gains of following(gang members, fences, and other miscreants) and territory, is to represent the give and take of criminal life. Being a criminal and leading that life is not meant to be static or easy. You may be a Shadow Soldier one day, but then in the next moment some upstart is backstabbing you, and you're back to square one, lucky if you live through the betrayal.

I hope with these ebbs and flows of status and gains and losses, that you'd all tell the stories you want to tell, within the framework that makes sense within the greater lore of Rharne.

Nobody said life in the Shadow Quarter would be easy, so be warned.


Shadow Quarter Points and Progressing through the Ranks


In short, quite simply:

2 points for each thread where your PC engages in Shadow Quarter business in a solo.
4 points for each thread where your PC engages in Shadow Quarter business in a collaboration.

Ranking up in the Shadow Quarter is quite a bit different from any other faction in Rharne or elsewhere in Idalos. Points are earned to be spent or hoarded in the Shadow Quarter. Earned to maintain a certain rank and favor within the Quarter, and spent in order to redeem special rewards, which are focused on building up a base of support for your criminal PC. How you rationalize going up and down ranks, and yet making gains of followers and territory is entirely up to you, and how you tell your story, so long as you record your expenditures in the Faction Point thread

The way points are earned, is that every thread where you're carrying out business for the Quarter, or else doing a criminal act, you get Shadow Quarter points. Double the regular amount for a collaboration. From 0 - 200 points, you rise through the ranks as you keep your points. Spending them, and falling beneath any of the below thresholds will cause you to fall in rank. However, you will still have your loyal hirelings to call upon and any rewards you purchased with points or earned from ranking up. Note: rank-up rewards such as those for rising to Shadow Soldier and Lord and Boss Hand are a one-time grant. You cannot go up and down a threshold in order to earn more of the same, so don't try it ;)

Prospect: 0+ points


Affiliates: 10+ points


Soldiers: 30+ points


Shadow Lord: 60+ points


Boss Hand: 120+ points


Crime Lord / King Pin: 200+ points
(Note: Kingpin is a special rank only reserved for those holding an item of great power. Crime Lords are adjacent to King Pins in influence, but are not considered the defacto leaders of the Quarter.)


Point Shop


Pair of Loyal flavour NPC followers: With 110 skill points, which must be spent on no less than 5 and no more than 30 skill points in any one skill. Must be approved via the PSF. These flavour npcs can be killed/lost and will regenerate a season after they're gone. - 10 Shadow Quarter Points.
Pair of Loyal flavour NPC followers: With 160 skill points, which must be spent on no less than 5 and no more than 60 skill points in any one skill. Must be approved via the PSF. These flavour npcs can be killed/lost and will regenerate a season after they're gone. - 20 Shadow Quarter Points
Loyal Personal NPC henchman: With 310 skill points, which must be spent on no less than 10 and no more than 60 skill points in any one skill. Must get final approval via the PSF. - 15
Safehouse and Expansion: A safe place to lay low from the Lightning Knights. While under this roof you are hidden from the legal authorities. Bounty Hunters, however, operating outside the law can still track you down. - 5 for a small room, 10 for an average room, 20 for a large room 40 for a huge room. This price is multiplied based on where the safehouse is located. Sky Quarter = 3.0x, Glass Quarter = 2.5x, Earth Quarter = 2.0x, any locale outside the city = 1.5x, Dust Quarter = 1.0x
Bribes and Cover-ups: A consumable favor with grades of severity depending on the crime you're covering up. Crimes commited will be kept track of, and generate bounty and heat from the Lightning Knights, so be careful to cover up your crimes as you go along.

Using magic on unwilling individuals 3-5 points
Theft Depending on Severity can range from 1-3 points.
Extortion 5 points
Assault 1-3 points Depending on severity.
Abduction 9 points
Murder 11 points
Espionage 9 points
Piracy 5-9 points
Buying and/or Selling of Slaves 3-7 points
Taming, Capturing, or Killing a Zephyrus 9-11 points

Get out of Jail Card: A consumable favor that isn't an actual card, but may be any other token that you can think of to break you out of prison and get you a fresh start in the Quarter. 3 points per arcs of sentence commuted. 45 points to commute a death sentence.

