Sara Sidereal
a bat
You already knew:
You’ll never need to repair your weapons or armor, and they will never be stolen from you or destroyed.
You learn the following:
There is no blacksmith, but there is a dry goods store, which might have a few things useful to you.
You are allowed to carry your weapons in town openly, since Erana’s enchantment prevents all violence.
Zara knows little about the brigands; only that they became much more numerous and more aggressive fairly recently. She recommends speaking to others in town about this.
There are monsters in the forest, but you already knew that from talking to the guildmaster. However, Zara mentions “Night Gaunts”, undead spirits which are rumored to slay the living who sleep outside at night. Not much else is known about them.
Zara doubts anyone in town is willing or able to help you fight directly.
She recommends checking at the guild hall if you want to learn about the adventurers who preceded you. She’s not concerned with such matters.
Zara doesn’t stay here. The shop you’re standing in isn’t in Spielburg, she explains. The view through the opening behind her backs her up: you’re looking down at the clouds.
She seems totally uninterested in your personal life, and grows increasingly impatient while you monologue. She asks that you leave her in peace if you have no further need of her services or knowledge.
Also, you already have a backstory - although it won’t matter much until a lot later.
You’ll never need to repair your weapons or armor, and they will never be stolen from you or destroyed.
You learn the following:
There is no blacksmith, but there is a dry goods store, which might have a few things useful to you.
You are allowed to carry your weapons in town openly, since Erana’s enchantment prevents all violence.
Zara knows little about the brigands; only that they became much more numerous and more aggressive fairly recently. She recommends speaking to others in town about this.
There are monsters in the forest, but you already knew that from talking to the guildmaster. However, Zara mentions “Night Gaunts”, undead spirits which are rumored to slay the living who sleep outside at night. Not much else is known about them.
Zara doubts anyone in town is willing or able to help you fight directly.
She recommends checking at the guild hall if you want to learn about the adventurers who preceded you. She’s not concerned with such matters.
Zara doesn’t stay here. The shop you’re standing in isn’t in Spielburg, she explains. The view through the opening behind her backs her up: you’re looking down at the clouds.
She seems totally uninterested in your personal life, and grows increasingly impatient while you monologue. She asks that you leave her in peace if you have no further need of her services or knowledge.
Also, you already have a backstory - although it won’t matter much until a lot later.