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|Rumors are rife with corruption among Bridgemoor Meritocrats and increasing tension between the current Bridgemoor [[Knight]]-Commander and the Meritocratic Senate, especially with Governor Arinwin. It is whispered that the tensions may be building to a militant conflict. | |Rumors are rife with corruption among Bridgemoor Meritocrats and increasing tension between the current Bridgemoor [[Knight]]-Commander and the Meritocratic Senate, especially with Governor Arinwin. It is whispered that the tensions may be building to a militant conflict. | ||
While the bridge itself is safe, details on the Underbridge, a massive series of sewers and puzzling waterways, lies beneath the city, and is filled with danger, forgotten folk, and even deadly, dangerous cults. | While the bridge itself is safe, details on the Underbridge, a massive series of sewers and puzzling waterways, lies beneath the city, and is filled with danger, forgotten folk, and even deadly, dangerous cults. | ||
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|20 | |20 | ||
|The Underbridge Cult is only gaining power within Bridgemoor despite the iron fist of its local [[guard]], the Bridge Knights. Incursions of Inferno fiends are far-too common within the market places, and the people are growing restless. | |The Underbridge Cult is only gaining power within Bridgemoor despite the iron fist of its local [[guard]], the Bridge Knights. Incursions of Inferno fiends are far-too common within the market places, and the people are growing restless. | ||
With this fear, scholars and dissidents are rising, challenging the Meritocracy and actively protesting the Bridge Knights. Between it all, the governance of the city is struggling, and foreign (and may even local) powers are starting to circle, gaining interest in exploiting the unrest. | With this fear, scholars and dissidents are rising, challenging the Meritocracy and actively protesting the Bridge Knights. Between it all, the governance of the city is struggling, and foreign (and may even local) powers are starting to circle, gaining interest in exploiting the unrest. | ||
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'''University Graduate.''' Graduates from the Meritocratium gain the option to renounce their previous citizenship and become official Bridgemoor citizens. | '''University Graduate.''' Graduates from the Meritocratium gain the option to renounce their previous citizenship and become official Bridgemoor citizens. | ||
'''Mercantile Exception.''' Joining the Trade Consortium and becoming a respected [[trader]] (gaining 1 rank in the Trader profession) grants the individual the ability to purchase citizenship papers for 2, | '''Mercantile Exception.''' Joining the Trade Consortium and becoming a respected [[trader]] (gaining 1 rank in the Trader profession) grants the individual the ability to purchase citizenship papers for 2,500 sc. This fee can be waived or reduced by a Meritocrat. | ||
'''Laborer.''' Ten years as a laborer grants an individual the ability to take a citizen test on basic principles of Bridgemoor. If passed, they are granted citizenship. | '''Laborer.''' Ten years as a laborer grants an individual the ability to take a citizen test on basic principles of Bridgemoor. If passed, they are granted citizenship. | ||
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If adventurers are interested they can work for Antara. She will hire them as mercenaries and adventurers can track Denrats [[Goodwill]], but will only consider hiring them if they have at least +5 Social or +5 Underworld Goodwill. Adversely, if an adventurer possesses at least -3 Bridge Knight Goodwill, she’ll be more inclined to hire them. | If adventurers are interested they can work for Antara. She will hire them as mercenaries and adventurers can track Denrats [[Goodwill]], but will only consider hiring them if they have at least +5 Social or +5 Underworld Goodwill. Adversely, if an adventurer possesses at least -3 Bridge Knight Goodwill, she’ll be more inclined to hire them. | ||
Antara pays based on how much she likes her hires, and they earn a salary of | Antara pays based on how much she likes her hires, and they earn a salary of 10 sc per 1 Denrats Goodwill Every 7 days. Once an adventurer earns at least 5 Denrats Goodwill they may take their first rank in the [[Thug]] profession. If this rank is taken, that adventurer gains access to Antara’s information for free, and she will share her distrust and dislike of Ser Blacksky. | ||
