Sweet. I'll aim to get another intro post up in the next couple of days. It'll probably involve the posting of contracts and some scene setting for other current events.
Never really used discord, but I'm happy if someone wants to set one up :)
It is rather simplistic right now, mostly since I have to work in a bit and it is about all I can do. However, it is set up to allow users to create channels as they see fit.
In truth, I would have preferred to work on it more but I'm taking my laptop in for repair tomorrow so my ability to RP will be reduced somewhat. I still have my phone, but it's not the funnest thing to RP on!
P.S. Apologies if you guys don't like the coloured dialogue.
Sia is likely to get involved in the either or contract, however she'd probably deal with the Fergus first. A rapist and murderer is worse to her than the missing daughter. Plus, she isn't exactly well suited for dealing with actual monsters right now.
Well, Cristina wouldn't get involved in either contract unless she literally happened upon any of the involved or got dragged into it, so I'm thinking about possible jobs she could be working on.
@Fat Boy Kyle The dialogue looks good for me too, makes it far easier to see when different people are speaking.
And I've come up with an idea for a wiki entry. I was thinking that the criminal underground would have some signs decided like the shadowmarks in TES: Skyrim, though specific to the City of Telchar. They could then also have signs that marked if an establishment was mage and/or creature friendly, which would be of great use in a city that's as hostile towards them as Telchar. It seems likely that there would also exist some kind of mage underground focused on helping each other remain undetected, and the existence of such marks would be a potential help for any witcher who turned up to investigate Jaspar's death in finding people willing to help them.
As I'm already thinking about it I would be more than happy to write up specifics for a wiki entry or two.
I've got more to write about the use of the signs, and I'm gonna work out specifics for the different mage/creature specific signs, but these are the ones I've come up with so far. If someone thinks of any other signs that would be useful let me know and I can add them.
Glossegharn. watchword, watchwords. Glossev. to look, watch, stare. Gharn. word.
Escape Route: This doorway/hatch/etc leads out of the city, city district or at the very least beyond the bounds that the guards in the area are likely to search in. Fence: A fence lives and/or conducts business here. This sign also marks the place as protected. Fence variant: A fence lives and/or conducts business here, and is likely to accept “hot” goods. This sign also marks the place as protected. Protected: Any building marked with this sign is under the protection of some part of the criminal and/or mage underground. This might mean that they’re paying protection money to some part of the underground, but it might also mean that it’s the home of the head of a crime family. Steal or make trouble here, and finding a fence will be the least of your troubles. Safe-house: This place should be safe to hide out in if you need to lay low.
Mage Friendly: Mage Friendly variant: A mage works/lives here. Creature Friendly: Sentient creatures who do not hunt humans Variant 1: Variant 2: Mage & Creature Friendly: Variant: A mage or creature works/lives here.
I've got more to write about the use of the signs, and I'm gonna work out specifics for the different mage/creature specific signs, but these are the ones I've come up with so far. If someone thinks of any other signs that would be useful let me know and I can add them.
Glossegharn. watchword, watchwords. Glossev. to look, watch, stare. Gharn. word.
Escape Route: This doorway/hatch/etc leads out of the city, city district or at the very least beyond the bounds that the guards in the area are likely to search in. Fence: A fence lives and/or conducts business here. This sign also marks the place as protected. Fence variant: A fence lives and/or conducts business here, and is likely to accept “hot” goods. This sign also marks the place as protected. Protected: Any building marked with this sign is under the protection of some part of the criminal and/or mage underground. This might mean that they’re paying protection money to some part of the underground, but it might also mean that it’s the home of the head of a crime family. Steal or make trouble here, and finding a fence will be the least of your troubles. Safe-house: This place should be safe to hide out in if you need to lay low.
Mage Friendly: Mage Friendly variant: A mage works/lives here. Creature Friendly: Sentient creatures who do not hunt humans Variant 1: Variant 2: Mage & Creature Friendly: Variant: A mage or creature works/lives here.
Liking this. I'll wait to see what others have to say and what changes, if any, you make before adding this to the wiki.
How are posts coming along btw? Remember that things like contracts that I put up are more like suggestions than directions; you don't have to follow them.
@Fat Boy Kyle Good to know you like it. I added another sign that warns for the Church/Warriors of Manannan & so the wiki entry is finished for now, but it's easy to add more signs if people think of any.