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Re: [Rharne Faction] The Shadow Quarter

The Shadow Forum
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"Plausible Deniability my good man. That's how information finds itself cleanly in the right hands" - Vinol Cartwright, The former secretary for the Watchful One

Rules:

  • Each season, you may undertake or request one mission from the Shadow Quarter. This can be extended into several, if you opt into leaving ‘Boasts’ and leave a calling card at the site of a job to spread respect for the Shadow Quarter.
  • For each job, you must undertake one environmental threat, one encounter threat, and then work out what kinds of injuries or losses you get from it based on skill use/story/difficulty of each threat. Depending on how illegal the job is, knowledge of it will only be available to those with an appropriate level of Cryptography or Intelligence.
  • You may forgo a reward at the end of the job with the fulfillment of a ‘Boast’ or leaving a Shadow Quarter calling card at the site of the job or another location. This is how the newer members build their skills and grow in influence in the organization. How many further jobs this entitles you to depends on the level of the ‘Boast’.
    • Once undertaken in a cycle, another ‘Boast’ may not be undertaken again for another cycle, limiting by necessity the number of times you can perform jobs for the Shadow Quarter.
  • For each job, you may claim one reward set, on the level with the lowest threat you undertook.
Guild Jobs
Jobs that are avaialable once per season, per member, typically.
Infiltration/Burglary/Smuggling
For those who want to sneak around and do a bit of treasure hunting or shopping, there's burglary and infilitration.
Environmental Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the job as you wish. Environmental threats are curtailed and dealt with generally with larceny and or movement skills. Rupturing/larceny/athletics/stealth, depending on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: A noisy entrance (squeaky hinges, creaky floorboards at the threshold, etc), a primitive water-mark to show tampering, a room on the first floor of the target near the entrance, a crappy and easy to pick lock. An empty building/house.
Competent: Creaky floorboards throughout, a few noise-making traps. Well-positioned watermarks to show where tampering has been done. An average quality lock. A crowded home with sleeping occupants. Average-quality home-made hazards/traps. A set of high walls to climb over, with easy handholds.
Expert: Every door squeaks on its hinges and floorboards throughout, making it difficult to pass unheard. Noise-making traps at strategic positions. Dangerous traps that are designed to hold intruders. A house with awake occupants or possible people on alert for thieves.A target location with many lights, the disturbance of which are are visible from the outside. A high wall or multi-storied climb to get to the target, with difficult handholds and a perilous drop. Minor-fractures spawning strange effects.
Master: Noise carries and is amplified in a space where everything makes a noise wherever It’s moved,making it difficult to pass unheard. Noise-making traps at strategic positions that act almost with intelligence upon intrusion. Dangerous traps that are designed to hold and also injure intruders. A location guarded by people on high alert. A target location with no shadows to hide in. A high wall or multi-storied climb to get to the target, with no handholds, a sheer drop into a deadly environmental hazard. Minor-fractures spawning strange effects.
Encounter Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the jobs as you wish. Encounter threats are curtailed and dealt with generally with combat and combat support skills (such as magic, strength, athletics, etc.). Which skills will help most depend on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: A friendly ‘Guard animal’. A sleeping guard. Small monsters/minions that don’t care that you’re there.
Competent: A single guard, who while not alert is not incompetent. A single guard dog or other animal. Minions or monsters that are of average danger.
Expert: A paranoid guard, or small group of guards, going on regular patrol around a premises. A dangerous guard animal with heightened senses. Monsters/minions or moderate/minor Emeyan beings.
Master: A thoroughly staffed group of paranoid guards who are expecting intruders and on high alert. A group of deadly guard animals with heightened senses and dangerous abilities. Unique monsters. Moderate-Major Emeyan Beings emerging from fractures.
Injuries
Apply injuries with varying severity as determined by your skill level, the story, and the level of the threat faced.

