Social Life
The talk of the town, the Long Tale, rumors, busking bards, who keeps the city's streets, the Grenmarch Bequest, and the henchmen who help newcomers.
Aurin rewards conversation and public gathering. The busiest inn pays its talkers, innkeepers trade gossip, and anyone can add a line to a shared story by the hearth. This page covers those activities and the commands used to take part.
The Talk of the Town#
Any public inn, tavern or lounge, or Aurin's Amphitheatre, can become the hot spot, the
talk of the town. The one where the most different people have spoken in the
last fifteen minutes holds the title, and keeps it until another room is
busier still. It takes at least two people talking, and everyone in a room
hears when it becomes the hot spot. hotspot tells you where it is.
Conversation there is rewarded. A line counts when you say it or write it as
a free emote (emote, pmote, premote or tmote), it has four words or
more, it is not a repeat, and somebody else in the room has spoken in the last
three minutes. A line that answers someone also counts for the person it
answers, so whoever gets a conversation going shares in it. Lines that are
plainly about the world outside the game count for nothing, and so do
channels, tells and stock emotes such as smile.
All of one player's characters count as one person, so talking among your own characters earns nothing.
Each ten minutes of conversation (counted a minute at a time) earns a reward, up to eight a day:
| Reward | What it is |
|---|---|
| Experience | About three kills' worth at your level |
| Roleplay point | Kept on your character |
| Reputation | A point with your guild and with your faith |
| The week's talk | A point for your guild, clan and faith |
| Good Company | For an hour: health and spell points return 10% faster, and kills teach you 5% more |
| Autogroup time | Five more minutes |
hotspot also shows which guilds, clans and faiths have talked the most this
week, and last week.
Busking#
A bard's perform counts as conversation at the hot spot. Performed in any
public inn or lounge, or the Amphitheatre, while somebody else is listening, it
is also paid: the crowd tips the bard, more for a bigger audience, at most once
every ten minutes and six times a day, and the bard's guild thinks a little
better of them. Everyone who heard it, the bard included, has Lifted Spirits
for half an hour and recovers 5% faster.
The Long Tale#
A booklet lies in the Radiant Hearth Inn and in the Explorer's Guild Lounge,
and both show the same story. read booklet shows the tale so far and the
last one finished; write <a sentence> adds a line of your own, from three to
forty words. Nobody signs a line, and nobody can write two lines running:
somebody else must carry the tale on first. After 24 lines the tale is
finished and shelved, and a fresh page waits for the next one.
Rumors#
Type rumor (or rumour) beside an innkeeper, or ask one about rumors, to hear
recent public events, gossip other players have paid to spread, and places worth
a visit. Serin at the Radiant Hearth Inn, Sabel at the Tiderest Inn on the
docks and Tully at the Brightkettle Tavern all trade gossip.
For a hundred copper an innkeeper will pass on a whisper of your own:
rumor spread <words>. It goes round every inn for two days and nobody is
told who paid for it. A whisper is five to forty words, and you may start one
a day. Innkeepers will not repeat talk of the world outside the game.
Who Walks the Streets#
The time adventurers spend in Aurin, its docks, the cemetery and the guild
halls beneath the city is counted by guild over the last day, and each guild
brings the city something while it keeps the streets. city streets shows the
shares and what they bring, and the city overview names the guilds keeping
the streets now.
| Guild | Brings |
|---|---|
| Warriors | 3% off shop prices |
| Merchants | 3% off shop prices |
| Diplomats | 2% off shop prices |
| Rangers, Clerics, Healers | 4% faster recovery |
| Psions | 3% faster recovery and 3% more spell points |
| Mages | 3% more experience from kills |
| Paladins, Templars, Necromancers | 2% more experience from kills |
| Bards | 3% more coin from kills |
| Rogues, Thieves, Assassins | 2% more coin from kills |
A guild brings its full share once it holds 30% of the city's time, and a part of it below that. Nothing shows until two hours of adventurers' time have been spent in the city, and the streets add 5% at most to any one bonus. Every citizen of Aurin gains them, wherever they are; a citizen of another city does not (see Cities and Citizenship). Explorers have no guild yet and are not counted, and a single stay counts for half an hour at most, so standing still in the city earns your guild nothing more.
Out in the streets you will now and then hear how the city is getting on with whoever keeps it. What rogues, thieves and assassins bring shows in those lines, and costs nobody anything.
The Rogue Times#
The Rogue Times is the realm's newspaper, sold over the counter of the Aurin
Post Office, east off Silverton Lane. buy times buys a copy for a few
coppers, from your purse or from the bank if the purse runs short. A copy
shows the news as it stood when it was printed. When something new has
happened its front page says so, and a fresh copy waits at the post office;
if yours is still the latest, the clerk tells you rather than sell it twice.
buy another times buys a second copy anyway.
| Command | What it does |
|---|---|
read times |
The front page and its sections. |
read <letter> |
A section, such as read d. |
read <page> |
A page by number or name, such as read d1 or read obituaries. |
read tariff |
The Guild Tariff, page B3. |
read notices |
Merchant's Row, page B4. |
look times |
When your copy was printed, and its lead story. |
The paper fills itself from what happens in the game, the same news the realm hears in its banners.
| Section | What is in it |
|---|---|
| A, The Realm | The latest from every desk, and the day's weather and almanac. |
| B, Coin and Court | The Watch Report of thieves caught and arrests made; the Market, with auction sales, new homes and the Counting House's weekly report; the Guild Tariff; and Merchant's Row, the notices merchants place, with the week's best rated merchants. |
| C, Sport and Spectacle | The Hunt, naming the parties who bring down great beasts; the Colosseum; and Rod and Line, for legendary catches. |
| D, Society | Obituaries, new arrivals, milestones, and guild, clan and temple joinings, promotions and weddings. |
| E, The Editor's Desk | Articles by the paper's own staff. |
The paper keeps the realm's silences. A player killed by another is reported dead, but the killer is never named, and the guilds that work in secret are never mentioned.
The paper's writers, columnists, reporters and editors are players appointed
by its editors, and the paper pays them a wage unless they already hold
another paid post. They write their articles with
editpaper. A merchant can place a notice in Merchant's Row with advertise,
and buy the front page's headline for a day with headline.
The Grenmarch Bequest#
Marshal Ivo Grenmarch left his house and grounds to the free citizens of
Aurin, and they are open to everyone: leave the city by the Southern Gate and
turn east off Silverwood Road. There are gardens, a kite meadow, a river and a
lily pond to fish, and the Marshal's house with its ballroom for masquerades.
Mabyn Tregarth's band plays in the bandstand every few minutes, and everyone on
the bandstand or the picnic lawn beside it gains Lifted Spirits. Winnie
Pollard's tea house sells tea and cake, silk kites to fly in the meadow
(fly kite, which lifts your spirits too), and masquerade masks. The terrace,
the ballroom, the tea house and the bandstand can all become the talk of the
town.
Help for Newcomers#
Two henchmen look after adventurers still finding their feet.
| Henchman | When | How | Experience taken |
|---|---|---|---|
| Fenwick, a fumbling sellsword | An explorer, levels 1 to 10, for the session | henchman hire sellsword |
A tenth of your kill experience |
| Hester, a worried apprentice healer | Sent free when you first join a guild | Arrives on joining | None |
A new healer is sent Fenwick instead of Hester, and he takes his tenth. Your guild's helper stays until you pass level 20, through every logout, and then takes their leave. After that, help is hired by the day at the Tidewarden Hall in Aurin (see Hired Help).
Both have plenty of advice, most of it about finding other players to adventure with.