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Jun 23, 2021 7:25 PM
Thorn in Isekai
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This place seems fairly insular. It's not a tiny village, but certainly not a big town either. There are two inns - Sharktooth, which is also a seedy-looking tavern down by the sea and offers a cramped bunk in a bunkroom for three copper a night or an individual room for eight, and the Fine Pine, neat and well built if not especially fancy, which has a nicely appointed restaurant on the first floor and offers considerably nicer rooms including magic locks, breakfast, a bath and laundry service, for fourteen copper a night. She also finds a single-room Adventurers' Guild office, a single street that seems to be ethnic Fischers and has a very different architectural sense - including a strange shrine - and some sort of monastery compound on the hill at the back end of the town where bald, blue robe-wearing people are walking around.

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Alright, so assuming there's a steady supply of broken things she should be set for the foreseeable future. She can definitely afford to eat. Any street food? And after that she'll look into what a half-decent knife costs.

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There is street food! It's sort of hard to describe. Lots of bread and sauces, not so much pastry but more about savory flavors. Meat is expensive and people are griping about the cost of fish lately. It's all tasty though.

A cheap, half decent dagger costs 16 copper. Oddly enough they have six copies of the exact same mediocre dagger down to the hilt patterning. New, individualized ones start at 1 silver. Magic ones go up from there. She pr9bably wants a magic one, they last a lot longer, the salesman insists.

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She pays with her silver for a two-copper lunch and gets seventeen copper back, which confirms her suspicion that it's nineteen copper to the silver. She sits by the statue in the town square and eats, and takes stock. 

She has: A pocket and a half full of copper coins. One outfit complete with urban shoes. Her necklace. Her runic tattoos. 

She needs: Another full outfit. A knife and a pistol. Some decent damn boots. Somewhere to put everything so she's not trying to stuff it all into her jean pockets. An Adventurer's Guild badge, most likely. A moneychanger to make silver from copper. An inn room for the night. 

How many copper coins does she have exactly...? She moves them all from her left pocket into her right pocket, and then counts them one by one as she moves them all to her left pocket. Seventy exactly. So she can't afford much, but... if she stays at the nice inn, she'll have a place to put things that she can trust. Not a long term solution, but better than letting her pockets fill up with copper. 

For now money is the most important thing, so she'll go see about that room at the Pines and then get back to her station at the market and keep looking for more broken things to mend.

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In the Fine Pine, there's a few people in the restaurant including a man in purple robes with messy black hair and glasses and half a dozen books splayed around him in the restaurant. The receptionist is happy to book her into a room and give her slightly-magic keycard.

There's a steady stream of broken things. They seem to think her restriction to non-magic items is weird, but not especially weird.

One handsome young man wandering with his friends, with total apparent sincerity and an eyelash flutter, asks, "Can you mend my broken heart?"

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She leaves her pile of copper coins in the side table in her room, pockets her keycard, and keeps working. 

She halfsmiles at the man. "Alas, hearts are too magical for me to mend."

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They joke at his expense and the rowdy crowd moves on without issue.

 

The teen she met on the beach comes past her in the early afternoon, her bindle now laden with dead birds and rabbits swaying from little ropes.

"Didn't take you for a mage."

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"It's the tattoos," she explains. "They were done by a powerful mage and permanently give me the ability to repair things. Wasn't sure if I wanted to go flashing it around, but I weighed my options and this looked better than being homeless and starving."

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"Huh. Neat. That sounds really handy, I can totally see people wanting that for some extra options. Whatever Skill lets them do that must be in high demand. Is it sorcery or wizardry or something weirder, do you know?"

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"I expect it's something weirder, but I don't know for sure. In any case it's made my day a lot better - with this I can support myself fairly handily without having to resort to chores."

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"Uh... Yeah." She frowns. "Are you some kind of runaway heiress or something?"

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"Do I look that stuck-up to you?"

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"...You have a really weird permanent spell, not a weird Skill that just does the one thing, that smells like money and lots of it."

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"You wouldn't be wrong. I used to run scouting missions for an obscenely wealthy merchant consortium. The mage - I'm guessing they were A-rank - owed them a favour, so all the scouts like me got tattoos like this to help them survive and support themselves in hostile territory. It was a surprise to me, too."

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"Okay, that's a pretty good story to keep someone from drugging you and trying to figure out who to ransom you to, good work if it's not true. You do carry yourself confidently, so." Shrug. "Good luck."

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"Thank you; seems I'll need it. And if you didn't spread around the fact it's my tattoos I'd appreciate it."

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She snorts. "Appreciation and a copper will buy me allergy potion. Bye now, stranger."

And off she goes.

Business slows down in the evening. A couple folks have heard she lost all her stuff and ask if she's an adventurer - there's a local branch of the Guild, they could send off a message to have a replacement badge sent! This is said with some pride.

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She's not, but she wants to be. In the evening she'll go down to the Adventurer's Guild and see about registering, a pocket jingling with copper just in case there's fees involved.

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The local Guild branch is a small office area, with two reception desks and one back room. A sign indicates that they also serve as a bank! The slightly fat middle-aged man manning one of the reception desks is wearing some kind of black and white uniform and puts on a fairly solid customer service smile.

"I'm afraid we, uh, don't do new registrations here. I'm mostly here to report any issues to my superiors, and arrange local business interest interactions. Oh, and banking and courier services. Unfortunately I cannot offer withdrawals or courier services today. You could open a bank account and deposit, though - er, there are fees if you're not a Guild member, and unfortunately we're not equipped to take in new memberships, as I said."

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"Oh. Alas. Do you know where the nearest registry office is?"

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"That would be in the town of Marondel. It's inland along the river, and the easiest way there is by boat. Well. Normally the easiest way there is by boat, but I've been stuck here without my relief for two months because of that shark!" He laughs a bit darkly.

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She nods understandingly. "Well, I won't trouble you any longer. Thank you for your time." 

She heads back to her room at the inn, where she stuffs her pockets with copper and then goes looking for a moneychanger.

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The Adventurers' Guild branch has a bank? Oh, you just need to change silvers? Buy a kebab for five copper pennies (a whole copper being twelve) and this guy will take her coppers for silver!

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She'll take that deal! Here are 126 loose coppers, sorry about that. She did count them, doesn't mind if he does too. 

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He does, in fact, count them, quite briskly though. Then hands back six silver, eleven copper, seven copper pennies, and a kebab.

(Also, Thorn suddenly finds conversions between coppers, pennies, and silvers much easier to do in her head. And knows that it's 14 silver to the gold, and 23 gold to the platinum. This must be what gaining a Skill feels like.)

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