No Injuries: Going to underskilled areas with underskilled threats will generally result in fewer or no injuries.
Light Injuries: Injuries including but not limited to paper-cuts, sprained ankles, exhaustion, or dizziness or disorientation, or simple announcement of a thief’s presence (not clear identification). The least you can expect in a job into this location. For each aspect encountered that matches your skill level, you can expect to get one of these.
Moderate Injuries: Injuries including but not limited to temporary disability, hurts needing immediate medical attention, major exhaustion, hunger, or thirst, or vague identification (basic biometrics reported by a witness) and minor twists of bad luck You can expect an job into this location to result in one of these if the threat exceeds your skill level by one or more.
Serious Injuries: Injuries including but not limited to life-threatening hurts, trauma, broken bones, starvation, dehydration, or unconsciousness, or minor curses, or clear identification (scars, details about your appearance that can be linked back to you directly). You can expect an adventure into this location to result in one of these if an encounter or navigation results in expert or higher level threats unless you are one or more skill levels higher than the associated threat.
Extreme injuries: Injuries including but not limited to death, permanent trauma, dismemberment, permanent maiming, or horrible curses, or positive identiifcation (They will know it was you, and results in a bounty being attached to your head). You can expect an adventure into this location to result in one of these if an encounter or navigation results in master level threats or if you are underskilled by two or more levels.
Rewards
Rewards should be appropriate to the risk involved and the level of threats encountered. You may choose one set of rewards, not to exceed the lowest navigational or encounter threat level you undertake. Please do not abuse this system.

Novice: Small household items and trophies. 1 Basic-quality weapon set or armor find. 1 basic-quality tool kit. tier 1-4 materials or resources. A hastily left calling card from the Shadow Quarter (enough to earn 1 more job from the Quarter). Treasure worth 1 wp.
Competent: Masterwork household items and trophies. 1 average-quality weapon or armor find. 1 average-quality tool kit. Tier 5-6 materials or resources. A well placed calling card from the Shadow Quarter (enough to earn 2 more job from the Quarter). Treasure worth 2 wp.
Expert: Precious household items made from uncommon materials, and rare trophies. 1 good-quality weapon set or armor find. 1 good-qualtiy tool kit. Tier 7 materials or resources. Class 1 wells that can be found in or near the foyer of minor fractures. A glaringly obvious calling card from the Shadow Quarter (enough to earn 3 more job from the Quarter). Treasure worth 3 wp.
Master (mod input required for these rewards): Incomparable household items and artwork, made from uncommon materials or of unsurpassed quality. Rare trophies and artifacts (nothing magical). 1 masterwork-quality weapon set or piece of armor. 1 masterwork tool-kit. Tier 8 Resources. Wells which are appropriate to find deep within minor fractures. An unavoidably obvious calling card from the Shadow Quarter with clues as to the identity of the theif on it (enough to earn 4 more job from the Quarter). Treasure worth 4 wp.
Forgery (Moderate Legality) Competent Cryptography required
For those wishing to engage in a career of literary excellence, there are jobs that involve a lighter and more remote touch, such as fraud and forgery.
Detection Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the job as you wish. Detection threats are curtailed and dealt with generally with communication and basic literary skills. Sometimes your targeted victim of fraud will have a strange way of phrasing things at best, at worst an encrypted signature only those who know them intimately will be able to replicate. Skills involved but not limited to the following options may come in handy: Writing/Research/Cryptography/Detection/Socialization/Etc, depending on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: The forged signature uses consummate V's. A signature in print. A document of little importance. A hastily scrawled letter. A simple alphanumeric replacement code.
Competent: Signature uses legible cursive. A document of personal importance. A letter written in the comfort of an office. A slightly more complex code.
Expert: Signature uses illegible cursive. A minor governmental document. A letter written with specific writing implements and molded seals. A letter written with a specific and difficult to replicate cipher.
Master: Scribbly lined signature. An official and highly important governmental document. A letter that uses very unique implements and materials/parchment, as well as one-of-a-kind seals. A cipher that requires the codebook to replicate.
Target Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the jobs as you wish. Discovery threats are curtailed and dealt with generally with deception and other skills in that vein (such as psychology, intimidation, seduction, socialization, etc.). Which skills will help most depend on story and how you approach the challenges, and how well your approach matches up to the challenge. This type of threat refers to the person the forgery is typically meant to fool.

