• Location • The Court of Miracles

A thieves guild hidden beneath a stable.

Almund is a thriving township with a dark side. With houses made from the wooden bodies of decommissioned ships, there are many opportunities here, coupled with many dangers.

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The Court of Miracles

The Court of Miracles
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In order to join the Court of Miracles, see the Job Information on the tab menu at the bottom of the article!

The Court of Miracles is a thieves guild operating in Scalvoris. Using their network of underworld contacts they gather intelligence about highly valuable prizes or customers who want to request their services, then post that information up on the board in the guildhall. Any members of the guild can then pick up the job and, armed with the detailed information provided, steal the prize. The Court takes a small cut of the profit, however because the thief saves time spent on gathering information, and because the prizes tend to be more valuable than ones they could have discovered on their own, members tend to make more money for themselves in the long run. Members can include many classes of thieves: burglars, pirates, conmen, smugglers, or even small-time pickpocket gangs, and prizes for all these types of crooks are on offer. The Court also offers its members additional services to make their lives easier through its connections with fences, forgers, back alley doctors and common thugs.

Jobs offered by the Court of Miracles are sorted into three categories:
  • Free Jobs: Prizes that the guild has found information on, but has no active interest in obtaining, are displayed on the job board. Any member can pick these up, however once a job is taken it must be completed in a set amount of time before the job is reopened to other members.
  • Request Jobs: When a civilian has a request for a thief's services and a member takes the job the guild will organise a meeting between the member and the client somewhere where the anonymity of both parties can be assured, where they can properly discuss details. This allows member to build their own connections and gain repeated custom from other individuals or organisations, however the guild will charge fees for additional information and services on these jobs. These jobs can be open to anyone and posted on the job board, or specific requests can be made for certain members.
  • Guild Jobs: When the guild discovers information on super valuable prizes, such as priceless jewels or shipments of gold, they post special requests asking for people with certain skills sets to form a team, and only reveal the information to those chosen. These jobs are the rarest and most dangerous, but offer the highest reward.
For a small bonus members can also leave the Court's calling card behind at the scene of a high-profile mission in order to boost the Court of Miracles' reputation.

To join the Court a current member must recommend you, who will then pass on the details of a prize you must steal to prove your worth before you are told the location of the guildhall. One curious facet of the Court is that many of its recruits are cursed, mainly by Immortals but sometimes in rarer and more extraordinary ways, or considered outcasts by society. The Court has no ironclad rules, however operates under three key principles that all members are expected to uphold.
  1. Do not betray or cause undue trouble for the Court or other members. There needs to be honour even amongst thieves.
  2. Keep your identity hidden during missions whenever possible. Anonymity is our greatest defence.
  3. Never kill during a job on behalf of the Court.
Only fully-fledged members of the Court are trusted with the location of the guildhall, which is located in a secret room beneath a stable on the outskirts of Almund. From here members can also take secret tunnels leading to the sewers beneath Almund or to a secret cove wide enough for small boats to dock. The guild can offer food, drink and basic accommodation to members, holds regular poker games.. Although the Court wishes to spread the reputation of the business as a whole it actively encourages its members to hide their real identities, even from each other, and so many members wear masks and use an aliases both on jobs and in the guildhall.

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The Court of Miracles Calling Card
Rules:

  • Each season, you may undertake or request one mission from the Court of Miracles. This can be extended into several, if you opt into leaving ‘Boasts’ and leave a calling card at the site of a burglary or thief job.
  • For each job, you must undertake one environmental threat, one encounter threat, and then work out what kinds of injuries or losses you get from it based on skill use/story/difficulty of each threat.
  • You may forgo a reward at the end of the job with the fulfillment of a ‘Boast’ or leaving a court of miracles calling card at the site of the burglary or thief job. This is how the newer members build their skills and grow in influence in the organization. How many further jobs this entitles you to depends on the level of the ‘Boast’.
    • Once undertaken in a cycle, another ‘Boast’ may not be undertaken again for another cycle, limiting by necessity the number of times you can perform jobs for the Court of Miracles.
  • For each job, you may claim one reward set, on the level with the lowest Encounter or Navigational threat you undertook.
  • Your fellow thieves are here to help! You may form a group for any of the following Guild Jobs. What this means is detailed in the Heists section, under services provided section below:
Guild Jobs
Jobs that are avaialable once per season, per member, typically.
Smuggling/Laundry
For those who want to sneak around the proper authorities, avoid taxes, pesky regulatory agencies, or just straight up move contraband.
Environmental Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the job as you wish. Environmental threats are curtailed and dealt with generally with larceny and or movement skills. Rupturing/larceny/athletics/stealth, depending on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: A need to traverse bumpy roads, rough seas, dense wilderness. Light exposure to light or other alarms that go off upon trying to transport (noisy dogs, lighthouses, weather effects). Difficult tracks left behind due to ideal tracking conditions.
Competent: A need to traverse rocky or muddy roads, rough seas beset by weather patterns and minor hazards such as rocks, dense wilderness with dangerous wildlife. Moderate and short exposure to light or other alarms that go off upon trying to transport (noisy dogs, lighthouses, weather effects). Moderately impressed tracks left behind due to ideal tracking conditions.
Expert: A need to traverse highly hazardous roads, turbulent seas beset by weather patterns and minor hazards such as rocks and dangerous sea beasts, dense, unforgiving and inhospitable wilderness with dangerous wildlife and flora. Obvious and lengthy exposure to light or other alarms that go off upon trying to transport (noisy dogs, lighthouses, weather effects). Easy to read tracks left behind due to ideal tracking conditions.
Master: A need to traverse suicidal roads, torturous seas beset by large weather patterns and major hazards such as rocks, icebergs, shallow reefs and dangerous sea beasts, dense, unforgiving and inhospitable wilderness with dangerous wildlife and flora. Positively unavoidable and lengthy exposure to light or other alarms that go off upon trying to transport (noisy dogs, lighthouses, weather effects). Cleary identifiable tracks left behind due to ideal tracking conditions.
Encounter Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the jobs as you wish. Encounter threats are curtailed and dealt with generally with combat and combat support skills (such as magic, strength, athletics, etc.). Which skills will help most depend on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: Contraband check by a oafish recruit of the guards or authorities. Sleeping animals or neighbors. Rival smugglers or pirates with low skills for pursuit or competition.
Competent: Contraband check by a competent guard or trade authority. Noisy animals or other alarm setters like nosey people. Rival smugglers or pirates with Competent skills for pursuit or competition.
Expert: Contraband check by several different guards' eyes or trade authority with good appraisal or detection skills or animals that can sniff out contraband. Very loud and alert animals or other alarm setters like people who will not let you pass without showing what you have on offer, loudly proclaiming their interest in illegal goods. Rival smugglers or pirates with Expert skills for pursuit or competition.
Master: Contraband check by a Master investigator who is trained to identify all the common tricks and even some expert ones employed by smugglers and other transporters, accompanied by beasts with keen senses or having keen senses themselves. Very loud and alert animals or other alarm setters like people who will not let you pass without showing what you have on offer, loudly proclaiming their interest in illegal goods, relentlessly pursuing you or having an expectation of your arrival. Rival smugglers or pirates with Masterskills for pursuit or competition.
Injuries/Loss
Apply injuries with varying severity as determined by your skill level, the story, and the level of the threat faced.

