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Dead Leaves, Movie Review, Screened at FilmQuest Film Festival 2017

I saw the French-Canadian film Dead Leaves at the 2017 FilmQuest Film Festival.

Dead Leaves is three stories taking place at the same time in the Canadian woods five years after an economic collapse. Even though there is this overarching setting for the story the three individual stories make it a little harder to give a rundown of the plot.

At the beginning there is a brief moment that shows the stories are taking place in the same area, and hints that they are intertwined. Then each goes on their separate ways, until the closing scene of the movie. So, this felt like three stories in an anthology where there is a known starting point and ending point.

Each of the three stories in Dead Leaves had a different feel to it. There were three directors listed for the movie and who were also listed as the writers. This makes me feel that each created and directed their own storyline.

This gives the movie a rough start. The storylines are very disparate, heading off in their own directions with hints that they are going to be linking back together. With the definite differences in character and feel to each story it was easy enough to tell when the story shifted from one to another. It was almost too much of a difference to give the acceptance that they were all happening close to each other.

After settling in and giving over to the style, I was able to find that each was looking at a different aspect of how life could turn for individuals in the rural setting. Each story told of an individual dealing with the situation in their way. Because of the choices they made, each was having to deal with their own set of individual circumstances.

As the stories continue to unfold we are given the opportunity to see how through their differences they are each dealing with very much the same theme of man's inhumanity to man. And, how they are struggling to rise above the situation, but being dragged into the circumstances of the overarching situation.

The movie builds, creating a more solidified story than what we start with. The final scene gives the culmination that as long as there are people like the three protagonists we can have hope for our continuation.

The film is set in the French-Canadian forests and the setting is used to great affect in telling the story. The locations become elements helping build the story and the impact the collapse has had on the people. And, at the same time, you are given how resilient the land has been in how the impact has been limited to humanity.

There are times we see the tropes used in post-apocalyptic settings. It is hard to say if Dead Leaves was paying homage to earlier works from years past or if there was a deeper meaning. When I first saw the scenes I felt a little pushed out of the story, thinking they were just rehashing. But, they were just scenes and not the rehashing of the story. This led me to think about what the movie was saying at the deeper level and how people fall back on what they known in dealing with the unknown. For many of us the known way of dealing with this type of situation are those stories we have read and seen.

The look of the actors was used just as well, if not better than the settings in telling the story. The look gave an authentic feel to what it would be like just a few years after. It wasn't over-the-top. It looked like people who had dug into their closets, traded, or did with what they could find. It spoke of the hardship of some, and the established luxury of others. Their look even gave hints about what they were willing to do.

The portrayal of the characters never took me out of the movie. I was watching people who were dealing with their life as they now know it. I never felt like anything that was done pulled me back into the present and away from the hardships and decisions they were being faced with.

The strength of having the three storylines is it gives every person seeing this film someone to identify with. Once I did that, and noticed those around me were doing the same, we were drawn in. I could see people leaning forward then back at different times, corresponding to the storyline that had their interest.

It didn't mean the other stories weren't as compelling, they just had different hooks. I listened to people talking about the film afterwards and how they related to different characters, and why.

Overall, Dead Leaves has a slower start and a great finish. The use of the setting provides additional character to the story and to the theme. The acting is wonderful and I could feel what the characters were going through. The movie is in French.

I give Dead Leaves 4 out of 5.

Dead Leaves is currently on the film festival circuit.

Dead Leaves was nominated for eight awards at FilmQuest: Best Feature Film; Best Director; Best Actor, Roy Dupuis; Best Supporting Actress, Audrey Rancourt-Lessard; Best Costumes; Best Sound; Best Score; and Best Makeup.

The Director/Writers were listed as Thierry Bouffard, Steve Landry, and Edouard A. Tremblay. With the cast of Roy Dupuis, Noemie O'Farrell, Audrey Rancourt-Lessard, and Philippe Racine. The movie runs for 103 minutes.

This article is also published with Utah Geek Magazine.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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The Dark City Hork; The Squeeze—A Place for Non-Orcs

Drow wizard by Wolf Eyes on Deviant Art
If you're not an orc in the city of Hork, there are only a few places you can feel like your life isn't threatened, even if your belongings still are. When you want to get something to drink and be able to sit in relative quiet and comfort there is The Squeeze.