Novice: An inattentive reader. A gullible softie. A government grunt who doesn't sweat details. A desperate lover (for love letters and other personal documents). An amateur detective/spy/cryptographer.
Competent: A casual reader. A cautious soul. A government officer. A hopeful lover . A gumshoe detective/spy/cryptographer.
Expert: An especially attentive reader. A skeptic. A high official with special knowledge of the document sent. A jilted lover. A seasoned detective/spy/cryptographer.
Master: A pedantic and thorough reader that examines every detail of your document. A hardened skeptic expecting to be fooled. A high official whose office the letter/forgery is meant to emulate. A hardened heart. A master detective/spy/cryptographer.
Consequences
Apply consequences with varying severity as determined by your skill level, the story, and the level of the threat faced.

No Consequences: Doing lower skilled con-jobs and forgeries will result in few or no consequences.
Light Consequences: Paper cuts. The document or con-job results in slight suspicion, but without tracing back to you specifically. A hard to identify or verify marker or serial aspect to your con-job or document is identified, making it marginally likely to be tied to other documents and cons.
Moderate Consequences: Your writing materials fingered as illegitimate or incorrect for the forged document. The document or con-job results in moderate suspicion, with clues that may lead to your identification. An identifiable marker or serial aspect to your con-job or document is located, making it likely to be tied to your other documents and cons.
Serious Consequences: Your fingerprints left on a forged document. The document or con-job results in great suspicion with specific clues as to your identity on them. An easy to identify or verifiable marker or serial aspect to your con-job or document is seen, making it very likely to be tied to other documents and cons.
Extreme Consequences: Your fingerprints left on a forged document, or your own name signed by mistake somewhere on it. The document or con-job results in almost certain failure with specific details about your own identity on them. An obvious tic or quirk that identifies the con-job or document as belonging to you.
Rewards
Rewards should be appropriate to the risk involved and the level of threats encountered. You may choose one set of rewards, not to exceed the lowest navigational or encounter threat level you undertake. Please do not abuse this system.

Novice: Expunging of a single petty or minor crime that is on your record. A small trifling gift from a sympathetic mark. Clearance to get into a public business. A desperately lonely, homely, or otherwise unnattractive lover.
Competent: Expunging of a moderate crime that is on your record or a small bounty. A small but tasteful gift from a sympathetic mark. Clearance to get into a private business. An average lover.
Expert: Exoneration of a greater offense/crime that is on your record or a moderate bounty (3-9 wp). A bespoke gift from a sympathetic mark. Clearance to get into a public or government office. An expert lover.
Master (mod input required for these rewards): Exoneration of a Capital offense/crime/treason that is on your record or a moderate bounty (10+ wp). A uniquely excellent gift from a sympathetic mark. Clearance to get into a private or government office or restricted areas. An once-in-a-lifetime lover.
Murder (High Illegality) Expert Intelligence or Cryptography required
Encounter Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the jobs as you wish. Encounter threats are curtailed and dealt with generally with combat and combat support skills (such as magic, strength, athletics, etc.). Which skills will help most depend on story and how you approach the challenges, and how well your approach matches up to the challenge.

Competent: A single guard, who while not alert is not incompetent. A single guard dog or other animal. Minions or monsters that are of average danger. A competent combatant target.
Expert: A paranoid guard, or small group of guards, going on regular patrol around a premises. A dangerous guard animal with heightened senses. Monsters/minions or moderate/minor Emeyan beings. Targets that are expert combatants.
Master: A thoroughly staffed group of paranoid guards who are expecting intruders and on high alert. A group of deadly guard animals with heightened senses and dangerous abilities. Unique monsters. Moderate-Major Emeyan Beings emerging from fractures. A target that is a master combatant themselves.
Environmental Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the job as you wish. Environmental threats are curtailed and dealt with generally with larceny and or movement skills. Rupturing/larceny/athletics/stealth, depending on story and how you approach the challenges, and how well your approach matches up to the challenge.

