Welcome to Gaia! ::

Nightiming

Back to Guilds

A classic multi genre roleplay guild. Groups and one on oens. 

Tags: Multi-Genre, Scifi, Fantasy, Steampunk, Groups 

Reply ✔ Roleplay Graveyard
[OPEN] The Three Keys Goto Page: 1 2 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Dust_in_Darkness

PostPosted: Fri May 21, 2010 10:47 pm


User Image

User Image




When the Thief King of
the Trugold Guild
-an all thief group-
passes away suddenly
the group scrambles
to find a new leader.
According to guild tradition
the prior King’s
three closest Disciples
are each entrusted
to protect a golden key.
If somebody is able to retrieve
all three keys
in a month’s time
then they will be elected as
the new leader
no questions asked…





Let the games begin…
PostPosted: Fri May 21, 2010 10:48 pm


User Image
The Trugold Guild


Inside the Ironview Mountains of the desert country, Katarr lies the Trugold guild. The all thieving Guild is a small guild dedicated to stealing back the wealth of the land. The members all have their own reasons for joining, but the one thing that most of the members wish for is the fellowship. In the last few years the guild members have been content. The violence was low, but the gold kept rolling in. The Thief King, Durim Grimstone, was known for being a kind and benevolent leader. The man had few enemies, which is why his death came as such a shock. Most of the members suspect foul play, but it is hard to pinpoint a culprit when there is nobody leading the group. Durim’s three closest Disciples have now been put in task of protecting three golden keys.

According to guild tradition the person who is able to retrieve all three keys in a month’s time will be elected as the new Thief King no questions asked.


The rules of the Election are as followed.

Retrieve all three keys in the given time limit. The one who holds the keys at the end of the given time is the winner.
If no one can retrieve all the keys by the given time the election continues until there is a winner.
The winner is the new Thief King. No questions asked.

Dust_in_Darkness


Dust_in_Darkness

PostPosted: Fri May 21, 2010 10:49 pm


User Image
Inside the Area

User Image


Inside the Ironview Mountains lies the Trugold guild. The guild is divided into three major levels.

The top level is closed off to higher ranking members. The upper level consists of the Thief King’s throne room, the Disciple’s personal living quarters, and the guild’s treasury room. The Disciple’s living quarters are much larger than the normal rooms. They are filled with comfortable bedding and hand carved furnishing. The rooms are often personalized so no two room are ever quiet the same. The treasury room is virtually impregnable. If one was able to get past the entire guild of thieves they would still have to be able to trick the lock combination out of the old banker, Otis. And even then, they would have to somehow be able to survive the number of magic wards and barriers set up centuries ago. Only the truly foolish have ever tried to break in. None have ever succeeded. Lastly, there is the throne room. The room is only accessible by invitation. The door itself can only be open on the inside. Now that there is no current figurehead the room is currently blocked off.

The middle layer of the mountain is by far the most popular area of the guild. The middle floor consists of the kitchen, guild dorms, gaming hall, training room, and performance hall. The dining hall is a long corridor filled with plenty of seating. There are a few small tables for the antisocial, but most sit at the main table stretching out far enough to seat basically the entire guild. The kitchen is relatively small, but still seems to be able to dish out feasts for every mealtime. The guild dorms are actually a group of small caves housing two to five members each. The caves are filled with an assortment of hammocks and cots. Right now there are plenty of empty rooms so everybody can sleep where and with whomever they want. If the guild members get board there are several places where they can go. First off is the popular gaming hall. The hall has all sorts of sports and competitions that test the player’s physical and strategic strengths. If one wants to hone their skill the training room is an excellent place to go. The area is filled an assortment of challenges that are key for any thief. They have lock picking sessions, shooting range, balance bars, evasion testing, and many more helpful tricks. There are also plenty of senior members that are willing to help out the trainees. Finally there is the performance hall. This place is mainly dedicated to the bards. There are daily performances after dinner. Along with that the hall doubles as an arena. If two members ever have a desire to throw a couple punches the arena is the place to do it. It is a guild rule that all fights start and end in the ring.

