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  • Jobs Available

    Title: A Dire Situation
    Client: Malgrave
    Type: Sellsword
    Difficulty: 90
    Job Length: Three Days
    Reward: Nine Platinum Five Gold Five Silver
    Bonus: Pelt of the Great Beast
    Risk: Injury
    Description: "We've received rather serious news from the Kasurian Capital of Malgrave. The woods around the Old Wyrmme Ruins, which lie directly inbetween our town of Knightsborrow and Malgrave, have become infested. The animal wildlife around the site has begun magically involving, much of it doubling in size. Their tendencies become more malicious too as it's clear they are no longer attacking to hunt or take territory but purely to kill. Large wolves, bears, even non violent animals such as rabbits, have become aggressive. We've been asked to send an expedition in to the woods to get to the middle of it and put an end to it. However, this job is not without risks. Just about everything in there could overpower the average human or furre, and all of it will want you dead."

    Title: In to the Caverns (Chart the Flying Island 1.5)
    Client: Zelanze
    Type: Exploration (Cartography / Treasure Hunting)
    Difficulty: 80
    Job Length: One Day
    Reward: Seven Platinum
    Bonus: Artifact Made from Levistone (Sellable for two platinum)
    Risk: Injury (Hazards), Time (One hour for every ten below 160)
    Description: "When I was reviewing Lao's map work on the floating island I discovered that the caverns he found near the volcano extend deep in to the mountains. With the information regarding a possible culture I believe that people once lived on this island and explored or, potentially, even lived in these caves. There has to be something left of their culture, some part of them still around. I would like for someone to map out the depths of these caverns and keep a look out for any treasure. Be weary though, I have reason to believe these caverns are not just deep but also hazardous. Worse yet, far enough below the surface will be nothing but pitch black. Without a light source you wont be able to climb back out..."


    Title: The Bard's Journey
    Client: Haystrum; The Travelling Bard
    Type: Entertainment
    Difficulty: 50
    Job Length: Six Hours
    Reward: Five Platinum
    Bonus: A copy of your heroic tale, signed by the Haystrum himself on 70 or above.
    Risk: Injury (from hazards)
    Description: "It can be hard to find real, true inspirations. I always try to draw my stories from real events, actual stories of adventurers and explorers braving the elements. I've had trouble finding my muse lately however, and would like to tag along with an explorer on their journey. The hazardous and most oft' avoided trail down the nearby mountain range should do nicely for a fanciful tail, especially with the dangers and rumors of monsters it provides! Make your journey exciting, give me a tale to tell and I will make you a legend!"

    Title: Roadways
    Client: Tilgore
    Type: Exploration
    Difficulty: 70
    Job Length: Four Days
    Reward: Eight Platinum, Five Gold
    Bonus: None
    Risk: Injury, Materials
    Description: "Tilgore is recovering well and we've quickly reached some level of fame with their populace. After some research, many of their more astute citizens believe that the Basilisks likely came by the nearby aptly named Haunted Desert. In order to understand more about it they've requested we send a few capable adventurers to map it out as well as document any monster activity or truly supernatural activity." - Zelanze

    Title: Sea Swallows All
    Client: Moorim
    Type: Relief
    Difficulty: 70
    Job Length: Two Days
    Reward: Seven Platinum, Five Gold
    Bonus: Commendation
    Risk: Time and Materials
    Description: Moorim was recently struck hard by a tsunami off of the southern coast of Kasura. Portions of their city have been damaged and destroyed, many people are left without homes or shelter and even more injured. A group very skilled in offering relief efforts is needed desperately.

    Title: Sea Sickness
    Client: Port Lathora
    Type: Relief (Medical and Supplies)
    Difficulty: 50
    Job Length: Eight Hours
    Reward: Three Platinum
    Bonus: Questionably Legal Valuables
    Risk: Loss of Materials
    Description: "A recent mysterious illness among the sailors who pass through our port has become a serious contention. At this rate, Lathora will lose reputation as a safe port for travel. Their chest and arms seem to turn green and their eyes are unfocused and often crossed. They howl in pain in the night then don't remember it in the morning. Please help these poor souls!"


    Title: Building Roads
    Client: Kasurian Commission
    Type: Labor
    Difficulty: 60
    Job Length: One Full Day
    Reward: Six Platinum
    Bonus: Plaque on Pathway
    Risk: Time and Materials
    Description: "As the revival of the trade route near the town of Knightsborrow has been revitalized these last few years the King's Commission has seen fit to increase the quality of the row. As House Balestra is largely responsible for the clearing and reviving of this pathway we found it most suitable that you should be the ones that would construct the stone roadways."


