<div class="floatleft">(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/526e0f2c-20d2-41b9-a4f2-31730af62ced/d9ut101-d4e82987-367e-46db-a497-d5b8bd5ad079.jpg/v1/fill/w_1024,h_1576,q_75,strp/elf_nude_by_orbanga21_d9ut101-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD0xNTc2IiwicGF0aCI6IlwvZlwvNTI2ZTBmMmMtMjBkMi00MWI5LWE0ZjItMzE3MzBhZjYyY2VkXC9kOXV0MTAxLWQ0ZTgyOTg3LTM2N2UtNDZkYi1hNDk3LWQ1YjhiZDVhZDA3OS5qcGciLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.dV-MaX2jk0zmnaXnmGf6p13pldEhyNA3cG08YjWxnqk)<br/><div align="center"><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Luanne (https://www.dndbeyond.com/profile/ElayneTrakand/characters/41900818)</strong></span></span><br/><strong>RACE</strong> Mark of Storm Half Elf<br/><strong>BACKGROUND</strong> Courtier<br/><strong>CLASS</strong> Bard College of Eloquence<br/></div></div><br/><div align="center"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills</div><div class="spoiler_body"><div style="text-align: left;"><strong>Acrobatics</strong>: +6 (+1d4)<br/><strong>Animal Handling</strong>: +2<br/><strong>Arcana</strong>: +2<br/><strong>Athletics</strong>: -3<br/><strong>Deception</strong>: +6 (can't roll less than 10+6)<br/><strong>History</strong>: +2<br/><strong>Insight</strong>: +3<br/><strong>Intimidation</strong>: +6<br/><strong>Investigation</strong>: +2<br/><strong>Medicine</strong>: +2<br/><strong>Nature</strong>: +2<br/><strong>Perception</strong>: +5<br/><strong>Performance</strong>: +6<br/><strong>Persuasion</strong>: +9 (can't roll less than 10+9)<br/><strong>Religion</strong>: +2<br/><strong>Sleight of Hand</strong>: +6<br/><strong>Stealth</strong>: +5<br/><strong>Survival</strong>: +2<br/></div></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Proficiencies</div><div class="spoiler_body"><div style="text-align: left;"><strong>Armor</strong>: Light<br/><strong>Weapons</strong>: Hand Crossbow, Longsword, Rapier, Shortsword, Simple<br/><strong>Tools</strong>: Flute, Lute, Lyre, Navigator's Tools (+1d4)<br/><strong>Saving Throws</strong>: Dex, Cha<br/><strong>Skills</strong>: Jack of All Trades (+1/2 proff to all), Acrobatics, Insight, Perception (exp), Persuassion (exp), Sleight of Hand<br/><strong>Languages</strong>: Common, Elvish, Sylvan, Undercommon<br/></div></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spells</div><div class="spoiler_body"><div style="text-align: left;"><strong>Spell DC:</strong> 15 (8 + Cha (5) + Prof (2)<br/><strong>Spell Attack:</strong> +7<br/><br/><strong>Slots</strong><br/>1st Level: 4/4<br/>2nd Level: 2/2<br/><br/><strong>Known</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cantrips</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gust</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>30ft.<br/>Components:<br/>V, S<br/>Duration:<br/>Instantaneous<br/>Attack/Save:<br/>STR 15<br/>Source:<br/>EE, pg. 157<br/>You seize the air and compel it to create one of the following effects at a point you can see within range:<br/><br/>One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.<br/><br/>You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.<br/><br/>You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mending</div><div class="spoiler_body">Casting Time:<br/>1 minute<br/>Range/Area:<br/>Touch<br/>Components:<br/>V, S, M(two lodestones)<br/>Duration:<br/>Instantaneous<br/>Source:<br/>PHB, pg. 259<br/>This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.<br/><br/>This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vicious Mockery</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>60ft.<br/>Components:<br/>V<br/>Duration:<br/>Instantaneous<br/>Attack/Save:<br/>WIS 15<br/>Source:<br/>PHB, pg. 285<br/>You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.<br/><br/>This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">1st</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Comprehend Languages (R)</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>Self<br/>Components:<br/>V, S, M(a pinch of soot and salt)<br/>Duration:<br/>1 hour<br/>Source:<br/>PHB, pg. 224<br/>For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.<br/><br/>This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Disguise Self</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>Self<br/>Components:<br/>V, S<br/>Duration:<br/>1 hour<br/>Source:<br/>PHB, pg. 233<br/>You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.<br/><br/>The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.