@Aura Sphere, @Mouthful of Pi, @-Gray-, @Sky Flame Haze, @jasonwolf
Gameplay:
The World:
Rules:
Characters:
If you have any questions, feel free to ask Renewal!
-----
An unknown location...
"Before the Beginning, there was eternity.
Before the Beginning, there was infinity.
Before the Beginning, there was nothingness.
Before the Beginning, there was the Void.
The Void was all, and all was the Void.
The Void was perfection, unchanging and still.
The Void was reality.
Solitary, absolute, divine--
the Void is Fate.
Before the Beginning, and after the End,
there is the Void."
An angry snort, followed by a loud clap as the hooded figure snapped the ancient book shut, a cloud of dust rising from the mistreated pages. "Hey!" the dealer protested. "That's valuable!"
The hooded figure stiffened, then took a step toward the short, pudgy information broker. "Six months of work. A quarter ton of gold. And this is this best you can provide me, dealer?" Though his face and body were well obscured in his cloak--the dealer idly thought it must be Darkness-enchanted as his own heart froze with fear--the figure's voice easily betrayed his rage. The figure advanced once more, and the dealer took a step back, face--already damp with sweat from the stuffy heat of their meeting place--growing even sweatier. The fat man swallowed noisily, quickly scrambling to find an adequate response.
"But, my lord, I, I-" he stammered, "that is to say, these things take time, take money." He backed up another pace, only to find his back pressed against the wall of the chamber, and fell inelegantly on his backside. "I just need a little more time," the terrified man pleaded.
The figure hissed inhumanly, before suddenly drawing a long, slim blade from within his cloak, and plunged it through the dealer's shoulder. The broker screamed, arm burning and freezing simultaneously with pain. Spasming, he choked back his own vomit, tears running down his cheeks. Half-blinded, he glanced at the blade in his shoulder, and screamed internally at the sight of the powerful Darkness curse already infecting his arm.
The hooded figure hissed, "You know how cart-men drive their donkeys, simpleton? It's a simple analogy you humans use. First they dangle a carrot in front of its nose, and it moves forward in its brainless hunger. Then they beat it if it is still too slow." The figure threw the book at the poor broker's face. "Keep this worthless book of poetry. You have six months more."
Gasping, the broker stood shakily. "Then you'll, you'll take this curse off?"
The figure turned its back on him, cloak billowing. It laughed--a horrifying, shrieking sound. "No, dealer. At six months, you die. Whether or not you bring me the information I need--the information on the Void."
Quest: "So, you all meet in a tavern...
In Aquana's capital...
Grimacing, Nathaniel Merum dropped the mug tentatively grasped in his hand on the filthy bar in front of him. "I can't believe I trusted that moron. And he said this was such a reliable method..."
Sighing, he threw a coin on the counter, before making his way out of the hot, smelly tavern. A dirty drunkard stumbled and fell onto his shoulder, already passed-out. Groaning, Nathaniel heaved him more securely over the shoulder, before depositing the drunk at an empty table. Running a hand through his hair, he moved to hurry out. "Now where am I supposed to find some fellow adventurers..."
The Creation War: Infinite Elements
Gameplay:
Players are free to travel the world, seeking to aid the factions, or discovering the root of the rumors destabilizing peace. Players will have free rein over exploration and interaction.
However, combat will be determined by stats. Although players can ignore them in simple combat against minor opponents and in PvP combat, for greater ease and storytelling, stats are all-important against GM-controlled enemies.
Quests:
Parties:
Stats:
Skills:
However, combat will be determined by stats. Although players can ignore them in simple combat against minor opponents and in PvP combat, for greater ease and storytelling, stats are all-important against GM-controlled enemies.
Quests:
Quests are the primary motivator behind the plot. A list of all available quests is below, along with their goals, requirements, restrictions, and--most importantly--rewards. You can accept a quest at any time, so long as you mention it in your post.
When on a quest, please indicate it at the beginning of your post, like such:
Doing so will help keep you focused, and also keep the thread somewhat organized.
The GM will acknowledge the completion of your quests, and will reward you appropriately. NOTE: Some quests may have vague descriptions. That is intentional. While some quests are designed to force a specific action, others are there to encourage creative RPing. If it's vague, feel free to create any situation you can imagine, so long as it fits the techno-magical fantasy theme of the RP.
