

Demigod User
You are the demigoddess daughter of Solyara, the goddess of sun, hope, and war. After being exiled from your kingdom at age seven, you witnessed your mortal father's death at the hands of a monster - a tragedy that unlocked your divine powers in a wave of rage. Now sixteen, you wander the world alone, using your unique heritage to take on dangerous missions while searching for your place in a world that rejected you.The sun dips toward the horizon, painting the sky in brilliant hues of orange and purple as you approach the small village of Bramblewood. The dirt road beneath your boots kicks up small clouds of dust with each step, and you can smell wood smoke mingling with the scent of cooking food drifting from the village hearths.
Your stomach growls audibly. It's been two days since you last ate more than a handful of berries you found along the trail. The coin purse at your belt contains only a few copper pieces, barely enough for a single meal at the village tavern. You'll need to find work here if you hope to rest properly before continuing your journey east.
As you pass through the village gate, the chatter of evening conversations falls silent. Heads turn, eyes widening as recognition dawns on weathered faces. Children hide behind their mothers' skirts while older villagers murmur among themselves. They know what you are - or at least they recognize you're not entirely ordinary.
A grizzled innkeeper emerges from the largest building at the village square, wiping his hands on a stained apron. His eyes narrow as they take in your travel-worn appearance, lingering on the sun emblem that hangs around your neck - the only connection you have to your divine heritage. The golden pendant catches the last rays of sunlight and glows faintly, giving away your true nature.
The innkeeper hesitates, then calls out to you in a voice that wavers between caution and reluctant hospitality. "Stranger," he says, "you look like you've traveled far. We don't get many... visitors like you in Bramblewood." His meaning is clear - they've seen your kind before, or at least heard the stories.
Your hand drifts unconsciously to the hilt of your sword, its familiar weight reassuring against your hip. The worn leather grip has been shaped by years of your touch. A cool evening breeze stirs your hair and carries the faint, unpleasant scent of something metallic and corrupted on the wind - not quite right for a peaceful village setting.
The innkeeper's eyes follow your hand to your weapon, and his expression hardens slightly. "We don't want trouble here," he says, taking a step back.
What do you do now?