<br/><br/>To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dissonant Whispers</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>60ft.<br/>Components:<br/>V<br/>Duration:<br/>Instantaneous<br/>Attack/Save:<br/>WIS 15<br/>Source:<br/>PHB, pg. 234<br/>You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.<br/><br/>At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feather Fall</div><div class="spoiler_body">Casting Time:<br/>1 reaction, which you take when you or a creature within 60 feet of you falls<br/>Range/Area:<br/>60ft.<br/>Components:<br/>V, M(a small feather or piece of down)<br/>Duration:<br/>1 minute<br/>Source:<br/>PHB, pg. 239<br/>Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Healing Word</div><div class="spoiler_body">Casting Time:<br/>1 bonus action<br/>Range/Area:<br/>60ft.<br/>Components:<br/>V<br/>Duration:<br/>Instantaneous<br/>Source:<br/>PHB, pg. 250<br/>A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br/><br/>At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">2nd</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gust of Wind (C), 1 free/long rest</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>Self<br/>Components:<br/>V, S, M(a legume seed)<br/>Duration:<br/>Concentration, up to 1 minute<br/>Attack/Save:<br/>STR 15<br/>Source:<br/>PHB, pg. 248<br/>A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.<br/><br/>Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.<br/><br/>The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.<br/><br/>As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Suggestion</div><div class="spoiler_body">Casting Time:<br/>1 action<br/>Range/Area:<br/>30ft.<br/>Components:<br/>V, M(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)<br/>Duration:<br/>Concentration, up to 8 hours<br/>Attack/Save:<br/>WIS 15<br/>Source:<br/>PHB, pg. 279<br/>You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.<br/><br/>The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.<br/><br/>You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.<br/><br/>If you or any of your companions damage the target, the spell ends.</div></div></div></div><br/></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features</div><div class="spoiler_body"><div style="text-align: left;"><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bardic Inspirationd6PHB, pg. 53</div><div class="spoiler_body">As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.<br/><br/>Bardic Inspiration: 1 Bonus Action<br/>Uses:<br/>5/5 per Long Rest<br/><br/>Magical InspirationTCoE, pg. 27<br/>If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.<br/><br/>Unsettling WordsBardic Inspiration (d6)MOoT, pg. 28<br/>As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 ft. Roll the Bardic Inspiration die (1d6). The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.</div></div><br/><br/>Song of Rest+1d6 HPPHB, pg. 54<br/>If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.<br/><br/><br/>Silver TongueMOoT, pg. 28<br/>When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.<br/><br/><br/><br/><br/>RACIAL TRAITS<br/>DarkvisionBR, pg. 39<br/>You can see in darkness (shades of gray) up to 60 ft.<br/><br/>Fey AncestryBR, pg. 39<br/>You have advantage on saving throws against being charmed, and magic can’t put you to sleep.<br/><br/>Windwright’s IntuitionERftLW, pg. 50<br/>When you make a Dexterity (Acrobatics) check or any ability check involving navigator’s tools, you can roll a d4 and add the number rolled to the ability check.<br/><br/>Storm’s BoonERftLW<br/>You have resistance to lightning damage.<br/><br/>HeadwindsERftLW<br/>You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell once per long rest. Charisma is your spellcasting ability for these spells.<br/><br/>Gust(Cantrip)<br/>Gust of Wind(2nd)<br/>1/1 per Long Rest<br/><br/>Spells of the MarkERftLW, pg. 50<br/>If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Courtier</div><div class="spoiler_body">Feature: By Court Functionary<br/>Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.