You are a Necromancer.
Unfortunately, this is very likely to get you killed.
More than a thousand years ago, the great Necromancer Balkoth warred across the world, using his terrible magic to conquer and ravage, obliterating any opponent that stood in his way. Like many similar stories, this one ends with an unlikely band of heroes rising up to slay him in battle and end his reign of tyranny, or some such. You never did pay as much attention to your teachers as you should have. The pertinent information from that particular lesson was that no nation on Urak will suffer a Necromancer to live, lest he once again shatter the nations.
It's not that you wanted to be a necromancer, exactly. When you were born, the sages remarked on your great potential, but when the Time of Testing came you failed to manifest the Powers of your People. Er, who are your people again?
You are one of the Elves of Yicelafo, "The Young Vale." Elves have greater magical potential than other races, and are specially attuned to their surroundings, but between the immortality and the cremating there aren't many corpses just kick'n around. Elves have little knowledge of history and their Mages wield the power of Life to heal, renew, and grow.
You are a human of Thrimesdur, "The Cremated Empire." The Empire is old, and its libraries hold the knowledge of the ancients (which may be invaluable in harnessing your burgeoning Necromantic powers.) Plus, between the ancient battlefields, mass graveyards, and well-preserved crypts, there are a LOT of corpses to be getting on with! The Wizards of Thrimesdur specialize in manipulating the forces of Order for divination and protective magics.
You are a human living on the Jeweled Coast. Like most living in the coastal villages of the Sapphire Sea, you have a penchant for stealth, and the independent city-states are centers of trade; magical items and scrolls can be found here more easily than anywhere else. Most towns bury their dead at sea, but many of the larger cities have extensive catacombs and ornate mausoleums for the wealthy and powerful. The predominant Faith is the worship of the elemental force of Water, and the Mystics use this power in a variety of ways.
Yep, a suggestion game. Between the current development arc of DF, the current story arc of Erfworld (http://www.erfworld.com/2011/10/inner-peace-through-superior-firepower-episode-001/), and a recent playthrough of Lords of Magic, I've had this idea bopping about my head for a while now.
Expect most actions to resolve via the magic of narrative logic- if when this game gets to a point where combat is likely or common, more rules will be introduced. I'll try to resolve (or at least address) each suggestion that is posted; mutually exclusive actions are decided based on number of votes for/against. And I'd appreciate it if you were to BOLD your actions- don't cry to me that I mistook your action for kibitzing because it wasn't bolded.
Part 1: It Begins (http://www.bay12forums.com/smf/index.php?topic=96692.msg2777928#msg2777928)
Part 2: The Ant and Trout (http://www.bay12forums.com/smf/index.php?topic=96692.msg2778191#msg2778191)
Part 3: Mana Buildup, a Letter, and a Bear (http://www.bay12forums.com/smf/index.php?topic=96692.msg2780864#msg2780864)
Part 4: The World Map, the Golgothan War, and a Bad Dream (http://www.bay12forums.com/smf/index.php?topic=96692.msg2787816#msg2787816)
Part 5: Learning Command Undead, and a Reply (http://www.bay12forums.com/smf/index.php?topic=96692.msg2790188#msg2790188)
Part 6: Pevo's Travels and the Last Battle, Experimentation, and Steal Vitality (http://www.bay12forums.com/smf/index.php?topic=96692.msg2795159#msg2795159)
Part 7: Correspondence, Artifacts and Crystal, a Hideaway, and Animate Object (http://www.bay12forums.com/smf/index.php?topic=96692.msg2798699#msg2798699)
Part 8: Experiments with Rocky, and a Reply from Elana (http://www.bay12forums.com/smf/index.php?topic=96692.msg2800216#msg2800216)
Part 9: Pevo's Endorsement, Experimentation and Alter Golem, and the Undead Oak (http://www.bay12forums.com/smf/index.php?topic=96692.msg2819100#msg2819100)
Part 10: Damage Control and Pevo's Offer (http://www.bay12forums.com/smf/index.php?topic=96692.msg2825979#msg2825979)
Part 11: Pevo's Mana Potion and Omo Thunderjaw (http://www.bay12forums.com/smf/index.php?topic=96692.msg2848344#msg2848344)
Part 12: Party Member Get, and Tree Slaying (http://www.bay12forums.com/smf/index.php?topic=96692.msg2857348#msg2857348)
Part 13: *bleeearrgh* (http://www.bay12forums.com/smf/index.php?topic=96692.msg2859532#msg2859532)
Part 14: Shopping List (http://www.bay12forums.com/smf/index.php?topic=96692.msg2863204#msg2863204)
Part 15: Journey to Yicelafo, and Experimentation (http://www.bay12forums.com/smf/index.php?topic=96692.msg2876560#msg2876560)
Part 16: Nom Nom, and MORE Necromancers!?! (http://www.bay12forums.com/smf/index.php?topic=96692.msg2881921#msg2881921)
Part 17: Musings, and Plans to Leave (http://www.bay12forums.com/smf/index.php?topic=96692.msg2891410#msg2891410)
Part 18: Shopping, and a Magic Medallion (http://www.bay12forums.com/smf/index.php?topic=96692.msg2905489#msg2905489)
Part 19: Motivation Prompt (http://www.bay12forums.com/smf/index.php?topic=96692.msg2914550#msg2914550)
Part 20: Plan A and Potion Making with Pevo (http://www.bay12forums.com/smf/index.php?topic=96692.msg2916921#msg2916921)
Part 21: Negotiation with Luki (http://www.bay12forums.com/smf/index.php?topic=96692.msg2932182#msg2932182)
Part 22: Attempted Renegotiation, Meeting with the Elders, Chat with Mom (http://www.bay12forums.com/smf/index.php?topic=96692.msg2967013#msg2967013)
Part 23: Identification, Omo and Elana, and Pevo's Necromancer Knowledge (http://www.bay12forums.com/smf/index.php?topic=96692.msg3031700#msg3031700)
Part 24: Crystal and Book Shopping, On the Nature of Dwarves, and Departure (http://www.bay12forums.com/smf/index.php?topic=96692.msg3076909#msg3076909)
Part 25: Which way? (http://www.bay12forums.com/smf/index.php?topic=96692.msg3088599#msg3088599)
Part 26: River Crossing (http://www.bay12forums.com/smf/index.php?topic=96692.msg3133222#msg3133222)
Part 1: Arrival in Larathor (http://www.bay12forums.com/smf/index.php?topic=96692.msg3170373#msg3170373)
Part 2: Magical Faiths, Temple of Larathor (http://www.bay12forums.com/smf/index.php?topic=96692.msg3197930#msg3197930)
Part 3: Leaving Larathor, Omo's Disbelief (http://www.bay12forums.com/smf/index.php?topic=96692.msg3675592#msg3675592)
Part 4: Convincing Omo, Strange Dream (http://www.bay12forums.com/smf/index.php?topic=96692.msg3687050#msg3687050)
Part 5: Introducing Fale (http://www.bay12forums.com/smf/index.php?topic=96692.msg3690258#msg3690258)
Part 6: Dream End, Arrival in Village (http://www.bay12forums.com/smf/index.php?topic=96692.msg3813151#msg3813151)
Part 7: Trouble in Bedscaled (http://www.bay12forums.com/smf/index.php?topic=96692.msg3825505#msg3825505)
Part 8: Following the trail (http://www.bay12forums.com/smf/index.php?topic=96692.msg3834809#msg3834809)
Part 9: Combat, Impair Undead (http://www.bay12forums.com/smf/index.php?topic=96692.msg3853035#msg3853035)
Part 10: Rismal and Nelti (http://www.bay12forums.com/smf/index.php?topic=96692.msg3873079#msg3873079)
Part 11: Encounter in Aloclesno (http://www.bay12forums.com/smf/index.php?topic=96692.msg3884227#msg3884227)
Part 12: Out of the forest (http://www.bay12forums.com/smf/index.php?topic=96692.msg3891356#msg3891356)
Part 13: The Curse of Aloclesno (http://www.bay12forums.com/smf/index.php?topic=96692.msg3898726#msg3898726)
Part 14: Morning in Bedscaled (http://www.bay12forums.com/smf/index.php?topic=96692.msg3994278#msg3994278)
Part 15: Eko's Basement (http://www.bay12forums.com/smf/index.php?topic=96692.msg4070769#msg4070769)
Part 16: A List (http://www.bay12forums.com/smf/index.php?topic=96692.msg4085766#msg4085766)
Part 17: Zombie Memory, Eko's Library, See Vitality (http://www.bay12forums.com/smf/index.php?topic=96692.msg4232456#msg4232456)
Part 18: Confronting Eko (http://www.bay12forums.com/smf/index.php?topic=96692.msg4311451#msg4311451)
Part 19: Eko's Explanation, Meet Bale (http://www.bay12forums.com/smf/index.php?topic=96692.msg4322621#msg4322621)
Part 20: Questions for Eko (http://www.bay12forums.com/smf/index.php?topic=96692.msg4378088#msg4378088)
Part 21: Preparing to enter Aloclesno (http://www.bay12forums.com/smf/index.php?topic=96692.msg4492380#msg4492380)
Part 22: Eko Joins the Party, Prophecies of Thrimesdur, Kiros the Priest (http://www.bay12forums.com/smf/index.php?topic=96692.msg4516306#msg4516306)
Part 23: Back into Aloclesno (http://www.bay12forums.com/smf/index.php?topic=96692.msg4622867#msg4622867)
Part 24: Base Camp (http://www.bay12forums.com/smf/index.php?topic=96692.msg6137608#msg6137608)
Part 25: Leaf Experiment, Kiros Spell List (http://www.bay12forums.com/smf/index.php?topic=96692.msg6141893#msg6141893)
Part 26: The Monster Comes (http://www.bay12forums.com/smf/index.php?topic=96692.msg6152160#msg6152160)
Part 27: The Monster Meets Omo (http://www.bay12forums.com/smf/index.php?topic=96692.msg6163286#msg6163286)
Part 28: The Monster Meets Nym (http://www.bay12forums.com/smf/index.php?topic=96692.msg6172153#msg6172153)
Part 29: Nym Meets the Monster (http://www.bay12forums.com/smf/index.php?topic=96692.msg6193026#msg6193026)
Part 30: Nym Meets the Other (http://www.bay12forums.com/smf/index.php?topic=96692.msg6217566#msg6217566)
Part 31: Nym Controls the Construct (http://www.bay12forums.com/smf/index.php?topic=96692.msg6263514#msg6263514)
Part 32: Eko Explains Sanctuary and Wards, Fale's Overture (http://www.bay12forums.com/smf/index.php?topic=96692.msg6378551#msg6378551)
Part 33: Q&A with Fale (http://www.bay12forums.com/smf/index.php?topic=96692.msg6533383#msg6533383)
Part 34: Interview End, What's With M's Name? (http://www.bay12forums.com/smf/index.php?topic=96692.msg6631820#msg6631820)
Part 35: Insect Examination (http://www.bay12forums.com/smf/index.php?topic=96692.msg6707925#msg6707925)
Part 36: Decisions, Decisions (http://www.bay12forums.com/smf/index.php?topic=96692.msg6723340#msg6723340)
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Luki Revereorder- a Merchant who possesses many strange things
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
The majority of actions resolve through narrative logic- it's a "can you or can't you" situation, no rolling to walk in a straight line or any garbage like that. That said, some actions have unpredictable forces at work (especially combat,) so listed here is a general format for handling those situations.
If an action has a significant luck-based component, then a d12 is rolled. The result is interpreted based on the difficulty of the task- a 3 would be the threshold for an Easy task, 6 for Moderate, 9 for Difficult and 12 for Professionals only. For example, trying to catch a fish is a Moderately difficult task. Rivers that have loads of fish (e.g salmon run) might be Easy, while fishing with inadequate equipment or in inhospitable locales might be Difficult or even Professional. Applicable modifiers are factored in- a Competent Fisher would get a +2 bonus for skill, and if they had special bait or equipment they might get another +1.
This only applies if the character is trying to accomplish the task in a comparatively brief period of time- the above scenario might play out if the character only had an hour to catch a fish before nightfall. If the character has plenty of time (all day, for example) then the general format devolves back to narrative logic- if you are fishing with a +2 bonus, you're bound to catch something sooner or later. The difficulty chart may be used as a rough "can you or can't you" guide- after all, only a Fisher with skill is going to be able to surpass the Professional threshold.
Combat
Combat is a little different- instead of one roll, there is an opposed roll between the attacker and defender. If the attacker's roll + modifiers exceeds the defender's roll + modifiers, then the attack hits and damage is dealt. If the attacker rolls a natural 12, then the attack is a Critical Hit. It automatically hits, and in addition it also damages a specific body part based on damage type, which tends to impose a debuff or other critical situation.
The amount and type of damage dealt is determined by weapon choice, and can be modified by the defender's equipment. For example, slashing damage is less effective against foes with stone skin, or plate armor, but would be more effective against spider webs. Some weapons have secondary damage types- Swords are primarily piercing or slashing weapons, but you can always try to bludgeon somebody with the pommel or flat of the blade. In that case, you'd suffer a small attack penalty and would deal less damage (specifically for this example, as a club.) Weapons and armor often have other special qualities or abilities, denoted by their description in the Equipment spoiler.
As a brief example, Nym the Neophyte Necromancer stabs Urist McDwarf with her Dagger. [11]vs[8]- a success! Daggers deal 1d4 damage, and the Dwarf takes [2] damage. However, Daggers also have a special property- they crit on an 11 AND a 12. Daggers deal either Piercing or Slashing damage- since Nym did not specify, it is randomly determined that she Slashed the dwarf's Leg with her attack. The dwarf has difficulty moving around, receiving a penalty to defense and movement rate, and is more difficult to Zombify to full health.
Opposed rolls are not just limited to combat- they are also used wherever an actions success is dependent on another being's actions. Successfully lying would be an example, or the outcome of a chess match. General diplomacy is not an example, since I'll be asking you to actually convince the NPC's rather than letting dice do it.
You get the idea, and I reserve the right to deviate from this without warning.
Prices may vary by availability
GeneralBedroll- 1sp
Trail Rations- 0.5sp per day's worth
Hatchet- 6sp
Rope Reed Fiber Rope- 0.2sp per 5 feet
Magic ItemsCrystal- 20sp/oz (1oz is equivalent to 1 Mana stored in a potion)
Empty Potion bottle- 1sp
Writing Materials (http://www.bay12forums.com/smf/index.php?topic=96692.msg2865035#msg2865035)Ink- 8sp per 1oz vial
Charcoal- 0.1sp per 10 sticks
Chalk- 0.1sp per 10 sticks
Scroll Case- 1sp
Paper- 0.4sp per sheet (unavailable in Vale)
Rope Reed Papyrus- 0.4sp per sheet (0.8 outside Vale)
Parchment- 0.2sp per sheet
Wax Tablet- 1sp
WeaponsShortbow- 30sp - 1d6 Damage,
Range Increment of 60ft, double damage on crit, Piercing
Dagger- 2sp (4 in Vale) - 1d4 Damage, crits on 11/12, Piercing/Slashing
Shortsword- 10sp - 1d6 Damage, crits on 11/12, Piercing/Slashing
Masterwork Elven Staff- 1d6 damage, extra +1 attack and damage due to masterwork quality, Bludgeoning
Shortspear- 1d6 damage, can be thrown ~20ft, Piercing
Ah yes, you are an Elf of Yicelafo, "The Young Vale." Like all elven children, when you were young you were evaluated for suitability in one of the Guilds. The Mages found that you had surprisingly deep wells of magical power, but although you easily mastered the cantrips learned by all Elves you struggled to grasp even the basics of the Way of Life. The Rangers determined that although you were capable of handling yourself in the woods of the Vale, you lacked the physical gifts to be a suitable candidate for the defense of the forest. And as the Sages quickly found out, you lack the patience and demeanor to be an effective scribe or bard.
You never felt comfortable in your various apprenticeships, and never settled down to master a craft. As time went on, you found yourself drawn to solitary pursuits, and came to become a fair Fisher. Life was pleasant, for a time. But as you approached adulthood, you began to feel... strange. You'd awake in the night in a cold sweat, your Mana depleted. You'd experience the oddest headaches, and sometimes it felt as though all the life around you burned with a cold inner fire.
Today had been a fairly normal day- you'd gone to your private fishing hole, a small pond on the edges of the Vale that fed into the Great River. You'd already caught a nice large trout, leaving it to air-drown while you continued fishing. As midday approached, you decided to take a brief lunch break, but when you reached to pick up the fish a small purple spark flashed from you to it, and the trout started flopping along the ground, eyes glowing with purple, phosphorescent flames. You promptly passed out.
Now you are awake, and the trout zombie is placidly swimming about the pool. You'll have to deal with your new powers sooner or later- you could try to figure things out yourself (and you'll certainly have to, to some degree,) but you have little knowledge of the methods or hazards involved. You could try to ask the Mages in the village some general questions about magic, but you'll have to be careful not to give yourself away. The local Sage is a garrulous old elf, and with a bit of prompting you could get him to tell stories of other Necromancers who have arisen (or tried to, at least) since the Golgothan War- their lives might hold clues to mastering your Power. Perhaps most extremely, you could set out to the large cities of Man in an attempt to find Necromantic scrolls or magical items to learn from. Or maybe there's another way, a better way, if you can but think of it.
Whatever you do, you must make sure nobody discovers your... talents. If they do, you will be hunted down and killed by the ruthlessly efficient Elven Rangers. And you'll also have to decide what to do, exactly, with your powers. World conquest seems like a popular theme (according to the songs, anyway,) but surely there's another use for a nigh-infinite supply of cheap labor!
It is midafternoon. What now?
When playing with your Necromantic powers, please be specific. If the task you want to achieve isn't yet a known spell, then describe the effect you want to achieve. You may not succeed, but you'll probably learn something, especially at this early phase.
Magic is a pretty self-explanatory Mana based system- pay the mana cost of the ability, and the spell resolves. Mana is replenished by restful sleep or through items/equipment (Mana potions, etc.) You level up by gaining XP- you gain XP by casting Necromancy spells. Leveling up increases your maximum mana and vitality points, and may have other effects as well.
Vitality- 10/10
Mana- 8/10
XP= 1/10
Inventory-
Elven Tunic, Belt Knife,
LunchStatus- Hungry
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
You don't have much control of your powers, but you lost 2 mana bringing that fish back.
Find insect. Kill insect. Raise insect. Probably an ant or fly.
With little effort, you find a butterfly. Displaying the cunning of your elvish ancestors you stalk the magnificent creature. As it alights on a flower, you sneak up and... SPLAT! Belatedly, you realize you probably need a more intact corpse than the smear of butterfly goo you've produced.
Some further searching yields an anthill, and you settle down to experiment. What you rapidly discover is that it is hard to kill an insect without squashing it. Ripping off their legs doesn't seem to be killing them very fast. You behead one and wait for it to stop squirming, then bring your will to bear.
Raise Dead.
An icy shock runs through your body as you feel energy rush through you and into the ant. The ant rises to its feet, a cold purple flame where its head once was. It begins to shamble aimlessly.
You are surprised at how much Mana that consumed- 2 units! Surely it should take less energy to raise a mere ant than a great big fish! There is so much you do not know...
We need to gather information-and we need help.
We need to resist using any magic until we have control. Lets carefully ply the elders with questions...
Also, is there anyone we could possibly trust with this secret? Friends? Family? A lover? It's terribly dangerous, but if just one person can understand...
As you eat your lunch, you ponder who it may be safe to share your secret with. There will be precious little sympathy for your situation- when Balkoth brought the Golgothan War to the Sacred Groves, he butchered every elf he caught and put the woods to the torch. You know the Elves were nearly driven to extinction in that clash- you'll have to ask Pevo Zephyrtempest, the village Sage, for more information there.
You've drifted apart from your friends in recent years, but you still speak with your best friend, Omo Thunderjaw, whenever you see him. That hasn't been often of late, as he is training with the Rangers, though he is home now. You think he'd take risks on your behalf, provided he wasn't aware of the specifics. Your mother is a successful Mage and spends her time in the tree-city of Yicelafo proper, and your father is a lieutenant of the Rangers himself, often patrolling the edges of the Vale. You'd like to think you could tell them anything. You've never taken a serious lover, apart from that fling with Elana Foundwasps- in fact, the end of that relationship is when you began withdrawing from society... and when the onset of your powers began, you realize. She's training to be a Mage now, manipulating the magics of Life.
The very first order of business, of course, is to capture or, failing that, rekill the fish that you just revived. We cannot afford for it to escape into the Great River and wash downstream for someone to find. That would be an utter disaster.
Once you've got the fish, take it somewhere isolated (where it can't escape into a major river; perhaps in a bucket?) and study it. See if it moves like a normal fish, if it breathes water, what (if anything) it eats, whether we can command it, if it is still rotting, if it is any more agressive than a natural trout and so on and so forth. Use each cantrip on the undead fish and compare to what you know of natural fish.
Once you've figured out how the fish works, take Mullet's suggestion of trying out different sorts of fish and work with those. There's no need to make any rash decisions about what to do and where to go immediately. See if you can't work out how to reliably revive fish when you want and how to keep yourself from using necromancy by accident. Let's puzzle out what we can for now and decide the rest later, with better information.
This. And after, if we're still hungry, eat the zombie trout.
You notice that the zombie trout is very easy to spot, what with the glowing purple eyes and all. Panicking, you splash into the pond to recapture it! You notice it does not flee you the way the other fish do, and soon you have it back on dry land. Setting it down, it flops about like any other fish would, albeit less enthusiastically. Nudging it away with your foot you wait a minute, two minutes, five... it appears the fish no longer needs water to survive. You attempt to discern whether it is still decomposing, but in vain- it has been dead only a few hours, after all.
Carefully, you walk back into the water with it, observing it as it swims. It certainly doesn't appear interested in you, nor does it appear to be interested in any other of the pond's inhabitants. The other fish do seem to avoid your zombie, however. As it lazily swims to the other side of the pond, you attempt to recall it mentally, to no avail. "Here, zombie zombie zombie..." doesn't do you much good either.
Retrieving the fish manually, you set down on the shore and begin to test it with your cantrips. Detect Magic indicates that this is indeed a magical fish- further, you can feel the ant a bit further off. Remembering the ant, you leap to your feet and set off to crush it before it gets away from you! You find it beset by the other ants- it vivisects another as you watch, and judging by the bodies it has singlehandedly destroyed half a dozen others. As you watch it is swarmed under by the other ants; the purple fire goes out as it is cut in two, and the body is carried back to the anthill.
Returning to your inspection of the fish, you feel your Calm Animal spell rebound, as if you had cast it on a tree or another elf. You then cast Sense Vitality- the fish registers, but strangely. It feels rather as if the fish's vitality is not its own. Focusing on a trout on the far side of the pond, you cast the spell again- by your reckoning, your zombie has almost half the vitality of the living trout.
You decide you've learned what you can from this trout for now- after all, if necessary you can always catch another fish. You fancifully entertain the notion of eating the fish- after a moment, the fancy turns into curiosity. You set to butchering the fish, a task made much more difficult what with it flopping around everywhere. Once you have extracted the fish's guts, the purple phosphorescence fades from its eyes. You pause for a moment, then conclude your cleaning of the fish.
You have had success with fish, but it is draining. Perhaps something smaller is afoot. Using your fishing ability, it would be best to catch many small creatures of the pond, such as crawfish, minnows, and other small fish. They can be easily transported... DEAD, back to a private place.
You realize that your pond is by no means a private place- everyone who knows you knows to find you here. You resolve to catch as many small creatures as you can to experiment on later, in some more private place. An hour or so later you've managed to catch a dozen of the crayfish that abound in the pond- easy enough to pass them off as fishbait should anyone wonder what you're doing with a pouch full of the critters.
You'll have to search for a new place to practice tomorrow, however. You return home at sunset, nodding to the other villagers as you make your way to your parents home. You have the place to yourself now since both of them are gone. For dinner, you decide to cook up your formerly zombified fish- to your tongue, it tastes no different than a normal fish. You sleep peacefully through the night, and awaken fresh in the morning.
You plan to find a new, private place to practice your arts. You could travel North, further into the woods and try to find a secluded glen. Traveling East would bring you upriver- there may be a more private little branch or creek there. Traveling South would bring you to the cliffs that contain the Vale- perhaps there is a cave there. Or should you question the elders before you leave today?
Vitality- 10/10
Mana- 10/10
XP= 2/10
Inventory-
Elven Tunic, Belt Knife, Pouch(6 dead crayfish)
Status- Content
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
You don't have much control of your powers, but you lost 2 mana bringing that fish back AND raising the ant. Most peculiar.
Your Parents- Your mother is a prominent Sage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
I have a cunning plan: You shall pretend to become a historian. When the time comes that you can make no further progress here, either due to lack of materials or being unable to learn more without resources to study, tell the village (and any humans that ask about you) that that you are departing for Thrimesdur to study the history of the Cremated Empire. This provides a legitimate excuse for you to be wandering ancient battlefields, studying in libraries and exploring abandoned tombs. Who would suspect a mild-mannered elven scholar with little proficency in magic to be a necromancer?
There's no need to set out right away, of course. That would look suspicious. Instead, split your time between experimenting in private with necromancy (I'm sure the others will have all sorts of suggestions for things to try) and asking around about the history of Thrimesdur. Pevo, your mother, Elana, whoever might know about history. Take good notes and occasionally hint at wanting to go see the world and study abroad. You can work out the rest laster.
Ignore my suggestion. This is better.
Seconded and maybe if we take the job as an librarian we can earn some money on the side <.< >.>
I played to much adom....
As you munch on a wholesome breakfast, you devise a plan. Over the next few days and weeks you'll express a keen interest in ancient history, especially that of Thrimesdur. You are a bit young for such a venture, but wanderlust is not unknown among the Elves and your people are on exceedingly good terms with Thrimesdur- their caravans are the only humans allowed through The Walled Jungles, on their journey to the Jeweled Coast.
The plan has its merits- it will be easier to practice your Necromantic arts in the vast stretches of wilderness in The Cremated Empire, the great libraries of that nation may hold further clues to the Necromantic art and the secrets of the ancient Necromancers, and there's plenty of old battlefields and tombs to explore for artifacts and... test subjects, let's say? Your biggest hurdles will be getting permission to leave the Vale and gathering the supplies to sustain yourself on such a journey. You are confidant you can wear down the Elders given time (and the influence of your mother,) and although you don't have any money (preferring to fish for self-sufficiency and doing odd tasks for incidentals) it shouldn't be too hard to earn the money, one way or another.
But first things first! You head to the heart of the hamlet, cordially greeting the elves you pass, a smile here, a wave there. In good spirits, you arrive at the Temple of Aye Valleymists, the elven deity associated with Life, the Forest, and Rivers. The Temple is a bit larger than the other buildings of the hamlet- most homes are one or two room treehouses, built of deadwood and cunningly woven into the living branches. The Temple is much larger, comprising a dozen or more rooms spread throughout the branches of a massive oak tree. The Mage Ari Wetdawn is teaching a couple of young children the basics of Magic on the grass below the Temple.
You watch as Ari guides them through a children's exercise, remembering when you yourself performed it. Ari and the children sit around a flower, eyes closed, hands outstretched. The flower is wreathed in green flames, with tendrils of gold twining about the leaves and stem. As you watch, the flower grows visibly healthier, taller, brighter. After a few moments, the lesson is concluded, and Ari dismisses the children, who promptly run off laughing. You approach Ari before he returns to the Temple interior.
I never understood the point of that exercise, Ari. They're too young to be manifesting any Life magic- why not stick to general magic?
Ah, but this is one of the ways we determine who will manifest such talents! It's important to catch them at a young age, so we can teach them properly.
Why? What would happen if, say, they were learning magic on their own?
Oh, a great many things could happen to the unwary practitioner. They could attempt a task beyond their capabilities, tapping too much of their Mana reserve, which could stunt their magical growth. Too, many of the more powerful Life spells require the caster to sacrifice some of his own Vitality- if you don't know what you're doing, you could seriously hurt or even kill yourself.
I had no idea it was that risky.
Oh, it isn't so common a threat as that- Life magics sometimes surface among the humans, where they don't have a Life Mage handy to recognize the early signs, but they rarely die of the gift before others realize what is happening.
How can non-Mages recognize the gift, Ari?
The signs get much more obvious- if they don't realize what is going on, they begin to spontaneously cast Life spells due to Mana buildup. Plants start blooming out of season, people nearby are cured of their ills, so on and so forth. Sooner or later they put two and two together and send the young Mage to us for tutelage.
What's Mana buildup?
When your magical ability is growing, it requires exercise, same as your muscles, or your mind. You seem full of questions today.
Oh, I've just been thinking, and discovering I have few new thoughts to think- I want to hear new things, see new places. I'm beginning to wish I had paid more attention to the Sages as a child. Speaking of, have you seen Pevo Zephyrtempest about?
I'm afraid not, young one- I believe he was visiting family a few villages over. He should be back tomorrow, if you wish to see him. I hope you'll excuse me, magical business to attend to, you know how it is.
Thank you for your time, Ari Wetdawn.
Yeah, can we not just disappear into a cave somewhere, yet? :P
I agree-lets make ourselves a respectable Historian. It will bring more attention to us, but what attention there is will be much less likely to be hostile or suspcious.
Send a carefully written letter to Elana Foundwasps, as well. Is there still anything between us?
As for experiments, I suggest seeing if we can animate dead plants as well as animals and insects.
You feel pretty good about this morning, and head home for a quick lunch. You find yourself reminiscing about Elana Foundwasps- you had some good times, until she left you. In truth, you were envious of her Power, Power you had thought to possess, and she had lacked the patience and understanding to deal with your childish jealousy. It's easy to recognize now, with the passage of time and the discovery of your own Power. She had begun her formal training not long after your breakup, and you haven't spoken since.
Perhaps, you think to yourself, perhaps this is a relationship worth resurrecting in one form or another. After all, she's a magic-user on the rise, you're a young magic-user on the rise... not that you can really tell her you are, but still. Even if you can't recapture the way things used to be, it could be a good idea to chat with somebody else who is mastering the arcane arts, somebody with competent teachers. It could be that some of the techniques she is learning would transfer, and it never hurts to have friends in high places.
A week ago, you might have had this thought and let it languish, but this is a new you, a You that gets things done! You grab a quill and inkpot, a short length of scroll and a parchment envelope, and write Elana a letter. Nothing too forward, familiar without being intimate, inquisitive, how-do-you-do. Your words certainly sound more mature than the last thing you said to her, anyway- maybe it's enough. With some small measure of chagrin, you realize that midday is a very poor time to mail a letter- everyone who would be heading that direction is already gone, and you don't have the means to pay somebody to deliver it. Not to worry- you can mail it on the morrow.
Inquire about any old books that might detail the processes of old, forgotten magic. Phrase it like you're interested in it as an intellectual excersize. We can probably learn more from books than we ever could from the elders, especially since they might kill you if they discover your secret.
If we can't find any books or other educational tools, we should set to work trying to make the zombies that we raise do our bidding, rather than just wander around aimlessly and kill anything that moves. Perhaps if we kill a crayfish but keep its brain intact, then immediately raise it?
Obviously we go south. Any self-respecting necromancer has an evil cave of doom.
EDIT: Is there any way to store mana in objects for future use? Say, if we want to try and raise something bigger.
You know that Mages can store Mana in potion form, to replenish their Mana at a later date, though you do not know the method used to make such Potions. You also know that there exist magical items that enhance your magical power and available mana pool, although to your knowledge these items are much rarer. Ari Wetdawn (or any given Mage, really) can give you more information than that on both subjects, if you wish to ask him
With an afternoon to kill, no nearby Sage and a preoccupied Mage you decide to follow up on yesterday's resolution to find a private place to practice your arts. You decide to head south, towards the cliffs that line the Vale. After a few hours walk through the woods, you find yourself facing those cliffs. The trees grow right up to the cliff-face; the cliff itself is rough enough that some hardy trees have taken root in the side. The entire face is rather craggy, riddled with gullies and depressions.
For no particular reason, you decide to follow the cliff-face East, looking for someplace that can easily be made private. You pass several shallow caves, more overhangs than any place to hide from prying eyes. After about an hours walk, you find just the thing- a nice deep cave, the entrance screened by a veil of vines, not easily visible to passersby!
Unfortunately, you also find a bear.
Fortunately, you know this bear- every elf knows Apasi Adoredbear, an aging black bear often seen out and about the Vale. Like most animals of the wood, Apasi does not fear the presence of Elves, and will even tolerate them in near proximity. You doubt, however, that Apasi will easily suffer the presence of an elf in his very den. He is sleeping right now- what will you do?
[And wow, it took me until dialogue occurred to realize I never asked You what your name is? You can vote gender as well, I suppose- don't know what it'll affect, but why the hell not. The current day is heading towards evening- depending how you resolve the bear situation I may jump right in on the following day, so feel free to suggest some short-term plans]
Vitality- 10/10
Mana- 10/10
XP= 2/10
Inventory-
Elven Tunic, Belt Knife, Pouch(6 dead crayfish), Letter to Elana
Status- Wary
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
You don't have much control of your powers, but you lost 2 mana bringing that fish back AND raising the ant. Most peculiar.
Your Parents- Your mother is a prominent Sage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
As far as name goes, it's a tie between Cutrib Briskt, Nym Moriquendi, and Remain Nameless. So, barring a voting surge, you'll remain nameless for the time being. Pronouns ahoy!
And by a rather large majority, you are Female- again, I don't foresee it mattering much.
I say we go for female, simply for the childbirth ideas.
I hope that it doesn't get too squick-y. Any sort of evil ritual of raising the dead combined with children, or pregnancies can get ugly pretty quick.
You are also INFERTILE.
errata: Your mother is a
Mage, not a Sage- I got it right in the main text, wrong under the Notable Figures spoiler. Now fixed.
Leave the bear alone
After thinking it over, you decide against cohabiting with the old bear- although assuredly private, the bear might tolerate Necromancy even less than the Elves, and you have no desire to agitate a kind old spirit like Apasi.
Vote for Female, and we should leave the bear alone and find some cave to do stuff... Yeah stuff.
/Agree, but we should go south another hour or so's walk. Find somewhere off the main paths, lowland and and out of sight (Not a cave, every single cave in DF has something that wants to eat you. We're a nancy wannabe necromancer Elf, not a Legendary+5 Hammerdwarf :L)
So lets go find an unoccupied cave to expend some mana in.
You eye the cliff-face consideringly; on the one hand, if you were to leave the Vale proper there would be very little chance of a passing elf stumbling upon you, even without a particularly private place. On the other hand, you know the Rangers regularly patrol atop the cliff, so you'd have to get far enough away to avoid them- a safe distance would be less of an afternoon jaunt and more of a day trip, with all the benefits and risks that entails. It is getting late now, so you decide to put off that decision- after all, there may be another suitable cave nearby!
You spend another hour or so exploring easterly, but you don't find any other suitable place. Somewhat dejected, you return home, arriving shortly after nightfall. You eat a quick meal before heading to bed.
ask the sage what other kinds of magic there are as soon as you get back.
Also, assuming the bear doesn't eat us, send the letter to Elana Foundwasps. Aside from the knowledge we glean, we need to try to hold onto our Humanity (Elfanity?), even in a small way, IMO. I don't about you guys, but I'm going to be trying to make our character sort of an anti-hero, instead of a straight up monster.
asking around about the history of Thrimesdur. Pevo, your mother, Elana, whoever might know about history. Take good notes and occasionally hint at wanting to go see the world and study abroad. You can work out the rest laster.
Ignore my suggestion. This is better.
Seconded and maybe if we take the job as an librarian we can earn some money on the side <.< >.>
I played to much adom....
After a light repast the following morning, you head out into the street. With little difficulty, you find an elf preparing to commute to Elana's village, and convince him to carry your letter for you. Assuming she writes back, it'll probably arrive in the next day or so.
That chore taken care of, you head back to the Temple. You recognize the distinctive silhouette of Pevo Zephyrtempest approaching the Temple- he suffered a bad injury many years ago, and now walks only with the aid of his cane. The cane is something of a novelty among the elves- you've never heard of an injury the Life Mage's couldn't heal, even that time the Ranger's arm was mangled days away from the Vale. As you approach, Pevo greets you warmly.
Hello, young one! Ari told me you were looking for me!
Indeed, Pevo- I've been wanting to learn more about the things beyond the Vale, and a knowledge of history seemed like a good place to start.
A scholar in the making, eh? Very well, what would you like me to tell you about?
Well, for a start, how about Thrimesdur? I don't know much about them, other than their close friendship with the Elves.
Hah! If I wanted to fill your head with all my considerable knowledge about the people of The Cremated Empire, we'd be standing here for quite some time! Well, you can't properly begin discussing who people are without discussing where they come from- come with me.
With that, Pevo climbs the rope reed ladder into the temple with surprising agility. You hasten to follow, up ladders, through small shrines and storage rooms, and across bridges until you come to a small room nestled in the higher branches- Pevo's study. As Pevo hangs up his cloak, you examine your surroundings. Pevo's study is crammed with odd devices that are strange to you (and judging by the tacked-on notes, strange to Pevo as well!) Assorted knick-knacks, empty glass bottles, and piles upon piles of paper, parchment, vellum, scrolls and tablets fill every surface. But your eye is immediately drawn to a massive map that occupies the entire South wall of the study.
(http://i.imgur.com/VayPD.png)
Is that... Urak?
Hah! That, young one, is but a fraction of Urak's totality- it is all we know of with any certainty, though we have much speculation and rumor about further lands. It is certainly enough to be getting on with, at any rate. Here- those red marks are the major cities of the Jeweled Coast. As you can see, the Walled Jungles run right up to the coast. That yellow mark is Yicelafo. Thrimesdur's borders run from the Great River clear to the Black Swamps, home of the Golgothans
That little thing is the Great River? That other river is nearly twice as long!
Oh, and size matters so much, does it? The Great River is so named not because of its size, but because of its inhabitants- the principal cities of Thrimesdur lie on its banks.
It looks as though most of Thrimesdur is empty, by this map.
Empty of anything of political significance, certainly. Much of the Cremated Empire is wilderness, true, but much of that "empty space" is farmland and small villages, castles and caravan towns. The Emperor is able to control such remote marches through his strict adherence to the ways of Order.
Order is one of the magical faiths, isn't it? How many are there?
It is, it is- Order is one of what are called the Derived Magics. Chaos is another, practiced by many of the monstrous races as well as the Horse-Lords of the north. Life is another of the Derived Magics. Water is one of the Elemental Magics, and is common along the Jeweled Coast. Water's opposite is Fire- the Fire Giants once lived in the mountains north of Thrimesdur, but they were betrayed by the Golgothans and exterminated. Some few dwarves still keep that faith alive, but most follow the ways of Earth. Air is opposed to Earth, and is practiced by some of the Horse-Lords, as well as the mountain-dwelling Pixies and the odd Frost Giant. There used to be quite the number of Elves who knew the art of Air-magic, but they all perished in the Golgothan War. None have ever risen amongst our people again.
The Golgothans... Life's opposite.
Yes, the Golgothans were worshipers of Death- whereas the Mages of Life have the power to enhance the Vitality, the Life-Force of living things, the Necromancers had the power to take that Vitality and give it to the Dead.
That area between Thrimesdur and the Dwarven Lands- what is that?
...that place was once the Sacred Grove, home to all Elvenkind. It is a wasteland now, unfit for the living- the Necromancers saw to that. Many Elves died in the defense of their homeland there, died in vain, and the Necromancers were able to use that fact to devastating effect. We'd have gone the way of the Fire Giants if it were not for the intercession of Thrimesdur. Thrimesdur's sons died protecting the flight of the Elven refugees, women and children sent away should the worst come to pass, as it did. A remnant of a remnant, ushered through strange human lands to this new forest, this new home.
That is why our alliance with the Cremated Empire is so strong, isn't it?
Yes. Ah, when I think of how much was lost in the Golgothan War... our history, our culture, our knowledge. Our magic, too- nearly all the Mages died defending the Sacred Groves, and the knowledge of their spells died with them. It is said we could do so much more then than we can now- regenerate lost limbs, cure any disease, even resurrect the dead.
Wait, resurrect the dead? Isn't that Necromancy?
Well, no, but I'll admit I'm not clear on the particulars there. I suspect it's rather a matter of technique- Ari Wetdawns would know more. But I suppose I've talked your ear off enough- I have a class to teach! Feel free to come back and chat any time.
I certainly will- thank you for your time, Pevo Zephyrtempest.
I say Cutrib Briskt leaves the bear alone so he can mingle with some of the villagers, maybe learn something.
As you take your leave of Pevo, you absently note that it is nearing noon- you're a bit preoccupied with Pevo's words to care overmuch. Although there is a great deal to compete for your attention, for some reason one phrase keeps niggling at the back of your mind- You can't properly begin discussing who people are without discussing where they come from. Who are you, and where do you come from? You're an Elf, but what exactly is an Elf? What makes your people so different from all those peoples on Pevo's map?
Chuckling to yourself, you decide to take Pevo at his word- you'll find out by learning about where they come from, both the history of your people and the way they live every day! Since Pevo is otherwise occupied, you decide to do some odd chores around the village- it is the type of thing you've done countless times in the past, but never before have you really paid attention the way you are now.
You chop some firewood for Caraca Overbud, laughing as her children chase each other about the tree. You help Salore Brimsdusk repair the roof of his house, admiring the aesthetic sensitivity he imparts to an otherwise trivial task. You chuckle as Mawada Drinkgrowths squabbles with his neighbor Temiyi Oarblazes over some percieved slight or another, and laugh when the latter steals a fresh-baked pie from under his nose. You help haul some furniture for Iru Squeezedskirt, watching with no small measure of amusement as he courts the attentions of Iki Canyonbites- he's been pursuing her for years, and while she hasn't said yes to him yet, she hasn't said no, either.
There is nothing new in the Vale, nothing the historians would write about. There is just the gentle rhythm of life, to and fro, ebb and flow, anger flowing into laughter and back again with never a moment of malice or hate. The past is not the focus of the Elves, nor the is the future- the here and now is what matters to them.
But then, you aren't like them, are you? You are a Necromancer.
As the sun sets, you return to your home. You received both lunch and supper for your toils, as well as a bit of money. Tired, but content, you go to sleep, and begin to dream...
It is dark, and cramped, and cold. So cold... you feel frozen. You can't move. You feel a terrible need to be warm, and no sooner do you have the thought than you feel heat growing within you. It is trapped, you can feel it, you are incomplete. You force your will on your body, and suddenly the heat leaps out, bridging the incompleteness, making you whole.
The heat flows out, suffusing your limbs- too many limbs. Where it meets discontinuities, holes, fuzziness, it flows around, replacing what is missing. Your legs twitch- your claws clench. Purple phosphorescence erupts from your eyes, and you can see! You are surrounded by horrible lobster-like creatures, staring at you with their dead eyes, burying you beneath their bodies!
You try to flee, but can't! THEY ARE TOO HEAVY! THEY ARE HOLDING YOU DOWN AND YOU CAN'T GET OUT!
With a violent start, you awake in a cold sweat, the sound of rain drumming on the roof. Your head feels light as air, your mind tenuously tethered to your body. Nauseated, you look at your nightstand. At the pouch you left there, illuminated by an inner purple glow.
Vitality- 10/10
Mana- 9/10
XP= 3/10
Inventory- Eight Copper Pieces,
Elven Tunic, Belt Knife, Pouch(5 dead crayfish, 1 undead crayfish)
Status- Nauseous
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
You don't have much control of your powers, but you lost 2 mana bringing that fish back AND raising the ant. 1 mana for the crayfish... why? You need practice, you need control.
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Nym Moriquendi won by one vote over Remain Nameless- Given the narrow margin of victory (and my belated realization that this buggers Elven naming conventions to hell and back) I'll roll with Nym being your given name, but just about everyone either refers to you as just Nym or can't remember your name. Whether you adopt other names (or have other names bestowed upon you) is largely up to your actions.
We should destroy the crayfish immediately. Experimenting is good, but we are in the middle of town. Somebody might hear something or sense the aura of death magic. We can experiment later, as we have plenty of mana we need to expend.
When we unconciously revived the crayfish, it seemed for a moment that we were the crayfish, or that we had taken over its body. It is clear that out spirit had entered the body of the crayfish, banished the chill of death through our power, and then took control of the revived body briefly. It follows, then, that if we were to remove the crayfish from the pouch, set it upon the floor and attempt to enter the crayfish's body, we would be able to directly control the former corpse. If successful, we should walk about briefly and see how well we can adapt ourselves to a temporary stay in the body of another.
Once that's done, destroy the body, of course. There cannot be any evidence of our power, at least not yet.
Your first impulse is to destroy the crayfish, but you hesitate- the rain is loud, and by your reckoning it is still early morning. Few elves will be out and about at this hour, and this is an important opportunity to learn a thing or two about your powers. You decide to experiment, and see if you can control your unintentional creation.
Lighting a candle, you reach over to your nightstand and pick up your pouch, spilling the contents onto the floor. The contents are starting to get rather rank- if you don't use them today you'll need to throw them away or find some other place to store them. Your idle thoughts are banished as the undead crayfish immediately makes a beeline for the door- reaching down, you scoop it up and set it back in the center of the room, only for it to scurry to the door again. Snatching a tunic off the floor, you line the bottom of the door, sealing off the crack to the outside. The crayfish, after, briefly exploring this new barrier, scuttles along the edge of the wall, feeling for a crack to slip through. Grabbing your belt pouch, you recapture the crayfish and sit back to think on this new complication.
In your dream, you very much wanted to escape your prison. Could that impulse have persisted after you awoke? The pouch is flopping back and forth as the crayfish tries to find a way out. Clearing your mind, you try to mentally order the crayfish to be still. The flopping does not cease. "Stop that," you hiss, with no apparent effect. It's the same as at the pond.
Perhaps you're going about this wrong. You aren't trying to bend another thinking being to your will- in your dream, you were the crayfish. Once again, you clear your mind and focus your will- you remember how strange your extra limbs felt, the pulse of ichor within you, the rigidity of your carapace...
Command Undead.
You experience a moment of vertigo, before gaining a sort of double-vision. You can still quite clearly see the room about you, the pouch before you, but you are also conscious of another view- the inside of the pouch, illuminated by a purple glow. Be still, and the crayfish responds, ceasing its fruitless endeavor. Calmly, you empty the crayfish onto the ground, and it remains docile. From the crayfish's eyes, you seem enormous, the underside of your bed a dark cavern, the ceiling impossibly high. You do not feel as though you have as much a sense of the crayfish's body as in your dream, but you do have a general idea about the body's state of being.