And of course, you're free to design and send in a quest to the GM at any time.
AVAILABLE QUESTS:
Key Quests: these have some plot significance
When on a quest, please indicate it at the beginning of your post, like such:
Quest: Defeat the Thunder Colossus rampaging through the city.
Doing so will help keep you focused, and also keep the thread somewhat organized.
The GM will acknowledge the completion of your quests, and will reward you appropriately. NOTE: Some quests may have vague descriptions. That is intentional. While some quests are designed to force a specific action, others are there to encourage creative RPing. If it's vague, feel free to create any situation you can imagine, so long as it fits the techno-magical fantasy theme of the RP.
And of course, you're free to design and send in a quest to the GM at any time.
AVAILABLE QUESTS:
- A wild monster appeared! - Fight off wild monsters - REWARD: none
- Be a Big Damn Hero - Save a village - REWARD: 1 Advanced Skill
- Oh God, the woods are alive! - Explore the Labyrinthine Forests - REWARD: Treasure
Key Quests: these have some plot significance
- For great justice! - Meet the High Council of the Citadel of Light for the first time - REWARD: 1 Stat Point
- Peace must be our sole imperative - Meet the Chief Executive of Fulmont for the first time - REWARD: 1 Stat Point
- War was beginning... - Meet the Supreme Chancellor of Ferreod for the first time - REWARD: 1 Stat Point
Parties:
Parties are another tool for keeping the thread organized. If you’re bored traveling alone, a party gives you instant companionship and interaction. All parties will also receive a bonus in combat against GM-controlled enemies. You can even initiate party vs. party combat, for intense melees. Lastly, some quests may require a party’s combined strength, instead of a single player’s efforts.
When in a party, as with quests, please mark your party’s members at the beginning of your post, like such:
When in a party, as with quests, please mark your party’s members at the beginning of your post, like such:
Party: Alice, Bob, Charlie, Diana
Stats:
There are nine stats: Endurance, Agility, Strength, Wisdom, Knowledge, Weaponry, Magic, Ingenuity, and Mana.
Strength and Weaponry, Wisdom and Magic, and Knowledge and Ingenuity are all dependent on each other, and together determine the power of physical, magical, and technological attacks.
Most importantly, Mana determines how much Mana your character can actively unleash at once, and determines what Skills your character can use.
Each character receives 16 Stat Points at creation, and can earn more in quests.
- Endurance: determines health and durability.
- Agility: determines speed and acrobatic ability.
- Strength: determines the effectiveness of physical attacks.
- Wisdom: determines the effective ness of magical attacks.
- Knowledge: determines skill with technology.
- Weaponry: determines skill with weapons.
- Magic: determines skill with spells.
- Ingenuity: determines skill with devising new technology.
- Mana: determines Mana level.
Strength and Weaponry, Wisdom and Magic, and Knowledge and Ingenuity are all dependent on each other, and together determine the power of physical, magical, and technological attacks.
Most importantly, Mana determines how much Mana your character can actively unleash at once, and determines what Skills your character can use.
Each character receives 16 Stat Points at creation, and can earn more in quests.
Skills:
Skills allow you to mix up combat beyond simple, repetitive attacks. However, all Skills have a Mana cost and a Mana level restriction. If you run out of Mana in battle, you must replenish it and skip any other actions while you are replenishing it, effectively giving your enemy a free turn. Basic attacks have no Mana cost.
Starter skills include:
Advanced skills can be earned from quests, and include:
Physical:
Magical:
Technological:
NOTE: Players can suggest new skills to the GM at any time.
