>>5138
>Equipment: Pyromancy Cinder, Robe (Red)
>Inventory: Shiny Gem (Token), Charred Book (Pyromancy Spells: Fireball, Combustion)
>Bonus: [Light Up the Night] The world is drenched in dark, being smothered in its cradle by darkness's foul stench. You plan to change that. +10 to burning evil with fire.
You begin your journey in Arnuhr, just outside a small tavern. There is corruption here, evil. You can smell it.
>>5144
>Equipment: Armor (Banded Mail, Enemies attacking get a -15 to hit), Sword (Forged Steel, +10 to attacking enemies)
>Inventory: Small Figure (Token), Coin Pouch (10 GP)
>Bonus: [Not My Time] You've fought under your lord, for good or ill. You're a scarred veteran of countless engagements, and killing you is near impossible. You begin with one token, spendable to, somehow, survive a certain death. Basically, you're Zaeed Massani.
You begin your journey in a small town in the lands of Grenrhall. Perhaps one of the priests here knows where your sister is?
>>5146
>Equipment: Cudgel (Crude, -5 to hit), Cold-Weather Clothing
>Inventory: Locket [Token], Coin Pouch (5 GP)
>Bonus: [Better Times] You want only to live in peace, a respectable goal. The death of your wife, though, torments you still. +10 to dealing with bandits, marauders and other such lawless men.
You start out on the road, drifting from place to place, up north. Direction is not easily found after such an event.
>>5168
Carim doesn't real either.
>>5160
>Equipment: Sword (Geisteel, +20 to hit), Parma (Banded Iron, can parry an enemy), Armor (Metal and Fur, -15 for enemy to hit)
>Inventory: Broken Pendant (Token), Cursed Mark
>Bonus: [Sweet Release] You've died, more times then you can quite remember. So much has been lost, and yet you power forward. +10 to rolls involving strength of will.
You begin your journey in the Hierglan docks, retrieving your weaponry. The faintests wisps of memory tell you that something is here, that can help you… Something large.
>>5162
>Equipment: Clothing, Magical Focus (Witchwood)
>Inventory: Lamp (Token), Map (Indecipherable)
>Bonus: [The Lost City] The Golden Mirage has been called many things. It has been called Utopia, where the best of the world retreated under powerful magicks to live in their own civilization of greatness. It has been called a trap for the greedy, a place with no exit and as much gold as you could possibly see, but no food. All you know is that you are drawn there, that the creation of 'dark glass' is rooted to the place, and that this map, somehow, leads there.
You begin your journey in a small camp of nomads. The script on this map must be readable by someone, somewhere, but even with your power, the words evade you…
>>5165
>Equipment: Clerics Robe (Blue and White), Clerics Catalyst (Brass)
>Inventory: Demonic Tome (Token), Healing Powders
>Bonus: [Temptation] The tome gnaws at your mind, pleading with you to read it. It claims, through voices you can just barely hear in the night, that it has power unimaginable… But the cost is your soul, your humanity, everything that makes you, you.
You begin your journey in a hut, roof coated in ice. You are expecting a family, soon, as their son is showing signs of the chilling fever.
>>5170
>Equipment: Scimitar (Forged Steel, +10 to hit), Desertwear
>Inventory: Golden Orb (Token), Totem of Proving (Heavy, -5 to long-distance travel)
>Bonus: [To Glory] You're determined to lead your people to something above the life they have now, and have begun the right of proving to set yourself up for leadership. You need simply get this totem to the center of the desert and back, and you will have your entire tribe working for you.
You begin your journey in your camp, the ceremony for your attempt to prove yourself having just ended. They are handing you bottles of water and fresh food as you leave, a valuable nicety as the travel will be gruelling.
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