<div align="center"><span class="bbc_font" style="font-family: Monotype Corsiva;"><span class="bbc_size" style="font-size: 24pt;">We Can Be Adventurers Too!</span></span></div><br/>We Can Be Adventurers Too is a system-based story utilizing the 5th Edition rules of Dungeons & Dragons. It takes place on the continent of Galoria, centering on the goblin Kayna and her companions striving to become adventurers in a world stacked against them.<br/><br/><div align="center"><span class="bbc_font" style="font-family: Monotype Corsiva;"><span class="bbc_size" style="font-size: 24pt;">House Rules</span></span></div><br/><strong>Stacking Inspiration:</strong>A PC can have a number of Inspiration Points up to half their character level, rounded up. Any excess after that is lost. This is in contrast to standard 5e Inspiration, which you either have or don’t have.<br/><br/><div align="center"><span class="bbc_font" style="font-family: Monotype Corsiva;"><span class="bbc_size" style="font-size: 24pt;">Our Heroines</span></span></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Kayna</div><div class="spoiler_body"><div class="floatleft">(https://i.imgur.com/kBNAdZh.png)</div><strong>RACE</strong>         Goblin               CLASS/LEVEL  Bard 3 (College of Glamour)<br/><strong>BACKGROUND</strong>   Entertainer.                  ALIGNMENT<br/><br/>              score         mod.    save                         score          mod.    save<br/> CHARISMA     {15}    [+2]    (..)            CONSTITUTION {14}    [+2]    (..)<br/> DEXTERITY    {16}    [+3]    (..)            INTELLIGENCE   {12}    [+1]    (..)<br/> STRENGTH     {8}     [-1]    (..)            WISDOM           {10}      [+0]    (..)<br/><br/> ARMOR CLASS [15]       SPEED  [30]      INITIATIVE [+3]       PROFICIENCY [+2]<br/> HIT POINTS:  24        -maximum [24]        -current [24]        -temporary [..]<br/> DEATH SAVES:       -successes[./3]      -failures [./3]        HIT DIE [3d8+6]<br/><br/> [+5] ... ACROBATICS (Dex)                         [-] ... MEDICINE (Wis)<br/> [-] ... ANIMAL HANDLING (Wis)                    [-] ... NATURE (Int)<br/> [-] ... ARCANA (Int)                             [+2] ... PERCEPTION (Wis)<br/> [-] ... ATHLETICS (Str)                          [+6] ... PERFORMANCE (Cha)<br/> [-] ... DECEPTION (Cha)                          [+6] ... PERSUASION (Cha)<br/> [-] ... HISTORY (Int)                            [-] ... RELIGION (Int)<br/> [-] ... INSIGHT (Wis)                            [-] ... SLEIGHT OF HAND (Dex)<br/> [-] ... INTIMIDATION (Cha)                       [+5] ... STEALTH (Dex)<br/> [-] ... INVESTIGATION (Int)                      [-] ... SURVIVAL (Wis)<br/><br/><strong>Tool Proficiencies</strong> 4 musical instruments, disguise kit<br/><br/><strong>Weapon/power        bonus    damage     damage type             notes</strong><br/>Rapier                    [+5]     [1d8+3]    piercing<br/> Dagger                  [+5]     [1d4+3]     piercing<br/><br/><strong>RACE / CLASS / BACKGROUND FEATURES<br/>feature                        notes</strong><br/><em>Darkvision:</em> 60 feet, see in dim light as bright light, darkness as dim light (race)<br/><em>Fury of the Small:</em> add level in damage to larger-sized creature 1/rest (race)<br/><em>Nimble Escape:</em> take Disengage or Hide as bonus action each turn (race)<br/><em>By Popular Demand:</em> always find place to perform, receive free lodging if you perform each night, stranges like you if they recognize your performances (background)<br/><em>Bardic Inspiration:</em> bonus action to grant d6 die to ally within 60 feet charisma bonus/rest (class)<br/><em>Jack of All Trades:</em> add half proficiency bonus (round down) to untrained rolls (class)<br/><em>Song of Rest:</em> friendly creatures add 1d6 bonus hit points every short rest when they witness you performing (class)<br/><em>College of Glamour:</em> can spend a use of Bardic Inspiration to grant 5 temporary hit points to allies equal to your Charisma modifier. Also if you perform for at least 1 minute onlookers equal to your Charisma modifier must make a Wisdom saving throw or become charmed by you. This is only 1 use per rest.