Located along The Market, near to where the ceiling in towards its lowest point, The Squeeze provides a place where orcs don't go. The half-bloods that go there are rare and well known. A new patron with orc blood better be escorted by someone who has been to The Squeeze before.

The name for the tavern comes from the entrance. Leading back into the common room from The Market is a narrow passage that any creature of at least human size must squeeze through to get in. Larger creatures are usually unable to make it into the common room (only those with some way of controlling their size) and tables and benches are set up outside the entrance they can use. There is no service to these tables and the only way they can get drinks is to have a friend bring them out to them.

There are times when there is a line to get in or out as people are waiting to make their way through the passageway to the common room of The Squeeze. Smaller creatures can still push past each other, but not any of the larger races. There also seems to be kobolds making their way in and out on a regular basis.

Inside The Squeeze

Narrow cave in Keelung, Taiwan
The Squeeze is one of the better furnished taverns in the area, and possibly the city. The main reason for the better tables and benches is they haven't been broken. Everything inside the rooms of The Squeeze bigger than the entrance had to be built inside the common room. The other reason for better furnishings is The Squeeze is neutral ground for all the non-orcs who go there. And, the owner is strict about not having fights, or other mischief that could keep patrons away.

A dark elf who goes by the name of Hathen is the owner of The Squeeze. Many patrons know that is not his true name, and not to ask any further questions. They also know Hathen is a wizard of some capability. It is also believed he is not the true owner of the bar, just the operator. The reason for this belief is Hathen doesn't always know about an event that led to correction. Those who start fights, thieve, or ask too many questions about Hathen's past or why The Squeeze seems to get some finer liquors, are soon no longer patrons.

Along with the common room there are four side rooms that can be used for private discussions. There are also the rooms used for storage by the workers of the Squeeze and the private chambers of Hathen.

The side rooms can be used by anyone, as long as they have been paid for. The rooms are rented on a timed basis and each contains a set of hourglasses so the renter knows how much time they have left. When the time is up, the renters are required to leave if another group is waiting for a room. If no one is waiting, they are allowed to purchase more time.

What Is Served

The stores of the bar include a wide variety of liquors, food stuff, and fresh water. Fresh water is provided as long as a customer is buying something else. Patrons are even allowed to refill their water skins. The food and liquor varies as to what is available when, but there are always basic food stuff like cheeses, along with smoked and pickled items. There is nothing freshly cooked here.

Hidden Beyond the Common Room

As part of the Hathen's private quarters there is a secret passage leading to the levels below. The passage has rooms, but doesn't connect with any of the city tunnels until several levels lower into the city. Within these hidden halls a band of mixed raced smugglers, store there goods. The other end of the passageway is located on the outskirts of the area controlled by the Oozing Eye tribe.

Typical Kobold
Orcs of the Oozing Eye help protect the area because they believe they are guarding the only entrance to a set of storage rooms. The smugglers work with the Oozing Eye. The smugglers also work with Hathen in exchange for his magical talents. The exchange has been profitable for all three groups. Hathen won't sell anything smuggled into the city except for the food and drink—he doesn't want any additional attention. However, he knows a few contacts that might be able to help.

The Flow of Kobolds

As mentioned earlier, there is seems to be a steady stream of kobolds coming and going from The Squeeze. The kobolds are in fact an organized tribe living in the city working with the smugglers to move smaller items in and out of the city.

The kobolds are well organized under the leadership of the sorcerer Dakksa.

They work to protect their operation, which in turn helps protect the smugglers and Hathen. They do not steal from anyone at The Squeeze, and will not tolerate anyone they catch doing so. There main goal is to keep attention away from the tavern.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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Curvature, Movie review from the 2017 FilmQuest Film Festival

Curvature is a time travel adventure with a suspenseful twist bringing the lead character, Helen (Lyndsy Fonesca: RePlay, Agent Carter), full circle on herself.

Helen is a robotics engineer who, at the start of the movie is found recovering from the tragic suicide of her engineering husband. She retreats to the family cabin only to find herself waking up on her couch in the city with amnesia. The amount of time she is missing in her memory matches with the experiments her husband was doing with time travel.

With the help of a concerned friend, Alex (Zack Avery), she starts retracing her steps to find out what happened.