==== '''Gaining and Losing Goodwill''' ==== | ==== '''Gaining and Losing Goodwill''' ==== | ||
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|- | |- | ||
| +1 | | +1 | ||
|Donate | |Donate 250 sc in money or weapons to Antara’s operation (max +3 Goodwill every 7 days). | ||
|- | |- | ||
| +3 | | +3 | ||
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==== '''Attending the University''' ==== | ==== '''Attending the University''' ==== | ||
Players may register as students. To do so, they must choose a field of study: Arcane, Mercantile, Legal, or Civil. Each grants its own benefits, and a player may only participate in one field at a time. Once a field is chosen, a player pays the initial tuition of 1, | Players may register as students. To do so, they must choose a field of study: Arcane, Mercantile, Legal, or Civil. Each grants its own benefits, and a player may only participate in one field at a time. Once a field is chosen, a player pays the initial tuition of 1,000 sc, and must take an entrance exam. To pass, they must succeed a skill check relative to the field: | ||
'''Arcane.''' INT/Arcana of 15+ | '''Arcane.''' INT/Arcana of 15+ | ||
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Players can donate currency, items, or food to satisfy Ratina. | Players can donate currency, items, or food to satisfy Ratina. | ||
If players donate | If players donate 250 sc worth of materials, she will bless them with an escort through the sewers. 2 '''Dire Rats''' will accompany, and fight for, the party until they leave the sewers. | ||
If they donate 1, | If they donate 1,000 sc or more, Ratina will instead grant them her Rat Hat, and praise their worthiness of the Rat Queen. With this outcome, should the event trigger again, Ratina will offer the players safe haven and will protect them with her rats if they choose to Take a Rest. | ||
Queen Ratina has the stats of a '''[[Druid]] (Greater)''', and if attacked, she and her subjects will scatter into burrowed holes into the foundations. | Queen Ratina has the stats of a '''[[Druid]] (Greater)''', and if attacked, she and her subjects will scatter into burrowed holes into the foundations. | ||
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|- | |- | ||
|1-10 | |1-10 | ||
|A singular gem worth | |A singular gem worth 150 sc. | ||
|- | |- | ||
|11-30 | |11-30 | ||
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|- | |- | ||
|31-50 | |31-50 | ||
|A singular gem worth | |A singular gem worth 300 sc. | ||
|- | |- | ||
|51-70 | |51-70 | ||
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|- | |- | ||
|71-90 | |71-90 | ||
|A singular gem worth | |A singular gem worth 500 sc. | ||
|- | |- | ||
|91-100 | |91-100 | ||
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'''Foodstuffs.''' Heroes can give the urchins rations or meals. For every 5 portions (or days) worth of food they give, they’ll gain +1 Goodwill with the Urchin Colony. | '''Foodstuffs.''' Heroes can give the urchins rations or meals. For every 5 portions (or days) worth of food they give, they’ll gain +1 Goodwill with the Urchin Colony. | ||
'''Medicine.''' Spicket is particularly interested in medicine. Heroes can donate common and rare herbs, or basic or advanced medicine. Every | '''Medicine.''' Spicket is particularly interested in medicine. Heroes can donate common and rare herbs, or basic or advanced medicine. Every 50 sc in such items grants +1 Goodwill with the Urchin Colony, to a maximum of +3. | ||
'''Weapons.''' Widget is always looking for means to protect her fellow kids. Heroes can donate scrolls, weapons, or [[Magic Items|magic items]] to her. Every | '''Weapons.''' Widget is always looking for means to protect her fellow kids. Heroes can donate scrolls, weapons, or [[Magic Items|magic items]] to her. Every 100 sc in such items grants +1 Goodwill to the Urchin Colony, to a maximum of +5. | ||
The urchins do not want to be saved—they’re doing just fine in the sewers—but they appreciate aid when they can get it. If the heroes foster Goodwill, they can use this as a resource to call on the colony for aid, trading Goodwill for certain favors both usable in the sewer and above-bridge. See the Urchin Colony Goodwill table for exchanges, and Goodwill is cashed in with either Spicket or Widget. | The urchins do not want to be saved—they’re doing just fine in the sewers—but they appreciate aid when they can get it. If the heroes foster Goodwill, they can use this as a resource to call on the colony for aid, trading Goodwill for certain favors both usable in the sewer and above-bridge. See the Urchin Colony Goodwill table for exchanges, and Goodwill is cashed in with either Spicket or Widget. | ||