Starter skills include:
- Stunning Blow: physical; stuns opponent for one round; Mana cost – 2
- Spinning Strike: physical; hits multiple enemies around you; Mana cost – 3
- Magic Shot: magical; a weak burst of neutral magic; Mana cost – 1
- Shocking Grasp: magical; charge body with electricity for two rounds, causing a weak shock via contact; Mana cost - 1
- Elemental Burst: magical; a blast of elemental magic; Mana cost – 2
- Heal: magical; a simple healing spell; Mana cost - 2
- Blight: magical; a weak toxic spell; Mana cost - 3
- First Aid: technological; simple healing equipment; Mana cost - 2
- Vibroblade: technological; vibrate weapon for increased damage for a round; Mana cost - 2
- Amplify: technological; improve your physical ability for a round; Mana cost – 3
- Remote Control – Drone: technological; activate a small spherical drone to assist you in combat; Mana cost – 10
Advanced skills can be earned from quests, and include:
Physical:
- Pulverize: physical; a strong anti-machinery attack; Mana cost - 2
- Savage Blow: physical; a powerful close-range attack; Mana cost – 3
- Multi-Arrow: physical; fires multiple arrows over a wide area; requires a Bow; Mana cost - 3
- Dash: physical; move at high speed for a short burst; requires Agility 4; Mana cost - 3
- Mana Strike: physical; attack with a mana-enhanced blow for increased energy damage; [/b]requires Weaponry 4[/b]; Mana cost - 3
- Charge: physical; temporarily increase strength with mana; Mana cost - 4
- Keening: physical; target weak points, allowing massive damage; requires Weaponry 8; Mana cost - 8
Magical:
- Scry: magical; see places you've been via a reflective surface; Mana cost - 1
- Lift: magical; minor telekinesis, with limited mobility; Mana cost - 2
- Missive: magical; send telepathic messages to people you know, receiver cannot respond unless sent via a dream; Mana cost - 3
- Magic Burst: magical; a blast of neutral magic; Mana cost – 3
- Shield: magical; erect a weak barrier that deflects physical attacks, but can be shattered by energy ones; Mana cost - 4
- Barrier: magical; erect a weak barrier that deflects energy attacks, but can be shattered by physical ones; Mana cost - 4
- Portals: magical; create a temporary wormhole between two nearby portals; requires Magic 6; Mana cost - 6
- Choke: magical; imprecisely target a person's internal organs with weak telekinesis; requires Magic 10; Mana cost - 8
Technological:
- Scouter: technological; activate a remote-controlled camera; Mana cost - 1
- Screeching Blade: technological; an improved Vibroblade, causing the blade to whistle when swung, lasts one round; Requires Ingenuity 3; Mana cost - 2
- Energy Barrage: technological; generate small Mana projectiles; Mana cost - 3
- Pyrotechnics: technological; unleash weak explosions in the immediate area; Mana cost – 5
- Mutate: technological; add one organic body-part; requires Ingenuity 6 Mana cost - 6
- Scanner: technological; activate an advanced scanner probe; Mana cost - 7
- Conversion: technological; transform a metal into another one, with varying difficulty; requires Ingenuity 8; Mana cost - 8
- Remote Control - Warbot: technological; summon a small, tank-like drone made for combat; Requires Ingenuity 8; Mana cost - 10
- Remote Control - Combat Drone: technological; summon a larger, armored drone with better weapons; requires Ingenuity 10; Mana cost - 10
- Remote Control - Android: technological; summon a humanoid drone; requires Ingenuity 16; Mana cost - 10
- Napalm: technological; fire small globs of napalm; requires Knowledge 10, Ingenuity 10; Mana cost - 18
New skills may be added at any time.
NOTE: Players can suggest new skills to the GM at any time.
The World:
Mana:
The Void:
Archetypes:
The Kingdoms:
Mana is the fuel behind the elemental powers of every being and player in this RP. All beings can draw on the ambient Mana in the environment around them, for combat and other purposes.
In addition, naturally occurring Mana Fonts contain massive amounts of Mana, which can be used to temporarily super-charge a being’s powers to incredible levels. Unlike ambient Mana, a Mana Font contains only elemental Mana--only a being whose element matches that of the Mana Font can draw upon its power safely.
Be warned: Mana Fonts are incredibly rare, and their locations closely guarded. Approaching one may incur the wrath of its Guardian.
In addition, naturally occurring Mana Fonts contain massive amounts of Mana, which can be used to temporarily super-charge a being’s powers to incredible levels. Unlike ambient Mana, a Mana Font contains only elemental Mana--only a being whose element matches that of the Mana Font can draw upon its power safely.
Be warned: Mana Fonts are incredibly rare, and their locations closely guarded. Approaching one may incur the wrath of its Guardian.
The Void:
The Void is an entity of unimaginable power that exists beyond all of Creation. However, the Void is inactive, and content to leave Creation alone; indeed, few on Infinity know it even exists. But a few seek to disturb it, and so change Creation forever…
The Void is the antithesis of Mana; contact with a small amount of Mana can obliterate entire cities.
The Void is the antithesis of Mana; contact with a small amount of Mana can obliterate entire cities.