Helen comes to understand she sent herself back in time to stop herself from killing her husband's murder, his business and research partner Tomas (Glenn Morshower: Transformers: The Last Knight).

And the adventure begins.

The premise gives the movie a strong start. The acting is strong including the star power appearance of Linda Hamilton (The Terminator) as Florence, Helens Robotics advisor from her school days. The presence on the screen really shines and Diego Hallivis directs them into some stunning performances.

However, the story has some flaws that take away from the story. I noticed a couple of breaks in character and in the plot that made me step back some from the film. Which was a sad thing because I like what they were doing and where the story ended up.

The actors did what they could with the characters, and they did a great job. The flaws presented were in how the characters were written. It felt like there were changes made during production that didn't get incorporated well.

This could very well be the case because I heard the filming of Linda Hamilton's role had to be cut short because she had to leave the set to take care of personal matters.

Removing the minor flaws the story moves well. The scenes are well set and even though there is a very scientific look where it is needed, other parts, with the minor details in the background sets it in a current reality.

There is always a question of an ethical dilemma when time travel is concerned. This provides the basics that we've become used to. There is also an added subplot, developing an additional ethical dilemma, woven in throughout the film.

When we reach the end of the movie the separate plots are brought together nicely. Helen is brought full circle on herself. When she realizes what her true motive was, and, in a sense, is, it brought me back into the story.

Curvature has some mild language use, which would probably give it a PG-13 rating. There is nothing in it that would bring it close to an R.

I saw Curvature at the 2017 FilmQuest Film Festival. The film was nominated for 6 awards at the festival: Best Director (Diego Hallivis won this award), Best Actress (Lyndsy Fonseca as Helen), Best Supporting Actor (Glen Morshower as Tomas), Best Sound, Best Score, Best Ensemble Cast.

Overall I found Curvaturea really good movie giving it 3 ½ out 5.

I give the acting and directing 4 out of 5.

I give the writing 3 out of 5.

Curvature is still on the film festival circuit. If you like sci-fi thrillers, I think you will like Curvature for its twist on the general theme that has been used before.

Director: Diego Hallivis

Writer: Brian DeLeeuw (also wrote Some Kind of Hate)

Cast: Lyndsy Fonseca (Helen), TV RePlay and Agent Carter; Glenn Morshower (Tomas), Transformers: The Last KnIght; Linda Hamilton (Florence), Terminator; Noah Bean (Wells); Alex Lanipekun (Kraviz), The Brothers Grimsby.

Curvature is 91 minutes long and was produced in the United States.

Originally published by Utah Geek Magazine.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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H.I.D.E. (Hidden Identity Dice Espionage), Game Review

Originally published by Utah Geek Magazine.

Secret agents keep secrets. The better you are at hiding who you are and your mission, the better the rewards. While working to stay in the shadows, you also work at revealing those trying to force you out.

H.I.D.E. (Hidden Identity Dice Espionage), designed by Keewoong Kim and distributed by Mayday Games, puts each player in the role of a secret agent. You're working to keep your identity and agenda secret while exposing other players.

H.I.D.E. uses a pool of dice that are four different colors and marked with the four different missions. Players randomly select a die from the pool and stash it in their hideout. The color is random, but players select their mission. Missions are given a random monetary value. You can earn more money by outing other agents.

After selecting your mission, four dice are randomly selected and rolled. These dice will provide information about your hidden die. In order, players select one of the rolled dice and place it in one of two locations in front of them. One location lets everyone know the color and mission do not match your hidden die. Thus, the other location must match some piece of information about your die. This gives away more information, but it gives an additional advantage.

By revealing more about yourself, you can attempt to expose another player. You make a call about their hidden die. If you are right about both the color and the mission, they’re removed from the rest of this round (not the game)—and you earn a rank and any available reward.

After four phases of dice rolling, those players still in the round complete their missions and collect the reward. If multiple players are going after the same mission, there’s a shootout. This goes back to how players selected and placed the dice in front of them earlier in the phase. Dice previously placed to reveal more information are used in the shootout. This is an added advantage of where you place the die you select.

Players have a gadget card to help them out during each of the rounds. Timing the use of the card can make a difference in the round. You can use it to change the icon on one of the rolled dice, or possibly during a shootout.