On the lowest level are the bathing hall, the storage area, and the prison. The bathing hall gets all of its water from a natural hot spring. The pools are always warm and clean so hardly anybody ever complains about the fact that the hall is a coed. The storage area houses everything from food to weapons. The food is mainly dried goods stored away incase of invasion or other circumstances that would prevent the guild from receiving fresh food. The weapons are the guild’s property. The guild lends out to anybody, but there is hell to pay if anything returns damaged. Most members prefer buying their own supplies than risking the wrath of the guild. The prison is not used very often, but the members will not hesitate to throw a rowdy member in jail until they calm down.
PostPosted: Fri May 21, 2010 10:50 pm


User Image
Becoming a member

Those interested in joining the guild must be approved by two of the Disciples or the Thief King. The new members are given the title as Rabbits. Once the Rabbits are promoted to Foxes once they successfully complete their first mission. A Fox is promoted to Wolf once they are able to complete a set of trials set up by the current Thief King. The Wolves become Disciples once they are elected by the the Thief King. Only a handful of Disciples hold office. It is not uncommon for Disciples to be demoted to Wolves or choose to retire. Those who retire from a life of crime are known as Advisors. These people are always honored in the guild. They serve as teachers or caretakers for the other members. There is always room for old thieves.

Dust_in_Darkness


Dust_in_Darkness

PostPosted: Fri May 21, 2010 10:51 pm


User Image
Kinds of thieves

User Image



Assassin. Stealing lives is still a form of stealing. Assassins vary in forms of killing, but the end result is the same. There are not many assassins in the guild, but the few that they have are plenty enough to get the job done.

Bandit. They are a step below assassins. They loot and kill. Most are very blunt. They are often seen as bullies so beware what you say around them. Insult these thieves and chances are you wont be saying much of anything else.

Bard. These are very mild thieves. Most of their skills lie in some form of entertainment. Most are dancers or musicians. These thieves practice a very subtle form of pick pocketing. Beware of any big performances, they are just distractions for the crime.

Rogue. These are the self-proclaimed outcasts of the thieving community. They do not steal for the wealth, but for survival and pride. They are not very social, but certainly self-sufficient.

Shadowmage. These thieves are a special all Fay classification. They all use magic in one way or another to help them steal. It is a broad classification that should not be underestimated.

Spy. If you need to steal information these are the thieves to turn to. They are adept at going undercover and taking on different disguises. They are not to be trusted.

Swindler. They are masters of cons and blackmail. These thieves are always gathering information on others for their own benefit. They are similar in fashion to the spy. Neither should be trusted.

Retriever. This brand of thief steals things back for people. If something is lost or stolen these are your best bet at getting it back. They are disliked amongst most thieves.


More to come soon!
PostPosted: Fri May 21, 2010 10:51 pm


User Image
Geography and History

The story takes place in a small country known as Katarr. The county is a mountainous desert with little vegetation. The country is known for two things, diamonds and Devil’s Pine. The Ironview Mountain range was once filled with thousands of jewels. The diamonds were mined bringing in a large amount of wealth to the country. Unfortunately, the mountains are now empty and the money has basically stopped. The social classes were frozen in place. The rich stayed rich while the poor miners began to suffer. Many of the miners were able to become farmers or fishermen, but a few decided to stop being law-abiding citizens. That was how the thief guilds first started out. Now thieves and pirates are an all to common occurrence in this desperate country.

The rich seclude themselves to small sparse walled off cities while the poor are left to fend for themselves. The thieves attack these walled off areas providing enough profit for the poor, and themselves. And so life goes on...

User Image


Katarr is also known for their Devil’s Pine, a rare succulent. The plant fibers can be used for clothing and baskets. But two main purposes of the plant are not quiet as pure. The syrup produced by the plant is often used as a sweet, but potent alcohol while the roots of the plant are often burned making a powerful narcotic. The alcohol can easily bring down even the most tolerant of stomachs. It is often mixed with other alcohols to dilute the power, but those truly wanting to get drunk quickly need only take about a shot of the liquid. The smoke produced by burning the roots is often used in rituals. The fumes are known for causing a numbing sensation, a relaxed state of being, and in some cases caused hallucinations.