    Title: Establish Trade Agreements
    Client: Zelanze
    Type: Mercantile
    Difficulty: 40
    Job Length: One Hour
    Reward: Three Platinum
    Bonus: Higher class Stalls at Fifty. Mysterious knickknacks.
    Risk: Time
    Description: "Knightsborrow continues to grow thanks to being right off the trade route. Active again thanks to Windthor's and other's efforts to help establish trade. Our recent forays and successful wartime campaigns have also helped spread House Balestra's name. Now is the time to move and petition for exclusive trades and use of our route. If we're successful here then the funding for further expansions of our little city will no doubt flow in from trade"

    Title: Something to A-Spire Too
    Client: Mage's Tower
    Type: Labor
    Difficulty: 80
    Job Length: Two Days
    Reward: Eight Platinum
    Bonus: Magi-Tech Trinkets
    Risk: Time, Materials, Injury
    Description: "The Tower has come to recognize House Balestra and their work. As such, we would commission them over traditional city or local constructors for this task. We need a spire built to exact specifications just off of our regular property for delicate magics. If any portion of the spire is off, even just slightly, the aetheric energies we are manipulating could fail catastrophically! You don't need knowledge of magic for this job, but you will need steady and precise hands."

    Title: Rematch!
    Client: Carson
    Type: Sellsword
    Difficulty: 60
    Job Length: One Hour
    Reward: Five Platinum
    Bonus: Ornate Dagger
    Risk: Injury
    Description: "Carson had expressed interest in fighting someone in the House. She's heard of people who are actually proficient with a blade and not just guys who punch things and win by sheer dumb luck. Which, I can't blame her. She'll accept the challenge of anyone, but preferably she wants to clash swords with someone, and she'll be training and practicing until then, so expect her to fight harder than last time. Her House is willing to reward out House (If we win again) with a decent pile of gold, and a dagger made by their local blacksmith with an engraving of the Balestra herald."
  • How it All Works

    Once you have your characters proficiencies set up you may select any job available on the list above. Jobs can be taken alone or as a group, allowing for you to either write your own story or roleplay out the events of the job. The key component to whether you succeed or fail on the job is the d100 roll.

    Either before or during the job (if you're roleplaying it and would rather make the roll at a deciding moment!) you make this roll for the jobs difficulty number and then add +5 for every point you have in the related proficiency to the roll. If you have more than one player you add the rolls together, with subordinate characters only adding half their roll. Increasing your odds of hitting the target significantly, but the reward must also be split evenly. If you succeed, than the job is a success! Otherwise, the job is a failure.

    Once the job is complete, post the results for it on the forum (thread upcoming). Your total reward from all your combined jobs and your succeed/fail rate will be kept up with to track how you're doing! Furthermore, the more you do a job of the right kind the better you get at it. So if you repeatedly take entertainment jobs, you will gain a rank in entertainment.

    Slave characters: taking a solo job will be accompanied by an NPC handler, most likely Zel's daughter Ariel. A young woman with long golden hair usually wearing a dress and a rapier on her hip. She can be very confrontation and tends to erupt in French rants when upset. She has some magic affinity and will keep the characters in line.

    Mulligans:Every character starts with one Mulligan: A free reroll for a failure. This represents a close call during the job, something that very nearly caused them to fail. Mulligans refresh every 25 platinum worth of reward, referred to as "buying a mulligan"

    Job Frequency: The limit is one job every 24 Hours + Job Length with your own discretion on to injury related delays. However, the real restriction is that you may only take a new job once you have finished the rp or story related to your previous job. This is to keep there from being any kind of backlog.
  • Specific Details

    Job Types Include:

    Sellsword:
      Guard Work
      Monster Hunting
      Competitions
      Combat of any kind

    Mercantile
      Blacksmity
      Alchemy
      Trading
      Any Trade Skill
      Buying/Selling

    Exploration
      Dungeoneering
      Cartography
      Treasure Hunting
      Anything involving adventuring

    Relief Work
      Medical
      Supplying

    Entertainment
      Parades
      Shows
      Displays of any kind

    Labor
      Reconstruction Efforts
      Building
      Repairs




    Proficiency Rank Details:

    One Star: Your character has experience or is trained in this skill to some degree
      Sellsword: Your character is a trained combatant.
      Mercantile: They are a trainee in the related trade skill
      Exploration: They have been off the beaten path enough times to know how to survive.
      Relief: They have base medical and emergency knowledge
      Entertainment: Their friends think they are hilarious.
      Labor: They've done some basic labor work

    Two Star: Your character has significant experience and/or has completed formal training on this
      Sellsword: They have regular experience in combat
      Mercantile: They've handled quite a few trades and feel confident in your ability
      Exploration: Miles under the belt, experience out in the rough on their own doing the work
      Relief: Regularly applied medical and relief knowledge
      Entertainment: Character has hosted or been a notable part of multiple events
      Labor: More than just the local handyman, character is growing quite adept and heavier jobs

    Three Star: Your character is Exceptionally Proficient and has been doing this for years
      Sellsword: Your character is an expert in combat and is no stranger to the battlefield
      Mercantile: Competition just can't keep up, likely years under the belt
      Exploration: The character has been to the highest peeks and the lowest depths, yet still yearns for more
      Relief:
      Entertainment: The star of the show! This character probably has a leading act
      Labor: Character's knowledge and deft hands make him the most reliable for physical labor

    Four Star: Your characters skill in this field is Above Exceptional and you are arguably the best in your field
      Sellsword: "The Best in the Land", someone that is not easily matched by even the most confident.
      Mercantile: Skill enough to sell water to a drowning man, can bend any deal or trade to their favor.
      Exploration: This character has stood on land nobody else has and seen sights people only dream of
      Relief: The savior of the people. Sheltered them from the worst storms, healed them from the worst wounds.
      Entertainment: More than just a leading act, your character has probably devoted their life to entertainment. People actively seek their shows or displays
      Labor: If the concept exists, your character can build it

    Five Star: Your character has fully realized their potential in this field.
      Sellsword: Should you stand before the mountain, it is the mountain that would wish to retreat
      Mercantile:
      Exploration: Should a Deity stand before him, your character would tell him of sights they could barely fathom.
      Relief: When death himself goes to claim the lost with disease or elements his biggest fear is you
      Entertainment: If all the world could attend your dance, all the world would give a standing ovation
      Labor: If the concept does not exist, your character would still build it.
    Difficulty Threshholds (Calculated after subtracting your proficiency bonus from the total)
    0-25: This job is simple and well within your characters abilities
    26-45: The job has some potential issues but your character is more likely to succeed than fail
    46-55: This job is a toss and could go either way
    56-70: Your character is taking a risk, this is a difficult job they are more likely to fail than to succeed
    71-99: Work that requires exceptional bravery just to undertake
    100+: Entirely unreasonable requests. Nomatter what it pays it isn't worth it.
    Advancement

    You gain another star of proficiency in a field for
    every cumulative (New Rating * 100) of difficulty
    points. So:
      From 0 to 1 = 100 difficulty points worth of jobs
      1 to 2 = 200
      2 to 3 = 300
      3 to 4 = 400
      4 to 5 = 500

    Possible Risks
    Injury: The lower you roll on your dice the more severe your character is injured. This is a risk for Sellsword and Exploration work
      Double the target number: No Injury
      +30 or more: The character is only superficially injured.
      +20-30: The character has minor injuries that are barely noticeable.
      +10-20: They are noticeably injured in ways such as deep cuts or bruises.
      +/- 0-10: Character is very injured, may have deep lacerations or cracked bones.
      -10-20: Your character is injured enough that he may be bedridden and in very significant pain
      -20-30: They are definitely bedridden and may be in constant pain
      -30 or more: The injury is near life threatening

    Time: Lower rolls mean the job will take significantly longer. For every ten below twice the target number add the noted amount of time to the job. This kind of risk could show up on about any job!

    Materials: On mercantile, relief, or even entertainment work a surplus of material may be required. The cost of operations is always low enough to be covered by the reward, but you don't get paid if you fail! This risk represents a loss of materials on job failure.

    Ridicule: Failure on an Entertainment job may very well lead to damage to your pride! In some ways, maybe just as hazardous as the injury risk, the lower you roll underneath the target number the more negative the reaction from the audience is.

    Death of Client: By nature many jobs are taken for the protection or benefit of those that cannot help themselves. Either down with severe illness, protection from some monster, or maybe they require you find some magical instrument that is the key to saving them. Either way, this means that the client will die on failure.