Lirrah looked up, wide-eyed, at her newest customer. Her first instinct was to run and hide, but she was stuck to the spot. As her brain processed the fact that there was, indeed, a gigantic demon woman standing in front of her, a few extra pieces of information clicked into place.
No one seemed to be panicking, at least not any more than one would panic before a confrontation. Some were maybe uncomfortable, but they weren't drawing their weapons. Searching her memory, Lirrah alighted upon a tidbit she once heard about a demon that she might see around one day. Apparently, one of their finger-wigglers could summon one, and she usually did this on the front lines. Since Lirrah tended to stay at base camp, it figured that she wouldn't have seen this woman before.
Lirrah had honestly thought it might have been a joke.
But even so, they didn't mention how damn big she was supposed to be. Ila-Nem, this demon was as tall as three of Lirrah standing on each other's shoulders! And so red!
After standing dumbfounded for almost a minute, she managed to drag herself back to reality. If she was going to go near the front lines to help, she couldn't let things like this freak her out.
But she was so big-
"Puh-puh-pweased tomeechu!" she found herself stammering like an ignoramus.
She looked around in a panic, and bolted back into her tent, quickly bringing out a few fruity pastries in her tiny, trembling arms. She was good with diplomacy, but not with bravery.
She wanted to tell the woman [on the house], but there wasn't a single bone in her body that would allow her to string those words together in that configuration. As if on instinct alone, she blurted out the inflated price she charges everyone.
"S-s-six hundred each! D-don't tell anypody I let you have some! I m-mean, i-if that's OK with you!"
A good deal below the crimson flag of the roaring lion was a much smaller, much lower-budget flag emblazoned with the image of a melon-cake that said "Matayannah Trading Company". It was just under this flag that Lirrah had set up shop, standing behind a long table full of snacks and confections. The tiny Nem was nearly obscured behind all of her offerings, but her honey-sweet smile and loud pink hair could not be ignored.
"Treat your nerves with something tasty! If it's the last thing you eat, make it something good! For our amazing soldiers about to join compat, we have a special deal for you! Purchase a savory snack now, and receive a free pastry to enjoy after your hard-fought victory!"
Lirrah had been scolded before about loading soldiers up with candy pre-combat. Adults can make their own choices, she had thought, and whether it was a good or bad one wasn't her problem. Though Lirrah still believed this, that scolding gave her the idea for this special: incentivize purchasing a snack better for your stamina now by throwing in a sweet for later.
The deal was not only cost-effective for her captive customers, but it had the added benefit of inspiring them: they need to live through combat so they can enjoy their free pastry. Sometimes, even something as small as the promise of a free sweet can have miraculous effects. Lirrah knew better than anyone that great things can come in small packages.
Also, such a deal would spare her from further scoldings. By meanies.
Lirrah gestured grandly to the goods laid out before her. She had bottles of nuts and dried berries, some quality meat pies, and a selection of jerky. All of which could be eaten immediately, or taken on the march to eat later. With each purchase came a claim ticket for one pastry, which she would provide when they returned. Her pastries couldn't last in a soldier's luggage, so this system was in place to maintain the standard of quality that she held herself to.
And so she didn't have to waste any of her pastries on someone that didn't come back. It was more economical like that.
(As above, but with rounder ears! Though her hair is naturally black, she dyes it pink to stand out. A merchant’s most powerful weapon is being remembered. In addition, on the occasion she needs to go outside during the day, she wears a cute, floral, wide-brimmed hat)
Personality: Sweet, caring, and good-natured on the outside. Calculating and selfish on the inside. Lirrah does what she can for the people she likes, and everyone else is scarcely a concern of hers. She has no particular investment in Velt or Ithillin aside from the knowledge that brewing hostilities are a good business venture. It would be easy to label her as another amoral war profiteer, but it’s hard to make the title stick when she’s personally serving hot meals to the folks on the borderlands (for a fee, of course). In any case, she is outgoing, personable, and really lays on the cute. Cute is good for business.
Brief Backstory: Born into a humble family of sweets-makers with three older brothers and three older sisters, it would be no exaggeration to say that Lirrah was the baby of the family. If she wanted acknowledgement, she had to work for it. Whether she had to lie or exaggerate or even shout, she was always yapping in order to get attention.
From a young age, this served her well, though it got on her siblings’ nerves. She learned how to cook, and was quite talented, but her gift of gab often had her strutting the sand to entice customers instead. She and her family’s trade became so well-known through her raw, extroverted moxie that she was considered by many to be the unofficial mascot of the store. She and her family’s brand of sweets soon became inseparable.