<br/><em>Expertise:</em> Double Proficiency bonus Persuasion and Performance<br/><br/><strong>SPELL DC [14]   CASTING BONUS [+4]     SPELL ABILITY [CHA]</strong><br/> <br/>SPELL   {1}     {2}     {3}     {4}     {5}     {6}     {7}     {8}     {9}<br/>SLOTS:  4/4     2/2     ./.     ./.     ./.     ./.     ./.     ./.     ./.<br/> <br/><strong>SPELLS KNOWN</strong><br/><strong>  lvl.      name     range   duration               effect</strong><br/>  {0}    Message     120 ft..   1 round.   Spend message to target only they can hear<br/>  {0}    Minor Illusion     30 ft.  1 minute  Create sound or image of object no larger than 5 ft. cube<br/>  {1}    Bane  up to 3 creatures within 30 ft. concentration (up to 1 minute) -1d4 on attacks/saves on failed Charisma save for spell duration (+1 creature per slot above 1st)<br/>  {1}    Detect Magic Self concentration (up to 10 minutes) senses magic within 30 feet of caster.<br/>  {1}    Dissonant Whispers 1 creature 60 ft. Instant 3d6 psychic damage and uses reaction to move speed away from caster on failed Wisdom save (+1d6 damage per slot above 1st)<br/>  {1}    Healing Word 1 creature 60 ft. Instant Creature regains 1d4 + Charisma modifier HP (+1d4 per slot level above 1st). Cannot affect constructs/undead. Costs 1 bonus action to cast.<br/>  {1}    Silent Image 60 ft. Concentration (up to 10 minutes) Creates solely visual illusion (no other senses) in up to 15 foot cube.<br/>  {2}    Phantasmal Force 1 creature 60 ft. Concentration (up to 1 minute) target sees a 10 foot cube (visual, heat, other senses) that only they can see on failed Intelligence save. Damaging/attacking/threatening illusions deal 1d6 psychic damage to target when adjacent or within.<br/>  <br/><strong>EQUIPMENT</strong><br/><br/>Rapier<br/>Dagger<br/>Leather Armor<br/>Musical Instrument 1<br/>Musical Instrument 2<br/>Backpack<br/>Bedroll<br/>3 costumes<br/>5 candles<br/>5 days worth of rations<br/>Waterskin<br/>disguise kit<br/>the favor of an admirer (love letter, lock of hair, or trinket)<br/>belt pouch.<br/><br/>  0 platinum pieces   15 gold pieces   0 silver pieces   0 brass pieces<br/><br/><strong>PERSONALITY/IDEALS/BONDS/FLAWS</strong><br/>I'm a hopeless romantic, always searching for that “special someone.”<br/>Beauty.  When I perform, I make the world better than it was.<br/>I will do anything to prove myself superior to my hated rival.<br/>I'm a sucker for a pretty face.<br/><br/><br/><strong>STORY</strong><br/>Kayna is looking for a home.  A place to feel warm and loved.  A man of some means who sees her value is what keeps her working.  Looking for a patron to take her away from the tavern life.<br/><br/><strong>LANGUAGES</strong><br/>common, goblin<br/><br/><strong>NOTES</strong><br/>Expertise<br/>TBD<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Syrrak Khalala</div><div class="spoiler_body"><div class="floatleft">(https://i.imgur.com/fsMHELh.jpg)</div><div class="floatleft">(https://i.imgur.com/GdhPPKV.jpg)</div><em>Medium drow elf warlock 3 (fiend patron), Neutral<br/><strong>Armor Class</strong> 15<br/><strong>Hit Points</strong> 21 (3d8+3)<br/><strong>Speed </strong>30 ft.