There are two ways to win. First, the player with the most money wins after three rounds. You can also win if, at any time, a player gains a fifth rank. Ranks are gained by taking another player out of a round, so this can end a game early. In our games this didn't happen because a player's reward for taking out another player is collecting the removed player's rank cards as their reward. Players re-enter the game with no rank.

We played several games back-to-back and had a good evening of gaming.

H.I.D.E. is designed for 2–5 players, ages 10+, for 30 minutes per game.

Thanks to Mayday Games.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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The Gateway, Movie Review screened at FilmQuest 2017

Originally published by Utah Geek Magazine.

A particle physicist, Jane Chandler (Jacqueline McKenzie—The Water Diviner and Deep Blue Sea) has been working with her assistant Regg (Ben Mortley—Pale Blue Eyes and The Woodcutter) on making teleportation a reality. They are close to a breakthrough in their research as they've been able to dematerialize items, but, they haven't been able to get anything to materialize in the receiving chamber. A further complication is thrown into her research when her husband is killed in an accident.

While still grieving, she starts reviewing her research to bring her back to reality and her two children. At which point she comes up with an idea that might explain why the objects they've been teleporting are not rematerializing—they are being sent to a parallel universe. With a little ingenuity Jane is able to prove it.

But, Jane is still working through the grief of losing her husband, Matt (Myles Pollard—X-Men Origins: Wolverine and Tucker and Dale vs Evil). With what she has been able to prove, she comes up with a plan to travel to the other universe and find the man she's lost.

If it wasn't for the fact of the title and the marketing quote, the initial setup of the two teleportation chambers brings to mind the plot of a teleportation gone wrong story. Instead, it is a solid story bringing information from current research taking place around the world to heighten and deliver on the theme of being grateful for what you have.

What sets this movie apart are the subtle details used to illustrate the differences between the parallel universes. These are shown in the characters portrayed and the details added to the alternate universe to give it a different feel.

Wonderful acting brings each of the characters to life. The story is centered on Jane and Matt, and the writing of the characters really reflects that. The additional characters may not be as developed but they are what is needed to build the story.

I'm not saying the actors did poorly in portraying the characters, or even a breakdown in the storyline. They weren't the focus of the story. The additional characters, especially the children played by Ryan Panizza and Shannon Berry gave some pungent points to the scenes, rounding out the story being told. They brought another level of emotional involvement, and a viewpoint of the differences in the alternate character that otherwise would not have been visible.

Myles Pollard as Matt and Ben Mortley as Regg had the opportunity of playing the same characters in two different "roles" (Jacqueline McKenzie, had scenes as her alternate also). The two actors created two distinct characters fitting to the setting they were from. Pollard gives us the Matt of this world and the Matt of the other world in great contrast to each other. He accomplishes the differences without having to be blunt.

To help set the mood of the alternate universe there were touches in the settings that set the tone. The lighting and coloration of the alternate universe immediately gave the feeling there is something different. There were also little touches added to the look of the characters and backgrounds to further the feel.

None of this would have worked if the science wasn't done right.

I've followed science and have worked with a number of scientist, albeit not particle physicists, and The Gateway does a good job of representing the science. There was enough of the theory and practical activity being presented to give a sense of plausibility.

Teleportation has been getting more attention lately with the some of the research that has been coming out of places like Australia where The Gateway was made. I could tell consideration was given to current activity in the field. But don't be worried if you aren't a science geek. The information is delivered so that you don't need to be caught up on the peer reviewed articles coming out of the journals. I felt the amount they touched on, and how they did it kept with the pace of what they wanted to achieve. Personally, I wasn't thrown out of the story because they tried to get too much science involved, or skimmed over it too lightly.

I had the opportunity of seeing The Gateway at this year's (2017) FilmQuest Film Festival. At the festival it was nominated for best screenplay, best actor (Myles Pollard), best actress (Jacqueline McKenzie), best VFX, where it was up for several awards including the screenplay and the two lead actors.

During the question and answers after the screening it was noted that the script for The Gatewaystarted out as a time travel story. As they were working on it they felt there were a number of time travel movies already on the market and they wanted to do something different. They did.

Changing the story to dealing with a parallel universe works.

The other point brought up about the movie was they were looking at obtaining distribution in North America and Australia.

Overall

I liked The Gateway. A solid story maintaining a theme to give it cohesion from beginning to end. Enough detail to the research going on without being overbearing.