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|- | |- | ||
|30-49 | |30-49 | ||
|A stray Magister or Bridge Knight Badge ( | |A stray Magister or Bridge Knight Badge (200 sc cost) | ||
|- | |- | ||
|50-69 | |50-69 | ||
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|- | |- | ||
|70-84 | |70-84 | ||
|A Writ of Credit ( | |A Writ of Credit (150 sc) | ||
|- | |- | ||
|85-99 | |85-99 | ||
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|- | |- | ||
| +1 | | +1 | ||
|Donate at least | |Donate at least 500 sc to a Temple of Vigil. This only works once every 7 days, a maximum of 3 Goodwill earned this way. | ||
|- | |- | ||
| +2 | | +2 | ||
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==== '''Joining the Order''' ==== | ==== '''Joining the Order''' ==== | ||
To become a squire within the order, an adventurer must first pay dues of | To become a squire within the order, an adventurer must first pay dues of 500 sc to prove that they are self-sufficient enough to provide for themselves. This need not be currency. They can donate weapons, scrolls, items, or anything of value to the order. Next, the adventurer must face several order members in single combat with wooden weapons (all do blunt damage). A '''Squire''', followed by a '''Knight''', then a '''[[Knight Errant]].''' The adventurer needs not win any of the bouts—only prove their resourcefulness in combat, by lasting at least 3 rounds against each opponent (but the order will not inform them of this). Finally, they must take a vow to uphold the order’s values. | ||
Once this is done, the adventurer becomes a member squire, and gains access to Darkscourge Goodwill and services. They also may take their first rank in the Knight profession. The adventurer and allies may rest in the order compound and may request sanctuary there if they are in danger. | Once this is done, the adventurer becomes a member squire, and gains access to Darkscourge Goodwill and services. They also may take their first rank in the Knight profession. The adventurer and allies may rest in the order compound and may request sanctuary there if they are in danger. | ||
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Players can receive healing at the house, donate to help the people of Bridgemoor, or work as a physician themselves. | Players can receive healing at the house, donate to help the people of Bridgemoor, or work as a physician themselves. | ||
'''Donations.''' Heroes can donate rations or meals, money, or medicine. For every | '''Donations.''' Heroes can donate rations or meals, money, or medicine. For every 250 sc in value they donate they receive +1 Goodwill with Bridgemoor Commoners (+5 at most). | ||
'''Healing.''' The physicians at the house can cure the adventurers of nonmagical diseases and can remove temporary levels of insanity, such as those gained at the Rust Gate. If done for free, this treatment takes 1d4 days +1 day per rarity of the disease (1 day for common, 2 for uncommon, etc.) or per level of insanity, otherwise it costs | '''Healing.''' The physicians at the house can cure the adventurers of nonmagical diseases and can remove temporary levels of insanity, such as those gained at the Rust Gate. If done for free, this treatment takes 1d4 days +1 day per rarity of the disease (1 day for common, 2 for uncommon, etc.) or per level of insanity, otherwise it costs 20 sc per level of rarity, and the adventurer is healed after 8 hours. | ||
'''Work.''' The House of Alms is always looking for individuals to help. If an adventurer wishes to, they can spend blocks of 8 hours aiding those at the house. They can choose to work for pay or donate their time. When doing either, they roll an INT/Medicine check, with results depending on their roll: | '''Work.''' The House of Alms is always looking for individuals to help. If an adventurer wishes to, they can spend blocks of 8 hours aiding those at the house. They can choose to work for pay or donate their time. When doing either, they roll an INT/Medicine check, with results depending on their roll: | ||
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'''Skill Check of 13''' | '''Skill Check of 13''' | ||
The adventurer is of great help and earns a salary of | The adventurer is of great help and earns a salary of 25 sc + 25 sc per rank of Physician they possess. If choosing to work for free, the adventurer earns +1 House of Alms Goodwill. | ||
