The Eamane Anarion - (Thieves Guild)
Jul 8, 2014 16:23:52 GMT
Post by ArnoldY on Jul 8, 2014 16:23:52 GMT
The Eamane Anarion
The Thieves' Guild of Tel Vinrae
"Fortune Favours the Bold"
Recommended Reading: The entry on Criminal Slang (which is found HERE) is of benefit when RPing in the underworld, especially with the Eamane Anarion. Feel free to invent your own slang!
#1. Introduction
The oldest and greatest Thieves Guild of Tel Vinrae, the Eamane Anarion, was founded by a former member of the Consortium, an Imperial society of gentlemen-thieves, and he sought to instil a philosophy of civilized crime within an otherwise uncivilized practice.
The Guild has never been all philosophers-thieves and iconoclastic artisans, however. They've sharpened claws to bear especially in recent years because of a betrayal by a trusted and high-ranking member. There are episodes of violence that cannot be avoided, whether to control the smuggling routes, or avenge their own membership. Though they hold no illusions about the present state of affairs--they are criminals, murderers, smugglers, and thieves, yes--they at least try keep to nobler standards that do not undermine the sovereignty nor the properous society of Tel Vinrae. The same cannot be said of their rivals who seek opportunity without social consideration or morals. Ideologically, it is because they fear the pandemonium which once terrorized the streets of Tel Vinrae that the topmost leadership of the Eamane Anarion strive to maintain their hegemony.
Yet with each passing generation, more members in the Eamane Anarion are humans or halflings, displacing the old core of elves and the odd Eladrin. Being short-lived opportunists drawn mostly from penniless rabble, those of the lower ranks may not hold themselves as closely to the cause, and pay mere lip service to the founding principles. With the shift in demographics, comes a shift in perspective. Rarer are the noble thieves who treat every heist as a riddle; and the control of illicit trade, regulated in the past as a necessary evil, has escalated into a pro-active war against emerging rival organizations and chain gangers. The Eamane Anarion has never before been in greater danger, but even a wounded bear can hold its own against a pack of hounds, and rising in their ranks are still the men and women who see Crime as an Art.
The Eamane Anarion is paradoxically rigidly structured yet loosely affiliated to protect the identities and alibis of its members. Initiated members are allowed to establish their own gangs, companies, cartels, etc. with the blessings of the Eamane Anarion, though they are expected to fulfill requests for favours and pledge support to their sister organizations when asked. This system of trust, however, is imperfect and does indeed see its own share of politicking.
One can draw parallels to sprawling empires, where there are individual provinces or orders, who work independently of each other yet are united by a common structure (the ranks of the Eamane Anarion), and at rare times succumb to infighting. In such cases, the leadership of the Guild meets with the conflicted parties and mediates for peace among brothers and sisters.
#2. Origins & Recent History
Origins
Zhunir Ryssi'valir of High House Marnys was a young Eladrin noble who became quite enamored with the emergent nations of humanity, and frustrated with his own people. Where his peers saw sanctimony, he saw stagnation; when they lamented their fallen status, he heard cowardice before change. Eventually, Ryssi'valir forsook his privileged life and, disguised as a High Elf, sought to see the surly world, beginning with Vandermere. He spent many years abroad, rising to prominence as a cat-burgler and heist tactician within a bourgeois Imperial thieves' guild known as the Consortium. Much of Ryssi'valir's personality was shaped amongst the gentlemen-thieves, which channeled a classically Eladrin sense of hubris and prejudice towards "vulgar crime" rather than the "lesser races". Unfortunately, a century and a half later, an internal struggle in <YEAR> saw Ryssi'valir betrayed by a superior and left to the mercy of Imperial jurisprudence, where he faced execution for thirty confirmed charges. All hope seemed lost, when his prison ferry was comandeered by mysterious rescuers, who took him to Tel Vinrae.
Criminal factions had always existed in the underworld of Tel Vinrae, warring for their scraps off the proverbial table, but the burgeoning criminality of their city, brought on by the influx of poorer immigrants and a sparsity of opportunities, had reached a crisis point. The Council (which in those days, was not yet called the Council of Baraldmere) had heard of his success operating the underworld and arranged for his liberation on condition that he aid them. Ryssi'valir was astounded by their bold proposition: he would be named "Adoessuor" (a rare designation for supreme military leaders used only in a time of crisis) and allowed command over a taskforce of one-hundred Soulless designed to exterminate the underworld from Tel Vinrae. House Marnys and House Udoian extended their votes unanimously, and convinced a narrow majority of the Houses to vote in favour of the initiative. The newly elected Adoessuor, grateful for their generosity and honour-bound for his rescue, deemed the taskforce Eamane Anarion (meaning: the Sun Breathes Again) and set about recruiting his trusted contacts from abroad.