With a bit of experimentation, you get the crayfish to tour your room, responding exactly to your mental commands. You discover the zombie isn't very good at climbing (as might be expected) and that it can take simple directions. You make a list of ten movements for it to execute, relay it to the zombie with the injunction to wait on a command from you, and then watch gleefully as it flawlessly dances your little routine. However, another experiment where you attempt to make the creature alter its path based on external stimuli (hitting it with a rolled-up sock, in this instance) seems to have no effect- perhaps your experiment is flawed, or perhaps zombies simply do not do well with conditional instructions.
With one final thought, you order the zombie to walk in circles, then break off the mental contact. The zombie obediently continues to circle on your floor- placing a shoe in its path causes it to move the center of its circle a bit to the left before continuing with its task.
Thoughtfully, you crush the zombie beneath your heel, observing as the phosphorescent fire dies in the creatures eyes. At least you've managed some control over your creations- privately, you'd begun to fear your creations would control you.
On a somewhat related note, it would do us good to quell the dark thoughts we've been having. We're not so different from other elfs and we're certainly not evil. Admittedly, what we're doing is illegal, but it's not evil. The things we've revived haven't harmed anyone, nor have they shown any hint of aggression. Indeed, what we do now seems closer to the Life magics of old, regenerating missing parts of the body, reversing decay and ressurecting the dead. We may be a Necromancer, but before that, we're an Elf. Not a freak, not an abomination, just an elf with an unusual power.
As you settle down to a wholesome breakfast, you feel decidedly upbeat about your success, shaking off the melancholy of the day before. So what, if you're a little different? Most elves are impulsive to a fault, but the Rangers are quite disciplined. Most elves care only for the present, but the Sages gain wisdom and perspective from study of the past. Most elves have mercurial moods, but the Mages need self-control and calm to work their spells. Their differences are their strength, and perhaps it is so with you as well!
Buoyed by that happy thought, you are startled by a knock on the door. Apprehensively, you rise to answer it, thinking perhaps someone had come to ask about a strange purple glow in your window this morning. When you open the door, however, you see before you a soggy fisherelf, holding an empty net that will be doubtlessly bulging when he returns home. With a sardonic flourish, he produces a letter- a reply from Elana Foundwasps!
Thanking him profusely, you offer him a warm meal and a fireside seat, but he begs your leave and heads upstream. Closing the door, you retreat to your room, opening the letter. Hello-how-are-you-I-am-fine, cordial phrases with little added emotion. Her quill positively glows with enthusiasm for her training, however- she is nearing the end of her novitiate, and is preparing to choose a discipline within the Life Magics for further study. You detect a wistful note as she mentions how little opportunity she has had to socialize- in part due to time constraints on her part, in part due to lack of a close peer group among the Mages. She makes no mention of your history- perhaps a desire to start fresh? If nothing else, she certainly sounds happy enough to have someone to chat with, as evidenced by her prompt reply. Maybe starting fresh is a good thing- this is the start of a new You, after all, and maybe new You won't make the mistakes old You did.
By your reckoning, it is midmorning- should you reply immediately to Elana? What should you say? And what will you do with the remainder of your day- the rain doesn't look like it is letting up any time soon, so perhaps indoor activities are in order. Then again, few elves will be out and about the forest today- this could be an excellent opportunity to scout out a new place to practice your arts. What to do, what to do...
Vitality- 10/10
Mana- 7/10
XP= 4/10
Inventory- Eight Copper Pieces,
Elven Tunic, Belt Knife, Pouch(5 dead crayfish)
Status- Nauseous
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take a dead thing and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. You need practice.
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Eh. I like the idea of an unstoppable force of zombie bears to do our every bidding better than your plan.
Alternatively:
(http://1.bp.blogspot.com/_yFlo3zLj3rw/Sa1B7-S2pII/AAAAAAAAAIA/IoNM-2ha7FU/s400/Avatar_Aang_by_Shira_chan.jpg)
I've added a section to save proposed experiments, to be performed when you have the opportunity. Basically, I'll do recent suggestions first, and if you don't have more plans for the day you'll kill the rest of your time with one of these. You can vote up one you'd really like to see done.
I want to find out more about the land where the Sacred Grove was. Did the Golgothans just burn everything, or did they actually curse the land?
Revealing ourselves is completely out of the question, we would undeniably be hunted down by any human and elf alive. Also, bigger creature means less control... Hell, they could even try to kill us. Also, if a random half-dead creature is found we'll be in DEEP shit.
I rather like the idea of counteracting the Taint, though.
Ask more about the elves history and learn about the tainted lands destroyed by the necromancers
You decide to delay writing a reply to Elana- nobody will be out and about today to deliver it anyway, except those who cannot avoid it, or the foolhardy. Fetching your cloak, you head out to the Temple, snatches of song drifting out of merrily wet windows as you pass. When you arrive, you hasten inside, out of the rain. Quietly passing through private rooms where elves sit in meditation and musty storerooms, you return to Pevo Zephyrtempest's study. The aging elf sits at his desk, sheaves of paper before him, and smiles up at you as you enter.
Well hello there, Nym. Nasty day out, isn't it?
Indeed it is, Pevo. I must admit, the foul weather inspires foul thoughts, and I've been thinking on what you said yesterday.
Oh? And what did I say yesterday?
You touched on the Sacred Groves, home of Elvenkind. How were they destroyed?
The Sacred Groves were brimming with Life, more than anywhere on Urak, cultivated and enhanced by the Life Mages. Balkoth and his Necromancers attacked to steal that Vitality, to fuel his armies. When resistance was eliminated, he scoured the earth, drawing every last drop of Life from the very soil itself. Nothing can grow in dead soil, you know.
But wouldn't the life return eventually?
Mayhap, but it is difficult to adequately describe the devastation Balkoth wrought. He burned every tree, sucked the vitality of the soil, killed and reanimated the creatures for his own fell purposes, and he did this over an enormous area. And I have reason to believe he did something to prevent regrowth there.
Why do you say that?
Because I've been there, dear girl. All sand and rock it is, out in the wilderness far from human habitation. Nearby villages say it is bad luck, or cursed, and it may well be so. I spent days searching, but was unable to find the center of the Groves before I was attacked by a great skeletal monstrosity. Everything we know about Necromancy says that the creature couldn't possibly date to the Golgothan War- undead simply do not last that long without being cared for.
Wouldn't someone have seen what was done there? Some survivor, or spy?
There were no Elven survivors. Every Elf who stood to defend their homes instead of fleeing perished- we do not even know how effective their resistance was. Our ancestors spent the next year of the war seeking sanctuary in Thrimesdur, until we were ushered to Yicelafo. The next few years we heard no word from outside the Vale, as we focused on building a new home and hiding from outsiders, for it seemed to our ancestors that Balkoth must prevail, and pursue us sooner or later. We didn't even hear that the Dwarves had switched sides until years after the fact- the only Elf present at the Last Battle died on the battlefield.
There was an Elf in the Last Battle?
Yes, and a few in other major theaters of the war as well. Many who were adults when they fled the Sacred Grove couldn't bear to stand by, after learning how complete Balkoth's devastation had been. After settling the new generation into their new home, they took up arms and rejoined the fight. They were few, and their impact was small, but they were there.
Other theaters? I thought all the fighting occurred in Thrimesdur.
Oh my stars, no- although that was where the Last Battle took place, Balkoth and his generals were active across much of Urak. The Black Fleet nearly flanked Thrimesdur by sea, but were ultimately repulsed by the navies of the Jeweled Coast. Balkoth could have swarmed Thrimesdur under an army of zombies six feet deep had he not also needed to defend his rear against the Dwarves. And when the Horse-Lords joined the fray, Balkoth had to divert resources and allies to fighting them at home so they could not deploy on the plains of Thrimesdur in force.
I had no idea the Golgothan war was such an... inclusive affair.
Indeed- so far as we know it was the greatest war in the history of Urak. Its study is something of a hobby of mine, which is why I went out in the world so long ago.
Perhaps one day I'll make such an odyssey myself; See the sights, learn the history.
Perhaps you should- there is much that cannot be learned or experienced within the Vale. My time Outside was perhaps the most dangerous, and at times the least pleasant, but it was certainly the most rewarding. Ah, but I have a class of youngsters to teach- please excuse me.
Thank you for your time, Pevo Zephyrtempest.
Anything that reveals us as a necromancer at this point is a luridly bad idea. There is absolutely no way that it would be a good idea, so we're not going to do that. No raising an undead army, no telling the village elders and, this is an important one, no more necromancy in town.
Instead, we're going out into the woods and doing some basic tests. Admittedly, most of these are unlikely to work, and they're not listed in any specific order, but they're things we'd kick ourselves for not trying sooner if they do turn out to work:
-Try that thing woose1 suggested. I kinda doubt that necromancy works like that, but if we find out later that it does, we'll kick ourselves for not having tried it sooner.
-So far, everything we've reanimated has had purple fire start glowing in its eyes. What happens if we revive something without eyes, like an earthworm?
-Attempt to revive a previously destroyed zombie. While I have the sneaking suspicion that any damage sufficent to destroy a zombie will also prove sufficent to prevent it from being revived once more, it's another one of those things we'd kick ourselves for not trying sooner if it works.
-Try reviving a dead plant. Preferably one that's largely intact but pretty obviously dead, like a weed you dug up out of the garden and left out to dry for a day or two.
Further, I have a short list of longer-term experiments that we should keep in mind if we can't think of anything else worth trying. Again, not in any specific order.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
Also, as an experiment: attempt to use our life-manipulation abilities to transfer the 'life force' we find in the corpses back into us, to fuel raising the dead. That way, we might further reduce the cost of making our zombies.
Do some testing and just try to gather knowledge, but remember knowledge is power guard it wel.
we should also try the live draining thing on small insects. this way we can learn the rate of regeneration. because if we spend 2 mp to raise an ant, how much do we get it we drain the life out of the thing. oh and if we can use the life drain in that way, can we also use it to heal ourself?
I also agree with everything Grek said.
Of Topic: I say good job to monk12 for the fast updates.
As you leave Pevo to his teachings, you walk back out into the soaking rain. By your best guess, it is a bit after noon- the morning's incident has reminded you that you need to gain more control of your Necromantic arts, and though you lack a truly safe haven for such experimentation you predict that a secluded glade in the woods will be safe enough, as all the elves who would normally be out and about will be staying safely at home today. To the forest!
After an hour or so of walking, you find a place where the trees grow thickly together, providing relief from the wind and the worst of the rain. Settling down on your heels, you drop a crayfish corpse on the wet leaves of the forest floor. You theorize that Necromancy, at its most basic, involves taking latent Vitality from a corpse and rekindling it, bringing the target back to some semblance of life. If true, then you should be able to draw that latent Vitality out of the corpse and into you, instead of leaving it in the body.
You focus your will on the crayfish- nothing. You try to empathize with the corpse- nothing. You try to invert the way Mana normally flows out of you, but all you accomplish is giving yourself a slight headache. Perhaps you're going about this the wrong way, or perhaps your theory is wrong.
Next on the agenda- eyeless earthworms! A bit of rooting is sufficient to discover a nice big one writhing in the mud, but much like the ant you are a bit concerned about how to kill it without simply rendering it into goo. After casting about a bit, you find a nice big puddle and proceed to drown the creature in it. It takes a while to drown, but it's an earthworm- they die hard. Returning to the relative dryness beneath the trees, you focus your will and Raise Zombie.
The earthworm begins, almost imperceptibly, to glow purple. It also tries to start burrowing, before you snatch it up for closer inspection. The glow appears to be emanating from tiny, nearly invisible bristles. On a hunch, you cast Sense Vitality- the zombie barely registers as containing any Vitality, although the trees around you have dozens of VP each. Bringing your will to bear, you try to draw that smidgeon of Vitality out of the worm and into you, forming a connection between you an-
Steal Vitality
A purple spark flies from the worm to you, blinding you with its brilliance before it strikes you in the face! With a startled yelp, you fall backwards, clutching at your head. Tentatively, you probe with your fingers- no damage appears to have been done. You walk over to the puddle- no marks on your face, no blemishes. You examine the worm in your hand, discovering that it is no longer a zombie, although it does not appear to have suffered any physical damage.
Calming yourself, you think back to the moment the spark hit you. You think, perhaps, you felt something, but if the worm had held a smidgen then what was stolen was a mere smidgen of a smidgen. You are reasonably sure that, given a target with more Vitality, you would get more noticeable results.
You judge that although night is approaching, you have time for one more experiment. Returning to the crayfish, you cast Raise Zombie, watching as purple fire erupts from its eyes and it begins to shamble about. You then place your foot on the zombie and begin to slowly press down, listening to the creature's carapace snap and pop. As soon as the purple fire dies, you quickly remove your foot before lifting the creature for inspection.
The crayfish's body is broken- the shell is shattered in a few places, and most of its limbs are twisted at an unnatural angle, one of its legs gone entirely. Bits of crayfish innards ooze through the cracks in the shell. Gently setting it back on the forest floor, you Raise Zombie once more. It takes noticeably more energy, but once again the crayfish rises. You bend down, looking- purple fire blazes from the cracks in the shell, and the broken legs are straight. The missing leg is still gone, however.
Out of mana and out of time, you crush the crayfish once more before setting off for home. You arrive in a drizzle sometime after sunset- exhausted by your day's effort, you decide to skip dinner and go straight to bed. You sleep long and peacefully, with no interruptions. The next morning, the sullen sky promises more rain to come, but right now it is dry.
Vitality- 10/10
Mana- 10/10
XP= 8/10
Inventory- Eight Copper Pieces,
Elven Tunic,
Elven Cloak, Belt Knife, Pouch(4 dead crayfish)
Status- Content
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. You need practice.
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - You can suck the Vitality out of living things (or undead, at least.)
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
-Zombie plants! Possible?
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
Some proposed changes to planned experiments
-Zombie plants! Possible?
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.we know that skeletons can be raised (Pevo said so) and we know that purely fleshy things can be raised (the earthworm) so I doubt we need to do this experiment
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-See if we can raise part of a criter, say a single leg off a crayfish or just the head.
Write back to Elana today if we have time, tomorrow if we don't.
Specifically, ask her about the different disciplines within the Life Magics, and which one she thinks she'll choose. It's an interesting topic for us, and Elana seems to like talking about her studies.
After enjoying a hearty breakfast, You decide to rip off a reply to Elana Foundwasps. After mentioning how you've been taking more interest in the gathering of knowledge, you go on to question her more about her studies. You hadn't realized Life Magic has more than one discipline within the school- you'd been under the impression that it was just "happy make stuff grow" magic. Then again, it turns out Necromancy is a bit more involved than "raise dead, fuck bitches" so you suppose you shouldn't be that surprised. Not that you mention the Necromancy bit, of course. Satisfied with your letter, you head outside just in time to catch a hunter heading her way- he readily agrees to carry your letter.
EDITEDIT: Oh, one more thing: Ask the elders if there is any way to store mana in an object for later use, or increase the amount of mana at your disposal. Preferably the topic should stay far away from necromancy.
By happy coincidence, you spy Ari Wetdawn walking your way! You hail him as he approaches.
Ho, Ari! What brings you out of the Temple on such a gray morning?
Hello, Nym. I'm just out to tend to a sick tree I came across the other day- a bit of Rootworm, nothing serious. I would also like to bestow a blessing on some of the deer while it's dry, if I get the chance.
How do you have the Mana to do all of these things?
Pfft. These chores will hardly overtax my abilities- I always carry a Mana Potion with me, though, in case of emergencies. It wouldn't do to find that Rootworm was a symptom of a much worse problem that needed more magic than I had at my disposal!
A Mana Potion? I don't know of any Elf who can make those.
It isn't that difficult- anyone can learn the necessary spell. Mages tend to make them for themselves, though, since demand is low and their greater Mana reserves allow them to make more potent potables. The tricky part is getting the Crystal for the task.
Crystal?
You know, magical crystal. It is the only substance we know of that can reliably store and release Mana, and is an extremely versatile material with applications in almost all alchemical processes as well as many other branches of spellcraft. We don't have a natural supply of it, instead importing it from Thrimesdur and the Jeweled Coast.
So Mana Potions make you more powerful, then.
Well, yes and no. Mana Potions replenish your Mana reserves, they don't expand them. A Mana Potion wouldn't do a random peasant any good.
What if you had a problem that you didn't have the man reserve to face?
A problem I don't have the power to resolve, indeed. In your hypothetical situation, I suppose I would call on my fellow Mages to help me solve it- very few things on Urak can face our unified might.
What if you couldn't get help from your colleagues? What if you had to do it yourself, for some reason?
"What if, what if!" IF I faced a problem I couldn't handle alone, and IF I couldn't call in outside help, then my only recourse would be to somehow obtain an Artifact of Power that could help.
An Artifact of Power?
Yes. Before the Golgothan War, it is said the great Magic-Users of Urak knew the making of Artifacts, items that could enhance the abilities of their wielder. Swords that flamed, shields that healed, boots that let the wearer fly, that sort of thing. Some of them help enhance the magical power of Mages, either through increasing their Mana reserve or allowing them to cast spells normally beyond their ability. In your extremely unlikely situation, I might be able to gain permission to use of one of the few such items our people possess- I'd have to talk to the Druid though, so I doubt that would help much.
I see. Well, I won't hold you here any longer- good luck with your tree!
Some proposed changes to planned experiments
-Zombie plants! Possible?
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.we know that skeletons can be raised (Pevo said so) and we know that purely fleshy things can be raised (the earthworm) so I doubt we need to do this experiment
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-See if we can raise part of a criter, say a single leg off a crayfish or just the head.
We could still do the experiment, because a earthworm naturally is a being of flesh, bit would it work if we took something of flesh and bonesn and only use one of the things.
Oh and we should still find a cave or something
Are we normally more productive than this? (Not counting necromancy related activities.) It might seem odd if we suddenly stop doing all the tasks we usually do.
Still, we should probably seek a more secure location today than before, as the whether is less rainy today.
An experiment we should try: make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
Continue looking for a lair
With most of your day ahead of you, you decide to find a nice private place you can practice magic with little fear of discovery. Last time, you went South, so this time you decide to go North. This path takes you deeper into the forest, away from the Great River and Elven habitation.
After an hour or so of walking, you enter the oldest parts of the Vale. The trees here are enormous, with thick, gnarled roots clawing out of the ground. The branches overhead choke out the light of day, starving the vegetation beneath the canopy. You walk through a forlorn, emerald light, across a carpet of soggy leaves and broken twigs. It is very quiet here, very serene. Feeling you have come a safe distance from Elven habitation, you step off the game trail, searching among the roots and tree trunks for a suitable place to call your own.
After perhaps another hour or so of searching, you find it! In the center of a dense stand of trees, you find a great old oak, struck by lightning years past. The dead tree is partially fallen, held up by the branches of its neighbors- the trunk is shattered, and large branches yet lie scattered about. There is a sheltered space between the angled trunk and the ground, partially screened from the outside world by branches torn down in the old tree's falling.
Picking your way inside, you grin in satisfaction. A large pile of leaves and twigs shows where animals sheltered in days gone past, but it is clear the hollow is unoccupied now. The roots of an adjacent tree provide comfortable seating, and the soft earth beneath them would be an excellent place to store food, equipment, and any experiments you choose.
Fuck. Yeah. Let's go steal the vitality of some bitches.
(In this case, a tree.)
Then, we weaponize the life force. Try focusing it in a beam and shooting it at something. Chances are, the energy stored in a large organism like a tree can cause a decently-sized explosion.
Then I guess we can try raising it. I don't think a zombie tree would be very interesting though. We'd better also make sure to do it somewhere WAAAYY out of range of the elf village. We don't want no goddamn tree-hugging hippies finding out we're preforming horrible unnatural experiments on the local flora.
Also, based on what the old guy said, we can apparently raise just skeletons, without any flesh on them. It probably costs a lot more than raising a fleshy minion, but they last much longer. (This is just pure speculation.)
After tidying up your new getaway, you decide to celebrate with some experimentation!
First up, you decide to give your vitality stealing powers a swing. After a moment's consideration, you decide against zapping any of the trees holding up your abode, instead moving to the other end of your hollow to zap one of the trees there. Placing your hand on the tree trunk, you Steal Vitality.
You feel your magical energy pierce the tree, and siphon some of its Vitality. You can almost hear the tree groan as your magic attacks its life-force directly, but soon your eyes detect a glowing purple ball of energy emerge from the bark, floating before you. It begins to float towards you as though drawn by a swift current, but focusing your will you hold the Vitality away from you- you don't need it yourself, after all. Instead, you decide to try and use this energy to destroy something! You set your sights on a nearby rock, forced mostly out of the ground by growing roots and about as large as your head. You throw the Vitality at it, forcing the energy into it! You feel great resistance, but your will prevails, and-
Animate Object
You blink in disbelief as the rock suddenly draws the Vitality into itself! You take a step forward, but are suddenly swept by a feeling of intense vertigo! The vertigo passes, but you feel something swell within yourself, as if long-tensed muscles had finally been allowed to relax, stretching outward. You happily note your Mana pool seems larger- your practice is paying off!
Cautiously, you approach the rock- it looks rather the same as it did before. Frowning, you begin to cast Sense Vitality, but stop- you can already see the Vitality of the rock! It registers as having 2- presumably what you stole from the tree. You glance at the tree- you can't tell how much Vitality it has, though you know the Sense Vitality spell would tell you. You'd heard that practiced Mages could sense Vitality even without the aid of a spell, but you'd always dismissed that as a rumor. Perhaps skill in the magical arts brings more than an increased Mana Pool, you muse.
You bend closer- to your eye, the rock appears to have a fine network of purple lines across it. You sense, rather than see, an undirected ball of Vitality within. The rock doesn't appear to be doing anything.
Sighing, you consider your situation. Animating that rock took a lot of Mana- it is only midafternoon, but you don't have that much Mana left. Should you continue with one of your less Mana-intensive experiments, or do you have an idea for an experiment you could do related to your new-found abilities? And what will you do with the Rock, when you finish for today? You don't know if you can easily destroy it, and although you can probably suck the Vitality out of it with a spell that would leave nothing for experimentation. Then again, it's a rock- it doesn't appear to be able to move, and it isn't obviously alive undead animate. What harm could there be in leaving it be?
Vitality- 10/10
Mana- 4/12
XP= 10/20
Inventory- Eight Copper Pieces,
Elven Tunic,
Elven Cloak, Belt Knife, Pouch(4 dead crayfish)
Abilities- See Necromancy(Passive)
Status- Confused
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. You need practice.
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - You can suck the Vitality out of living things. This spell removes 6 Vitality from the target and gives 2 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
-Zombie plants! Possible?
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-Make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
-See how much damage a dead body can sustain before it is unraisable
I should mention that Vitality and Mana are not interchangeable- Kopout has the right idea there (Ninja!) There may be spells and effects that convert one into the other (a lot of Life magic involves converting Mana->Vitality, for instance) but one is not a substitute for the other. Mages could tell you more about that relationship.
This raises an interesting question, one that I am abashed for not having come up with sooner: What are the limits on the various magical detection abilities? In order to answer this question, and find a suitable way to hide the rock from observers, try the following tests:
-Cover the rock with a peice of cloth, such as our cloak.
-Place the rock in our pouch.
-Place the rock on the far side of a living tree.
-Place the rock inside the cavity of the dead oak tree.
-Bury the rock under half a foot of soil in a spot where we can find it again.
Assuming that final tests is able to successfully hide the rock, bury the rock just outside of our grove instead of destroying it. We'll want it around for research later, and for possibly making life storage thingies. If it doesn't seem like we can successfully hide it, we'll have to destroy it.
Make it a pet rock called rocky... All joking aside, we should do some science on it and then drain the thing, we don't want to have some random traveler/elf finding a living rock.
Oh and practice an evil laughter, you always need those when you least expect it.
Assuming that final tests is able to successfully hide the rock, bury the rock just outside of our grove instead of destroying it. We'll want it around for research later, and for possibly making life storage thingies. If it doesn't seem like we can successfully hide it, we'll have to destroy it.
I agree, it makes sense to see how well we can hide our changes now before it becomes important. And it would be nice to not have to destroy everything we create.
We should remember to leave enough mana for ourselves to drain the rock, because we do not yet know if it will be detectable.
You decide that, if you must, you can destroy Rocky with Steal Vitality- but first, you'll use your other Mana to determine just how detectable it is. First, you cast Sense Vitality, and gain awareness of the Vitality around you. Interestingly enough, you note that while Sense Vitality informs you that Rocky has 2 Vitality, that is all it informs you of. You don't see the web of purple energy you can detect with your Necromantic Sight, nor do you have the sense the Vitality is concentrated anywhere in particular.
You first shield the rock in your cloak. You note that although Sense Vitality only works on line-of-sight (thus failing with this rudimentary precaution) your Necromantic Sight can still sense Rocky- although you can't see any of the details, you still know there's a 2 Vitality strong something or other beneath the cloak.
Rocky is too large to fit in your pouch, so you walk to the other side of a living tree and take a look. Sense Vitality, as expected, only registers the presence of the Tree's Vitality. Your Necromantic Sight, while unable to detect the tree's Vitality, is able to sense the Vitality of Rocky, but fainter than before. Backing up, you lose awareness of Rocky when you are about twenty feet away. Circling so you have line of sight to the cloaked rock, you still do not have awareness of it. When you approach again, you gain a stronger and stronger sense of it.
Drawing your belt knife, you begin digging into the soft, rain-soaked earth. After some time and effort, you have a nice little hole dug- rolling Rocky in, you quickly bury him. Your Sense Vitality spell has by now worn off, but you're certain that if it couldn't work through your cloak it won't work through the dirt. Your Necromantic senses seem muffled somewhat by the layer of dirt- you can still sense it, but you need to be fairly close- a dozen feet at the most. It is fairly obvious that something is buried here, however- the dirt is freshly turned, the leaves scattered, bits of sod strewn about. Then again, part of the reason you're out here is because no Elf is likely to stumble upon your hideaway, and even if they did, they aren't terribly likely to try and detect Vitality in a rock they find in a hole in the ground.
We should find a living insect then attempt to move the vitality from the rock to the insect, crushing the insect after we are done.
Problem. The rock is not full of mana it is ful of vitality. I like the idea of having life stored in things as a way to have quick and dirty healing, see if it is easyer to drain life from animate objects than from living things try this after we have tried to take over the rock though, if it looks like it will cost more then 2 to do we should stop part way through. that is another idea, see what hapenes when you stop a spell part way through do you expend some of the mana cost all of it or none of it. I doubt it will cost less to steel from an animate object though as it cost 3 to steal from the zombie as well as the tree.
Although you think it would be safe enough to leave Rocky unattended, you decide to perform a different experiment instead. Unearthing the Rock (much easier now that you've loosened the earth,) you snag a beetle you find hiding in the dirt. Bringing your will to bear, you Steal Vitality from Rocky. To your chagrin, you completely snuff Rocky's Vitality while only withdrawing some small fraction of it- a third of what it had, maybe half a Vitality point altogether. Nothing you can make use of, but then, this beetle is much smaller than you.
You redirect the Vitality flowing from Rocky to the beetle instead of you. To your eye, the Vitality appears to strike the beetle and bounce, dissipating. You ponder what this means, as you crush the beetle for safety. Maybe you can't push Vitality into living things, only dead things. Or maybe it would have worked if the beetle was injured first- perhaps this is just an indication you can't "supercharge" Vitality with this spell. Or maybe you just didn't have enough Vitality in your grasp to do anything with. Maybe it's something else entirely...
Well, you are out of Mana, and judging by the bit of sky you can see through the hole in the canopy it is nearing dusk. Noticing your crayfish have definitely started to turn, you leave your pouch hanging from the dead tree, hopefully safe from scavengers- you could use a chest to store things in, you reflect. Mentally marking your path, you return home, arriving a couple hours later. Eating your usual dinner of fish and wine, you enjoy an extremely restful night's sleep.
After finishing your breakfast, you arise at a knock on the door- it is the same fisherman as before, bearing another letter from Elana Foundwasps! Eagerly, you accept the letter and settle down at the table to read it.
After going through the pleasantries, the letter assumes a scholarly, lecturing tone. You grin- it's from Elana, all right. Life Magic, she writes, is fundamentally the art of encouraging the growth of Vitality. The practitioners of Life Magic have developed different techniques, depending on the effect the Mage wishes to achieve.
Growth is the most basic of the disciplines, and involves encouraging the development of living things. Mages who specialize in the discipline spend much time learning about the anatomies of many diverse creatures and plants- living things are complex beings, and to maximize potential requires a deep understanding of the finer mechanisms of Life itself.
Healing is another widely practiced discipline, and focuses on strengthening the life in a particular part of the body to facilitate rapid recuperation. Mages specializing in the discipline know much about the healing process as a whole, and can also help living things fight off disease.
The third, smallest discipline within Life magic is Imbalance, and is the use of Life magic as a weapon. Mages who specialize in the discipline can cause normally innocuous diseases to become life threatening illness, and can interfere with the biological mechanism of life by accelerating the growth of one area of the body without increasing the capacity of the body to handle the imbalance.
There is a certain amount of overlap, and since Elves are immortal they have the time to master all three disciplines, which puts less emphasis on specializing on one to the exclusion of the others. Elana is new at the art, however, so her initial discipline will inform her abilities for years to come. She says she is undecided between the Growth and Healing disciplines- she considers the use of Life Magic to destroy to be a perversion of her gift, as do most Mages. In fact, the few living Elves who are considered masters of that discipline are all old enough to have been children or novices during the Flight.
You set down the letter, reflecting on your own school of Magic. If Life is, fundamentally, the growth and increasing of Vitality, then what is Necromancy, exactly? You know it isn't just corpse related, and apparently it has applications on things that were never alive in the first place. It is certainly something to ponder.
It is still early morning, and the sun is shining. Should you reply to Elana now, or later, and what should you say? Do you have any other tasks you'd like to accomplish in town, or should you get straight to the experimentation?
Vitality- 10/10
Mana- 12/12
XP= 10/20
Inventory- Eight Copper Pieces,
Elven Tunic,
Elven Cloak, Belt Knife
Abilities- See Necromancy(Passive)
Status- Content
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. You need practice.
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
-Zombie plants! Possible?
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-Make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
-See how much damage a dead body can sustain before it is unraisable
Well, I'm still sick, but at least my head doesn't feel wrapped in wool anymore. Thanks for the well wishes.
And, although I had intended this update to encompass a broader period of time, your actions have lead to... unexpected results. Hooray procedurally generated story!
-Make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
This experiment is probably no longer necessary, as we have seen that detect life does not work without line of sight (though there may still be other ways of detecting it).
We should also ask more about the strange things Pevo saw on his trip through the Grove Wasteland. When he talks about the undead he saw, ask him if there are ways to detect such creatures so you can avoid them. He might know if there are other ways to detect undead, but we have to be careful to have the subject turn up naturally in the course of the conversation.
[edit:]After that we should ask how he escaped the huge one that attacked him, both to have the conversation not end on the topic of detection and because I am kind of curious.
Some of these experiments are pretty risky to do in the Valve. Starting fires, buying dolls for no explicable reason, trying to pump extra vitality into zombies and all of that run a high risk of us being caught. It's time to prepare to leave for Thrimesdur:
Inform our parents of our plans, ask Pevo if he has any recomendations for where to visit and let Elana know what we're planning in next letter to her. We should have time for one or two more letters before we leave, but it would be rude to put this off.
You realize that your growing power is making you capable of greater feats, and each new ability is potentially a new way for you to be discovered. You need to get more serious about leaving for Thrimesdur, starting now!
You pen a quick letter to Elana Foundwasps, expressing some interest in her activities and the choice she faces before mentioning how your recent studies have given you a keen interest in life outside the Vale. You then write two more letters- one to your Mother, and one to your Father, informing them of your decision. They deserve to know.
These letters are important enough- and their recipients distant enough- that you feel the need to insure their speedy delivery. You find a young elf boy, and after a bit of haggling he agrees to carry your letter- in exchange for three days' rations and TWO copper pieces, the greedy bastard! Sourly, you watch him dart off- at least he'll deliver the letters straightaway. He'd better, for that price!
Heading to the Temple, you find Pevo singing a Teaching Song to a group of small children. You smile- it's one of your favorites, about the First Great Caravan that came to Yicelafo after the Golgothan War, bearing news about Balkoth's fall and bringing many fine crafts and supplies never before seen in the Young Vale. There is a sense of wonder in the tale, of a renewal in interest in the places beyond the borders of the Vale, coupled with an assuaging of fear. As Pevo finishes, sending the children off to lunch, you sit down with him.
Your song echoes my thoughts, Pevo Zephyrtempest- I've a yearning to see the places beyond the Vale, to feel the wind in my hair.
Oh, do you now? You do- I recognize that glint in the eye. I won't try to stop you- in fact, I'll speak to the Elders on your behalf.
You will?
I will. I'll ask you a question- can you tell me the last time somebody left the Vale?
No. When was the last time somebody left the Vale?
Two hundred and eighteen years ago. And that was just an expedition to catch a thief in the Thrimesdur Caravan- they never left the Walled Jungle. The last time an Elf walked in human lands was Two hundred sixty three years ago, when an adventurous young Ranger decided to leave with the Caravan and travel the Jeweled Coast- he fell in love with the Sea, and only visits infrequently now. I don't believe he's returned to Yicelafo since before you were born, though he's sent letters.
Two and a half centuries? That's a pretty long time.
And it is even longer by human standards- the grandfathers in Thrimesdur have maybe heard stories about their grandfathers' grandfathers encounters with Elvenkind. Maybe- more likely, most humans have forgotten we exist. I fear we are becoming too insulated, too cut off from the rest of the world. No, I won't oppose your journey- I'll do whatever I can to aid you.
It is good to have your support, Pevo. Do you have any advice on what to bring, or where to go?
Go wherever your feet take you, though it will be easier to convince the Elders to let you go to Thrimesdur- they are more comfortable with them than other humans. There is all kinds of equipment you could take with you- food, rope, bedroll, candles and crowbars, fishhooks and flasks, paper, parchment, pouches! I doubt you can afford a pack animal, so you'll have to make do- take what you can carry, and remember you can always buy what you need in most towns. Oh, I know! Come with me.
Pevo clambers to his feet, then leads you to his study. Rooting around his desk, he eventually comes up with a scrap of paper, then presents it to you proudly.
(http://img.ie/images/95a1a.png) (http://img.ie/)
What is this thing?
A map of Yicelafo, of my own creation!
It is? What are these brown squiggles?
Oh, those are the cliffs surrounding the Vale.
And the round green squiggles on top?
Those are trees!
Uh-huh. And the green lines?
That would be the expanses of the Walled Jungle. And before you ask, those yellow dots are Elven hamlets, with Yicelafo proper being the one with the star, and the Black circle to the East is Larothor, "Squeezedlips." It is a moderately prosperous town of the Empire, and is where the caravans ferry across the Great River. It would be a good place to start your journey- from there, you can take the road or a boat South to visit the great cities, and if you reach the coast you'll be able to find a ship going just about anywhere.
Thank you- this is very useful! What if, say, I wanted to visit the Grove Wasteland?
Then you'd be a fool, but you'd be a fool that should take the road East out of Larothor. You'd want to travel to the Capitol of the Empire, where you'd choose to either head north across the wilderness or continue east until you hit the river- you should be able to get better maps there, anyway, to base your final decision on.
I suppose I'm a fool then- I'd like to visit the home of our ancestors. Were there many dangerous creatures there?
Nothing dwells there, that I encountered, apart from the skeletal monstrosity.
Is there a way to detect the undead creature? Magic or the like?
From what I know, any magic used to detect undead would require line of sight to the target, and at that point it is pretty obviously a skeleton monster.
How did you escape such a creature?
How do you think, girl? I ran faster than it! It seemed to give up after a few miles- for a while I had been worried it would just wait for me to collapse from exhaustion.
You ran for a few miles?
I wasn't born with this cane, you know! And I can still run when the occasion demands, at that. Here, I've got a smaller world map you can use for reference as well- Now off with ye, I've got some young'ns to teach. And I'll speak to the Elders.
Thank you, Pevo.
If we have time between necromancy experiments and our other preparations, start fishing/doing odd jobs for extra money. We'll need the money to get some basic supplies for our trip.
In addition to EveryZig's suggestion I would say that today should be used to get some of our planed experiments out of the way. That said I do have one to add test if we can convert vitality to mana, ideally something else's vitality rather then our own. If life mages can convert mana to vitality maybe necromancers can do the opposite
EDIT: Oh, also, might as well try this out while we're at it. Attempt to turn Vitality into Mana. It'll be almost as good as Mana potions. Just be careful people don't start to notice vast swaths of decimated forest.
You decide to divide your free time between shoring up your meager cash reserves, and practicing your Necromantic arts. With the day half gone, you elect to spend the latter half of this day in experimentation at the Tree.
You first decide to try converting Vitality into Mana- it certainly seems like a Necromantic sort of thing to do, and didn't you hear a story about Necromancers killing people for power?
You Steal Vitality from a nearby tree, and easily handle the ball of Vitality that emerges. You think of the way Mana feels when it flows out of you when spellcasting, then imagine that flow reversed. Nothing. You try to focus on the Vitality, thinking to break it down somehow, but it seems as homogeneous as water. You try to pull it into you while directing it towards your Mana pool, but the Vitality just hits you and dissipates without noticeable effect.
Frustrated, You walk back to the tree and try to feel the Vitality within- maybe you can extract the Vitality as Mana directly. You can't detect the Vitality, so you Sense Vitality- you can feel the Vitality, but you just sense its presence, not its form or its flow. You try to reach in and take it with your thoughts, but you realize that you are simply preparing your Vitality stealing spell, not attempting something new. It seems like there should be a way to do this, but you can't figure it out.
This looks awesome!
We should fashion or buy a doll that can move it's limbs (has joints) and try to animate it.
I support this.
With the doll experiment, we can save ourselves some time and effort by using a piece of rope. That should be flexible enough while still being readily available.
You get a short length of Rope Reed Fiber rope, and settle down to weave it into a doll. The task is surprisingly more difficult than it looked when your mother did it for you as a child, but after some trial and error you hold a figure with a large, looped head, two long looped legs and short, uneven arms formed from the end pieces. Gingerly, you rest it on Rocky and attempt to Animate Object- nothing.
Puzzled, you try again, but the Mana fails to release properly. After a bit of thought, you remember that you were already manipulating Vitality the last time you cast this spell. Moving to a tree you haven't sapped yet, you Steal Vitality, extracting a ball of 2 Vitality from the living wood. As the ball of Vitality floats toward you, you gently redirect it to the Rope Doll, murmuring Animate Object.
Success- of a sort. The Vitality bleeds into the Doll, and your Necromantic Sight registers the Doll as possessing 2 Vitality... but the Doll just lies there. To your eye, the fibers of the rope bristle with purple fire, but it seems undirected. You poke at the Doll, but it remains limp and unresponsive. You attempt to Command Undead, but the spell fails to resolve- you realize you don't know what it's like being a Rope Doll, and the spell requires a certain amount of empathy.
You focus your mind on the Doll, trying to be the rope. It needs eyes, you think- if it had eyes, it could see. You try to imagine seeing through the eyes of the Doll, looking up at the canopy of the forest, and-
Alter Golem
You jump back, startled, as phosphorescent purple fire leaps to life! The head loop seems to gather the purple fire from throughout its body, concentrating it in the center of the loop. The head loop is alive with purple fire, but within the swirling energy is two bright points of purple flame- eyes.
You poke the Doll again, but still elicit no response. You yearn to experiment further, but you are out of mana for the day. You bury the Doll, and leave to do some fishing before sunset.
The next day is bright and sunny as you return to your experimentation. Digging up the Doll, it appears to have suffered no harm for its night in the dirt. You Command Undead, and this time your consciousness readily merges with the Doll. You can feel the dirt ingrained in the rope fiber- you try to lift your head, but fail. In fact, although you can look about freely with your eyes (even going so far as to peer out the back of your head at the stone you lay on,) you lack the strength to move the rest of your body. Curious- why is that?
Lacking ideas for further study regarding the Doll, you turn to accomplish one of your previous experiments- the zombification of a plant! You realize you probably should have uprooted a shrub yesterday in preparation for this task, since plants take a while to die... but then you remember you're sitting inside of a big ol' dead tree!
Moving outside, you focus on the tree and Raise Zombie- and stagger back, in pain and shock! Clutching a nearby tree to hold yourself up, you take stock- raising the tree not only drained your entire mana pool, but it appears to have caused you harm as well! Drawing a shuddering breath, you examine the oak- it's undead alright. The entire trunk is wreathed in dancing purple fire. Examining the hollow, you notice that where there used to be a deep gouge in the core of the tree there is now a purple cylinder bridging the gap. Purple fire seems to flow up and down the trunk within that cylinder.
Standing back, you gaze on the tree in dismay. Even now, in the middle of the day, you can see the purple glow faintly reflected by the surrounding trees. At night, this place will blaze like a bonfire. But what can you do about it? You have no mana, and destroying the tree by hand will be extremely difficult without help, especially since you are unsure exactly how much punishment this thing can take. Maybe nobody will walk this way in the night? It's hardly something you'd like to stake your life on, but it may be your only option. You need to think of something!
Vitality- 8/10
Mana- 0/12
XP= 14/20
Inventory- Six Copper Pieces,
Elven Tunic,
Elven Cloak, Belt Knife
Abilities- See Necromancy(Passive)
Status- Weakened and in pain
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. You need practice.
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Rope Doll
2 VP
Can see, can't move
Undead Oak
5 VP
Hardness 8- When physical damage is dealt, subtract 8 from the total.
Can't see or move
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-Make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
-See how much damage a dead body can sustain before it is unraisable
(http://i.imgur.com/VayPD.png)
(http://img.ie/images/95a1a.png) (http://img.ie/)
Gah, why would we go for the tree? Are there no leaves on the ground? No dead branches we could have dislodged!?
What fools we are!
But the question remains - can anyone other than ourselves even SEE the purple fire? When the skeleton was mentioned, nothing was mentioned about a purple flame - in fact, can you recall any mention of a purple flame, or is this simple the swirls of necromantic magic?
First, determine if we need to hide it at all - Walk a distance away, and see if the light grows dimmer - if it grows dimmer more quickly than the visibility of the tree, it is likely a byproduct of our magic vision rather than our true vision. We should be okay, in that case.
Face it: we're panicking. Stop. Breathe. Doesn't that feel better? There's still six hours till dusk. Eight until it's properly dark. GlyphGryph has the right idea here. Do the test that GlyphGryph suggested. Rocky (who had 2 vitality) was invisible to Sense Vitality at a distance of 20 feet. If the range is linear with vitality, then the tree should become invisible at a range of 50 feet. If it's exponential (5 feet per point of vitality squared), then the necromantic aura will become invisible past 125 feet.
Ok, ok, this isn't that bad- it isn't good, but it's not bad. After all, wasn't the whole point of doing this off in the deep woods so that random elves won't see you? First things first- let's see exactly how visible this mess is.
You first consider the possibility that the visible evidence is merely a product of your Necromantic Sight, an ability only you possess. This tree may well be invisible to the casual observer! With some chagrin, however, you remember that the trout had purple flames sprout from its eyes, and the ant had purple flame instead of a head- this was when you first discovered your power, and before you developed your Necromantic Sight. You also recall how your undead crayfish mishap was able to feebly illuminate your room- not a good sign.
Of course, theory is all well and good, but some solid experimental data is in order. Staying within the confines of your little grove, you stand at various distances to the tree- there is no real change in its appearance, and only slight variation in your Necromantic Sight. You begin backing through the trees, attempting to keep the tree in sight- although the tree's fire appears no dimmer, you do gradually lose your sense of the tree, finally petering out around 125ft from the tree. Doing some quick mental arithmetic (a skill you've had little reason to exercise before now,) you deduce that your Necromantic Sight must have a range relating exponentially to the Vitality of the Necromantic Energy being sensed.
Unfortunately, the tree is still quite visible at this range, although the trees make direct line of sight difficult. Circling around, you find that about 150-200 feet from the tree you cannot directly see it- however, you can still see the purple light reflected off the surrounding trees, even in the middle of the day. You suspect it will be much more visible at night, although it will also be less likely that an Elf will be in the area.
I agree with Sense Vitality. Regrettably costing us valuable mana, but probably be worth to check.
I like those odds a lot less than I like the odds of walking back to town (calmly!), getting a mana potion using the excuse we came up with before (it's for our upcoming trip to ) and then returning in two hours to deal with this on a full pool of mana.
If anyone asks why we want a mana potion, we should say that it is "for emergencies" and leave it at that. If they don't press further (or don't comment on it in the first place), all is good. If they do press further, explain that we were worried that animals in Thrimesdur might be more aggressive and harder to calm. This, of course, is a cover story for our research, but it does have a grain of truth to it. We will want to make use of the mana potion if there's an emergency we don't have enough mana to deal with, and it is possible that animals in Thrimesdur aren't as friendly to the elves as the ones from home.
Although you briefly entertain the notion of getting an axe or starting forest fires to deal with your problem, you decide that the most expedient way to take care of the tree would be to use your magic. Although you are out of Mana, you were planning to weasel a Potion out of somebody anyway- may as well push that task to the top of your priority list! It's about an hour's walk back to the village- you can be back in two, three hours tops.
You waste no time, and hustle back to the village. Although you initially plan to jog, or at least hurry, you find yourself short of breath- that casting took more out of you than you thought. Still, you manage to maintain a steady, ground-eating pace back to the village.
When you return, slowing to a nonchalant stroll, you ponder which way to go. You had initially planned to buy a Mana Potion from a merchant, but that would involve a trip to a larger village across the river, and would add travel time to your task. In addition, you aren't sure how much a Mana Potion costs- you don't exactly have the time to spend an afternoon doing chores in payment. You remember that Pevo had mentioned how most Mages make their own Mana Potions- perhaps you could find Ari Wetdawn and persuade him to part with one. It's a place to start, anyway.
You get to the Temple in no time at all, and spy Pevo ambling inside. Lengthening your stride, you quickly catch up.
Hey, Pevo! Pevo, have you seen Ari about? I need to speak with him.
He's off on some task or another, Nym. He should be back sometime tonight.
Oh, burn me. It figures.
Oh? What did you need to discuss with him, that haste is such a concern?
Oh... it's nothing that can't wait, I suppose. I'd just thought that a Mana Potion might be useful for my journey to Thrimesdur.
What do you need a Mana Potion for?
You know, emergencies.
Oh, because your awesome arcane powers will get you out of any pickle, is that it?
Oh stop- I just thought that it'd be useful in case I encounter a great many vicious animals, or something.
I can assure you that most of the animals you'll encounter can be pacified as easily in Thrimesdur as here in the Vale. However, even without exhaustive magic use you'll be able to find a use for Mana Potions.
I will?
Oh, aye- for barter! Magic use is much less prevalent among the humans, and many of them are untutored by our standards. While almost all elves have some small Mana pool to draw upon, most humans don't have any at all, and many of those born to magic learn only the bare necessities before returning to service their home village. Why, more than a few times I paid for my lodging by making some weak Mana Potions for those weak wizards.