User Image


The Trugold Guild is located in the
Ironview Mountain Range. The empty tunnels and clean caves are an ideal hiding area. The local terrain hides any traces of the thieves’ presence. Below the Mountain range lies a small farming town called Jai`ten. The locals tend to welcome the thieves’ company since the Guild often acts as a supporter and defender against potential threats. The village provides the guild with most of its food and also welcomes them to the local festivals.

User Image


Lover’s Cove is the closest sea port. The area is about two day’s travel, but the view is worth the walk. The place boasts beautiful waters and clean sands. It used to be a popular vacation spot, but the pirates have chased away many of the tourists.

User Image


Allencraw is the capital city of Katarr. The large city is blocked off, but most thieves find it all too easy to enter. The place is a hotspot for rich and unsuspecting targets. The capital houses plenty of shops and restaurants, but the main attraction is the towering castle. The royal family lives here, but it is nearly impossible to see them. When it comes to thieves the king is not too concerned with the them since they usually have their hands full dealing with the Fay and border trouble.

Dust_in_Darkness


Dust_in_Darkness

PostPosted: Fri May 21, 2010 10:52 pm


User Image
Magic and the Fay

Even though magic is as old as life itself, man is just discovering the world of magic. There are a countless number of creatures out there with magical properties. Anything magical has been given the title Fay. There are a few groups that are commonly known by man.

User Image


The
Elves. The elves are a proud race that keeps to themselves. Their imperialistic style of life is completely separate from the laws of man. They have their own leaders and live by their own rules. Most elves would not be caught dead with a human, but there are a few which have began to integrate into the human society. Elves are talented in both healing and battle. They are the closest thing to 'good magic' that you can find. If you are ever hurt you best find an Elf. They are easily identified by their pointed ears and short stature. Most elves have fair skin and light hair, but there are exceptions to this rule.

User Image


The
Fairies. These creatures are the greatest conjurers of magic. They are a mysterious race that holds onto a tribalistic lifestyle. These creatures are rare finds in the desert since they dislike the heat, but if one does happen to appear it will be obvious how mischievous these creatures can truly be. These creatures are not known for their purity. They have loose morals and often find joy in causing trouble. They are generally considered to be creatures of 'neutral magic'. Fairies look like human, but often have odd coloring in their hairs, eyes, and possibly even skin. They do not have wings.

User Image


The
Serpentine. These are a dangerous breed of Fay that are closely related to both man and snake. They are known for their beauty as well as their poison. They enjoy tempting men with false promises. They are the epitome of 'evil magic'. Never trust what they say. They look like humans, but they also are known for having scales on their skin. They have odd colorings. It is said the odder the color the more potent the Serpentine’s poison.

User Image


The
Wyrms. Wyrms are dragons of the sand. They are huge creatures that burrow deep underground. They only rise to feed. The creatures are blind and often thought to be unintelligent, but their sheer size usually compensates for these weaknesses. The scales of these creatures cost a fortune. One scale costs more than what most men make in a year. The scales are often converted into a strong- but light- armor or high quality weapons.

Tremor Wyrm
PostPosted: Fri May 21, 2010 10:53 pm


User Image
NPCs

Durim Grimstone (52- deceased) Grimstone served as Thief King for over a decade. He made his name as a stern, but beloved leader. It was hard to find fault in him. He was a skilled thief who always got his job done. He protected the guild when times were bad and brought in enough gold to keep everybody happy. His death was sudden and unexpected.

Otis Flak- (?) The guild’s banker. He has been working as such for longer than most of the members have been alive. He is a wise, old man who always seems to be one step ahead of everybody. His age does not seem to affect his mind at all. He is able to state the guild’s inventory down to the copper coin whenever asked.

Suki Flak-(16) The shy platinum haired niece of Otis. She is training to be the next banker. She does not speak much, but she is good with numbers. She is not a thief, but many suspect that she is part Fay. Anybody would be foolish to try to hit on her when her uncle is around.

Myraan Pryde- (39) She is a fiery redheaded Advisor that serves as the guilds cook and adoptive mother or older sister. Her looks and charms have been driving men wild for years. She has a sharp tongue, but always offers comfort to those who need it.