'''Skill Check of 18''' | '''Skill Check of 18''' | ||
The adventurer proves their worth to their fellows and earns a salary of | The adventurer proves their worth to their fellows and earns a salary of 75 sc + 25 per rank of Physician they possess. If choosing to work for free, the adventurer earns +2 House of Alms Goodwill. | ||
'''Skill Check of 25+''' | '''Skill Check of 25+''' | ||
The adventurer outshines even the regular house physicians and earns a salary of | The adventurer outshines even the regular house physicians and earns a salary of 150 sc + 50 per rank of Physician they possess. If choosing to work for free, the adventurer earns +3 House of Alms Goodwill. | ||
An adventurer can only earn as much as +5 Goodwill and the house can only pay out as much as | An adventurer can only earn as much as +5 Goodwill and the house can only pay out as much as 500 sc per 7 day period. If an adventurer earns at least 5 Goodwill with the house, they make their first rank in the Physician profession. They may increase their Physician rank by 1 for every 15 Goodwill they earn after that, to a maximum rank of 3. | ||
'''Shrineyard.''' The courtyard of the temple district, the Shrineyard is where small religious delegations set up small, mobile shrines and preach their various doctrines to their Moorian flocks. During day-time hours, the yard is active with priests and preachers, clergy, and other such individuals hoping to bring peace or recruit for their divines. This is also a common spot for beggars to frequent, begging for alms while relying on the more generous spirit of their religious neighbors. | '''Shrineyard.''' The courtyard of the temple district, the Shrineyard is where small religious delegations set up small, mobile shrines and preach their various doctrines to their Moorian flocks. During day-time hours, the yard is active with priests and preachers, clergy, and other such individuals hoping to bring peace or recruit for their divines. This is also a common spot for beggars to frequent, begging for alms while relying on the more generous spirit of their religious neighbors. | ||
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|Skirmish! | |Skirmish! | ||
|} | |} | ||
'''Enterprising Urchin.''' A lone urchin was caught stealing from a local food merchant. Insisting on their innocence, the dispute is growing ever louder, potentially attracting a Bridge Knight patrol. While it’s obvious the urchin tried to steal, and flubbed their attempt, a DC 13 AWR/Perceiving will reveal the urchin hasn’t eaten for days. Heroes can bribe the merchant to ignore the offense for | '''Enterprising Urchin.''' A lone urchin was caught stealing from a local food merchant. Insisting on their innocence, the dispute is growing ever louder, potentially attracting a Bridge Knight patrol. While it’s obvious the urchin tried to steal, and flubbed their attempt, a DC 13 AWR/Perceiving will reveal the urchin hasn’t eaten for days. Heroes can bribe the merchant to ignore the offense for 25 sc or more, or convince them to let the urchin go with either a social combat (starting at a DC of 12), or CHA checks of 15+. If this route is taken, the adventurers gain +1 Underworld Goodwill (and +1 Urchin Colony Goodwill), and the urchin may reveal the existence of the sewer colony as thanks. | ||
Adventurers can also report the urchin and turn them over to authorities, earning +1 Mercantile and Militant Goodwill. | Adventurers can also report the urchin and turn them over to authorities, earning +1 Mercantile and Militant Goodwill. | ||
'''A Grand Opportunity.''' Beset by a fastidious, and ruthless, magistrate, a local merchant is about to lose everything to years of unpaid back taxes. Desperate, and lamenting publicly, the merchant approaches the heroes with an opportunity of a lifetime. The merchant will ask for them to either help pay the taxes, or convince the magistrate to grant an extension. Adventurers can pay half ( | '''A Grand Opportunity.''' Beset by a fastidious, and ruthless, magistrate, a local merchant is about to lose everything to years of unpaid back taxes. Desperate, and lamenting publicly, the merchant approaches the heroes with an opportunity of a lifetime. The merchant will ask for them to either help pay the taxes, or convince the magistrate to grant an extension. Adventurers can pay half (500 sc) for a 15% stake in the merchant’s business, or all of the taxes (1,000 sc) for 25%. This earns the players a stipend of 75 sc (15%) or 125 sc (25%) every 7 days, so long as they remain in Bridgemoor to collect. | ||