For most attention-seekers, this amount of notoriety would be enough to live a lifetime, but Lirrah wanted more. Her cries yearned to reach more ears. She wanted to say something that the entire known world would one day need to listen to.
On her sixteenth birthday, people came from settlements all around to celebrate her. It was at this moment that she decided to cash in all the affection and goodwill she had earned from a lifetime of honeyed words as sweet as the ripest melon juice. She wanted to leave the village, and travel north. For that purpose, she collected many investors and partners who would fund and stock her caravan, with no proof of success other than the borderline disgusting amount of aplomb with which she conducted herself.
Everyone likes sweets.
Her network was enormous. The affection that everyone had for her was overflowing. And flow it did, into coins and goods and equipment that would enable her desire to reach north. As far northward as she could go… so far, and so high, that even she could look down at the world despite her people’s relatively short stature.
It took a while, of course, to get everything ready. But within a few years, funds and equipment in hand, she reached Velt. This was only going to be her first stop, but it would be a profitable one. She had weapons to feed into the growing fires of hostility, and Nem glasswork and art pieces to appeal to nobles who wanted to show off how world-wise they were and who had more money than sense. With her charms, and the situation to her advantage, it was almost impossible to fail. She made a killing when she finally arrived and, happy with the numbers, decided to move onto Ithillin. What happened when everything boiled over wasn’t important. What was important was making her money off both sides and getting out, continuing to reach ever northward.
The situation was not exactly as it was described to her.
The conflict was practically already happening, and the borderlands were almost a war zone, with skirmishes and bandits and monsters out in force. Lirrah learned this when she picked the most reasonably under-staffed point on the border to make her trip, and found her caravan surrounded by marauders. Though she could shoot a bow (her home village was small enough that everyone needed to learn), she was not a real fighter. Her hired muscle fell quickly to the deluge of bandits, and she was soon surrounded.
She didn’t want her ambition to end there, but what could she do?
Then, the Lions roared.
Routed efficiently to the last, the bandits went from an overwhelming bellow to a simpering swan song within moments. Lirrah explained the situation to the Lions, embellishing to make herself seem less opportunistic, and she soon learned that things were more dire between the two nations than she had imagined.
A caravan cannot move north through a river of blood. Even avoiding everything else, the upcoming conflict could capture her supply chain and leave her stranded. There was nothing else for it. Thinking quickly, she talked her way into a mutually beneficial exclusivity contract with Velt during wartime. Her supply chain would be useful, and she could set up shop personally among the group that had helped her. Until the war was over, she would need to hold out. She didn’t want to pick sides initially, but as it turned out, a side picked her.
Equipment: A diverse array of highly saleable wares! Within reason, of course. The art objects get sold far before they reach Lirrah, because warriors on the frontline have little need for such things. If there’s something specific a soldier wants, however, she can usually get it in a week or so depending on rarity. She stocks generic weapons, along with some more interesting exotic weapons from her homeland. Nem bows, especially, are in high demand. With the ever-present threat of skirmishes, she stocks a ridiculous amount of healing potions. More high-end wares include enchanted rings and brooches, with a variety of protective effects, and even magical weapons. Nem alcohol is, to most, a novelty, but she gets enough requests from those who have taken to it to keep it in stock (and to drink herself).
When out and about, she carries a bow and a good supply of potions, as well as a few explosive flasks and acid bombs. She has an enchanted hat that cools her and gives her a lot of shade, though seeing beyond the immediate bound of that shade is still difficult as a Nem. Mostly it makes travel during daytime much more comfortable.
Skills:
Diplomancer: Lirrah is very good at talking to people, and even getting them to agree to things they normally wouldn’t. She’s that charming! She’s a natural in any environment, from swanky party to seedy bar. She can lie as naturally as she breathes, and can make herself the center of attention with little effort. Conversely, during a combat encounter, she can turn up her cute and helpless act such that most reasonable enemies wouldn’t target her unless they had no other choice. Very helpful as a merchant!
Swift: Lirrah is dexterous, agile, and quick on her feet. On the rare occasion she can’t talk or act her way out of danger, she can usually escape it. Her sight, mainly in the dark, is immensely keen. She’s good with a bow, though aiming far away is difficult for her during the day. She’s practiced enough with the sling to fling dangerous flasks many feet away. Fast hands are useful in the kitchen, and she's also quite good at sewing and knitting.
Gourmand: Lirrah is an excellent cook. She’s best at dishes from her home country, but picks up new cuisine quickly as well. Sometimes, the difference between a dead soldier and a living one is a happily-fed belly. She’s especially gifted at desserts, which she can make at the level of a genius patissier. She can only make so many to her exacting standards day to day, that they run out quickly. People have gotten into fistfights over the strawberry shortcake!