Elakaz Grimstone- (7) The adopted son of Durim. Nobody is quite sure where this blonde kid came from, but the Thief King claimed him to be his son so no further questions were asked. The boy is a thief in training who spends most of his time hiding behind Myraan. He is skilled at pick pocketing, but that seems to be the full extent of his skills for now. His father’s death hit him especially hard.

Keller Fonti- (40ish) A buyer/supplier in the information black market. He has never been allowed even so much as within a stone's throw of the thieves' guild. He would sell out the entire guild to the local authorities in a heartbeat if they offered him a good price. Keller is a die-hard alcoholic, but he never loosens his tongue before his 'clients' loosen their purse strings. He has a nasty habit of finding out the things about yourself that you don't want anyone to know and using it to his advantage. He hates the rich, and finds personal pleasure in their misfortunes. He has managed to stay alive in his ruthless business only because of how much he knows and his own cunning. He never speaks to a client that he has no information on.


Don't be afraid to make up your own NPC. Let me know a bit about the character and I'll post them up for you!


Dust_in_Darkness


Dust_in_Darkness

PostPosted: Fri May 21, 2010 10:54 pm


User Image
Weapons and Technology

The land of Katarr is not the most advanced when it comes to technology. In some of the well off cities there are strange gadgets known as machines. They are said to do jobs such as draw water from wells, drill holes, and do other unpleasant jobs. The machines are certainly not the most effective, but the advancement fascinates most people. Machines are rare, but are also heavy and break down easily. They are hardly known for being reliable. So in other words they are not that sought after by thieves. Most would perfer to just steal a purse or wallet than go through the trouble of dragging a broken piece of junk across the desert.

The main weapons used by the people are
swords. The size vary on the preference, but the most commonly seen are large blunt blades. A well made sword is a valuable commodity. Some Wyrm blades cost more than a peasant could make in a life time. Daggers are another form popular blades amongst thieves. They are light and pretty easy to use. It is not uncommon to see bows and arrows, but restocking arrows can be a hassle, so many do not bother with the projectiles.

It is rumored that a foreign substance known as
black powder is being imported to the capital city. It is unknown what the powder can do, but some say that the substance produces a loud sound similar to thunder when loaded into a new machine called a gun. Many speculate that the substance is similar to explosives. People have been making bombs since the beginning of time. The methods vary, but most often they always end in a bang. Both bombs and guns are rare and would fetch a pretty penny on any market.


Currency and Fashion

User Image


Our story takes place in a time where coins were still the major currency. Gold and Silver can buy pretty much everything, but there are other means of barter. Jewels are another popular form of trade, especially amongst the magically inclined communities. When it comes to bartering basically anything is up to trading. As long as somebody wants what you are offering and they have something you want anything goes.

User Image


The fashion of Katarr is typical middle-eastern wear. The normal range of colors vary from light neutrals to black. Veils and other forms of hoods are worn to keep out the day's heat as well as warm people during the cold nights. Sandals are the most common footwear, since closed toed shoes usually fill with sand.

Of course this is all just the typical fashion; thieves tend to be a bit more dramatic in wardrobe choice. Some thieves choose to borrow clothing styles of the boardering countries, so pretty much anything is possible. Just remember, the brighter the colors, the more attention they draw.
PostPosted: Fri May 21, 2010 10:56 pm


User Image
The Bulletin Board

-Notices soon to come-

Dust_in_Darkness


Dust_in_Darkness

PostPosted: Fri May 21, 2010 10:57 pm


User Image
Current Missions
PostPosted: Fri May 21, 2010 11:10 pm


Dust_in_Darkness
reserved.

Dust_in_Darkness


Dust_in_Darkness

PostPosted: Fri May 28, 2010 12:46 am


Dust_in_Darkness
reserved.
PostPosted: Fri May 28, 2010 12:47 am


Dust_in_Darkness
reserved.

Dust_in_Darkness


Dust_in_Darkness

PostPosted: Fri May 28, 2010 12:48 am


Dust_in_Darkness
reserved.
Reply
✔ Roleplay Graveyard

Goto Page: 1 2 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum
//
//

// //

Have an account? Login Now!

//
//