rgoodbb
Adventurer
Insure your relatives
When embarking upon the fantastical vocation of adventuring, most characters forget one thing above all, their family.
You can guarantee throughout your adventuring career, at some point one or more of your family members will be:
You, my friend require insurance. We can guarantee your family’s safety. They will (up to 27 of them), while you are on your adventures, be kept in a vault that is guarded by LG paladins and Angels.
This vault will be in a secret location. It will be coated in anti-scrying paint and cannot be entered unless by prior arrangement by you. It will move occasionally to maintain secrecy and none of your relatives will be allowed to leave unless you agree to it.
With all this, you can be covered by a tithe of 50% of your adventuring earnings/filchings. Starts low and increases with your prosperity. Fair?
Alternatively to save time and money, you could tell your family of your adventurous aspirations well before you set off so they have time to come up with ways to murder you.
Orphan Adventurers. A Powerful world-shaping being called DE-‘EM will find your real family as well. Just sayin’
When embarking upon the fantastical vocation of adventuring, most characters forget one thing above all, their family.
You can guarantee throughout your adventuring career, at some point one or more of your family members will be:
- Harassed
- Threatened
- Besmirched
- Mugged
- Held up at bow point
- Abused
- Assaulted
- Abducted
- Teleported
- De Digitus Minimus
- De Auris
- Charmed and turned against you
- Warped and sent out unto…
- Found in Avernus
You, my friend require insurance. We can guarantee your family’s safety. They will (up to 27 of them), while you are on your adventures, be kept in a vault that is guarded by LG paladins and Angels.
This vault will be in a secret location. It will be coated in anti-scrying paint and cannot be entered unless by prior arrangement by you. It will move occasionally to maintain secrecy and none of your relatives will be allowed to leave unless you agree to it.
With all this, you can be covered by a tithe of 50% of your adventuring earnings/filchings. Starts low and increases with your prosperity. Fair?
Alternatively to save time and money, you could tell your family of your adventurous aspirations well before you set off so they have time to come up with ways to murder you.
Orphan Adventurers. A Powerful world-shaping being called DE-‘EM will find your real family as well. Just sayin’