(As above, but with rounder ears! Though her hair is naturally black, she dyes it pink to stand out. A merchant’s most powerful weapon is being remembered. In addition, on the occasion she needs to go outside during the day, she wears a cute, floral, wide-brimmed hat)
Personality: Sweet, caring, and good-natured on the outside. Calculating and selfish on the inside. Lirrah does what she can for the people she likes, and everyone else is scarcely a concern of hers. She has no particular investment in Velt or Ithillin aside from the knowledge that brewing hostilities are a good business venture. It would be easy to label her as another amoral war profiteer, but it’s hard to make the title stick when she’s personally serving hot meals to the folks on the borderlands (for a fee, of course). In any case, she is outgoing, personable, and really lays on the cute. Cute is good for business.
Brief Backstory: Born into a humble family of sweets-makers with three older brothers and three older sisters, it would be no exaggeration to say that Lirrah was the baby of the family. If she wanted acknowledgement, she had to work for it. Whether she had to lie or exaggerate or even shout, she was always yapping in order to get attention.
From a young age, this served her well, though it got on her siblings’ nerves. She learned how to cook, and was quite talented, but her gift of gab often had her strutting the sand to entice customers instead. She and her family’s trade became so well-known through her raw, extroverted moxie that she was considered by many to be the unofficial mascot of the store. She and her family’s brand of sweets soon became inseparable.
For most attention-seekers, this amount of notoriety would be enough to live a lifetime, but Lirrah wanted more. Her cries yearned to reach more ears. She wanted to say something that the entire known world would one day need to listen to.
On her sixteenth birthday, people came from settlements all around to celebrate her. It was at this moment that she decided to cash in all the affection and goodwill she had earned from a lifetime of honeyed words as sweet as the ripest melon juice. She wanted to leave the village, and travel north. For that purpose, she collected many investors and partners who would fund and stock her caravan, with no proof of success other than the borderline disgusting amount of aplomb with which she conducted herself.
Everyone likes sweets.
Her network was enormous. The affection that everyone had for her was overflowing. And flow it did, into coins and goods and equipment that would enable her desire to reach north. As far northward as she could go… so far, and so high, that even she could look down at the world despite her people’s relatively short stature.
It took a while, of course, to get everything ready. But within a few years, funds and equipment in hand, she reached Velt. This was only going to be her first stop, but it would be a profitable one. She had weapons to feed into the growing fires of hostility, and Nem glasswork and art pieces to appeal to nobles who wanted to show off how world-wise they were and who had more money than sense. With her charms, and the situation to her advantage, it was almost impossible to fail. She made a killing when she finally arrived and, happy with the numbers, decided to move onto Ithillin. What happened when everything boiled over wasn’t important. What was important was making her money off both sides and getting out, continuing to reach ever northward.
The situation was not exactly as it was described to her.
The conflict was practically already happening, and the borderlands were almost a war zone, with skirmishes and bandits and monsters out in force. Lirrah learned this when she picked the most reasonably under-staffed point on the border to make her trip, and found her caravan surrounded by marauders. Though she could shoot a bow (her home village was small enough that everyone needed to learn), she was not a real fighter. Her hired muscle fell quickly to the deluge of bandits, and she was soon surrounded.
She didn’t want her ambition to end there, but what could she do?
Then, the Lions roared.
Routed efficiently to the last, the bandits went from an overwhelming bellow to a simpering swan song within moments. Lirrah explained the situation to the Lions, embellishing to make herself seem less opportunistic, and she soon learned that things were more dire between the two nations than she had imagined.
A caravan cannot move north through a river of blood. Even avoiding everything else, the upcoming conflict could capture her supply chain and leave her stranded. There was nothing else for it. Thinking quickly, she talked her way into a mutually beneficial exclusivity contract with Velt during wartime. Her supply chain would be useful, and she could set up shop personally among the group that had helped her. Until the war was over, she would need to hold out. She didn’t want to pick sides initially, but as it turned out, a side picked her.
Equipment: A diverse array of highly saleable wares! Within reason, of course. The art objects get sold far before they reach Lirrah, because warriors on the frontline have little need for such things. If there’s something specific a soldier wants, however, she can usually get it in a week or so depending on rarity. She stocks generic weapons, along with some more interesting exotic weapons from her homeland. Nem bows, especially, are in high demand. With the ever-present threat of skirmishes, she stocks a ridiculous amount of healing potions. More high-end wares include enchanted rings and brooches, with a variety of protective effects, and even magical weapons. Nem alcohol is, to most, a novelty, but she gets enough requests from those who have taken to it to keep it in stock (and to drink herself).