Archetypes:
Archetypes are the various schools of thought regarding Mana. Each Archetype utilizes Mana in a different way, both in and out of combat. Archetypes are not affiliated with any element.
NOTE: Archetypes are your character ‘class.’ As such, you can create your own Archetype, or use one from the following list:
NOTE: Archetypes are your character ‘class.’ As such, you can create your own Archetype, or use one from the following list:
- Warrior – a standard physical fighter
- Thief – a quick and nimble fighter
- Mage – a standard magic user
- Ranger – an all-around fighter, using both melee and ranged weapons
- Marksman – a dedicated ranged fighter, preferring guns
- Spearman – a dedicated spear user
- Priest – a holy mage, invoking the power of the gods
- Defender – a defensive fighter, focused on absorbing damage and wearing down enemies
- Berserker – a powerful, rampaging fighter, unleashing berserk fury
- Paladin – a holy fighter, smiting evil and healing the weak
- Knight – a mounted warrior
- Healer – a healing, pacifistic mage
- Scientist – a person of science, dedicated to discovering new methods of using Mana
- Gadgeteer – an inventor, creating useful devices
- Pilot – a user of technological vehicles
- Archer – a dedicated bow user
- Barbarian – a violent, unarmored warrior
- Soldier – a disciplined warrior, trained to fight in groups
- Aristocrat – a wealthy and influential civilian, focusing on intrigue over battle prowess
- Assassin – a stealthy, secretive killer
- Elf - agile archers, favoring forests
The Kingdoms:
The world is divided into countless elemental kingdoms, each affiliated with a single element. Each kingdom controls only one Mana Font, making open war between kingdoms a matter of mutually-assured destruction: no kingdom can overwhelm another with only one Mana Font. But ass war approaches, the kingdom have clustered into three different factions, with their own agendas--and making open war a viable option.
NOTE: Players can create their own kingdoms, either to visit or for their own characters’ backgrounds. Just PM the GM the element and details of your particular kingdom.
The Unity Alliance:
Federation for Order:
Empire of the Void:
Neutral Kingdoms:
NOTE: Players can create their own kingdoms, either to visit or for their own characters’ backgrounds. Just PM the GM the element and details of your particular kingdom.
The Unity Alliance:
An alliance advocating that the kingdoms put aside their long-established differences, and establish a stable world government. Despite their generally noble intentions, they are not above using force of arms to ensure other kingdoms’ cooperation.
Includes:
Includes:
- Citadel of Light: affiliated with Light, the Citadel is among the smallest of the kingdoms, composed of a single city-state built around their Mana Font. However, it is quite populous and very wealthy. The Citadel favors magic over technology.
- Shadow Hunters: affiliated with Darkness, the Hunters are nomadic tribes that inhabit territories east of the Citadel of Light. Their sole permanent settlement guards their Mana Font; those Hunters who live away from the Mana Font hire themselves out as mercenaries.
- Barren Coasts: affiliated with Water, the Coasts subsist entirely on trade from their many port cities. Although lacking militaristically, they have the resources to finance the Alliance and protect their trade routes.
- Volcanic Wastes: affiliated with Fire, the Wastes are the empty, blasted lands around a volcanic mountain chain. Their Mana Font is located within those mountains, and may be the most powerful Fire Mana Font in the world. The Wastes exist entirely as a client state of the Citadel of Light, with its citizens dedicated solely to the protection of the Mana Font.
- Dinmoor: affiliated with Sound, Dinmoor is a kingdom in the marshes east of the Barren Coasts. Unlike the Citadel of Light, Dinmoor focuses on technology, and their capital, home of their Mana Font, is highly advanced.
Federation for Order:
Proponents of maintaining the current world order, of separate, peaceful kingdoms. Pacifistic, the Federation has yet to mobilize any armies, instead using economic and diplomatic might;
Includes:
Includes:
- Boreal: affiliated with Air, Boreal is a northern, densely forested kingdom. Its Mana Font is high in the trees, open to the wind, and its capital city is built around it, in the canopy. Its rich forests make it an important trade center for lumber, game, and much more.
- Fulmont: affiliated with Lightning, Fulmost is a hilly and mountainous region. Like Dinmoor, Fulmont focuses on technology, carefully channeling their Mana Font’s energy as a power source. Its capital is renowned for its shining electric lighting, imitated around the world by other technological kingdoms.
