>Inventory
>Prism Pendant (around neck)
>An octagonal prism hung from a thin black cord. It was a present from Ichirin, when you left Easthaven to become a Seeker. You believe it once held an enchantment, but no magical energy remains in it, and you're uncertain what its original function was.
>Seeker's Badge (pinned to chest)
>A small circular pin, golden in color, etched with a stylized compass across a horizon. It marks you as a full member of the Seekers, with the competencies that implies. It is with no small amount of pride that you can now wear this.
>Having not set out for the day yet, much of your gear is still elsewhere in the room.
>Skills
>Mouse's agility: You are agile and quick on your feet.
>Youkai constitution: As a youkai, you're tougher than you look, and possess moderate regenerative abilities. While injuries can slow you down, it would take significant damage to keep you off your feet for more than a short while.
>Throwing knife proficiency: You are a competent, though not exceptional, shot with most common types of throwing knives
>Lockpicking: You are able to pick most mundane locks, given proper tools
>Mouse communication: You are capable of understanding mice, and communicating basic instructions to them. They're under no obligation to listen to you, of course.
>Magic item use: You have an uncanny knack to utilize most magical devices to good effect, and can generally figure out the proper method of activation for all but the most esoteric items. You, however, have no magical aptitude of your own, and are unable to use any devices which serve as amplifiers, or otherwise require true magic to function
>Treasure sense: You have the ability to sense treasures and artifacts. Without the aid of external tools, such as dowsing rods, this is often little more than a vague sense of the presence of such things, but with the proper devices, you are often capable of tracking specific things from a good distance.
>Consider how one obtains contracts.
>For a fee, any member of the public can register a contract with the guild, often for retrieval of lost or stolen goods, or private investigation, although you've seen rather odder requests from time to time.
Once registered, these contracts are posted on a public bulletin board in the local chapter of the guild, and Seekers are free to independently accept whatever contracts they choose. This tends to result in fairly fierce competition among for the lucrative ones, while the less adept Seekers make due with whatever is left over.
>There is no obligation to accept contracts, nor any required level of activity to remember a member. Indeed some Seekers work casually, only accepting a task when it piques their interest. The certification process is rigorous, but once an officially certified member, you remain so for life, barring rare and serious disciplinary action.
>What sort of friends have we in the guild?
>While there's quite a few people around the guild you know to speak to, there are few you consider friends, as such. You tend to be something of a loner, and don't form close bonds easily, although the atmosphere is friendly enough. The Seeker you're probably closest to, for better or worse, would be Marisa Kirisame. Marisa is easily among the most (in)famous of active Seekers: ambitious, apparently fearless, and remarkably successful despite (or perhaps because?) of her complete lack of subtlety. She's also taken it upon herself to be something of the big sister you were never quite sure you wanted. You were paired with her for parts of your apprenticeship which, more often than not, involved getting the heck out of her way. Still, she's always been decent to you, you suppose.
>The person you're most apt to call a friend is a girl named Orange, who was
almost in the guild. Well, not
really, if you're to be perfectly honest, although she did try. You grew up together in Easthaven, and left for Braston together. She made a brief attempt to join the Seekers herself with... rather dismal results. While she shared your desire to leave your home behind and see the wider world, albeit for different reasons, she never really had the aptitude for the kind of work you do. Eventually forced to give up on that plan, she instead managed to get work as a junior member of the town watch, where her... naivety and occasional fumbling was less of a hindrance. You know she's trying to save up for her own ticket out of here, though.
>What time is it? Are we expected to keep any kind of schedule?
>Judging by the light from the window, it's some time before noon.
>Now that you're no longer an apprentice, you're free to follow whatever schedule you care to. The guild has little formal structure, and places few official obligations on its members; rather, it serves as a gathering point for like-minded individuals, a means to pool and disseminate information, and an official channel for the public to seek certified assistance. It was founded essentially to formalize and centralize resources for the mutual benefit of those who would be members.
>Look around our room to see if we have any coffee handy.
>It doesn't require any scanning to be aware of the fact that you don't have any coffee. Unless you went on a coffee buying spree last night that you don't remember. It
is kinda hazy...
>You could find a cafe around, if you were particularly in the mood for some, however.
>Strangle Sourfang. He knows why.
>Have we any rodent friends about?
>Sorry, overruled. Executive privilege >You don't have any particular rodents that you consider friends, although there's a few you know live in the nearby buildings, somewhat to the chagrin of their owners, and plenty more about some parts of town. The guild quarters themselves are usually kept scrupulously clean of what they consider pests, not that it much bothers the local rodent population; there was always better food elsewhere, at any rate.
>Check tail for unusual growths.
>Molest Shou
>Who were we drinking with?
>When you think of it, a tail is a pretty usual growth for a mouse, is it not?
>Molest who now?>Orange, a few of the other apprentices, some of whom you didn't actually know all that well - you guess they were just in it for the alcohol - and a couple of the other regular faces around the guild. Orange was the one who dragged you out in the first place; evidently she'd done a little organizing behind your back. The Prismrivers were passing through town, and dropped in for a bit; Lunasa slipped away after offering her congratulations, although you seem to recall Merlin being properly sloshed by the end of it. You'd sort of expected Marisa would be there, but there was no sign of her. Probably off chasing after some new something-or-other.