On the eve of launching his operations, the Adoessuor sent an ultimatum to every tavern in the city, knowing well that the criminal chiefs would refuse it: lay down your arms, disband your throngs, and seek honest lives, or your lives are forfeit. The Eamane Anarion and the underworld fought an explosive conflict, now known as "The Betrayer's War," resulting in the deaths of thousands. Blood flowed in the streets; and the custodians of the Waterworks have never been busier since those days when the canals became blocked with bodies. Yet as the conflict drew on, more and more abandoned their factions to join the Eamane Anarion. Pragmatic criminal lords submitted under the authority of the Adoessuor, and were given places upon his council.
Adoessuor Ryssi'valir was once again notified of a meeting with the entire Council soon after the last quarters of the city were secured. The noble Eladrin had closely monitored Ryssi'valir's disturbing new allies and had voted to disband the Eamane Anarion. However, the Adoessuor saw things differently now: without the Eamane Anarion to stabilize the underworld, Tel Vinrae would again degenerate into chaos and bring great harm upon his beloved people. He did not appear at the meeting as promised. For the Eladrin, who hold themselves still as gods, to have broken an oath was anathema. Henceforth he was named "the Betrayer". When the Soulless arrived in droves to arrest Ryssi'valir and his lieutenants, he was already gone. Upon the banquet table was a fierce letter of defiance written in eloquent Elvirian.
Recent History
Twenty years ago, an Imperial Vel'Nikeyrm, Quintus Marcellinus, betrayed the locations of several Eamane Anarion operations to the Council of Baraldmere in exchange for pardon and a sizeable bounty. Unsurprisingly, with the power vacuum left by the raids on the Eamane Anarion, new players, domestic and foreign, rose to challenge their prominence. Presently, Marcellinus is in hiding from the Sapphire Daggers, and enjoys his ill-gotten gains while Tel Vinrae braces for another war between the underworld powers.
#3. Ranks & Rewards
When the Guild was founded, Adoessuor Ryssi'valir established the ranks to mirror those of the Elven army. As time passed, the cleverly compartmentalized nature of the Guild, along with a growing membership of 'mortal races', led to a departure from the Eladrin/Elven roots, towards a vernacular flavouring, anchored in the metropolitan terminology of Tel Vinrae's rookeries and docklands. For example, in times past, "Wet Ears" were called "Winyari", meaning "Neophyte".
As rudimentary as the education of many within the Guild may be, special effort is expected of their members when pronouncing the Elven ranks in formal occasions. Those in the highest echelons still use the old titles, after all--and some of them have held their position for nearly two centuries...
3.1 Criterion & Rewards
One-Time
Note: Certain penalties (such as lacking skill ranks) are removed upon
Character Level | Varies |
Has 5-9 ranks in Bluff, Disguise, AND Stealth | +2 |
Has 10 or more ranks in Bluff, Disguise, AND Stealth | +3 |
Knowledge (Local) 8 or more ranks | +2 |
Has 5-9 ranks in Open Lock AND Disable Device | +2 |
Has 10 ranks in Open Lock AND Disable Device | +3 |
Can cast 3rd-level or higher illusion spells | +2 |
Can hide in plain sight | +2 |
Lacks ranks in Bluff, Disguise, or Stealth | -4/each |
Does not speak both Thieves' Cant and/or Dacanith | -1/each |
Is not of a long-lived race (Eladrin, Elf, Dwarf, etc.) | -1 |
Has stolen an item of great sentimental or symbolic value from an Eladrin noble | +4 |
Is witnessed talking yourself out of a dire situation | +1 |
Multiple Use
Steal a valuable item | +0.5/1000 gpv |
Successfully complete a Heist you've organized | +1 |
Is arrested and jailed by authorities | -1/each |
Plays an active role in a Turf War operation | +1 |
Fulfills a Guild mission | +1 |
Promotes either the Imperial or Rebel cause within the Guild | -1 |
Produces valuable information on rivals leading to least 2000 gpv stolen | +2 |
Has an unfulfilled favour (See #5 for Contacts) | -1/each |
Committing a grave offence against the Guild (I.E. betrays a fellow member, leaks valuable information to the Watch or rival gangs, embezzles Guild funds, etc.) is grounds for expulsion.