Really? You know how to make Mana Potions?
I do. In fact, my errand here today is to drop off a potion I whipped up for Ari- he's been too busy to tend to it lately, and it isn't like he needs a particularly powerful potion to supplement his abilities. Tell you what- how about, instead of just giving you this here potion, I show you how to make your own?
That'd be great! Um... how long does this normally take?
Once you've gotten the hang of it, it'll only take a couple hours, and most of that is just mundane brewery. The tricky part is learning the magecraft involved, since any mistake means you have to start over. I know I spent the better part of a day trying before I got the knack, my first time. What, do you have someplace else to be?
I...
On the one hand, learning this skill would be an invaluable asset. On the other hand, it sounds like the learning itself could easily suck up the rest of the afternoon and perhaps your evening, all while your Tree blazes merrily away. You could just wheedle that potion out of Pevo now and come back to learn another day... right? What do you do?
Vitality- 8/10
Mana- 0/12
XP= 14/20
Inventory- Six Copper Pieces,
Elven Tunic,
Elven Cloak, Belt Knife
Abilities-
Sense Necromancy(Passive)Status- Conflicted
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. You need practice.
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Rope Doll
2 VP
Can see, can't move
Undead Oak
5 VP
Hardness 8- When physical damage is dealt, subtract 8 from the total.
Can't see or move
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-Make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
-See how much damage a dead body can sustain before it is unraisable
(http://i.imgur.com/VayPD.png)
(http://img.ie/images/95a1a.png) (http://img.ie/)
*twitch twitch*
"Of course, theory is all well and good, but some solid experimental data is needed..."
*twitch twitch*
ITS A HYPOTHESIS, DAMN IT! The #1 misconception regular people make. A THEORY is proven by experimental data. A hypothesis is what you have there, an unproven idea. God damn it. It drives me crazy when people make that stupid mistake. Everyone just completely bypasses hypothesis and gives theory the meaning of hypothesis, which is downright fucking stupid.
Now, to continue reading this awesome RP.
One might argue that there is a difference between the technical and idiomatic meaning of the word, but the explanation I'll roll with is that Elves (and You in particular) are not very good at science
Anywho, funeral related fun dovetailed nicely with holiday related fun
and writer's block, and updates will likely remain sporadic through the season. That said, this first part of the game has had a lot of infodumping (intentionally, as I'd rather introduce setting information/mechanics organically than as a block in the first post) that we're getting caught up on now, so we should have some more interesting, meaningful choices coming up here.
On another note, how big WAS the tree? It was the dead remnants of a tree, right? Would it be possible to cover it with some sort of cloth or cover? Maybe we could, I dunno... paint it? The thing only has 5vp, so going at it with an axe is actually still very much a possibility if its larger. Maybe hack off some lives or something - the thing has less vitality than a healthy elf, it can't be that hard to re-kill, right? Even with the hardness, it should only take like 8 hits.
[The tree (or rather, the largest remaining chunk of tree) is about twice your size, which is to say something like ten feet long and quite broad. If I happened to be stealing DnD size categories, then you would be a Medium creature while this tree is Large.]
Key point to note: We don't have any mana right now. If Pevo asks us to use mana during the "how to use your mana to make potions" lesson (and, let's be honest, he will), we will not be able to do that. Pevo's sure to notice something's up, and we don't have a good explaination for what we did with all our mana. Let's not risk it. Let's beg off learning for today, saying that we had planned to talk to Omo (our ranger friend, remember him?) about your route and then pick up a few other things for the trip today, but promise to come by tomorrow and learn how, since it sounds extremely useful.
Beg mana potion > go back > THINK THE NEXT OPTION THROUGH CAREFULLY, we really can't use another critical overshoot right now > solve tree issue.
-What, do you have someplace else to be?
I... actually, I've been meaning to chat with my friend, Omo Thunderjaw. I haven't spoken with him in a while, and as a Ranger he'd have some good advice for my journey. If it's all the same to you, can I learn tomorrow?
Sure, sure, don't let me keep you.
Thanks! Ah, Pevo, I don't suppose I could persuade you to part with that potion, could I?
Oh this? You don't want this.
Sure I do! I've never messed with mana potions before, it'd be nice to know what I'm getting into, I think.
Heh- alrighty then, have it your way. Actually, while my mind's on the subject, take this bag, too.
...Pevo, there must be half a dozen silver in here! I can't take this!
Sure you can! You might have scraped together enough coin to get by outside the Vale, but I'd like you to do more than get by. Besides, the Caravan from Thrimesdur will be here soon, and you might spy something you need for your journey.
Wait, really? Don't you think it's a bit early in the Spring yet?
Early it may be, but the Caravan is coming, no mistake. You haven't heard? They crossed the river yesterday, and should be moving through Yicelafo tomorrow. Ahh, my mind is slipping- I won't be able to teach you tomorrow, I'll be spending the day at the Caravan Fair.
Oh come on, the Caravan should be here a solid week! Besides, the festivities won't really kick in for a few days, once all the other elves arrive.
Aye, there's the rub! I'm not about to let every other elf in the Vale pick over the good stuff before I get there, and I'm certainly not going to be last to hear news of foreign lands!
Alright, fair enough- you've really done more than enough already. Thank you, Pevo.
Not a problem, not a problem- will I see you at the Fair?
Maybe not tomorrow, but we'll see. Farewell!
You wave goodbye, weighed down with Pevo's gifts. You give the Mana Potion a quick examination- the bottle is a dark, translucent blue, and fits comfortably in your closed fist. Unstoppering the bottle, you peer inside, sloshing about a dark liquid. Red, maybe? You catch a faint fruity scent wafting from the bottle- it seems familiar, though you can't quite place it. Carefully, you stopper the bottle back up and tuck it into your coin pouch.
Although visiting Omo Thuderjaw had not been in your plans prior to your conversation with Pevo, it had been something you wanted to do before leaving anyway. Besides, you can hardly not see him after using him as an excuse, and it's not like this should take long.
Without wasting time, You head off to Omo's house. It isn't all that far from your own- elves have children seldom enough that when an elven couple bring a child into the world, they often move nearer parents with another child or those expecting, just so the kids can grow up together. Omo and Elana were your only childhood friends, and though you've largely gone your separate ways you still share that special bond.
You find Omo chopping wood in his backyard, shirtless and sweaty. He is tall, even by elven standards, easily a couple hands higher than yourself. Unlike most elves, he keeps his blond hair cut short rather than gathered in a braid. His face would be handsome were it not for the prominence of the famous Thunderjaw chin- his eyes twinkle merrily as he sees you walk down the lane, and he leans back on his axe.
Ho, Nym! I'd begun to think you've been avoiding me! I haven't seen you in what, a week?
Hey Omo- has it been that long? Well, I've been busy lately.
Oh? And what have you been busy doing? Teaching the fish to sing?
As a matter of fact, I happen to be in the midst of preparations to leave the Vale.
Really, leave Yicelafo? Why?
I've got it in my mind to travel. See the world, something beyond this forest and river.
Since when? You've always been content to faff about doing this and that before now.
Well, that was then and this is now- people can change, you know.
Yeah, I know. Good luck getting the Elders to let you go- I've asked to take trips out of the Vale myself, without much luck I might add!
Actually, Pevo said he'd speak to the Elders on my behalf.
Pevo Zephyrtempest? I didn't realize you two knew each other that well.
Well, we've been chatting for the last week or so. He's partly my inspiration to travel, and he seemed supportive of the idea- he even gave me a bit of spending money.
Oh did he? It figures, I suppose- I'm sure if I had perky breasts like yours I'd get all kinds of nice things.
You'd look pretty funny with big breasts under that big chin- one might be mistaken for thinking you had no neck!
Ha! I suppose I would, at that. Say, Nym, as long as you're pulling strings to get out of Yicelafo, how about you pull one more and take me with you?
What? I thought you were training to be a Ranger.
Half the reason I became a Ranger in the first place was so I could wander out along the borders of the Vale- every patrol, I see the horizons outside the forest and wonder what's on the other side. Besides, you'll certainly need my help! What do you say?
I...
On the one hand, Omo is right- a trained Ranger (well, half-trained, anyway) would be a valuable companion on the road, and the Elders will probably be more amendable to your journey if you have a partner. On the other hand, Omo doesn't know about your unique talents, and you don't know how he'd respond to the knowledge. Necromancy nearly caused the extinction of your race, and that's the kind of thing nobody can take lightly. Hiding your talents from a traveling companion would be extremely difficult. What should you do?
Vitality- 8/10
Mana- 0/12
XP- 14/20
Inventory-
6.6 Silver Pieces,
Elven Tunic,
Elven Cloak, Belt Knife, Mana Potion
Abilities-
Sense Necromancy(Passive)Status- Conflicted (again)
Six days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. You need practice.
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Rope Doll
2 VP
Can see, can't move
Undead Oak
5 VP
Hardness 8- When physical damage is dealt, subtract 8 from the total.
Can't see or move
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-Make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
-See how much damage a dead body can sustain before it is unraisable
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
You may be a scientist, but you are clearly not a linguist. I too am often frustrated when I see people use the term in referring to scientific endeavors, but the difference is not as great as you would think. Rather, theories INCLUDE hypotheses. And even then, since we aren't using the word "scientific" in front of them and this is not a scientific paper, by default we revert to the looser non-jargon versions of these words.
A hypothesis is a proposed explanation, prediction, or assumption.
A theory is a collection of hypotheses that form an explanation of some part of reality, supported by evidence.
We were, in fact, theorizing - trying to link together our various hypotheses by examining the data we had experienced. Eventually we decided that thinking (theorizing, connecting the dots between our various data points and hypotheses) was not enough, and we needed to gather more data by action. This seems perfectly reasonable to me.
Your status (and Omo's) may be in a bit of flux over the next couple of updates as I hash out exactly how the combat mechanics and suchlike are going to work- you'll get the general idea, though.
Note that the game remains from your perspective- you can't "hop in" and take control of Omo, though you can talk to him to suggest actions. Also note that your knowledge of your party's abilities is also limited to your perspective- if your allies have hidden capabilities, you won't know of them until you see them in action. For example, if Omo were also hiding necromantic talent, that information would not be reflected in his character sheet until you discovered it, even though he possessed it all along.
Also, in reading back through the thread for suggestions-
I'm not sure elves actually burn wood or not :..
Elves do burn wood, but they almost always restrict themselves to deadwood. In the event there is no deadwood available, Elves will normally send for a Life Mage to harvest what is required from a living tree in such a way that the tree will not be harmed. If it's a choice between freezing to death in the woods or harvesting living wood, Elves will take the wood, but they'll feel super guilty about it, to the point of seeking out the tree later to tend to it. This applies to construction and any other given use for wood as well.
Be relived at his offer, and happy, not hesitant, and tell him you'd be immensely grateful to have him along
We're definitely bringing him along, there's no doubts there... There's no reason to explain to him about our powers now, but there's also no reason to lie about them once we're gone. The truth here is our best weapon: We want to discover ancient magics long lost to our people and break the necromantic curse on our ancient homeland.
Half the reason I became a Ranger in the first place was so I could wander out along the borders of the Vale- every patrol, I see the horizons outside the forest and wonder what's on the other side. Besides, you'll certainly need my help! What do you say?
Of course I'd be happy to have you along!
Grand! When do we leave?
I don't know- I've got a few things to do first, and I have yet to speak to the Elders myself.
Are you going to the Fair tomorrow? I was planning on going that way, and as long as we're in Yicelafo we could speak to the Elders then.
I haven't decided when I'll get to the Fair yet- I only just found out about it. They'll be there all week, and this is hardly a time-sensitive task.
Maybe not for you, but I've wanted to leave for weeks now! I'll probably spend the week at the Fair- come and find me when you get out there.
Alright, sounds like a plan. I'll let you get back to tending your wood now.
Pfft- off with you, wench! Let me work in peace!
...sneak up on the tree, to check if someone is or has been around recently...
When and if we do take down the tree, we should bash it with Rocky a few times to check if having the vitality bestowed in it will give it any special properties when used as a weapon.
EDIT: We should also try Rocky on something truly living later if we survive that long, and see what happens
Yes, use mana potion, as much as needed to shut down the tree with magic.
Yes. But we should first find out the mana density of the potion. So quaff one teaspoon, say, then check how much mana it added. We don't want to be going over maximum and wasting good potion.
As you set off to tend to your own woody problem, you realize you never asked Pevo how much Mana your potion was good for. Well, it's not like Stealing Vitality costs all that much- surely if this potion is potent enough to help Ari in his tasks, it will be sufficient for your own. ...Right?
It is late afternoon by the time you return to your grove- beneath the thick canopy, it may as well be sunset. As you had feared, you are aware of the purple glow well in advance of your actual arrival. Carefully, you sneak around the trees, your inexpert eyes searching for signs that another Elf has been here. You gradually spiral in to the tree itself without seeing any elves, nor sign of their passage. As you regard the tree, you decide to indulge in a brief experiment before extinguishing its merry flame.
You harvested Rocky some time ago, but the Rope Doll is still where you left it. Picking it up, you start beating the tree with it, eyes peeled for any unusual effects. The rope flails against the tree much as any other rope would have- that is to say, ineffectually. The mere presence of Vitality in the doll does not appear to have any significant effect on its killing potential. Ah well, the attempt didn't cost you anything.
Stepping back, you unstopper your Mana potion. Your nose twitches again at the fruity, pungent odor. You slowly begin drinking the potion, taking care to keep in mind your Mana pool so you can stop when you have enough for the task at hand. It tastes extremely strange: fruity and sweet, but a little spicy, while the texture is grainy without being gritty, and thick.
As you drink, you can feel a pleasant, comfortable warmth spreading throughout your body. More importantly, you can feel your magical energy returning! Not nearly as much as you'd like, however, and as you drain the last drops you seem to max out at about 3 Mana. Maybe a quarter of what you're capable of, but enough for the task at hand.
You stretch out your hand towards the Undead Oak, and Steal Vitality. Your magics scour the Oak clean, and the purple flames flicker and die. However, you drain a much smaller amount of Vitality than you had expected- not even enough for 1VP! You'd rather hoped that this method of tree-destroying would have alleviated the ache in your bones. Come to think of it, though, you don't really feel that ache anymore anyway. That's a plus.
You rub your eyes- it feels like this day has taken weeks, you've emptied your Mana reserves, replenished and emptied them again, and it seems you've walked the length of the Vale twice over. You want nothing more than a warm bed and a good night's sleep. As you rise to leave, you notice your Rope Doll's eyes twinkling as it rests on the rock you left it on. You should probably do something about that.
Vitality- 8/10
Mana- 0/12
XP- 15/20
Inventory-
6.6 Silver Pieces,
Elven Tunic,
Elven Cloak, Belt Knife, Small Empty Potion Bottle
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Exhausted
Six days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. You need practice.
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife
Abilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Eager to leave
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Rope Doll
2 VP
Can see, can't move
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-Make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
-See how much damage a dead body can sustain before it is unraisable
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
Try cutting the rope doll into pieces with your belt knife. See if it destroys it. cut off a limb, and see if the life stays in the body or the limb. Then cut off the head, and see if the head remains alive. Find the smallest bit that can remain undead.
Although tired, you've never been one to pass up an opportunity for experimentation, and this shouldn't take long.
You fumble at your belt for a moment before drawing your knife, then lay the Rope Doll on the rock, face up. Lifting one of the "arms" you saw at the rope until it falls off. For a moment it maintains its faint purple cast before it fades back to a regular piece of rope. Your Necromantic Sight reveals a negligible dip in the Doll's Vitality. Hacking off the other arm yields a similar result.
Starting just below the head knot, you saw at the rope, severing the body from the head. The body "dies" much like the arms did- the Head remains animate. However, you note that the head (at this point a glorified noose) now only contains One Vitality, instead of the Two the whole Doll had. You slice through the top of the head loop, and the rope falls apart, the eyes winking out and the phosphorescent fire fading. The Rope Doll is destroyed.
Something about this strikes you as very sad, and fighting back tears you pile up the pieces of rope on the remains of Rocky. After a moment's consideration, you arrange the rope in a semblance of it's brief unlife- er, undeath? Animatedness. You are abruptly aware of how silly this is, internally debating semantics over the current nonliving status of a rock and piece of rope that were never properly alive to begin with, and certainly never had anything resembling a thought pass through them! You start giggling to yourself- Here lies Ropey the Rope Doll, may she rest in Pieces! Ha, see, it's funny because Ropey is in little chunks now.
You realize that you've been giggling to yourself in the dark for a while now- you aren't precisely sure how long, but it has certainly been longer than anyone should giggle while alone. The part of you that is rather concerned with things being precisely right suggests that this may be cause for worry, but you counter by suggesting nothing has been precisely right for a solid week now, so kindly shove off.
Oh right, shove off- you were going home now. Yes, that is a good plan. You jump to your feet to act on that plan and promptly fall on your bottom. You realize that might have gone better if you were sitting in the first place, but now you can do this properly. Jumping to your feet- well, to your knees, then you need a hand on Rocky to get the rest of the way- you exit the Grove. It is well and truly dark now, and though the sky was tinged with red in the Grove, here beneath the canopy it may as well be midnight.
It should only be about an hour back to your home, but it feels like it takes twice that, stumbling through the woods, tripping on roots and walking into branches. Then again, it almost feels like no time at all, so that averages out, right? You very very carefully climb the steps, but have trouble with the door, as you aren't quite sure where the latch is. Come to think of it, you aren't quite sure where your fingers are. Hang on a second.
*bleeearrgh*
There, much better. After a few moments, you manage to get the door open. With a great laugh at the puny door and its failed attempts to stop you, you shamble inside, collapse on the bed and instantly fall asleep.
...
You awaken the next morning dead. No, scratch that, you just wish you were dead. Your mouth tastes like socks, your clothes are rumpled and sweaty, and you have a pounding headache. Fuck this day.
Vitality- 9/10
Mana- 12/12
XP- 15/20
Inventory-
6.6 Silver Pieces,
Rumpled Elven Tunic,
Elven Cloak, Belt Knife, Small Empty Potion Bottle
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus-
HeadacheSeven days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. You need practice.
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife
Abilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Eager to leave
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-Make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
-See how much damage a dead body can sustain before it is unraisable
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
Hmmm. That's strange. The mana potion seemed to have the same effect on you an alcoholic beverage might have on a human.
Are the elves familiar with alcoholic beverages? Are there any drinks less-than-graceful elves quaff away at in the night? It might help us understand the nature of this potion we have yet to find out how to make.
You roll over and stuff your head beneath a pillow, away from the stabbing light of day. You haven't felt this hungover since the morning after your coming of age party. Your thoughts keep churning, despite the headache- is this a result of casting from Vitality? Maybe the workout you gave your Mana pool? Some other Necromancy related shenanigans? Actually, you first remember feeling off right after that Mana potion...
Wait a minute- that fruity taste... Sunberry! You hadn't recognized it at the time, what with the spiciness and strange texture, but you're reasonably sure the base of that potion was Sunberry Wine- a rather potent potable, as such things go. Elves- like most races- freely partake of alcoholic beverages, though they favor wines. Sunberry Wine, in particular, is a traditional Elven beverage, and the berries grow only in the Vale. It is famed for its strength and unique flavor, and is Yicelafo's prime export.
But that still doesn't explain the spicy taste, or the texture, and it only raises more questions. Do Mana potions need to be made of booze? Does the process of making a Mana potion make booze stronger? Is that why Humans buy the potions- for the side effects?
Maybe it was a side effect of draining our mana reserves completely twice in a row, though. Anyways, since we'll be seeing our mage friend on the way out, I imagine, we can ask her when we get there. Also, we should send her a letter letting her know we'll try to visit on our way to the outside, and we should try to visit.
You think it would be a good idea to visit Elana Foundwasps, and resolve to write her another letter. You remember, however, that you haven't heard a response from your last letter- maybe your messenger delivered the other letters first, or perhaps she's already at the Fair. You haven't heard back from your parents, either, although it is a good bet that your Father is leading the Caravan's escort through the Vale.
I guess we need to meet Omo.. tomorrow was it? We should get all our supplies ready. Fishing equipment, A hatchet, I'm not sure how skilled we are at archery, but a bow and some arrows might come in handy. We also should bring a tinderbox, unless we can start fires with magic, or elves have knowledge in white phosphorous. We want plenty of flatbread, some lemons to avoid scurvy, and some salt just in case we find ourselves far from the coast. We need a flask for water (other than our potion vial, which we may find another use for). We also need plenty of rope, some leather to wrap our feet in if it gets cold (and to experiment with), and some herbs in case of injury. We want a frame to pack this all onto, and a leather bag to mount on the frame and sleep in. A shortsword might come in handy, but it might be a bit expensive, and isn't a necessity. If we have or can get our hands on a larger knife or sword, we should find a light one. We don't want to weigh ourselves down too much.
Eventually, you muster the effort needed to get out of bed. After addressing some basic hygiene needs (you've got a nasty bruise on your shin, by the by,) you decide to do some preparation for your eventual departure from Yicelafo. You don't have a specific meeting planned with Omo, just the intention to join him at the Fair before asking the Elders permission to leave. Still, you'd like to be ready to go when you do get permission.
You start with the items you already own- starting with a large leather backpack, you start filling it with your fishing equipment, flint and steel, a waterskin, and a change of clothes. Alright, two changes. You should be able to buy traveling food for about 5 copper/day, lemons and salt for a few more. A good hatchet can run as high as 6 silver, but maybe you can haggle for a used one. You don't have a clue how much various herbal remedies cost- you'd have to consult a healer. A bedroll will probably run you a silver piece. Silk ropes would be ideal since they are both lighter and stronger, but are too expensive- Rope Reed fiber ropes cost 2cp/5ft, and you could pack a coil of 50 feet without too much trouble.
A shortbow and arrows would be nice, but is out of your price range- they normally sell for something like 30 silver. A shortsword, though requiring considerably less craftsmanship than a bow, is similarly expensive due to the general lack of metal in Yicelafo. A good, reliable metal dagger will probably run you 4 silver in the Vale. Both the shortsword and dagger will probably be cheaper if you buy from the Caravan at the Fair, though the sword likely won't drop into your price range.
In order of priority,
Trail Rations (3 days) (1.5 sp)
Bedroll (1 sp)
Rope Reed rope (20ft) (0.8 sp)
Hatchet (lower price the better) (<6 sp)
Healing Herbs (?)
Dagger (4 sp)
Does that list look right to you? And how would you like to spend the afternoon, once the shopping is done?
Vitality- 9/10
Mana- 12/12
XP- 15/20
Inventory-
6.6 Silver Pieces,
Elven Tunic,
Elven Cloak, Belt Knife, Small Empty Potion Bottle
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Bleh
Seven days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. You need practice.
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife
Abilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Eager to leave
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-Make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
-Finally, We have silver on us. we should test how it reacts with our magic. Can we put vitality in silver? what happens if we drop a silver piece through a Golem's head?
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
Shopingwise, we're in a bit of bad shape:
Our total shopping list adds up to somewhere on the order of 1.4 gold. We have 6.6 silver. We're going to have to forgo buying some of the things that we'd like to have.
Step one is to ask Omo what he's bringing and strike any duplicates. If Omo is planning to bring a hatchet, 50' of rope, 3 spare ranger knives and a fully stocked medical pouch, we don't really need to be bringing the same. If it's still not enough, there' some other things to get rid of.
The dagger is an obvious answer, it would be redundant to have both a dagger and a knife. The hatchet is another obvious thing to drop, due to the 6 silver pricetag that would eat up 90% of our money all by itself. Even if we get it for cheaper, there's basically no reason for us to be chopping wood when we can collect deadfall in the traditional elfy manner. The rope is less obvious, since it's the cheapest item on the list, but we honestly don't have much use for rope outside of making another rope golem. It's not like we're planning to climb a mountain or something.
One thing that is notably missing from our shopping list is Writing Materials. Our ostensible purpose for going on this trip is to study the history of our people and, as such, we need to be prepared to actually take some notes so we have something to show for our efforts when/if we come back. Preference goes to charcoal and rope reed paper (cheap, non-spilling and lets us make rubbings of gravestones and markers!), but ink and/or vellum parchment is also acceptable.
I recomend the following:
In order of priority,
Trail Rations (3 days) (1.5 sp)
Bedroll (1 sp)
Writing Materials (up to 1 sp)
Hatchet (up to 2sp, if Omo doesn't have one)
Healing Supplies (ask Omo what he recomends to bring)
I will note that your belt knife is basically a small, dull dagger- a new, larger dagger would be a much more effective weapon, if it comes to that.
As far as writing materials goes, your best bet is either Parchment(2 cp/sheet) + Charcoal/Chalk (1 cp/10pc), a Wax tablet (1sp), or a combination of the two. If you indulge in a Scroll Case (1 sp) you will negate the slight chance that your charcoal/chalk writings will be smudged beyond legibility, besides being generally more organized.
Ink is the most permanent solution for writing needs, but is a bit out of your price range at 8 sp for a vial. Charcoal is definitely the most economic solution, as a copper will get you ten sticks- chalk is a similarly priced alternative that is more difficult to read on paper/parchment, but easier to read on, say, a cave floor. Both have a tendency to get smudged, though this risk is readily negated with a Scroll Case (1 sp).
Paper is unknown to the elves (as the process requires a lot of wood,) but Rope Reed Papyrus serves the same niche. Elven Papyrus is extremely high quality, but it is still less flexible than paper, and can only be inscribed upon with ink. But isn't the added expense and hassle worth saving poor innocent trees? A single sheet of Papyrus will cost 4 cp.
Parchment is the commonly accepted alternative to Papyrus among the Elves. On the one hand, it has a noticeable odor, is more affected by humidity and extreme heat or cold, and needs good maintenance to keep ink from fading over the years- on the other hand, it is cheaper and widely available. Parchment costs 2 cp per sheet.
A Wax Tablet is a wooden tablet covered with wax, and comes with a cover and stylus. It is reusable, making it ideal for notes, quick arithmetic, or (small) maps, and whatever is written on it is well protected- however, you basically only have 2 pages worth of space to write things before you have to start erasing old stuff. Pretty much all scribes and secretaries will carry these.
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
Shopingwise, we're in a bit of bad shape:
Our total shopping list adds up to somewhere on the order of 1.4 gold. We have 6.6 silver. We're going to have to forgo buying some of the things that we'd like to have.
Step one is to ask Omo what he's bringing and strike any duplicates. If Omo is planning to bring a hatchet, 50' of rope, 3 spare ranger knives and a fully stocked medical pouch, we don't really need to be bringing the same. If it's still not enough, there' some other things to get rid of.
...
I recomend the following:
In order of priority,
Trail Rations (3 days) (1.5 sp)
Bedroll (1 sp)
Writing Materials (up to 1 sp)
Hatchet (up to 2sp, if Omo doesn't have one)
Healing Supplies (ask Omo what he recomends to bring)
We have 6.6 silver, so my proposed shopping list is...
Trail Rations(1.5)(5.1 remain)
Bedroll (1)(4.1 remain)
Rope (.8)(3.3 remain)
5 parchment + Scroll Case (How many pachments does a scroll case protect?) (2) (1.3 remain)
10xCharcoal (.1)(1.2 remain)
Wax Tablet (1)(.2 remain)
Also, another idea for stepping off the path to experiment on the way - we thought we saw some useful herbs. ;)
Will our parents be likely to show up at the fair? If so... MOOOOOOOCH
You rearrange your shopping list- a bit less food, since you can probably forage well enough on your own, lower priority on the rope since you don't plan on going anywhere particularly rugged soon... good enough for now. You get the bright idea to ask Omo what he has before you buy redundant items- that should save you some money, and he might have thought of things you've forgotten.
In order of priority,
Trail Rations (2 days) (1sp)
Bedroll (1sp)
Hatchet (up to 2sp, if Omo doesn't have one)
Subtotal: 4sp
Parchment (4 sheets) (0.8sp)
Charcoal (10 sticks) (0.1sp)
Scroll Case (1sp)
Rope Reed Fiber Rope (20') (0.8sp)
Subtotal: 2.7sp
Healing Supplies (ask Omo what he recomends to bring)
Wax Tablet (1sp)
How long a walk is it to the fair? I think, experimentation wise, we could do with laying low for a little while. And everyone we need to talk to and everything we need to do is there. Since we know we can use our magic on things we can't see (remember raising the crayfish), we can do some simple magic on the walk so as not to worry about it expressing itself during the night. Concentrate on trying to understand it, focus it, notice the details. Nothing particularly new or experimental, just going over what we know and see if we notice anything new.
Some simple spells we can cast on the walk:
Get some more dead crayfish or something else fairly whole in a bag.
Insure we can raise them through the bag like we did that night, but keep them in the bag. See if we can raise two at once.
How do they interact?
Command them both to remain still and calm. We haven't done much commanding, so pay careful attention to the experience.
Drop some silver in the bag and see if they react.
Finally, attempt to "Alter Golem" on one of the zombies. Is there anything we can change? Can we mash them together and make them one zombie?
That should easily drain most of our mana for the day, and it's all stuff we can do on the walk without being obvious about it.
You decide to take a break from running around in the woods by yourself, and take a trip to the Caravan Fair. Omo is probably already there, and you don't want to spend your limited cash without consulting with him first- besides pretty much anyone who is anyone will be there. After all, the Fair is the social event of the season! Songs will be sung, dances danced, strange items and stranger tales from the outside world put on display, and various mind-altering substances will be readily available for those so inclined.
Although, this is not to say you won't be doing some experimentation. After all, it would be most embarrassing to suffer Mana buildup in the midst of the greatest gathering of Elves short of the Fall Fair. The crayfish you already had are back at your little Grove (and probably rotted to goo, come to think of it,) but you know of a little pool not too far away that is too small to support larger fish, but is a ready supply of crayfish, toads, and other little creatures suitable for bait.
You easily net a pair of minnows, and let them air-drown on your way back to your home. Hesitating a moment, you decide to wrap them in a rag before putting them in your pack, sandwiched between your spare clothes. Securely buckling the pack shut, (after preparing a meal for later,) you set off on your journey to Yicelafo.
Heading to the river, you walk westward along the bank. Elves aren't much on making roads, but between the frequent traffic and tall trees there isn't much undergrowth along the river's edge, making it the fastest way to Yicelafo if you don't have a boat. After you get about half an hour outside village limits, you feel alone enough to attempt some subtle Necromancy.
Focusing on the minnows in your pack, you attempt to Raise Zombie- no dice. Frowning, you think harder- you picture how they looked in the rag, imagine them pressed down by the weight of your clothing in the dark of your pack, and you Raise Zombie. You spend 1 Mana, although you don't feel any different. Casually, you unshoulder your pack, holding it in front of you- although you don't see any direct light, your Necromantic Sight informs you of the existence of a source of Necromantic energy within the pack.
Continuing along the riverbank, you shoulder your pack and try to imagine what it is like to be a minnow. You are long, you are swim, you have little fins and are half tail, you are wedged in a rag in a sack, and you Command Undead. You gain that peculiar double vision- before you you see the woods, the river flowing by, an elf in the distance, but you are also aware of cloth and dark and a nearby dead fish. The undead minnow is flopping about, and you silently command it to remain still. Carefully looking through the minnow's eyes, you are reasonably certain the minnow is still fully wrapped in the rag- good thing, too, since you'd rather not have your clean clothes smell like fish.
You amicably nod to the elf as she passes, and she smiles back at you. Whistling a jaunty tune, you continue upriver with your passenger, passerby none the wiser!
Once you're alone again, you prepare to raise the second minnow. You hesitate a moment- you've been maintaining the Command Undead spell on the first minnow, and you aren't sure whether you can cast a different spell while doing so. There's one way to find out!
You aren't in any rush, and carefully think about what you want to do, while maintaining awareness of the current minnow. When you feel prepared, you Raise Zombie. Through the eyes of your current minnow, you happily watch fire erupt from the other minnow's eyes, and it begins to jerk about in a mockery of its last moments of life. It appears to take no notice of its traveling companion.
You try to shift your awareness to it, but cannot. Thinking for a moment, you carefully cast Command Undead while maintaining control of your first minnow. You gain a general awareness of the other minnow, but you don't gain its perspective. You try to order it to be still, but fail. Thinking a moment, you try to shift your awareness again- this time, you succeed! You maintain a general awareness of the first minnow, but now you see through the eyes of the second minnow. You order it to be still, and it complies.
As you walk along, you try different experiments as it strikes your fancy. You try to directly control them both at once, but fail. You try to Alter Golem to merge them into one superfish, but fail. When you pause for dinner, you take a moment to poke them with a silver coin, with no noticeable effect.
After dinner, you decide to do some testing of the range of Command Undead. As you walk away from your pack, your awareness of the minnow (both through Control Undead and Necromantic Sight) begins to drop off rapidly- once you get more than a couple yards away from your pack, the spell ends along with your Necromantic Sight's awareness of the minnow's existence. Returning to your pack, you sense the minnows again, but don't regain control of them.
As you consider the results of your experimentation, you continue upriver. You soon encounter more and more elves, some slower than you, some faster. Many of them carry a pack with camping gear, similar to yours. With the setting of the sun, you arrive at the outer limits of Yicelafo. On the north side of the river (the side you are currently on,) you see lights twinkle into being as the Arboreal City winds down toward the night. Across the river, similar lights at ground level betray the presence of the reveler's camp- somewhere on that shore the Caravan itself is also resting, resting before the renewed festivities tomorrow.
You ponder where to spend the night. You could always crash at your Mother's house- she maintains an apartment in downtown Yicelafo. Meeting with her is probably going to require some catching up and explanation of your journey, explanation that you may want to put off until the next day. You could also seek out Omo or another of your acquaintances across the river for a no questions asked rest, or, given how clear the night appears, you could probably sleep in the open by yourself, perhaps a bit worse for wear since you lack a bedroll. You should also consider how (and if) you will dispose of your minnows.
Vitality- 9/10
Mana- 6/12
XP- 17/20
Inventory- Belt Pouch (
6.6 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack (Flint&Steel, Small Empty Potion Bottle,
Fishing Equipment,
Spare Traveling Clothes x2)
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Tired
Seven days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife
Abilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Eager to leave
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-Make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
Dissecting the fish will kill it anyway, so we should probably just do the drain vitality test on both, unless we can Command Undead to make them remove their bones without destroying themselves.
I was actually opting for the "swallow them whole" route. I mean, we can nibble on their fins for a taste, but imagine seeing inside your own anatomy. We might even see something important.
Before we do that, though, we should see if we can make them self terminated. Don't want to try the whole "steal vitality" trick on something that's INSIDE you...
Eat one of the minnows. Does it taste like it's spoiled at all during the time it's been zombified, or did the unlife preserve and protect it from bacteria and mold growing on it?
You move into the bushes by the side of the road, out of sight of passerby. Composing yourself, you cast Command Undead- it's easier now that you've practiced, and you command one of the minnows. You command, Die, but no response. Cease, Still, End, Self-Terminate... no luck.
You decide to deal with the dead things the way any elf deals with a dead thing- eat it. Quickly, before anyone can see you, you scarf down the minnow. It tastes pretty terrible, what with being a cold raw minnow and all. There's a bad moment where you can't make yourself swallow it and it sticks in the back of your throat, but with supreme effort of will (aided by making the minnow "swim") you manage to get it down.
You are rewarded with one of the most singularly unpleasant and repulsive experiences you've ever had. Although you lose the sensation of the minnow wriggling down your gullet after it gets through your throat, you can still sense its presence in your esophagus with your Necromantic Sight. You think you can feel it moving, but you're pretty sure that's just psychosomatic. From the minnow's point of view, you now know that your esophagus is a slimy, disgusting place that squeezes your food down and down. Soon the minnow hits your stomach, and you have a few moments to enjoy the sight of your half-digested dinner sloshing about before the acid melts the minnow's eyes.
Unfortunately, this does not kill the minnow- not right away, anyway. You are vaguely aware of the flesh of the minnow dissolving away- you are pretty sure most of the tail is gone by the time contact is severed, and your Necromantic Sight stops registering anything in your stomach. You are queasy, [8] but don't vomit. So that's something, anyway.
The thought of trying that again- even without Command Undead in effect- turns your stomach. You decide to use your magic to eliminate the other minnow. This is a good time to knock off one of your planned experiments- leaving the minnow tucked away inside the bag, you focus on it and Steal Vitality. Success! You don't steal an appreciable amount of Vitality, but you kill the minnow (again) and now know that Steal Vitality does not require Line of Sight- not through cloth and leather, anyway.
We should probably go find Omo. If we're going to be camping with eachother for who knows how long, we may as well find out if he snores.
Go find your friend at the fair and talk about what traveling supplies you'll bring along today or tomorrow, whenever it's convenient and then buy them. If possible, some time over the next few days find Pevo and learn how to make mana potions, this is practically a must have skill, we need it and leaving before learning how to make them would suck.
I doubt we'll be able to/ have time to do any experiment during the fair so we'll have to put that on the backburner.
EDIT: Also don't forget to eat the fish, other wise they'll smell.
You decide to go find Omo- you can pool resources tonight and be ready to take care of business tomorrow. You walk further into Yicelafo, the path faintly illuminated by the lights in the treehouse windows above. At this hour, there are few travelers about, but you aren't alone when you get to the Canopy Bridge. The Canopy Bridge is the main thoroughfare between the North and South sides of Yicelafo, composed of a massive rope bridge anchored to two massive trees on either end, stabilized by ropes to the ground and other, smaller trees, and stretching whole across the Great River before dividing into a mess of smaller bridges and arboreal pathways.
From your vantage point atop the South end of the Canopy Bridge, you can see campfires and tents stretching to the south, the shadowed late-night revelers moving from camp to camp. Looking for any given elf in the dark at this hour would be a difficult task, but you know Omo. When you reach the ground, you listen to the snatches of song drifting through the trees, and head in the general direction of the bawdiest, most enthusiastic chorus. Before long, you come to a sizable group of elves well into their cups, and it is easy to pick out Omo's tall figure among the celebrants.
Oy, Omo!
Nym! Glad you could make it- come on, you'll have to do some serious drinking if you want to catch up!
Nuts to that- let's head back to your tent and work out what we'll do tomorrow. I've got a few things packed for our trip, but I want to know what you have.
Omo's face becomes sober. Oh... you haven't heard. Come on, then, let's go.
Heard what, Omo?
Omo's only response is to press his mug of wine into your hand, and start walking away. The thought of alcohol makes you distinctly ill at the moment, and you run to catch up.
Omo! What haven't I heard?
The caravan brought news. Bad news. The world's on fire out there, Nym- there's no way the Elders will let us leave.
What? What happened? I know banditry was on the rise when the Fall Caravan came through, but hardly anything happens in human lands during the Winter.
The banditry is worse now, so they say, and the monstrous races have been raiding in force. But that's not the worst bit- there's a Necromancer in Thrimesdur.
WHAT!?! But... that's impossible! There's never been more than one Necromancer active at once, not since the War!
Oh, you've heard about the Necromancer along the Jeweled Coast then?
Omo misses your dumbfounded expression as he stoops before a tent, lifting the flap and ushering you inside. It's a simple tent, plain canvas held up by sticks and a nearby tree trunk- more of a lean-to than a tent, really. You lay down your pack and lean against it as Omo fumbles the flap closed.
So, yeah... between the Necromancers and the banditry and the fighting and all, we haven't got a hope of leaving.
Omo, I'm tired and not thinking straight. Can you start at the beginning?
Well, nobody knows much about the Necromancer along the Jeweled Coast- nobody is really sure where he is, even, but he has united the Pirate Lords and is ravaging the coastal trade, so we hear. Apparently he's been doing this for some time, but only recently has it come out he's a Necromancer. The one in, er, Thrimesdur, that one's new. Some blighter from some random village, just started up and raising hordes of the undead. He was tricky about it at first, so nobody stepped on him when he was starting out, but now he's got a massive army marauding back and forth across the Empire.
Is anyone stopping him?
Last word is he smashed a huge Imperial Army led by the Emperor's son, and every fight he wins swells his forces. They say he's marching on the Capital, but rumor says he's actually heading this way, to the cities of the Great River.
Bloody hell! What's with the merriment!?! You'd think there would be panic in the streets!
The hilarity is a bit forced- you can tell. I expect the Elders will call for full mobilization, mandatory conscription, seal the borders.
Are we going to war? I mean, out there- fighting by Man's side?
I don't know, Nym. I just don't know. We'll talk about it tomorrow, I need to sleep now. It's been a long day.
With that, he promptly curls up and falls asleep. You try to follow his example, settling with your pack for a pillow, but your mind is racing. Two other Necromancers? And apparently they're both thoroughly evil, or at least megalomaniacal- did they start that way? Were they like you, once? And what will you do now?
It's a long time before you fall asleep.
Vitality- 9/10
Mana- 1/12
XP- 19/20
Inventory- Belt Pouch (
6.6 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack (Flint&Steel, Small Empty Potion Bottle,
Fishing Equipment,
Spare Traveling Clothes x2)
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Uneasy
Seven days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife
Abilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Drunk
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
dare I say it...maybe it's to soon...oh to hell with it...bump
Ack! And this was going to be a quick update, too. You know it's been too long since an update when you need to tally up 3 pages worth of various votes because they don't fit below when making a reply
I THINK I got everything in terms of planned experiments- if not, yell out again. Reading the speculation is quite entertaining on my end, and you're getting very close to answering the fundamental "what is necromancy" question (which is not to say all your basic assumptions are correct, or that it is the only fundamental question you need to answer to master your arts.) I'm glad to have smart folks like you guys playing along, and that's all I'll say to avoid spoilers.
I think should not use acutally corpses of people instead ours should be made up of animals, and skeletal bodies we construct from animal bones to further prove our goodwill.
A golem army you say? I like it in stead of using somebodies dead ancestors witch could paint us in a negative light. we use animals and inanimate objects instead...I like it.
How very punny. ;)
I think we should focus on the golem route. That might be seen as more natural than the zombie army route. We need to try to figure out how to make a golem that can move. I still stand behind trying clay automatons, and possibly jointed dolls. Just see whats needed to give the thing strength.
An army of trees might be nice, too. Try raising a weed (that we left out in the sun till it died, say), and see if it can be given movement
I think, from what we've seen so far, that the creation of a golem is a different part of necromancy entirely. Remember the sadness we felt after killing the first rope golem? I wonder if we are in fact creating a sentient soul. In that light, I'd feel bad about destroying any future golems, unless it is absolutely necessary. We should hide the ones we create, now that if they are found, they will probably be blamed on one of the two known necromancers running around.
So many complicated ethics!
Are there any stories about golems? Anything to draw some understanding from? Automatons perhaps? Pinocchio? Is there any way to ask an elder if past necromancers ever made minions which were not of flesh?
One more thing to note, I'm pretty sure that 3 necromancers (The one at the Jeweled Coast and Thrimesdur and us) awakening at somewhere around the same time is strongly connected, and I'm pretty sure the elders would have noted it also. This may lead to them guessing that there may be more popping up around the world. If they mention some kind of test at the conference, we should leave quickly.
As it turns out, Omo does snore- noisily. Hopefully it's just a byproduct of the wine. You toss and turn, your thoughts dashing about a hundred different subjects.
You reflect on the Necromancer of Thrimesdur, whoever he or she may be. Why is it that every story that has a Necromancer in it involves that necromancer raising an army of corpses and going on a conquest spree? You'd think there would be some variation- after all, almost all cultures have taboos about disturbing the dead, so why does it seem that such concerns never bother a necromancer? You know from first-hand experience that Necromancers can create golems, but such creations figure in only a few of the oldest stories, and are normally associated with the Dwarves, not Necromancers.
Thinking of the sanctity of burial rites makes you philosophical. Desecrating graves and corpses is frowned upon because those bodies were once alive, but what is so special about life? Elves believe in a Spirit present in all living things- Humans believe that sentient creatures possess a Soul, with much the same purpose. Is the Spirit derived from Vitality, the presence of Life, or is it the other way around? Are you recalling the Spirit to animate the corpses you raise? Are you creating a Soul for the golems you create? There must be an answer...
Golems- your golems haven't been particularly impressive thus far. A rock with no abilities, a rope doll with no mind or ability to move. It certainly seems odd you can raise a fish with the ability to see, hear, and swim about with less effort than it takes to make a rock hold Vitality and nothing else. They're both inanimate, aren't they? Why are the rules different?
The other Necromancers might know, but then again, there shouldn't be other necromancers. You don't know how things were before the Golgothan War, but everyone knows that there were no Necromancers alive at its conclusion. In the intervening millennium, a handful of Necromancers arose independently in various locations, going on various world-conquering sprees with greater or lesser success before being inevitably defeated. One at a time, with hundreds of years separating them, not three at once. Maybe it's just random chance catching up with the world, or maybe there are more sinister forces at work.
With that troubling thought, you fall into a restless sleep.
Okay, in my mind, leaving is now more important than ever. We need to convince Omo of that. If the elders do not give their approval, we will have to leave without it. With or without him. We need to make clear that it is vitally important to us, and that we can do far more good out there actually learning about what is going on than being conscripted into the army or something.
I say we leaved before the Valley is sealed. If the Necromancers army is close by we may get a chance to talk to someone with strengths like us, and maybe convince them to not attack the eleves.
You awaken early the following morning- Omo is not in the tent. You take advantage of the privacy to change your clothes, pondering your course of action. You are hesitant to leave without gathering more information, but you cannot risk being trapped in the Vale- the close quarters and strict discipline of Army life would likely not agree with your need to practice your Necromantic arts.
You flip open the tent flap, stretching in the morning chill. Omo is tending a fire nearby, frying eggs and bacon in a pan. He motions you to take a seat on a comfortably mossy log and spills the contents of the pan into a small wooden bowl, and hands it to you before dropping more meat and egg into the pan with a sizzle.
Morning, Nym. Sleep well?
Well enough, considering you snore like a drunken bear.
Hah! Well, you won't have to put up with that any longer- I've thought it over, and decided to leave the Vale.
What? Really?
Really- I don't know what is going to happen here, but I do know if I report in I'll be the most junior of the junior officers, a position that was unpalatable enough in peacetime. I neither need nor want that kind of authority and responsibility.
Great! I thought I was going to have to convince you to come with me, but this will be much cleaner if we go together!
I- together!?! Nym, you can't leave!
Oh, but I could yesterday, is that it?
Yes! There wasn't a war brewing yesterday! I can hold my own in a fight, I can provide for myself in the wild, I can take what the world throws at me.
And I can't, right? You're so much better than me?
You know I didn't mean it like that, but let's face it, Nym- you don't have the skill set to survive out there. You aren't a trained fighter, you've never spent two nights together sleeping beneath the stars, and you aren't particularly sneaky- if we run into bandits or monsters or, the Light forbid, the forces of the Necromancer, all you can do is get yourself killed.