</em><hr/><table class="bbc_table"><tbody><tr><td><div align="center"><strong>STR</strong></div></td><td><div align="center"><strong>DEX</strong></div></td><td><div align="center"><strong>CON</strong></div></td><td><div align="center"><strong>INT</strong></div></td><td><div align="center"><strong>WIS</strong></div></td><td><div align="center"><strong>CHA</strong></div></td></tr><tr><td>8 (-1)</td><td>16 (+3)</td><td>13 (+1)</td><td>12 (+1)</td><td>10 (0)</td><td>16 (+3)</td></tr></tbody></table><hr/><strong>Saving Throws</strong> Wisdom +1, Charisma +5<br/><strong>Skills</strong> (Skill) Arcana +3, Deception +5, History +3, Intimidation +5, Perception +2<br/><strong>Condition Resistances</strong> advantage on saves vs. charm<br/><strong>Condition Immunities</strong> magical sleep<br/><strong>Senses</strong> Darkvision 120 feet, passive Perception 12<br/><strong>Languages</strong> Common, Deep Speech, Elven, Undercommon<hr/><strong><em>Special Equipment:</em></strong> Quarterstaff, Spear, Leather Armor, 2 Daggers, Arcane Focus, bottle of black ink, quill, small knife, letter from dead colleague with yet-unanswered question, common clothes, belt pouch containing 10 gp<br/><strong><em>Special Abilities:</em></strong> Faerie Fire 1/long rest, Agonizing Blast (Invocation, add CHA modifier to Eldritch Blast damage), Book of Ancient Secrets (Invocation, Ritual Caster, can record ritual spells), Pact of the Tome (class, 3 bonus cantrips), Trance (‘sleep’ for 4 hours a day), Sunlight Sensitivity (disadvantage on attack rolls and Perception for sight in sunlight), Dark One’s Blessing (gain temp HP = Cha mod + level when reduce foe to 0 HP)<br/><strong>Background:</strong> Sage<br/><strong><em>Spellcasting:</em></strong> Syrrak is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +5 to hit with spell attacks, 2 spell slots of 2nd level). Syrrak knows the following spells:<br/><br/>Cantrips (at will): <em>Dancing Lights (drow), Eldritch Blast, Guidance (Tome), Mage Hand, Mending (Tome), Prestidigitation (Tome)</em><br/>1st level: <em>Armor of Agathys, Cause Fear, Faerie Fire (1/long rest, drow) Find Familiar (Ritual Only), Hex, Unseen Servant (Ritual Only)</em><br/>2nd level: <em>Invisibility</em><br/><br/>Actions<hr/><em><strong>Eldritch Blast</strong>: Ranged Attack:</em> +5 to hit, range 120 ft., one creature; <em>Hit:</em> 1d10+3 force damage.<br/><em><strong>Quarterstaff</strong>: Melee Attack:</em> +1 to hit, reach 5 ft., one target (or creature); <em>Hit:</em> 1d8-1 bludgeoning.<br/><strong><em>Armor of Agathys:</em></strong> Gain 5 temporary hit points for 1 hour, if damaged in melee the target takes 5 cold damage.<br/><strong><em>Cause Fear:</em></strong> Up to 2 targets within 60 feet of the caster and within 30 feet of each other become frightened of the caster for concentration duration up to 1 minute).<br/><strong><em>Hex:</em></strong> bonus action places a curse on target within 90 feet for concentration up to 1 hour. Caster deals 1d6 extra necrotic damage to target on all attacks, and target suffers disadvantage on ability checks with one ability.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">PERSONALITY/IDEALS/BONDS/FLAWS</div><div class="spoiler_body">Background: Sage<br/><br/>Feature: Researcher<br/>When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.<br/><br/>I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.<br/>Self-Improvement. The goal of a life of study is the betterment of oneself.<br/>I have an ancient text that holds terrible secrets that must not fall into the wrong hands.<br/>Most people scream and run when they see a demon. I stop and take notes on its anatomy.