No Injuries/losses: Going to underskilled areas with underskilled threats will generally result in fewer or no injuries or losses of cargo, equipment, or quality of your chosen vehicle.
Light Injuries: Injuries including but not limited to paper-cuts, sprained ankles, exhaustion, or dizziness or disorientation, or simple announcement of a thief’s presence (not clear identification). Strained gear, lowered quality level of your ship/wagon/beast of burden. Broken wheel, missing horseshoe, ripped sails or torn rigging. Lost a tenth of the cargo, wealth, or items transported. The least you can expect in a job into this location. For each aspect encountered that matches your skill level, you can expect to get one of these.
Moderate Injuries: Injuries including but not limited to temporary disability, hurts needing immediate medical attention, major exhaustion, hunger, or thirst, or vague identification (basic biometrics reported by a witness) and minor twists of bad luck. Broken gear requiring eventual repair before another use of the vehicle/beast of burden can be used, lowered quality level of your ship/wagon/beast of burden (by two full levels, i.e. Masterwork ship goes down to Average quality until repairs bring it back up to its former level (spending WP to make up the difference). Broken wheel, missing horseshoe, ripped sails or torn rigging. Lost a quarter of the cargo or wealth or items transported. You can expect an job into this location to result in one of these if the threat exceeds your skill level by one or more.
Serious Injuries: Injuries including but not limited to life-threatening hurts, trauma, broken bones, starvation, dehydration, or unconsciousness, or minor curses, or clear identification (scars, details about your appearance that can be linked back to you directly). Broken gear requiring eventual repair before another use of the vehicle/beast of burden can be used, lowered quality leve lof your ship/wagon/beast of burden (by three full levels, i.e. Masterwork ship goes down to basic quality until repairs bring it back up to its former level (spending WP to make up the difference, getting your ship down below poor quality will destroy it and need full replacement to recover.). Broken wheels and axles and stirrups, missing horseshoes or mysterious injuries or illnesses of the beast of burden, ripped sails, torn rigging, broken masts, dead in the water or taking on water. Lost at least half of the cargo or wealth or items transported. You can expect an adventure into this sort of challenge to result in one of these if an encounter or navigation results in expert or higher level threats unless you are one or more skill levels higher than the associated threat.
Extreme injuries: Injuries including but not limited to death, permanent trauma, dismemberment, permanent maiming, or horrible curses, or positive identiifcation (They will know it was you, and results in a bounty being attached to your head). Broken gear requiring eventual repair before another use of the vehicle/beast of burden can be used, lowered quality level of your ship/wagon/beast of burden (by four full levels, i.e. Masterwork ship goes down to poor quality until repairs bring it back up to its former level (spending WP to make up the difference. Any ship that isn't masterwork ought be destroyed or outright need replacing for full WP cost). Broken wheels and axles and stirrups, missing horseshoes or mysterious, deadly injuries or illnesses of the beast of burden, ripped sails, torn rigging, broken masts, dead in the water or taking on water swiftly. Lost all of the cargo or wealth or items transported. You can expect an adventure into this location to result in one of these if an encounter or navigation results in master level threats or if you are underskilled by two or more levels.
Rewards
Rewards should be appropriate to the risk involved and the level of threats encountered. You may choose one set of rewards, not to exceed the lowest navigational or encounter threat level you undertake. Please do not abuse this system.

