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2 Votes

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Hits: 945
Comments: 4
Ideas: 0
Rating: 3.5
Condition: Deleted
ID: 5782

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Updated:
October 13, 2012, 5:49 am

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Venturers' Guild Hall

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Comments ( 4 )
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Voted Cheka Man
May 21, 2009, 18:38
5xp
What if a Press Gang raided this place to grab men for the Navy?
RGTraynor
May 21, 2009, 19:04
0xp
Probably the commander of the press would find himself as the port officer on a desert island far, far away. Merchantmen in most jurisdictions had certificates of protection against the press. Beyond that, the Venturers' Guild is *organized* - there'd be dire political repercussions.

The press'd have much better luck picking off random sailors on the streets than raiding the Guild Hall.
Voted Drackler
May 23, 2009, 17:48
5xp
Very good! I like the completeness of the post. I also like the completeness of the NPCs. The first paragraph is fairly long, and there are a couple points where it might be good to break it down, but it's pretty good as it is. I would, however, like to see a plot idea or two. Surely, there's at least one in there somewhere, and I'd like to see it.
RGTraynor
May 23, 2009, 22:46
0xp
Update: Cleaned up formatting with the new site look.

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A good camping-place with something extra: a gallows with a hangman, reduced mostly to bones and a few rags. It marrily hovers in the wind. Any manipulation will make it fall apart. An excellent camping place, except for the midnight hours, when ghosts of those executed haunt here. Some wail for their crimes, some re-live their execution over and over, some want to have a talk, and still some others want to scare the Living for fun.
By: manfred | Visit | UpVote 1xp

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