Rookie_Adventurers
A product of the Adventure Party.
Adventuring is tough work, a fact that is quickly learned by newcomers to the profession. Death is always a possibility on any quest, no matter what you are, or how good you think you are, and this is a fact quickly learned by rookie adventurers on their first few quests; through either seeing their party mates fall or finding out too late that they themselves are already between the jaws of death.
Hundreds of adventurers visit the Locre tavern every day to seek out quests. For many of them, it'd be the first time they get a taste of the adventuring lifestyle. And for many of those who have never adventured before, the first few adventures are always the roughest. This is true even for powerful mages who have been studying their art for years, dangerous mercenaries with enchanted weapons, or even trained soldiers from powerful armies who have recently been estranged from their nations; no one is safe from how lethal a quest can be. That's not to say that they won't fight back, it's just that if they aren't careful, they may find themselves at the mercy of some beast or wicked sorceress.
While many visit the tavern, very few ever return from a quest, but those that do, those that survive, quickly establish themselves as regular mainstays of the tavern, while those that perish are left to fade away into obscurity. Look around the tavern now. Who will fall, and who will live on to greater things?
The Rookies
Name: Eireen
Species: Human(???)
Job: Thief
Nobody quite knows where Eireen comes from or why she's at the tavern, mostly because no one has been able to get her to talk. Her robes, and her bow and arrows, appear similar to what people from the Grand Bog would have, but that's the only clue about where she's from. Well, she does have a bad habit of snapping up insects with her long, sticky tongue, which does get her some strange looks from the other patrons of the tavern. There have been rumors of frog-like people who live deep in the Grand Bog... Could Eireen be one of those? Still, despite her silence, Eireen isn't a shy or awkward woman, even if being in her presence creeps some of the other patrons out.
Name: Lily Greene
Species: Human
Job: Water Mage
Before practitioners of water magic become fully-fledged water mages, they must first make their pilgrimage to the temple of the Water Goddess, where they are 'blessed' by the council of Water Mages. This is how Lily ended up at the Tavern. While on her own pigrimage, often found herself wondering if her water magics were good enough for the council. No, she finally decided as she passed through the town of Bridge, I must train more. And what better way to train than trying out her magic in dangerous adventures? While a water mage is an invaluable addition to any Party, Lily has a chip on her shoulder that has not made her popular with the rest of the patrons in the tavern.
Name: Anna Peatmoss
Species: Human
Job: Barmaid
Anna has become a sort of permanent mainstay at the tavern. She's been there longer than many of the regulars, serving them drinks and food and cleaning up their messes, and as far as anyone can remember, she's been the only barmaid the tavern has had. But she hadn't always been a barmaid. She was a promising young student in the university in Braganza at one point, which has often led her to wonder what happened to her life. Recently she's been encouraged by the owner of the tavern to go out on quests, see the world... Which wouldn't be a problem if she had any figthing ability at all. All she has, instead, are two-bit light magics; protection spells, flashes of light, paltry buffs. She knows that out on a quest isn't a barmaid's place, but what can she do?
Names: (From left to right) Julia and Shirley Matterson
Species: Humans
Jobs: Mechanics
Like many patrons of the Tavern before them, the Matterson twins are sort of a mystery. Who are they? They claim to be engineers stranded on the contitent after their flying vessel crash landed near the town of Bridge. Where do they come from? They claim to be from the technologically advanced nation of Altaer, a nation that, by all accounts, doesn't exist yet. Plus, they're just too symmetrical; it's obvious they share more than their looks and their voices. Despite the mystery surrounding them, their goals are clear: They want to find a way to get back home, and to do this they must repair their vessel. So they mill about the Tavern, collecting the money and materials they need to do this. Between them, they share a vast amount of engineering knowledge, and know how to make an abundance of devices that run either on steam or some strange, arcane magic.