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fresh Quill</div><div class="spoiler_body"><div class="floatleft">(https://i.imgur.com/lM5Lais.jpgg)</div><div class="floatleft">(https://i.imgur.com/Ee88HhW.jpg)</div><em>Medium Tabaxi Monk 3 (Way of the Drunken Master), Chaotic Good</em><br/><strong>Armor Class</strong> 15<br/><strong>Hit Points</strong> 21 (3d8+3)<br/><strong>Speed </strong>30 ft.(climbing 20 ft., +10 each if no armor or shield)<hr/><table class="bbc_table"><tbody><tr><td><div align="center"><strong>STR</strong></div></td><td><div align="center"><strong>DEX</strong></div></td><td><div align="center"><strong>CON</strong></div></td><td><div align="center"><strong>INT</strong></div></td><td><div align="center"><strong>WIS</strong></div></td><td><div align="center"><strong>CHA</strong></div></td></tr><tr><td>10 (0)</td><td>16 (+3)</td><td>12 (+1)</td><td>8 (-1)</td><td>15 (+2)</td><td>14 (+2)</td></tr></tbody></table><hr/><strong>Saving Throws</strong> Strength +2, Dexterity +5<br/><strong>Skills</strong> Acrobatics +5, Athletics +2, Medicine +4, Performance +4, Perception +4, Religion +1, Stealth +5<br/><strong>Tools:</strong> Brewer’s Supplies, Herbalism Kit, Mason’s Kit<br/><strong>Senses</strong> Darkvision 60 ft., Perception 14<br/><strong>Languages</strong> Common, Celestial, Draconic<hr/><strong><em>Special Equipment:</em></strong> Shortsword, 10 darts, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope, scroll case full of notes from studies &amp; prayers, winter blanket, common clothes, herbalism kit, 5p gp<br/><strong><em>Special Abilities:</em></strong> Feline Agility (double move for 1 round, must spend 1 turn not moving to regain use), Cat’s Claws (unarmed slashing), Martial Arts (DEX instead of STR for unarmed and monk weapons, 1d4 damage die, can make unarmed attack as bonus action when attacking with unarmed/monk weapon), Ki (DC 12, 3 Ki Points), Unarmoured Movement (+10 ft. when in no armor or shield), Flurry of Blows (1 ki to make 2 unarmed attacks as bonus action when attacking, +10 ft. walking speed and can Disengage), Patient Defense (1 ki point to Dodge as bonus action), Step of the Wind (1 ki point to Disengage/Dash as bonus action, jump distance doubled), Deflect Missiles (reaction vs ranged weapon attack, reduce damage by 1d10+5, reduce to 0 can catch weapon and spend 1 ki point to throw back if missile)<br/><br/>Actions<hr/><em><strong>Unarmed</strong>: Melee Attack:</em> +5 to hit, reach 5 ft., one target (or creature); <em>Hit:</em> 1d4+3 bludgeoning or slashing damage.<br/><em><strong>Shortsword</strong>: Melee Attack:</em> +5 to hit, reach 5 ft., one target (or creature); <em>Hit:</em> 1d6+3 piercing damage.<br/><em><strong>Dart</strong>: Ranged Attack:</em> +5 to hit, range 20/60 ft., one target (or creature); <em>Hit:</em> 1d4+3 piercing damage.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">NSFW Image</div><div class="spoiler_body">(https://i.imgur.com/BOfQgPJ.jpeg)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">PERSONALITY/IDEAL/BONDS/FLAWS</div><div class="spoiler_body">Background: Hermit<br/><br/>Feature: Discovery<br/>The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.<br/><br/>Work with your DM to determine the details of your discovery and its impact on the campaign.<br/><br/>I’m oblivious to etiquette and social expectations<br/>Free Thinking: Inquiry and curiosity are the pillars of progress.<br/>I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.<br/>I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Anezka</div><div class="spoiler_body"><em>Medium Human (Variant) Ranger 3 (Gloom Stalker Conclave), Neutral Good</em><br/><strong>Armor Class</strong> 15<br/><strong>Hit Points</strong> 28 (3d10+6)<br/><strong>Speed </strong>30 ft.