Novice: Small household items and trophies. 1 Basic-quality weapon set or armor find. 1 basic-quality tool kit. tier 1-4 materials or resources. A hastily left calling card from the court of miracles (enough to earn 1 more job from the Court). Treasure worth 1 wp.
Competent: Masterwork household items and trophies. 1 average-quality weapon or armor find. 1 average-quality tool kit. Tier 5-6 materials or resources. A well placed calling card from the court of miracles (enough to earn 2 more job from the Court). Treasure worth 2 wp.
Expert: Precious household items made from uncommon materials, and rare trophies. 1 good-quality weapon set or armor find. 1 good-qualtiy tool kit. Tier 7 materials or resources. Class 1 wells that can be found in or near the foyer of minor fractures. A glaringly obvious calling card from the Court of Miracles (enough to earn 3 more job from the Court). Treasure worth 3 wp.
Master (mod input required for these rewards): Incomparable household items and artwork, made from uncommon materials or of unsurpassed quality. Rare trophies and artifacts (nothing magical). 1 masterwork-quality weapon set or piece of armor. 1 masterwork tool-kit. Tier 8 Resources. Wells which are appropriate to find deep within minor fractures. An unavoidably obvious calling card from the Court of Miracles with clues as to the identity of the theif on it (enough to earn 4 more job from the Court). Treasure worth 4 wp.
Infiltration/Burglary
For those who want to sneak around and do a bit of treasure hunting or shopping, there's burglary and infilitration.
Environmental Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the job as you wish. Environmental threats are curtailed and dealt with generally with larceny and or movement skills. Rupturing/larceny/athletics/stealth, depending on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: A noisy entrance (squeaky hinges, creaky floorboards at the threshold, etc), a primitive water-mark to show tampering, a room on the first floor of the target near the entrance, a crappy and easy to pick lock. An empty building/house.
Competent: Creaky floorboards throughout, a few noise-making traps. Well-positioned watermarks to show where tampering has been done. An average quality lock. A crowded home with sleeping occupants. Average-quality home-made hazards/traps. A set of high walls to climb over, with easy handholds.
Expert: Every door squeaks on its hinges and floorboards throughout, making it difficult to pass unheard. Noise-making traps at strategic positions. Dangerous traps that are designed to hold intruders. A house with awake occupants or possible people on alert for thieves.A target location with many lights, the disturbance of which are are visible from the outside. A high wall or multi-storied climb to get to the target, with difficult handholds and a perilous drop. Minor-fractures spawning strange effects.
Master: Noise carries and is amplified in a space where everything makes a noise wherever It’s moved,making it difficult to pass unheard. Noise-making traps at strategic positions that act almost with intelligence upon intrusion. Dangerous traps that are designed to hold and also injure intruders. A location guarded by people on high alert. A target location with no shadows to hide in. A high wall or multi-storied climb to get to the target, with no handholds, a sheer drop into a deadly environmental hazard. Minor-fractures spawning strange effects.
Encounter Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the jobs as you wish. Encounter threats are curtailed and dealt with generally with combat and combat support skills (such as magic, strength, athletics, etc.). Which skills will help most depend on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: A friendly ‘Guard animal’. A sleeping guard. Small monsters/minions that don’t care that you’re there.
Competent: A single guard, who while not alert is not incompetent. A single guard dog or other animal. Minions or monsters that are of average danger.
Expert: A paranoid guard, or small group of guards, going on regular patrol around a premises. A dangerous guard animal with heightened senses. Monsters/minions or moderate/minor Emeyan beings.
Master: A thoroughly staffed group of paranoid guards who are expecting intruders and on high alert. A group of deadly guard animals with heightened senses and dangerous abilities. Unique monsters. Moderate-Major Emeyan Beings emerging from fractures.
Injuries
Apply injuries with varying severity as determined by your skill level, the story, and the level of the threat faced.

No Injuries: Going to underskilled areas with underskilled threats will generally result in fewer or no injuries.
Light Injuries: Injuries including but not limited to paper-cuts, sprained ankles, exhaustion, or dizziness or disorientation, or simple announcement of a thief’s presence (not clear identification). The least you can expect in a job into this location. For each aspect encountered that matches your skill level, you can expect to get one of these.
Moderate Injuries: Injuries including but not limited to temporary disability, hurts needing immediate medical attention, major exhaustion, hunger, or thirst, or vague identification (basic biometrics reported by a witness) and minor twists of bad luck You can expect an job into this location to result in one of these if the threat exceeds your skill level by one or more.
Serious Injuries: Injuries including but not limited to life-threatening hurts, trauma, broken bones, starvation, dehydration, or unconsciousness, or minor curses, or clear identification (scars, details about your appearance that can be linked back to you directly). You can expect an adventure into this location to result in one of these if an encounter or navigation results in expert or higher level threats unless you are one or more skill levels higher than the associated threat.
Extreme injuries: Injuries including but not limited to death, permanent trauma, dismemberment, permanent maiming, or horrible curses, or positive identiifcation (They will know it was you, and results in a bounty being attached to your head). You can expect an adventure into this location to result in one of these if an encounter or navigation results in master level threats or if you are underskilled by two or more levels.
Rewards
Rewards should be appropriate to the risk involved and the level of threats encountered. You may choose one set of rewards, not to exceed the lowest navigational or encounter threat level you undertake. Please do not abuse this system.

