Changeling: The Lost - IRC RPG

A modern day Changeling the Lost role play game using an IRC format, go to the irc.darkmyst.net server, channel #CtL:OOC or email babylon.submissions@gmail.com
 
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 Goblin Trader "The Flying Dutchman"

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Join date : 2016-06-27

PostSubject: Goblin Trader "The Flying Dutchman"   Wed Jun 29, 2016 2:22 pm

The Legend of The Flying Dutchman  is a ghost ship that can never make port and is doomed to sail the oceans forever. The oldest extant version dates to the late 18th century. Sightings in the 19th and 20th centuries reported the ship to be glowing with ghostly light. If hailed by another ship, the crew of the Flying Dutchman will try to send messages to land, or to people long dead. In ocean lore, the sight of this phantom ship is a portent of doom.




The real truth is the The Flying Dutchman is a Hedge born vessel traveling the portals drifting through trods and portals, carrying trade where ever it sails. In many ways it is mobile Market. Goblin Merchents leaving trade to their slaves when it drifts through the portals. The Mein changes with the times. The Crew playing on old legends, using fear as a deterrent in the mortal realm.

To board the vessel is to abide by the rules of the Market.

Law
• No Violence - Goblin merchants won’t be intimidated, and they won’t tolerate people trying to injure their customers. Bad for business.

• You Get What’s Advertised - If a merchant tells you that a tenpenny nail has the power to kill someone when it’s driven into its victim’s shadow, it has that power. It may have other side effects, mind, and the method of death may be something unexpected and inconvenient — but you get what’s advertised. Note, though, that there is no law requiring a merchant to advertise all the properties or catches to his wares, and there never will be.

• Honor Your Deals - This cuts both ways. A merchant must provide the wares, and the customer must provide payment. Defaulting on a deal is more than just bad form (and a potential Clarity hit) — it riles up the Market, potentially against the whole freehold and certainly against the defaulter.

• No Refunds - If you regret trading away something, you’d better find something the merchant really wants in order to buy it back — at an inflated rate, most likely. That’s a brand-new deal.


Value Guide
   0 - Gewgaws, Goblin Contract surcharge or finder’s fee, Minor Hedgespun accessories (scarves, hats and the like), Goblin Market guides

   • - Common goblin fruits and oddments, Most Hedgespun (1 to 2), Lesser Goblin Contracts (1 to 2), Local freehold guide, Untrained minor Slave (1 to 2), Token (1)

   •• - Rare goblin fruits, Unusual Hedgespun (3), Medial Goblin Contracts (3), Untrained medial Slave (3 to 4), Trained minor Slave (1), Local Hedge Guide, Token (2)

   ••• - Major Goblin Contracts (4 to 5), Untrained incredible Slave (5), Hedge guide to another freehold, Mentorship in standard Contracts, Token (3)

   •••• - Mentorship in unusual contracts, Goblin Market membership, Deep Hedge guide or guide to the gates of Arcadia, Token (4)

   ••••• - A Goblin Market stall, Guide through Arcadia, Well-trained but unimpressive Slave (2), Token (5)

   ••••••(+) - Well-trained, competent Slaves (3 to 5), Unique items of incredible power sure to change the course of a chronicle.
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Goblin Trader "The Flying Dutchman"
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