When out and about, she carries a bow and a good supply of potions, as well as a few explosive flasks and acid bombs. She has an enchanted hat that cools her and gives her a lot of shade, though seeing beyond the immediate bound of that shade is still difficult as a Nem. Mostly it makes travel during daytime much more comfortable.
Skills:
Diplomancer: Lirrah is very good at talking to people, and even getting them to agree to things they normally wouldn’t. She’s that charming! She’s a natural in any environment, from swanky party to seedy bar. She can lie as naturally as she breathes, and can make herself the center of attention with little effort. Conversely, during a combat encounter, she can turn up her cute and helpless act such that most reasonable enemies wouldn’t target her unless they had no other choice. Very helpful as a merchant!
Swift: Lirrah is dexterous, agile, and quick on her feet. On the rare occasion she can’t talk or act her way out of danger, she can usually escape it. Her sight, mainly in the dark, is immensely keen. She’s good with a bow, though aiming far away is difficult for her during the day. She’s practiced enough with the sling to fling dangerous flasks many feet away. Fast hands are useful in the kitchen, and she's also quite good at sewing and knitting.
Gourmand: Lirrah is an excellent cook. She’s best at dishes from her home country, but picks up new cuisine quickly as well. Sometimes, the difference between a dead soldier and a living one is a happily-fed belly. She’s especially gifted at desserts, which she can make at the level of a genius patissier. She can only make so many to her exacting standards day to day, that they run out quickly. People have gotten into fistfights over the strawberry shortcake!
Absolutely! Send me any language ideas you have. I like making sure my names fit for the culture and the character. Maybe some Nem-specific swears too lol
Thank you very much for the information! I'll get to work on something tonight-ish.
Is there any real life analogue for their food and/or naming conventions that I could take inspiration from? I'd like to give her a name that reflects the region she's from, and maybe come up with my own dishes as well. Spiced crab and melon paste is a good start, though. Pragmatic, flavorful, and communal dishes come to mind.
Oh, and since she'll have been in Velt for a while, she'll have wanted to learn their food too. Any small information about that would be appreciated as well.
Could I ask for more information on the continent that Nem come from? I thought it might be fun to play a Nem merchant from afar, who carries a variety of interesting items and has excellent cooking skills. Since it seems like a combat-oriented game, she'll have the ability to protect herself, but she'd nominally be in a sort of item support role.
I'd like to know about their culture, any major imports or exports, and of course the cuisine. Oh, and the name of the continent and/or the countries in it.
Also, I'd like to know about any interesting fantasy items I could carry if the concept doesn't sound too bizarre. Potions, alchemical flasks, enchanted items, etc
Hina whined stupidly as Kaori carried her off, and then when Kaori webbed her mouth shut, she whined stupidly except muffled, which ironically seemed like it would be more suspicious. The Bystander Effect, however, was in full swing and no one seemed interested in inquiring about this whining girl. Seeing as the two looked, to these Humans, to be completely normal young women, they probably assumed that Hina was Kaori's little sister or something.
Hina quietly hoped that the Spider would not make Hina refer to her as 'big sis', only to find out later that Kaori referred to herself as 'big sis', which was almost just as bad.
As Hina was tossed into a random room in the Spider's admittedly nice residence, and the door was immediately locked, she knew that her life was probably in jeopardy.
Then Kaori said she'd give Hina as many cookies as she wanted later and, dumb snack-Goblin that she was, Hina immediately felt a little better. She liked cookies, after all, and so why would someone offer her cookies if they wanted to hurt her? With this flawless logic, Hina concluded that this would probably be a (slightly) positive experience with the promise of sweets. She stopped whining a little, and started putting on all sorts of outfits. Hina knew and liked most of the things the cosplays were from (except the rope ones, which she was pretty sure were just for Kaori's enjoyment, which sent a shiver down her spine), but all-in-all, it wasn't so bad. She liked cosplay, after all, and they were good quality outfits. It's just that Kaori was weird.
Then Kaori snapped a picture of her in the gradeschooler uniform, and Hina frowned.
"Eh? If you were gonna dress me up like this anyways, then what was with dressing me up in all that other stuff? I mean, the cosplay was fun, but still! But still!"
Hina stomped her little feet demandingly, puffing out her cheeks.
"You must be pretty lonely, taking all the time you can with me. Well, as reparations for dressing me up in all that weird stuff, I demand cookies! Infinity cookies, or else I'll never play with you again! Also video games! And figures of pretty anime girls! Gimme a Madoka! And, uh, uh, I want a Holo! And Abigail Williams! I want two!"