- Aquana: affiliated with Water, Aquana is another coastal kingdom. Although wealthy from trade like the Barren Coasts, Aquana has the resources to encourage the arts and sciences. Its academies and universities are the best in the world, welcoming both technology and magic.
Empire of the Void:
A dark and sinister alliance, these kingdoms hope to unleash the power of the Void and use it as a substitute for Mana. Though their stated goal is to introduce Mana alternatives, their leaders scheme secretly to recreate all of Infinity.
Includes:
Includes:
- Plainsmen of the West: affiliated with Earth, the Plainsmen are strong and hardy. The richness of their home, broad, endless plains, has allowed them to build a mighty kingdom. Large and populous, the Plainsmen are determined to continue expanding beyond the monotony of the plains.
- Niveo: affiliated with Ice, Niveo is a far southern kingdom, located in high and icy mountains. With a cold and snowy climate, Niveo focuses on mining, exporting precious metals and jewels.
- Labyrinthine Forests: affiliated with Wood, the Forests are one of the largest in the world. Outsiders are rarely allowed in, and the Forests have earned a terrifying reputation. It is whispered that the Forests themselves are alive and evil.
- Mirage Riders: affiliated with Illusions, the Riders live to the south of the Plainsmen of the West. Although the Riders have many towns and a handful of cities, many of them remain nomadic, riding throughout the world as mercenaries or bandits.
- Ferreod: affiliated with Metal, Ferreod is a fairly small kingdom, scarcely larger than the Citadel of Light. Like the Citadel, most of Ferreod’s population lives within single city, its capital. Ferreod’s Mana Font is buried deep underground, and its capital is famous for both its towering skyscrapers of steel and its network of underground tunnels and caverns, where more than half the population lives.
Neutral Kingdoms:
Those few kingdoms which remain unaffiliated with the three factions. Yet war still approaches for them...
Includes:
Includes:
- Endoria: (by Aura Sphere) affiliated with Wood, Endoria is a treetop city-state and home to elves. Being very remote, almost no one has ever heard of the place. It's a city of treehouses, with homes, one shop and one school. It's a very tight-knit community, so leaving is almost unheard of.
Rules:
- Follow all BMGf rules. This includes the obvious ones: be respectful, no spamming, etc.
- Be active. This is especially important if you’re in a party, as you will slow your party down.
- Be descriptive. Short posts make for a boring RP. Aim for at least three sentences, maybe even a paragraph.
- Keep OOC to a minimum. Any major discussion should be in the sign-up thread. Any OOC in the start-up should be game-oriented.
- No god-modding. Defeating everything effortlessly and solving every problem instantly makes for a very boring RP.
- Don’t control other players’ characters. This is simply proper procedure in any RP.
- Listen to the GM. I’m here to keep gameplay going and ensure things don’t go out of control.
- Read the rules and background information. They’re here for a reason. Reading the entire first post of the sign-up makes gameplay much smoother.
Characters:
- Nathaniel Merum – @Renewal
Element: Ice
Archetype: Paladin
Stats:
Skills:Endurance: 2
Agility: 2
Strength: 2
Weaponry: 2
Wisdom: 2
Magic: 2
Knowledge: 0
Ingenuity: 0
Mana: 4
- Heal
- Stunning Strike
Inventory:
- Sword and Shield
- Cloud Gondo - @Aura Sphere
Element: Wood
Archetype: Elf
Stats:
Skills:Endurance: 3
Agility: 5
Strength: 2
Weaponry: 1
Wisdom: 2
Magic: 0
Knowledge: 1
Ingenuity: 1
Mana: 1
- Multi-Arrow
Inventory:
- Bow and Quiver
- Evan Nates - @Mouthful of Pi
Element: Metal
Archetype: Gadgeteer
Stats:
Skills:Endurance: 3
Agility: 2
Strength: 3
Weaponry: 0
Wisdom: 0
Magic: 0
Knowledge: 4
Ingenuity: 0
Mana: 4
- Remote Control - Drone
- Vibroblade
Inventory:
- Gauntlet-mounted Computer, w/ retractable Chainsaw
- Armored Leather Vest
- Cole Drakkio - @-Gray-
Element: Light
Archetype: Priest/Gadgeteer
Stats:
Skills:Endurance: 0
Agility: 1
Strength: 0
Weaponry: 0
Wisdom: 1
Magic: 4
Knowledge: 4
Ingenuity: 2
Mana: 4
- Magic Shot