3.2 Ranks
3.2.1
Adoessuor ("Reverie of the Ages"; "The Reverie") (NPC-only)
Who the present Adoessuor is has been a mystery for over a century. There is divided opinion if it is still the first Adoessuor, someone else, or if the position is occupied at all and revered as a ceremonial custom. However, the cohesion of the Thieves' Guild certainly indicates someone is pulling the strings...
3.2.2
Vel'Nikerym Veluthil ("Evening Lord")
There are at most five Evening Lords at any given time (2 must be an Eladrin, and 3 of any other race) who oversee an entire division of the Guild's activities. Only the Adoessuor knows at any time who all of the Evening Lords really are; and they are privvy to so many secrets that they never convene except in the direst of circumstances. However, their delegates--the Selkerdrim--meet regularly to maintain the Eamane Anarion's agenda. An Evening Lord has the option of resigning in favour of one of his Selkerdrim.
Presently, there is one empty seat. To maintain Guild harmony, it has been agreed that the next Evening Lord must require assent from all four of them.
Requirements:
1. Has accrued 2 years of membership, and four (4) months as a Selkerdrim.
2. Has stolen treasure amounting to at least 20,000 gpv.
3. Completed three (3) new missions successfully.
4. Reputation points exceed 40
Benefits:
1. Rewarded with an edition of the Ourio Loraelum, written by the Eladrin in ages past. It bestows the reader with a permanent +2 inherent bonus to Dexterity or Intelligence (the player's choice) which cannot be changed. After reading, the ink vanishes, rendering it an empty journal. There is potent and intelligent magic within the book: should it be shared, gifted, sold, or otherwise revealed to the incorrect person, the ink will fade forever.
2. +8 on bonuses to social checks made with other members of the Thieves' Guild, including Wet Ears and allied criminal agencies.
3. Allowed to call upon three (3) Amateur Contacts every month
4. Allowed to call upon two (2) Proficient Contacts every month
5. Allowed to call upon two (2) Master Contacts every month
6. May utilize one (1) Guild Power every month
3.2.3
Selkerdrim ("Captain")
The greatest of the Shalaquin are selected for individual talent, resolve, and discretion--never their wealth. They become lieutenants to one of the Vel'Nikerym Veluthil, who seek out the Shalaquin and offer them a position. The Selkerdrim usually fulfill the most difficult tasks, such as being sent to lead lesser members or coordinate with other Selkerdrim to acquire nigh-impossible treasures (such as from the Silver Palace itself). They, of course, are allowed to conduct their own operations with individuals of their choosing.
Requirements:
1. Has spent four (4) months as a Shalaquin
2. Completed three (3) new missions successfully
3. Total value of stolen loot amounts to at least 12000 gp
4. Reputation points exceed 34
5. Is called upon by a Vel'Nikerym Veluthil
Benefits:
1. Can resell goods at 60% of market price.
2. +7 on bonuses to social checks made with other members of the Thieves' Guild, including Wet Ears and allied criminal agencies.
3. Allowed to call upon three (3) Amateur Contacts every month
4. Allowed to call upon two (2) Proficient Contacts every month
5. Allowed to call upon two (2) Master Contacts every month
3.2.4
Shalaquin ("Spear/Lance-bearer")
Whereas most Ringleaders sit on their laurels, and live a comfortable life skimming a premium off of their associated operations, some devote themselves deeper into the Thieves' craft. Such men and women are selected to become Shalaquins. Certainly, many more Ringleaders would press themselves for promotion, if it weren't for the secrecy surrounding the upper ranks. The guild suppresses any mention of there being ranks higher than Ringleader, not only to protect the true masters of the Eamane Anarion, but also to observe and select only the best.
Requirements:
1. Has served at least four (4) months as a Ringleader
2. Has completed two (2) new missions successfully
3. Total value of stolen loot amounts to at least 6000 gp
4. Reputation points exceed 27
5. Possesses a character appropriate for an important leadership position.
Benefits:
1. Awarded with the Skeleton Key--it also serves as a Guild badge of distinction. These enchanted keys bestow upon its rightful owner a +2 Insight bonus to Open Lock, Disable Device, Perception, Stealth, and Acrobatics checks; and allows the rerolling of any single roll once a day.