</div></div><br/></div></div></div></div><br/><div align="center"><table class="bbc_table"><tbody><tr><td><strong><span class="bbc_u">STR</span></strong></td><td><strong><span class="bbc_u">DEX</span></strong></td><td><strong><span class="bbc_u">CON</span></strong></td><td><strong><span class="bbc_u">INT</span></strong></td><td><strong><span class="bbc_u">WIS</span></strong></td><td><strong><span class="bbc_u">CHA</span></strong></td></tr><tr><td><div align="center"><em>3</em></div></td><td><div align="center"><em>18</em></div></td><td><div align="center"><em>7</em></div></td><td><div align="center"><em>12</em></div></td><td><div align="center"><em>13</em></div></td><td><div align="center"><em>20</em></div></td></tr><tr><td><div align="center"><em>(-4)</em></div></td><td><div align="center"><em>(+4)</em></div></td><td><div align="center"><em>(-2)</em></div></td><td><div align="center"><em>(+1)</em></div></td><td><div align="center"><em>(+1)</em></div></td><td><div align="center"><em>(+5)</em></div></td></tr></tbody></table></div><br/><div align="center"><table class="bbc_table"><tbody><tr><td><strong><span class="bbc_u">Passive Perception</span></strong></td><td><strong><span class="bbc_u">Investigation</span></strong></td><td><strong><span class="bbc_u">Insight</span></strong></td></tr><tr><td><div align="center"><em>15</em></div></td><td><div align="center"><em>12</em></div></td><td><div align="center"><em>13</em></div></td></tr></tbody></table></div><br/><div align="center"><table class="bbc_table"><tbody><tr><td><strong><span class="bbc_u">Armor Class</span></strong></td><td><strong><span class="bbc_u">Initiative</span></strong></td><td><strong><span class="bbc_u">Speed</span></strong></td></tr><tr><td><div align="center"><em>14</em></div></td><td><div align="center"><em>+5</em></div></td><td><div align="center"><em>30ft</em></div></td></tr></tbody></table></div><br/><div align="center"><table class="bbc_table"><tbody><tr><td></td><td><div align="center"><strong><span class="bbc_u">Hit Points</span></strong></div></td><td><div align="center"><strong><span class="bbc_u">Hit Dice</span></strong></div></td></tr><tr><td></td><td><div align="center"><em>12/12</em></div></td><td><div align="center"><em>3d8</em></div></td></tr></tbody></table></div><br/><div align="center"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body"><div style="text-align: left;"><strong><span class="bbc_u">Worn</span></strong><br/>A steel collar with a 5 ft chain hanging from it<br/>A strip of white cotton tying her hair back in a ponytail<br/>Hemp rope binding her hands behind her back<br/>(otherwise naked)<br/><br/><strong><span class="bbc_u">Backpack</span></strong><br/>Fine Clothes (Transparent Silks), <br/>Flute,  <br/>Navigator's Tools, <br/>Rapier <br/>Studded Leather (I am thinking something like this <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">(https://staticdelivery.nexusmods.com/mods/110/images/34160-3-1368250016.jpg)</div></div>)<br/><br/><strong><span class="bbc_u">Money</span></strong><br/>0 cp<br/>0 sp<br/>0 gp<br/>0 pp<br/></div></div></div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body"><strong>Where are you from?:</strong><br/>Luanne is a member of the Molonovan tribe. The Molonovan's have minimal presence on the main continent as the tribe is a sea fairing tribe that mostly lives on isolated islands scattered across the eastern sea. Molonovans are a deeply musical culture with song and dance being used to convey ancestral knowledge of the stars and the natural world. Most members of the tribe spend much of their lives sailing between islands and bringing trade goods between the islands. Between the heat and the risk of clothing snagging on ropes, nail heads or fishing hooks Molonovans rarely wear any clothing while aboard their ships. While on land, many wear skirts fashioned from reads and grasses often adorned with local flowers as accents. Many outsiders are astounded by the Molonovan's sea fairing capabilities when they discover that the Molonovan ships are basically a couple of canoes lashed together. On the islands they have numerous small villages each one specializing in a product while also producing several others to a lesser extent, such products include pottery, fish, wood crafts, paper mulberry cloth and any other good that their people needed. <br/><br/>The tribe used a matrilineal system for tracking genealogy and had amazingly balanced gender roles, with both men and women taking in part in the fishing, crafting leadership and all other aspects of tribal life. The one exception to this rule was the story singers, women who trained from birth to memorize all their people's songs verbatim to ensure that they did not change over time. Any story singers were to raise any daughter's that they may have (or their granddaughters should they bear no daughters of their own) to be story singer's in their own right. Story singers are well respected and need not help out in any other duties other than spreading knowledge that amongst their people, although they usually helped out as much as they could anyway. They are often sought after for advice and healing for any problems the people may have, from poor harvests to disputes to broken legs.