Tak'mir decides to head the Low Row to buy dinner. On the way, he thinks about Tizzi, the waitress at the bar. He's known her for a long time. His paranoid mind tells him to suspect everyone, but if he can't trust her, who can he trust? She's got little to gain from courting Dwar'eet'iks favor by betraying him-except becoming the Chiefs favorite concubine of the week.
He knows not everyone is a spy for Dwar'eet'ik-though some certainly are. Most are not very fond of him at all, but are smart enough not to say so out loud. The only thing they fear more than him is fight for leadership that will break out when someone finally gets rid of him...
Dwar'eet'ik himself rode in to the position on a wave of blood and terror that killed several dozens-almost a quarter of the tribe, wiped out in a month. No one wants to see that happen again. Unless someone can attain the support of the majority of the tribe, they'd have no chance of getting rid of Dwar'eet'ik.
He reaches the edge of poor district-poor by Kobold terms, that is-which is to say very poor indeed. A few kobolds sitting in front houses wave to Tak'mir as he walks by, and he stops to watch a game of ball being played by some kobold pups. When the leather ball rolls over to him, he kicks it up, bounces it twices, then bounces it back to the pups to a chorus of tiny yipping cheers. He walks off smiling. Life's been good to him so far.
Tak'mir sees the Low Row up ahead. It's hardly as plush as the High Mark. The only way you can tell it's even a shop is the bell hanging outside the door. There's a small sign that has been planted in front-no words, just a stark emblem or a growling Kobold in blood red paint. That's probably Gork'Ghuks doing, warning everyone not to do business with him.
*ting, ting*
Arak'Rak'Tar is fiddling with a leaky bucket as Tak walks in. He looks up and smiles.
Tak'mir! I was getting worried. You know me, I'm a worrier. Especially after hearing the chief go on all day about he was going to feed you to his monster. Ugh. Have you seen that thing? I didn't even know they grew that big.
Anyway, what can I do for?Tak'mir quickly negotiates the price of a dinner for two, and then shows Arak the bread, and the Kobold glares.
That's spider bread, Tak'mir! Those Spider-Elves love it, but it's poison to you and me. I'd chuck it, if I were you-then again, it could always be useful.Grimacing, he hands Tak'mir his dinner.
I was saving it just for you Tak, roasted rock nut cakes and cave fish-10 coins. You look after your mom for me...and I'd like to hear your decision, about what we talked on earlier. Right now, just sleep on it.Spent 10 Rot Fang CoinsAs he walks back home, Tak'mir remembers the offer...Arak wants him to mediate some sort of agreement between him and Gork'Ghuk, before things get out of hand. He's both their friends after all. He's not sure how to go about it though, and hasn't agreed to do it yet.
His mom is waiting for him patiently on his front porch, and welcomes him home warmly. They have a nice dinner, chatting about the days events. Shes always saying how worried she is when you go out on these crazy missions, but has confidence your smart enough to get back home. Afterwards, you excuse yourself-Guild business is all you say, and mom's not one to pry.
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The Guild itself isn't too far from your house-a short walk, then three quick knocks on a hatch hidden in the ground, and your in. Compared to the squalor above, this place is well kept-a warm hearth is the only real light, and most of the thieves linger in the shadows. Weapons and trophies line the walls, of previous successes, and failures. No one greets Tak'mir right away-he knows his own way around. Alot of the masters are hanging out, about to start classes...they charge a nice bit of coin, though, which is only fair, since they're all retired. The way they make money these days is teaching hard earned skills to young upstarts like yourself.
-Training- The Guild masters impart their skills for 25 coins each, though you only have time for one session tonight-training gives you +1 to relating rolls or an abilty as indicated.
1. Lockpicking (Listen to the tumblers..)
2. Sneaking (Be light as a shadow, more silent than a whisper)
3. Awareness (Let's you spot traps and ambushes)
4. Magic Sense (One of the "Thiefomancer" arts-the self made term for Kobold trouble making magic, this allows you to detect simple magical auras, from items, people, or animals.)
5. Death Dealing (Increased damage when attacking from stealth)
6. Archery (Teaches proficency in the short bows-Kobolds are not naturally used to bow craft, and get a -1 to hit without this.)
7. Poison Use (How to apply it to your weapons without killing yourself)
8. Mechanics (Knowledge of simple mechanical devices like smoke bombs and caltrop grenades-great for disarming traps and repairing things, and needed for higher levels of engineering.)
9. Evasion (A class on running your tail off when you get into trouble-not a combat skill, only used for running away.)
10. Throwing (Proficency with light throwing weapons, allows you to use exotic throwing weaponry)
There's also the Thief Guild shop...they sell lots of sneaky equipment. Maybe he should check them out before putting down the coin for training. The mission board is already up-seems they got lots of work to do! Of course, Tak'mir could just relax and listen for rumors...
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Scenic Rot Fang village was built on the ruins of an old Dwarf outpost overlooking a chasm. There's almost two hundred Kobolds families packed in this small area, living in relative safety, though many of them are poor. Scattered among the tents and shacks, the crumbling stones of the Dwaven buildings still stand to house the most wealthy of merchants and warriors.