2. Allowed to call upon two (2) Amateur Contacts every month
3. Allowed to call upon two (2) Proficient Contacts every month
5. Allowed to call upon one (1) Master Contact every month
4. +6 on bonuses to social checks made with other members of the Thieves' Guild, including Wet Ears and allied criminal agencies.
3.2.5
Ringleader
Those few who attain Ringleader rank are privy to greater secrets of the Thieves' Guild, and are subsidized with a safer off-the-books operation that generates some passive income. Many retire from active duties here, having decided that their luck has held well enough for the career thus far. Little do such men know, that there are greater rewards reserved for only the most devoted of thieves.
Requirements:
1. Has served at least three (3) months as an Operative
2. Has completed two (2) new missions successfully
3. Total value of stolen loot amounts to at least 3000 gp
4. Reputation exceeds 21
Benefits:
1. Given control of a safehouse (property with 500 gpv; cannot be sold) which endows the Ringleader with (1) a passive monthly stipend of 2d10*ECL (effective character level) in gold pieces, generated by criminal activities attached to the safehouse; as well as all the benefits of a well-furnished home. It comes with a non-removable Good Quality Lock (DC 30) on the front door and at each of its five windows. There is a hidden trapdoor in the master bedroom (Search; DC 25), that leads to a short tunnel into the nearby waterworks.
Important: The criminal network can be expanded through tailored scenes, thus greatly increasing the passive income, but this will require coordinating with the Underworld DM. Bear in mind these scenes will not count towards Reputation score.
3. Allowed to call upon two (2) Proficient Contacts every month
4. Allowed to call upon two (2) Amateur Contacts every month
5. +5 on bonuses to social checks made with other members of the Thieves' Guild, including Wet Ears and allied criminal agencies.
3.2.6
Operative
Requirements:
1. Has served at least two (2) months as a Guttersnipe
2. Has completed two (2) new successful missions
3. Total value of stolen loot amounts to at least 1000 gp
4. Reputation exceeds 15 points
Benefits:
1. May take levels in the following prestige classes as long as they meet requirements: Nightsong Enforcer, Nightsong Infiltrator or Thief Acrobat
2. Insider discounts for Black Market goods rise to -10%; can resell goods at 55% of market price.
3. Allowed to call upon three (3) Amateur Contacts every month
4. Allowed to call upon one (1) Proficient Contact every month
4. +4 on bonuses to social checks made with other members of the Thieves' Guild, including Wet Ears and allied criminal agencies.
3.2.7
Guttersnipe
Requirements:
1. Has served at least two (2) months as a Scumbagger
2. Has completed two (2) new successful missions
3. Reputation exceeds 9 points.
4. Knows Dacanith and Thieves' Cant
Benefits:
1. Allowed to call upon two (2) Amateur Contacts every month.
2. Can receive insider discounts (-5%) on Black Market goods by passing a DC 15 Diplomacy or Bluff roll
3. +2 on bonuses to social checks made with other members of the Thieves' Guild, including Wet Ears and allied criminal agencies. -2 penalty on social checks made with rival organizations.
3.2.8
Scumbagger
The true rank and file of the Eamane Anarion. They have proven their abilities through the provisionary period and are finally incorporated into respectable taskforces for the Guild, as well as permitted to meet with trusted contacts to aid in their missions and heists. However, superiors are always watching, keen on finding the next master thief in the making.
Requirements:
1. Has served at least one (1) month as a Wet Ear
2. Has completed two (2) missions successfully
3. Still alive.
Benefits:
1. Allowed to adopt their own Handle.
2. Allowed to call upon one (1) Amateur Contact every month (Search "#5" for more information)
3. +2 bonus on social checks made with other members of the Thieves' Guild, including Wet Ears
3.2.9
Wet Ear (Provisionary Rank)
The Wet Ears fulfill simple but potentially dangerous tasks. Usually collection of debts, rounding up a runner, infiltrating a store for a token prize, and even serving as fodder in a Turf War. Fortunately, nearly all recruits have seen their share of killing and thieving anyway, and aren't so "wet behind the ears" as to be easily caught.
Benefit:
1. Given a Wet Ear handle. Always demeaning or insulting to the Wet Ear (IE. a heavy-set recruit might be nick-named Creamcake; or a halfling with underbite, Crotchbiter. They will have the opportunity to change their name upon reaching Scumbagger rank.