The story was compelling and there were twists that fit into the subtlety of the rest of the movie. We are given a promise at the beginning, and the promise is delivered. Even though, it may not be in just the way we thought it was going to happen.

The acting, directing, and cinematography were all well done. The feelings and mood of the movie were portrayed well.

I give The Gateway4 out of 5. It is worth seeing.

Director: John V. Soto (The Reckoning and Needle)

Writers: John V. Soto, Michael White (a large list of science related books since 1992)

Time: 90 minutes

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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Samurai Dice, Game Review

Hikaru
Hikaru stood alone with his weapon poised on the field of honor. Ayako was making his way carefully to where the two would meet. Hikaru was prepared, he knew this place. He knew where there was sure footing and where not to be allowed to be pushed back towards. He watched Ayako moving closer, searching with his eyes the ground and the other surroundings. Ayako would be a formidable opponent, which was never a question.

Thuderegg Productions is following up their samurai role-playing game (RPG), Kaigaku (link to review), with a Samurai Dice.

Samurai Dice is being described as a cross over between an RPG and a fast-paced dice game. It is a combat dice game where you ae using characters to help in the strategy and outcome of events. There are some other aspects that work as a crossover to the RPG Thunderegg has already published.

I was sent a link to try the introductory version of the game which has each player controlling a party of heroes. The goal is to defeat your enemies before the other players defeat their enemies.

You're not attacking the other players. I do see where house rules could be established to allow player versus player action. The rules are designed so enemy abilities activate randomly. This allows a certain element of "surprise" of not knowing what your enemy is going to do.

The heroes are controlled by the players and their abilities are decided on before the rolling of any dice. And, of course this gives an advantage to the heroes. This unbalancing is not a bad thing in this game because this is not about getting through the battle to see who wins, it is a race to see which player is the first to defeat all of the enemies.

The game can be played in rounds, or with everyone rolling their pool of five dice at the same time. The dice mechanic used is easily learned and makes the game easier to play with younger players.

In the promotion pack are a couple of cards depicting the artwork style being planned for Samurai Dice. It looks to be very similar to the artwork used in the RPG.

What sets this game apart is it is being designed as a compliment to Kaigaku, the developer's RPG. The characters not only fit into the genre and style, but use some of the same basic mechanics of building the dice game. This would allow the information on the cards to be complimentary to the RPG.

Ayako
The dice version also allows for hero advancement. This would allow for players to create a continuous game lasting between sessions if desired.

Samurai Dice also would make a good filler game while waiting for the gaming group to arrive. Setting the mood with the cards, even if they aren't being used in the role-playing.

The four on four version set into the promotional version only took 10–15 minutes. With the additional cards being considered and variants on rules a game could be easily adjusted to fit an available time slot. We also looked at the possibility that a game could be set up on a point system of tracking the number of opponents defeated. This would allow an open ended game that could be stopped at any point, be it a time limit or Samantha has arrived.

Samurai Dice is being developed by Jacob Ross and distributed by Thunderegg Productions. The version I looked at did not have estimates of time or number of players. However, I think both of these are adjustable. No age limit was given but I am thinking this would be a 10+ or 12+ game because of the decision making of which enemy to fight and when to use abilities.

Samurai Dice went up on Kickstarter the first of October 2017.

Hikaru stands alone, again. Now, his weapon was lowered and soiled. It was an honorable battle. Ayako laid on the ground while Hikaru paid his respect to the fallen warrior.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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The Dark City Hork, The Market Bar

Orc King by Mananedo on Deviant Art
There is a bar with its main entrance leading into The Market, a bar most residents of the city of Hork know, or know about. Because it is so well known, the current owner, Negrut, has never given it any name other than what the general populace calls it, The Market Bar.
  
The Market Bar sits about halfway towards the end of The Market that opens up to it full height, just before the roof raises past the third level. There really is no reason for its location other than that is where the original owner was able to take up residence and start selling whatever beer, grog, or other concoction he was able to create or obtain.

What The Market Bar Looks Like

 The Market Bar consists of a main room with four different entrances and a number of backrooms.

The main room has a bar along one side (a solid plank set on a couple of mismatched sized barrels) with no stools to sit on, with tables and chairs scattered around the rest of the area. Like the bar, none of the furnishings are built of high quality. Some show signs of being repaired and give the look of ready to use impromptu weapons. Most of the surfaces are not level and almost everything has a little wobble. One of the side rooms contains more furniture that can be quickly put out.
  