- Heal
Inventory:
- Mana Converter Gauntlet
- Toru Shine - @Sky Flame Haze
Element: Light
Archetype: Berserker
Stats:
Skills:Endurance: 3
Agility: 2
Strength: 4
Weaponry: 1
Wisdom: 0
Magic: 1
Knowledge: 2
Ingenuity: 1
Mana: 2
- Stunning Blow
- Shocking Grasp
Inventory:
- Sword
- Knives
- Dagger
- Chain
- Steel Plate Guantlet
- Jaklo Raizer - @jasonwolf
Element: Beast/Primal
Archetype: Hunter
Stats:
Skills:Endurance: 2
Agility: 3
Strength: 2
Weaponry: 3
Wisdom: 1
Magic: 0
Knowledge: 1
Ingenuity: 2
Mana: 2
- Multi-Arrow
Inventory:
- Compound Bow
- Throwing Knives
- Woodsman's Knife
- Leather Armor
- Relak: - @jasonwolf
Element: Metal
Archetype: Defender
Stats:
Skills:Endurance: 3
Agility: 1
Strength: 4
Weaponry: 2
Wisdom: 0
Magic: 3
Knowledge: 0
Ingenuity: 1
Mana: 2
- Stunning Strike
Inventory:
- Halberd
- Metallic Skin
If you have any questions, feel free to ask Renewal!
-----
An unknown location...
"Before the Beginning, there was eternity.
Before the Beginning, there was infinity.
Before the Beginning, there was nothingness.
Before the Beginning, there was the Void.
The Void was all, and all was the Void.
The Void was perfection, unchanging and still.
The Void was reality.
Solitary, absolute, divine--
the Void is Fate.
Before the Beginning, and after the End,
there is the Void."
An angry snort, followed by a loud clap as the hooded figure snapped the ancient book shut, a cloud of dust rising from the mistreated pages. "Hey!" the dealer protested. "That's valuable!"
The hooded figure stiffened, then took a step toward the short, pudgy information broker. "Six months of work. A quarter ton of gold. And this is this best you can provide me, dealer?" Though his face and body were well obscured in his cloak--the dealer idly thought it must be Darkness-enchanted as his own heart froze with fear--the figure's voice easily betrayed his rage. The figure advanced once more, and the dealer took a step back, face--already damp with sweat from the stuffy heat of their meeting place--growing even sweatier. The fat man swallowed noisily, quickly scrambling to find an adequate response.
"But, my lord, I, I-" he stammered, "that is to say, these things take time, take money." He backed up another pace, only to find his back pressed against the wall of the chamber, and fell inelegantly on his backside. "I just need a little more time," the terrified man pleaded.
The figure hissed inhumanly, before suddenly drawing a long, slim blade from within his cloak, and plunged it through the dealer's shoulder. The broker screamed, arm burning and freezing simultaneously with pain. Spasming, he choked back his own vomit, tears running down his cheeks. Half-blinded, he glanced at the blade in his shoulder, and screamed internally at the sight of the powerful Darkness curse already infecting his arm.
The hooded figure hissed, "You know how cart-men drive their donkeys, simpleton? It's a simple analogy you humans use. First they dangle a carrot in front of its nose, and it moves forward in its brainless hunger. Then they beat it if it is still too slow." The figure threw the book at the poor broker's face. "Keep this worthless book of poetry. You have six months more."
Gasping, the broker stood shakily. "Then you'll, you'll take this curse off?"
The figure turned its back on him, cloak billowing. It laughed--a horrifying, shrieking sound. "No, dealer. At six months, you die. Whether or not you bring me the information I need--the information on the Void."
* * *
Quest: "So, you all meet in a tavern...
In Aquana's capital...
Grimacing, Nathaniel Merum dropped the mug tentatively grasped in his hand on the filthy bar in front of him. "I can't believe I trusted that moron. And he said this was such a reliable method..."
Sighing, he threw a coin on the counter, before making his way out of the hot, smelly tavern. A dirty drunkard stumbled and fell onto his shoulder, already passed-out. Groaning, Nathaniel heaved him more securely over the shoulder, before depositing the drunk at an empty table. Running a hand through his hair, he moved to hurry out. "Now where am I supposed to find some fellow adventurers..."
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