Hina was pretty sure, despite being very childish, that Kaori would give her whatever she wanted right now. And Hina wanted things.
"Also also! Say I'm the cutest! Cuter than Tomoko, that smug Human! Say it and mean it, and I might be happy with you! It's your best deal, because you got to have a lot of fun already!"
Hina was unconcerned with Shina's teasing and Kaori's request. Of course Tomoko wouldn't allow that pervy spider to take her home and dress her up and let her serve as bait. As a detective, Tomoko would be willing to dress up herself. What self-respecting investigator would expect a Watson to do what they wouldn't? It was a sort of code of honor among detectives, Hina understood from stories. Knowing this to be true in the depths of her soul, Hina smugly listened as Tomoko explained the situation. The girl never could resist a good monologue, but this was something Hina respected as an artist herself.
"...Wait, what?"
Surely Tomoko misspoke. Hina had never volunteered to be bait. She volunteered Tomoko to be bait.
"T-tomocchi," Hina called the girl by a cutesy over-familiar nickname to re-establish their close friendship, "Tomo-tan... Tomo-tama...!"
Kaori gave Tomoko a tight hug before rounding on Hina.
"T-TOMO-DACHI," Hina whined as Kaori scooped her up and bound her with webbing, "TOMO-TOMO, PLEASE."
Hina squirmed and whined, flailing around like an unmanned fire hose but with the strength of a particularly agitated shrimp cracker. Her blubbering and squealing only proved how effective she would be at roleplaying a literal child.
"NOOO DON'T TAKE 'GOOD CARE' OF ME," Hina babbled, "OR 'BAD CARE' OF ME EITHER FOR THAT MATTEEER~"
And like that, Hina was easily carried off like a princess. Only whinier.
Before Hina could start drawing, Kaori drew her into a hug and immediately alarm bells went off. Hina groaned and kicked her little feet ineffectually, whining and flopping against the spider like a suffocating tuna. As the ghost explained what she wanted drawn, Hina slowly realized that Kaori couldn't really do anything to her in front of Tomoko if she didn't want to be punished, and calmed down somewhat. She shot Kaori a glare and puffed up her cheeks, giving the spider a saucy 'HMPH' before shaking her head and looking down at her sketch pad. Even trapped in Kaori's arms, she could draw. Hina was a true professional in the end.
If Hina assumed that the ghost enjoyed karuta as much in life as she did now, she was probably from the mid 1500s at the earliest. This meant that the samurai armor she might be familiar with would be of a full plate style that had been adapted from European armor at that time, which was a better defense against arquebusiers than the previous lamellar style. This was just as well, because drawing the individual scales would be a hassle. In order to save even more time, she would give the ghost samurai a ghost tail instead of legs. This would also signal that this samurai was, indeed, a ghost, because it would be hard to make that clear otherwise. Why was a ghost wearing armor at all? Because it's cool, alright? It's a ghost samurai.
The details were largely left up to Hina, but given the description, she assumed it was something of a self-insert. Hina would sketch a girl much like this ghost in a semi-realistic style, because the ghost didn't seem to be up on modern trends. A manga-like style might just confuse her. Creating such a quality sketch was possible with the time she saved in other areas. Given that the symbol of a samurai is their sword, she opted to make it special and cover it in cool ghost flames. To finish it off, she created a stylized flower mon to represent the family this samurai belonged to. Hina based it off of a hibiscus, like the flowers on the girl's kimono, and zonked back to reality when Tomoko announced the culprit.
"Ah... I thought it might be her. Hachishaku-sama, right? She's really evolved from the old 2chan thread and become her own thing nowadays, huh? Originally she'd just possess and kill you, but due to memetic mutation..."
Hina trailed off as she handed the sketch to the ghost and winked.
"Don't spend it all in one place~"
She turned back to the rest of the club members.
"So... Foxboy locates her, then we set up the bait to get her to appear," Hina said thoughtfully, "hmmm... but who could we use that would be relatively safe, and might be able to get out of trouble if things get dicey?"
Hina casually went incorporeal to escape Kaori's clutches and paced around a little.
"Someone who looks like a little kid, but is experienced enough to take care of themselves. Hmmm..."
Then, she locked eyes with Tomoko, the light of mutual understanding flashing in her pupils, and approached the boss.
"No need to say anything. I get it... I definitely get it... I'll help you pick out a cute randoseru so you can serve as bait! I even have an elementary school uniform in my treasure room you can use! I know it fits me, so it will probably fit you."