>Sure thing. But if things go south, I will do things my way.Doorman: And by your way, you dont mean that knife of yours, right?
You give him silence. Before he manages to break it, you ask:
>I also want some information about this place before I start, I know fuck-all about this place. At least enough to not offend any religious nuts, incite a race war, or piss off the baron too much, that sorta stuff.He tilts his head
Doorman: How much [italics] do [/italics] you know?
>There are green men walking around. Fill me in here.He sighs, and then proceeds to chugs from his bottle.
And he chugs.
And he chugs.
Aaaaaand he chugs.
You have had enough waiting, and decide to pop open the "whiski" you found earlier to join him. Smells like cinnamon and caramel. It tastes like it smells, but with an additional nutty flavour.
During you drinking session, you learn the following:
You are currently in a town called Alfreds Barony, owned by the baron Alfred. Recently he has been more strict on taxing the populace. Rumor is, he is either preparing to build up an army, or have undesireables leave this place.
The town is located in the northern part of an area called "the Wide Open." What the Wide Open is exactly, you did not manage to find out tonight.
And yes, there are green men walking around, but more often than not, its just people covered in green paint, from head to toe. Apparently there is a legend about a green man that became a saint long ago, and some tries to replicate him in order to rise to greatness.
You have one day worth of time before you have to help out at the bar
-How do we spend the time until then?-
>Explore the surroundings (Anything you are looking for?)>Gather more info from Doorman (Generally/specify)>Drink as much alcohol as possible, it is free after all>Write inYou may choose multiple options if desired, with a diminished effect. (ex: Exploring alone gives more time to discover more, vs explore + drink)
>>5473793For all we/the player knows, this all might be an elaborate larp