You are
Zh'alin Sskilis, a
very male lizardkin.
Also
one of the better known Beastmasters around these parts, or rather, as Level 13 Adventurers are sometimes refered to as Master Rank, you are hence a
Master Beastmaster.
As such a masterly beastmaster, you have tamed many a wild beast over the years, but eventually you let go of each of them for a variety of reasons. Not this one, tough, as you have found yourself unwillingly to cut your bonds with it.
Obviously, you are talking about: [ ], your trusty:Wyvern: A lesser drake of mundane nature, this skysnake is prone to bringing you gifts.
Ursal: A massive beast, thought to be blessed by nature. Fearful if driven into combat.
Salamander: A creature from the magmafields, it is capable of smaller feats of fire conjuration.
Waspling: An insect of prodigious size, equipped by nature with venom and claws.
??: Players Choice. Must be a non-
sapient beast though.
All of them would hunt enough food to last both of you.
You also were able to acquire a map of the local area. Sadly, as is common practice near the border, it is only a public map, leaving out all but the most basic infrastructure. For now, you have named the tenatively empty white spot that is the
Wild Valley, and
The Bulwark has been drawn in. You also traced the forestpath and added
Lozni, a collection of hunting lodges that grace the path to
Olghelm, the later which is the local seat of power.
~
Having recently made the Wild Valley Bulwark your home, and having gained what may pass as approval by the local authorities, you set out to create some kind of Adventurer Guild.
Obviously, the name it shall bear, was already decided months ago: Over the course of the next month, you send out notifications to your noteworthy contacts and colleagues in the business. Answering all the inquisitions that follow, leaves you feeling like some kind of magistrate at times. Copious amounts of parchment and ink have travel the road, the local four messengers are know to you by name, and by the end of it all, you have tallied up expenses well over twenty gold.
Still, the reception and circumstances of your retirement have been noted. Amiably even, for the most part. Shoving away those letters trying to jeer or hire you back into the fray, you are still left with a good few documents. Not only that, you also need to finalize just how you will run the guild, and also how to keep it running.
Membership:
Are you searching only for those with previous experience, or are you also willing to take in normal folks?
Recruitment:
Your personal contacts are already pointing your way, for old times sake. They will round up some adventurers for your guild, but it might take time to fill your hovels.
Advertising in the taverns of the region, mainly Olghelm, would cost mere 5 Gold weekly, but has more chances to attract peasants, rather than adventurers.
Advertising throughout the tribeslands mercenary offices is also a possibility, costing 10 Gold weekly.
Guild Cost & Benefits:
You obviously need to make money somehow, or else this won't work in the long run.
Boarding at an Inn costs about 1 Gold Weekly. You could do the same. Won't make you rich though.
Receiving Tutelage from a fully competent Instructor, could net 5 Gold per Week. 2 Gold for Cousin Classes or Different Sub-Classes.
Receiving Training, is thrice the numbers above, but the Adventurer needs to stay that week at the Bulwark.
Getting a cut from any gold they found on their missions can be good money. A Quarter is acceptable, but Half might be greedy.
You could also take a commission for finding them work, or a cut from the reward. Quarter, Half, All of It - really, depends on what you are offering them in return.
Taking care of their unwanted loot, or even oblige them to sell it to you at fixed cuts is another option. If you trade them at Full Price, you won't earn nothing, at Three Quarters both parties have a good deal. Half Price? Yeah, greedy.
Having made headway with your future policies, you also take note of the different offers of people who are interested in working for you.
Galusk Marok, Orc, Adept Druid, Chaotic Good
A long-time acquaintance of yours, you travelled the Tralborean Swamps together a decade ago. He has a deep-rooted fascination with ancient places of nature, and thus it is unsurprising that he has expressed his interest to join your ventures here. For basic accomondation and sponsoring his fondness for mead, he could be tempted to instruct any who would seek his guidance. May occasionally go off to wander the valley, conduct rituals and similiar. Expenses of 5 Gold Weekly.
Slustugo Turzurusp, Goblin, Expert Champion, Neutral Evil
While you mainly worked along Zedan'nzong, the father of this one, what contact you had with the son shows him to be his fathers heir. His letter tells you that he has grown bored of the adversaries he faces in the fae woods of Lithoron. If you board and feed him at the bulwark, he will have little problem showing the ropes to those who you would assign to him. Will take occasional time-outs to hone himself in the valley. Expenses of 5 Gold Weekly.
Sadly, you know enough of druid and champion, to know that there is little chance they would ever get along.
