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children-at-play

<:PokemonThink:593970343786577967> <:dab:525968335347646495> Practice running a third world country amidst a global pandemic.

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Gent children-at-play
Dlanigger This dark skinned human rogue finds himself thrust into adventure without a moment’s notice. Though he made he slow of mind, his body is anything but! Dlanigger sports an impressive 40 feet movement speed, coupled with exceptional agility. Though he stands 6’8” tall, his dark skin makes him surprisingly hard to spot after night falls. His wardrobe consists of the typical loose fitting thieve’s set and some soft-toed shoes. As for his weapon, he’s thus far relied only on his nifty wrist blade. This contraption provides him with a perfectly concealable weapon, allowing him to sneak the blade past guards. In armed combat, the rogue switches to an uncharacteristically elegant silver rapier. The closest thing to a bath he's had was sitting in a pool of water. Though, he's learned to use his unsanitary nature to his advantage as he can apply a disease known as filth fever to an object. An alchemist also loaned his tinkerer's glove to Dlanigger; once believing it to be magic, he now understands that its powers are attributed to magnetism. Appearances may lead one to believe otherwise, but he is good-natured at heart. Dlanigger has never once attacked without being provoked first, and shivers at the thought of taking an innocent life. Though he has a slight propensity towards robbery, a naivety towards the notion of personal property shoulders the blame. Fueled by a noble desire to avenge his twin brother, this man should not be trifled with if you find yourself in his path.
Gent children-at-play
Vag This badger was trained over many arduous hours in order to fulfill the wishes of a spoiled elven daughter. That is until one day Dlanigger confiscated the animal believing it to be a sack of potatoes. Before our hapless hero realized it, a bounty of 1000 gold was placed on his head! However, this may have been a trade worth making, as Vag has proven a courageous ally in the face of danger. With the reward of tasty sugar berries and wolf jerky, Vag has since grown affectionate towards her patient owner. Claw swipes and bites are in the badgers arsenal, as well as a spine-chilling hiss that appears to be more effective against animals than people. She also sports a somewhat sturdy hide and venom resistance in terms of defensive options. Dlanigger may order Vag to perform simple commands, as a badger is not bred for companionship. Though she often times gets confused over her intended goal, Vag takes pride in fulfilling her master’s orders as she sees fit.
Gent children-at-play
Dr. Olcott This feeble man is coming along in his years. In spite of that, he manages to make a substantial living off of manufacturing drugs and other elicit substances. Olcotte appears to have taken a liking to Dlanigger, whether it’s due to his forthright personality or his liability to coercion. This alchemist is unfit when it comes to participation in combat, but he is more than happy to supply his companion with various consumables. With every week's worth of purchasing, Olcotte throws in a bonus experimental item with dubious effects. Not much else is known about the eccentric doctor, perhaps there is more to be unveiled in coming times.
Gent children-at-play
Good Karma: Choosing this option will assume that all the conflict revolving around the Sun Key was resolved peacefully. There are no casualties to speak of, Nisovin’s scheme is exposed, and Dlanigger is cleared of all previous charges. Though you won’t be well perceived by everyone you meet, you can generally count on the law enforcement to be on your side. You now feel comfortable traveling during the day. Bad Karma: Choosing this option assumes you followed Nisovin’s instructions to the letter. The Sun Key was successfully retrieved and all standing in your way were skillfully dealt with; some possibly being killed. You gain the gold and notoriety originally awarded by Nisovin’s quest, as well as one bonus tool from a selection of 3. Having bad karma does not force one to be evil, only making you perceived as such. You believe it’s safest to travel through the cover of night.
Gent children-at-play
Neutral Karma: Caught in a battle with Siegfried’s unyielding constables, Dlanigger could comprehend only a single fight or flight decision. The uncreative rogue naturally went with flight. This option will keep all previously established factors unchanged. There’s little reason to choose this path, other than the fact that it is the mostly logical to occur; thus requiring the least amount of effort for you to explain.

This archive is read-only — captured July 2020

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