<div class="floatleft">(https://s-media-cache-ak0.pinimg.com/originals/6d/ea/38/6dea38bea1cdbb9f76f1bc1bc3772944.jpg)</div>The City of Mirtan was once a land of order and rules that had been brought to heel by a powerful man who forged a collection of nobles into an empire. Much of his life was spent in the saddle until he was killed by a hero. The country of Muinodepa never recovered from the strong will of both their emperor's death and his usurper. The petty feuds that had divided the nobles only cooled because of a strong military presence keeping everyone in check. The armies returned to the fiefdoms they had come from and the wars restarted in bitter intensity. Mirtan once the capital of the empire and the crown jewel of the country quickly rotted into a husk of what it was. Noble manors were still in the city but none of these aristocrats came to the capital anymore. The rulers of Mirtan were weak and ineffectual given to tantrums.<br/><br/>In order to maintain some semblance of order the only organizations with a ruling body stepped up to form a council and keep the city running. The Merchant's guild handled the revenue of the city for everything from taxes to the city maintenance. The first cost that was cut was the imperial roads and way stations that Muinodepa has known for. With the roads and the way stations cut the guards of the city were left to only protect the city proper and they formed their own guild to protect and patrol the realms but with little income the guards disbanded. The next guild to fall was the laborer's guild with resentment for the Merchant's guild they disbanded and refused to repair anything. The only guilds that seemed to be turning a profit and working well were the thieves’ guild, the assassins’ guild and the merchant's guild.<br/><br/>The guilds had worked well with one another for the first hundred years of so. Soon everything fell into disarray and the infighting started. While the Merchant's guild was the most powerful of the guilds publicly it was because they worked closely with the thieves’ guild to make sure their members were so prosperous and safe. This was fine until some thieves grew tired of listening to the new aristocrats and made their own guild, The Swords of Promise. They had a simple goal and that was to rob the people they didn't like and they were virtually untouchable. These knaves were undetectable by anyone but their fellow members. This angered the Merchants Guild that there was people attacking them and the Thieves Guild was not pleased with competition in their town and hired a mercenary company to bust heads. The Last of the Swords marched through the city seeking these Swords of Promise.<br/><br/>They discovered the other guild and started an open war with them. This was a bad time to live in Mirtan and many citizens lost their lives in the constant skirmishes between the Promise and the Swords. Realizing how bad things were getting the Merchants guild called a truce to discuss with the leaders and this sit down became known as the Accords of the Guild. These Accords outlined the rules that the guilds would learn to live on. But with the creation of The Council of Interests the city had changed forever. Since everyone had heard of the war and that so many people died more peasants from the countryside moved to the city and tried to join the various guilds. The sudden influx of individuals started to cause problems and the Accords had to be changed. That was more than three hundred years ago. Now the city is called by the new name of MercTown because of its large amount of individuals who were interested in turning a profit over helping their common sentient.<br/><br/>The power of the city is held by the top three guilds The Swords of Promise, the Last of the Swords and the Light of the Forge. These Guilds make up the Council of Interests and decide the rules and laws of the city. And while they rule the city they do make concessions to The Grand Chancellor Kern and his Orcs from the Republic of Tigkh. They function as the guards in this city and have struck an uneasy alliance with the guilds.<br/><br/><hr/><br/><div class="floatright">(https://cdnb.artstation.com/p/assets/images/images/001/030/183/large/julien-renoult-medieval-city-test.jpg?1438584764)</div>The chill air in the weather has been making many of the sentients in Mirtan seek the warmth of their hearth or the closeness of the Tavern and the companionship from a friendly wench. This has been one of the coldest<acronym title="October">Lassathian’s</acronym>that has been in recent memory. The crops have already been brought to town and stored for the upcoming fall and winters. The sky normally covered with coal smoke from the chimneys has merged with the dark, rolling and rumbling clouds above making it dark sooner than it should be. Already mid afternoon and it’s almost twilight in its darkness. The lanterns posted on the buildings and in the streets sputter in protest at having to warm and light the darkened streets so early. In the nicer parts of the city the streets are more even and lined with the newer lanterns that don’t require oil to provide light. But beyond those areas much of the city has descended to squalor<br/><br/>You find yourself in a portion of the city that has patrols of Orcish Guards and Hobgoblin Captains marching through the street on their self proclaimed duty of ensuring the corruption of divinity isn’t affecting the fair populace of this city and the occasional crime they want in on. Mangy dog’s growl and snap at passer by’s while grubby kids look for hand outs and shadowy figures in cloaks look ready to relieve the unwary of their purses. This part of the city just passed the merchant’s is filled with people who sought a job and salvation from the dissolute nature of work in the fields. They’ve quickly realized that the promise for them isn’t any better than it is for you. These poor masses clog streets as they approach any affluent enough looking individual to offer them a job. These poor souls work in the coal mines, clean the sewer and generally just hope to have food on their plate. Even an adventurer like yourself has the potential to feed these folks for weeks and they plead their cases to you. Too bad they don’t realize you are little better than they are when it comes to finding well paying jobs in this city.