Competent: Creaky floorboards throughout, a few noise-making traps. Well-positioned watermarks to show where tampering has been done. An average quality lock. A crowded home with sleeping occupants. Average-quality home-made hazards/traps. A set of high walls to climb over, with easy handholds.
Expert: Every door squeaks on its hinges and floorboards throughout, making it difficult to pass unheard. Noise-making traps at strategic positions. Dangerous traps that are designed to hold intruders. A house with awake occupants or possible people on alert for thieves.A target location with many lights, the disturbance of which are are visible from the outside. A high wall or multi-storied climb to get to the target, with difficult handholds and a perilous drop. Minor-fractures spawning strange effects.
Master: Noise carries and is amplified in a space where everything makes a noise wherever It’s moved,making it difficult to pass unheard. Noise-making traps at strategic positions that act almost with intelligence upon intrusion. Dangerous traps that are designed to hold and also injure intruders. A location guarded by people on high alert. A target location with no shadows to hide in. A high wall or multi-storied climb to get to the target, with no handholds, a sheer drop into a deadly environmental hazard. Minor-fractures spawning strange effects.
Injuries
Apply injuries with varying severity as determined by your skill level, the story, and the level of the threat faced.

No Injuries: Going to underskilled areas with underskilled threats will generally result in fewer or no injuries.
Light Injuries: Injuries including but not limited to paper-cuts, sprained ankles, exhaustion, or dizziness or disorientation, or simple announcement of a thief’s presence (not clear identification). The least you can expect in a job into this location. For each aspect encountered that matches your skill level, you can expect to get one of these.
Moderate Injuries: Injuries including but not limited to temporary disability, hurts needing immediate medical attention, major exhaustion, hunger, or thirst, or vague identification (basic biometrics reported by a witness) and minor twists of bad luck You can expect an job into this location to result in one of these if the threat exceeds your skill level by one or more.
Serious Injuries: Injuries including but not limited to life-threatening hurts, trauma, broken bones, starvation, dehydration, or unconsciousness, or minor curses, or clear identification (scars, details about your appearance that can be linked back to you directly). You can expect an adventure into this location to result in one of these if an encounter or navigation results in expert or higher level threats unless you are one or more skill levels higher than the associated threat.
Extreme injuries: Injuries including but not limited to death, permanent trauma, dismemberment, permanent maiming, or horrible curses, or positive identification (They will know it was you, and results in a bounty or warrant being attached to your head). You can expect an adventure into this location to result in one of these if an encounter or navigation results in master level threats or if you are underskilled by two or more levels.
Rewards
Rewards should be appropriate to the risk involved and the level of threats encountered. You may choose one set of rewards, not to exceed the lowest navigational or encounter threat level you undertake. Please do not abuse this system.

Competent: Masterwork household items and trophies. 1 average-quality weapon or armor find. 1 average-quality tool kit. Tier 5-6 materials or resources. A well placed calling card from the Shadow Quarter (enough to earn 2 more job from the Quarter). Treasure worth 2 wp.
Expert: Precious household items made from uncommon materials, and rare trophies. 1 good-quality weapon set or armor find. 1 good-quality tool kit. Tier 7 materials or resources. Class 1 wells that can be found in or near the foyer of minor fractures. A glaringly obvious calling card from the Shadow Quarter (enough to earn 3 more job from the Quarter). Treasure worth 3 wp.
Master (mod input required for these rewards): Incomparable household items and artwork, made from uncommon materials or of unsurpassed quality. Rare trophies and artifacts (nothing magical). 1 masterwork-quality weapon set or piece of armor. 1 masterwork tool-kit. Tier 8 Resources. Wells which are appropriate to find deep within minor fractures. An unavoidably obvious calling card from the Shadow Quarter with clues as to the identity of the theif on it (enough to earn 4 more job from the Quarter). Treasure worth 4 wp.
Request Jobs
Any of the Guild Jobs above can be requested to be performed by a client. 1 WP per tier of difficulty for each type of threat. The cost of the job can be defrayed by distributing the notice for it with higher levels of cryptography. Competent Cryptography reduces the overall cost by 1 wp, Expert by 3, Master by 5.
Free Jobs
Freelance work, any kind of larceny and mischievous activity you might want to get up to. Typical extracurricular activities that are posted to the Shadow Forum job boards, but not official jobs per say.
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