Name: Kurenai
Species: Human
Jobs: Ninja
Kurenai was once part of a theif's guild in the Kingdom of Impor, and their specialty was stealing from adventurers. Adventurers having just come back from their quests were perhaps the easiest targets of theives; they were exhausted, and they carried with them a rather impressive amount of loot. This is how Kurenai operated, day in and day out, sitting at the Locre Tavern, slicing open bags of gold, stealing rare artifacts out of satchels, and sharing the spoils with her guild. Then, the civil war in Impor began, and her guild quickly scattered from the chaos. Feeling right at home in the tavern from years of stealing in it, though, she decided to stay and start doing quests instead of following the members of disbanded guild.
Names: Sarah Rithfield
Species: Catwoman
Jobs: Earth Mage
Sarah will be the first one to admit that she has a small gambling problem. Card games, dice games, any game of chance, she just can't stay away from them. The party she was in beforeshe landed in the tavern often complained that she spent all their money on bets and games of chance. She'll also admit that she has remarkably bad luck, as she tends to lose more than win. Her 'small gambling problem' has put her in astronomical debt with certain people, powerful people that she would rather have off of her back. Luckily for her, being a powerful earth mage means that she has a lot of options when it comes to earning money, from landscaping, to taking risky quests as an adventurer. She just wishes that the shady figures following her would leave her alone.
Name: Sive McKeefe
Species: Rabbit
Job: Rogue
Every seafarer ought to know the name Sive McKeefe, because she practically turned 'complete spite for the seafaring life' into a business. Hopping from ship to ship, stealing cargo, breaching hulls, sabotaging expeditions, she did this all with apparent glee, but one day she made the mistake of hopping onto a ship that would take her to the continent. Before long she was captured by the authorities there, and made to pay for her crimes. And how did they choose to do it? By forcing her to go to the tavern and take quests to pay for the monumental debt she has hanging over her head. This seemed like the perfect solution: if she does manage to pay off her debt, that was great, but if she died, that would mean they had one less criminal to worry about. She likes to run her mouth, even though she lets her sword and dagger do most of the talking.
Name: Queen Uni Tai Yong of Impor
Species: Human
Job: Warrior
Even before the civil war in Impor truly began, people were already making plans to get out of the kingdom before it erupted into war, including the royal family. Princess Ebi Tai Yong was the first one to depart, leaving her mother to desperately try to control her increasingly fragmented kingdom. Then, when the bottom fell out and the war truly began, the Queen was forced to abandon the throne in order to seek safety. With her sword in hand, Queen Uni (Or is it just Uni now?) decided to follow her daughter to where she said she would begin her new life, the Locre Tavern. Despite not finding her daughter when she got there, which made her worry, the queen nevertheless settled down to become an adventurer. It was not like she had anywhere else to go, and who knew, perhaps she would enjoy it?
Name: Lumi Liyab
Species: Human
Job: Pyromancer
There are many reasons why people learn magic. Some learn it for more pratical reasons, such as those who learn water magic for their healing properties. Others do it because it opens up possibilities for future jobs, and others do it in order to give them an edge in battle. Lumi learned fire magic for an entirely different reason: to perform. Those that follow a certain roving circus from the northern mountains are well aware of Lumi Liyab, the fire tamer, who's daring shows involve firebreathing, spinning embers flying through the air and over the audience's heads, as well as tricks involving a firey whip and dangerous hoops of fire. Lumi loves the look on the audience's face when she does her act, it's the entire reason she got into performance in the first place. However, with the numbers of her audience dwindling by the year, and the circus paying her less and less money, she has felt a lull in the performing business which prompted her to visit the Locre Tavern and make a living off of using her fire magic for adventuring purposes.
Name: Ester Torimi
Species: Elf
Job: Diviner
Ester has an answer for everything. She ought to, for she claims she is the Prophet of the Moon, an apparently mystical figure given impressive divining skills that other diviners and others blessed by the goddess of the moon could only dream about having. Aside from moonlight magic, she has the ability of telepathy and a rather impressive ability to see both the far and near future with a snap of her fingers. Aside from these powerful abilities, being a Prophet of the Moon means that you have to follow the whims of the moon goddess, given to you through visions. It was through one of these visions that Ester saw the Locre Tavern, and her calling to become an adventurer. She does not know whether there will be glory or death in her future, aside from a rather troubling vision that she and her family line will die under black magic, but she is happy to perform her duties as a prophet while she spends her time in the Tavern.