#4. Enemies
4.1
Khaz'grad Fourthsworn
The founders were exiled for terrible crimes in Kun Badur; and spared execution owing to the great deeds of their ancestor, Veojllor Khaz'gradun. Though relative newcomers in Tel Vinrae, their heritage in criminal affairs is as old as that of the Eamane Anarion. They are seen as a formidable danger, and taken far more seriously than the human chain gangers. The Fourthsworn make their profits from laundering prostitution money and drug sales, as well as playing liaison for any Barald or Imperial agency wishing to exploit Tel Vinrae's markets for their goods. Their operations intersect those of the Eamane Anarion significantly, and wage a proxy war via lesser gangs and mercenaries. The recent election of a family member to district office bodes ill--and it is only a matter of time before he makes close friends of the Watch.
The Eamane Anarion and the Fourthsworm have met thus far to agree that assassination of each others' ranking officers is out of the question--known as the Concord of Darlito, named after the tavern they met in to discuss terms (Darlito's Haddockery). But there is obvious maneuvering to find the right opportunity for a backstabbing.
4.2
Crestwall Raiders
Headquarted in South Crestwall, a street in Deadman's Knot divided by three bridges. It is the traditional demarcation line between the landed immigrants who can speak Velithri, and the freshly arrived who cannot. Smuggling routes are rife here, but Crestwall Raiders have lately shirked the Eamane Anarion's warnings and forced their smugglers to pay tariffs at swordpoint. Most have complied, unwilling to stall business. However, enough complaints have reached the Thieves' Guild, and a bloody turf war is now underway in the Deep Sewers of the region.
4.3
The Sicklewood Survivors
Originates from Sicklewood Plaza, a cramped ghetto of the Black Mar, evicted by Imperial armies when they required metal and food for their campaign. The survivors of this ordeal fled westward to Bleakwatch, and eventually mustered the means for a ticket (or a smuggling) to Tel Vinrae. The present generation maintains close connections with their extended kin and friends across the bay, who grow contraband in the marshes. The Sicklewood distrust authority in all forms and have scoffed at the mandate of the Eamane Anarion. They freely sell impure forms of the popular drug Starspice, successfully undercutting the Eamane Anarion's rates wherever possible.
(More to come)
#5. Contacts
As a Guild member rises in rank, they will have the option of rendering the services of Contacts in the underworld. They are also affiliated with the Eamane Anarion, but monetary payments ("Gifts") and/or favours are required in exchange for their aid. Be warned, unfulfilled favours reflect negatively upon your reputation, which can hold you from promotion or even lead to a demotion!
5.1
Amateur Contacts
Special:
1. Only available to those of Rank: Scumbagger or higher.
2. A player can use the services of a Contact once a month. For simplicity's sake, we will count it by named months, as opposed to calculating the specific dates of ~30 day periods. The hiring of contacts and any debts, especially favours owed, must be indicated on the player's sheet.
3. Unused opportunities do not accumulate overtime.
4. A player cannot hire more than the number of Contacts allotted by their Guild privileges.
5. Contacts may refuse to offer services for IC reasons.
5.1.1
Shadarkan, 124, Male Dwarf of Hargurum
Specialty: Fence
Location: The Beren Tasurdur
Cost: 20% of the value of the fenced item
Benefit: Up to 500 gpv of non-magical but unusual items (I.E. rare coins, pelts, pottery, artwork) may be sold on the black market at full price, instead of being halved as per the usual rules.
"Hrm? Hurry it up.. I can almost see hair growing upon your lips."
A talkative but grumpy Dwarf, distinguished by the chin-waxed absence of a beard. Supposedly, it was shaved off as penitence for some failure during his adventuring years, but only his closest friends have had the to gall to ask about it. The Dwarf sticks to business, and asks few questions. His long life has let him gather a splendid list of smugglers, collectors, and connected nobles who are keen on buying or transporting rare items. If he's not selling some ritualized axe, he's grinding it.
5.1.2
Rahastur Al'Manir, 31, Male Akoshi of the Far East
Specialty: Casing (for a Heist)
Location: Hallowed Roast Tavern, Deadman's Knot
Cost: 150 gp upfront and 10% of loot stolen on the Heist.
Benefit: By cross-referencing architectural plans and interviewing loose-lipped trapsmiths, Rahastur can pinpoint the exact locations of up to 1d4-1 traps in a mark (rolled by the PC organizing the Heist, and witnessed by the DM). If the roll totals to 0 or lower, Rahastur will warn that there are limitations to his knowledge and decline any part of the Heist's payout.
"You would be surprised. Such men delight in bragging over their secrets more than old wives do of their children."