Sakris Karith, Lizardkin, Talented Fellcaller, Lawful Evil
Writing you from the Sulphur Mounds, The Order would send word that they might be swayed to man a study by the bulwark. The "Swaying Fee" would be 400 gold, but you would need at least another 200 to build said study. Having one of the order stay and teach there, would also amount to costs of 15 Gold Weekly. While this offer won't expire unless you strongly decline it, there may be the need to revaluate their prices if you wish to take it later on.
Gashur Zaso, Orc, Professional Raider, Neutral Chaotic
A veteran wolfrider that was part of the same team as you some years ago, he hails from Olghelm, willing to teach any of your recruits the finer parts of combat. As he is not hard pressed to join you, he very well may go after his own goals in the meantime. Lodging for him and his direwolf should amount to 10 Gold Weekly.
Getting into Business:
Is not a problem to be concerned with. You've got enough contacts to cover that for now. Still, should your reputation wane, or you be interested in delving deeper, you might be prepared to part with coin. Future Stuff, really.
Adventurer Numbers & Party Size:
A Party can hold up to four Adventurers. Fancy, that.
If the guild sends out more than one party, chances is that you will only get to see one of them "In Action", whereas the other group will just deliver a report about what happened. Yeah, surprise, I most likely won't draw multiple parties doing the things you want for each update, but one of them? Sure enough ;3
This also allows us to take on as many adventurers and parties as we want, instead of being restricted by my drawing speed and mood all too much.
Instructors, Tutelage & Training:
A good tutor can speed up the growth of an adventurer by a fair bit.
Tutelage may only be a few hints and remarks here or there, but even those add up quickly.
Training is obviously more intense, but won't allow the adventurer to be elsewhere.
Any Sub-Class Instructor can provide Tutelage and Training to Base Class Adventurers.
A Base Class Adventurer from the Cousin Class, or an Adventurer who has chosen another Sub-Class, will get half the gain. Which is still better than nothing.
Self-Study has the least gains from all of this, and without the proper environment or facilities it won't do much, if any good.
Equipment:
Because I like it simple, there are only four slots.
Weapon - You know what this one does
Offhand - Shield, Foci, Secondary Weapon, but also Quivers belong here.
Armour - Quite sure you also know this one
Special - No, not that kind. Magic stuff. Only one? Yes, because mixing magic is bad. Or because I'm lazy like that.
Equipment Quality:
Adventurer-Equipment is already high class, but confers no bonus.
Magical Equipment obviously confers a bonus, either stats or an ability.
Hero-Equipment is quite high-class, and the whole set will give two levels worth of stat bonus. Very Expensive though.
Ramshackle-Equipment, in turn, will deduct one level worth of stats.
... that is all? Yes. Yes, it is. Skills use Attributes here. Instead of Skills using Attributes coupled with Weapon-Stats. So much less number-crunching, which is hopefully not the reason you are reading this, and surely not the reason why I do this either. ;3
Please choose the following:Your Animal Companion:
The Name of it:
The Name of your Guild-To-Be:
The Policies of your Guild-To-Be:
Fancy any of the Instructors?:
Bonus Option - Fancy an Appearance for Zh'alin?:
Tentative Picture DoodleBuildingsThe Bulwark: Weathered, but undamaged
"The Residence": ?? Master quarters. Somewhat barren.
6 Squalid Hovels: 5/20 Quarters taken
4 Kennel Cages: 0/4 in use
Installations & Services:5 Weathered Guards: 2 Gold each / 10 Gold Weekly 4 Enchanted Torches: 16 Gold monthly / 4 Gold WeeklyGuard Duty Compensation: 20 Gold WeeklyWeekly Change: +6 GoldTreasury: 802 Gold
Yeah.. welcome to the most Number-Crunching part of the game that you dear players will likely have.
Choosing how the guild earns enough funds to keep everything in order, and, the gods permit, even grow.
Else, quite happy how the scanner and scanning turned out. Also replaced the old pictures with scans.
The next updates will be more artsy again, but todays was a bit racked with mechanic and future direction decisions.
Bonus Choice: Zh'alins AppearanceEvery race has their telltale signs to keep the individuals apart. Lizardkin options with which I played around are found bellow. Have fun now~ ;3
1: Vertical Nostrils, Wavy Headspines, Canine-Dagger Teethline
2: Horizontal Nostrils, Headspikes, Hidden Canine-Dagger Teethline
3: Outward Slanted Nostrils, Thorny Headspines, Full-View Teethline
4: Inward Slanted Nostrils, Headspikes, Hidden Canine-Dagger Teethline, Chinspikes
5: Small Circular Nostrils, Outer Headspikes with Crown, Full-View Teethline
6: Big Circular Nostrils, Wavy Headspines, Full-View Teethline
7: Big Circular Nostrils, Plenty Outer Headspikes (w/o Crown), Full-View Teethline
Whoops ;3 - Fixed