Novice: Small household items and trophies. 1 Basic-quality weapon set or armor find. 1 basic-quality tool kit. tier 1-4 materials or resources. A hastily left calling card from the court of miracles (enough to earn 1 more job from the Court). Treasure worth 1 wp.
Competent: Masterwork household items and trophies. 1 average-quality weapon or armor find. 1 average-quality tool kit. Tier 5-6 materials or resources. A well placed calling card from the court of miracles (enough to earn 2 more job from the Court). Treasure worth 2 wp.
Expert: Precious household items made from uncommon materials, and rare trophies. 1 good-quality weapon set or armor find. 1 good-qualtiy tool kit. Tier 7 materials or resources. Class 1 wells that can be found in or near the foyer of minor fractures. A glaringly obvious calling card from the Court of Miracles (enough to earn 3 more job from the Court). Treasure worth 3 wp.
Master (mod input required for these rewards): Incomparable household items and artwork, made from uncommon materials or of unsurpassed quality. Rare trophies and artifacts (nothing magical). 1 masterwork-quality weapon set or piece of armor. 1 masterwork tool-kit. Tier 8 Resources. Wells which are appropriate to find deep within minor fractures. An unavoidably obvious calling card from the Court of Miracles with clues as to the identity of the theif on it (enough to earn 4 more job from the Court). Treasure worth 4 wp.
Forgery
For those wishing to engage in a career of literary excellence, there are jobs that involve a lighter and more remote touch, such as fraud and forgery.
Detection Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the job as you wish. Detection threats are curtailed and dealt with generally with communication and basic literary skills. Sometimes your targeted victim of fraud will have a strange way of phrasing things at best, at worst an encrypted signature only those who know them intimately will be able to replicate. Skills involved but not limited to the following options may come in handy: Writing/Research/Cryptography/Detection/Socialization/Etc, depending on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: The forged signature uses consummate V's. A signature in print. A document of little importance. A hastily scrawled letter. A simple alphanumeric replacement code.
Competent: Signature uses legible cursive. A document of personal importance. A letter written in the comfort of an office. A slightly more complex code.
Expert: Signature uses illegible cursive. A minor governmental document. A letter written with specific writing implements and molded seals. A letter written with a specific and difficult to replicate cipher.
Master: Scribbly lined signature. An official and highly important governmental document. A letter that uses very unique implements and materials/parchment, as well as one-of-a-kind seals. A cipher that requires the codebook to replicate.
Target Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the jobs as you wish. Discovery threats are curtailed and dealt with generally with deception and other skills in that vein (such as psychology, intimidation, seduction, socialization, etc.). Which skills will help most depend on story and how you approach the challenges, and how well your approach matches up to the challenge. This type of threat refers to the person the forgery is typically meant to fool.

Novice: An unnattentive reader. A gullible softie. A government grunt who doesn't sweat details. A desperate lover (for love letters and other personal documents). An amateur detective/spy/cryptographer.
Competent: A casual reader. A cautious soul. A government officer. A hopeful lover . A gumshoe detective/spy/cryptographer.
Expert: An especially attentive reader. A skeptic. A high official with special knowledge of the document sent. A jilted lover. A seasoned detective/spy/cryptographer.
Master: A pedantic and thorough reader that examines every detail of your document. A hardened skeptic expecting to be fooled. A high official whose office the letter/forgery is meant to emulate. A hardened heart. A master detective/spy/cryptographer.
Consequences
Apply consequences with varying severity as determined by your skill level, the story, and the level of the threat faced.