Hey, I'm not all that helpless. Besides, you have to take me with you.
Oh? And why is that?
Because if you don't, I'll tell the Rangers, and they'll be on you faster than you can say AWOL.
...Bloody Hell, Nym! Why do you want to leave so badly?
Because I think we can do a lot more good out there in the world than cooped up here in the Vale.
Omo rubs his eyes. Ah, burn me- fine. Please don't die on me. He scrapes his breakfast into another small wooden bowl and begins eating.
Grand- what equipment do you have? We don't want to put off our departure any later than we must.
Mmm... well, I've got some camping equipment, as you can see, and the know-how to make do with what we can't carry. My good hatchet is in the tent, and my bedroll- you'll have to get your own, unless you like sleeping on rocks. Mm. Oh, and my staff.
Your staff?
Yeah, hang on.
Setting aside his breakfast, Omo unties a few ropes and the tent collapses in a heap. You realize that the staff Omo draws forth was being used to support the frame, but you're too distracted by the staff itself to give the tent's construction more thought. The staff is nearly nine feet long, made of a smooth, hard, dark wood you do not recognize. The ends are bound in a brass sleeve etched with a stylized leaf pattern. Omo beams at you.
Pretty sweet, huh? Standard issue for Elven Rangers. The wood is specially grown by the Mages to be extremely hard and durable- the brass really doesn't add much other than appearance, and making the ends a bit heavier.
Very impressive! Alright, so you've got a weapon and a hatchet- got any rope?
What do you think I was holding the tent up with? I've got a fifty foot coil.
Great! How about healing herbs- poultices and the like?
I've got nothing- healer's kits are expensive, and normally I just hit up a Life Mage if I'm feeling under the weather. Healing potions are expensive too, so those are out. If it comes down to it I can try to gather some herbs in the wild, but if it's anything serious we'll be better off finding a qualified healer.
Well, that cuts down on my shopping list a bit.
Omo goes back to his breakfast. So, what now?
Good question. Every hour you delay could cost you when trying to escape the Vale. You could hit up the Caravan to finish your supplies and find out more world news, especially as regards the Necromancer(s). You could also try to get formal permission to depart from the Elders, if they can find the time to speak with you- you'll be able to find out their official position on the Necromancer problem that way, at least. Time is ticking.
Vitality- 10/10
Mana- 12/12
XP- 19/20
Inventory- Belt Pouch (
6.6 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack (Flint&Steel, Small Empty Potion Bottle,
Fishing Equipment,
Spare Traveling Clothes x2)
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Awake
Eight days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, 50' Rope, Hatchet,
Camping Supplies,
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Dandy
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
Technically my vote was checking out caravan and rumours and NOT waiting for the council (unless Omo fails to provide a good reason for us not to leave immediately, which we should talk to him about)
As was mine.
As was mine. though if the rumors give reason to wait for the council, then we should wait longer. but we need info.
Omo shovels some eggs into his mouth. So, what now?
Well, I've got a couple odds and ends to buy, and I'd like to hear about these Necromancers first-hand. How about I go take care of that, while you finish eating and pack up- we'll meet back here, alright?
Sounds like a plan- don't take all day though.
Shouldering your pack, you leave Omo to his meal and head deeper into the Fair. It is early, but there is already a hustle and bustle as elves move about. Many of them are going to the Caravan themselves, hoping to beat the crush. Some elves are getting the day's celebration started early, and music and song drifts through the trees.
After a few minutes of walking, you emerge from the forest into a massive clearing, and get your first sight of the Fair. The merchants travel in vehicles that are less wagons than miniature houses on wheels. Most of them are painted white, but splashes of garish color are evident throughout the assembly. Each wagon is drawn up a bit apart from the others, and is surrounded by tables and tents holding the merchant's wares. The net effect is that each wagon (or small group of wagons) operates as an island in a sea of elves, competing with one another to draw the largest crowds. Despite the early hour, many elves are already browsing the wares, and there is a general cacophony of feverish haggling, merchants advertising their wares, bellows of strange animals and the low roar of conversation and music associated with a massive group of elves.
You join the mob, flowing with the crowd from stall to booth to tent, admiring the exotic wares. Fine silks from Dwarven lands are sold at a premium, as are strange spices and herbs from the Black Swamps. One booth has a wide variety of weaponry from across the world, halberds and enormous longbows from Thrimesdur hanging alongside Dwarf-made silver warhammers and steel battleaxes. A loud argument erupts between a merchant selling a fine glass figurine and the elf who (apparently) feels the Emerald dye he is offering is more than worth the cost.
But enough sightseeing- you're here for business! A bit of wheeling and dealing later sees you in the possession of 2 days of Trail Rations, your own Bedroll, 4 sheets of Parchment, 10 bits of charcoal and a plain (but sturdy) Scroll Case, all for a grand total of 3 silver and 9 copper, leaving you with 2.7 silver left over.
As you shop, you also keep your ears peeled for news of the outside world- the talk of the Caravan is all about the Thrimesdur Necromancer. After talking with a dozen merchants, laborers, and caravan guards, you learn that although few agree on his origins, all agree that Curo Nightroars first came onto the world stage when he took two dozen zombies armed with rusted old swords, pitchforks, and torches, and razed a small village in the middle of the night, shortly before the Winter Solstice. When the local Baron received word from the survivors, he sent messengers to his neighbors and rode forth to squash him- when his neighbors arrived to help, they were confronted by a small army of the undead led by the bloated corpse of the Baron. They were overwhelmed by the sheer numbers of the undead, and those who did not flee were slain.
As winter grew colder and harder, the various barons and counts who mustered armies were unable to march in the ice and muck- a problem that Nightroars did not suffer. He sacked several more towns before he turned his growing horde against the encamped nobility- reports indicate that they were overcome by the great number of undead as well as by crippling morale problems. By the time the Spring thaw arrived, Nightroars had razed a number of small cities on his march north from the coast. He was confronted by the Duke of Mesmmori, the son of the Emperor, commanding the Imperial Army- somehow, even lacking a distinct numerical advantage, Nightroars crushed the Imperial forces and added their corpses to his own horde.
Few who come into contact with Curo Nightroars or his undead army live to tell the tale, and with no organized resistance there is no telling which way he has gone. The popular belief is that he has marched to the Capital to dethrone the Emperor himself- others say that he is marching towards the rich cities of the Great River, and a few insist he is building himself a city of his own, the seat of a new Undead Empire.
When you redirect conversation towards the other Necromancer, you receive much less information. Nobody knows his name, only referring to him as the Pirate King. His existence has been speculated at for a few years now, as pirate raids became more coordinated and effective. He was not known to be a Necromancer until this winter, when a band of skeletons proved instrumental in a daring pirate raid that stole a dozen warships while they lay at harbor. Nobody knows his agenda or home base, but he apparently has allies among the living Pirate Lords as well a prominent band of Lizardfolk mercenaries.
Apart from that, you don't get much more than Omo gave you in his summary- banditry is rampant the world over, the monstrous races are increasingly aggressive, evil creatures of the night are arising, so on and so forth. The Caravan folk are clearly nervous about all of it, the listening elves less so- it all feels rather removed from the quiet simplicity of life in the Vale. With your new items carefully stowed away, you begin to pick your way back through the crowd, back to Omo. As you reach the edge of the Caravan, however, you catch a flash of purple out the corner of your eye. Turning, you face a low tent filled with odd statues, figurines, and books.
Against the back wall, an onyx medallion burns with Necromantic energy.
You hesitate, then duck inside. The dim interior is laden with a great many strange objects, most of them bearing the weight of ages. One other elf is examining a row of uncut gemstones on a table, and a youth gleefully inspects the skull of an exotic beast. The tent is otherwise empty, apart from the proprietor, a fat, greasy man with a scraggly beard.
Hello, hello, welcome to my shop! What catches your eye, milady elf? If it isn't in this tent, it is not worth having!
I'm sure. Actually, I was wondering about that medallion- it bears a strange engraving.
Yes indeed, yes indeed- I bought this piece from an associate of mine, who bought it from a lieutenant in the Imperial Army who, so the story goes, found it in the rubble he helped make of a goblin village.
As he speaks, the merchant lowers the medallion from its hook. Up close, it appears to have an engraving of two ravens with their talons entwined, inscribed in a neat circle. The etching appears to be inlaid with an unknown bluish metal, giving the medallion a smooth, reflective surface. To your Necromantic Sight, the eyes of the ravens blaze, as does the circle they are inscribed in. As he holds it up for your inspection, the air almost seems to pulse between you and it- or so it seems, as neither the proprietor nor the other elf take any notice.
A goblin village, you say? Surely such craftsmanship is beyond them!
I agree with you wholeheartedly, milady, and it is my contention that this is a relic of ages past. It looks dwarf-made to my eyes. A fine people, the dwarves, and fine crafts they make! When my suppositions are confirmed by the artisans of the Jeweled Coast, I'll make quite a handsome profit selling it!
I see. And how much are you expecting to sell it for?
I hope for the world, but for its obvious beauty and age alone the piece is worth a hundred gold!
The merchant puts the medallion back on its hook, and tries to interest you in a vial of perfume- you humor him to deflect suspicion, but your mind is whirling. If that medallion is dwarf made, then the sky is green- dwarves are given to angles and hard lines, and the engraving is almost entirely composed of curves, spirals and circles. Whoever made it, you'd wager anything that a Necromancer came into contact with it at some point. Could this be one of the Artifacts of Power that Ari Wetdawn alluded to, but for Necromancers?
What to do now? You can still sense the medallion, even when not looking at it, and it seems to beckon with a promise of power. But how could you get it? You can't afford a tenth of his asking price! Perhaps it would be best to try and force the medallion from your thoughts, and just leave as planned. Although you haven't seen Elana, or anyone else you know yet for that matter...
Vitality- 10/10
Mana- 12/12
XP- 19/20
Inventory- Belt Pouch (
2.7 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack (Bedroll, Flint&Steel, Small Empty Potion Bottle, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2)
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Awake
Eight days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, 50' Rope, Hatchet,
Camping Supplies,
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Dandy
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
At first, I was planning to argue for why stealing the medallion would be a terrible idea. But then I realized that we're probably going to end up trying to get it regardless, so I may as well propose an cunning plan that lets us do that without getting ourselves arrested.
The first thing to note is that the medallion is almost certainly not worth 100 gold. The merchant doesn't know who made it, how old it is, where it's from or even that it's magical. He's clearly bluffing. Chances are we can talk the price down quite a bit if we try. The second thing to note is that we have a good way to make money: Mana potions. If we get Pevo to teach us how to make these, and he's already agreed to do so, we can raise the money to buy the medallion legitimately without anyone wondering why we were desperate enough to steal it.
At this point, you're probably asking yourself, "Isn't the merchant going to leave before we can get the money for the medallion?" The answer to this is no. Why? Because we're going to go with the merchant, that's why! After we learn to make mana potions, we can go to the merchant (who's name we should learn, by the way) and ask him to sneak us out of the Vale in exchange for us coming with him and brewing valuable mana potions for him to sell. We can even invite Omo along on our adventure, if we think he'd be up for it.
So, here's the plan: Ask the merchant's name and if he'd be willing to meet us back here tonight, after his shop's closed down for the night, to discuss a business deal. Then we go learn to make mana potions. Once we're done, go visit Elana, let Omo know that we're going to crash at our mother's tonight in order to escape his snoring and then meet up the merchant and offer him the deal. If he accepts, we're golden. If not, we can always try one of those other plans.
You disdainfully push the merchant's (admittedly fine) perfume bottles away from you, and lean in closer.
Actually, I hope to speak with you on another matter, mister...
My, where are my manners? Luki Revereorder, at your service.
Well, Mr. Revereorder, I've got something of a business proposition for you.
Luki straightens up, and quizzically asksOh do you now? What manner of proposition is this?
I'm not ready to divulge, since I must make some arrangements first. What do you say to meeting later tonight to discuss it?
Over dinner, say?
Ah... I've already got dinner arrangements, actually, so I'll have to meet you afterward.
Oh- well, alright then, but don't be too late. You elves throw a mighty fine shindig, and I won't be missing it because I was hanging around here all hours of the night.
No worries, Mr. Revereorder, I'll be timely. Good trading to you!
With that, you leave the tent, and hurry back to where you left Omo. You find him chatting idly with his drinking buddies from the night before- when he sees you, he makes his goodbyes and strides over.
So! Which way were you thinking of heading? It's probably less dangerous going towards Thrimesdur, but its mostly war over that way. Heading to the Jeweled Coast would be a tougher journey, but with much more interesting stuff at the end of it. Where'd that map get to...
Actually, slight change of plans- I've been speaking with a Caravan merchant, and I think I can get him to take us with him.
Eh? What brought this on? Not an hour ago you were bucking to leave ASAP!
Well...
Well, what? Do you tell him the truth- that you really want an amulet? How do you justify jeopardizing the journey for a trinket, without sounding frivolous or suspicious? You could try straight up lying- Omo trusts you, so you've got a fair shot to pull it off, but what do you say? Think fast!
Vitality- 10/10
Mana- 12/12
XP- 19/20
Inventory- Belt Pouch (
2.7 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack (Bedroll, Flint&Steel, Small Empty Potion Bottle, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2)
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Awake
Eight days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, 50' Rope, Hatchet,
Camping Supplies,
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Dandy
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
Well, since that's not the main reason I want to stay, explain the REST of our reasoning - We still need to ask him if HE can make mana potions, and then say Pevo offered to teach us. If Omo doesn't know how, we can skip that. Truth be told... we'd really like to speak to Elana and our parents before we leave.
As far as planning, telling him that's important too - and that we want to travel to the ancient elven homelands, if possible.
Fuck the amulet, really, those should be our priorities.
Agreed on all counts. especially the mana potion thing. though they seem rather worthless to us (due to intoxicating effect), they will be valuable trade goods. We need em bad.
Eh? What brought this on? Not an hour ago you were bucking to leave ASAP!
Well, I've still got some things I'd like to learn first- like you said, I don't have many practical skills, so I need everything I can get. For instance, do you know how to make Mana Potions?
What? No, I don't have the Mana or patience for it.
Neither do I, but from what Pevo was telling me it sounds like an easy way to make a buck, and he's offered to teach me. Not to mention I haven't said any goodbyes yet, and we should probably do some more planning before we go.
So, what, you want to hang around Yicelafo another week? Ask the Elders for permission to leave the Vale?
That's Plan A, yeah- I'll be leaving one way or another, it just depends how creative I'll have to be.
*sigh* Alright, we'll try it your way. I just finished taking down the tent, too...
Which reminds me, you snore like an ox.
Oxen snore?
Well, you're both big, dumb, and stinky, so if you snore it stands to reason they snore as well.
Ouch! Spare me your rapier wit!
I will- I'll be staying at my mother's home in the city.
Fair enough- have you told your mother you're leaving yet?
Well, I wrote her a letter a few days ago, so she should have gotten that by now.
I see. Well, if she throws you out, I've got a nice warm tent out here for ya.
Thanks. I'll see you around, I'm gonna see who all made it out to the Fair today.
Keep me in the loop, alright?
So, here's the plan: Ask the merchant's name and if he'd be willing to meet us back here tonight, after his shop's closed down for the night, to discuss a business deal. Then we go learn to make mana potions. Once we're done, go visit Elana, let Omo know that we're going to crash at our mother's tonight in order to escape his snoring and then meet up the merchant and offer him the deal. If he accepts, we're golden. If not, we can always try one of those other plans.
Leaving Omo to pitch his tent, you set off in search of Pevo and a potion-making tutorial. Considering it unlikely that Pevo would be sleeping beneath the stars, you figure the best place to start looking would be the main Temple of Yicelafo. Crossing Canopy Bridge, you make your way northward into the Forest Retreat- most of the homes are in the branches of the preternaturally large trees, though as it gets more densely populated you start passing homes and small market stalls on ground level. The grass here is soft and springy despite the tramping of hundreds of elven feet, and the air smells rich and clean even with the increased habitation.
You shortly arrive at the Great Temple of Yicelafo- a massive structure nestled in the branches of an enormous Oak, connected via rope bridge to the surrounding trees, the center of Life in the Young Vale. Though similar in layout to your home temple, the Great Temple dwarfs it in every scale you care to apply. The broad, grassy area surrounding the trunk is often used for dancing and other celebrations, though now it only has a few elves communing with nature.
Climbing the ramp that spirals about the trunk of the central tree, you ask after Pevo, and are eventually directed to the guest quarters- sure enough, you find Pevo here, reading a book on his bed.
Hey, Pevo!
Nym! So nice of you to visit. Here for the Fair, I take it?
That, and to ask the Elders permission to leave the Vale.
Hm. You've heard the news?
I have.
And you still want to go?
I do.
I see. Well, if nothing has changed for you, then nothing has changed for me.
Really? I thought you might try to talk me out of it.
There aren't many in the Vale as old as I am- if there is one thing my age has taught me, it's that everything happens for a reason, including your Wanderlust, I warrant.
Being old makes you a fatalist?
Heh- maybe it's just me. Well, I spoke with the Elders shortly after I arrived, and while I was at it I put in a good word for you. I don't know what good I did, but maybe you have a better chance than before.
Thank you, Pevo. Actually, so long as I'm here, I was wondering if your offer to teach me to make Mana Potions was still good?
Certainly, certainly! Here, let me get my things.
Pevo begins rummaging through drawers, pulling out mortar and pestle, a small pouch, an empty bottle, a bucket and a broad bowl. He hands you the bucket, and begins laying out the supplies on his dresser.
Alright, first thing's first- to make a potion you need liquid. Any will do, though I recommend something that isn't too thick, since the crystals will make it more difficult to drink as it is. There's a cistern down the ramp, big ol' hatch in the ground, can't miss it.
Any liquid? I was under the impression you needed booze, since that Mana potion you gave me tasted like Sunberries.
Hah! So you DID drink it! Oh, that's funny- it was going to be a practical joke on Ari, but you seemed so enthused I couldn't say no.
Wait... so you got me drunk as a dwarf for a laugh?
You insisted! That's why it's so funny! Hoho, oh mercy... well, what are you waiting for? Go get some water!
You go retrieve a bucket of water, trying to decide whether to be angry. On the one hand, Pevo was grossly irresponsible and immature- on the other hand, you did ask for it. You decide that, for now, it's more important to preserve your dignity and learn how to make potions; you can dress him down later if you still feel mad.
Alright, Pevo, here's your water.
Grand! So, let's begin. Opening the pouch, he pulls a small, purplish-pink crystal from it. This is a Crystal, an important ingredient in many magical enterprises and the most important part of Potion-making. The Crystals are what is going to hold the Mana you infuse the potion with. This shard will hold about 1 Mana, and since I'd like to have a useful potion when I'm done I'll be using 2 shards.
So the potion will end up restoring 2 Mana, right?
Right. Now, I'll take my pestle here, and grind it up as fine as I can. We need to get it down to about the consistency of sand, so it'll dissolve properly. Technically, you don't need to get it that fine, but if you don't you'll have chunks of crystal in your potion, which will be tough to swallow at the very least.
How big can you get away with? Say, if you were in a hurry.
If you're in a hurry, you're in trouble because the important step is also the most time consuming. The biggest thing with size is, the Crystals are sharp, so if they're too large they'll cut you up pretty good- this is why you can't just infuse a crystal and eat it without any liquid at all. Here, you've still got that empty potion bottle, right? Have a couple crystals, make your own alongside mine.
You accept a pair of crystals and mortar and pestle and start crushing them- you find that the individual shards are fairly sturdy, but a smart blow will fracture them, and from there it's a chore of fracturing them smaller and smaller until you can properly grind them. Soon, you both have a fine, sparkly pink powder.
Alright, that should be good enough. Now, we've each got enough powder for 2 Mana. It doesn't matter how much water this gets dissolved in- ideally, you want it to be enough that the potion isn't too grainy or sludgy, but not so much you have to drink a liter of the stuff just for 2 Mana. Most potion bottles are sized to provide a good compromise, unless you're making an outlandishly strong potion.
How strong can you make a potion?
There is no hard limit, but only half of the Mana you apply to the spell is going to be infused, and it takes longer the more Mana you pump into it. Here, fill your potion bottle with water, then sprinkle the powder in, like so. Then shake it good, get it all mixed up in there.
You follow Pevo's example, and are rewarded with a sparkly pink drink. Swirling it around, it appears that the Crystal has dissolved completely.
Great- now the hard part. The crystals in that solution will absorb up to 2 Mana, but they'll do so very slowly.
How slowly?
A solid hour, probably. You need to release your Mana slowly, so that it can absorb as much of it as possible- like I said, you'll still lose half of the Mana spent just because you can't possibly release it that slowly. The annoying part of the process is that if you lose control of the spell, even for an instant, all your work will be wasted and you'll have to start from scratch.
What, and get new Crystal too? Why can't you just start over from the Mana releasing part? Heck, why won't it hold the Mana you've already put in over the previous 50 minutes?
It's complicated- a Mage could give you the technical explanation, and might even use terminology you'd understand, but the gist of it is that the Crystal can absorb Mana quite well, but the last bit of the spell involves "sealing" the Mana inside. The Mage who taught me said it was like filling a pouch with marbles and then sewing it shut so they don't spill out.
Wait, so if you're sealing the Mana in the Crystal, how does it get into your body when you drink it?
You're a great one for questions, aren't you? I don't know, I just know that if you lose your concentration or botch the last step you've wasted a great deal of time. Now, carefully- focus your energies, and slowly direct them at the potion.
Following Pevo's lead, you gather your Mana and force it at the potion. It feels rather similar to when you manipulated raw Vitality, and you quickly get the knack of focusing it on your target. You can feel some small portion of it being absorbed, the rest dissipating into nothing. With effort, you scale your mana use back to the half and half point Pevo mentioned. It takes significant concentration, but you and Pevo are undisturbed. The hour seems to pass quickly, and finally Pevo demonstrates how to complete the spell.
And that should do it! Well done- I didn't get it, my first time. But then again, I recall you had surprising magical potential, given your lack of innate talent.
Yeah- so this is worth 2 Mana, then?
Yes. A Mana Potion takes twice the Mana to make, and about half an hour per point of Mana, but the potion lasts indefinitely and is rather valuable.
How valuable is valuable?
Oh, I'd expect that potion right there to market for 50 silver. Bear in mind, most of that cost includes the price of Crystal- those shards were about 20 silver apiece. Still, the increased effort and relative lack of powerful magic users makes the more potent potions much more valuable- as I recall, you had 10 Mana when you were last tested? That means you can make a potion with 5 Mana, for 100 silver worth of Crystal, and sell it for, say, 140? Not bad for two and a half hours wage!
I'll take your word for it, Pevo. Thank you!
No problem, no problem. Good luck with the Elders!
You emerge from the Great Temple with a new potion and a new skill. There are still a couple hours until sunset and your scheduled meeting with the merchant Luki Revereorder. In the interim, You could go visit your Mother and let her know you're staying the night, or you could try to find Elana Foundwasps- she's probably out in the encampment someplace, though it may be tricky to find her in the mass (and you aren't sure what all you want to say to her.) You might also want to spend an hour or two plotting with Omo- on the one hand, you want to visit the burned remnants of the Sacred Grove north of Thrimesdur, but on the other hand your plan to hitch a ride with the Caravan takes you in exactly the wrong direction. You should get that figured out.
Vitality- 10/10
Mana- 8/12
XP- 19/20
Inventory- Belt Pouch (
2.7 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack (Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2)
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Fine
Eight days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, 50' Rope, Hatchet,
Camping Supplies,
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Fidgety
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Luki Revereorder- a Merchant who possesses many strange things
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
As I count it, the votes are:
Drop the amulet- lockman766, GlyphGryph, Cellmonk - 3
Get the amulet- Phantom of The Library, forsaken1111, me, Urist McManiac and Grek. - 5
Steal the amulet- Elvisdogs, JackOSpades -2
-----------
Elven Homeland / Thrimesdur -Cellmonk, lockman766, GlyphGriph, joemoben, Elvisdogs, Grek. - 6
Jewelled Coast - Phantom of The Library, fergus, me, Urist McManiac. - 4
-----------
Correct me if this isn't your position/missed anyone.
It was worth a lot because he marked it up a ridiculous amount claiming that it was an old dwarven artifact. Actually it's probably worth a lot more than that, given the fact that it is of unknown workmanship (I'm thinking goblins maybe...), and given the general lack of necromancers, probably one of the few artefacts of its kind in existence.
As it's not at all angular we could always point out it's not worth anything like what he is asking because it's clearly not an old dwarven artifact. Probably made by a few humans a handful of years ago or something, still pretty so we'd consider buying it but not for that outrageous price.
Even if we could get the price down, we'd still need more cash. And we need enough to create more potions for our income stream as well.
So the first step is still, definitely, to MOOOOOCH.
though since we have the meeting in a little while, insinuating that we'd like to get to know him better, talking about the possibility of traveling with him, etc. and so on would both keep our options open (if the council decides we should) or at the very least make him think favorably of us, putting us in a stronger bargaining position when we finally do get some cash.
Leaving the Great Temple behind, you decide to catch dinner with Omo and make plans before meeting with the merchant. In no time at all you're back at the campsite, where Omo has reset his tent and started cooking dinner- vegetables cooked in Strawberry Wine, by the smell. Omo offers you a plate, and you gladly accept his hospitality.
So, did you learn how to make mana potions?
I did- we should be able to make a fair bit of coin, from what Pevo tells me. I've been thinking, though, that what I really want to do is visit the Sacred Grove. So, instead of traveling with the merchant, I was thinking we just stick around here for a few more days, anyway, and sell him some potions. Did you have a preference which way we should go?
East, West, it makes no difference to me so long as there are new sights to see. I'd rather leave now, though, while we can.
Oh? Have you heard something new?
Well, no, but it's all but certain the border will be sealed sooner or later!
Or in other words, you're fidgety and just want to go. Well, how about this- while I'm funding our trip, you listen around and try to find out what's happening. Keep your ears open for word about any big movements by the Rangers, things that could mean the border is sealed or we're mobilizing, things of that nature. Figure out some alternate escape routes, in case it happens suddenly. Didn't you have a plan in place to desert before I ran into you?
Yeah, I was just going to use my knowledge of the patrol patterns to sneak off. That was before we were at the brink of war, though, so there's certainly more patrols out than normal. If the border gets sealed, there will probably be stationary pickets and sentries to contend with, too.
Well, we'll figure something out. What are they going to do if we just walk away, shoot us?
No, they'll probably wrestle us down, throw me in the stockade for desertion and... actually, I'm not sure what they'd do with you. Probably check you for mental illness of some kind.
...Oh. Well. Thanks for dinner, I've got a meeting to get to.
See you tomorrow!
Now that you've eaten your fill, you head back to the Caravan Fair. The sun is setting, and elves are already setting up bonfires and barrels of drink while merchants pack their wares for the night. You find the merchant Luki Revereorder outside his tent, staking the flaps down. He waves as you approach, and straightens up.
Hello again, milady... ah, forgive me, but I don't believe I ever caught your name?
Call me Nym, Master Revereorder. You sell a great many exotic goods- I'd wager you also sell Mana Potions?
Indeed I do, ah, Nym, and a great many other potions besides.
Grand- as it happens, I have need of some ready cash, and I can make potions stronger than what you'll find outside the Vale.
Luki's eyes glint. Yes, yes, elves are quite magically adept, I know. How potent are your brews?
I can make them 6 Mana strong.
That strong? Are you a Mage?
No, I am merely talented even by elven standards.
I see. Do you have your own supplies? Crystal, potion bottles and the like?
Well, no, but those materials should be readily available here at the Fair.
Yes, but I'll be the one footing that bill. Let's see... how many potions are you willing to make?
I plan to be here throughout the Fair- that's what, five days? Five potions, assuming maximum strength.
Luki pulls out a small abacus, and starts doing some rapid math. Figure sixty gold for the crystal, a few more for the potion bottles... alright, your best profit margin is in making the strongest available. Most human mages with your capacity can't be bothered to waste their mana on potions. I can offer you 36 silver for each potion.
That's it?
I like you, so I'll give it to you straight. When I'm reselling those potions, the lowest I'm gonna go is 170 silver. A bit more than 120 of that is just the cost of Crystal- that leaves 50 silver of profit between me and you. I'm giving you the lion's share, since like I said, most mages can't be bothered to make potions this strong. It's bad business to inadequately compensate a mage.
Well... alright.
Grand. Stop by tomorrow morning, Nym, and I'll have some Crystal and a potion bottle for you.
Tomorrow morning, then.
You walk off towards your Mother's home in the city, not in the mood for any more festivities. You're looking at 18 gold for your wages, a handsome profit- but nowhere near the asking price for the medallion. It appears unlikely you'll be able to drum up the cash to make anything like a reasonable offer.
Your path takes you off the main roads, along narrow paths lit by the candles of nearby houses. Soon, you come to your mother's place- her apartment is spacious by elven standards, and occupies the second tier of a tree that plays host to three dwellings in its branches. Climbing the rope ladder, you knock and enter.
Your mother looks up in surprise- seeing that it is you, her striking face lights up with joy, and she catches you up in a warm embrace.
Nym! I didn't know you were in town! How long have you been here?
Not long, Mom, I only got in last night.
Well, come on, sit down- have you eaten?
You take the proffered seat, an overstuffed cushion in a wicker frame. I have, Omo set me up.
Such a nice boy. I was happy to hear you're trying to make something of yourself- I hope you take the opportunity to study with the Sages, now that your journey is interrupted.
What? Did they seal the border?
Not yet, but I can tell you that's in the cards. The Elders will not risk another Necromancer destroying the Vale.
Ah, so there's still time to go.
What? Nym, you can't really be thinking of leaving in the middle of a war.
Well, why not? It's better than being cooped up here.
Nym! The only thing you can do out there is throw your life away!
Because I'm spending it better here?
Listen to me- I've been privy to the Elders meetings, since the Mages are preparing for the use of war magics not seen since the Golgothan War, and let me tell you it is bad out there. There's anarchy in Thrimesdur, as the rabble lose confidence in the Empire's ability to protect them. The Jeweled Coast is toxic with maneuvering and politics- rumor has it some cities are considering alliance with the Pirate King! As if a Necromancer could be trusted.
Maybe...
Maybe what?
Nothing, I guess. Let's not fight- how's Dad?
You pass the next few hours catching up- you haven't seen your Mother in some time, after all. You don't press the issue of leaving, sensing your Mother is not receptive to the idea- you still want to sleep here tonight, after all. It doesn't sound like she'll be supportive of your trip, however.
It turns out your Father did escort the Caravan in, and in fact was here last night, but right now he's off giving orders to various Ranger garrisons and won't be back tonight. As the candles burn low, you head to bed, dropping your things in the guest room and quickly falling asleep.
The only commitment you have for tomorrow is to make a potion for Luki Revereorder, a task that will consume a few hours but hardly the whole day. Should you try to win your Mother's support tomorrow morning? [if so, I'd like something more specific than "yes."] You could also try to get the permission of the Elders to leave, and you haven't met Elana yet. What to do, what to do...
Vitality- 10/10
Mana- 8/12
XP- 19/20
Inventory- Belt Pouch (
2.7 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack (Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2)
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Fine
Eight days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, 50' Rope, Hatchet,
Camping Supplies,
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Fidgety
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Luki Revereorder- a Merchant who possesses many strange things
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
We could bring up the subject with the merchant of accepting the amulet in lieu of wages for the potion making. He gets several phials of potion which he knows will sell for a decent price and loses a 'dwarven' trinket which he may never sell. Possible he would accept, especially if he likes us.
You are awakened early the next morning by rain thrumming on the roof. Rising, you find your mother making breakfast in the kitchen, and join her for a meal of fruit and cheese, exchanging pleasantries and talking of inconsequential things. She soon leaves to perform her daily duties as Mage. After freshening up, you head out into the morning gloom, pulling up the hood of your cloak against the cold, soaking rain.
You squelch your way back to the Caravan Fair. Between the rain and the hour, there aren't many elves out and about, and the few you see are more concerned with their errands than with merry-making. You don't want to spend much time in the wet either, and press on to your meeting with Luki Revereorder.
You find Luki within his tent, preparing to do business for the day. There are no other customers here at this hour- the medallion is hung in the same place as yesterday, its supernatural pull as strong as when you first saw it. Luki looks up from his busywork as you enter, and starts rooting around behind his table.
Good to see you again, milady Nym! I have your supplies here- an empty bottle and enough crystal for a 6 Mana Potion. I'll pay you for the work upon delivery.
Thank you, Master Revereorder. Speaking of my pay, I've actually had a thought on that. I've taken a liking to that medallion you've got there- how about, instead of the 18 gold I was going to receive for the potions I'm making for you, I were to take the medallion instead?
Surely you jest! That medallion is an extremely valuable historical treasure- I could hardly part with it for that paltry sum.
Mmm. As it happens, I'm something of an amateur historian- just looking at it, I can tell you it isn't dwarf-make like you think. See, dwarves are given to hard lines and sharp angles in their art, and that piece is all curves and circles. An oddity, it is; a treasure, it is not.
Hmph. I'm certain that the appraisers along the Jeweled Coast will be able to do a better job of identifying it than you. Meaning no disrespect, of course.
Of course... but let's be reasonable. That medallion is a gamble, and you know you can make a handsome profit on my potions. A bird in the hand is worth two in the bush, right?
That may be true, but I have too much invested in that medallion to accept such a small amount. Not, I'll take my chances on the open market.
Too much invested? What do you mean by that?
It took quite a bit of convincing to get the original owner to part ways with the piece. I won't take a loss on it.
Uh-huh. What you mean is, you got taken for a ride on something you don't know the value of. If I were you, I'd cut my losses and take the sure profit.
I'm telling you, this is a valuable- nay, priceless piece of art, and it'll make me a fortune! I'm certain of it!
Alright, no need to get excited about it. I'll be back later with the potion.
I vote for asking the council as soon as possible - try to convince them. Offer to do diplomacy. To gather information, and then return. Offer to travel with a (different) caravan heading east. Note that one of the rangers has offered to escort and protect you if you leave. Focus on the benefits your trip can provide, especially if they give you some magical way to remain in contact with them (if such a thing exists, obviously!) If they turn you down, we'll know, immediately, that we need to change our plans. If they push the issue, don't just storm off - agree with them that they are correct, the issues they've brought up are serious, and they're right - you will stay in the veil.
Do a quick look around for Elana on the way - if we don't find her, so be it, but if we do, be glad to see her and tell her what's going on.
Stowing your potion supplies, you decide to meet with the Elders. You trudge back out into the rain, heading back to Yicelafo proper- you don't pass Elana on the way, and given the weather you lack the inclination to do much searching. The Elders meet in the Shrine- a small grove of trees and shrubs grown tightly together, their branches and leaves cunningly interwoven to shelter an open area about the size of a house. The Shrine is a sacred place used for powerful Life rituals, and doubles as a place the Elders can formally meet to discuss important matters.
As you approach the Shrine, you are stopped by a pair of staff-wielding Rangers standing guard over the vine-shrouded entrance. One of them addresses you in a bored tone of voice.
I'll tell you what I'm telling everyone else, citizen- the Elders are dealing with the Necromancer threat, and they will announce their actions later tonight. There's no cause to be alarmed- go enjoy the Fair.
Actually, I'm not here about that. I need to speak with them about leaving the Vale.
What? Huh. Well, hang on, I'll check if they can see you.
He ducks inside, and after a few minutes he returns and ushers you inside. You brush past the vines, stopping for a moment as your take in your surroundings. The interior is dim, lit by some kind of glowing moss growing along the tree trunks. In the center of the room is a large boulder covered in the glowing moss- atop it, the Eldest stands waiting. The rest of the room has no furnishings to speak of, and is filled with groups of elves- the oldest and wisest the Elven people has to offer, in large part composed of the Mages who make life possible and the Sages who hold the sum total knowledge and tradition of the race. They stand in small clusters, some conversing amicably, some debating, some arguing.
The Eldest beckons you to a place before the boulder, and motions to the crowd for silence.
Alright, alright- enough! We've got something new to discuss for a while. This elf has a petition to make. He gestures to you. Speak your piece.
Um. Thank you Eldest. I'm here to ask permission to leave the Vale. I've had the inclination to leave and explore for a time now, and recent events have only strengthened my resolve. I feel it would be inappropriate for us- the Elves- to hide away from the world, especially during this crisis. I can act as an ambassador, showing the world our commitment to peace. I can send back information so we don't rely on foreigners for knowledge of outside events. I can strengthen the resolve of the humans against the threats these Necromancers pose. I'm certain I could obtain an escort of like-minded elves to ensure my safety. There is little to lose by letting me leave, and much to gain.
As soon as you announce your intention to depart, there is a quiet murmur, but no outcry like you may have expected- likely Pevo's influence at work. Additional mutters arise with each point you raise, until there is a general clamor after you finish.
I still don't like it! With the Necromancer threat, we need to marshal our strength here, at home!
There is wisdom in her words, and precedent- Yicelafo sent delegations to help combat the necromancer Aban Dippedrumors some four hundred years ago-
Dippedrumors was active hundreds of miles away- Nightroar threatens us here, now! We can't afford to draw his ire-
We've already drawn his ire by being who we are!
An ambassador would help rally Thrimesdur against Nightroar, and could help sway the Jeweled Coast against the Pirate King-
The Pirate King already has his allies amongst the humans, despite the history of his ilk! How can we trust them to keep faith with us?
We can only rely on ourselves- Yicelafo is strong, if we stay united! We can defeat them alone!
If we cannot rely on the humans for support, how can we rely on them for information? This only increases the need for spies-
ENOUGH! Nym has raised important questions- we should take the time to consider them calmly and rationally. We will send for you, Nym, when we have reached our decision.
You make your thank-yous, but are drowned out by the renewed discussion- your request seems to have touched on a pre-existing debate. Leaving word of where you can be found, you return to your mother's apartment. You take advantage of your solitude to craft that Mana Potion for Luki, a process that isn't terribly interesting but certainly passes the time. You do a little cleaning, eat a light lunch, listen to the rain and generally wait for time to pass until one of the Rangers who was on guard knocks on the door, and escorts you back to the Shrine.
The various huddles of Elders seem to be quieter than before, although urgent discussion continues within some groups. They quiet as you once more approach the Eldest. He clears his throat as you approach, and launches straight into it.
It is the decision of this council that you remain within the Vale.
...May I ask why? I did give several good reasons, and I think you owe me the justification.
Simply put, you gave excellent reasons for an Elven presence in the world, but you cannot honestly make the case that you are the most qualified to be that presence. We have trained diplomats who can represent our interests, and we have qualified scouts who can provide us with information and know how to blend into human lands. You are unsuited for either task, although your earnestness does you credit.
So only the most skilled may leave? Is that how it was when other Necromancers threatened the land- send a token representative and be done with it?
The case has been made that a greater general presence could do some good, but ultimately we have decided that it is in the best interests of Yicelafo for as many Elves as possible to remain within the protection of the Vale. Most Elves within the Vale know nothing of war or combat, yourself included. We will shortly be announcing a new policy of conscription- if any Necromancer comes against us, they will have to fight through the combined might of the Elvish nation. Once the security of the Vale is assured, we plan to allow volunteer expeditionary forces to venture forth against the Necromancers.
And what will it take to assure the safety of the Vale?
We hope to see the common elf become proficient in the martial arts, especially as regards combating the undead. The Mages are even now dusting off magics not seen since the last Necromancer walked the earth. We will secure the borders through both magic and vigilance, and we will monitor the situation on the world stage to keep from being outmaneuvered. With luck, this can be accomplished in as little as two years- surely not longer.
I see. I suppose that's... certainly the safe route to take.
The safety of our people is paramount. Enjoy the Fair, Nym- when it is over, the work will begin.
The Eldest makes a kindly- but clearly dismissive- gesture, and steps down from his boulder. The Elders, satisfied at the judgement handed down, return to their discussions. You hadn't expected much better, but it is still disheartening to hear the rejection. Two years until they think the average elf will be skilled enough to survive outside the Vale? To most elves, that is a brief time, but you are young, and have a secret- it seems an eternity.
The more you think on it, the grimmer the future looks. Two years until broader action against the Necromancers- that means that in two years, the Elders expect there will still be Necromancers to fight. At the rate they are going thus far, Thrimesdur will be an Empire of the Undead by then, with the Jeweled Coast suborned or conquered- a gloomy thought, to be sure.
As you leave, you are stopped by none other than Pevo Zephyrtempest!
Pevo? What are you doing here? You aren't one of the Elders!
Neither are you, but here we are! Actually, I was called in to give testimony on the outside world- I am the only trained Sage to have left the Vale, which gives me something of a unique perspective.
Well, I'm sure you heard their verdict.
I have, which is why I wanted to speak with you. I thought you should know, your words did more good than you suspect.
What?
Before you spoke, the Elders were ready to just seal the Vale and be done with it. You demonstrated that the average elf cares about what goes on out in the world, and you raised good points in favor of involvement in the world.
Yeah, but surely I wasn't the first to think of them.
No, nor were you the first to say them- but you were the first to say them in such a firm and public manner. It really crystallized support that had been undirected before. With some practice and tutoring, you could be a great orator, I think.
Now you're just flattering me.
Maybe, but it's deserved. Regardless of how or why, you made a difference here- now there's talk of sending a delegation to the Prince of the West about coordinating the efforts of Yicelafo and Thrimesdur, and I expect the Elders will be more receptive to ideas about sending military advisers and the like to help.
Well, that sounds like a good thing, although I think you're giving me too much credit. I suppose I'll go enjoy the Fair while I can.
Take care, Nym, wherever you go.
As far as mooching goes - that's part of why I want to see the council. IF they turn us done, we act depressed and mopey and use THAT as an opportunity to guilt our mother into helpung us buy us a piece of jewelry we really want but can't afford.
IF they decide to let us go, ask her for the money for the trip to help us come home safely.
And once we get the amulet, DO NOT PUT IT ON.
Wrap it up, stuff it away. We want to get some idea of what it does before we use it, and we know almost nothing about it or what influence it might have on us.
Heading back out into the rain, you decide to swing by the Fair. The festival atmosphere is rather muted, dampened by the rain and the rumors of war and conscription. You spend a little time sight seeing with an eye open for Elana, but don't see her. Eventually, you make your way to Luki Revereorder's tent, trading your Mana Potion for the promised 36 silver and the supplies for tomorrows potion. You briefly debate visiting Omo, but decide to just head home already.
When you arrive home, you find your Mother has preceded you. It doesn't take much acting to look rather glum, and after helping prepare a meal you sit down to eat together.
Alright, so what's up with you?
Well, I asked the Elders permission to leave the Vale today- I was refused.
And a good thing, too- it's too dangerous out there for any sane elf.
Yeah, yeah. I'm still pretty bummed out about it, though.
Well, if you ever need anything, you know you can talk to me about it.
Thanks. ...Actually, now that you mention it, there's this amulet that caught my eye at the Fair.
Oh is there? What's so special about it?
The merchant thinks that it's an old dwarven artifact or a similar relic- I think he's crazy if he thinks it's dwarven, but it does have a certain something about it. Unfortunately, since he's convinced it is so valuable I wasn't able to argue down his price at all.
How much is he asking?
100 gold, at minimum.
Whew... you've got expensive taste, you know that?
Well, I worked out a way to make almost 20 gold selling potions, but that isn't nearly enough, especially since I'd have to get it to him before he left with the Caravan. I was thinking, maybe if I could get a small loan...
A small 80 gold loan?
Not all that much, maybe more like 30 more- I could totally argue him down a bit.
Nice try- I doubt you can argue him down 50% of his asking price, and even if you could I'm not going to float you 30 gold for a trinket. The most rewarding things in life are the things you earn yourself.
Maybe, but this is literally a once in a lifetime opportunity- the odds I'll ever see this particular piece of jewelry again are staggeringly unlikely.
There's always other pieces of jewelry, and we are immortal. Good things come to those who wait. Although, if you're convinced that it isn't an artifact, I could come test it for you- that might get him to drop the price.
What? You can do that?
There are ways, yes. A true Artifact is... well, it's almost alive, but it is a very peculiar form of life. Life magics can't affect it, but I know techniques that can detect it.
That's... I did not know that. It certainly bears thinking about. Something that is alive that normally isn't... it sounds like Necromancy to me.
It's similar, we think, but not true Necromancy. Dwarves are known to be innately able to make Artifacts under special conditions- we don't know much about it, but it isn't Necromancy. We know that Mages of all faiths could make Artifacts in ancient times, so it isn't just a dwarf thing, either. And it isn't Vitality that is inside an Artifact- it's something rather more complicated, you'd have to be a Mage to understand.
Are you sure it isn't Necromancy? Can you detect that?
Yes, I'm sure. We do have spells to detect Necromantic energy- the artifacts the Elders guard do not register anything like that. Maybe if we could deduce how exactly Artifacts work, we'd be able to create them once more.
Well! That's certainly interesting. In other news, you've heard that the Elders plan on enforcing conscription?
You redirect the conversation to the news you already know- your Mother had only heard rumors, whereas you had been there in person. Although you continue to make small talk, you are really thinking about this new information. Life Mages can detect Necromantic energy, and Artifacts are arguably alive, huh? Can your Necromancy affect the amulet where Life magic cannot? If somebody can prove it's an Artifact, it seems that Luki will indeed make a nice profit on it if he reaches the Jeweled Coast. If somebody can prove it's a Necromantic Artifact... well, who knows what would happen to it.
After talking for some time, you head to bed early, and enjoy a pleasant, dreamless sleep. The question is, what will you do tomorrow?
Vitality- 10/10
Mana- 0/12
XP- 19/20
Inventory- Belt Pouch (
38.7 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack (Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2, Potion Making Supplies)
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Fine
Nine days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, 50' Rope, Hatchet,
Camping Supplies,
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Fidgety
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Luki Revereorder- a Merchant who possesses many strange things
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
Raise ThreadAlright, I think I'm past the initial "8 hour marathons" stage of my relapse. I make no promises, though- if the Dungeon Master bug gets fixed you could lose me for another week.
I'm going to guess that he is trapped under a large, heavy object by the name of writer's block.
While being pummeled from both sides by Apathy and Obligation.
Well, less that and more this (http://www.bay12forums.com/smf/index.php?topic=102446.0).
I am completely, 100% opposed to waiting. For one thing, Omo has made it clear that HE, at least, won't. And frankly, he is far more valuable to us than anyone or anything else here.
Our mother has made it clear she can try to identify this thing for us - ask her if she can do it discretely so the guy doesn't jack up the price, maybe? Anyways, it sounds like if she finds that it IS valuable, she might be willing to help us purchase it.
but prior to doing so we should be prepared for the scenario in which our mother determines that we are a necromancer. Say, by determining that the item is necromantic, and that only a necromancer could detect it without the use of specialised magic.