<hr/><table class="bbc_table"><tbody><tr><td><div align="center"><strong>STR</strong></div></td><td><div align="center"><strong>DEX</strong></div></td><td><div align="center"><strong>CON</strong></div></td><td><div align="center"><strong>INT</strong></div></td><td><div align="center"><strong>WIS</strong></div></td><td><div align="center"><strong>CHA</strong></div></td></tr><tr><td>10 (0)</td><td>16 (+3)</td><td>14 (+2)</td><td>12 (+1)</td><td>14 (+2)</td><td>8 (01)</td></tr></tbody></table><hr/><strong>Saving Throws</strong> Strength +2, Dexterity +5<br/><strong>Skills</strong> Athletics +2, Investigation +3, Nature +4, Perception +4, Stealth +5, Survival +4<br/><strong>Tools</strong> Zither (musical instrument)<br/><strong>Senses</strong> Darkvision 60 feet, passive Perception 14<br/><strong>Languages</strong> Common, Draconic, Southern, Undercommon<hr/><strong><em>Special Equipment:</em></strong> Leather Armor, Two-Bladed Sword (as pair of shortswords), Longbow and Quiver of 20 arrows, backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet of hempen rope, staff, hunting trap, trophy from slain animal, traveler’s clothes, belt pouch with 10 gp<br/><strong><em>Special Abilities:</em></strong> Favored Enemy (+2 damage rolls, advantage on Survival to track creatures of monstrosity type), Natural Explorer (bunch of boons in wilderness and traveling), Fighting Style-Two-Weapon Fighting (add DEX modifier to damage of off-hand attack), Primeval Awareness (can do basic communicates with beasts), Umbral Sight (darkvision, invisible to creatures with darkvision while in darkness), Dread Ambusher (Add both DEX and WIS to initiative rolls, +10 ft. walking speed 1st round of combat, can make 1 bonus attack that deals 1d8 bonus damage when Attacking on 1st round of combat)<br/><strong><em>Feats:</em></strong> Alert (+5 initiative, can’t be surprised while conscious, enemies don’t get advantage on attack rolls if she cannot see them)<br/><strong><em>Spellcasting:</em></strong> Anezka is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Anezka knows the following spells:<br/><br/>1st level (3 slots): <em> Absorb Elements, Disguise Self, Goodberry, Hunter’s Mark</em><br/><br/>Actions<hr/><em><strong>Longbow</strong>: Ranged Attack:</em> +5 to hit, range 150/600 ft., one target (or creature); <em>Hit:</em> 1d8+3 piercing damage, +1d8 if part of Dread Ambusher.<br/><em><strong>Two-Bladed Sword</strong>: Melee Attack:</em> +5 to hit, reach 5 ft., one target (or creature); <em>Hit:</em> 1d6+3 piercing damage (same amount offhand), +1d8 if part of Dread Ambusher.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">PERSONALITY/IDEALS/BONDS/FLAWS</div><div class="spoiler_body">Background: Outlander<br/><br/>Feature: Wanderer<br/>You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<br/><br/>I have a lesson for every situation, drawn from observing nature.<br/>Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe.<br/>It is my duty to provide children to sustain my tribe.<br/>I am too enamored of ale, wine, and other intoxicants.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Lioran</div><div class="spoiler_body"><em>Medium Human (variant) Rogue (Swashbuckler), Neutral Good</em><br/><strong>Armor Class</strong> 15<br/><strong>Hit Points</strong> 21 (3d8+3)<br/><strong>Speed </strong>30 ft.