No Consequences: Doing lower skilled con-jobs and forgeries will result in few or no consequences.
Light Consequences: Paper cuts. The document or con-job results in slight suspicion, but without tracing back to you specifically. A hard to identify or verify marker or serial aspect to your con-job or document is identified, making it marginally likely to be tied to other documents and cons.
Moderate Consequences: Your writing materials fingered as illegitimate or incorrect for the forged document. The document or con-job results in moderate suspicion, with clues that may lead to your identification. An identifiable marker or serial aspect to your con-job or document is located, making it likely to be tied to your other documents and cons.
Serious Consequences: Your fingerprints left on a forged document. The document or con-job results in great suspicion with specific clues as to your identity on them. An easy to identify or verifiable marker or serial aspect to your con-job or document is seen, making it very likely to be tied to other documents and cons.
Extreme Consequences: Your fingerprints left on a forged document, or your own name signed by mistake somewhere on it. The document or con-job results in almost certain failure with specific details about your own identity on them. An obvious tic or quirk that identifies the con-job or document as belonging to you.
Rewards
Rewards should be appropriate to the risk involved and the level of threats encountered. You may choose one set of rewards, not to exceed the lowest navigational or encounter threat level you undertake. Please do not abuse this system.

Novice: Expunging of a single petty or minor crime that is on your record. A small trifling gift from a sympathetic mark. Clearance to get into a public business. A desperately lonely, homely, or otherwise unnattractive lover.
Competent: Expunging of a moderate crime that is on your record or a small bounty. A small but tasteful gift from a sympathetic mark. Clearance to get into a private business. An average lover.
Expert: Exoneration of a greater offense/crime that is on your record or a moderate bounty (3-9 wp). A bespoke gift from a sympathetic mark. Clearance to get into a public or government office. An expert lover.
Master (mod input required for these rewards): Exoneration of a Capital offense/crime/treason that is on your record or a moderate bounty (10+ wp). A uniquely excellent gift from a sympathetic mark. Clearance to get into a private or government office or restricted areas. An once-in-a-lifetime lover.
Request Jobs
Any of the Guild Jobs above can be requested. 1 WP per tier of difficulty for each type of threat.
Free Jobs
Freelance work, any kind of larceny and mischeivous activity you might want to get up to. Typical extracurricular activities that are posted to the Court of Miracle's job board, but not official jobs per say.
Services Offered by the Court to Members
  • Appraisal: The value of items pilfered, smuggled, pirated, or otherwise found may be identified here by the Court's most talented fences and appraisers.
  • Tool Supply and Repair: Tools can be repaired at cost and provided according to the PC's wealth tier. Higher quality tools and even some special signature tools may be discovered in supply from time to time (as a way of explaining signature item discovery)
  • Bounty Absolution: Through various means, bounties may be dissolved by members of the Court through their contacts in government and various other organizations, or even through more extreme methods by those who have the capability to make others forget transgressions.
  • Free Healthcare: Wraps is the resident doctor with expert skills and good supplies for that purpose. Members are offered free medical services, for wounds or illnesses acquired inside or outside of guild jobs.
  • Safe-Houses: There are several properties throughout the island of Scalvoris and even beyond that are marked as neutral ground, where members may hide out in indefinitely until their criminal attention has cooled and difficult situations are dealt with. The caveat is that those hiding out in these properties must not engage in violent behavior, or be sought for violent crimes. Otherwise, these spaces will not be made available to them.
  • Intelligence Network: Both for the seeking of independent jobs that members might have an interest in, and also for the purposes of aiding in official Court jobs, the Court provides an unparalleled intelligence network that spans the island of Scalvoris and beyond.
  • Head-Hunting: For those who have gaps in their skill sets, they can recruit members who are talented in one area or another for a larger or more involved heist. Or just as backup. These NPCs can be found in the Court of Miracles: Roster.
  • Heists (Group Missions)
    If wanting to thread playing in a larger group of Thieves on a mission as a one-off adventure, you can use the following to build said temporary group for one adventure (persist use of the NPC group would nececitate PSF of the Group and a permanent NPC Group).