Shouldn't be an issue, we only stated it wasn't dwarven so not an artifact just that we liked it because it was pretty (and shiny). Unless it's an ugly piece of jewelry in reality and we only find it shiny because of the necromancer vibe I don't see how we can be at risk.
You waken the next morning, fresh and ready for the new day. After your habitual ablutions, you once again join your Mother in the kitchen for an early meal.
Hey, Mom. I've been thinking, and I'd like to take you up on that offer to test the merchant's medallion.
Alright- if you'd like to go now, we could do it before I go to work for the day.
Actually, I was hoping we could be discreet about it, just in case it is an Artifact. Maybe we could wait until tonight, so we can check it out when I deliver the potion?
If it truly is an Artifact, I expect the Council will outbid you for it- an item of such power could prove invaluable if it comes to open war.
Really? Are they all that powerful?
They can be- many provide only modest benefit, or perform a function that isn't terribly useful, but some few have truly legendary power. If it is an Artifact, it will take much additional testing to determine the nature and extent of its abilities.
Huh. Well, if you want to go now, let's go.
After tidying up, you escort your mother back across the bridge to the Caravan Fair. Though still rather chilly and dark, it isn't raining at the moment. You enter Luki Revereorder's tent- once again, the early hour means that the tent is empty save for the merchant himself.
Hello, Nym! Finished with that potion already? And who is this pretty girl with you?
Good morning, master Revereorder. You said you were taking that medallion to the coast to be appraised, right? Well, this is my mother, and I think she can provide a fair estimation of its worth.
Oh? Is she a historian?
Greetings, master Revereorder- I am a Mage of Yicelafo. I can't tell you its value as a historical item, but I can eliminate the possibility of it being an artifact for you. Now, where is this medallion?
Luki blinks, then hesitantly takes the medallion off the peg and holds it up for your mother's inspection. She matter-of-factly reaches out and snatches the item, ignoring Luki's slight wince. You are as attracted as ever to its beckoning necromantic energy, and watch with keen interest as your mother inspects the fine etching of the ravens.
She holds the medallion in the palm of her left hand, and her right hand begins to trace a circle above it. Luki gasps as a faint green light seems to settle down from your mother's hand, floating above the medallion. As her hand moves, the light ripples with it, much like a hand will ripple a bucket of water. She hums softly to herself as she works her magic, concentrating intently.
Suddenly, you notice the purple glow of the medallion... shift. At first you think your eyes tricked you, but soon it happens again, then again- the glow seems to pulse now, in time with the green light. With each pulse, you see the purple glow reach a little higher, and the green light sink lower. Finally, the energies meet, and your mother dismisses the spell with a surprised look on her face.
Well! It seems you were right, master Revereorder- this is indeed an artifact.
Really?!? You're sure? What does it do?
I cannot say without extensive testing. You were asking for 100 gold for this item?
I- yes, but that was before I knew for sure it was an artifact.
Fear not, Yicelafo will not cheat you of your merchandise. I'll send somebody back here with the power to make you an offer I'm sure you will find quite generous.
Well, I suppose I can consider such an offer, can't I? Thank you very much for this service, milady!
Good day, master Revereorder.
Meanwhile, meet with Omo. Tell him of what we've learned - and of what we've accomplished. While we didn't get permission to leave, we did some good and stopped them from clamping down tight on the border. Reaffirm that we have every intent of leaving with him before the fair ends, and ask him if he knows where we can find Elana - and if she might have any knowledge on how to communicate effectively over a distance. We're going to take a risk here, of course - if it falls through, we won't mention Omo. He should be able to get out without us if he still wants to leave. But if it works, we'll have an ally on the inside.
You leave with your mother, somewhat dejected. If the Mages throw piles of gold at Luki to obtain the medallion, there is no way you'll get your hands on it short of theft, and that theft would be difficult if they are actively studying it. You say your goodbyes as she heads off to the Temple, and you head off after Omo.
You find him sitting with a festive group of Elves enjoying the break in the weather. When Omo sees you, he rises and comes away from the group to speak to you.
So? What's the good word?
Well, asking the Elders went about as you predicted. Nowhere fast.
Bloody hell. Well, it was worth a shot. You're still game to leave anyway?
Of course! And it wasn't all bad- it sounds like they won't be shutting down the border until after the Fair, and I think I may have tipped the balance toward reaching out to the Humans instead of just sealing ourselves off from the conflict.
Oh, you did all that but you couldn't get permission to leave? A strange world you live in.
Shut up! We should be good to go before the end of the Fair, I'm just going to wrap up some loose ends. Speaking of, have you seen Elana?
Some loose ends! As a matter of fact, I did see her the other day- she's staying with a friend in the city. Are you two... cool now?
Well, we were never precisely not cool, and I would like to say goodbye before we leave. We may not meet again for years.
True enough, I suppose. We all have people and things important to us.
Then find Elana - I've got a plan. Ask her if she knows any way to send messages over a distance with magic. Let her know we WILL be leaving the veil one way or another, even if it kills us, but we'd like to do what good we can for the elves in the meanwhile, and communication will be valuable to that end.
Yes, getting the amulet confiscated would be better than nothing - in my mind, the most important thing we can do with it is keeping it from reaching the jeweled coast and getting snatched up by the guy there.
We should phrase this similar to our arguments with the council and how they are making a mistake with the token diplomat approach. That way even if she does end up telling anyone our stories are consistent and our reason for leaving believable.
I think we should tell the truth - tell her that our reason for going has always been a desire to study our ancient homeland and do what we can to help the people, and it is clear that that will not happen unless we make it. And we believe the things we can learn are more valuable now than ever they could be before - if necromancers threaten our home once more, learning how they did what they did, and how to prevent it from happening to our home yet again, is paramount - finding a way to reverse it would be nothing short of amazing.
Ask her if she knows anyone, skilled and willing to leave, that may wish to accompany us, but make it clear that we WILL be doing it. Do not sound brash and inconsiderate - simply dedicated, and focused on the mission at hand.
You don't need much in the way of directions from Omo- once you catch the name of Elana's friend, you know where to go. Your path takes you deeper into Yicelafo, past the Great Temple and Shrine into the heart of the residential district. The treehouses are stacked thickly here, to the point that they touch the ground, making the tree appear to be a single large apartment with a living canopy for a roof. It is in one of these residential blocks that you find the right home, tucked on ground level astride a massive root.
Elana herself answers the door, and for a moment it's like you are seeing her again for the first time. Her carefully braided hair is strawberry-blonde, a rarity among the elves. Almond eyes in a fair face regard you with surprise. Simple, warm clothing adds little breadth to her slight frame- she almost seems to be an adult in a child's body, and though you are no giant you stand nearly a full head taller.
Elana seems to hesitate a moment before inviting you in. You greet her friend, an older woman you know only through your association with Elana. After exchanging pleasantries and being a generally good hostess, she seems to catch the mood in the air and decides this would be an opportune time to go grocery shopping. The room is silent for a long moment after the door closes behind her.
...well- I didn't expect to see you here, after your last letter, Nym.
Yeah, well... you heard about the Necromancers, I trust.
I did. I'm sorry your trip was canceled, but really, it's probably for the best.
About that- I plan on leaving anyway.
What! What could possibly be possessing you to hare off into a warzone!?!
Well, it seems to me that I can do more good learning more about our ancestral homeland and how it was destroyed than cooped up here at home. Maybe there's a clue that can keep it from happening again.
That's crazy! You'd have to be a Mage to find out anything, and that's if there was anything more to find out! The Sacred Grove is a waste, and you're wasting your time if you go out there!
Oh come on, to hear you talk taking one step outside of Yicelafo is a death sentence. Weren't you always trying to get me to do something with my life?
I meant use your life to get a good job, help out society, not throw it away because you've got itchy feet!
I am going to help out society, better than I could if I were just going to hold a spear the day the Necromancer's armies come knocking at the door!
You are both quiet for a moment.
...oh, be careful, you stubborn fool. Just be careful.
Aren't I always? Besides, it can't be as bad as all that out there. Heck, the last place the Necromancer is likely to be is in the middle of an uninhabited wasteland! There aren't even any bodies there for him to... utilize.
I'd have said desecrate, but I take your meaning.
Do you know anybody else who wanted to leave the Vale? Maybe somebody who would be willing to help me?
Ha! You're the only one I know foolish enough to leave the Vale in the middle of a war.
Hey, technically, we aren't at war yet.
Yeah, now tell me another.
Alright, how about this- do you know of any way to magically communicate across distances?
Myself? No, but I know it is possible. I know I've seen the Life Mages use animal messengers, but I'm pretty sure there's a general magic spell that lets you send messages across distances.
Do you know anyone who could teach me? It'd be terribly helpful.
I imagine one of the Life Mages could teach you, but from what I gather it is somewhat difficult and involved- that's why they normally just send animal messengers.
How does that work, anyway? Can they control the animals?
No, but it isn't that hard to communicate with them using Life magic, after a fashion, and animals are pretty easy to bribe. Ha, not the most reliable though- one time, a Mage sent a sparrow with a message to summon me for a lesson, but I never got it. He found the bird holed up in his nest with his lady love- apparently some more immediate concerns came up en route.
Ha! That's rich. Well, I won't take up any more of your time- take care of yourself, if I don't see you again before I leave.
You stand to make your goodbyes, and impulsively give Elana a big bear hug. She stiffens in surprise for a moment before hugging you back fiercely. After a long moment, you separate, and exit the apartment.
That said, ask Pevo more about necromancy, now that we have two known necromancers active. Why are necromancers always considered automatically evil? Do you think there's a chance of have been people with potential for necromantic magic that lived their wholes lives without actually discovering it? Is there a commonly accepted reason for why there haven't been more than one necromancer active at the same time? Pass this as you planning to be a sage. In fact, actually try to become a sage. Focus on necromancy so much because after all, you want to know more about the enemy that is plaguing this land. You are not a powerful mage. You are not a strong warrior. But you can collaborate by knowing about them and advising how to proceed. After Pevo, start hitting the books, ask access to all libraries you canm search for any ruins in elven lands that might contain a hint, etc. If you are discreet enough try to search the libraries and such with necro vision, specially if they are very old and lacking a index system.
Going off of what Felius said about becoming a sage, while I don't think it will work out to well I do think that we should try learning as much as we can about the basic properties of magic, just purely the theory not practice for right now if we're going to stay for training then we can learn the practice of it. Also if we stay we can also learn some more general magic spells that might help us out later and help us understand the basics of necromancy if all magic contain some of the same basic rules. If we are still staying then lets find ourselves a place for experiments again, if not then ignore the majority of this.
Since it's on your way back anyway, you decide to drop in on the Great Temple and pay Pevo a visit. You find him in his quarters, apparently reading a book.
Nym! Good to see you.
Hello Pevo- do you have a moment to answer a couple random questions?
Certainly, though I doubt they are anything but random.
Heh- true enough. Well, considering the sudden surplus of Necromancers, I thought it'd pay to know a bit more about them. Has there ever been more than one active at a time before now?
No, there has not, not since the Golgothan War. The Golgothans were wiped out in the aftermath of that war, and for a time it was thought that the threat of Necromancy was done forever. However, much like how Life Mages will sometimes arise among the humans, sometimes Necromancers arise among them as well. It is not often the spark breeds true, but every century or two another Necromancer arises to wreak havoc on the world.
Why is that? Why do they always try to conquer the world, I mean?
Who knows? Some say Necromancy is inherently evil, but I don't think so. The Golgothans got along more or less peacefully with the other races before Balkoth came to power, from what I can glean of our remaining texts and what I found during my sabbatical in Thrimesdur. Some think that it is just because humans are easily corruptible, and Necromancy offers a unique, direct sort of power nobody else can control or understand. Some blame the meddling of gods or other forces. No Necromancer has ever consented to an interview, so we can't know for sure
Could it be that some Necromancers never managed to control their powers, or even manifest them without guidance?
It could be, and in fact is rather likely. Of the Elves we teach here in Yicelafo, many would not have utilized their power without outside guidance to start them on the path. That is one reason we test so thoroughly- if we didn't, we'd have far fewer Mages. It is a comparatively small percentage of magic-users who manifest their abilities unconsciously, without any outside interference.
I see. Is that true for general magic users as well?
No, not at all. General magic is a much more deliberate, controlled usage of Mana than the others- that's why the other Magical Faiths can achieve such greater feats. Anyone with a Mana pool can learn to use general magic spells, but nobody will just start spontaneously casting them.
I'm not sure I quite understand the distinction.
Think of it like this; the Magical Faiths are like the different ways animals can move through the woods. Wolves can run on all fours faster than we can, and birds can fly over obstacles, and fish can swim places we cannot. They are all different from one another, and none of them are really conscious decisions to be different, but they are all more effective than just trying to walk through the underbrush.
...I think I've got it, though it still isn't quite clear.
Well, it isn't a perfect metaphor- maybe a Mage could explain it better.
So is there any special reason there's never been more than one Necromancer at a time?
No, no special reason. It is just staggeringly unlikely. The fact we have 2 at once is likely just statistics catching up with us, to our misfortune. It'd take more than that for me to suspect something more, the way some folks have been whispering.
Whispering?
You know, the usual nonsense. "The End is Nigh, Darkness will cover the land, evil gods will awaken, fire and brimstone." All poppycock- we face a challenge unlike any since the Golgothan War, yes, but no need to go dragging in prophecies and ancient evils over it. We are quite capable of having a statistical improbability without anyone else having a hand in it.
Yes... of course. Well, I think that satisfies my curiosity for now. Thank you for your time, Pevo Zephyrtempest.
Any time, Nym, any time.
You leave the Great Temple and head back home as the afternoon grows late. You make another potion for Luki with the daylight you have left, resolving to deliver it the following morning. You ponder your circumstances after your evening meal- the medallion seems to be beyond your reach for now, and you've gathered quite a bit of information. Is there anything holding you in Yicelafo now, or are you ready to depart?
Vitality- 10/10
Mana- 0/12
XP- 19/20
Inventory- Belt Pouch (
38.7 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack (Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2, Mana Potion for Luki)
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Fine
Ten days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, 50' Rope, Hatchet,
Camping Supplies,
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Fidgety
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Luki Revereorder- a Merchant who possesses many strange things
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
So, who agrees with this plan:
1. Wait until the end of the Fair, acting like normal. Bring along some rope.
2. Sneak out of the Vale before the merchants leave, on the last day of the Fair.
3. Once clear of the Vale (ie. across the river into Thrimesdur), start practicing necromancy again.
4. Do not tell Omo about our abilities right away.
5. Instead, try to create a golem body out of rope and sticks; just like the old rope golem, except with stick limbs.
6. While Omo is out hunting, you go fish. Steal vitality from the captured fish to animate our golem.
7. Try to imbue the golem with the ability to walk around.
8. Once we have a golem to demonstrate to Omo, reveal our powers and hope he doesn't freak out.
agreed. I think the spellbook idea should be included if possible tho. if we can get our hands on a spellbook, we should. even if it might mean a bit of theft.
There are four days left of the Caravan Fair, and you decide to stay throughout the festivities. Apart from practical considerations like the profit potential of your arrangement with Luki or the last few things you want to do, there is also the knowledge that once you leave, you will not be back in Yicelafo for a long time, perhaps years or even decades. As well, you know that once you leave, you'll have to tell Omo what you are. You risk his friendship and perhaps your life, but you can't lie to your old friend- he deserves to know the truth about his traveling companion. It must be done, but you doubt it will be pleasant, and anything that delays that day is welcome in your book.
Despite Omo's growing impatience, you take this opportunity to enjoy the sights and sounds of the Young Vale and your fellow elves. You spend your time dancing, singing, talking, and generally enjoying yourself, basking in the festival atmosphere. Some days are wet, others are dry, but there is always a fire to gather 'round and merry making to be had.
Which is not to say you don't also accomplish some other minor tasks.
Exactly, no more elves, so it may be that we can easily acquire a beginner's guide to general magic here that would be the equivalent of a rare and powerful compendium of lost arts across most of the rest of the world. While one would guess that the crystals are available for the wide-spread potion trade and presumably come from somewhere to begin with... I don't know what sort of books would be appropriate, probably something portable with a large selection of utility spells, such as communication, protection from hostile environments, mobility enhancement. Something with enough information that someone could figure out how to use the described effects with study and practice, while being sufficiently brief that it could be carried without being too much of an impediment. Perhaps one very detailed instruction on a single magical effect and another with basic details on performing most of the effects that would be useful on a journey to a magically unusual environment.
A list of available works that describe the process of evoking general magic would be useful, our budget would probably preclude anything over, say, 10 gold, maybe look into items up to 20 gold if they are particularly desirable...
Oh, and I should add - talk to merchant, tell him you're glad you could help him turn such a tidy profit on the artifact. You hope it alleviates in part an unfortunate change of circumstance that means you won't be able to stay out the week after all.
Spend a large bulk of our profits on more mana crystals. We'll need this for our future income stream, and experiments. In fact, it might be worth it to spend ALL of it on mana crystals (and a couple containers, obviously)
You know that the elves aren't much on libraries or books, but the Caravan is in town with a wide assortment of goods- perhaps they have something. You decide to ask Luki when you drop off the potion the next morning.
Morning Luki, how's business?
Grand, milady Nym, simply grand! Your mother was as good as her word when she promised Yicelafo would make a generous offer for that artifact. Why, with that profit added to my margins I rather think I could fund a caravan of my own!
I'm glad to hear it. Say, you know the merchant selling Crystal, right? I'd like to get in touch with him to buy a little stash of my own.
I know him, I know him indeed, but I fear he has little to offer you. The same elf who bought my artifact for Yicelafo also snapped up his entire inventory.
Oh, no.
Oh yes, it appears you elves are stockpiling the stuff for the coming war. But, tell you what- as a thank you for bringing my artifact to the attention of the Mages, I'll sell you some of the Crystal I bought off of him- no markup, just 20 silver per ounce.
Really? That's kind of you. How much do you have?
I can part with five ounces, which would be enough for five Mana were you to use it in a potion. 100 silver- Interested?
Sold! As long as I'm here, do you have any spellbooks in your inventory?
I do not, but I believe there is a bookseller in the Caravan- he regularly makes the journey back and forth between Thrimesdur and the Jeweled Coast.
Thank you Luki- see you tomorrow.
It doesn't take you long to find the bookseller- his wagon is rather large, but he has little inventory out for display. Most elves care not for extensive reading, but there are a few customers in his tent examining ornate quills, a variety of inks, solvents, and other curious objects associated with the art of manuscript. The bookseller himself is a tall, thin reed of a man, with knobby knees and elbows, wisps of grey hair escaping from under his stained Rope Reed Fiber cap.
Good day, and how may I help you today?
Hello, I was wondering if you had any books about magic.
Hoo hoo! You'll have to be more specific than that, dearie, for I've many a tome on the subject.
Oh really? I was hoping for something on the performance of general magic, or perhaps the theory behind it.
The merchant pulls out a binder, and begins quickly scanning through the pages. Hm... ah, I possess a copy of Prestidigitation for the Beginning Practitioner by Joddo Meadtrust- it was first written shortly after the Golgothan War ended. An interesting story there- you see, after the Golgothan War, there were many villages who lacked a local Priest or Wizard to perform magic, since so many died in the war itself. Meadtrust was an instructor at the Wizarding Academy who was frustrated by the brief time he had to teach new Wizards and Priests their art before they had to return. He wrote this book in an attempt to alleviate the problem- he would teach them the basics of magic, and they could then take guidance from his tome to learn the rest on their own. Was a miserable failure, you know, most of his students were stymied by the overly technical language of the text, but once the rate of admissions and graduations returned to a normal level it became quite popular as a reference text for the more isolated practitioners away from the cities. Joddo didn't live to see it, though, died thinking the attempt was his greatest failure, and on one notable occasion he sought to burn any copy he could get his hands on to rid himself of the embarrassment.
Your eyes glaze over somewhat at the rapid-fire onslaught of information, and as the merchant gathers his breath you hurriedly interject, Sounds perfect! How much are you asking?
I have a couple copies, as it happens- one is a relatively new and more inexpensive edition, but if you're a collector I have the most lovely illuminated copy written shortly after Meadtrust's death, made by a monk at-
The less expensive one will be fine- how much?
Ah, for the obvious utility of its contents and important cultural context, I couldn't part with it for less than 32 silver and 5 copper pieces. There-
That will do just fine, thank you.
The merchant blinks, then excuses himself and retreats to his wagon. After a few long moments he returns, bearing a leather bound book somewhat larger than you had anticipated. Completing your transaction, you step outside and inspect your new purchase. The text within is written in a tight, clean script- there are intermittent illustrations and diagrams demonstrating one concept or another. Paging to the very back, you find an index, and examine the contents. There are a variety of minor divinations (Detect Vitality and the like,) as well as a handful of simple illusions, a brief description of the other Magical Faiths, some utility spells that seem useful... ooh, Message!
Flipping through to that entry, you find that spell is a way to send a message one way, at a distance. Disappointingly, cursory examination seems to suggest that the range is rather limited- a few miles at best. You blanch as you read more of the instructions- the merchant was not exaggerating about the overly technical language! It doesn't seem to be anything you can't figure out, but it will likely take some time and concentrated effort to learn any spells from this book.
I think we should head to the Dwarves, spending no longer then a day in any city besides theirs, they have the highest chance to accept us for what we are, and I have a feeling they may be able to help us in making golems, and may even have records of old necromancers who were good like us.
To the dwarves! aye, that should be our long term goal. Dwarves are fine folk, and makers of artifacts as well. Plus we know the least about them. they'd be interesting to study. Since they keep such stuborn strongholds, I imagine they have archives of the ancient ages.
However, the elves have a strong alliance with Thrimesdur, but the dwarves are probably either neutral or hostile to elves if anything resembling a tree quota exists in this world. the dwarves should be a second stop after we finish with Thrimesdur, and/or if our powers are revealed too early. Either way, we should ask pevo about the dwarves.
Another day, you find yourself thinking about the dwarves- perhaps their reputedly cunning craftsmanship could create an object more readily suited for transformation into a golem. Now that you think about it, didn't Pevo say something peculiar about dwarf/Necromancer relations? You resolve to ask him, and return to his room in the Great Temple for expressly that purpose.
Afternoon, Pevo, how are you?
I'm quite well, Nym- here with some more questions?
You know me too well, Pevo. Actually, I was wondering what you knew of the Dwarves- did you visit their lands in your travels?
I did not, nor do I have any inclination to do so- that people has a poor reputation.
Why is that?
It isn't easy to pin down- the Elves have had little contact with the Dwarves since the Golgothan War, and the history of our racial relations is one of the many things lost in that conflict. From what I can gather, the Dwarves of the Earth Kingdom were solid allies of the Golgothans prior to the war, as well as the Fire Nation. When the war started, the dwarves did not condone Balkoth's aggression and did not join his assault on Elven lands, but neither did they hinder him. Supposedly, when they heard of the near genocide of the Elvish people, they annulled their alliance immediately, but I know for a fact they did not join in the war against Balkoth until he betrayed and exterminated the Fire Giants.
Well, that doesn't sound too bad- they were faithful to an ally, and turned when his evil became clear.
Very reasonable of you, but it is difficult to get past the fact that, if they had stood against Balkoth from the outset, the Sacred Grove might yet stand.
That's the history, but who are the dwarves as a people?
Again, this is secondhand information, but the dwarves are reputed to be a hardy folk with great mineral wealth, and the finest craftsmen in the world. They are also an ancient people- they lack the stability and continuous line of Emperors that Thrimesdur has enjoyed, but their mountain halls and fortresses are older than the Empire itself. Other than that, I only know stereotypes- they drink, they are expert craftsmen, big beards, few manner, the usual.
Their fortresses are older than the Empire? Could it be they possess ancient knowledge of ages past, even greater than the libraries of Thrimesdur might contain?
It is possible, I suppose, though I doubt it is as well organized as the Cremated Empire's archives. The dwarves supposedly have a rather guarded nature, making it difficult for human chroniclers to get the full story out of them- there could well be hidden histories and engravings deep in the oldest mountain homes, unknown to the outside world and perhaps even to the dwarves themselves.
I see. Thank you Pevo, that was quite enlightening.
All too soon, the morning of your departure arrives. You make and deliver Luki's final potion early in the morning, and well before midday you join up with Omo, leaving Yicelafo towards the East and Thrimesdur. You are the only ones leaving Yicelafo before the final ceremonies and the grand sending-off of the Caravan, and the road is clear. Omo whistles a jaunty tune, pleased to finally be leaving, and you can't help but succumb to his infectious happiness. The time passes quickly as you sing traveling songs and enjoy the unseasonably warm weather.
After the first day of travel, you make camp not far from the river. Once you finish eating a hearty meal, you briefly confer with Omo about your route, examining the map Pevo gave you days ago.
(http://img.ie/images/95a1a.png) (http://img.ie/)
By his estimation, you've passed beyond the limits of Elven habitation on the northern shore- by the end of the day tomorrow, you'll be well away from any Elvish settlements of any kind. After that, Omo informs you, it is little more than a hard day's march to the river crossing of Larathor, a large human settlement on the Great River and your first step beyond the confines of the Vale. Omo cautions that Ranger patrols will likely be thick along the river, and you'll have a much higher risk of meeting them throughout that last day. Hopefully, Omo's knowledge of the patrol routes will guide you safely through.
As you fall asleep, you can't help but worry- when should you reveal yourself to Omo? Tomorrow night, when you will be in the midst of the forest? The night after, when you have dodged the Elvish patrols, crossed the river and reached Larathor? Later, somewhere in the wilderness of Thrimesdur?
You try to put such concerns aside and go to sleep- the next few days promise to be tiring.
Vitality- 10/10
Mana- 0/12
XP- 19/20
Inventory- Belt Pouch (
86.2 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Fine
Fifteen days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, 50' Rope, Hatchet,
Camping Supplies,
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Relaxed
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Luki Revereorder- a Merchant who possesses many strange things
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recomend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
I think we would be better off not bringing up necromancy beforehand, and instead when we show him the golem we should say we think that the golem magic is the same type of magic that necromancers use.
I think our telling him strategy was pretty much decided on pages and pages back.
And we should wait until we are into human lands, away from people. Our first day in the wilderness - may it come quickly.
When you awaken the next morning, you resolve to wait until you are in the wilderness of Human lands to tell Omo- surely no more than a few days from now. Crawling out of the tent, you find that Omo has snared a pair of rabbits, and tuck in to an enjoyable meal.
Your second day out from Yicelafo starts foggy, but warm. Spring is in full swing, and summer is on its way. You and Omo speak only a little, the fog muffling your quiet conversation, and soon you lapse into an amiable silence as you enjoy the serene quality of your journey. The fog burns off as the afternoon wears on, helped along by a cool breeze along the riverbank. As you travel, Omo grows more and more perturbed, sometimes stopping and peering at the trees uneasily. After the third such pause, you turn to him quizzically.
Omo, what do you think you're doing?
I've been seeing a lot of trailsign in the trees.
Trailsign?
Yeah, it's a Ranger thing. Little ways to communicate with other Rangers. Like, you see that flower and leaf tied to the branch with a vine?
How do you know that's a flower? Looks like a stem to me.
Yeah, it's a rose stem actually. Wouldn't do to leave the petals on the stem, you'd see it from a mile off.
If it's communication, isn't it supposed to be seen?
Yeah, but not by civilians, or enemies. It's kindof a Ranger secret. Anyway, my point is that I've been seeing a lot of it. A lot more than I'd expect to see.
So... what? I'm guessing this is a bad thing, from your tone.
Well, and I'm not sure, which is why I didn't mention it yet, but I think that there's a big Ranger presence on the border. The things I've been seeing seem to be patrols communicating with one another- normally I'd expect there to be one patrol on duty at a time, and with the Necromancers I was expecting there to be two or three, but I think the trailsign I've been seeing is between at least three different groups.
Didn't you just say you were expecting three?
Yeah, but we're not even at the edge of the forest yet. If there's this many patrols here, near the heart, how many are going to be out on the actual border? Are you sure the Elders weren't sealing the border yet?
I thought so. Maybe they decided to get a jump on the end of the Fair.
I hope not. This could get tricky.
Omo sets off, and you follow, somewhat troubled. You'd rather hoped to avoid any run-ins with the Rangers- you doubt they'll track you down once you're gone, but they'll probably try to stop you before you get clear of the Vale. That night, Omo insists on a small fire and a campsite away from the river, and you don't feel inclined to disagree. After inconspicuously Sensing Vitality to take the edge off your mana pool, you go to sleep.
You arise early the next morning and head out, digging into your trail rations for breakfast on the go- with luck, you'll be in Thrimesdur by sundown. Omo is visibly tense, and every few hours points out another piece of trailsign- a warning about a bear den here, a guide to delicious honeycomb there, and apparently a heap of Ranger humor everywhere judging by Omo's snorts and dismissive gestures.
You make good time traveling along the riverbank as the Great River curves to the south. As the afternoon wears on, Omo starts stopping more frequently, holding up a hand for silence. Eventually, he calls for a halt altogether, and leads you to a secluded little clump of shrubs. You are more than happy for the rest break, for while you are no stranger to long walks you normally recover from your exertions in your comfy bed, not the cold bumpy ground. As you lean against a tree and dig into your provisions, Omo informs you that he's going scouting and slips away through the trees.
You finish your meal, and stretch, waiting for Omo to return. The minutes seem to drag by, alone in the woods- it feels like hours, but by the sun it is only about 30 minutes later that Omo comes back, a grim look on his face.
We've got a problem Nym. There's a lot of Rangers here, and I'm not sure we can slip past them.
What? How many is a lot?
Enough to repulse an attack from the river, and more than enough to catch us if we aren't careful. It looks like this is a local staging point for the Rangers, protecting the ferry at Larathor.
The ferry?
Yeah- it's how the Caravan crossed, and how I was planning to get to Thrimesdur. From what I can tell, there's a picket watching the ferry at all times, and lots of Rangers in the treeline up and down the Great River.
You saw all that? Are you sure you weren't spotted?
I'm sure- they were too busy looking out to keep more than a cursory eye on the Walled Jungle behind them. The real question is, what do we do now.
What are our options?
Well, we could try to make it to the ferry. We'd almost certainly be spotted, but if we can get across the guiderope before the sentries catch up we should be alright. We could try it under the cover of darkness, which would be much more dangerous but might let us make it unseen.
Alright, so when you say "get across the guiderope"...
I mean that there's a rope that runs from one bank of the river to the other. The ferry almost certainly won't be on our side of the river, and we can't wait for it to come to us, so we'll have to do it the old fashioned way. Hand over hand.
Yeah, I'm not feeling that plan. What else you got?
My only other idea would be to go around- we could go north and try to find a spot we can swim across or ford, or we could go south and try to wave down a boat- if we go south far enough we'll hit another town sooner or later. Either option would take us days out of our way, and we'd still have to worry about Ranger patrols while we're traveling.
Yeah, I'm not crazy about that option either.
I say we just make a run for it. You got a better idea?
It's a tough situation- Omo seems confident in his ability to outrun the Rangers, but you are somewhat less sure. What should you do?
Vitality- 10/10
Mana- 12/12
XP- 19/20
Inventory- Belt Pouch (
86.2 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Tired
Seventeen days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, Leather Backpack(50' Rope, Hatchet,
Camping Supplies),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Edgy
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Luki Revereorder- a Merchant who possesses many strange things
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recomend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
What, exactly, are we doing? I haven't seen many people argue with the idea of going south, so are we all agreed that we should head south after we cross the obstacle that is the Great River, or does someone disagree and want to expand on why (other than what has already been said)?
Speaking of which, do the majority of people still want to cross the river at Larathor? Or has anyone changed their mind/come up with a better idea?
I, personally, still favor going north and trying to find a way to swim/ford the river. That, of course, has the disadvantage of taking longer to go down south into the larger cities, but I don't know if we'd be able to wave down a boat, and hitting another city is probably not a good idea. I've already said my bit on that, though. The only new thing I've thought of regarding that is whether our mother is influential enough to push for our retrieval, and if she's (over)protective enough to try it. (Finding a potentially powerful artifact that could help with the war efforts has to have earned her some brownie points with the Council, even if we were the ones to originally "stumble" across it.) Then again, elves don't seem to have much in the way of organized law enforcement... hm. Something to ponder.
In any case, I'm interested in seeing how the votes going so far, so I'm going to go ahead and tally them up. Feel free to correct me if I miscounted something; I confused myself multiple times here so I probably made several mistakes or misconstrued what you meant. I've also included votes from people who reacted positively to an idea, but didn't actually commit to choosing it over something else, so correct me if I'm wrong to assume on that count. Anyways, here's the votes so far:
Cross the river now: bombzero, Phantom of the Library, etc.- 16
-Cross using the rope: fergus, racnor, Felius- 3
-Bluff it: forsaken1111- 1
-Paddle across/Log it: MikaTheCrazy, The Alchemist, GlyphGryph, Lord Allagon- 4
--Run it: racnor, ibot66- 2
--Bearstraction (I think this plan is nonviable now, but I'll count it up anyways): lockman766, Grek, Baneling, Ancre, Felius, Ehndras, - 6
---Night crossing: lockman766, (someone else)- 2
---Day crossing (waterproofing first): Grek, Felius, racnor, Baneling, Lord Allagon, MikaTheCrazy, The Alchemist, GlyphGryph, ibot66- 9
Go north and find a better place to cross: Deep Waters, Draigh, Cellmonk, RAM, Angle, NoahTophatz- 6
Go south and wave down a boat: 0
Go south until you get to another town: 0
Go north and hug the mountains, avoiding everything and everyone until you get to the elven homelands: Draigh- 1
Go south and into the big cities, searching the libraries for information about necromancy: 7
-Sell mana potions to the Order wizards: racnor, Ehndras, Deep Waters, Lord Allagon- 4
-Become a butcher: GlyphGryph?, Ehndras?, bombzero?- 3
Spam zombies: [I couldn't actually seem to find anyone who really wanted an undead army versus a golem one... zomgolems, yeah, but no focusing on the undead. Did I miss anybody, or is a mostly-zombie army really that unpopular?]- 0
Focus on golems: adwarf, lockman766, Cellmonk, Grek, Elvisdogs?, EveryZig?, Ehndras?, Angle?, The Alchemist?, Mythril Leaf?, Draigh, bombzero- 12
Since this is a much older issue than the others, I've included votes from users that may not even be paying attention to this topic anymore. Tell me if there's anyone you haven't seen around here lately and therefore should be excluded.
Forgive me if I'm being presumptuous, Monk, I just really want to know in what direction we're heading right now. ^^;
Considering that majority wins and I am the only one who even suggested it, it does not really matter right?
But let it stand there for now, might give someone else an idea to think outside of the box. ;)
Besides.. majority rules does not mean that the minority should just shut up. Just pointing out the risk and maybe play a bit of devil's advocate if needed.
In the meantime I'll watch the FUN that is about to ensue while they are going to be chased by a bear and elven rangers, crossing a rope across a big river while they cannot swim and don't want their only source of magical knowledge get wet.
Or they could just walk north in peace, evading the patrols. And then cross somewhere else where there is significant less attention and perhaps also less water to drown in.
Yes, I know, I'm a terrible person. Shortly after my last appearance in this thread I finally convinced my IRL friends to give Dungeons and Dragons a shot, so I've been spending most of my time creating setting/plot/adventures from scratch. I'm extremely happy with the way that turned out, and I hope to get a lot of mileage out of that world. But that's a story for another day- today we're back in Urak.
anyways, you remember the character options we had? Where we could be an Elf from of Yicefalo (which we are), a human from Thrimesdur or a human from the Jeweled Coasts? Is this ringing any bells?! GODDAMMIT WE COULD'VE BEEN A PIRATE KING/QUEEN! *RAEGRAEGRAEGRAEGRAAAAAAAAEG*
Another thing that I noticed... They have been necromancing longer than you. So they have a headstart in experience, and clearly made all the wrong choices. Learn from their mistakes and make a true difference in the world, not be just another evil necromancer.
:3 I was wondering how long it would take before somebody noticed that. Oh well, I'm sure it isn't at all important.
go even more south until we hit another town. I'm not sure why we'd even want to hit another town
Sorry, should have clarified- hit a HUMAN town. There are no sizable Elven populations this far from Yicelafo, so that direction would have involved finding a fishing village or something and trying to wave down somebody with a boat.
I'm pretty sure that's the point of the book - to allow Monk to introduce small cantrips that he hadn't thought of beforehand into our repertoire as the plot demands it. Listing what's actually in there would defeat the purpose.
Basically, yes. Assume it has a range of situationally useful minor spells, like Waterproofing. If the spell you are looking for is more powerful or versatile than that, but is nevertheless a reasonable thing for a Wizarding Primer to contain, I'm rolling a d12 for it- that's where Permanency came from.
Running probably isn't going to work. Yeah, Omo could make it, but we're tired and we've never gone hand over hand on a rope in our entire lives. We will fail comically if we attempt it at any significant speed and our dad will find out and we will be grounded until we're 50.
Here's my suggestion:
0. This is something that we should do regardless of which plan we choose: Look through Prestidigitation for the Beginning Practitioner for basic waterproofing spells that are safe to apply to the book and to our writing materials. It would seriously suck if we managed to get across the river only to discover that our one and only source of general magical knowledge was ruined by the water.
1. Go find that bear that the trailsign warned about before and use a combination of Calm Animal and knowledge of the location of delicious honeycomb also mention by the trailsign to wheedle the bear into serving as a distraction for us by screwing around in the ranger's tents. Time this so that the bear is at the camp after dark.
2. While the rangers are being distracted by our bearstraction, cross the river under cover of darkness.
3. Run like hell.
Are we an elf, or a dwarf? Why don't we just run on TOP of the rope, like a true elf, while doing various acrobatic stunts and rudely gesturing at the salmon. We could fish while we're at it.
On a serious note, do we know how to swim? couldn't we loosen a log from the shore, and paddle across? we shouldn't be too conspicuous---a log in the current. we can land further down stream.
The log would decrease both our chances of drowning and being spotted.
We could attach our supplies to the underside of the log, using our leather.
You got a better idea?
Well... we could try luring a bear into their camp to cause confusion.
That idea is crazy. I like it!
No, no, there's too many things that could go wrong.
Oh come on, that plan is too ridiculous to fail! It's the last thing they'd be expecting!
...I can't tell if you're being serious, Omo.
Honestly, neither can I. I still say we should go for it, though.
Let's not and say we did. Alright, what if we just swam across under cover of darkness?
I don't think I can swim that well, can you?
Well, what if we found a log or something and tried to float across with that?
Hm... that could work. Throw your stuff up on it, keep it dry.
I think I want to try learning a waterproofing spell I found first, just to be safe. And, do you have an idea of where most of the Rangers are stationed?
Probably keeping watch on the ferry. There will be patrols and sentries all along the riverbank, but I think we can evade them if their schedules aren't significantly altered from when I was a Ranger.
Alright, how about we travel north a ways and pitch camp for the night, then I'll spend tomorrow learning that spell, then we find a log and make a crossing at twilight?
Sounds good to me- let's move.
Standing, you settle your things and head northward- Omo leads you on a slightly westward curve, attempting to avoid any errant Elven Rangers. Afternoon quickly gives way to evening, and then dusk. Urging stealth, Omo makes no fire, and instead of setting up the tent he fashions a crude lean-to from scattered branches. You settle down for a cold, uncomfortable night, while Omo falls immediately asleep.
The next morning dawns chilly and clear as you groggily stumble from your shelter and stretch out your various aches and pains. Omo is already gone, but you don't worry about it too much, and after breaking out your trail rations for a morning meal you get down to studying your spellbook. The spell itself seems fairly straightforward, but the language it is couched in is unfamiliar and high-handed. You were taught your other General Magic spells by a patient teacher who could demonstrate the spell in action and speak in terms you could relate to- you learned the spell as a matter of instinct and emotion, and came to understand the details later. This book is technical, forcing you to deduce the process from the explanation of its workings. It is as though somebody tried to explain what a plus sign is by giving you 2+2+3=7 with no other explanation. It is, in a word, frustrating.
Eventually, your grumbling and perseverance pays off when you finally manage to cast the spell. Waterproof makes an object non-absorbent for an hour per point of Mana, effectively preventing the water from harming the target. Large quantities of water (like a typhoon or complete submersion) can reduce the duration of the spell, but even so it should be more than enough to get across the river. Since it doesn't actually prevent contact, it doesn't work on acids or certain potions, and it doesn't rustproof. It's well suited for keeping paper, leather, and clothing dry, or preventing the dissolution of ink in water, and that's about it.
You idly eat a light midday meal, wondering where Omo got to. After a few hours of fidgeting, you finally hear a rustling in the bushes, and soon see Omo hauling a sizable log on a makeshift sledge toward your clearing.
Hey Nym! This bloody thing was surprisingly hard to find- I really thought there would be more deadwood out here.
I was wondering where you went. Do you really think we need that large of a log?
The way I figure, it can't hurt. Ready to go?
I think we should wait until it starts getting dark- we'll be harder to spot.
I was hoping you'd changed your mind. Alright- got anything to pass the time? Cards or dice? Anything?
Not really.
...I spy with my little eye, something that is green.
Is it the forest?
Yep! Your turn!
*sigh* I spy with my little eye...
Several hours of I Spy later, the sun begins to set. You quickly waterproof your spellbook before wrapping it and your scroll case in your cloak, just for insurance. The sun is down, but there is plenty of light to see by when you reach the river, and you pause for a moment in awe. The river is rather wide, but that's nothing special- you've spent plenty of time around moving water. No, the sight that takes your breath away is the plains beyond.
In Yicelafo, you've never been able to see more than a hundred yards away- the forest is called the Walled Jungle for a reason. But here, at the edge of the woods, you can see for miles. The plains of Thrimesdur are covered with a blanket of tall, waving grass, broken only by the odd shrub or small tree. You can feel a gentle night breeze blowing your way, carrying the fresh scent of green spring grass and blooming flowers. You can see clear to the horizon, where the stars are beginning to shine in the eastern sky, and the Moon makes its triumphant debut. Almost, you imagine you can see beyond the plains, to the wasteland of the Sacred Grove, to the Black Swamp of the Golgothans, to the mountainhomes of the Dwarves, and beyond.
Omo grins at you.
So you feel it too, eh?
What?
The pull of far-off lands. The knowledge that there is more to see than you can possibly imagine, a world without walls. I've felt it ever since my first patrol brought me to the border, not all that far north of here. You should see the mountains- majestic is the only word I have for them, and it is woefully inadequate.
Yeah... I think I understand you a little better, Omo.
Hm?
Nevermind- let's get this log in the water.
Hastily, you drag the log to the river's edge, splashing into the shallows. The log floats low in the water, but it floats, and Omo expertly lashes your belongings to the top. Omo quickly shucks off his boots, shirt, and pants, tying them to the log.
Hurry up and strip, Nym!
I've got my tunic and boots off, I think I'm alright with an undershirt, Omo.
For the love of... look, the biggest danger in this river is getting too tired before we cross, and the more clothes you wear, the harder you have to swim. Not to mention if your unmentionables are wet, you'll catch your death of cold!
Hey! Who's there?
Glancing back, you see a Ranger emerging from the trees, bow in hand.
No time! In we go!
What are you doing? Stop!
Plunging into the water, you wade into the current, quickly losing touch with the bottom. With Omo beside you, you begin kicking as well as you can, pushing your log further into the river. Hazarding a backward glance, you see the Ranger on the riverbank, arrow at his bowstring. Clearly he is reluctant to fire, and instead keeps yelling for you to return.
Progress across the river is distressingly slow, as you and Omo find yourselves outmassed by the item-laden log. You distinctly feel you are floating downriver faster than you are crossing, but at least you are making headway. There's a bad moment at mid-river when you feel an undertow dragging at you, but you and Omo resist the pull and continue on. Soon enough, you can feel the current weakening, and your feet touch bottom on the opposite side. You wade ashore in Thrimesdur, sodden but free and away from Yicelafo.
Ha ha! Oh, but it is good to be out here.
It certainly took long enough- that river looks a lot wider now that I've swum it.
So it does. Well, what do you say- should we camp here and head into Larathor tomorrow, or press on and sleep in an inn tonight? I don't know about you, but I'm wet, cold, and hungry- food, fire and a bed sound like they're worth another hour's walk!
You are about to agree as you shrug your tunic back on, but then you remember your promise to yourself. "First night in the wilderness, away from settlement and elves- that's when I'll tell Omo I'm a Necromancer." Maybe this doesn't count though- after all, Larathor isn't all that far off, and it might be better to wait until you are deeper in Thrimesdur. What to do, what to do...
Vitality- 10/10
Mana- 11/12
XP- 19/20
Inventory- Belt Pouch (
86.2 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Tired and wet
Eighteen days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, Leather Backpack(50' Rope, Hatchet,
Camping Supplies),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Wet, cold, and hungry
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recomend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
Chapter II
whoohoo, the story continues!
My vote:
We are not in the wilderness yet (one hour walk from a village or city is NOT wilderness), just out of the elven forests. Get a nice sleep at the inn to celebrate our freedom and dry up from our swim.
Also: gather information at said inn about current state of affairs, local mages, general thoughts about magic in Thrimesdur and get the opinions of these humans about elves. That way we know what to expect for the future.
Finally: Check book for basic illusion spells that can alter ones appearance. If they do not like elves, we might want to work on an illusion and pose as humans.
Well, what do you say- should we camp here and head into Larathor tomorrow, or press on and sleep in an inn tonight?
I don't know- how likely do you think it is that the Rangers might follow us? Wouldn't Larathor be the first place they check?
I'm not sure, but I don't think there will be much pursuit. Certainly not until tomorrow morning, when the ferryman is awake to bring them over- I doubt they'll try to swim after us.
Alright, we'll spend the night in an inn, and leave first thing in the morning.
If you say so.
You briefly check your supplies, and find that everything survived warm and dry. Pulling on a dry shirt, you gather your things and follow Omo deeper inland, into the tall grass. Once out of sight of the river, Omo turns downriver, carefully guiding you around scrub bushes and animal burrows. You catch yourself eying the sky uneasily- it's so big out from under the trees, and you feel horribly exposed.
Omo seems unbothered, frequently gazing up in delight as more and more stars emerge. Despite your nervousness, you have to admit that the gaping sky is rather spectacular. Stargazing is a rare treat in Yicelafo- you're accustomed to the narrow slices you can catch along the Great River or at the larger ponds. The pageantry of the cosmos is much grander when seen in its fullness, and while you recognize many of the constellations there are many more celestial bodies you've never had occasion to see, let alone catalog. They are unfamiliar, strange, alien, and to a degree, disconcerting- but they are quite beautiful for all that.