Dwar'eet'iks den-A crumbling former Dwarf bar, the chief tends to hang out here with the rest of his most loyal warriors and a few village concubines. Off limits to most everyone else. It's a stone building, with two floors-Dwar''eet'ik keeps the entire top floor to himself, and the bottom has tables, chairs, and a single working beer tap.
The Ring-Dwar'eet'iks new fighting pit, made out of whats left of the bars cistern. The only way out is with a rope-the walls are impossible to climb without tools. If the hunters catch anything nasty enough, they throw it down here, and if the cheif catches anyone who disrespects him, they go down too. He's had several executions this year, most of them to a fungus squid which only just recently got sick and died after eating a concubine that gave it stomach cramps. Tak'mir doesn't know what's in it now.
The Last Drop-Owned the limping fighter Zzas, and located on the edge of the village, overlooking a massive chasm, this place is Tak'mirs favorite hang out spot. In fact, most every Kobold found this place after the chief kicked everyone out of the Den. It serves good food and cold drinks-courtesy of a local Kobold Cryomancer-and has a nice atmosphere. He has a crush on the waitress there...not that she knows that.
The High Mark-Spotted in center square, this is Gork'chuks shop, and no one sells so much as a hatpin around here without him noticing. Tak'mir can sell things here, usually for higher prices if it's rare or valuable. Arak claims he doesn't mind if Tak'mir is selling to Gork'chuk.
The Deposit-Right next door to the High Mark, this open air market is where Tak'mir can buy all sorts of good food, cheap too, even if prices have begun to skyrocket due to Dwar'eet'iks bi-weekly binges taking up all the stocks.
House of Bashing, Beheading and Bisecting-Tak'mir doesn't go here often, as it's the towns biggest smithy, and he usually prefer to buy his weapons from fences or the guild. Still, there's alot of shiny stuff here...as if he'll ever be able to afford it. Roz'rim the Smith is the owner, and won't buy from him directly, unless he finds something *really* good-he has to go through a fence for that.
Greenhide Armorers-Same as above, the armor sold here is of the best quality his tribe can buy, but most of is way out of his price range. They won't buy anything from him but animal parts and skin-which they pay top coin for, the rarer the better.
The Low Row-Tucked away in the poor district that Tak'mir lives in, the Low Row is a shop that Arak'rak'tar, Tak'mirs friend, founded in direct competition to Gork'chuks. Tak'mir can also sell things here, but Arak doesn't have the money to throw around on trinkets, preferring to deal in necessities like food, medicine, and simple goods, which he sells back to needy kobold families at lower prices-he's highly respected among the tribe for this.
Gork'chuk has strongly hinted that he won't look too kindly on anyone who sells to Arak'rak'tar, especially including Tak'mir.
Thief Guild-A hidden place known only to the cities thieves, not even the chief knows about it. Tak'mir can always find work here, as well as relaxation and training in the shadowy arts, not to mention special equipment.
Ring of Stone-Most of the warriors of the Tribe hang out here, practicing with weapons and staying alert. Most of more honorable fighters of the clan are here, those who arn't interested in hanging out in the Den-Kobold weapon instructors are keen to teach anyone who shows promise some basic self defense moves for a bit of coin. Tak'mir enjoys a nice rumble now and again to keep his senses sharp.
Triscksy Master-A shop run by a Dwarf of all things! He's been deemed insane by the kobolds, but they tolerate him because he can decipher languages and identitfy strange artifacts. He sells all sorts of junk he claims is "magical", and some of it sure is...just not good magic.
-Get Back Home Job Done
-Bring Dinner Job Done
-Bring your loot back to Kweed'Rik'Tik for his "cut" Job Done
A makeshift Camoflage Cloak/A simple design-slap some leaves and rocks on a sheet of cloth and wear it like a cloak. It falls apart real quick though. Gives +1 to sneaking in whatever enviroment you made it from, falls apart after one use
(Needs:Sheet of Cloth)
-Equipped-
Shortspear/1d3 Piercing damage (towercap wood shaft and carved stone spearhead, freshly blood stained)
Wooden Potlid Shield/+1 damage resistance
Makeshift Camoflage Cloak (Cave)/Fallen Apart
-Worn-
Old Rags
Rope Belt
-Food and Drink- (full)
Hunk of Cheese
Chicken Sandwich (New Kobold thieves often train by raiding chicken coops, so you know the taste.)
Thermos, full: 3/3 (cold water. bleh!)
Spider Bread (Arak'Tak'Tar claims it's a favorite food of Spider-Elves, and toxic to eat.)
-Stowed- (In your loot sack)
Clay Jar, full: 3/3 (Gnomeblight)
Small Wooden Box, food and drink^: 4/3
Green Glass Bottle, empty: 0/3
Small Clear Bottle, full 1/1 (Goblin "Healing" Potion-Goblin alchemy is an inexact art...it works, but it also does something bad.)
