the town's Keep, where the guards watch for trouble and the archers pick off anything hostile from afar.
(Aw, I can't have prefixed armor without sacrificing my health? Just mark it all down as NOT THERE, then.)
...
k
You extend a hand towards the door, but it's quickly slapped away by something. You realize only now that two guards, armed with black halberds, are keeping watch over the entrance.
"What business do you have here?" asks one, glaring.
You don't know. You remain silent.
"Are you dumb? Answer me!" shouts the first guard.
The second guard places himself between you and the first guard.
"He's one of the new arrivals. Just let him in. He'll do no harm. It's not like anybody cares what happens here anymore."
The first guard glares at you for a second longer before stepping aside, giving you access to the door. You step inside, and see a few withered and depressed individuals sitting around a table, talking. You listen in.
"We've sent out many explorers, and yet we're no closer to figuring out what manner of madness has brought us here, and what manner of the same can get us out. None of the earlier mentioned explorers have returned hither from their previously mentioned expeditions. I'm tired, and I believe I can speak for everyone in this room when I say that we're utterly doomed. We ne-"
The speaker notices you.
"Shoo! Off with you, you poor soul!"
You stagger out of the town hall, and wander aimlessly. You notice that the buildings of the town are clearing out as you head in the direction you presume to be South, judging by the position of the sun. You finally enter a verdant plain, cut across by a thin, rapidly moving stream. A single building, with sign that says “D’s Shop and Tavern”, sits by the riverside. A bridge spans the river. Plains stretch to your East, along with a massive lake. A field of tall grass lies to the West, across the bridge.
The slave market, where flesh is bought and sold and the soul of man is measured against the weight of gold.
You find your senses assailed immediately as you stride into the open market. Clamoring and the rattling of iron bonds. Sweat, filth, excrement and blood. Screams of agony and sorrow. The crack of a whip. This is the market. However, the goods sold here are far different from most. Creatures of all sizes and shapes are chained together and displayed on a stand, sold to those who have the greatest fortune to offer.
It's perfect.
You are a slaver, it is in your blood, your very nature. What is a slaver without his slaves? And yet, what do you have to offer...
You approach one slave dealer, and ask where he goes to find his goods.
"Kehehe, yer lookin' to start in the business, hah? Well, I've got some good tips for ya. The fields to the southwest of here are rife with men turned into murderous savages by some strange magic. If ya bring 'em out of the fields, though, they'll turn right sane again! 'Course, in order to capture them, ya gotta make sure they don't kill ya, and believe me.
They'll kill ya.
Anyways, good luck, kid. The name is Dreyvin, if ya ever want another tip. It'll have to come at a cost, of course, but I'll give ya discount because we're friends, right?"
You bid farewell and leave the market.
The town's slums of course!, lurking between the shanties and broken down houses with the uncountable number of peasants and vagabonds
You find yourself walking through a dark alleyway. Various small fires and huddled forms line the way. You keep going, but you get te feeling you're being watched. It isn't long until you notice two vagabonds, humanoids with the heads of octopuses, following you. You turn a few corners in an attempt to shake them off of your tail, but they know the area much better than you and keep following. You finally turn around and confront them, bone spear hidden behind your back.
"We don't take kindly to those of your kind around here." says one in a mucousy voice.
Race:
Appearance (optional): A humanoid with an octopus' head.
Head:
Chest:
Legs:
Feet: Tattered footwraps (+1 poison resistance)
Cloak:
Necklace:
Ring 1: Cracked agate ring - +1 END. Breaks when removed or when user is killed.
Ring 2:
Weapon (right hand): Rusty copper knife (-1 power)
Weapon (left hand):
STR: 1 (1)
DEX: 1 (1)
END: 2 (1)
INT: 1 (1)
VIT: 2 (2)
Passive ability: Resolute - +1 STR when health drops below 50%
Race:
Appearance (optional): A humanoid with an octopus' head.
Head:
Chest:
Legs:
Feet: Tattered footwraps (+1 poison resistance)
Cloak:
Necklace:
Ring 1: Cracked granite ring - +1 INT. Breaks when removed or when user is killed.
Ring 2:
Weapon (right hand): Filthy talisman (+1 INT, -1 VIT)
Weapon (left hand):
STR: 1 (1)
DEX: 1 (1)
END: 1 (1)
INT: 3 (1)
VIT: 1 (2)
Passive ability: Resolute - +1 STR when health drops below 50%
Any orchards or woods, likely to be owned by this land's "lord".
You enter an atrium. You walk down it, find another door, and enter once again to find a lush garden, rife with trees and shrubs of every variety, some of which you don't recognize. However, something seems... amiss. The foliage all has a purple tinge, and you swear that something is watching you...