It isn't long at all before Larathor comes into sight, a vision that in some ways is as strange and exciting as the night sky. The town is surrounded by a high wooden wall, and you wonder where exactly they got all the lumber- you don't know of any lumber camps on the Elven side of the river. There are tall wooden towers dotted with torches at each corner of Larathor, as well as at the gatehouse. Pennons and flags snap in the breeze, dark shadows in the torchlight. The light of unnumbered candles, lanterns and torches within the walls gives the town an internal glow unlike anything in Yicelafo.
As you approach the town walls, you see a pair of guards standing next to the open gates. One of them stops you before you enter.
Good evening, travelers. What's your business?
We're just on our way through- we'll stop for the night and be off in the morning.
And where are you bound?
East.
Burn me if that isn't peculiar- a warrior and a woman coming from the North in the middle of the night, bound for the East and the territory of Nightroar the Necromancer?
Hey, the sun only set like an hour ago.
Blasted suspicious if you ask- ...wait a minute, you're Elves!
What, did you think we were Necromancers?
Sorry! Sorry, I didn't know- you have to admit, these are troubling times for mysterious strangers to arrive in the darkness. You Elves hardly ever leave your blasted forest- er, no offense intended. Are you here on official business? To help us against the Necromancer, I mean?
Well-
Why else would a pair of Elves be heading East?
Of course, stupid question. Burn me if it isn't good to hear good news for a change- I don't mind saying we need all the help we can get, with the attacks and all.
Attacks?
Nightroar has been sending raiding parties West to terrorize the towns and farmlands. They don't seem very coordinated, but burn me if there aren't too many for the Imperial Chargers to handle. They can't be everywhere at once.
Troubling news, but if you don't mind, we're rather tired and have a long trip ahead of us. Do you know of a good inn we could stay at?
Certainly, don't let me keep you. Ah, if you're looking for an inn I would recommend the Jolly Badger- a quality place, and the innkeeper is honest. It's on the main road heading south, can't miss it. Fare well on your travels!
You walk into Larathor, leaving the guards to gossip behind you. Once you are out of earshot, you pull your cloak up over your ears and give Omo a nudge.
Maybe it would be better if we weren't obviously Elves.
Eh? Why shouldn't we be what we are?
Because we stick out like a sore thumb, and we don't know if we're being pursued.
Oh. Fair enough.
The streets of Larathor are nearly deserted at this hour- the main roads are well illuminated with street lamps, but the side streets are much darker, with only the occasional lantern casting a pool of light. The buildings here are tall, stone affairs, and to you the heavy structures seem to loom over the flagstone street- you've never been someplace without any plants! Omo, as expected, is eager to drink it all in, peering down every side street, inspecting the detail of the iron lamp posts, gazing in delight at the taller structures, some four or five stories tall!
Soon enough, you arrive at the inn the guard mentioned- the sign over the door depicts a dancing badger with a tankard of ale in each paw. Inside, you find the common room packed with patrons enjoying their drinks and the music of the performer in the corner. You sidle your way over to the bar, where the innkeeper is dispensing drinks. Explaining that you want a room, the smiling fat man waves a serving maid over to escort you upstairs in exchange for two silver pieces. The maid leads you to a small, well appointed room, and after you assure her that you need nothing else she returns downstairs. Omo looks towards the stairs and the sounds of laughter and singing, temptation clear on his face.
Y'know, I think I'll just spend an hour or two downstairs. Get a feel for the lay of the land, maybe a drink.
Omo, not two hours ago you were swimming across a cold river fleeing Elven Rangers. We'll be leaving at first light, and you want to hit a tavern.
Not just a drink, I want to do some asking around, maybe get some info on what Nightroar has been up to.
Fine, I'm not your mother. I get the bed though!
Like I was gonna get that anyway. See you in the morning!
Dropping your stuff, you settle down for the night. It's been a long day of hiking, swimming, and more hiking, and the bed is soft and warm- you fall almost immediately asleep. Early the next morning, you awake to the noise of Omo snoring on the floor. You lie back, taking in the unfamiliar sounds of city activity outside- the rumble of carts, the ring of horseshoes on stone, the muffled footsteps of somebody upstairs. You are tempted to sleep in, but don't want to waste any time.
First things first- you pull out Prestidigitation for the Beginning Practitioner and start flipping through it on the search for Illusion spells. While you find a couple minor auditory illusions, you are unable to find any optical illusions. Skimming the section on other Magics shows that Illusions of various kinds are widely used by Chaos Shaman, as well as Water Mystics and Air Seers. Stymied, you stow away your book and then beat Omo with your pillow.
Wake up! It's morning!
Agh! Have a heart, Nym!
Come on, we've got time for breakfast and then we need to hit the road. I won't feel safe until we're out of Larathor.
That's funny, I won't feel safe after we leave. The guard wasn't exaggerating about the undead attacks, if the common room is to be believed. The road south is choked with refugees. The Imperial Chargers are swamped, between trying to maintain order on the road while also responding to each zombie attack. The raids don't seem to be doing much damage themselves, but the reaction to the raids is crippling the Empire.
Is the Necromancer leading these attacks?
Life above, no. That's why the attacks are so ineffective- the undead are pretty stupid and uncoordinated. Nobody knows where Nightroar himself is, since none of the scouts sent to investigate have returned. We do know there is a hell of a lot of zombies a few days march east.
Can we go around?
I don't know which way we should go, I don't have a map. We should probably buy one, and maybe some other things. And, y'know, as long as we're out and about we could take in some of the sights...
Omo, we need to leave as soon as possible. If the Rangers follow after us-
It's hardly likely they'd find us if we're just wandering through the city! Come on, our first day in a human town and you want to leave without seeing more than an inn? I was asking what there is to see last night, and the locals swear the temple here is one of the most beautiful on the Great River, and apparently there's a prominent actor at the theater in town, and you can get a great view of everything from the towers in the keep, and-
You lean back, rubbing your temples as Omo babbles on. On the one hand, you don't want to spend any more time in town than you have to- you don't want any potential pursuit catching up with you, you want to come clean with Omo as soon as possible, and it feels like ages since you've done any solid experimenting. On the other hand, it sounds like Omo is dying for some sightseeing and you're sure he's going to be unhappy if you leave straightaway, and it wouldn't hurt to get information from somebody other than a tavern full of drunks. How should you handle this?
Vitality- 10/10
Mana- 12/12
XP- 19/20
Inventory- Belt Pouch (
84.2 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Exasperated
Nineteen days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, Leather Backpack(50' Rope, Hatchet,
Camping Supplies),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Excited
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recomend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
(http://i.imgur.com/VayPD.png)
Yicelafo
(http://img.ie/images/95a1a.png) (http://img.ie/)
bump
Please don't do that.
or if you do don't just say bump make conversation or a joke just something besides bump...see what I did there.
.....
Bump
Bump
Bump
.....
‼(http://upload.wikimedia.org/wikipedia/en/7/78/Trollface.svg)‼
I'm sorry.....
this shows that the intrenet will always serprice you
unless you are a bay12'er
Well, this ran longer than I thought it would. I should probably take another day to proofread the last bit and maybe make your situation clearer, but I've been working on this for long enough. If there's any confusion about your pending choice I'll clear it up tomorrow.
Since we still need to do the shopping I wanted to do earlier: Buying maps, seeing the price and availability of crystals, refilling used rations etc. and so on. Omo did the information seeking for us, at least, but it would be nice to ask a few more questions. We might want to consider a better weapon for ourselves, but those will probably be expensive right now, and our magic is a better weapon. So I argue for the following:
1 hour for breakfast, 2 hours for shopping, 2 hours for sightseeing, then we leave, head straight into the wilderness, and three hours or so out, we sit Omo down and tell him everything. 3 hours should be safe enough, I think. And the zombies may be about, but I doubt there going to be a likely encounter off the road and away from people, and if they are the irregular terrain of the wilderness (along with trees to climb) could only really work to our advantage.
In 8 hours - we'll be ready for our first night in the wilderness, and we tell Omo.
Different types of mages are able to do the same kind of magic. Illusions can be done by Chaos, Water AND Air mages. That means that golems also might be possible with different kinds of magic (Chaos and Earth comes to mind). At least something we might want to research: What are the types of effects that are possible with each type of magic?
-and you can get a great view of everything from the towers in the keep, and-
Gah! Alright! How about a compromise; we spend a couple hours gathering supplies, we spend a couple hours sightseeing, and leave after lunch. Sound good?
Are you sure we can't spare a single day?
Quite sure.
Alright, fine. C'mon, if we've only got 'till noon, let's get started!
Hang on, I'm not going anywhere without breakfast.
You can stuff your face any time, we've only got a few hours to spend here!
Agh- tell you what, how about you go shopping while I eat. Then we can spend more time on the town.
Sounds good- what all do we need?
A better map, at least, and we could stand to top off our supplies. I'd like to find out just how easy it is to come by Crystal outside the Vale- I don't plan to do any buying, but it'd be nice to know what kind of availability we're talking about. Here, this should cover it.
It's a plan! See you in a bit!
Omo scoops up the handful of copper you give him, scoops up his belongings and jauntily steps out the door. You take the time to rinse your face and hands in the washbasin before gathering your own supplies and heading downstairs. The common room is empty of the revelers from the night before, deserted save for a pair of merchants doing business at a table near the stairs. One gives you a surprised look, and you remember you don't have your cloak on- you mentally remind yourself to buy a headband when Omo gets back, to cover your ears at least.
Waving the proprieter over, you hand over 5 copper in exchange for a hearty meal of hot porridge mixed with dried apples. As you eat, you open Prestidigitation for the Beginning Practitioner to the chapter that discusses the other Magical Faiths. Although the dissertation on the theory of Magic is dense and uninteresting, you do manage to glean some useful tidbits of knowledge.
The Elemental Magics form the basis of, well, everything- some living things are more suited for one form of Magic than others (which is why Merfolk tend towards Water spells, and not Fire) but most creatures have equal affinity for each element- whatever that means. Fire magic deals with control of fire, obviously, but also volcanoes and lava, light, and matters of the soul. Water magic, besides control of the element, is also heavily involved with the fundamental processes of living things and their base instincts, with a wide variety of related applications ranging from healing to divination and illusion. Water Mystics are widely regarded as the best healing available short of an Elf (which, given the reclusiveness of the Elves, often translates to "the best healing available.") Air magic is heavily tied to storms and the weather, as well as affairs of the mind- the Text is less clear on this Faith than the others. Earth magic deals with the shaping of stones and dirt, as well as knowledge of what lies in the depths. Many subterranean creatures are strongly Earth aligned, as well.
The Derived Magics have quite a bit more detail, so for now you just skim the highlights. Order draws on the innate propensity of things to self-organize- it doesn't explain it any better than that, since it is assumed that the reader already has a basic knowledge of Order Magic. You do have a pretty good idea of what Order is useful for, though- Order Wizards have access to the most potent divinations in the world, as well as defensive abilities strong enough to ward entire armies. They also have some small healing talent, though not nearly so much as practitioners of Water or Life. Chaos is not well understood, which perhaps makes sense given the nature of the text's author. It does detail quite a few known abilities of Chaos Shaman gleaned from centuries of enmity, however. Chaos is used in a variety of ways, altering luck, sowing discord on the battlefield through illusions and mind-altering effects, and truly puissant Shaman have the power to transform their foes into harmless rabbits (or their friends into powerful monsters!)
The entry on Life magic doesn't tell you anything you didn't know (and in fact, some of the details you know to be wrong,) but the entry on Necromancy has its own little chapter. Unfortunately, it has very little information on the practical abilities of Necromancers- instead it focuses on the detection and removal of Necromancer threats. Quite frankly, even that information seems of limited use- you know from personal experience that Necromancers do not blight plants wherever they walk, nor do they lose all their hair when they manifest their powers! Most of this chapter seems to boil down to "if weird stuff is going on, keep the suspected Necromancer sedated and wait for more powerful Wizards to divine the truth."
Hey bookworm, done yet?
You jump in surprise as Omo plops down next to you. Bloody... yeah, I'm ready to go. Did you have trouble buying supplies?
Nope- well, I haven't heard a price on your Crystal yet. Apparently only the biggest cities support enough magic users to warrant a shop for the selling of it- mostly towns order a supply from the Caravans and wait for it to be delivered. I did hear that the temples keep a ready supply of Crystal, however, and will probably sell at cost.
You heard this? From who?
A priest at a bar. He said if we wanted to know more, we could swing by the Temple and talk with one of the priests who are in charge of such things. And since I wanted to go there anyway...
Alright, alright, let me stow my things. Also, we need headbands to hide our ears.
Right, so instead of being beautiful, graceful strangers with pointy ears we'll just be beautiful, graceful strangers with odd fashion sense.
I choose to ignore your tone. Let's go!
As it turns out, the Jolly Badger is situated quite near the merchant district, and you find a cloth merchant with little trouble. For a few copper, you buy a short length of rough, plain white wool cloth, and cut it into wide strips for use as headbands. Moving through the crowds, you can tell it isn't doing much to distract attention from yourselves, but at least you aren't obviously Elves now.
Omo leads you North along the main road, to a wide plaza where it meets the East/West trade route. You take a few minutes to admire the statue at the center of the plaza. It's a very old statue, perhaps as old as the Golgothan War, and depicts a human pikeman shielding a young Elven woman with a child on her back. A weathered bronze plaque at its base somberly informs you that the statue represents the role the humans of Thrimesdur played in protecting the Elven Refugees from agents of the Necromancer. Not only is it quite the feel-good story, but the settling of Yicelafo led directly to increased land trade between Thrimesdur and points West, which ultimately resulted in the current prosperity of Larathor.
You wonder if this is how all the humans in Thrimesdur view themselves- defenders of the weak and helpless. It certainly seems like they are a more noble people than the Elders were giving them credit for when you were at their Council. Then again, the men and women who defended the Refugees are long dead, while many of the very same Elves who were defended are still alive- perhaps the Elders are familiar with their descendents, and find the current generation of humans lacking.
Omo (quite literally) pulls you from your reflection and across the plaza to the Temple. The structure is enormous- while the Temples of the Elves are commonly constructed around trees or places of natural beauty, the Temple of Order is a tall, stone building in the shape of a cross. The center of the cross is a belltower rising high above the cityscape. The cross is circumscribed by a low stone wall- the empty quadrants bound by the building and the wall both have a single gazebo in their center, surrounded be neatly arranged flowerbeds cut by straight cobblestone paths.
Coming closer, you can see that the stonework of the building is decorated with simple patterns and mazes. The front gates are flanked by tall, ornately decorated columns. Pushing the massive iron-bound doors open, you slip inside and stop in wonder. The antechamber has a high, vaulted ceiling, with colored glass windows allowing rays of sunlight to slant inside. The walls are covered in engravings of all kinds, and while you don't know their significance you can't deny their beauty.
A passing priest in flowing cream robes smiles as he approaches you.
Hail, pilgrims! Mid-morning services will begin shortly, if you'd like to grab a seat.
Actually, we're just passing through before we have to leave town- we'd heard that this was a beautiful Temple.
Well! I hope it did not disappoint!
No, not at all. We don't have any stonework like this at home.
Oh? Where do you hail from? I can tell you aren't local.
Er, we come from the West. Actually, I had heard you also sell Crystal- is that right?
Indeed it is- the Temples of Order will sell to any friend of Thrimesdur at no profit to themselves. Magic users frequently further The Plan regardless of their specific orientation, even more so than common men.
The Plan?
We believe that there is a higher power acting through all of us, from the lowliest serf to the highest king, even the Gods. We hold that this purpose is the betterment of all creation, for creation itself could not exist without its orderly influence- all things, good or ill, have a reason for occurring.
Is that what these engravings represent? Steps in the Plan?
A good guess, but no. The engravings in this chamber depict our history, and what came before- even though the future seems uncertain and indeterminate, it is merely a matter of perspective, for one day the flow of events will seem as inevitable and planned as our own history. Ah, but I've babbled enough- if you're looking for a theological discussion, feel free to find me after services.
No thank you, we're just here to appreciate your surroundings.
That's wonderful- feel free to wander and admire at your will, restricted areas are clearly marked. I'd give you a guided tour, but I have services to conduct. Enjoy your visit!
With that, he moves deeper into the building. Although you feel time pressing on you, you do in fact enjoy this visit- the Temple has a serene, secure quality at odds with the bustling town outside, and while the meaning of the many artworks is lost on you it is easy to appreciate the craftsmanship of their making. You and Omo spend more than an hour wandering the Temple, examining statuary and engravings, paintings and tapestries.
Afterwards, you elect to simply wander the city, experiencing the bustling atmosphere of a prosperous human town and taking in the architecture, so unlike that of home. It seems that every plaza has a statue, some of inscriptions detailing a tidbit of the history of Larathor and the river trade, many with nothing to explain their presence. You rather suspect that there is a reason for each artwork- from your conversation with the priest, you'd wager everything in this town is planned and plotted by somebody. There is little spontaneity among the humans of Thrimesdur, quite unlike the impulsive Elves.
Eventually your sightseeing leads you to the keep- the doors are open to the public, although there are many guardsmen about keeping a watchful eye on strangers. You find yourself atop one of the walls, looking out over the sloped rooftops and the outer wall to the fields of grass and the farmland beyond. As the Temple Bell sounds the noon hour, you turn to Omo.
Alright, I think we've had enough fun for one day. We need to get ready for the next leg of our journey.
Yeah, yeah... I suppose you're right. OK. I got this map while I was out this morning.
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Omo, I certainly hope you didn't pay money for this! It looks like it was scribbled on the back of a napkin!
Yeah, it might not have been so much "me buying a map" as "me asking for directions and sketching them" at the bar.
Oh, Omo.
Hey, it's perfectly serviceable! The red dots are the larger farming villages along the road, and the green bits are farmland. Water gets harder to come by further inland, so farms get few and far between once you're past the villages. Figure a good day's travel East will get us that far- after that, it's the wilderness.
Nuts, I thought the wilderness was closer than that.
Eh?
Nothing. So, if I'm reading this right, it's 100 miles to... Axle penne?
Er, no, I smudged that big. It's supposed to say Atkilpeme- it's the Captial of Thrimesdur. When we get there, we'll be almost halfway to the Sacred Grove. It's the getting there that'll be tricky, though.
How tricky is tricky?
It depends how you want to tackle this, I suppose. If we follow the road, we'll almost certainly run into the forces of the Necromancer along the way. If we wanted to avoid him, we could detour North into Bothoninen, The Murky Hills. The problem with that is that we'd run the risk of running into goblins or other monsters raiding from the mountains. If we detoured South around the Necromancer, we'd come to Aloclesno, The Shaken Forest.
That doesn't sound so bad. We can handle forest.
Well, supposedly, Aloclesno is haunted. Like, really haunted. In the "none who enter" leave sense of the word. That might just be superstition, but the guy I was talking to laughed pretty hard when I suggested that route.
Hm. What do you think?
If we leave now, we can probably make that second village before nightfall. After that, we'll be leaving civilization and need to pick our direction. Going straight along the road should take us two/three days, while detouring could take as long as five. The thing is, we don't know exactly where the Necromancer is- he could be well north or south of the main road and easy to avoid, or he could be squatting on the whole thing with a massive army stretched out to either side.
Hm...
It's a tricky situation- going North could result in an encounter with bloodthirsty goblinoid savages, while going South means entering a mysterious, supposedly cursed forest. And somewhere straight ahead is the Necromancer Curo Nightroar himself, and the bulk of his undead forces...
Vitality- 10/10
Mana- 12/12
XP- 19/20
Inventory- Belt Pouch (
82 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Pondering
Nineteen days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, Leather Backpack(50' Rope, Hatchet,
Camping Supplies),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Cogitating
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
(http://i.imgur.com/VayPD.png)
North Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Whoo, beat my
self-imposed deadline! Don't mind the six month hiatus. I make no promises about frequency of updates, especially with the holiday season coming up, but we're back. Game on.
For anyone who doesn't remember what the hell we're doing here, I will remind you that each part is linked in the OP for quick reference, whether you want to read the whole shebang again or if you just want to refresh yourself on the particulars of one of your known spells or whatever.
tl;dr - You are heading to the wasteland formerly known as the Sacred Grove, ancestral homeland of the Elves, in the hopes of being able to remove whatever curse despoils that land. The first leg of your journey takes you south to Aloclesno, "The Shaken Forest." With any luck, you'll be able to circumvent the forces of the vile (and supposedly insane) Necromancer Curo Nightroar while also avoiding whatever evil thing haunts the forest. But first, you need to reveal your true nature to Omo Thunderjaw, your best friend and traveling companion.
I say south. It is a forest, we are elves. Given that the locals are spooked, we should stick to the edge if we can, but stay close enough to seek refuge inside the forest without being seen. And we still haven't mentioned to Omo that we have an important secret to tell them...
Omo gestures at the map, tracing your possible paths with his finger. "If we leave now, we can probably make that second village before nightfall. After that, we'll be leaving civilization and need to pick our direction. Going straight along the road should take us two/three days, while detouring could take as long as five. The thing is, we don't know exactly where the Necromancer is- he could be well north or south of the main road and easy to avoid, or he could be squatting on the whole thing with a massive army stretched out to either side."
"Hm... I say we go South. Both ways seem dangerous, but we're both much more familiar with forests than hills. Besides, we can probably just skirt around the edge of the forest if we need to- you said it was only people who went into the forest that vanished, right?"
"Well, he wasn't very clear on the specifics, but that sounds reasonable. The villages closer to the forest probably have more information."
"Good enough- next stop, Aloclesno!"
Shouldering your pack, you accompany Omo down from the walls of the keep before purposefully leading him to the Eastern gate of Larathor. The enormous, iron-strapped wooden doors stand open, vigilant guards on the parapets and tower keeping watch on the traffic below. Most of the incoming travelers appear to be dispossessed farmers- refugees from the depredations of the Necromancer. You and Omo are the only travelers going East.
Go check the horse prices and get mounted if the price is at all reasonable. Ride on until out of sight of town, then stop and tell Omo what we need to tell him. If all goes well, he won't freak and we'll have time to go to the first village on our route and stop for the night. The next day, we ride on to the third village and detour south through the haunted forest. Sound good?
But yes, once we are beyond the edge of the forests, we will truly resume our experiments in earnest. There will be one last thing that needs to be done, though, first. Perhaps a days travel past the boundaries, we will tell Omo there is something we need to show and explain to him. Remind him that he knows us fairly well, and we wouldn't have kept something secret from him this long unless it was important - and to hear us out, in full, before making any decisions. But we hope he decides to stay with us - we need him, not just for his abilities to fight and survive off the land, but to be our ethical compass and a reminder of what we have to lose should we err. Tell him you will explain the rest once camp is set.
Once we've set up camp in a well secluded area, ask him to hunt us up something for dinner while you prepare your story. Once he returns, start at the beginning. Explain how your powers revealed themselves - and how if you didn't use them, they manifested themselves on their own. Ignoring them wasn't an option, so you attempted to learn about them. You don't need to go into details about the specific experiments, simply tell him of the things you learned, and of coming to terms with this. Of your internal conflict, and renewed determination to do something good with what you have realized is a gift. Pevo has told us that not all Necromancers are evil - merely, humans expressing the magic on their own without guidance corrupts an already dangerous discipline even further. Our nature, our life experience, allows us a different path - though we are wary of the dangers, and we wish to rely on Omo to keep us on the straight and narrow.
Then explain how, with these powers, we believe we have a chance to do what the Life Mages could not - remove the taint from our elven homeland. Perhaps it will be beyond our abilities, but if nothing else there is surely something valuable to be learned. If we can learn how to turn our powers in such a way so as to counter the undead, even better - we can use those powers defending out people, should it come to that.
At no point should we outright state "I'm a Necromancer, Omo." Doing so will only scare him.
Instead, we should tell him our story. How one day we went fishing and the fish came back to life. How we went to sleep one night and woke up from a nightmare to find that our bait had risen from the dead. How we discovered that the only way to keep from accidentally making undead was to exhaust our mana every day. Tell him that we're scared and we don't want to become a monster like the necromancers are, but we're also scared of telling anyone because they'd want to kill us. Explain that we've managed to learn enough to keep any accidents under control until we could destroy them, and that we hope that we can do something good with the power, something that will convince the world that we're not evil, not dangerous, and that, until then, we plan to hide our powers and keep out of trouble. If he hasn't attacked us yet, answer his questions as honestly as possible without incriminating ourselves. We've not done anything really wrong, so that should be easy.
Further, the golem thing probably isn't the best idea. Omo is sure to be weirded out by the idea that we've been using necromancy behind his back the whole trip. If he wants proof, and only if he wants proof, offer to raise a dead bug or something small like that. The golem can come later, when we're telling him about our plans to use necromancy to fight necromancy and defeat the evil necromancers by undoing their magic.
Though he clearly wanted to explore Larathor more, Omo quickly gets a spring in his step as he leads the way to the horizon. You, on the other hand... you do not relish telling Omo your secret. It's the kind of thing that would shock and appall any elf, and you've got no idea how your childhood friend will respond. You've been wanting to tell him for ages now, but the time just hasn't been right. Further waiting is intolerable- as soon as Larathor is out of sight!
You step off the road along with Omo as a group of armed horsemen ride by, Imperial Chargers cantering East on patrol. What are you going to say? It's not something you can really just blurt out- there needs to be a certain amount of buildup. You're going to shock him, but there's no need to figuratively slap him in the face with it.
You continue on your way after the soldiers pass. After an hour or so of walking, you finally decide you've put enough distance between yourself and Larathor- with no other travelers in sight, this is about as private as you're likely to be for the next few days.
"Hey, Omo? Omo, wait up. I, uh, I need to talk to you."
Omo looks back at you, slowing to a stop. "Yeah? What's up? Something's been eating you all afternoon."
"Yeah.. um. I, uh, might not have been entirely forthright with you about my reasons for leaving Yicelafo."
"I kinda figured- you've never been one for roughing it before."
"No kidding- my feet are... not important right now. So, uh, about three weeks ago some weird stuff started happening around me. I mean, really, it's been going on for months now- odd headaches, and waking up with no Mana, and... kinda being aware of Vitality around me. I just dismissed it at the time, figured I was drunk or eating some bad fish or something. But three weeks ago, that's when it started happening a lot and when I was out fishing I brought a fish back to life."
"You what?"
You raise your hands. "Just hear me out, okay? I did some experimenting, trying to figure out what happened, what my powers were. I found out that if I didn't use them, the powers would manifest themselves. So I brought back some more stuff, and learned more about controlling it, and I started preparing to leave Yicelafo since I knew my gift would be used best away from the Vale."
Omo looks horribly confused, scratching at his prominent chin. "Nym. What exactly are you saying?"
"I'm a... uh, Necromancer. I'm a Necromancer, Omo."
There is a long silence as Omo visibly processes your statement, his face bouncing from bewilderment, to surprise, to horror, to concern, and back to confusion.
"That's what I was doing spending so much time with Pevo, I wanted to learn more about Necromancers. He thinks they go bad because they're only human, and I'm an Elf, Omo! I can use my powers for good, and fight the evil Necromancers, and-"
"Stop! Just, hang on... have you said this to anyone else? Pevo? Elana?"
"No. You're the only one I've told. Nobody else suspects anything. But I can't lie to you, you're my best friend. We're traveling together, and you deserve to know."
"I just... You can't be a Necromancer! Think about it logically, Nym- Elves aren't Necromancers, it just doesn't happen!"
"Well, it did. I'm still going to the Sacred Grove- I think I can reverse whatever was done there. At the very least, I have a better shot than anyone else, since I can see Necromancy spells. Are... you going to come with me?"
"You're not joking. Are you joking? Because if you're joking, you've picked up a very good deadpan you've never had before."
"Omo, I'm dead serious. I am a Necromancer."
"No, Necromancers are big and scary with bone-studded armor, or skull-topped staffs, or something! You don't look like a Necromancer, you just look like Nym!"
"I'm still Nym! Necromancy is just part of who I am now."
"Listen, Nym, I'm your best friend. I've got your back- always have, always will. So you need to listen to what I'm about to say- you are crazy. Your eggs are scrambled. I don't know if you hit your head or what, but you need to go back to Yicelafo."
"Burn you, I'm not crazy!"
"Come on, Nym, think about it. What's more likely- something knocked what little sense you had loose, causing subtle changes in behavior, indecisiveness, and delusions of grandeur, or that you've somehow manifested Terrible and Fell Magics unknown to our entire race?"
"Grrr..."
You can't tell whether Omo is in denial or just dense (although knowing Omo, the latter is quite likely,) but this approach isn't going very well. Glancing around, there does not appear to be anyone else within sight of the road- perhaps a demonstration is in order, if you can't think of a better way to convince him. Unless you just feel like ignoring the issue until you're wandering a haunted forest...
Vitality- 10/10
Mana- 12/12
XP- 19/20
Inventory- Belt Pouch (
82 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Frustrated
Nineteen days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, Leather Backpack(50' Rope, Hatchet,
Camping Supplies),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Earnest
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
It's alive, IT'S ALIVE! MHAHAHAHAHAHAHA!
Seriously though, do mention that you can prove it, choose something small and relatively harmless ( say, raising a bug or a fish), tell him what you are going to do, and then do it. Don't simply spring the demonstration on him.
"Listen, just-"
"Omo, I'm a Necromancer. It isn't that hard to prove. C'mon, help me find a bug."
"A bug?"
"Y'know, vermin. Oh hang on, here we go."
Resting your pack on the ground, you carefully lean over the anthill you've discovered by the side of the road. Isolating a nice big soldier ant, you pop off its head and carry the twitching corpse over to Omo.
"Here- this ant is dead, right? Watch. I'm going to zombify it."
"Nym..."
"Shush! The first zombie I made was an ant just like this one, right down to the severed head..."
It has been a while since you cast Raise Zombie, but the spell goes off just as you expected; the familiar rush of icy energy surging from you to the ant, the ant writhing and standing up, a small purple flame taking the place of its head.
Omo's eyes bug out as the ant begins picking a path across your outstretched hand, but you are distracted from his reaction by the brief moment of vertigo associated with gaining a level- your Vitality goes up a little! As you gaze upon your creation, you discover that your Necromantic Sight seems to have changed- you now see in more detail. Not only do you sense the Necromantic Energy animating the corpse, but you can see how it twists and turns throughout the body. Most of the Necromantic Energy (as well as the rather insignificant amount of Vitality) is concentrated in the head, but with your new sight you can sense a tiny, intricate network of Necromantic Energy woven through the major parts of the ant's body- the legs and the core of the body, mostly. Further, your newly refined senses inform you that the Vitality of the ant is contained within that network. Encapsulated by it, would perhaps be-
Your curious examination of the tiny ant and its tiny parts is rudely interrupted when Omo regains enough composure to speak.
"Blood and bloody flaming ashes, Nym! You brought that flaming ant back to life!"
Seeing that you've made your point, you crush the ant in your hands and let the body fall to the ground. "Yes, I did. As I've been saying for the past five minutes now, I am a Necromancer."
Omo stares at the fallen ant before helplessly looking back to you. "Yeah, but... oh, burn me Nym, my best friend can't be a Necromancer!"
"You keep saying that, yes. I'm... very sorry if I can't be your best friend now."
"Burn me, Nym, I didn't mean it like-"
"Then how did you mean it, huh? You're still my best friend, but I can't very well stop being a Necromancer. I'm not evil- I'm going to find a way to use my powers for good. That's why I'm going to the Sacred Grove- to try and do some good. So... are you going to come with me? Please?"
"Bloody... you can't just spring this on a guy, you know? Just... gimme some time to think about it."
Omo slowly continues down the road, and you hastily grab your pack and run up to walk alongside him. Omo keeps his gaze on the road, ignoring your attempts to catch his eye. With a sigh, you resign yourself to silence for the next leg of your journey.
Before long, you begin passing more and more farms as you approach the first village on the highway. It isn't much of a village- a couple brick inns and a stone temple surrounded by houses. A single watch tower to the East serves as the only defense for the villagers- certainly nothing capable of repelling a zombie horde. That said, there are plenty of farmers and villagers going about their business. Although the atmosphere is tense and worried, nobody seems to be on the brink of abandoning their town and fleeing to Larathor.
Omo doesn't stop here, so neither do you, and you quickly pass beyond village limits. Once you have a semblance of privacy on the lonely road, Omo breaks the silence.
"So... have you raised a lot of zombies, then?"
"Not really, actually. Some bugs. A fish. A tree, by accident."
"...you accidentally zombified a tree?"
"Yeah, well, this is harder than it looks. I don't really know what I'm doing, and every time I learn something I just find there's a dozen other things I don't know about. Like, okay, apparently I can make golems? I stuffed a bunch of Vitality in a rock, anyway."
"Weird."
"Yeah."
The next dozen steps pass in silence.
"Okay, so, do you know anything about the other Necromancers?"
"No. Well, I know what you know- they're out there and apparently evil. Well, actually, have we heard of any atrocities being performed by the Pirate King?"
"Nothing specific, I guess. I just kinda did the math that Necromancers equal Evil."
"I can tell you that isn't true, so I'm not willing to write off the Pirate King so quickly. He's ambitious, maybe, but that doesn't mean he has to be evil."
"It's bloody strange though- there being three Necromancers, I mean. Two of them active at the same time, alright, I can believe that. But three?"
"I don't know, Omo."
A family of farmers approaches from the East, their worldly possessions piled high on a broad, sturdy wagon. You exchange a friendly nod as their wagon clatters past, on their way to refuge in Larathor. You wait until they are well out of earshot before resuming your conversation.
"So... convinced I'm not crazy and evil yet?"
"Heh. Well, you've always been crazy."
"And..."
"And I don't really believe you have an evil bone in your body, no."
"So are you coming with me? I could really use a friend."
"Burn me, Nym. Yeah, I'll go along with you. Somebody's got to keep you out of troub- gah!"
Your tackle hug catches him a bit off-guard, and he shoves you off with a laugh. You spend the remainder of your travel speaking of inconsequential things, simply enjoying one another's company.
As the sun sets, you arrive at the next village. Unlike the last one, this village is surrounded with a low earthen wall and moat- judging by the soldiers still driving sharpened stakes into the wall, its construction is recent. The road is barricaded with overturned carts and heavy barrels, forming an impromptu gate. The soldiers on guard wave you through with little more than a cursory glance before returning to their nightly preparations.
The whole village is full of soldiers- although there does seem to be some villagers moving about, much of the traffic is off-duty infantry. Entering one of the inns, you find the common room entirely populated by soldiers, with the innkeeper and a few serving wenches struggling to keep up with the demands for food and booze. With a little difficulty, you flag down the innkeeper.
"Excuse me? I'm guessing all your rooms are taken by soldiers, but do you have any lodging available? A spot by the fire, maybe?"
"Well, if you want a spot by the fire I can oblige you later tonight when the crowd thins out, but as it happens I do have rooms available for rent. Most of the soldiers are quartered in abandoned houses, leaving me free to run my business."
"Oh, well that's a relief! Yes, we'd like a room and a hot meal, then. I take it these soldiers are here to fight the Necromancer, then?"
"They're here to fight zombies, anyway. There are attacks every few nights, either here or out in the countryside."
"Why are the soldiers here? Why aren't they at the next village down the road?"
"Is that where you're bound? I hope you don't have any family out that way- most of the villagers died in the early attacks, and the ones that survived fled. The village is abandoned now, and in truth most farms East of here are abandoned as well. The Imperial Army patrols every night, but if they're ten minutes away when the dead knock on your door they can't do much other than bury you afterwards."
"I see. Well, we'll figure something out. Now, our rooms?"
For two silver pieces, you get to enjoy a bowl of stew and all the bawdy soldier songs you can stand. Unsurprisingly, it turns out Omo can stand the singing much better than you can, and you retire early to your room. It's not quite as fine as the room you stayed at in Larathor, but the sheets are clean and the blankets thick. Throwing a quilt on the floor for Omo, you burrow into the narrow bed and quickly fall asleep.
You are sitting by your favorite fishing hole. It's dark, but that's alright- the fishes glow purple, and they're easy to spot. You idly dip your bare feet in the pond- the water is icy cold, but it doesn't bother you. Pulling your shirt over your head, you cast it aside before slipping into the water.
Your feet slap on cold stone as you arrive. This is a strange room- you don't think you've been here before. A small wooden table with two chairs stand before you- across the stone chamber, a large leather sofa is seated directly before a roaring fireplace. Smoothing your nightgown, you glance up at the ceiling before quickly averting your gaze- the ceiling is Dangerous.
Despite the fire, this room is cold, and you look for a way out. There don't appear to be any windows or doors, however. Looking behind you, you see only the same wall as the rest of the chamber.
"Well it's about time!"
Startled, you quickly turn around. Standing with her back to you on the other side of the sofa is a young, red-haired human woman wearing a blue dress embroidered with little black skulls along the sleeves. She turns slowly, cradling a glass of wine in her fingers.
"You know, I thought it was odd when Mokra told me another Necromancer would arise- it wasn't in the plan, y'know? And then you took so long to-"
Her emerald green eyes widen in shock when she sees you.
"You're an elf maiden?!? An elf. Well that explains a lot, doesn't it..."
Regaining her composure, she sets her glass down on a table (there wasn't a table over there before, was there?) and walks around the sofa. As she does so, she suddenly turns into a tall blond elven man wearing a fine midnight blue silk shirt and loose green pants, smiling as he strolls over you.
"How- how do you know I'm a Necromancer? Where are we? Who are you?"
"Only Necromancers can be in this room- I built it myself, y'know. Very detailed work, dreamscaping. It's much more difficult to build than it is to destroy, and I think I'm quite good at it! Anyway, I brought you here because I myself am a Necromancer. I want you to join me, so I can teach you our art. What's your name? Where are you?"
Vitality- 11/11
Mana- 10/12
XP- 20/35
Inventory-
Silk NightgownAbilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Confused
Nineteen and a half days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Can everybody read mystery dream person's dialogue alright? If the glow effect is making eyeballs bleed, I can change it.
Ask further questions.
Who is she?
What are her motives?
Who does she consider friend and enemy?
Interesting. I'm in the "assume nothing, and ask questions" camp. Be guarded, though. Since we don't know if she's nice or evil, let's not take any chances.
(Also, who's Mokra? ??? )
Initial impression: This is the ghost of some necromancer from Golgotha. Morka is probably another ghost. Their plan appears to involve giving a couple of people necromantic powers and then waiting for them to do necromancy in front of someone before contacting them via magical dream ghost vision things. Their ultimate goal may be to bring back Golgotha.
That is alot of "probably" and "maybe" though.
We should probably go ahead and say that our name is Nym, but hold off on telling this mysterious person where we are until we find out a few things:
"Who are you and who is Morka?"
"Are you also teaching the other two necromancers?"
"What are you two planning to do with the necromancers?"
The first one should give us some idea of what's going on if they answer it. The second one should give some idea of whether they're evil - whoever is behind Curo Nightroar is probably a bad guy unless we're seriously misinformed about what's going on. And asking what their plan is before agreeing to learn from this mysterious person is just good sense.
Taking a discreet half-step away from the stranger, you respond.
"My name is Nym. Who are you, and who is Morka?"
He smiles. "You've answered one half of one of my questions, and want two of your own? Ha! Your suspicion does you credit, considering the world we live in. My name is Fale Packunion, and Morka is my god. Your god too, if you know what's good for you- Morka is the most powerful god of Death in Urak. The only one now, really."
"Yeah, well, forgive me if I'm not up to date on the pantheon of a dead race. So, what do you want with me? Have you approached the other necromancers?"
Fale claps happily. "Perceptive! I like that- I practically had to rub Nightroar's face in it before he saw the big picture. Yes, Morka and I have been working to create a world safe for Necromancers. You should know better than anyone that the other denizens of Urak hate and fear us- admit you're a Necromancer, and bam, you've got an army on your doorstep! They're jealous of our power- one of us is worth a multitude of them! But this time, there isn't just one of us. Working together, we can ascend to our rightful place as masters of Urak!"
"So your eventual goal is world domination, then?"
"It's all or nothing for us, Nym- no quarter asked, and none given. That's been the way of the world ever since the Golgothan War, us against them. So! I've answered your questions in good faith- will you answer mine? Will you work with us, and share our knowledge? Where are you?"
Vitality- 11/11
Mana- 10/12
XP- 20/35
Inventory-
Silk NightgownAbilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Cagey
Nineteen and a half days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Time flies when you're having fun! A friend of mine talked me into NaNoWriMo- for the uninitiated, National Novel Writing Month is a challenge to write a 50 thousand word novel between November 1st and November 30th. Needless to say, that's a lot of writing, and is why this update was delayed so long. I'm not going to win (currently at 26k) though I have enough written I think I will finish the book- my current goal is to get it done by the new year.
Anyway, enough about me and the things I do instead of this awesome game- on with the story!
I would advise against stalling. We're in a dream, so it may not even work, and even if it did it would be needlessly antagonizing a powerful opponent, which is #7 on the Big List of Things Not To Do When Becoming a Powerful Wizard, right alongside "don't brag" and "don't cast spells that you don't know what they do".
We should say that A] We agree with their goal of making the world safe for necromancers, but B] we can't agree to be on the same side as someone like Curo Nightroar since his sort of necromancy is the sort that gives all necromancers their bad name, and C] because of that we're not saying where we are until something changes and we are willing to join.
Also, I don't think they really expect us to go all "yeah, let's kill all our previous societies". If they aren't stupid, they will consider the possibility that we are still attached to our previous societies and should be willing to take the longer route of letting us getting disillusioned with it while pushing us relatively gently to their side along the way.
"Will you work with us, and share our knowledge? Where are you?"
"I'd like to work with other Necromancers, but I can't endorse your methods. You want me to abandon my people, my friends? To join up with a maniac like Curo Nightroar? It's Necromancers like him who make everyone feel the need to bring whole armies against us."
"You'll see- your friends and family will abandon you once they know who you really are. It's inevitable."
"It's only inevitable if you don't try! There has to be another way- Necromancers coexisted with the rest of Urak long ago, and they can do so again. I know it!"
Fale rolls his eyes, striding closer to you. "Pfft. You know nothing. You'll see the truth of my words sooner or later, but don't hold onto your stubbornness for too long- I can't help you if you get yourself killed. We'll talk again- until then, stay out of our way."
Suddenly, Fale lifts his hand- his fingers are wreathed in purple fire as he gives you a firm shove. Surprised, you fall backward, tumbling into your fishing hole as Fale's strange room fades away. The purple fishes swarm around you, blocking your view as they mass in impossible numbers, swirling closer and closer...
Anyway, on the morning inform Omo of the situation, and tell him you need to start working on becoming able to oppose them, which including training, researching and building a power base. Work on doing so. We need to work on overtime to be able to be in a position where we can actually declare opposition to the other necromancers. If the necromancers can somehow scry us and see that we tell them that we are doing so so can keep him as our asset for now and that we are working on creating a power base so we are safe from those who would hunt us. Stall some more. Also, research old tomes and etc. to discover if there is any "good" death god, or at least a neutral one. We might need a god to handle another.
But make sure to tell everything we can to Omo in the morning of this event - Full transparency. Let him know we're relying on him to be our conscious as we descend into this political powder keg.
After a night of murky, half-remembered dreams, you awake to the sound of Omo snoring on the floor. With a tired groan, you roll over in bed- although your other dreams are rapidly dissipating, your encounter with Fale Packunion remains sharp and clear. There is no doubt in your mind that he (or she, or it) is no figment of your imagination.
Judging by the weak light attempting to crawl in the window, it is either early morning or quite cloudy outside. After rubbing your eyes, you conclude you won't be able to get back to sleep. In the interests of fairness, you decide Omo should get up as well- sitting up, you dig through your pack for Prestidigitation for the Beginning Practitioner. Close inspection confirms that it is a sturdy, well crafted tome. Reassured that the book will be fine, you toss it off the foot of the bed, about where you judge Omo's head to be.
"Agh! Wha- Did you just throw the book at me, Nym?"
"Yeah. I had a weird dream last night."
"So you chucked your textbook at my head!?! You could've brained me!"
"It's not like you were using those brains anyway."
"On the contrary, those brains are giving me a nice pounding headache to thank me for the ale I had last night. I was rather hoping we'd get to sleep in before we go tramping through the wilderness."
"Sorry, no such luck. Listen- the dream I had wasn't really a dream, I think. Somehow, some other Necromancer contacted me in my sleep."
Omo sits bolt upright before wincing and rubbing his head. "Wait, what? Necromancers can do that?"
"I guess? He said his name was Fale Packunion."
"Strange name- sounds vaguely dwarven."
"Yeah. He appeared to be an elf though- actually first he appeared to be a human woman, then changed to an elf man. He said he was trying to unify the Necromancers under Morka, god of Death. Ever hear of him?"
Omo shakes his head. "No, I've never heard of Morka. I know the Golgothans worshiped Golgoth, but they're all dead now."
"Wait, really? I didn't know that."
"Yeah, well, you'd have known if you had paid more attention to the Sages. That's pretty much all I remember, though. What happened next?"
"He said something about teaching me Necromancy in exchange for my allegiance, and everyone I love will betray me, yadda yadda so on and so forth. I turned him down- I know he's definitely working with Nightroar, and any friend of his is no friend of mine."
"Right. So... what now?"
"I don't think he knows I've left the Vale- he kept asking where I was, like he didn't know. I don't know if anything has really changed for us- we know the other Necromancers are working together to conquer the world, but not much else at this point. I say we go on like before. If we leave now, we should make Aloclesno before nightfall."
"Yeah... that makes sense, I guess. Let's get some breakfast first, though."
After taking advantage of the opportunity to freshen up, you head downstairs. The common room is empty except for the sleepy innkeeper, who stifles a yawn as he brings you a bowl of oatmeal with some dried fruit slices on top. Omo begins to devour his portion with single-minded determination.
"So do you know which way we're going?"
"Mmmph. Yeah, I was talking with the soldiers about it last night. There's a dirt road that should take us straight to the forest, more or less. There's a few flyspeck farming villages between here and there- most are abandoned, but the one furthest south is still inhabited."
"The village closest to the forest?"
"Mmhm. Patrols head that way every now and again to make sure they're alright, but they haven't seen much in the way of zombies- too far out of the way, likely. We should be able to spend the night there before going on into the forest."
"Wait, you didn't tell them we were going into the haunted forest, did you?"
"Please, give me some credit. If anyone asks, we're looking for family from one of the abandoned villages."
After breakfast, you gather your things and hit the road. As it turns out, it is indeed both early in the morning and quite cloudy out. A warm southerly breeze promises rain as it tugs at your cloak and stirs the flags of the Imperial troopers. There is a general exodus in progress as most of the soldiers gear up and head out on patrol, while the remainder continue their efforts at fortifying the village. Leaving through the East Gate, Omo quickly peels away from the marching warriors and takes you down a narrow dirt road.
