Aleph and Ceridwen rush to the overturned table and put their backs into it. Ceridwen angles her spear point toward the door, ready to impale any hand or head that finds its way through. Key scurries up the ladder to the loft, knowing the safety that lofts and crawlways can offer. Adeline knows she needs to focus her mind, but this is more than the mere highway robbery that she has become accustomed to. She holds her staff so tightly her knuckles turn white, as if letting go meant tumbling into the chasm of death. Gavin is probably referring to Caludan and his crew, who like to patrol around the village like they are all Captains of the City Guard, often when they should be tending their fields and livestock. Now is their chance - so where are they?
Okay, so Key would then go into the tavern to collect her copper for catching a rat, and Adeline and Ceridwen would have unloaded their wagon to the shops, stabled the horses then gone to the tavern for a well earned pint. For my fourth, I guess I'll name him Aleph. As for bonds, I'll keep Key's bond with Jane as is. Adeline will have the bond/barter with just Felicia since there is only one bond each. Ceridwen will have the marriage bond if Omen is cool with it. And for Aleph I'll go random.
Are the bond bonuses two directional? Or just for the player who has the bond?
Character Backgrounds Key has always been that grubby kid tooling around town in the dirt and mud. Raised without a mother, it was especially hard when her father passed when she was 11. Her father's death inspired her older brother to join the war cause. All alone in the family home at a young age, her father's cousin, Jane, looked in on her often. Jane helped find her work as a rat catcher - really the only work she was suited for - and she has taken to it naturally. Now 15, she can be found crawling in the filth around town hunting down her quarry. Adeline is a merchant's daughter born and raised in Windsor's Mills. Since her father has been unfit to make the mountain journey to the Kingdom of Geon to trade, she has taken the lead in the family business while her father, mother and brother attend the family shops. The family has long run the general store, and after many successful years decided to open another shop selling modest jewelry and fineries to the village's citizens, many of whom are fairly well off from past abundance. Adeline makes frequent trips to the cities of Geon and sells many of Windsor's Mills' goods when she goes, including wool, pork, mutton, fish, etc. She has running barters with Felicia and Yadue. Adeline brings interesting tools and parts for Felecia in exchange for keeping her wagon/boat on the cutting edge. Yadue provides Adeline with the choicest fish (her favorite) in exchange for tracking down the latest fishing equipment available. The three of them often drink together at the Ramshead tavern, sometimes to excess. Ceridwen had never been to Windsor's Mills before a year ago, but has recently married Fred (I hope that's okay) and is now one of the newest additions to the village. She continues to work as Adeline's watchman so is often away. Her tenure as a watchman is an unlikely one, and is based more on the grace of the gods than any inherent merit. Answers to questions How do you resolve these? How has the village prospered from its abundance, in spite of its isolation? Not only is the trade route guarded (or was), there is another thing that allows Windsor's Mills to get its meat to market and the front lines of the war and that is the Golden Way. The Golden Way is a river of extraordinary swiftness and yet uncanny calmness that flows past Windsor's Mills down past the capital and great cities of Geon and on to its contested borders. A boat can make the trip down in hours, although the trip back up is on the order of days. Starting Situations Key is currently under the tavern, her latest catch in hand.
I'm down. Actually I've been wanting to play Funnel World, and also a PbP, so this is perfect. Villager Alpha:
Str: 3d6 ⇒ (1, 2, 4) = 7 con: 3d6 ⇒ (1, 4, 2) = 7 dex: 3d6 ⇒ (5, 2, 6) = 13 int: 3d6 ⇒ (6, 1, 1) = 8 wis: 3d6 ⇒ (5, 4, 6) = 15 cha: 3d6 ⇒ (6, 1, 6) = 13 lck: 3d6 ⇒ (3, 4, 1) = 8 occupation: 1d100 ⇒ 64 physical: 1d100 ⇒ 37 personality: 1d100 ⇒ 20 gender, odd female: 1d100 ⇒ 8 Villager Beta:
str: 3d6 ⇒ (6, 3, 5) = 14 con: 3d6 ⇒ (1, 1, 6) = 8 dex: 3d6 ⇒ (4, 1, 6) = 11 int: 3d6 ⇒ (5, 1, 3) = 9 wis: 3d6 ⇒ (1, 1, 4) = 6 cha: 3d6 ⇒ (4, 1, 1) = 6 lck: 3d6 ⇒ (4, 1, 2) = 7 occupation: 1d100 ⇒ 76 physical: 1d100 ⇒ 66 personality: 1d100 ⇒ 10 gender, odd female: 1d100 ⇒ 11 Villager Gamma:
str: 3d6 ⇒ (1, 5, 4) = 10 con: 3d6 ⇒ (1, 3, 6) = 10 dex: 3d6 ⇒ (5, 6, 1) = 12 int: 3d6 ⇒ (5, 3, 1) = 9 wis: 3d6 ⇒ (5, 2, 6) = 13 cha: 3d6 ⇒ (6, 1, 2) = 9 lck: 3d6 ⇒ (6, 4, 3) = 13 occupation: 1d100 ⇒ 18 physical: 1d100 ⇒ 15 personality: 1d100 ⇒ 64 gender, odd female: 1d100 ⇒ 7 Villager Omega: str: 3d6 ⇒ (2, 4, 2) = 8 con: 3d6 ⇒ (3, 5, 3) = 11 dex: 3d6 ⇒ (6, 4, 6) = 16 int: 3d6 ⇒ (1, 1, 1) = 3 wis: 3d6 ⇒ (1, 4, 3) = 8 cha: 3d6 ⇒ (3, 3, 6) = 12 lck: 3d6 ⇒ (3, 4, 5) = 12 occupation: 1d100 ⇒ 94 physical: 1d100 ⇒ 82 personality: 1d100 ⇒ 39 gender, odd female: 1d100 ⇒ 65 |