Wordage am my phrase, original sentence do not steal.
Fixed!
Wordage am my phrase, original sentence do not steal.
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For your convenience I can include the information about it here for you. I'd always encourage reading posts of mine that concern the area where your character is in order to pick up on the worldbuilding!
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The bar and weapons shop would be rooms inside. The Barge is more of a bandit hangout than an establishment under the control of a unified group, so causing a ruckus inside wouldn't aggro everyone; they'd be more likely to mind their own business. There are some armed guards around, but there are always clashes among outlaws so they'd only act defensively on behalf of their VIPs. Oh, and despite the image, it's on a rocky hillside, not in a swamp.
@Squashedquatch You did well on your opening post! I just have a couple notes, nothing too serious, just some more information on the area and Galeem's influence that I might not have communicated properly.
Dirtmouth itself is basically a ghost town, with only two actual inhabitants, and the workers and other people who do stuff around the Chasm mostly avoid its strange, alien buildings. However, basically everything you've written can be applied to the Barge, the bandit camp situated on the rocky hillside. Unlike Dirtmouth, it does have a bar, as well as a couple shops, so only the tiniest adjustment really needs to be made. You can find visuals for both areas among my recent posts.
The second thing is that when Galeem's influence is triggered, it isn't so much a berserk rage followed by amnesia, but a fully conscious twist of the subject's behavior. Once brought outside the Barge (conveniently close to where Omori, Jesse, Rubick, the Knight, Oinkie, and Maggie are, no doubt) the Adventurer will remember what happened, and even if he behaved much more violently or mercilessly than usual he won't register that anything was amiss.
Other than that, good stuff!