The Jarl nodded at Evelynn, acknowledging her answer and quite enjoying the show she put on.<br/>"Surely you have many tales to tell from lands far away. Be my guests and take part in our celebrities tonight! Share a good tale and share my tables with good food and drink! Tell us what brought you to these cold lands over the sea? Is it fortune you seek? Honor in battle perhaps? Or, a strong husband!" Many of the warriors in the hall cheered as the Jarl spoke, and his last words were punctuated by the sweet shriek of extasy as the newlywed couple reached the peak of their union at the nearby table, the woman moaning in pure delight and content as the essence of her brave warrior rushed into her to produce the newest hero of the tribe less than a year from now. More cheers, toasts and drinking followed and for a moment, the group had no opportunity to answer, but soon it was their turn to speak only then could they formally join the feast. The roast meats, strong ale and even some fruits were quite the meal after a long sea voyage after all.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Joining the feast</div><div class="spoiler_body">You are invited to join the feast, eat and drink to your hearts content, share story and test your wits with the locals. Unless there's anything else you'd like to try, this equals to a night of carousing. Everyone roll d% to see if anything interesting happens to your characters during the party.<br/><br/>01-10 You commit some sort of cultural taboo and are jailed for 1d4 days. You can pay a fine of 10 gp (or since this is E, pay with your body) to avoid jail time, or try to resist arrest.<br/>11-20 You regain consciousness in a strange place with no memory of how you got there, and you have been robbed for 3d6x5 gp.<br/>21-30 You make an enemy. One person, business or organization is now hostile to you. The DM determines the offended party. You decide how you offended them.<br/>31-40 You are caught up in a whirlwind romance. Roll a d20. On 1-5, the romance ends badly. On 6-10, the romance ends amicably. On 11-20 the romance is ongoing. You determine the identity of the love interest, subject to DM's approval. If the romance ends badly, you might gain a new flaw. If it ends well or is ongoing, your new love interest might represent a new bond.<br/>41-80 You have a good time during the celebrations.<br/>81-90 You have a great time during the celebrations, and betting, gambling, and contests earn you 1d20x4 gp.<br/>91-100 You make a small fortune betting, gambling and taking part in contests. You gain 4d6x10 gp and your carousing becomes the stuff of local legend.</div></div>