<hr/><table class="bbc_table"><tbody><tr><td><div align="center"><strong>STR</strong></div></td><td><div align="center"><strong>DEX</strong></div></td><td><div align="center"><strong>CON</strong></div></td><td><div align="center"><strong>INT</strong></div></td><td><div align="center"><strong>WIS</strong></div></td><td><div align="center"><strong>CHA</strong></div></td></tr><tr><td>8 (-1)</td><td>16 (+3)</td><td>12 (+1)</td><td>14 (+2)</td><td>10 (0)</td><td>14 (+2)</td></tr></tbody></table><hr/><strong>Saving Throws</strong> Dexterity +5, Intelligence +4<br/><strong>Skills</strong> Acrobatics +5, Deception +4, Insight +2, Investigation +4, Performance +4, Perception +2, Religion +4, Sleight of Hand +5, Stealth +7<br/><strong>Tools:</strong> Alchemist’s Tools, Tambourine (musical instrument), Thieves’ Tools<br/><strong>Senses</strong> passive Perception 13<br/><strong>Languages</strong> Common, Southern, Thieves’ Cant<hr/><strong><em>Special Equipment:</em></strong> Rapier, Shortbow and Quiver of 20 arrows, Leather Armor, Thieves’ Tools, 2 Daggers, backpack, bag of 1k ball bearings, 10 ft. of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, waterskin, 50 feet of hempen rope, traveler’s clothes, tambourine, poorly wrought maps from homeland depicting current location, small piece of homeland-crafted jewelry worth 10 gp, pouch containing 5 gp<br/><strong><em>Special Abilities:</em></strong> Expertise (Thieves’ Tools, Stealth), Sneak Attack 2d6, Cunning Action (Dash, Disengage, or Hide as bonus action), Fancy Footwork (creature struck in melee cannot make opportunity attacks), Rakish Audacity (CHA to initiative, can also Sneak Attack if 1-on-1 with creature and do not have disadvantage on attack roll)<br/><strong><em>Feats:</em></strong> Skilled (three more skill/tool proficiencies)<br/><br/>Actions<hr/><em><strong>Rapier</strong>: Melee Attack:</em> +5 to hit, reach 5 ft., one target (or creature); <em>Hit:</em> 1d8+3 piercing damage.<br/><em><strong>Shortbow</strong>: Melee Attack:</em> +5 to hit, range 80/320 ft., one target (or creature); <em>Hit:</em> 1d6+3 piercing damage.<br/><em><strong>Dagger</strong>: Ranged Attack:</em> +5 to hit, reach 5 ft., one target (or creature); <em>Hit:</em> 1d4+3 piercing damage.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">PERSONALITY/IDEALS/BONDS/FLAWS</div><div class="spoiler_body">Background: Far Traveler<br/><br/>Feature: All Eyes on You<br/>Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.<br/><br/>You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.<br/><br/>I begin or end my day with small traditional rituals that are unfamiliar to those around me.<br/>Open. I have much to learn from the kindly folk I meet along my way.<br/>Though I had no choice, I lament having to leave my loved ones behind. I hope to see them again one day.<br/>I pretend not to understand the local language in order to avoid interactions I would rather not have.</div></div></div></div><br/><div align="center"><span class="bbc_font" style="font-family: Monotype Corsiva;"><span class="bbc_size" style="font-size: 24pt;">Rest of the Cast</span></span></div><br/><div align="center"><span class="bbc_font" style="font-family: Monotype Corsiva;"><span class="bbc_size" style="font-size: 24pt;">World Lore</span></span></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Setting Map</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">World Map</div><div class="spoiler_body">(https://i.imgur.com/VDZryAT.jpg)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Northwest</div><div class="spoiler_body">(https://i.imgur.com/XPrk8BW.png)</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Northeast</div><div class="spoiler_body">(https://i.imgur.com/CVNW8Q8.png)</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Southwest</div><div class="spoiler_body">(https://i.imgur.com/ju59jer.png)</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Southeast</div><div class="spoiler_body">(https://i.imgur.com/IQ96veS.png)</div></div></div></div><br/><div align="center"><span class="bbc_font" style="font-family: Monotype Corsiva;"><span class="bbc_size" style="font-size: 24pt;">Adventuring Missions</span></span></div>