The local magister can be found nearby with 1d4+2 Bridge Knights, and will grant an exemption of half a year if the adventurers pay a fee of | The local magister can be found nearby with 1d4+2 Bridge Knights, and will grant an exemption of half a year if the adventurers pay a fee of 250 sc. They can also convince the magister with an appropriate DC 18+ CHA or INT check. Threats of violence or intimidation will result in the magister calling for their guards. Succeeding this route grants the heroes +1 Mercantile and Militant Goodwill. | ||
'''Flash Sale.''' The markets are flooded with customers today, leading to steep discounts. Any goods purchased from the Western Markets are done so at a 20% additional discount for the next 8 hours. | '''Flash Sale.''' The markets are flooded with customers today, leading to steep discounts. Any goods purchased from the Western Markets are done so at a 20% additional discount for the next 8 hours. | ||
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You may have Darkscourge or Bridge Knights show up to aid players if the skirmish is too dangerous. | You may have Darkscourge or Bridge Knights show up to aid players if the skirmish is too dangerous. | ||
Adventurers may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them | Adventurers may simply run from these encounters with no reward or penalty. If they successfully fend off the cultists, a Knight-Captain will appear and award them 50 sc as a base, multiplied based on the encounter difficulty (x1 for easy, x2 for moderate, x4 for difficult, and x6 for deadly). For a difficult encounter, players gain a +1 Social and Bridge Knight Goodwill, or +2 for a deadly encounter. Additionally, a deadly encounter will reward players with a Writ of Passage. | ||
Instead, on a difficult or higher encounter, you may have a Darkscourge Paladin (or Nessacourias herself) approach the adventures and offer to have them join the order, bypassing the fee and combat test. | Instead, on a difficult or higher encounter, you may have a Darkscourge Paladin (or Nessacourias herself) approach the adventures and offer to have them join the order, bypassing the fee and combat test. | ||
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|A Tad Bit Unhinged | |A Tad Bit Unhinged | ||
|} | |} | ||
'''Avadrium.''' Local merchants in the materials market have managed to land a rare supply of Avadrium. A local bidding war is on, but the sale of Avadrium is tightly controlled, and it's only a matter of time before Karak’s Bridge Knights show up to seize the stock. Roll 3d10 and multiply the result by 100 for the amount, in sc, of available Avadrium. Avadrium normally sells at a 1 to 5 ratio (every | '''Avadrium.''' Local merchants in the materials market have managed to land a rare supply of Avadrium. A local bidding war is on, but the sale of Avadrium is tightly controlled, and it's only a matter of time before Karak’s Bridge Knights show up to seize the stock. Roll 3d10 and multiply the result by 100 for the amount, in sc, of available Avadrium. Avadrium normally sells at a 1 to 5 ratio (every 1 sc of the material costs 5 sc to purchase). For this event, you can have multiple merchants bidding for the supply, or give the heroes first dibs. Either way, if the exchange is not resolved within 30 minutes, a patrol of 1d6+2 Bridge Knights will show up to apprehend the Avadrium. | ||
Heroes can turn in the merchant and supply for +2 Militant (or Bridge Knight) Goodwill, +1 Aristocratic Goodwill, and -3 Mercantile Goodwill. Additionally, an adventurer may spend 3 Urchin Colony Goodwill to call upon a nearby ally to “liberate” some of the material. Roll 5d10 and multiply the result by 10 in this case for the “acquired” Avadrium. | Heroes can turn in the merchant and supply for +2 Militant (or Bridge Knight) Goodwill, +1 Aristocratic Goodwill, and -3 Mercantile Goodwill. Additionally, an adventurer may spend 3 Urchin Colony Goodwill to call upon a nearby ally to “liberate” some of the material. Roll 5d10 and multiply the result by 10 in this case for the “acquired” Avadrium. | ||