<br/><br/>With the larger guilds passing out scraps to the smaller guilds it’s next to impossible for an individual such as you to even get the scraps from the smaller guilds. You’ve had some luck here and there but things are starting to get desperate and there is no avoiding the dire straits you find yourself in. Without work soon you’re going to be heading out of town permanently or joining the rest of the Dregs in cleaning out the sewers and working in the coal mines.<br/><br/><br/><hr/><div class="floatleft">(http://fantasy.ambient-mixer.com/images_template/1/7/2/172b0fd30dd068a0302a7380fd0dedc3_full.jpg)</div>Location: The Tavern of the Three Sisters (A.K.A. The Tavern of The Busty Wench)<br/>Time: Late Afternoon<br/>MISC: Music (https://www.youtube.com/watch?v=SBATrLRWySg)<br/>Tagging: All<br/><hr/><br/>The Tavern of the Three Sisters (http://imgur.com/fibhmCH) is a large and normally packed tavern that straddles the slums and the merchant district, catering more to the lower class than the traders. It’s seen as the bar that’s just hip enough to slum in if you’re rich. Within a short walk from both sections of town it is a popular attraction even before the new line of help arrived. And today is no different with the bar maidens carrying drinks back and forth to the various tables, chatting up the customers and generally being flirty as they’re paid to do.<br/><br/>As you step through the tavern doors (B8 - B10)  you are given a greeting by one of the staff, Amelia (G11) a pretty brown haired girl who stands at an impressive height for a human female, and told to find a spot where you can sit as she moves about her rounds. You’ve been here a few times and even though it’s always been busy you've managed to find a spot but with this many people tonight it’s going to be tough to find a spot to sit for one let alone for multiple people. What with two large groups having taken over the prime real estate. You can see LLyra (J8) the bard dancing and singing for the crowd in the corner of the bar, her beastkin features and voice a stark contrast to most of the others in the bar. You can hear the sneers in the voice of some who talk about the bard. Behind the counter the owner Felicia (R8) is busy taking orders and issuing directions to her staff, her lizard tribe origins apparent to all who look at the extremely busty lizard that directs her people with a point of her tail. And spinning around the room dropping off plates is Yira (S10) the dragon girl, or the rumored dragon girl, her red tail and curvy figure sashaying around the room as she presses close into the patrons. The wafting smells of stew and fresh baked bread slathered with honeyed butter sets the mouth to watering and the chickens they’re bringing out are stuffed with potatoes and a few cooked vegetables. The smolder from the fireplace and the smoking pipes sets the air to being thick and heavy and the suddenly loud buffeting winds and drizzle that has picked up makes those people hitch up their cloaks around them and give thanks for the special served by the Sisters, warm spiced Apple Cider that has just a hint of citrus to it.<br/><br/>The wood of the tavern is heavy, but light in color and polished to be almost reflective and helps to make it look brighter in the cramped tavern. There are candles that sputter on most every table and a number of chandeliers to help illuminate the place. Much of the light comes from the hearth where LLyra the bard is playing her music louder to counter the sounds of the wind and rain outside. Her music and voice cheery to brightening up the gloomy atmosphere outside. After a moment Yira slides up to her and joins her adding in a slightly deeper tone to her softer tune the two starting to move through the crowd, taking their show on the road. With LLyra singing and Yira dancing and flirting with the patrons.<br/><br/>At the forefront of the tavern a rowdy table of Orcs (G4 - I4 & G6- I6)  is making their presence known and harassing the serving girls as they come closer, more specifically Amelia than anyone else. Many calls of having orcish hips seem to follow the girl around as she goes about her duties. Many of the other customers have moved to give these guards a wide berth in the tavern. They sit in one of the bigger sets of tables. There are a few other large groups but for the most part the crowd is made up of small groups and individuals.<br/><br/>In the back where it’s less bright are several games of chance (M8 & N11) that are being played for amusement but as can always happen a sparked word might set off a tindertwig in the close knit room. Ostentatiously the Orcs are there to ensure no violence happens. And not far off a group of Last Swords (N4 - P4 & N6 - P6) sits enjoying their meal and the music the five of them having a quiet conversation to themselves. Alone by himself sits a hooded elf (Q9)  listening to the music. In a corner by themselves sits a knight (D12) sits drinking with a hooded cloak to hide their features<br/><br/>Welcome To the Three Sisters Tavern, what do you do?<br/>