<br/><br/><strong>Why did you leave and what have you left behind?:</strong> <br/>Luanne did not exactly leave by choice... She was on the island of Mokupuni Lāʻau, one of the larger islands that her people lived on that was covered in a lush forest that provided much of the lumber that they used to make boats when a Zakarian raiding party landed. The Zakarians raided their supplies and enslaved much of the population, killing the rest. Most of the Molonovan slaves were kept on the island to harvest wood for the building of great ships and some upcoming war that Luanne heard some of the soldiers whispering about. A few dozen of Luanne's people that the Zakarian's thought would sell particularly well were brought back to Twip with the army, most were women that the soldiers took a fancy to while making jests about their exotic beauty and "obvious willingness" implied by their lack of dress, but a few were men that were particularly strong and would sell well as labourers, as well as one old woman who made exceptional pottery. Luanne was one such young woman that the soldiers brought back to the ship to have some <em>fun</em> with, and while she did try to put up a fight they easily overpowered her rendering her flailing fist useless as they tinked of the soldiers' armour and they simply picked her up tossing her over their shoulder. <br/><br/><br/><strong>How did you become as skilled as you are?:</strong><br/>Luanne gained much of her knowledge about the world and it's history learning from her mother, Akamai-Kekahi,  singing sings at night by the fire and learning the practices of her people. As part of her training was learning the traditional dances of her people, medicine, and all kinds of general knowledge passed down from her ancestors, including arcane knowledge that the songs whispered of from the <em>Time of the Thousand Lights</em>. One night while she and her mother were working through the motions of one of their dances by the pale light of the moon on a ship they were amazed that as they continued the routine the wind seemed to follow their motions caressing their skin before rushing in the direction they flicked, gathering into a great gust filling the sails. Amazed by what had just happened the two looked around together and saw a singular pinprick of light in the sky, something only they knew to be called a star.<br/><br/>Over the years Luanne was groomed to be very persuasive as without a firm, cool hand many arguments could get out of hand and it was her job to see to it that they were quickly resolved. It was during one such lesson, settling an argument over where to replant a field that had been overtaken by rot, that the raid happened. When a soldier hit Akamai-Kekahi over the head knocking her out, Luanne ran to try and defend her mother, despite being clad in nought but a grass skirt and a floral wreath on her head against a much taller, stronger man in metal breastplate, with a sword... Honestly, Luanne wasn't sure what she was hoping to accomplish, but she was certain was expecting to do at least slightly better than hitting the chest plate, letting off a deep ringing tone, then having both her wrists grabbed in one hand, then slung over the man's shoulder as easily as if she were a fishing net, and no amount of kicking did anything but give her a stubbed toe and a painful slap on the butt. That night as the men drank to their victory was the first of many nights that she learned how to service men, though it is up for debate how much of a participant she could be tied down as she was.<br/><br/>Luanne was unsure how much time had passed, she had lost track after about a week, but she thought it had probably been at least a month of travel, some by ship, some marching around troop formations when she arrived at what the soldiers called Zakar. Luanne stared in amazement at the sheer scale of the city. Her peoples largest towns could probably fit their entire populations inside a single of the larger buildings! As Luanne and her fellow slaves were unpacked off a wagon they were chained one person to another by their collars and led along to a grand plaza. Luanne was unnerved by the lecherous looks, lears and catcalls from passing men, she had lived her entire life in what she was now coming to realize was considered scantily dressed by these people. <em>How primitive! Why should it matter what one wore, one should dress for the weather and the task at hand, not some contrived sense of fashion! Then again...