'''An Abuse of Power.''' A local miner, merchant, or non-citizen has found themselves afoul of 1d4+1 Bridge Knights. The Bridge Knights are insisting the individual has broken one law or another, and if they don’t pay them at least | '''An Abuse of Power.''' A local miner, merchant, or non-citizen has found themselves afoul of 1d4+1 Bridge Knights. The Bridge Knights are insisting the individual has broken one law or another, and if they don’t pay them at least 100 sc, then they’ll be taking a trip to the Bridgekeep Cells. Heroes can ignore this and move along with no consequence. Otherwise, they can convince the Bridge Knights to sod off with a social combat (starting DC of 15) or with CHA checks of 18+. This is also one of the few locations where combat with Bridge Knights does not result in reinforcements or immediate apprehension, as Nalatown operates apart from the city. Adventurers can also simply pay off the extorted amount. | ||
Helping the individual nets +3 Social (or Bridgemoor Commoner) Goodwill. If combat occurs, heroes suffer -3 Goodwill with the Bridge Knights and an additional +1 Aristocratic Goodwill. If any of the heroes is a deputy, magistrate, or Meritocrat, DCs are reduced by 5. | Helping the individual nets +3 Social (or Bridgemoor Commoner) Goodwill. If combat occurs, heroes suffer -3 Goodwill with the Bridge Knights and an additional +1 Aristocratic Goodwill. If any of the heroes is a deputy, magistrate, or Meritocrat, DCs are reduced by 5. | ||
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Moorian inns are a common sight, with most of them positioned in some proximity to the central road that runs from tollgate to tollgate. They are always packed, full of travelers and merchants making the day-long trek across the city, and are a great place to rest, eat, and trade information. Such inns are a wealth of culture, ideas, and information, with constant passers-by and locals looking to network. | Moorian inns are a common sight, with most of them positioned in some proximity to the central road that runs from tollgate to tollgate. They are always packed, full of travelers and merchants making the day-long trek across the city, and are a great place to rest, eat, and trade information. Such inns are a wealth of culture, ideas, and information, with constant passers-by and locals looking to network. | ||
Inns in Bridgemoor are vertically inclined, usually two-to-three stories tall, with luxury or premier rooms available on the upper floors. With the never-ceasing cavalcade of travelers, double the prices of inn services in Bridgemoor for non-citizens, with luxury rooms running | Inns in Bridgemoor are vertically inclined, usually two-to-three stories tall, with luxury or premier rooms available on the upper floors. With the never-ceasing cavalcade of travelers, double the prices of inn services in Bridgemoor for non-citizens, with luxury rooms running 60 sc a night, able to house eight individuals comfortably. | ||
'''Theft.''' Desperate locals and enterprising thieves haunt Moorian inns for a quick score. There’s a 20% chance (roll on a d100) that adventurers staying in a non-luxury room are robbed while Taking a Rest. If this occurs, thieves can be caught or noticed with 13+ AWR checks. If failed, the targeted adventurer loses 10% of their carried currency. You can ignore this mechanic if it proves too troublesome or irritating for your table. | '''Theft.''' Desperate locals and enterprising thieves haunt Moorian inns for a quick score. There’s a 20% chance (roll on a d100) that adventurers staying in a non-luxury room are robbed while Taking a Rest. If this occurs, thieves can be caught or noticed with 13+ AWR checks. If failed, the targeted adventurer loses 10% of their carried currency. You can ignore this mechanic if it proves too troublesome or irritating for your table. | ||
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'''Whisper Network.''' Within the Moorian inns exists a group of linked information brokers. Bartenders, merchants, or otherwise shady individuals, the whisper network is a paradoxically known quantity that no one knows anything about. The network takes coin in exchange for information, and seems to know a little about everything, if not a lot about anything. On entering an inn, roll a d100. On a 50 or higher, that inn will have a Whisperer informant, identified by a small marking nearby of a dagger kept within a raised hood. This symbol can be sussed out with DC 15+ AWR checks. | '''Whisper Network.''' Within the Moorian inns exists a group of linked information brokers. Bartenders, merchants, or otherwise shady individuals, the whisper network is a paradoxically known quantity that no one knows anything about. The network takes coin in exchange for information, and seems to know a little about everything, if not a lot about anything. On entering an inn, roll a d100. On a 50 or higher, that inn will have a Whisperer informant, identified by a small marking nearby of a dagger kept within a raised hood. This symbol can be sussed out with DC 15+ AWR checks. | ||