    You can create a group of NPCs (named as you see fit) of up to 3 people.
    You are never 'in charge' of these groups and only ever 'fulfilling some role they need'. (If you want to be the boss, PSF a Personal NPC Group :-))
    They may only have two primary skills up to and including your own PC's maximum competence, up to Expert and not beyond.
    Their skills can include skills you do not have in order to fill gaps your mission requires.
    You are still the star... If you don't drive the story, then you don't get the rewards. :-)
    You may only claim the reward for yourself as if it was a solo containing only yourself. You may not 'steal the groups reward' to gain additional loot beyond the usual reward for a thread.
NPCs: Cursed NPCs are not to have their curses or special abilities used in threads unless with mod oversight.


NPC Members


Please note that many of these npcs are Cursed, but their curses are not to impact threads involving them when it comes to PC interaction that isn't modded or mod-approved. Thank you.
Kyari
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Name: Kyari
Race: Aukari
Date of Birth:13th of Saun, 700.
Skills:
  • Acrobatics: 30
  • Stealth: 60
  • Intelligence: 60
  • Larceny: 30
Personality: Kyari comes across as very relaxed, informal and flirty, however sometimes this attitude can seem a little forced. When tense situations arise she becomes disturbingly focused and brusque, revealing signs of her military training back from when she lived in Sirothelle.
Job Role: Head Informant.
Anything else: Kyari bears the despised curse of Al'deurn.
Mr Darkwood
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Name: James Darkwood
Race: Biqaj
Date of Birth: 72nd of Ymiden, 690.
Skills:
  • Logistics: 60
  • Business Management: 60
  • Intelligence: 30
  • Animal Training: 30
Personality: By far the most sensible member of the Court, James Darkwood is the glue that holds everything together. He manages the day-to-day running of the guild, which has led to him developing the patience of a saint. He acts logically, and prides himself on never loosing his composure. He maintains a rookery of messenger birds for the Court.
Job Role: Guildhall Manager.
Anything else: James bears the hated curse of Koriel
Cobra
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Name: Cobra
Race: Human
Date of Birth: 21st of Zida, 701
Skills:
  • Socialization: 60
  • Deception: 60
  • Acting: 30
  • Intimidation: 30
Personality: Fierce and foul-mouthed, Cobra is the voice of the Court. Once a skilled conman, she was robbed of the ability to lie or break her word. Cobra now handles the recruitment of new members into the guild. She is a hard woman to impress, and is happy to berate people for making mistakes.
Job Role: Head Recruiter.
Anything else: Cobra bears the hated curse of Vaelus.
Goldfingers
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Name: Goldfingers
Race: Human
Date of Birth: 3rd of Saun, 702.
Skills:
  • Appraisal: 55
  • Business Management: 30
  • Mathematics: 55
  • Leatherworking: 30
Personality: Unfailingly peppy and cheerful, Goldfingers is the fence that most prizes stolen by the Court are sold to. Due to her curse she has extreme farsightedness, and so has to hold a spyglass in reverse over her eye when examining goods. Her hands are usually made of a material such as gold.
Job Role: Fence.
Anything else: Goldfingers bears the hated curse of Maerzek.
Pilchard
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Name: Pilchard
Race: Human
Date of Birth: 9th of Ymiden, 695.
Skills:
  • Deception: 55
  • Painting: 55
  • Needlecraft: 30
  • Linguistics: 20
Personality: It's rather hard to tell what Pilchard is thinking, as due to her curse she finds it extremely difficult to communicate. Her actions portray her as rather shy and a bit of a loner, but it is clear that she adores art and takes great pride in her forgeries. Practice has made her good at communicating through mime.
Job Role: Forger.
Anything else: Pilchard bears the despised curse of Xypha.
Wraps
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Name: Wraps
Race: Human
Date of Birth: 9th of Clyus, 680.
Skills:
  • Gardening: 60
  • Medicine: 60
  • Science: 40
Personality: Wraps has a very morbid and twisted sense of humour. He likes to make pretty dark jokes referring to his own condition in order to scare the people he is operating on, but is otherwise a pretty reasonable and polite guy with a real passion for helping the injured.
Job Role: Doctor
Anything else: Wraps was a Mortise, hence his disturbing appearance, and though he has found a way to slow the decay of his body he is slowly dying. As of the 2nd of Vhalar 723, Wraps has been cured of his Mortisse condition by Woe. He is still decrepid slightly, and maintains the scars of his existing decay, but the decay has ceased..
Arthur Coal
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Name: Arthur Coal
Race: Human
Date of Birth: 46th of Vhalar, 670.
Skills:
  • Deception: 30
  • Mount: 50
  • Animal Husbandry: 60
  • Strength: 30
Personality: Arthur is a very gruff and grumpy man with a thick Korlasir accent. He knows a lot about riding, but due to his horrendous customer service is not a very successful at running a stabling business. Oddly enough this makes his the perfect person to guard the entrance to the guildhall.
Job Role: Stable Owner.
Anything else: Arthur bears the curse of Krorros.
Anna Coal
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Name: Anna Coal
Race: Yludih (Appears human.)
Date of Birth: 22nd of Vhalar, 704.
Skills:
  • Cooking: 60
  • Brewing: 60
  • Gambling: 30
  • Deception: 10
Personality: If Mr Darkwood is the glue holding the guidhall together, then Anna is the spark that gives it personality. She is energetic, cheerful, and remarkably tolerant of the attitudes and differences of guild members. If you're having a bad day you can be sure she'll find a way to cheer you up.
Job Role: Chef and Bartender.
Anything else: Anna is the daughter of Arthur Coal. She has no curse marks.