It is something of a kindness to call it a road- more accurately, it is a set of wagon-wheel ruts straddling a strip of dirt hard-packed from generations of traveling feet. Hardy weeds stubbornly eke out an existence on the otherwise barren path. The road zigs and zags its way through the farmland near the village, but once out in the open spaces it straightens up quite nicely. It also deteriorates somewhat- clearly, not many travelers leave the highway to visit the boondocks.
For the most part, the road leads through uninhabited wilderness, grassland broken only by the odd bush or shrub. Every once in a great while, you pass a solitary farm- some are abandoned, their windows boarded shut and occupants fled, but many of the farmers stubborn enough to scrape an existence this far from civilization are also stubborn enough to remain in their homes despite the Necromancer threat. Their life appears largely unchanged as they work the fields, getting the first crops of the season planted.
As Omo mentioned, there are indeed small hamlets out here, little more than a half dozen stone farmhouses clustered around a good source of water, with maybe an inn or some craftsman's shop. The grey clouds begin to drizzle on you as you pass through the first hamlet, but by the time you've passed the last villager returning from his field the rain has stopped. When you pass through the second hamlet early in the afternoon, however, there are no villagers to pass- every home and shop is boarded up, abandoned. There is something profoundly unsettling about a completely deserted village- rather than take your lunch there, you continue on a ways out of town.
The drizzle makes a serious attempt to qualify as rain as you continue following the road southeast, but ultimately peters out after about an hour of dampness. The farmhouses become few and far between as the land gets more and more rough, the monotony of the countryside now broken up with the occasional boulder. The road becomes less a road and more of a trail as the grass and weeds grow over the wagon tracks, making footing difficult. It's a very boring afternoon of walking- Omo seems to be alone with his thoughts, and you find your own thoughts returning to your strange dream, searching for clues. You've never heard of Necromancy being associated with dreams in any story, but then again, you've also never heard of them being associated with golems, either. Prestidigitation for the Beginning Practitioner makes no mention of dreams or dream magic for any of the other Magical Faiths. Really, the only dream magic you've heard of comes from fairy tales which have no basis in fact.
The sun hangs low in the sky when you begin passing farmhouses again. Though they appear to be deserted, they do not appear to have been abandoned for long- children's toys and farming implements still litter the ground, and at one farm you see a small herd of cattle still within their pen. Looking around, you see no farmers- your shouts elicit no response from the locked and hastily boarded up farmhouse.
The village comes into view after another couple miles of walking. It is clearly larger than the hamlets you passed on the road here. Not only are there more houses, but a prominent two story building rising up in the middle of town appears to be a temple. You hear plenty of commotion, but encounter no villagers until you stand in the center of town. Beside the temple is an open, grassy area- or rather, it would be open if it were not full of villagers standing around, talking anxiously. Other villagers hurry in and out of the temple, running off on whatever errand is important enough to take precedence over dinnertime. Looking further down the road, you can see a large, loud man directing a line of villagers shoveling dirt, digging a trench to the east of the village.
Omo scratches his head, looking at all the activity. "Well, I don't see anyplace that looks like an inn. Maybe the temple? I don't know what the commotion is about- hopefully they don't look poorly on strangers."
You look around in concern. You'd hoped to get a good night's rest here, as well as some more information on the supposedly haunted forest you plan to skirt, but you aren't sure where to go or who to talk to. Any ideas?
Vitality- 11/11
Mana- 12/12
XP- 20/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Tired
Twenty days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, Leather Backpack(50' Rope, Hatchet,
Camping Supplies),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Alert
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
IT'S ALIVE!
Oh well, the village seems to potentially be in danger of an attack. Get some information about the whole deal, try to discover what exactly is going on and if they expect to be attacked in less than a day. If so, we should consider carrying on to somewhere else, even if we don't get to sleep. If they are to be attacked we can't really make any difference or be of any help except possibly by using necromancy itself, which not only is not even close of being certain to help, can easily lead on to the villagers turning onto us and getting the word out of us as a necromancer. That would suck. Hard.
After looking around for a moment, you decide to take the direct approach and ask one of the nearby villagers what is going on. Seeing an older man standing by himself, you walk over to introduce yourself.
"Hello! What's all the commotion?"
He regards you in surprise, stroking his chin. "Haven't you heard? Zombies attacked some of the outlying farms last night! We're waiting to hear what happened- some folks are still missing, and we don't know if the village is in danger." His eyes narrow as he examines you more closely. "You aren't from around here, are you? Who are you?"
"We're looking for relatives from ours- they would have been from a nearby villager." Omo interjects quickly.
The man shakes his head. "I can't say as we've had any refugees come our way- most of them are running back toward the city. I had friends in Stickover, though- looking for anyone I know?"
"Uh..."
"Revereorder. Luki Revereorder, would be the head of the family."
The man scratches his chin. "Never heard of him, but then again, I don't get out of Bedscaled very often these days. I don't know of anyone else coming here, but you could ask Eko Cleanvise- he's the priest here." He spit off to the side, grimacing sourly. "Not much of a priest, but he's all we got."
"Not much of a priest?"
"He's never been the most pious man, but he's always got the job done- before now. Rumors are going around that several of the farmhouses that were destroyed were ones near Aloclesno- farmhouses that were supposed to be warded against the undead!"
Interested to hear him mention Aloclesno, you begin to question him further, but a sudden shout from the front of the crowd draws your attention. Waving for attention atop the temple steps stands a heavyset balding man wearing a coarse brown robe. Hanging around his neck is a medallion, a simple iron square divided into four even quadrants. You recognize the symbol from the religious motifs you saw at the Temple of Larathor. The crowd huddles around him, calling for attention.
"What's the word, Eko?"
"What's happened to the Scarletdaubs?"
"Where are the zombies? Are we safe here?"
"Why didn't your wards work, Eko?"
"That's enough! Quiet down so I can tell you right!" the priest shouted in a deep, gravelly voice, holding his arms up. After a moment, the crowd quieted enough for him to continue. "Here's what we know. Last night, a large force of the undead struck four farmhouses to the east. The Trimsockets and the Overblushes managed to escape, and made their way back here to warn the rest of us. The Drunkenstumbles fought with what weapons they had, and drove the zombies off. Jal and Zego were killed, though, and Ado is in a bad way. The Scarletdaubs fought too, but they were overcome. We found Cikul's body mangled in the house, but everyone else is missing."
"Where did they come from?" a worried voice called out.
"Somewhere to the east. We don't know more than that, however- we found bloody, child-sized footprints outside the Scarletdaubs farmstead, and there is a search on to see whether the kids might have escaped the attack."
"How come they could even attack the Scarletdaub place?" another angry voice shouted. "They're right by the forest! You were supposed to have warded them from zombies!"
"If I knew, I'd tell you." Eko said curtly. "All we know is that somehow, they can overcome the wards. I urge everyone to stay within the village until we know more. It doesn't seem likely that we'll be attacked again, but we will have a watch kept throughout the night. If you have nowhere to sleep, the Temple of Atal is open to all. We have already sent a rider to inform the Imperial Forces of our situation- all that can be done has been done! Either help with the defenses, or return to your homes!"
Ignoring further calls for his attention, Eko steps back inside the temple, shutting the door behind himself. A couple villagers, undeterred, follow him inside. A half dozen men and women walk down the road to where the ditch is being dug, determined to help out. Most of the crowd, however, disperses to their homes, muttering uneasily to one another.
Rubbing your arm, you consider the situation thoughtfully. "What do you think, Omo? I don't think we can be much help here, and the Imperials should come soon enough. Maybe we should go the long way around the forest."
"Maybe." Omo says, his voice grave. He slings his quarterstaff behind his shoulders, pensively holding it between his wrists and the back of his neck.
"Maybe?" You quirk an eyebrow.
Omo stand with his head down for a moment, then nods. "He said they think the kids from that farm survived. Do you think any of these farmers can track as well as an Elven Ranger?"
"You want to help them find the survivors?"
Omo nods again, more firmly. He lazily twirls his staff before grounding it in the dirt. "A Ranger like me? I won't even be gone the whole night."
You consider Omo's plan. It has its merits- he's probably right that a trained woodsman will stand a better chance of finding the missing humans, and it's not like you're on a tight schedule. On the other hand, you aren't sure where this would leave you- should you stay behind in the village, and try to learn more about Aloclesno and the priest's wards against the undead? Or should you accompany Omo? If he runs into zombie trouble, your presence could be a great help. Then again, maybe you should just leave the humans to their own devices, and set off immediately- there are bigger forces loose in the world, and time spent here is less time spent harnessing your powers.
Vitality- 11/11
Mana- 12/12
XP- 20/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Tired
Twenty days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, Leather Backpack(50' Rope, Hatchet,
Camping Supplies),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Determined
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
also, should we work through some of the experiment backlog while we travel next time?
Experimenting as we travel should be fine, just keep it to the mostly harmless and less necromantic looking necromancy, just in case. This way if someone spot us doing it, it won't cause a mob to immediately form after us.
Duly noted. For future reference, is there a threshold at which you would want to stop experimenting? "Don't deplete Mana less than half" or anything like that? I'll assume travel experiments are only the ones that don't involve carrying around zombies/golems for a prolonged time, unless you otherwise specify. Hopefully future travel segments will give me the opportunity to poll the thread about which experiments you want to see performed.
Tracking people down can be somewhat time-critical, and I suspect that we should depart with Omo immediately. Afterwards there may well be an opportunity to pose as a student Who is fascinated by the wards' failure and wishes to know more about them...
I think this is the most reasonable approach. Either we search now or we don't search at all. Those children may be bleeding out, and if Omo finds one sightly too late, and there's a hint it might be because you asked him to wait, it could both effect your conscience and Omo's relationship with you negatively. Besides, the ward is currently worthless, and any information we get from him might just jumble our understanding. Not that we shouldn't come back later, maybe as heroes, and investigate.
+1
This is true. I guess the plan is to take 5 minutes to try to discover where they were last seen and how long ago and forth searching them?
Yeah. I guess a few questions wouldn't hurt, if we go to him to gather clues anyway. But if there is a substantial wait, we should just gather what we can from the townspeople and leave the priest to his own device. It seems like there may be quite a line to talk with him.
+1
"You want to help them find the survivors?"
Omo nods again, more firmly. He lazily twirls his staff before grounding it in the dirt. "A Ranger like me? I won't even be gone the whole night."
"Hm. Alright, then. But I'm going with you."
Omo gives you a surprised look. "Really? I figured you would want to stay here for the night to rest and eat. Since when can you track?"
You lower your voice. "It's not the kids I"ll be tracking. If there are undead out there, you'll need my talents." You raise your voice, giving Omo a joking grin. "Besides, I may not have paid attention to the history lessons, but I did pay attention to the adventure stories! Nothing good ever happens when the heroes split up."
"Ha! Alright then, let's ask Mr. Eko about the search."
Just as Omo speaks his name, the doors to the temple burst open as the aforementioned priest ushers a loudly protesting villager outside. Eko Cleanvise gives the man one last shove down the street, pointing toward the line of digging villagers- the villager hesitates a moment before sullenly walking away, muttering under his breath as he goes to join the workers. Eko sighs, shaking his head before turning to go back inside. Omo, seeing his opportunity, quickly strides up to the portly priest.
"Hello! Eko Cleanvise!"
Eko glowers as he turns to face you. "Listen, I don't know why the wards failed, but I'm doing my best to find out. Leave me be, I have an injured man to tend to!"
Omo holds up his hands. "No, no, I don't care about that. My name is Omo, and this is Nym."
You give Eko a small wave. "Actually, I would like to hear an answer about the wards, but my interest is purely academic."
Eko blinks, taking in your appearance. "Eh? I didn't expect to see strangers in the village- we don't get many travelers to begin with, and these are dark times to be on the open road. Well, if you need shelter for the night, you are more than welcome to stay in my temple. I can't promise terribly good accommodations, but blankets by the fire are still better than a cold shrub by the roadside."
"Actually, we heard about your troubles, and the missing children, and we'd like to volunteer for the search." Omo draws himself up proudly. "I'm an expert tracker, better than anyone for miles around!"
"I appreciate your offer, but the last I've heard you won't be able to track anything. The rain has obscured what few tracks remained, and by the time you got out to the farm the sun will have set." Eko sighs heavily. "We'll be happy to have your help tomorrow, but two small children, alone in the wilderness, surrounded by zombies, possibly injured... well, I don't have to tell you the odds are bad."
"How old are the children?" You ask gently.
"We aren't sure- the zombies didn't leave any bodies at the farmhouse except for poor Cikul, and the last I heard they'd only found sign of two children. Based on the footprints we found we think that the two youngest escaped- Nelti is a six year old girl, and Rismal is an eight year old boy."
Omo raises one finger, smiling broadly. "I wasn't kidding when I said I'm the best tracker around- I don't care about the rain, and I don't care about the dark! The trail will only get colder overnight."
Eko regards the ranger gravely. "And the zombies? I'm sure the searchers are abandoning the hunt as we speak- they aren't likely to succeed where they've failed all day, and there's no need to get even more people killed by the undead threat."
"We are aware of the danger, Mr. Eko, and we're willing to search anyway. Can you give us directions to the Scarletdaub farm?"
Eko sighs. "Well, don't say I didn't warn you. The Scarletdaub farm is easy to find- just follow the road East, out of the village. It's the last farm on the path, within sight of Aloclesno itself- Cikul was always a brave man, willing to farm and prosper where others feared to tread. The searchers said they found the footprints by the well. Just be careful out there, and don't do anything stupid- I'll have a spot by the fire waiting for you."
Making your farewells, you and Omo set out down the road to the Scarletdaub farm. Passing the line of villagers, you see that they aren't merely digging a ditch, they are also building an earthen wall to defend the village. You attract a few odd looks, but pass the workers unmolested.
The setting sun at your back casts long shadows before you as you continue down the road. Though there are plenty of farms nestled close to the village, they peter out after a mile or so- evidently, the land East of the village is not as highly prized as that to the West. A dark shadow growing on the horizon slowly resolves itself into a distant forest- Aloclesno, no doubt. Although the sun is only now dipping below the horizon, the moon is well on its way into the sky, shining down on the darkening landscape.
Twilight is giving way to full night by the time the shadowy hulk of a farmhouse looms out of the dark. The farmhouse itself sits fairly close to the road- to the right, the animal pens stand open and empty of livestock. Further back, you can see the tall wooden barn standing between the farmyard and the fields. The whole place is eerily quiet, with only the gentle breeze occasionally rustling the grass.
Omo points to the well, walking to where it is situated between the barn and the house. "Eko said they found the footprints there, so that's where we'll start."
"Do you want me to light a torch?"
Omo crouches down by the side of the well, inspecting the ground. "No, we need to preserve our night vision. Besides, I don't want to give away our position if there are any zombies out."
"Can zombies see torchlight?"
Omo gives you a startled glance. "I- what are you asking me for? You're the, uh, the one who should know."
You shrug. "I haven't raised anything bigger than a fish. Actually, I think they can see the torchlight, but I don't know if they're smart enough to know to attack it."
Omo grunts, slowly walking around the well. He stops, pointing at the ground. "Here. Two barefoot children were here, one bigger than the other." He touches the ground. "Still a little blood. These are the tracks."
You follow Omo as he slowly walks away from the well, following signs only he can see. "Is it their blood, do you think?"
"Impossible to tell. One of them was either bleeding or dripping blood, though." Omo scowls at the ground. "Stupid farmers, trampling my tracks." Omo's scowl deepened as he neared the edge of the farmyard. "They were being followed."
"Followed?"
Omo nods. "A few larger creatures were right behind them- that's why the tracks are so difficult to find. I'm guessing they were being chased by zombies."
Omo slowly follows the tracks away from the farmyard- rather than turning toward the cleared fields or the open road, the tracks go straight into the wilderness. Omo moves more quickly in the tall grass, pointing out broken shrubs and trampled weeds that clearly mark the passage of something large. Every now and then, Omo pauses to examine a small piece of cloth caught on a thorny bush, or a shallow, bare footprint softened by the day's drizzle- evidence that the missing children had indeed come this way.
Suddenly, you sense something. You reach out and grab Omo's arm. "Get down!" you hiss.
Omo immediately crouches down below the grass, quickly looking around. "What is it?" he whispers.
"Undead." You point ahead, somewhat away from the bearing of the path. "Two of them. No, three, maybe eighty feet ahead. Four vitality each."
Omo squints ahead. "That's nearly in the forest."
"That's where the trail is leading, too. Do you think the kids would run into the haunted forest?"
"If they thought the zombies wouldn't follow. Or maybe they just thought it would be easier to hide in the trees than out here in the grass."
Now that you know where to look, you can see faint pinpoints of purple light flashing in the distance. They appear stand just short of the treeline- there is an unusually clear edge to the forest, with open plain giving way to ancient, dense forest in the space of a half dozen yards. The surrounding plain is the same thigh-high grass interspersed with taller shrubs that you've been traveling through all day.
Omo wipes his hands on his pants before hefting his quarterstaff. "The Rangers say that most zombies are slow and flimsy. Easy to defeat if you don't get spooked. We need to get by them to follow the trail- should we fight, or do you have a better idea?"
Vitality- 11/11
Mana- 12/12
XP- 20/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Alert
Twenty days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, Leather Backpack(50' Rope, Hatchet,
Camping Supplies),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Determined and Nervous
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Now that we've had some good discussion on it, allow me to narrow down the options.
1) Command Undead one zombie, Steal Vitality on another, allow Omo and hopefully now commanded zombie to take out the third
2) Command Undead one zombie, allow Omo and zombie to take on the other two zombies.
3) Steal Vitality on all. Destroy them from a distance, no mercy.
4) Command Undead all zombies, new personal search party.
5) Attempt new "Unravel Necromancy" spell, or similar way to destroy undead short of Vitality damage.
6) Avoid using magic unless Omo is overwhelmed, conserve MP
Go ahead and vote for whatever you want, in whatever order you want. I won't be prompting you for combat actions round by round- basically, give me a plan of attack and you'll execute it until the plan goes to hell (e.g the kids are right in that tree there, You/Omo gets seriously injured, new enemies enter the combat, spell produces unexpected effect, etc)
Current plan is "Look to see if the kids are right here/in a tree, see whether there is any existing "ownership" of zombies, execute attack plan X." Feel free to modify any or all of it. You aren't limited to the options you've already discussed, I'm just looking to redirect the conversation from "what are our options" to "this is what we'll do"
5, then 2, then wait and help with Steal Vitality if necessary.
+1
+1
Reasoning:I was thinking that experimenting in a combat situation might be bad, but now that I think of it again, we might not get a better chance to try to unravel an enemy zombie. It could quite possibly be very different from unraveling one's own creation, and possibly vital for our survival later, if it is cheaper than steal vitality.
Now that we've had some good discussion on it, allow me to narrow down the options.
1) Command Undead one zombie, Steal Vitality on another, allow Omo and hopefully now commanded zombie to take out the third
2) Command Undead one zombie, allow Omo and zombie to take on the other two zombies.
3) Steal Vitality on all. Destroy them from a distance, no mercy.
4) Command Undead all zombies, new personal search party.
5) Attempt new "Unravel Necromancy" spell, or similar way to destroy undead short of Vitality damage.
6) Avoid using magic unless Omo is overwhelmed, conserve MP
Go ahead and vote for whatever you want, in whatever order you want. I won't be prompting you for combat actions round by round- basically, give me a plan of attack and you'll execute it until the plan goes to hell (e.g the kids are right in that tree there, You/Omo gets seriously injured, new enemies enter the combat, spell produces unexpected effect, etc)
Current plan is "Look to see if the kids are right here/in a tree, see whether there is any existing "ownership" of zombies, execute attack plan X." Feel free to modify any or all of it. You aren't limited to the options you've already discussed, I'm just looking to redirect the conversation from "what are our options" to "this is what we'll do"
5, then 2, then wait and help with Steal Vitality if necessary.
+1
+1
Reasoning:I was thinking that experimenting in a combat situation might be bad, but now that I think of it again, we might not get a better chance to try to unravel an enemy zombie. It could quite possibly be very different from unraveling one's own creation, and possibly vital for our survival later, if it is cheaper than steal vitality.
Hhhhm, you do make a good point. I vote for 5, then two as well. Should command undead fail for some reason, attempt 3.
And make sure to destroy the final zombie after combat, most especially if the kids are beyond the treeline.
+1
Omo wipes his hands on his pants before hefting his quarterstaff. "The Rangers say that most zombies are slow and flimsy. Easy to defeat if you don't get spooked. We need to get by them to follow the trail- should we fight, or do you have a better idea?"
"Give me your hatchet. I want a better weapon than my belt knife."
Omo gives you a surprised look before rummaging through his pack. "Really? I thought you were going to magic them."
"I am." You take the proffered hatchet, hefting it. "I'm going to try and unmake them, if I can. Then I'll try to take control of the zombie furthest from you- you can team up on the remaining zombie."
"Unmake?"
"You know, like, unravel them. I can make them, so why not unmake them?"
"You can do that?"
"There's one way to find out."
Taking a deep breath, you attempt to concentrate on the zombies. You quickly give up the endeavor as fruitless, however- they are at the extreme edge of your Necromantic Sight, and you simply cannot see them well enough to manipulate the way you want to. You need to be closer.
"They're too far away. Help me sneak up on them."
Omo nods wordlessly, and begins to slowly creep through the grass. ... Omo carefully picks his way past thorny shrubs and hidden gopher holes, guiding you toward the zombies sixty feet away. Fifty feet. Forty.
When you are about thirty feet away, you put a hand on Omo's back, signalling him to stop. ... The moon rising beyond the forest casts deep shadows beneath the trees, the zombies illuminated only by the purple flame that dances in their eyes. You can see them clearly now that you are closer- in life, they were likely peasants, and they still wear their ragged tunics and stained pants. Your stomach turns at the stench of rotten meat. One zombie is missing an arm, a milky white shard of bone jutting out of the stump. The zombies have no weapons, and appear to be doing nothing more than standing idly, occasionally turning to face a new direction.
From here, you can see the shape of the necromantic energy in their bodies, if not the finer details. A great deal of it seems to be concentrated in the head, flowing down the spine and splitting off into the arms and legs. To your eyes, it's rather like being able to see the strings and sticks that move a puppet. Extending your will, you concentrate on the head of the nearest zombie- it appears to be the most important part of the zombie, and possibly the key to unraveling the undead. You can almost feel the necromantic energy there, with it's smooth, glassy texture. Suddenly, you find purchase, and you deftly begin to pull, attempting to unravel the fabric of the-
Impair Undead
You blink as the zombie's eyes flash once, then wink out. Immediately, the zombie throws its arms out and staggers around briefly before promptly tripping over a shrub. More worryingly, both the one-armed zombie and the third, furthest zombie turn toward the bush where you and Omo are hidden and begin purposely striding over to you.
Shouting wordlessly, Omo springs from your hiding place and charges toward the zombies, ... thrusting one end of his quarterstaff squarely into the one-armed zombie's chest. ... The zombie stumbles back from the force of the blow, but remains standing.
Acting quickly, you cast Command Undead on the zombie behind it and experience the familiar moment of vertigo as your consciousness floods the zombie. You become aware of everything the zombie is feeling- its joints and muscles are stiff and resist movement, its left leg is quite deteriorated as the rot has nearly reached the bone, and the zombie retains an impetus to find and kill human figures. Much like the crayfish what seems so long ago, you easily override its old actions and direct it to strike at the one-armed zombie reeling from Omo's blow. ... Your zombie swipes at the target with one hand, but misses as the enemy once again moves toward Omo.
The one-armed zombie rears back before swinging wildly at Omo, ... effortlessly smashing the staff from the elf's hands. ... The cold hand of the zombie scratches a furrow down Omo's arm as the elf dances back, cursing. Desperately, you direct your zombie to attack before One-arm can follow up its advantage, ... ... and this time the clumsy swing crashes into the side of the one-armed zombie's skull with a wet thud. One-arm collapses, the lights in its eyes winking out and the necromantic energy that animated the body dispersing.
Omo curses as the first zombie regains its feet, flailing around blindly. Scooping up his staff, Omo runs up to the impaired zombie ... and swings his staff like an overlong club, crushing the zombie's knee. ... The blind zombie collapses once again, its leg twisting uselessly under it. Before Omo can wind up to deliver the killing blow, your minion arrives and awkwardly kicks at the prone zombie, ... connecting with the chest ... and cracking its ribs. The zombie convulses once before lying still, dead once more.
Breathing heavily, Omo shouts happily. "Ha! Yes! There, that wasn't so hard."
You let out a breath you didn't know you were holding. "Are you alright?"
Omo's grin turns to a grimace as he examines his arm. "Yeah, it's just a scratch. It smarts, but it's not too bad. I just underestimated how hard those things can punch."
"Please try to hold onto your weapon in the future, you just about gave me a heart attack."
Omo ignores you, looking around on the ground. Walking over to where the zombies had been clustered, he crouched down before grunting to himself. "Well. The tracks of the children definitely run into the woods. For whatever reason, those three zombies stopped short of the forest. I wonder how long they've been standing here."
"Are you sure they're the same zombies?"
Omo shrugs. "Sure enough. I don't see anything to suggest otherwise, and it'd be a pretty big coincidence that three other zombies happened to wander to the exact location those kids ran into the forest. The question is, what do we do now?"
You shiver in the cold night breeze, eying the forest with distaste. It's quite dark in the thick growth beneath the branches, and you never did get a chance to ask about those rumors that the forest is haunted in some way. It's one thing to go searching for missing children, it's quite another to do so in the middle of the night in a cursed forest. Then again, you now know that the kids weren't caught by the zombies- it's quite possible that they are still alive, lost somewhere in that same forest. And speaking of zombies, you should probably do something about the one you're commanding.
Vitality- 11/11
Mana- 8/12
XP- 23/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Commanding a Zombie Human
Twenty and a half days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- You blinded a zombie with this spell
Vitality- 12/13
Mana- 3/3
XP- 26/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Victory Pose!
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
First priority!!!!
The cold hand of the zombie scratches a furrow down Omo's arm
Magically inspect Omo and his injury for traces of necromancy
We don't yet know know if it's contractible. Is the magic effect contagious? Do humans killed by zombies become zombies? Is transfer of fluids enough? We need to know, and if there are any necromantic traces left in Omo's injury Get it out.
Good catch, I forgot about that.
We should definitely check Omo's injury immediately, but I don't think that we have much to worry about. These are almost certainly good old raised corpses, not the modern viral zombie fad. All the same, I wouldn't put it past whichever necromancer we're facing to develop some sort of spell that makes injuries fester via the draining of vitality or something similar.
You walk over to Omo and grab his arm, ignoring his protests. "Omo, you don't have any idea where that zombie's been! Let me clean it out." Thankfully, your Necromantic Sight reveals no traces of magic- you've heard stories of monsters that can spread like an infection, but you see nothing to suggest that these zombies possess that ability. You do see a fair bit of mud in the wound, though, and a brief glance at your controlled zombie's hands confirm that not only are they filthy, they are partially rotten. Taking the waterskin from Omo's pack, you carefully clean out the scratches before improvising a bandage out of a clean pair of socks.
"Would you cut that out, Nym! That smarts!"
"There are no Life Mages out here if you get an infection, you big baby. Hopefully that priest can do a better job of dressing it when we get back to the village."
Take this chance to more carefully examine the zombie up close before we do
We still don't know the location of the kids yet, we made need the mana and a Destroy Undead spell can be practiced just as easily on our own creations as it can be on this thing. I say we just have the thing stand still and cut off its head, then go search for the kids in the forest.
Or alternatively, have the zombie walk past the tree line before us after we make sure that the kids aren't withing sight range. This would test if there's any specific reason why they aren't entering like an insta-death field of some sort. If the undead can't enter for some reason it could be used as shelter for the village people.
This.
After admiring your handiwork on Omo's arm, you take the opportunity to admire the handiwork of some other Necromancer, presumably Curo Nightroar. The Necromantic Energy making up the zombie you've commanded is quite intricate. Whether this is due to the skill of the Necromancer, the quality of the base corpse, or your own improved Necromantic Sight is unclear- you'll have to raise some more zombies for comparison purposes. In life, the zombie was probably a middle-aged man. It's difficult to tell more than that, as much of the creature's flesh is rotten and bloated. The left leg is especially rotten, and upon closer inspection appears to have been mangled rather thoroughly.
With a thought, you direct the zombie to begin walking into the forest. Omo steps back in surprise. "What is it doing?"
"I'm sending it into the forest. I want to know if there's some reas...on..." Your mouth hangs open, astonished. As the zombie steps beneath the branches of the forest, it disappears from your Necromantic Sight.
Hastily, you command it to stop walking- you are still in direct mental contact. You can see the zombie obediently standing in front of a tree, but you cannot see the Necromantic Energy that animates it. You quickly review the zombie's status- it seems unharmed. Completely unchanged, in fact. Commanding it to turn around, you are again surprised by what the zombie sees- namely, nothing. You and Omo are invisible as far as the zombie is concerned, although it can still see the rock Omo is leaning against and the tall grass that rustles in the cold night breeze.
"It couldn't see them."
"What?"
"That's why the zombies didn't chase the kids any further. Once they got under the trees, the zombies couldn't see them, so they stopped chasing them."
"And just stood around all day?" Omo says doubtfully.
"I guess." You shrug. "Let me check this quick."
A quick experiment confirms your suspicions- when you swap places with your zombie, you remain invisible to the zombie's sense. Waving Omo to join you, you watch through the zombie's eyes as the elf disappears between one step and the next, right at the edge of the trees.
"So what does it mean? Why can't it see what's in the forest?"
"I don't know. It just can't."
Oh well, destroy the commanded zombie, and keep looking for the kids. If we manage to save the kids and the town wants to give us a reward, try to see if we can manage getting a polearm out of it. Also, once in town, remember to clean and treat Omo's wound.
well, okay then. We could try and refine our Impair Undead spell into a true Destroy Undead spell, or we could save our mana and just kill the zombie.
Maybe later. Right now a hatchet to the head should be better. Order it not to move nor resist. That, or order it to bash itself on the head. We can try to refine the spell once we are in a more controlled situation.
"What are you going to do with... that?" Omo says, gesturing toward the zombie in distaste.
"I think I've learned all I can here." You say, commanding the zombie to lie down. "Do you want to do the honors?"
"Yeah, sure. Lovely." Omo hefts his quarterstaff, eying the zombie, then swings it over his head like a great club. The zombie's skull bursts like a rotten watermelon, splashing bits of grey matter and blood everywhere. Your stomach turns uneasily, and Omo glowers at the end of his staff, trying to wipe off the bloody mess in the dirt. "This Necromancy stuff is gross."
"Did I ever tell you about the fish I swallowed?"
"...no?"
"I'll tell you later, when my stomach isn't so queasy. Let's get on with it."
Omo quickly picks up the trail, leading the way into the forest. The ancient, gnarled trees stand tightly packed, choking away the undergrowth until all that remains is a carpet of dead leaves and fallen branches. The thick branches block all but the rarest shaft of moonlight. Omo is forced to give in to necessity and lights a torch, the light casting sinister shadows on the trees. You've never seen a malicious tree, but these come close, clawing past one another to reach the far away light- they seem to glower at passersby.
Despite the open space beneath the trees, the going is slow. The trail zigs and zags abruptly, and even crosses over itself once. The poor lighting helps disguise the trail in several places, where the children jumped over a log and changed direction, or where they doubled back after running headlong into a tree. Omo mutters angrily under his breath, suspiciously eying the shadows and rubbing his quarterstaff before returning to the search. The forest is quiet- perfectly silent except for the sound of your passage.
Finally, the trail leads into a small clearing. There is nothing to suggest why this particular bit of forest is free of the tall trees- the ground appears to be smooth and flat here, and clear enough for grass and weeds to push through the dead leaves. In the center of the clearing a pair of young trees rise out of the ground, vying with one another to reach the canopy and the life-giving light beyond. The open space in the canopy admits a wide swath of moonlight which clearly illuminates everything in the clearing.
Most notably, it illuminates the small child lying motionless on the ground, face down in the dirt.
Omo runs to the child, peering suspiciously into the shadows before kneeling beside the pajama-clad form. "He's alive!" Omo calls back softly, checking the boy.
"He's alive?"
"Yeah. Unconscious." Omo rolls the boy over, and you blink in surprise. The boy's eyes are open, staring at the sky. Omo wipes a dead leaf away from his face before checking his pulse. "Well. I don't know what's wrong with him."
"Are you sure he's unconscious? I didn't think your eyes stayed open when you went out."
"What do I look like, a doctor? He's unresponsive, anyway." Omo gets to his feet, inspecting the trail.
You take the boy in your arms, giving him a gentle shake. His head lolls to the side, but his eyes don't change. His heartbeat is fine, his breathing regular. He's quite cold- not like a corpse is cold, but like somebody who has been out in the elements too long is cold. Carefully, you bundle him in your cloak, unsure what to do.
"Nym! I found the girl!"
You look up as Omo returns from the edge of the clearing, carrying the child. Following your example, he wraps her in his cloak- just like her brother, the girl is physically fine, but unresponsive, her unseeing eyes gazing at nothing.
"This is bloody strange." Omo grumbles.
"What is?"
"As near as I can tell, the kids were just walking along, then fell. No other tracks nearby, no roots to trip on. They entered the clearing together, then the boy fell here in the middle, then the girl fell while she was running away. I think they've been lying here all day, Nym."
"They're certainly cold enough. How long does it take to die of exposure?"
"The weather's not bad, but it still gets plenty cold at night this early in the year. I doubt they'd have made it to dawn. I don't know if they'll make it back to the village, if they're catatonic."
The kids are in a bad way- you don't know what's wrong with them, but they need medical attention. This whole situation stinks. What do you do?
Vitality- 11/11
Mana- 8/12
XP- 23/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Holding a small boy
Twenty and a half days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
Vitality- 12/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Torch(lit), Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Sock Bandage, left arm
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Damn you Grek, bombzero and Angle you managed to post before me this time! :P
But seriously though, yeah, I don't think there's anyway we can get too fancy here without creating major issues or deviating from what we entered the forest to do in the first place, that is, save the kids. So let's carry them back to the village. Do we have any spell in the prestidigitation book that might help?
Hmm, it probably is a waste of mana, but cast detect vitality and detect magic on them, plus examine them for signs of necromantic magic. It might tell us if there's anything wrong with them other than shock and physical illness. It's a bit of paranoia, but as Omo said, the situation looked quite strange. But either way, considering that, it's probably better if we don't take too long around here.
And on another note, we should run some experiments later to figure out if it's something about this particular forest, something about forest in general (unlikely, we'd have noticed it before), or the anti-necromancy wards the village mentioned.
Yeah, seems pretty clear. Get to the village as fast as you can. The stable state of the children is bizarre... that doesn't sound like shock or hypothermia. maybe something stole their souls. In which case we should leave at once and have them examined and possibly saved all the faster.
Good idea with the check vitality. Maybe we'll notice something.
Dang it, I forgot about this! And I missed five updates!
Anyways, Omo can cast the minor stuff like detect magic, right? If so, we should have him cast that and sense vitality. Our mana is far more important than his. If anything is wrong with the kids, we should steal vitality from ourself and try to heal the kids a bit. Ourself because altruism is important if we're trying to be the "good" necromancer.
I wonder if we can turn living people into golems.
You suck air between your teeth, nervously glancing around the clearing. "I don't like this, Omo. Something is very wrong here. We need to get out of this forest as soon as possible."
"You said it. I wish there was more we could do for them, but the priest is probably better equipped for healing than we are."
"You remember your magic lessons, right Omo? Cast Sense Vitality on the kids."
"What, you don't remember? I thought you were the magic-type person here!"
"Don't be stupid- I want to conserve my Mana in case we run into something nasty. If the kids are in really bad shape, I think I have a way to help them."
Omo gives you a shocked look. "Nym, they're sick, or injured, not dead! You are a Necromancer, remember?"
"What did I just say about being stupid? I think I have a way to heal them- I've never done it to anyone else, but I don't see why it wouldn't work. Now shut up and cast the bloody spell so we can get out of here!"
Omo shrugs, then casts his spell. He grimaces at what he sees. "Nym, they're in pretty rough shape. Two vitality each. I don't know if it's just the cold, or a prior injury, or something else, but they need help."
"Will they make it to the village?"
"I think so. They should, anyway- I'll keep an eye on them, and let you know if they dip lower."
"Well, let's not waste any more time then. You know the way out of the forest?"
"Do I know the- now who's being stupid? Follow me!"
Omo scoops up the boy, cradling him in one arm and holding the torch up with the other. You take the girl, holding her to your breast with both arms. Although you have lost your sense of direction after all the twists and turns beneath the trees with no stars or moon to guide you, Omo confidently sets off into the forest, quickly leading the way forward. He does not twist or turn to follow the trail that lead you here, instead making straight for the edge of the forest.
At first, the quick pace is quite welcome, as you'd like nothing better than to leave the oppressive forest behind you. Soon enough, however, your legs begin reminding you that you have been on your feet all day, a day of walking that caps off almost a week of nothing but walking- really, you haven't had a day of rest since the Caravan Fair, what seems so long ago. The small girl in your arms felt almost weightless when you picked her up, but ten minutes of walking later she feels like a heavy sack of potatoes. Your stomach chimes in to remind you that rather than eating dinner tonight, you elected to go wandering around scary forests instead. Taken together, the silent complaints of your body are almost enough to make you forget the unwelcoming atmosphere of your surroundings. Almost.
Just when you think that you need to call for a brief rest even if you are still within the forest, Omo laughs in relief. Looking ahead, you can see the open plains of the countryside bathed in moonlight- it seems bright as day compared to the darkness beneath the trees. Another fifty feet, and you'll be in the clear.
Suddenly, you whip your head around, searching behind you in the forest. Coming up behind you is a source of Necromantic Energy- three Vitality's worth, forty five feet away but moving fast, coming straight at you.
Omo pauses, curiously looking back at you, wondering why you've stopped. Should you run for the edge of the forest? The forest floor is treacherous with branches and rocks in the dark, and your load is heavy, but you're a surefooted pair of young elves, and you think you can outrace whatever it is behind you. Then again, it is definitely Necromantic, and you certainly handled those zombies readily enough- you've been saving your Mana for just such an emergency. What should you do?
Vitality- 11/11
Mana- 8/12
XP- 23/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Holding a small girl
Twenty and a half days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
Vitality- 12/13
Mana- 1/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Torch(lit), Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Sock Bandage, left arm, holding a small boy
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
- Steal Vitality on self
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Just keep running for the forest's edge. If it looks like it'll overtake us before we get there, steal vitality. Maybe heal a kid with it after, if the vitality seems okay.
The children are the first priority, get to safety outside of the forest first before trying to confront the thing, if necessary give the girl to Omo and delay the thing (if we can't get rid of it) until he can help.
Either way, confirm that it's hostile and cast Steal Vitality on the thing and then Impair Undead if it isn't finished off for some reason.
We won't have much energy to waste. Tell Omo to Run - keep it short and quick. And then MOVE. If it looks like it is going to catch up, steal vitality - we'll probably have to wait until it gets closer to succeed anyway. But be ready to do so. Although I honestly have my doubts as to whether or not that will work in this case - this forest obviously does strange things to necromantic energy. It's quite possible that there may be bad, bad results from using that sort of spell here.
You start running toward the edge of the forest, shouting at Omo. "Move it! There's something behind us!"
"Where? I don't see anything."
"I can see it, now RUN!"
Although clearly somewhat confused by what's happening, Omo wastes no time in running after you, quickly overtaking you with his long stride. As you duck between the trees and jump over shadowy roots, you glance over your shoulder, trying to get a better idea of what exactly you're fleeing from. Unlike the zombies, your pursuer sheds no light on its surroundings- you catch glimpses of purple only because of your Necromantic Sight. It doesn't seem to be very large, whatever it is- about as big as a dog, rumbling easily along the forest floor.
... A long, rotted log suddenly looms in the darkness, but you easily climb over while Omo hurdles it without even breaking stride. As you rush through the trees, you see that your pursuer has a much more difficult time of it, taking the long way around the obstacle.
A few strides later, you burst out into the open grass, putting a safe distance between yourselves and the forest. You anxiously eye the treeline, looking for sign of your pursuer- as before, however, your Necromantic sight does not seem to extend into the forest, and the darkness beneath the trees is too thick to see very far. Tensely, you and Omo watch the forest for several long moments, but nothing emerges into the moonlight. The only sound is the wind rustling the grass around you.
Carry the kids outside of this strange magic zone we're in. And do it fast. It's possible whatever rendered them unconscious could affect us too if we stay here too long.
Once out of the zone, siphon a point of vitality from both Omo and ourselves and feed it to the kids. Then get them back to the village.
Dang it, I forgot about this! And I missed five updates!
Anyways, Omo can cast the minor stuff like detect magic, right? If so, we should have him cast that and sense vitality. Our mana is far more important than his. If anything is wrong with the kids, we should steal vitality from ourself and try to heal the kids a bit. Ourself because altruism is important if we're trying to be the "good" necromancer.
I wonder if we can turn living people into golems.
Omo sighs. "I think we're safe, Nym. Whatever stopped the zombies must have stopped whatever was chasing us, unless it's invisible. You did see it, right?"
"Well, only with my Necromantic Sight, but I don't see it now. How are the kids?"
Omo carefully examines his charge, frowning. "The boy is unchanged- I had really hoped that getting out of the forest would snap him out of his coma." He groans softly when he leans over to check the girl in your arms. "She's slipping, Nym- down to one Vitality. She might make it back to village, but..."
"But I'll feel better if she isn't on death's door the entire trip back. Let me try something."
Crouching down, you lay the girl out on the ground, her eyes flashing in reflected moonlight. You quickly rule out stealing Vitality from a tree in the forest- quite apart from potential monsters lurking there, you aren't sure how far you can carry Vitality, or what effect the odd barrier around the forest might have on the spell. You briefly consider trying to harvest Vitality from the grass around you, but decide that there's one source of Vitality you should test first, a source that is always nearby, a source that hurts nobody else. Yourself, of course.
Taking a quick breath, you cast the spell before you really think about how much this experiment will hurt. The good news is that the spell resolves, and you begin Stealing Vitality out of yourself- slowly, attempting to draw only what is needed. To your surprise, in the time it takes you to extract a little ball of One Vitality you find you've only spent One Mana!
The bad news is that it does hurt, about as much as your Undead Oak mishap. You shudder as you let out your breath. You feel like you did a bellyflop in the Great River back home, with the stinging spread all across your body. Tired muscles complain of new aches as a fresh layer of fatigue settles in. It's not the worst you've ever been injured (that time you broke an arm falling out of a tree as a child comes to mind,) but it's certainly not a terribly pleasant experience.
Taking another breath, you set aside your discomfort and focus on directing the floating glowing blob of Vitality. Carefully, you touch it to the girl, and it soaks into her body like water into a sponge. You glance up at Omo as he leans over the girl.
"Two Vitality." Omo nods, sighing. "Whatever you did worked, Nym."
"Good. I gave her some of my own Vitality. It sucked, but if she makes it then it was worth it."
"Huh." Omo's mouth twists distastefully, then he shrugs. "Well, no point in waiting around here. Let's go back to the village."
Omo leads the way back to the west, and soon you hit the road a little south of the farm. The walk back is long and tiring, but uneventful- if there are any zombies wandering in the night, you don't encounter them. Judging by the height of the moon, it's nearly midnight by the time the lights in the village of Bedscaled wink in the distance.
Suddenly, a shadowy figure lurches out of the darkness. "Oy! Who are you, coming from the East in the night!?!"
"Do you think we're zombies, carrying torches around?" Omo scoffs at the pitchfork-wielding villager. "We found those kids who were missing. Rismal and Nelti. They aren't well- go get the priest!"
The villager starts, peering closer at your burden, then wordlessly turns around and runs to the village. He isn't wordless for long- as you trudge after him, you hear him calling out to other villagers. Soon, you are met by villagers armed with farming implements and old, rusty weapons, watchmen who had been guarding against another zombie attack. The clamor they raise is a peculiar blend of happiness to see the children alive, and worry over their catatonic state. The few houses with candles still lit disgorge sleepy men and women who had stayed up late to listen for news, or perhaps because they were unable to sleep in the first place. All in all, it's a small crowd that accompanies you to the Temple.
As you approach the stairs to the Temple, the wooden double doors crash open, disgorging Eko Cleanvise. Moving surprisingly quickly for such a large man, the priest hurries over to you and Omo, examining the children tensely. He sighs, seeming to deflate as he takes in their appearance. "You found them in Aloclesno, didn't you?"
You blink in surprise. "Yes. It seems they fled there to escape the zombies. How did you know? Have you seen... this, before?" You say, indicating the sightless children.
Eko runs a hand through his thinning hair. "No, nobody has been foolish enough to venture into the forest in years. In my lifetime, none who have have ever returned. The histories are clear about what happens to those who trespass there, though. Bring them inside, I will do what I can."
"Will they be alright, Eko?" A voice in the crowd calls out, followed by a worried murmur.
"I said I'd do what I can!" Eko says, raising his voice. "Go back to your homes! Go back to the watch- a fine thing if the zombies came while you were all gossiping on my steps!"
The crowd disperses quietly as you follow Eko inside the Temple. The Temple of Atal is not so large as the Temple in Larathor, nor is it decorated as lavishly, but it follows the same general format. The main doors lead to an atrium that resembles a broad hallway more than the open space you knew from Larathor, but it is similarly decorated with simple patterns and religious depictions. Eko leads the way into the inner chamber, a broad, perfectly square room filled with wooden benches surrounding an open square in the middle. The benches have been shoved aside to make room for a half dozen cots on the other side of the room- one of them is occupied by a snoring man whose body is obscured by the heavy blanket covering him. The opposite wall has another set of doors in it, identical to the ones you entered through.
Omo follows Eko over to one of the empty cots, laying the small boy down. Relieved of his burden, Omo stretches and sighs, resting himself on another cot.
"Thank you for rescuing the children, though I do not know if they will recover. I'll get you some food and blankets as soon as I see to the children- you're welcome to stay as long as you'd like."
"That sounds good." Omo says, knuckling his back. "I'm starved, and I just might sleep until noon if I get the chance. I hope you're not planning to wake me up at the crack of dawn again, Nym. Nym?"
Omo looks curiously to where you've stopped, still holding the girl just inside the outer door. Your thoughts whirl as you stare at the floor- the simple wooden planks are uninteresting, but somewhere below them is a source of Necromantic Energy. Three Vitality strong, maybe a dozen feet away, and you only became aware of it just as you crossed the threshold of the Temple.
Vitality- 9/11
Mana- 7/12
XP- 24/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Holding a small girl
Twenty and a half days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
Vitality- 12/13
Mana- 1/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Torch(lit), Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Sock Bandage, left arm
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
The plot thickens! Well, now this is interesting. Watch and wait, watch everything, the priest, the temple, the necromantic source, see what he does with the girl, and when possible, bring Omo in on this little secret. When you're outside the temple, of course.