The place is kept clean by orc standards. This means there is nothing dead or dying in here that is not considered edible.
  
No signs mark any of the entrances to The Market Bar, and there are no doors on any of the entrances. Along with the larger entrance that heads into The Market there is an entrance in the opposite wall leading out to smaller tunnels on the same level and a stairwell to the side going up one level and down two. Going down allows access to the smaller halls of the next two levels.
  
From MattKatz on Deviant Art
Going up allows a patron to access some additional tables located on the balcony overlooking The Market. Every so often a staff member will go up there and collect mugs and plates left there, but there really isn't any regular service to the balcony unless the patron is an orc of renown or one that shows they are willing to pay well for the service before the leave the common room. The balcony allows a little more privacy, but when more is desired Negrut has a couple of private public rooms along with his kitchen and storage and person chamber.

 The only thing noticeably different of any of these other chambers is the furniture is in better repair. Those in the private areas don't even look like they have been used in a fight.
  
Who Works at The Market Bar
  
The bar is run by the retired orc warrior Negrut of a clan from beyond the city. Sometime in his past, and it is believed by many that it was because he came from a distant clan, Negrut lost his left eye, hand, and foot. Since his retirement as a fighter Negrut has learned clerical spell casting from the priests of Gruumsh. The connection with the temple would be enough to provide Negrut protection with threats of retaliation. But Negrut is one of the rare orcs who is truly pledged to the city of Hork.
  
Although Negrut is no longer a fighter by profession, he is a powerful knowledge broker. This work is done through himself, his staff, and through his bar. All of them are granted a level of protection from their extensive lists of clients.
  
The Market Bar is the place contacts meet, a neutral ground. Neutral doesn't mean that fights don't happen here, it means Negrut and his staff protect their own and don't take sides. Along with meeting known contacts, staff members and Negrut are well acquainted with many informants, and spies willing to pay for information. Many orcs come to sell information to the owner and staff and allow them to do as they will with the information instead of getting directly involved.
  
Money is earned by the bar because every patron is expected to buy something, and the longer they stay, the more they better be spending. No one is allowed to just sit and wait. One would expect the drink and food to be overpriced and not good under those conditions. It is only slightly higher than average and the food and drink is better than average. Negrut knows he has distinguished guests in his rooms, even when he doesn't recognize any of them.
  
Staff members are free to sell any information they learn in the bar. They all pay a percentage to Negrut on the extra income (this rule is explained only once to new staff). If the information is considered even more valuable they will share it with their boss for additional profit. Because of this ability to earn extra income The Market Bar has an attentive staff. This rule also applies for any items staff members come across and sell, usually while cleaning up from fights amongst the patrons.
  
Fights are not discouraged, but the staff does not start them and is expected to defend the back rooms when they happen. They will take advantage of opportunities when they arise during the scuffles.
  
It has also been known that unwary, and unknown, travelers have been given directions by a staff member never to be seen again.
  
From Neverwinter Campaign Setting
For Negrut, the information he deals in is that which would impact the city, clans, temples, or major guilds. His connections are placed high in the organizations and he is well trusted. He also has a network of informants who provide information that none of the networks ran by his clients seem to be able to get.
  
The Market Bar never closes. Negrut spends much of his time in the common room, but he also has his private chamber and freely roams the market in safety because of his recognizable appearance. He maintains enough staff to keep the bar open and if something was to befall any of them there are plenty who are willing to work there.
  
Non-Orcs
  
There is seldom a non-orc in The Market Bar. If one is present, they had better arrived with a known orc and remain accompanied by them. If they are not, the rest of the patron will forcibly remove them. If they show themselves to be very capable, the rest of the patrons start to grumble and leave. Negrut will ask them to leave because if they don't, they will cost his reputation and the loss of his business, and the person is marking themselves for who-knows-what once they leave back into the halls for paying such an insult to all in his establishment.
  
If an orc, and even some non-orcs, mention they are looking to buy or sell information, there is a good chance someone will direct them to The Market Bar. In fact, if they think they can also earn some money from the transaction, they may take them personally. Most the time though, the place is used as a place to meet an established contact, at a prescribed time.
  
If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.


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