Duct tape (Magic tape made by the Gnomes that can stick anything to anything)
Strange Blueprint (Looks like plans to make a mechanical bird out of wood and cloth. Insanity!)
-Loot-
55xRot Fang Coins (Heavy and triangular, these are used for currency in your tribe. They are made both mismatched in size and weight, and composed of whatever scrap metal was used to make them at the time. Kobolds don't care, but it makes them sort of difficult to trade them with outsiders...the newest mint has a rough engraving of Dwar'eet'ik on both sides, so you can't even spend money without seeing his face.)
Pair of Six-Sided Dwarven Dice (Your mom taught you how to count when you were young. Thanks mom!)
Pretty Earring (Made of Adamantine, and shaped like an eight legged spider, with tiny gems for eyes and pincers. One of the Kobold ladies would love this as a gift!)
-How he might have died, but didn't-
Killed by a Gnomish Patrol
[Blacktooth Tribe]
Zgoxab-Captain of the Blacktooth Tribe. Has a grudging respect for Tak'mirs combat skill.
[Rot Fang Tribe]
Puckchok-The old Kobold who watches the gates of the Rot Fang tribes home, night and day. He's afraid of the chief.
Gwik-Dwar'eet'iks muscle. Strong and dumb. Identical twin of Dwik.
Dwik-Dwar'eet'iks muscle. Dumb and strong. Identical twin of Gwik.
Dwar'eet'ik-the current Cheif. He's not too smart, but really strong and has a brutal cunning nature.
Zzas-Owner of "The Last Drop", a place Tak'mir likes to hang out. He was reputed to have been quite fighter in his time, but a crippling injury to his leg has ended his career as a warrior, and left him with a bitter limp to prove it.
Tizzi-A pretty waitress at the Last Drop. Tak'mir likes her, but hasn't had the courage to admit it yet...
Gork'Ghuk-Tak'mirs oldest and most trusted fence. He likes the old kobold, and usually gets a fair price from him.
Aak'rak'tar-A young friend of Tak'mir, he's got a quick wit. He's opened up a shop to compete with Gork'Ghuk...
Oldey-He doesnt even have a name, they just call him "Oldey"-a withered Kobold shaman that hangs outside the vllage proper. He accepts strange reageants and curious items, in return for magic potions, pills and blessings of the old, forgotten magic. He's also insane though, so he's equally as likely to curse you, or polymorph you into a vermin for laughs.
Rozrim-Village weaponsmith, pretty good too. He's a bit of an elitist, and doesn't like to deal directly with "riffraff" like Tak'mir, but he'll gladly accept Tak'mirs equipment sold to him through Gork'Ghuk.
Rot Fang Tribe {##########}Allied
-The Kobold Tribe you call your own. It's one of the strongest Kobold tribes in the region, but enjoys poor relations with almost everyone else at the moment, mostly because of Dwar'eet'ik, the current chief. His thuggish rule has led to much strife...Rot Fang warriors are known for their skill in subterfuge, and skill with throwing weapons. Tak'mir is not very popular with the new chief.-
Blacktooth Tribe {##########} Friendly
-A small, yet ferocious, tribe of Goblins that dwell on the fringe, living a sem-nomadic lifestyle. They hire themselves out as mercenaries to anyone who will pay them, and supplement their income by robbing settlements and caravan routes. They tend to wield little armor, preferring a more mobile combat style using scimitars. Tak'mir helped them out during a tough battle over a caravans spoils.-
Rockbelly Trolls {##########} Hated
-A loose confederation of Troll warriors that have laid claim to large tracts of the local caves, if they have the resources to patrol them or not. It's mostly just an excuse they use to bash, cook and eat anyone they catch on their "property". They are known to carry long grudges, but are also very loyal to those they decide are friends. Rockbelly Troll Warriors only real weapons are the club, or thrown boulder. Like most races, they will willingly hire themselves out as mercenaries, but they don't take gold-only food, and lots of it. Thanks to drunken Goblin boasting, everyone knows Tak'mir recently helped kill one of them during a skirmish over a caravan.
Spider-Elf Empire {##########} Despised
-Empire is the proper term. Most underdwelling races are only loosely organized, but the Spider-Elves have gathered in the thousands to construct cities rivaling even the Dwarves and their hated aboveground bretheren. They've trained armies of highly skilled and well equipped warriors and spell casters, and as of now, they are attacking and consuming the whole of the underworld, one cave at a time...Tak'mir is nothing to them, not even fit for slavery.-
Western Gnome Counties {##########} Despised
-The Gnomes that make their living above the Blackcough caverns don't really have any unity, except in mutual defense. They are premium targets for Kobold thieves-a piece of Gnomish technology is usually useless, but are prized as collectors items and intellectual curiosities by Shamans, Tribal Chiefs and Merchants. They are a surprisingly well armed people, fielding battle wizards, primitive musketeers and adamant war golems against their many enemies. Tak'mir has multiple death bounties on his head from them.
OOC: