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Hidden 8 yrs ago 8 yrs ago Post by DungeonMaster
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Thieves' Guild

Take what you can. Give what you can't.


Welcome to Sarkel


Sarkel is technically an island in the middle of one of the largest rivers in the Eastern Continent - the Sarus. Due to a geographical anomaly possibly caused by an earthquake, the river Sarus splits perfectly around Sarkel, creating natural harbours to the north and south of the island.

The city of Sarkel was founded nearly thousand years ago by the ancient Reyns - a seafaring people who found this river island a perfect place to set up their city. From here, the dreaded Reyn longboats would sail out to the open sea leagues south and plunder the coastal cities of the now-extinct Igmeon Republic.

But all that is in the history. Over the past thousand years, many rulers, conquerors and adventurers have fought over this piece of land - often called the City of World's Desire. Sarkel's strategic importance cannot be overstated. With river and sea access to nearly every major city in the Eastern Continent, Sarkel is the ideal place to run an empire from. And that is exactly what the current ruler, King Gilkamesh, seeks to do.

Gilkamesh and the reign of the Purple Kings


His Most Glorious Majesty King Gilkamesh is the seventh ruler of the Makon dynasty - founded by King Aemon Makon the First nearly 300 years ago. King Aemon, starting out as a brave adventurer, conquered vast areas around the southern coast. His biggest military accomplishment was the storming of Sarkel - where he led just three thousand horsemen against a stronger force holed up within the city walls and stormed the gates with cunning strategy. He established a new kingdom with Sarkel as its capital - the Kingdom of Lerindor.

Today, nearly 300 years after its founding, Lerindor is one of the most powerful nations in the Eastern Continent. The kingdom acts as a cultural nexus, bridging the barbaric nations in the north and the powerful federations in the south. Nearly every neighbouring kingdom is either a supplicant or an irritant to be swatted away.

It was during the reign of Aemon the Second that the tradition of the Purple Room started. The Purple Room is the most opulent space within the Royal Palace, gilded with the finest gold and inlaid with numerous purple quartz crystals. Within this room, the queens of Lerindor give birth to the future kings and queens of the Makon dynasty. Since the time of Aemon the Second, the rulers of Sarkel were called the Purple Kings.

Gilkamesh Makon the Glorious is the current king of Lerindor - a stately, mature, pragmatic ruler who understands the intricacies of politics. Under him, the borders of Lerindor have expanded with very little bloodshed. King Gilkamesh is known for his silver tongue and his ability to broker truces and establish tributaries. The king is now in his sixtieth year and is actively grooming his daughter, Princess Tamara, to take on the reins after his passing.

A Brief History of the Thieves' Guild


Though it is the capital of Lerindor, a citizen of Sarkel never calls himself a Lerindoran. Rather, he is Sarkellian - a proud citizen of this ancient city that has seen countless wars and countless rulers. Unlike the rest of Lerindor - which is rather peaceful and devoid of defining character - Sarkel is a melting pot. Traders, sailors, philosophers, artists and nobles rub shoulders within the streets of Sarkel on a daily basis. Even the king listens to the town crier because the pulse of Sarkel is the pulse of the kingdom.

And, much like Sarkel, the Thieves' Guild predates several kings. Thieves are always a part of any thriving city - but in Sarkel, they are one of its pioneers.

The Reyn Confederacy did not last long in historical terms, but it did leave behind an economic system that is still the backbone of Sarkel's prosperity. The Reynian thieves in Sarkel achieved a level of organisation that is elusive to many bureaucracies. They created a market in stolen goods that enabled Sarkel to attract items from around the world. That, in turn, allowed some unscrupulous merchants to open new kinds of shops. What was bought in the black market was sold in the open market. Sarkel became a magical place that granted legitimacy to stolen goods and ideas.

When the Confederacy disintegrated, many of the former cities and towns reverted to barbarism. But Sarkel continued to thrive. It was around this time that the Guild was founded.

Though the identity of the founding members of the Guild are lost to the ravages of time, the ideals of the Guild continue to resound loudly. To take what you can and give what you can't. There are several interpretations of this motto. But popularly, it is seen as the Guild's commitment to the welfare of the city, albeit through devious means. The Guild considers itself the arbiter of wealth - the unacknowledged custodian of Equality.

The City Guard


No organisation is perfect and neither is the Guild. Over the years, while they may still pay lip-service to their motto, the Guild has become just another collection of thieves and scoundrels, looking to make a quick coin. At the very top, the Mentors are still very much committed to the core ideals of the Guild. But the rank and file will still steal from a penniless farmer now and again.

The City Guard was formed nearly ten years ago in direct response to the threat posed by the Guild. The Governor promised the people of Sarkel a safe and secure neighbourhood when he issued the City Guard Proclamation. He was beheaded last year when it was discovered he was in the Guild's pay.

The new Governor and the new Captain General of the City Guard are no friends of the Guild. They were hand-picked by the Steward himself and have been trained in the ways of the Thief. They now pose the single biggest threat to the Guild.

The current Captain General of the City Guard is Kuvira Balius - a tough woman who has been through a lot. Abused as a young girl in the unforgiving streets of Sarkel, Kuvira is a person driven by a burning passion - fairness. She respects justice above everything else and absolutely hates anyone who thinks they are above the law. Needless to say, she will not rest till the Guild is a forgotten heap of ash.

Under her able leadership, the City Guard is beginning to transform into a deadly foe of the Guild. While some of the guards are still not holy enough to refuse a bribe, the overall sentiment is turning against the Guild. The Night Watch was formed by Kuvira as a direct challenge to the nocturnal experts of the Guild.

And then, there's you...


You have just been inducted into the Guild. You joined for your own reasons though the promise of riches would have certainly sweetened the deal. You have also joined at a very interesting time for the Guild. Unknown to much of the rank and file, there is a power struggle going on between the Mentors. And unknown to even some of the Mentors, a larger game is unfolding. It is not just the threat of a stronger City Guard that threatens the Guild. Already, gears have been set in motion to unravel the fabric of the very city itself. And whether you like it or not, you are about to be caught right in the middle of it all.

The question is not whether you will weather this storm. The question is whether you will survive long enough to be remembered.

A note on Sarkel's layout

Sarkel is an island shaped like a diamond, with natural harbours to the north and south. These are the Northharbour and Southharbour districts respectively, consisting largely of slums and seedy inns, apart from godowns, store houses and excise offices.

The entire city is actually a series of concentric rings, radiating out from the Hill District. The Royal Palace sits atop the hill in the center of the island - a massive citadel of marble and stone. The Hill District is home to the nobles and visiting dignitaries and is enclosed by a palisade wall. While not as thick as the Outer Walls, these walls certainly deter the commoners from entering the Hill District.

The Outer City, as it is called, consists of four districts - the South and North Districts, the Market District, and the Guard District. Much of the local populace lives in the North and South districts while the merchants have their shops and establishments in the Market District. The Guard District, as the name suggests, houses most of the guards and soldiers of the City.

Note on economy

The basic monetary unit in the Kingdom of Lerindor is ducat. One ducat will fetch you a mug of ale in the Outer City - maybe two near the Harbours. Five ducats will get you a decent meal if you are not particular about the meat you are eating. The ducats are coins made of bronze, embossed with the profile of King Gilkamesh.

Note on the outside world

The Kingdom of Lerindor can be considered a bridge between two worlds. To the cold north are various warring barbaric chiefdoms. To the tropical south lie the mighty trading federations. The Southern Sea is barely a day's sailing from South Harbour.

You are free to invent your own names for these barbaric kingdoms or trading federations.

Rules for application


Please fill out the following form to apply.

Character name:
Age:
Sex:


Physical description:

Background:

Possessions: (Not more than two)
Current wealth: (subject to approval and change)

WARNING: The plot of this RP will deal with certain adult themes including violence, sex, hypocrisies, the concept of freedom and so on. Please apply only if you are 18 and above.
Hidden 8 yrs ago Post by Stekkmen
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Well, this looks cool.

Are you,@DungeonMaster, going to be controlling the city guard, and pose an actual threat to us and kill a character or two off, or are they going to be in some weird limbo where they only do things that we, the players, say they do? 'cause that always gets weird, if you know what I mean.

Either way, I'm typing up a character now.
Hidden 8 yrs ago Post by DungeonMaster
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Well, this looks cool.

Are you,@DungeonMaster, going to be controlling the city guard, and pose an actual threat to us and kill a character or two off, or are they going to be in some weird limbo where they only do things that we, the players, say they do? 'cause that always gets weird, if you know what I mean.

Either way, I'm typing up a character now.


Death is a very real possibility.

And yes, I will be controlling the City Guard and other important NPCs. The guards posted around you will have a life of their own, patrolling, randomly checking hiding places, taking breaks and so on. Be careful about leaving traces of your presence as they can and will hunt you down.

If you try to jump across a ten-foot-gap between roofs and you fail, you WILL face the consequences. A fall is likely, though you will be given the chance to grab a ledge or something. And if you fall, and if you are lucky enough to survive, you might get arrested. Or you might have a limp for the rest of your RP life.

Though I don't want to bother the applicants with it right now, there will be a stat-based system in the background that will determine the outcome of physical actions like attacking, retreating, climbing, jumping, moving stealthily et cetera.

Naturally, death will be the last resort.
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@DungeonMaster

Stats, huh? Alright. I've always liked those because they ground things in reality.
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Hidden 8 yrs ago Post by Eyeruption
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Interested, thinking about a horrible intimidating ogre of a man with big ambitions and a surprisingly sharp wit hidden under the thick skull. Someone like Chrysopraz from the Discworld series.
Hidden 8 yrs ago Post by DungeonMaster
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Very nice, @Stekkmen. I like Sylvias. Just a quick note, however. While the bulk of Sarkellians may not recognize her facial tattoo, the Mentors will definitely know. Not that it would prevent them from recruiting you. One other point is that the Guild looks down upon killings. It is the sign of a botched job if you leave behind a stiff, according to them. So let either Sylvias keep her murdering tendencies a secret, or let her have had a tongue lashing about it by the Mentors before she was allowed to join.

@Eyeruption - That would be a very interesting character, indeed. Looking forward to it.
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Tagging you both properly, @Stekkmen and @Eyeruption.
Hidden 8 yrs ago Post by Stekkmen
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Yeah, she'll keep it a secret. She doesn't want to kill anybody, most of her killings did happen on botched jobs. good to know the mentors aren't partial to never-caughts, as well.

she was probably expecting no one would notice her tattoo, not even the mentors because she doesn't know how big the Thieves Guild is. (used to be?)
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