Glossegharn. watchword, watchwords. Glossev. to look, watch, stare. Gharn. word.
Rarely spoken of but often used, the glosseghar are an important tool for both the criminal and the mage underground of the Free City of Telchar. The word refers to a collection of signs that a number of factions make use of to notify others if a building is safe, houses a fence or anything of the like. These signs are specific to Telchar and have existed as long as organized crime in the city.
Since the formation of the Church of Manannan these signs have been used with far more caution so as to make sure that neither the church nor the city guard will be able to use them against the criminals. When the tough policies against mages and witchers came to be specific signs that concern mages and sentient creatures were created as the mage underground was born and started to use the glosseghar.
Glosseghar are most often carved in wood or etched in stone around doorways and windows, and are therefore designed to be simple to carve or etch. If the location only needs to be marked for a certain time or during certain times of day the signs are often drawn on with chalk or other substances that wash off easily. A fence who moves around a lot will likely draw a mark in chalk when they set up shop in the morning.
The signs that are specific for the mage underground and creatures are often more intricate as there’s usually a mage available to paint them with magic. If a mage is in residence the marks on the building may also be enchanted to only be seen during certain times or to easily be deactivated by certain phrases or touches from specific people.
Many signs exist in several variations that have somewhat different meanings, or mean the same thing and are meant to confuse anyone who know the glosseghar exist but who doesn’t know the specific meanings. Criminals also use symbols that don’t have a meaning to confuse and cast doubt.
For the purpose of the glosseghar “mage” includes anyone who can use magic.
Escape Route: This doorway/hatch/etc leads out of the city, city district or at the very least beyond the bounds that the guards in the area are likely to search in. Fence: A fence lives and/or conducts business here. This sign also marks the place as protected. Fence variant: A fence lives and/or conducts business here, and is likely to accept “hot” goods. This sign also marks the place as protected. Protected: Any building marked with this sign is under the protection of some part of the criminal and/or mage underground. This might mean that they’re paying protection money to some part of the underground, but it might also mean that it’s the home of the head of a crime family. Steal or make trouble here, and finding a fence will be the least of your troubles. Safe-house: This place should be safe to hide out in if you need to lay low. Church: This place belongs to the church, or the Warriors of Manannan have a presence here. May also be used as a simple communication to watch out because there are reasons to believe that the church is active in the area.
It’s generally a bad idea to cause trouble in locations marked with any of the following, as chances are good the people who work/live there are at the very least involved with the criminal or mage underground.
Mage Friendly: The people who work and/or live here have nothing against mages of any kind and will not report any magic done on the premises to the authorities. They may also be willing to harbour fugitive mages, though this is less likely. Mage Friendly variant: A mage works/lives here and may be willing to provide their services both for coin and to aid those in need. Creature Friendly: Sentient creatures who does not cause harm to other sentient beings are welcome here and will not be reported to the authorities. They may also be willing to harbour one of the aforementioned if they were being hunted. Variant 1: A sentient creature who does not cause harm to other sentient beings lives and/or works here, and will not report other creatures to the authorities. They may also be willing to harbour someone in need. Variant 2: Same meaning as original creature friendly. Mage & Creature Friendly: Both mages and creatures are welcome here and will not be reported to the authorities. Variant: A mage and/or creature works/lives here, and neither kind will be reported. The mage/creature is likely willing to help their kind or at the very least sell their services.
I've also started writing up a small wiki entry for the mage underground. The way I've figured it the mage underground isn't so much an actual organisation, but instead it's a case of almost every mage who lives in the city knowing and helping each other.
I'm working on my first IC post at the moment, but it's going to take a while longer since I prioritised the glosseghar wiki entry.
@MrDidact@BlackSam3091 The way I figure it Fridolf is only likely to already know the signs if he's previously worked in the city, but if he hasn't he might be aware of someone he could talk to in order to learn them.
The way I figure it Fridolf is only likely to already know the signs if he's previously worked in the city, but if he hasn't he might be aware of someone he could talk to in order to learn them.
I was going to work on a similar assumption, in that he's aware of of Glosseghar as they probably have similar counterparts in the other cities/towns he's visited in the past, though each criminal institution create their own symbols, and as such he doesn't actually know what any of the specific signs mean in Telchar.