Al'Manir is a tall and slim man, dressed dashingly in rare silks to bring out his natural good looks. He hails from further east than the Ananta Desert, who traveled westward along the Spice Road pretending to be a camel whisperer. Since arriving in Tel Vinrae over a decade ago, he's found himself a niche amongst the underworld's denizens. His knack for basket-weaving translated well into trapsmithing, and the man now moonlights as a spy and an informant specialized in casing targeted homes for a fair cut. Though an Akoshi man fair and humble, his talents are sought by many.
5.1.3
Mika Winterdale, 23, Female Half-Elf/Govan of Tel Vinrae
Specialty: Forgery
Location: Pigsblood Alehouse, Fishhook Square
Cost: 450 gp, and a favour
Benefit: Will supply forged documentation to aid with the release of an arrested Guild member. Add a +5 circumstance bonus to any social rolls relevant to convincing the authorities that their quarry deserves a second chance.
Note: This benefit is invalid if the arrested PC has a conviction on their criminal record. In such a case, Mika Winterdale will regretfully decline the request.
OR
+5 circumstance bonus to forging a single document; natural 1's can be re-rolled.
"I can't get your buddy out. But I know a friend of a friend of a friend who might…"
5.1.4
Lyria Calwell, 36, Female Imperial of Black Mar Fen
Specialty: Information
Location: The Sultry Siren, Dockyards
Cost: A minor theft of an item with sentimental value to someone else...
Benefit: +5 circumstance bonus to a single Gather Information check (AND reduce the investigative time by 1 hour)
OR
+5 circumstance bonus to a single Knowledge (Local) check.
(Light laughter) "I'm flattered you're asking for me, dear, but I don't work here the way the other girls do… If you're looking for an… anecdote though, well, there was this one time Helena bedded a clerk from Derbyshire--not a cheap lad! And he said some of the strangest things about their mayor…"
5.1.5
Oguzhan of Luktar, 81, Male Sampi of the Tundra
Specialty: Theatrics
Location: Fiery Lion, the Golden Way
Cost: 250 gp and a favour
Benefit: +5 circumstance bonus to a single Disguise check; natural 1's can be rerolled
(Govan, half-sung, half-hummed) "Hey ho, far from the mountain snow, under the sea cliffs, down we go. Hmm, hmm, hmm, something castles upside down… The cursed, immortal race, sleeping still--no, always, or maybe it was 'til the 'eve. Oh, I don't know the rest. Ask a sailor. Hmm, hmm, hmm..."
Oguzhan is a gentle giant of a Sampi man, as withered as an old oak but just as majestic. He is bald past the ears but boasts a braided stitches to his great brass belt-buckle. He is a former slave whose good build, penchant for imitation and the magic of make-up made him a theatrical star in his youth. Eventually, he bought his freedom, and remained an actor until retiring to a healthy nestegg. In later life, he lends his services for a small fee and a generous deed, always sharing a story or two of his stage days while he works on tweaking a client's disguise or speech pattern.
5.1.6
Specialty: Infiltration
Location:
Cost: A
Benefit: Can be smuggled into any government sanctioned warehouse.
(More to come...)
5.2
Proficient Contacts
Special:
1. Only available to Rank: Operative or higher.
2. Other stipulations for Amateur Contacts also apply.
6.2.1
Ren Bing Xun, 24, Male Chen Kai of Jianada
Specialty: Augmented Poisons
Location: The Lizardtongue Bruhaha, Lower Markets
Cost: 20% of the total costs of the poisons being augmented
*Note: It would be direly unwise to betray this contact's trust by reselling the modified poisons at a higher price...
Benefit: Increases the potency of up to three doses of poison, raising the DC by 2.
"What makes for a good poison? Knowing their predilections." (Holds up a recipe book--for soups) "This poison, here… pickled mustard seeds, three to four cloves of garlic, and half the spurts of squashed tomatoes…"
Youth, brilliance, and sarcasm co-mingle in Bing Xun of House Ren. Despite usual hours spent plying his grim work in a hot, steamy workshop, he keeps himself healthy through playing sports with the neighbourhood youth and occasionally accompanying the Eamane Anarion on dangerous field excursions. Though an apprentice of older masters in the art of poisoncrafting, he shows promising talent already. A nigh lifelong resident of Tel Vinrae, his exposure to life in two continents has allowed him an unique perspective on culture and politics... as well as knowledge of the shadowy arts..
(More to come)
#7 Guild Powers
(Coming soon)