Ze Blitzkrieg Wrote:Name: Nedda Underbough
Age: 36
Species: Mousefolk
Appearance: https://i.imgur.com/vZuXyY8.jpgSpoiler (click to show/hide):
Background: A native to the city of Rosdorf, Nedda's story isn't a particularly rare one. As a younger woman, she admired many of the brave adventurers who would frequent the city on their journeys into the frontier, and eventually, that admiration led her to warming the bed of one of them. While the man himself did not remain for long, she would always have a token of his esteem in the form of four children the following year. Raising a gaggle of rambunctious mice while providing for them was no easy task, and Ned frequently took on odd jobs to keep her would-be family afloat. With her children now grown and out of the house, she's recently taken on a more permanent position at a local adventurer's guild. Due to staffing shortages, she's managed to become its impromptu manager in record time, spending her days keeping track of the lads and making sure everyone is fed and paid and, perhaps most importantly... satisfied. She always did have a type.
Traits: Cooking +8, Paizuri +12, -7 Handling Compliments
The evening's rainfall brought plenty of wanderers in from the wet and windy streets of Rosdorf. The glossy, candlelit windows of the Rostdorf Adventurer's Guild house trickled over with rain water as you gathered together a bundle of green and grey cloaks, licked with mud along the ends, for the evening's washing. Stationed in a web-roaded city rather than on the open green fields of a village, the Rosdorf guild house was built tall rather than wide. Three stories and a loft for staff to sleep in, plus a basement to provide a training area for adventurers staying over, this building was wear guild listed adventurers would gather at the end of their latest journey or when they're prepared to begin another.
With the lands as vast and wild as they are, the safety of the realms was often beyond the scope of any army or standing guard force. Neutral mercenaries and heroes were often needed to keep the roads safe and look after the needs of the common folk. The Adventurer's Guild started up as an unofficial collection of Inns and Shopkeepers that worked to keep the few skilled and brave enough to do these tasks supplied and cared for in return for being able to easily reach them in a time of crisis. This proved so successful that they even managed to draw in more would be adventurers to sign up for similar arrangements, earning training from the more experienced members and gaining gear to start out with in return for a share of any loot or rewards from their quests.
It wasn't long before this arrangement was formalised in an official capacity as the Adventurer's Guild, where ambitious, adventurous and heroic folk could sign up to take up jobs and earn benefits in kind for the quests they complete. It was here that you worked, along with a small staff of helpful assistants, keeping the adventurer's that come here fed, providing rooms for rest and cleaning their clothing after a long and messy adventure.
Some nights were quiet, with nary an adventurer in sight, others had each floor filled to the brim with adventuring parties amassing together to prepare for joint efforts known as raids against a particularly might threat. This evening wasn't anything half as chaotic as that, but you did have a few different adventuring parties to deal with. Having taken the cloaks of the last group you tended do, they were sorted for the evening, but you had three other tables to see to. Fortunately you were not so short staffed at the moment that you had to see to each one yourself. Whichever you approached, other members of staff would be able to see to the remaining two. It was just a matter of deciding which table you wished to take care of tonight.
1. Outland Warriors from the Northern Peaks - These tall, proud people make for fierce barbarians and fighters, often specialising in beast hunting or dealing with tribal warriors causing trouble. They can be a rowdy and aggressive bunch, but get them in a good mood and they'll sooner sing songs and boast of past conquests than throw a punch. That doesn't necessarily mean they still won't break some furniture however. It may be wise to send someone over there sooner rather than later to make sure they behave themselves.
2. A Group that called themselves the Moonlight Seekers - They specialise in hunting down creatures of the night, vampires, werewolves, banshees and ghouls. Most of what they deal with are solitary predators smarter than the average beast that often need to be killed in very specific and secretive ways. As a result this group tends to be compromised of very stern and stoic sorts, though it seems there are a few more upbeat ones in this particular party - perhaps a younger batch of recruits. Its a little unnerving to see them in the city, as that usually means a hunt of theirs is nearby. Hopefully whatever it is, isn't one of the more dangerous ones. Either way, they will likely need a great deal of attending to if they are to be in suitable shape to deal with whatever threat they're up against.
3. What seem to be novice Ruin Delvers looking over some old maps - With the world as filled with dangerous and powerful creatures, armies and magical forces as it is, many cities, castles and temples of various civilizations have been lost in the wilderness throughout the ages. Adventurers like these seek out these lost ruins and uncover mysterious of the past and the treasures that lie within. Normally treasure seekers and the historically inclined make their way into these groups. These ones seem to be trying to compare ancient maps to newer ones to find something near this very city - though if there is something here it likely isn't visible from the surface or it would have been found long ago. Their jobs can be dangerous, those old ruins tend to be filled with traps, but generally they have less threats to deal with than the other adventurers. They are known to tip well, however, especially if they've recently had a big score.