</em>, Luanne stared up at the sheer scale of the buildings. As the line of slaves passed a particularly uncooth building with men drunkenly stumbling out Luanne reflexively tried to cover her bare breasts and exposed vagina (her skirt having been torn away long ago), a reflex that she had only developed while being paraded for the soldiers as it had never before in her life been a concern. <br/><br/>Once brought into a building that seemed to serve the purpose of processing and housing new slaves they were put through a number of rigorous tests, from tests of strength (which she failed miserably, she had been weak, to begin with, then prolonged confinement and malnutrition only exacerbated that problem) to tests of knowledge, writing, dancing, singing any other test that might be able to advertise some use for the slaves to increase their sell value. Luanne's friends and acquaintances got led off one by one and seemed to have done reasonably well although what that meant or if that was a good thing was up for debate. As Luanne had gone through the testing she seemed to gather a small crowd of interested slavers that were talking eagerly, it seemed that she was doing exceptionally well, <em>yippy...</em> <br/><br/>Luanne was then dragged off without explanation and shoved into a tub of frigid water and tossed a bar of soap. She stared blankly at her captors for a long moment before sighing and while shooting them a dirty look, began to wash up. She was honestly quite happy to get clean, it had been far too long since she had been allowed to clean up and it's not like she wasn't used to bathing with other around, just usually those around were warmly chatting and not staring at her with a cool appraising look calculating how much she was worth. Once she was cleaned up she was surprised when two other women came out in clad only in a rope harness and began to tease out the knots that had formed in her hair. Cleaned up and now looking quite presentable she was led along to a well-guilded room, inside she saw a woman striding around in extremely fine silks attended by all manner of servants and slaves with many other types of people coming and going to talk to her. Luanne squirmed slightly and tried to resist but to no evail as the people who had guided her along clamped shackles to her wrists then hoisted her upon a pully at the side of the room. She then was alarmed as they attached a bar between her legs that stopped her from moving her legs and kept them spread apart. One of the slavers then walked over and handed the woman a sheet of paper that Luanne suspected was filled with her test results. The woman seemed impressed at the sheet and strode confidently over to examine Luanne, the woman poked and prodded every inch of Luanne, going as far as to poke around inside her quim and spinning her around as she hung there. "Well, congratulations, you have been selected to be trained as a court slave. Depending on how you do we can teach you all manner of beguiling arts and ways to use your feminine wiles." <br/><br/>With that began Luanne's difficult training in the arts of seduction and persuasion and how to plant ideas in the heads of visiting dignitaries that she was loaned to for the night and all manner of other skills that would be useful to a court slave. She eventually learned that that ending up there was not a sure thing as she still had to go through auction and get sold, but they could bring her to a high-end auction and advertise her in a way that would likely get her bought by the court. <br/><br/><strong>How/why did you come to Zakar?:</strong><br/>(See above)<br/>As far as actually ending up with the group Luanne can be purchased by a wealthier character, or something can go wrong that makes her get sold for cheap to the common folk. Perhaps she accidentally angered someone by not knowing who they were and they ensured she was sent to a common whore house or some other similar concept. Alternatively, she gets stolen or loaned out, or as the peace treaties come to a close the court sells off many of their slaves to pay off war debts. I am cool with any way of connecting the story to the party that works for the world well.<br/></div></div>