Mod-Only NPCs

Mercury
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Name: Mercury
Race: Unknown
Date of Birth: Unknown.
Skills:Unknown.
Personality: The masked leader of the Court of Miracles. He is known for being cunning, secretive and bat**** crazy, but strangely charismatic. He cares a great deal for the well-being of members of his guild, and operates according to his own strange moral compass.
Job Role: Guildmaster.
Anything else: Mercury is the alter-ego of the NPC Immortal Tio Silver.
Mod Status: Only a prophet may play Tio Silver. If using this location, you will not have direct or indirect communication with Tio unless at the behest/participation of a prophet.
Hecate
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Name: Hecate
Race: Unknown
Date of Birth: Unknown.
Skills:Unknown.
Personality: The masked daughter of Mercury. Hecate is far more reclusive and serious than her father, and acts as a limiter preventing Mercury's schemes from getting to chaotic. She possesses a feirce competitive streak.
Job Role: Guildmaster's assistant.
Anything else: Hecate is the alter-ego of the personal NPC Morgana Silver.
Mod Status: Morgana Silver may not be used, and is missing in action since Tio Silver began his 'apprenticeship' to Cassion.
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Job information

Sign-Up: 1 thread where you earn the recommendation of an NPC or PC member (they will then be saddled with responsibility with you until you've proven your worth) and one thread where you gain the recommendation and are introduced to the HQ.

You may select any existing NPC from this write-up to make 'first contact'.

Code: Select all

Thread where you earned the recommendation: 
Thread where you cash in the recommendation and introduced to HQ: 
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Change log

Record any changes here that have been made to the location.
24/06/2024 - Converted into an Adventure Location here, thanks to Woe. The old write-up has been copied here for posterity.
19/07/2020 - Bond joins the court.
21/07/2020 - Business NPC Skills changed following approval.
25/11/2022
13/5/2023 Changed skills for the skill scale down and NPC update ~ Woe
word count: 6206
Fast Facts
Noticeable quirks your character can see when threading with Tio.

Floats

Tio floats in the air, usually just a foot off the ground.

Explodeibur

Tio wears a scary looking gauntlet on his right hand that is clearly magical. It creates explosions.

Mercury

Tio has a masked alter ego who leads The Court of Miracles.

Enchanting Voice

Tio's voice has hypnotic properties.

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