Whisperers do not negotiate. If intimidated or attacked, they will try to leave, and adventurers will lose access to the network until they pay a | Whisperers do not negotiate. If intimidated or attacked, they will try to leave, and adventurers will lose access to the network until they pay a 500 sc restitution fee to another informant. Prices and available information can be found on the Whisper Network table. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Cost | !Cost | ||
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'''Skill Check of 13''' | '''Skill Check of 13''' | ||
The adventurer puts on a passable show and earns | The adventurer puts on a passable show and earns 10 sc + 10 sc per rank of [[Entertainer]] they possess. This (and all other positive checks) can be used in addition to the weekly gain of a performance based Entertainer. | ||
'''Skill Check of 18''' | '''Skill Check of 18''' | ||
The adventurer puts on a great show and earns | The adventurer puts on a great show and earns 20 sc + 15 sc per rank of Entertainer they possess. | ||
'''Skill Check of 25+''' | '''Skill Check of 25+''' | ||
The adventurer astounds and amazings, earning 40 sc + | The adventurer astounds and amazings, earning 40 sc + 20 sc per rank of Entertainer they possess. They also gain +1 Social Goodwill. | ||
An adventurer can only earn as much as +5 Social Goodwill, and cannot earn any money at the same in more than twice every 7 days. If that much Goodwill is earned, that adventurer may take their first rank in the Entertainer profession, or advance their current rank to a maximum of rank 3. | An adventurer can only earn as much as +5 Social Goodwill, and cannot earn any money at the same in more than twice every 7 days. If that much Goodwill is earned, that adventurer may take their first rank in the Entertainer profession, or advance their current rank to a maximum of rank 3. | ||
==== '''Toll Stations''' ==== | ==== '''Toll Stations''' ==== | ||
Toll stations are fortified stone buildings that are poised along the length of Bridgeroad. Non-citizens are required to pass through a toll station for each district and face inspections for Writs of Sale and any other goods they may be carrying. Here, violators may be detained for entire days until they can meet with a local magister, and fines can be anywhere from 5% to 25% of unregistered sale goods. It costs | Toll stations are fortified stone buildings that are poised along the length of Bridgeroad. Non-citizens are required to pass through a toll station for each district and face inspections for Writs of Sale and any other goods they may be carrying. Here, violators may be detained for entire days until they can meet with a local magister, and fines can be anywhere from 5% to 25% of unregistered sale goods. It costs 5 sc to pass through a toll station, and there are four such stations that are inevitable on Bridgeroad, meaning it costs 60 sc to simply travel through one tollgate to another. | ||
==== '''Moor Blocks''' ==== | ==== '''Moor Blocks''' ==== | ||
City blocks in Bridgemoor are tightly knight, inner city communities. These residential blocks are stacked, apartment-like housing that can go as high as four or five stories, with dozens to hundreds of people living in each. Many have their own small economies, keeping shops and taverns and artisans contained within, and can even form their own subcultures depending on who settles there. Some even foster community gardens or raise livestock, each able to thrive as a small hamlet within the city at large. Multiple blocks are usually under the purview of a junior magistrate that becomes an essential community member, sometimes even acting as a liaison to the Bureaucracy. | City blocks in Bridgemoor are tightly knight, inner city communities. These residential blocks are stacked, apartment-like housing that can go as high as four or five stories, with dozens to hundreds of people living in each. Many have their own small economies, keeping shops and taverns and artisans contained within, and can even form their own subcultures depending on who settles there. Some even foster community gardens or raise livestock, each able to thrive as a small hamlet within the city at large. Multiple blocks are usually under the purview of a junior magistrate that becomes an essential community member, sometimes even acting as a liaison to the Bureaucracy. | ||
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