+1
+1 again.
+1.
Watch over the kids too, it would be a shame to see them die in the hands of an evil double agent or something, after all the trouble we had bringing them here. We can say we're worried about them.
the priest may not be the only person who works at the temple we should carefully ask about the amout of people at the temple
"Nym?"
You regain your composure, covering the lapse with a wide yawn. "Sorry, just tired." You carry the girl over to the cots, setting her down next to her brother. You keep your mind on the unexpected source of Necromantic Energy, but it does not seem to move at all, not even a little. You stand still for a moment, considering this information, before uncertainly lowering yourself onto the next cot over. It certainly feels good to be off your feet, and you stretch, trying to catch Omo's eye to signal that he should be alert- unfortunately, your friend is sprawled out on the cot on the far side of the children, kicking off his boots and making himself comfortable.
Eko Cleanvise kneels in between the children, rummaging around his robes until he withdraws a short stick of white chalk. Carefully, he draws an inverted triangle on the girl's forehead, then a circle inscribed within it.
"What are you doing?" You ask curiously.
"I'm casting a spell to divine the nature of the child's... affliction." Eko murmurs, concentrating on his task.
"Oh. So what's the weird symbol for?" You ask curiously.
Eko blinks in surprise, then shrugs. "Well, technically, nothing. It is an aid to concentration, which will help me cast this spell in a reasonable time frame. Order magic requires your thoughts to be very clear and exact- orderly, I suppose you could say." He chuckles. "Sorry, just a little Wizard humor."
"Wizard? I thought you were a priest." Omo says, rolling over to observe the spell.
"I am a Wizard by virtue of my inherent magical ability and training at the Wizard's College in Atkilpeme, and I am a Priest of Atal by virtue of my theological training and commitment to community service. Not all Wizards are priests, and not all priests are Wizards. Forgive me, but I must clear my mind of distractions to successfully cast this spell."
So saying, Eko focuses his attention on the comatose girl, steepling his hands before him. At first, nothing seems to be happening, but then you notice a faint, nearly imperceptible white light enveloping the child. Slowly, the light intensifies into a bright, even glow surrounding the girl from head to toe, almost seeming to radiate from her. Suddenly the light flashes, causing you to blink from the brightness. It flashes again, then again, then four times in quick succession. A few moments after the final flash, the glow fades away and Eko sighs heavily.
"Well. It is as I feared- there is no physical cause for their stupor. She hasn't eaten or drank for almost two days now, and she's borderline hypothermic, but that's nothing a few days of bed rest won't cure. I'll confirm that Rismal is in the same state as Nelti, but I'll have to wait until tomorrow morning to be absolutely sure- that spell is a bit involved, and I do not have the Mana to cast it tonight." Eko shakes his head sadly, producing a small brass flask from beneath his robes and taking a quick drink.
"You said you thought you knew what was wrong. That this is what happens to the people who enter the forest." You prompt the priest.
Eko nods, wiping his mouth. "Yes. Aloclesno is a cursed place, cursed by Balkoth the Necromancer more than a thousand years ago."
"Balkoth?" You say, surprised.
"It happened in the final years of the Golgothan War... well, just a moment." Eko says, standing. "The story is a long one, and the children need food. And you as well, unless I miss my guess." He says wryly as Omo perks up. "Give me a few minutes to warm up some soup, and I'll tell you all about it."
Agreed. Play it safe. Inform Omo. Don't make waves or tell the priest. We do need to identify it, but it's possible that whatever it is might have been there for centuries, and the priests might not know about it. If it's some ancient zombified whatever that was buried after a battle then the temple built on top of it...it might be best to leave it buried.
When we have a discrete moment, use our necromantic sight to view through the eyes of whatever it is that's down there. Try to identify both it and its surroundings.
I have yet to see a convincing argument that the necromantic energy source is something that we wish to come into direct contact with. At least wait to see if it charges at folk and sucks out their vitality, felling them mid-stride...
Let's hold off on necromancy for the time being, it'd be real awkward if we set off the wards and revealed ourselves as a necromancer.
Eko disappears through the doors opposite the entrance, the swinging door giving you a brief glimpse of a small, well-furnished room beyond. Carefully, you wait a moment to be sure he's well away. Looking down the line of cots, you check on the sleeping man you noticed when you came in- he appears undisturbed by the conversation in the room, breathing deeply and evenly. Even so, you get up and walk over to Omo, leaning over his cot.
"There's something in the basement." You say softly.
Omo looks at you in confusion before comprehension dawns on his face. Sitting up quickly, he puts a hand on the quarterstaff he had set on the floor. "Something... you're familiar with, right? One of those?"
"Right." You nod. "I don't know what, exactly."
"Can't you tell?"
"Well..." You chew your lip thoughtfully. "It could be our friend from the forest. It could be something that's been there for years, and they just don't know about it. It could be an artifact. It could be something else entirely. If it's undead, I could try to Command it, but that's hard to do when you don't know what exactly you're commanding. You need a certain amount of empathy for that. I could guess randomly, it might work, I suppose. I could even make a little spy for us, but I don't know if any of that would give us away. I don't know enough about his wards, and if it's something unexpected down there, well..."
"So what do we do, then?" Omo hisses.
"It hasn't moved an inch since we got here, so I don't think it's an immediate threat. Just, keep your eyes open. We don't know what it is, and we don't know if our host knows about it."
"You think the priest might be...?"
"I don't know, okay? Just play it by ear."
You return to your cot as Omo lowers himself back onto his, grumbling under his breath. You lie down- the cot is surprisingly comfortable, and you are quite tired. Before long, Eko returns with a steaming pot in his hands, his head nearly obscured by the blankets he has draped over himself. After setting the pot down, he gives you and Omo each a large, thick blanket and a wooden bowl. You identify some kind of crusty bread at the bottom of the bowl before Eko ladles hot broth over it with a long wooden spoon, as well as some bits of meat and vegetables he scoops off the bottom of the pot.
You eat in silence while he serves Omo- the soup is quite good, if plain. You suspect the chicken that provided the meat was a bit past its prime, but after a long day of nothing but trail rations the hot soup is quite welcome. You finish the bowl while Eko repeats his earlier spell, this time checking the boy. He shakes his head upon completing the spell, then ladles a small spoonful of broth out of the pot. After carefully blowing on it, Eko gently feeds the boy, rubbing his throat to make him swallow.
"Thank you for the meal." You say, breaking the silence. "Do you cook for yourself a lot?"
"For the most part, yes. Usually I'm the only one here- sometimes a goodwife will bring me some dinner if they're feeling charitable, but normally I fend for myself with the stipend the Empire gives me. This particular meal, however, comes to us courtesy of Ado Drunkenstumbles' wife." Eko nods at the sleeping man at the other end of the room. "I always eat better when I'm tending to the sick, and for a while after, too- while their gratitude lasts, anyway."
"Mmm. So is that what you do here, then?"
"Tend the sick, teach the children, officiate ceremonies, the usual, yes. That, and maintain the wards." Eko replies, feeding the boy another spoonful.
"I heard you mention the wards earlier. What exactly do they do?"
"They keep the undead at bay. It's an important duty, especially with Aloclesno so close."
"Yes, but how do they work, exactly? I heard they didn't work for some reason, on the farms last night."
"They worked, as far as I can tell." Eko scowls. "They're still up, still working. It should have been impossible for the zombies to get past- the wards block their sight, and create something like an aversion. They should have avoided the place, and certainly not seen anything within the wards to attack. I need to find out how they bypassed those wards- until I do, the whole village is at risk."
"All they do is block sight? What if the zombies just blundered in?"
"It's possible, technically, but unlikely. Certainly not for three separate attacks. From what I understand, the undead aren't very bright and they simply do not have curiosity- those farmhouses should have been no more interesting than a roadside boulder, something to walk around, not through." Eko finishes feeding the boy, and moves on to the girl.
"And these wards are around the forest, too? Aloclesno?"
"Yes. Aloclesno... well, I'll start at the beginning, back during the Golgothan War. When Balkoth invaded Thrimesdur, his forces were divided in two- an army of mostly undead led by Balkoth sweeping up to threaten Atkilpeme from the south, and a larger force made up of the Golgothans and Balkoth's lieutenants who fought their way from the East. The bulk of the Imperial forces were tied up on the Eastern front engaging the much larger army there. Balkoth smashed the first army sent against his force, and drove the remnants back into Aloclesno."
"They retreated back into the forest? Just like these children did."
"Indeed, but at that time Aloclesno was just another forest, a fine source of lumber for the surrounding villages, nothing more. The leader of that army was one of the Emperor's sons, and he was known as Girus the Fox for his cunning in battle. Although he could not defeat Balkoth in the open field, he knew he couldn't allow Balkoth to march to Atkilpeme uncontested. Girus rallied surrounding villages to make up for his lost numbers and began waging a guerrilla campaign, slashing at Balkoth's flanks, disrupting his supply lines, and using the farmers' knowledge of the surroundings to strike hard at zombies away from the main army before falling back to Aloclesno."
"Supply lines? How many supplies does an army of undead need?"
"There were enough Golgothans with his force that the disruption was quite costly, and even the undead couldn't loot all the equipment they needed to fight effectively against the seasoned veterans awaiting them in Atkilpeme. In any event, the threat from his rear was enough to stop Balkoth's advance. He was unwilling to spend the time and resources it would take to root out Girus and his army from their position in the forest, where the defenders would have a decided advantage, and he was also unwilling to leave such a large, competent force at his back while he marched on the capital. So instead, he took a third option. Balkoth released a monster in the forest."
"A monster? What do you mean?"
Eko shrugs. "Nobody knows. Nobody saw it. Nobody is even sure that it was a monster- it could have been some kind of Necromancy never before seen, never used since, though anecdotal evidence suggests that it was a creature of some kind. All we know is that soldiers living in the forest started to... well, they didn't die, is the worst part. They were as the children are now- unresponsive, seemingly lifeless but still breathing, still alive. The Living Dead, some scholars call it. It spread like a plague- first a handful of soldiers, then another dozen, then a company. Every morning, men would rise to find more of their comrades already awake, but unaware."
"But, what was wrong with them?"
"They didn't know at first- cripplingly, their Wizards had died in the initial confrontation with Balkoth, and by the time they knew what was going on it was too late. After a few days, desertion was rampant, and Girus was forced to withdraw from the forest with a fraction of his army. Hounded by zombies, he withdrew to the West, hoping to raise another army before Balkoth could sack Atkilpeme. They managed to bring some of the afflicted to the cities on the Great River, and the Wizards there were able to identify the problem- the soldiers had had their souls removed." Somberly, Eko raises his flask to his lips.
You are silent for a long moment. "Uh... what's a soul?" Omo asks, scratching his head.
Eko coughs, spluttering on his drink. "What's a.. what's a soul? Did you pay no attention to your priest, boy?"
"We're, ah, from far away." You say carefully. "Maybe we call it something else."
"Far away..." He gives you a considering look, then stabs a finger at you. "You, my dear, are an elf."
"I- well, yes. We don't advertise the fact- we prefer to keep a low profile."
Eko shakes his head. "I should have figured it out before now- your clothes and appearance are enough, if I hadn't been distracted by the children. I'm sure you have a story to tell, but you're my guests, and I won't make you tell it if you don't want to. Well. The soul is... it's the animating spirit, I suppose you could say. Everything living has one- humans, elves, animals, bugs... well maybe not bugs, I've never asked. Think of a zombie- they walk around, their bodies move, but they aren't really alive. They don't think, they have no ambition, no personality- they're just empty shells. Your body is just a sack of meat that carries you around, and the part of you that is uniquely you is the soul."
"Oh. And those soldiers, these kids... they lost that?"
"Yes." Eko says heavily. "In some way, these children are already dead. With daily care their bodies could go on for years, but there's nothing really there, inside."
"But they're otherwise fine, right? If they got their soul back, they'd be good as new?"
"Well, I suppose, but somehow I doubt there is still a soul to return, even if there was some way to do it." Eko says, taking another draw from his flask.
"So the wards around the forest are there to keep the monster in?"
"Yes, and also no. It wasn't clear that the forest was still dangerous until after the Golgothan War, when some of the farmers and lumberjacks who entered never came back. They were found in the same state as the soldiers had been, and the forest was quickly declared off-limits. Nobody has ever been attacked outside the forest, but just for safety the forest is ringed with wards maintained by local Wizards, and many of the nearby farms and settlements have an additional ward as well. Every now and then somebody will go into the forest for some fool reason or other, but the result is always the same- they never return, and those that aren't given up for dead are found like this."
The priest sadly watches the children for a long moment, then visibly collects himself. "Well! I've rambled enough with my old stories- I'm sure you would like to get some sleep tonight. I'll be just through the next door here if you need anything. Sleep well." Moving around the room, Eko dims the lanterns in the corners, leaving only one burning low before retiring deeper into the Temple.
Yawning, you burrow into your blankets, the priest's story churning through your mind. It doesn't seem right that the children will die anyway, after all you did to bring them out of the forest. You ponder the nature of Balkoth's spell- if it was Necromancy, then it could be something you can replicate, if you can piece together how. The Necromantic presence beneath you still hasn't moved- another mystery. With another yawn, you drift off to sleep, already thinking about what you will do tomorrow.
Vitality- 9/11
Mana- 7/12
XP- 24/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Holding a small girl
Twenty and a half days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
Vitality- 12/13
Mana- 1/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Torch(lit), Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Sock Bandage, left arm
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Posting to watch, now that I found that this is back to active.
I believe the dormant necromancy thing is a soul. Or possibly, many souls.
We know that all living beings have souls. When a person does not have a soul, (s)he is not alive, but also not dead. A vegetable?
Undead have no souls. They can follow orders, but have no initiative, not a lot of intelligence, if any.
This leads to a question:
If the body is complete with the soul, is the soul complete without a body?
If no:
Does that mean that souls are like bodies without souls? As in, they can't do anything without a body?
An undead body is a controlled dead body.
Maybe an undead soul is the same.
Then,
Can a soul be moved magically? // Probably yes.
Can there be a spell that something can be teleported from one area to another, triggered automatically? // Probably yes.
If my theory is true...
Could the necromancer that made the monster do that? And would (s)he make it be recieved under the temple?
It could prove it true.
Maybe it was done to throw other... "good" necromancers off.
Of course, just a theory. But I say:
Try to Command Undead, visuallizing the undead as souls.
I'll just post my thoughts on some of our suggestions, and possibly compile a list of the things we now know.
1. I'm in favor of investigating the necromantic source, I just propose we do it remotely and magically rather than by showing our hand to this priest, thereby endangering ourselves just to ask questions he might not even know the answers to.
2. As for the kids...right now we don't know how to help them. If we spend some time experimenting with soul magic we might be able to track down their souls and put them back in their bodies. If you guys think it's too dangerous or just generally a "bad idea" to be involved with that kind of magic...then there's nothing else we can do for them.
3. We have more important things to be doing than mucking around in this village. We either discretely try to find out more about the necromantic source beneath the temple, and/or we look into soul magic to try to help the kids...or if we're not going to do either of those things, then let's just leave and resume our journey.
4. I don't mind staying if we're accomplishing something or being helpful, but I see no reason to endanger ourselves by telling people that we have ties to or abilities that relate to necromancy.
1. The priest seems to like us a lot. Whenever some random townsfolk asks too much questions, he screams at them to stop disturbing him. He let Nym and Omo to
get a peaceful sleep and wonderful food and told them so much about himself, even though they were strangers. If I were to say on this, the priest/wizard really trusts us. And I don't think that he'll believe a normal "necromancer that wants to take over the world" would risk their life to bring back two soulless kids.
2. It's risky, but if you use a few ants, it wouldn't be anything wrong - unless Elves don't allow messing with the soul of any living life forms.
3. If we just leave, it might be like betraying the village and giving up - if we can solve this, we would learn a lot, and possibly get a whole village, or more, on our side.
4. See 1 and 3.
1. Yeah, I don't think we should reveal ourselves as a necromancer too. Let's investigate the necromantic source quietly.
2. The problem with experiments on soul magic is that you need a soul to experiment on. And for some reason I doubt anybody is going to willingly let us play with theirs. Especially if we don't know what we're doing and trying stuff just to see what happens.
3. Fakedit : Thinking of it again, we might be able to experiment that on little animals or something. Hm.
1. See LordBucket on Dec. 24, at 1
2. See LordBucket on Dec. 24, at 2
3. See 2.
This is our big chance to prove that we're on the side of Good. We should be able to turn the curse afflicting Aloclesno back upon itself with a single spell: Just find spirit we encountered in the forest, cast Command Undead and order it to do what it had been doing to the living to the undead instead!
and what if it has been turning the souls into more of itself the forest is pretty big you would need a large amount of them to curse the whole thing better to command it to stay still and do nothing
If there are more of them (which we do not know to be the case and have little reason to suspect) then our one will fly around converting them into undead destroying spirits as well. So if it's just the one, we've taken that out and if there's more than one, it will quickly convert the rest over the upcoming weeks.
Eeeehhh... Kind of risky, especially most of this (according to myself(yeah, bad grammar)) is based on assumptions.
1. We don't know if safeguard spells can be made against other magic, or if the necromancer could make it. (It's probably yes.)
2. We don't know if we have enough experience to control something so powerful.
3. We don't know if it
can do that.
1. That would assume that they have souls, which seems less than certain...
2. Riding around on giant bats would be awesome.
3. We could start our soul magic by reviewing the kids. If we can figure out the difference between them and a normal child then we would have gotten somewhere...
4. Investigating the necromancy is a point of urgency, we can't really rest safely knowing that there is an unidentified form of the occult nearby.
5. Perhaps the elven theurge should phone home and contact the life mages, although order mages probably know more about souls. I expect that they once had a spell for temporarily bringing back their long-dead heroes...
6. It is possible that killing the thing in the forest would release all the souls it took, although there is no real reason to believe that such would happen, nor that it would help the children if it did.
1. No comment.
2. That was random. And can't you tame them, if you have the skill (or the dungeon master)?
3. "Hey, can I borrow your kid? I want to experiment on his soul." - Toaster. And the fact that we know that either the kids lost their souls, the souls were destroyed, or they were forced to become dormant kind of invalidates that.
4. Maybe, but the UFO seems to be dormant. I would support this, though.
5. "Phone home"? And I don't think that would be very likely.
6. Heh, maybe. Releasing the souls might be a bad idea, though.
The Released Soul strikes You in the Upper Body by accident, but the accidental attack is deflected by Your Elven Travel Garb! x 326
You are propelled away by the blows!
You slam into an obstacle!
You blow into pieces!
You lose hold of everything!
You have died after colliding with an obstacle.We could start our soul magic by reviewing the kids. If we can figure out the difference between them and a normal child then we would have gotten somewhere...
"Hey, can we borrow your kid? I want to experiment on his soul."
7. If the soul's been taken, we'd have to figure out where it is first, determine if it's even in a recoverable state, and then figure out how to get it back in. Sucks for the kids, but there's better things for us to do right now. If we can figure out (and subdue) what's taking the souls, we can leave that for other mages to fix while we concentrate on the root of the problem. However, we need to figure out what we're actually trying to do here.
8. I suggest we wake up, get a bit more general information from the priest (without mentioning the basement item) then quietly investigate it ourself when we have an opportunity.
7. I agree with this. And I think we're trying to stop the necromancers from taking over the world one step at a time?
8. Meh. Sure.
I suggest we wake up, get a bit more general information from the priest (without mentioning the basement item) then quietly investigate it ourself with Omo when we have an opportunity.
9. That have some potential to blow up on our faces. Speak with the priest about general information, ask if the wards also raise alarm if zombies pass through them (even if just silently to him), as that could be useful to know when to send help to someone in case of attack.
10. Assuming they don't and he doesn't mention he can detect nearby undead, just send a controlled small undead animal to the basement. Rats and Roaches can get there much more easily than we can, and a rat on a temple's basement is not suspicious, nor will cause any issues if caught.
11. If he can detect the undead, then we might need another plan.
12. On a sidenote, if we get some free time, study our magical book or ask the priest if he could lend you some.
9. Probably no, though it might strenghen our relationship with the Priest, giving him an idea that could help.
10. It might cause an issue if the rat is... undead.
11. Duh.
12. You know, right now we're sleeping. If we wake up an hour later, we only lost an hour of free time. And I would say we still have a day before anything bad happens.
1. You know I have to say I honestly feel like telling the priest that we are a necromancer would be a good idea.
2. Not quite that bluntly of course, but basically explain to him that we "saw" the monster, fixed the child temporarily after leaving the forest, and kinda lead it back around to us having these powers because we are a necromancer.
3. IMMEDIATELY, follow this with an offer to help fix the children, before the priest can even utter a syllable.
4. I mean I know this seems suicidally dangerous, but if we want to confront the other necromancers we /cannot/ do this alone. We're going to need the support of the people, the towns, the cities, the armies, and the rulers. This small town, and more specifically this priest, is a good place to start.
1. Yep. LordBucket, Dec. 24, 1.
2. I think we need to tell hime the
whole story. Before you came, etc.
3. I wouldn't do that.
4. Before the first comma: maybe not. See 1.
1. Guys, for all we know, that thing we saw in the forest? WAS a soul, just trying to get back to its now moving body.
I think in light of this new information, it's a good thing we didn't destroy it.
2. I would like to mention again my plan of saying that we are a mage trained in fighting necromancy, something the Elves have always feared would be a threat once more, and that while we have limited experience actually USING our training, that is the reason we have left our lands and find ourselves here now. The one encounter had rescuing the children proved the practice of our theory, and it is good to know it works, and more importantly we've been using our magic to detect sources of undead energy... like the one in the basement, and the bits floating around in the wood.
3. Also, request he keep the information hidden - it would be unwise to let it become general knowledge, to tip our hands before it is needed and before it can be fully tested and we can report back. But, hopefully, our specific training can be of some use at the current time. At the very least, expanding our abilities by managing a basic grasp of this ward magic would be much appreciated - we've proven we can see and destroy (or at least damage) the undead, but hiding from them would be an amazing addition to our repertoire.
1. Maybe.
2. Isn't that branch of magic called "necromancy"? Necromancy deals with death. It takes life to give life or takes life to do something. Life magic probably uses sacrafices to give life. I wouldn't do that.
3. Obviously.
4. The thing in the basement also has exactly 3 vitality. And we couldn't visually see the thing in the forest.
5. I'm beginning to suspect it's some sort of "animate vitality" spell - literally turning their lifeforce into a "ghost", leaving their body missing it.
6. How much vitality do the kids have remaining again?
4. Yes.
5. Possibly.
6. 2 and 2.
1. If we could learn to replicate the wards, perhaps we could learn to make a ward that's placed on a person (or person-like-animated-being) or a ward that can only be seen through when looking from the inside? It would also be nice to know what happens if two wards overlap. If the only thing that matters is warded/unwarded then it's not too useful, but if areas warded at different times are mutually invisible to each other it should be possible to create some rather interesting effects.
2. We should probably try going back to the forest during the day, hunting down the thing that chased us earlier, and casting control undead on it. Once it's under control we can get a better look at it and maybe be able to control the basement dweller. It's probably better to control it and do recon that way than to try to find a way to it.
3. As far as souls go, I heard something earlier about cattle at nearby farms. We have Pacify Animal too, so I'm sure there are some birds or mice or something we can play with. If there are animals in the forest we should probably try any soul related spells in there. If we can't find any animals in there we should keep the soul experiments inside a warded area.
We may also want to give the kids some more vitality when we wake up, depending on how they're doing.
4. Also, if we get another dream visit we may want to see exactly how this whole "rule the world" thing is being planned. It seems like each necromancer has a plot of land they're allowed to conquer and rule as they see fit, though I could be wrong. We may be able to have Elven land under our protection, to be conquered by us and left alone by everyone else. If the undead we killed were still sending signal back to their leader we'll probably be called out on breaking them, but let's hope that doesn't happen. If it does happen we should probably apologize and ask for a spell that pacifies undead.
1. Wards against Wards?
2. I'd say that's a bad idea. If it was the monster, the sight of it (physical sight) might make us become vegetables.
3. Yes, possibly.
4. Heh, yeah.
Experiment with wards?
The priest seems to like us a lot. Whenever some random townsfolk asks too much questions, he screams at them to stop disturbing him. He let Nym and Omo to get a peaceful sleep and wonderful food and told them so much about himself, even though they were strangers. If I were to say on this, the priest/wizard really trusts us. And I don't think that he'll believe a normal "necromancer that wants to take over the world" would risk their life to bring back two soulless kids.
We seem to be in favor of experimenting on animal souls.
We seem to be in favor of finding the Necromantic source.
Let's see...
My idea of what we should do:
Tell the priest the whole story. Tell him of the necromantic source in the basement, then, if he allows us, go and investigate.
If not, experiment on animal souls.
Inform me if I missed anything important or if you have something else to add.
This is a mystery, we need as much evidence as we can get.
I now say:
Help the children in any non-necromantic way possible and talk to the priest, using our expert (read: dabbling) social relationship knowledge to attempt to get more out of the priest, then decide on whether or not to look at the necromantic source.
Before we can try and use magic that affects souls, we need to figure out if we can even see them. Reviewing the difference between the kids and other people is a good idea, and we should also investigate that thing in the basement. ask the priest questions, and also ask him about the basement if we find a good way to bring up the subject.
I suggest we wake up, get a bit more general information from the priest (without mentioning the basement item) then quietly investigate it ourself with Omo when we have an opportunity.
That have some potential to blow up on our faces. Speak with the priest about general information, ask if the wards also raise alarm if zombies pass through them (even if just silently to him), as that could be useful to know when to send help to someone in case of attack.
Assuming they don't and he doesn't mention he can detect nearby undead, just send a controlled small undead animal to the basement. Rats and Roaches can get there much more easily than we can, and a rat on a temple's basement is not suspicious, nor will cause any issues if caught.
If he can detect the undead, then we might need another plan.
On a sidenote, if we get some free time, study our magical book or ask the priest if he could lend you some.
Having said that, we should take this opportunity to learn what we can about souls, we want the ability to detect them and it would be very nice to learn how to manipulate them, even if only to find ways to prevent it... If we can develop this to a point at which we can cast a spell to locate the children's souls, extract them, and then restore them to the children, then so much the better...
You wake up early the next morning when Eko brightens the lanterns. You groan softly when you realize the hour, but although you give some serious thought to going back to bed you regretfully conclude that you are now awake, and you won't fall asleep again easily. You sit up and rub the sleep from your eyes. Seeing you stir, Eko smiles and beckons you to follow him further into the Temple, away from the other sleepers.
Stifling a yawn, you stretch as you stand up. The Necromantic Energy below you is in the exact same place it was when you went to bed. You pause for a moment- the children are also exactly as you last saw them, eyes open, staring at the ceiling. Omo has tangled his blankets rather thoroughly, and a snore intermittently escapes from the tangled sheets. You think of the ways your sight has changed, and how you can see things differently now. You try to detect a difference between the soulless children and the slumbering elf, but no matter how you squint you see nothing. If Necromancers can see souls, it must not be an ability you possess yet, unless there's some other trick you don't know yet...
You push it from your mind and follow Eko. The next room turns out to be a combination kitchen and living room. It is almost uncomfortably warm due to the large fireplace that no doubt heats most of the Temple, an iron pot bubbling over the flames. The wall to the left is lined with cupboards and cabinets, every surface covered with dirty dishes, loose papers, an old hammer, and other detritus of daily life. A small table with two chairs takes up the space to the right, along with a comfy-looking armchair positioned near the fire.
You regard the door to the left with some small interest, as the symbol Eko wears around his neck is engraved into it, but the priest shows you to the door on the right wall. It opens into a narrow, dark hallway. Although you can see another door further down, Eko directs your attention to the nearest door- a washroom complete with a large, steaming bowl of water. Thanking the priest profusely, you pause only to fetch a change of clothes from your pack before satisfying some basic needs.
When you emerge some minutes later, clean and refreshed, you find Eko spooning a porridge of oats and beans into a bowl for you. You eye the mixture somewhat doubtfully, especially when Eko pours a cup of milk into the bowl along with a couple slices of dried apple. Despite your trepidation, however, it turns out to be... entirely palatable. It certainly lacks in flavor and texture, but it isn't repulsive and it is quite filling.
"So... this porridge is good." You say, breaking the silence.
"You are kind to say so." Eko replies, grinning slightly. "It is easy to swallow and easy to digest, ideal for sick patients."
"Ah. For the children, then. What are you going to do for them?"
"Well, I confirmed their condition while you were still asleep- peace and quiet really does help the spellcasting process, you know." Eko's grin fades, and he sighs. "There isn't much I can do for them at this point. I will feed them, give them water, keep their bodies alive, and if their condition does not improve in a month's time... well, I will allow nature to take its course."
"You'll let the children die?" You say incredulously.
"What else can I do? My magics have failed me again. The records say that in the past we've called on healers from all faiths, even the Elves, but the Mages could do nothing for us. These bodies could easily persist into old age if we cared for them, but for what purpose? They are already dead, and the living still need my care."
An awkward silence descends on the room. Eko stares moodily into the crackling flames, absently patting at his robes. You cough discreetly into one hand, casting about for a change of subject.
"Um... your wards only block sight, right?"
"That's right." Eko nods.
"Can they do anything else? Can they actually block the zombies, or raise an alarm?"
"Sufficiently powerful wards could, yes. The strongest wards I can cast would not do much other than slow down the undead for a time, and would take me some time to cast in the first place. The only reason I haven't cast more powerful wards is because they are quite mana-intensive; before the zombies there was no need for stronger wards, and now I must reserve a portion of my mana in case it is needed to repel an attack."
You blink in surprise. "Your magic can repel zombies?"
"If it comes to that. I specialize in defensive wards, but no Wizard situated near the haunted forest can serve without knowing some specialty spells. Undead are an aberration from the natural order- it stand to reason a Wizard can restore it." Eko shrugs. "I don't know how effective I can be- more likely I will need the mana for healing spells. Either way, I cannot overexert myself in good conscience."
You blink in surprise. "Oh. Well, your wards- can they repel loose souls?"
"Your concern for the children is touching, but no, their souls are not trapped in the forest by my wards, if that's what you are getting at. I do know wards for protection against spirits and ghosts, but none of those are in place around the forest. And remember, there were many victims before it was thought needful to ward the forest- they lay comatose for years, but never recovered."
You are about to ask another question, but at that moment Omo enters the room, drawn by the smell of breakfast. You make small talk while Eko goes to feed the children and his other patient. Afterward, he disappears through the door to the right, reemerging a few moments later with a walking stick. He slips his flask into his robes and tightens the laces on his boots.
"I'm afraid I must leave for a time- I need to check the wards on the outlying farms, and I plan to set some new wards to give the village warning of another attack. The Temple is open to you- what food isn't in here is in the storeroom down the hall, and I have some books in my room if you wish to read, though you may find the subject matter dry. I should only be gone a few hours."
You make your farewells, trying in vain to come up with a way to casually mention the basement. Eko Cleanvise steps onto the road East, purposefully making his way out of town and ignoring one villager's hail. You return to the kitchen, where Omo is finishing up his breakfast.
"I hope they don't all eat like this in Thrimesdur. So, are we moving on today?"
"I don't want to go yet, maybe not for a while. At the least, I'd like to find out what's going on in the basement. Maybe if I experiment enough, I can find a way to help the children."
Omo scrapes the last soggy bean out of his bowl before pushing it away. "Well, what should we do first?"
Vitality- 10/11
Mana- 12/12
XP- 24/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Sitting in the Temple
Twenty one days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
Vitality- 12/13
Mana- 1/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Torch(lit), Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Bandage, left arm
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Mooooonk?
Are you still aliiiiive?
Or failing that, undead?
Cast Raise Thread.
This year for Christmas I got the Indiana Jones Trilogy on DVD, Adventure Time Season 1, and a super annoying cold. Apologies for the delay, such is life.
FAKEEDIT: And then this update languished half-done for a couple weeks while I dated pigeons. I should feel worse about that, but they were such engaging pigeons...
The villagers would be wise to stop Nym if she got discovered, otherwise her undead horde could wipe out entire ponds!
(http://i.imgur.com/WO6MMs.png) (http://imgur.com/WO6MM.png)
No, I mean protagonists, they may have their own journeys to undertake. In a narrative-based temporal mechanic, time only happens if the protagonist is involved, so there is a decent chance that we could get away with goofing-off for a few months provided that we didn't comment on how peaceful things were or how happy we were in our quaint little village... But for all we know there could be a strict time-line that is already plotted out that could do bad things to us...
For the record, I do have a timeline I work off of, which is why I keep track of what day it is. Not that it's terribly important at the moment.
On a sidenote, if we get some free time, study our magical book or ask the priest if he could lend you some.
I'm pretty sure that's the point of the book - to allow Monk to introduce small cantrips that he hadn't thought of beforehand into our repertoire as the plot demands it. Listing what's actually in there would defeat the purpose.
Basically, yes. Assume it has a range of situationally useful minor spells, like Waterproofing. If the spell you are looking for is more powerful or versatile than that, but is nevertheless a reasonable thing for a Wizarding Primer to contain, I'm rolling a d12 for it- that's where Permanency came from.
The contents of the book are pretty vague, beyond "situationally useful minor spells." If there's something specific you're looking for, let me know, but I don't have a list of the myriad ways you can blow your nose with magic to refer to.
Yay, update!
We can use this time to:
a) check on the kids using our own magic, maybe learn a few examination spells
b) look at the necromantic source
c) attempt to go back to sleep
d) talk to the villagers
e) do some magic of our own
f) try to make our own wards
g) go exploring in the forest again
h) find out how the general population eats here
a) low risk, medium usefulness, low helpfulness (to the mystery of the souls)
b) high risk, medium usefulness, high helpfulness
c) no risk, no usefulness, no helpfulness
d) low risk, low usefulness, low helpfulness
e) medium risk, medium usefulness, little to no helpfulness
f) medium risk, medium usefulness, low - medium helpfulness
g) great risk, medium usefulness, high helpfulness
h) low risk, answers Omo's question, little to no helpfulness
I'd say, in order of priority:
A, B, D, E, F, H, C, and lastly, G.
He just said the temple is open to us. Let's play the curious children, and explore the whole temple! Which coincidentally includes the basement.
For now, check on the kids using our own magic, then grab Omo and go snooping in the basement. We should be careful to not to touch the thing- It might possess us, or set off an alarm, or something similarly nasty.
When checking out the basement, use our own magic detecting spell to see if there are any magical effects going on nearby. It should alert us to magical traps that protect the source.
"Well, what should we do now?"
"Let's take a quick look at the kids, then check out whatever is in the basement."
You step into the main room of the Temple. The children are as you left them, but the man in the far cot is awake and sitting up, leaning back on his pillows. You cast about for a name- Ado Drunkenstumbles, a survivor of the zombie attack. Seeing him out from under his blankets, you realize that he is hurt quite badly- his left side is swathed in bandages, and his face and arms are heavily bruised. He directs a sour look at you as you enter- you nearly turn around and leave, but decide to press on. You're sharing sleeping quarters, after all, and it seems as though his dour mood has more to do with his own bedridden state rather than anything you've done.
Standing by the children, you decide to start with your Detect Magic spell, as you'll want that active during your explorations anyway. Unfortunately, as far as you can tell they are completely free of magical energy. However, you quickly notice that the same cannot be said for Ado Drunkenstumbles- he seems to be wearing a layer of magic like a second skin. It's no magic you are familiar with, but it seems likely to be some form of healing, given the circumstances.
You realize you've been staring when Ado fixes you with a glare of his own, and you hastily return your attention to the children. You discreetly cast Sense Vitality, and frown at what you feel- two Vitality each. That's what they had when you brought them back last night, and although it wasn't all that long ago you would still have expected them to recover some Vitality. Maybe it's just shock from their rough treatment, or maybe it's an effect of their soullessness. You wonder why Eko didn't cast any healing spells for them the way it seems he did for Ado.
Uncomfortably aware of Ado's continued observation, you decide to check one last thing. Quickly, you stride to the outer doors, where you had first noticed the Necromantic presence in the basement. Sure enough, you find a faint line of magical energy, seeming to disappear into the walls. Again, you don't recognize what sort of magic it is (though it seems distantly related to the spell on Ado- perhaps because they are both Order spells?) but you would bet anything that this is a ward similar to what encircles the forest. Experimentally, you step outside for a moment- sure enough, your awareness of the Necromantic Energy vanishes.
You glance up the road in the direction Eko left- of course, you see nothing but a few villagers going about their business. You go back inside, quickly walking through the main room and into the kitchen where Omo is waiting.
"Well?" Omo raises an inquiring eyebrow.
"They're unchanged." You sigh. "Completely unchanged- they don't seem to be healing at all."
Omo grunts. "Well, I didn't really expect anything different." Omo points at the door marked with Eko's symbol. "I stuck my head in there, and it looks like an office to me, and where he keeps his ceremonial things. Eko's bedroom is at the end of the hall- not much in there except a shelf full of books I don't understand. But that storeroom he mentioned had a trapdoor in the corner."
"The basement, then. Let's go."
Omo leads you to the storeroom, a small space crammed with cupboards and shelves. The shelves themselves are rather sparce- a few sacks of grain, a keg of ale, a bowl of dried fruit, and another big pot of that soup from last night. Omo moves straight to the far corner, pulling up on an iron ring set in the floor. The trapdoor swings up, resting on the wall and revealing a steep staircase descending into darkness.
You light an oil lamp sitting on a nearby shelf and cautiously walk down the stairs. The air smells musty down here, with that peculiar damp earthy scent familiar from the wine cellars back in Yicelafo. You are also surprised to smell a spicy odor that must have been pungent when it was fresh- you find a shallow bowl with scented candles resting on a barrel at the base of the stairs. The basement is full of junk of all kinds. A bucket of nails rests on a short stack of wooden planks next to a char with a splintered and broken back. One wall is lined with barrels, some full of food, some filled with tools, most covered with a rough tarp. Thick coils of rope hang from hooks on another wall, along with rusty, broken lanterns, a short ladder, and a tasseled spear. What appears to be a narrow window high on the wall has been boarded up.
Omo peers about the cluttered room uneasily, but you pay little attention to the dancing shadows. You walk across the basement to a cleared section of wall. Along the wall here there are obvious holes in the rough stone floor, covered with thick wooden hatches. You don't know what might be stored in such places, nor do you investigate- one hatch is covered with a tarp and a barrel. You might not have realized that the hatches extended that far if it were not clearly the source of the Necromantic energy.
You check the area. You detect no wards, nor any magic of any kind. Signalling to Omo, you wrestle the barrel away, then pull the tarp clear. The hatch beneath is shut securely. The Necromantic energy hasn't moved at all, not since the moment you first stepped into the temple. Omo shoots you a questioning look, and at your nod he grabs the handle, pulling the hatch open.
The zombie below lurches against its restraints, silently struggling to attack you.
You step back, suppressing a retch. The zombie is quite thoroughly decayed, and the stench of rotting flesh is overpowering. Omo curses, coughing as he jumps back. You put a hand to your nose and lean back over, examining the zombie. The bloated and rotten corpse is wearing the dirty, tattered remnants of a soldier's uniform over a stained suit of leather armor. It is missing one leg. The creature is held in place by lengths of thick rope, binding it to a pair of wooden boards wedged between the walls of its prison, holding it immobile. Some of the rope is loose where it has sawed into rotten flesh. You grimace- upon closer inspection, the zombie's arms are nailed to the wood. Its glowing purple eyes remain fixed on you as it strains to break free.
"Blood and ashes!" Omo scowls in disgust. "What is this?"
Vitality- 10/11
Mana- 10/12
XP- 24/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Super grossed out
Twenty one days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
Vitality- 12/13
Mana- 1/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Torch(lit), Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Bandage, left arm
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
I guess everyone has a few skeletons in the closet. How old does this thing look?
A soldier, perhaps one of their former friends that they didn't wish to kill. Although the brutality of the restraints suggest otherwise... Does the uniform match the local soldiers? It could be for a long time ago... Check if there are any signs of this spot being visited recently by anyone other than yourself...
If it was held for research then there should be a journal or notebook around here. We should search around for more info. Also, inspect the zombie. Does its necromantic energy seem... different? More complex or generally just unusual, like someone messed with it or constructed it with a different method than ours.
Yeah, also voting against messing with the zombie for now.
"Blood and ashes!" Omo scowls in disgust. "What is this?"
You squat by the hole, resting on your heels as you examine the zombie. "Well, I don't think it has been down here for ages or anything like that. If I found a body that looked like this, I would say it died a few weeks ago, a month at the outside. I don't know if being reanimated as a zombie preserves it at all- I certainly don't see any maggots or beetles or the like. It's about as decayed as the zombies we fought outside Aloclesno, though. The uniform is the same."
Omo spits off to one side, ignoring your disapproving look. "So what, somebody put it down here recently? Do we still suspect Eko of Necromancy?"
You shake your head. "No. Not really. Eko has cast several Order spells, and if he were a Necromancer he wouldn't have to restrain the zombie, he could just order it to be still."
"Then why the secrecy? Why lock it in the basement where nobody can find it, under a pile of junk? How did he even get it down here? If he can't control it then it must have been trying to claw his face off the whole time."
You look around, troubled. You see no signs of a struggle, no stains of blood on the ground, nothing unusually smashed or disorderly in the general clutter. Eko might simply be very good at cleaning up after himself- indeed, there is very little dust or dirt down here- but it would still be very difficult for one man to wrestle a zombie by himself, even with its missing leg.
"I think he was experimenting on it."
"Experimenting?"
"Yeah. That would explain why he wouldn't just destroy it right away, and it's probably not something that would sit well with the villagers. Let's see if we can find any notes, something to explain what exactly he was doing."
Omo gives you a doubtful look, but gathers up the tarp. You briefly consider using Command Undead to calm the zombie, allowing you to search the body in detail or perhaps check if it has memories that could yield a clue, but ultimately you decide not to tamper in any way that might be detected Eko or anyone else. Shutting the hatch, you replace the tarp and barrel and begin searching the basement.
The other hatches along the wall are all empty, their purpose as mysterious as ever. Methodically, you and Omo work through the piles of junk and old furniture, searching for anything out of the ordinary. Just when you begin to consider going back upstairs to check out Eko's office, Omo waves from across the room, pulling a folded piece of paper out from within a shuttered lantern. You walk over to where he is smoothing it out on the top of a barrel, reading over his shoulder.
minor ward
minor ward no restraint
stone
spear
detect undead
detect thoughts
detect magic
probe thoughts
You frown. "A spell list?"
Omo snorts. "They aren't all spells, unless you think he cast "spear" on that zombie."
"Some of those must be spells, though. I know a ward is what Eko calls his defenses against the undead, and even I know how to cast Detect Magic."
"Do you think they're all general spells? Maybe he's a Necromancer after all."
"I don't know. It doesn't feel right- the spells I felt upstairs didn't feel like general magic to me."
"Well, what do we do now?"
What indeed- you can't have been down here for more than an hour, meaning you still have some hours before Eko returns. You've searched the basement rather thoroughly- it might not hurt to search other rooms in more depth, or perform some experiments of your own. You do not know why- or how- Eko would perform these experiments, and precious little information to extrapolate from.
Vitality- 10/11
Mana- 10/12
XP- 24/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Super grossed out
Twenty one days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
Vitality- 12/13
Mana- 1/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Torch(lit), Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Bandage, left arm
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
It is unlikely to be christian iconography, given that life and order nations don't seem to be that way inclined, although I suppose water is always a possibility(I seem to think that water has proper knights for some reason, which would be silly, because knights traditionally dislike floating...
It's not that knights dislike floating, it's that they dislike
sinking Though I will confirm yes, no intentional IRL religious symbolism here.
Might be good to confront the priest later about the whole zombie thing, but yeah, he's nearly certain just experimenting on it to learn how to deal better with them.
For now, let's explore the rest of the house.
If he got the zombie down there without any incident... Maybe it wasn't a zombie when he tied it down...
Now that could just mean that someone got infected and volunteered, but that's not the ONLY thing that could have happened.
No, I think we should try and search it's thoughts, such as they are. Search for what Eko has been doing, who it was before Zombification, how it became a zombie.
1. Search the rest of the temple for info about souls and how they work, Death magic (it will probably concern defenses or detection methods, but those may give us clues on what abilities necromancers have or how to counteract those defense or detection methods), Order magic (specifically the wards and how they work, so that perhaps we may be able to combine it with our knowledge about necromancy to hopefully deduce how the zombies were able to bypass them) and clues about Eko's experimentation (maybe a diary or notebook, if he has one).
2. Try to remember that feeling we had of the cold inner flame all life had. Try to feel this in the people around us. If successful see how the children differ from everyone else. Else just try thinking about what the soul is. The thing that drives people, that gives them purpose. The center of reason and emotion. The thing that differentiates golems and zombies from living things. Try to imagine that and try to feel that thing in us or around us.
"Well, what do we do now?" Omo asks.
You purse your lips thoughtfully. "Let me take one more look at that zombie- I've just had a thought."
Omo gives you a wry look, but quickly sets to moving the heavy barrel over the zombie's prison out of the way once more. He steps back in distaste as you fold back the tarp and open the trapdoor, pinching your nose against the stench. A cursory glance shows no difference between the Necromantic Energy forming this zombie and the zombies you encountered outside the forest of Aloclesno. You still don't know whether you can distinguish the creator of individual zombies by sight, but considering the soldier's uniform and the similar stages of decay it seems quite likely that this zombie is of a kind with the others.
Taking a deep breath, you Command Undead, merging your consciousness with the restrained undead soldier. You gain intimate knowledge of the zombie's physical state, but it's nothing you were unaware of just from looking at it. The zombie's last (indeed, current) orders are an imperative along the lines of "Move toward this star, kill the living, return with the corpses." It's certainly a more complex order than you've attempted to give before, and is in fact more complex than the orders you found in the mind of the zombie outside Aloclesno- that zombie only had an order to kill, not to move or gather bodies afterward. In particular, the movement order is fairly intricate- instead of a series of directions on how to find the target star, you find a mental picture.
To the right, empty plains seem to glow beneath a bright moon high in the sky, running up to a dark, shadowed forest on the left, one bright star low on the distant horizon clearly associated with the order to walk. Two more zombies can be seen standing to the right of your field of view, though in truth the edges of the image are fuzzy and indistinct- only the area around the star is truly focused and clear. One of the other zombies you can see wields a long spear, and from the corner of your eye you can see a spear that must be held by the viewer himself- or rather, itself, as you get the distinct impression that the picture is something seen by the zombie in the past.
You frown pensively. You can't tell when exactly this order was given, but you can make a guess based on the mental image held by the zombie. Based on maps you've seen, the only forest for miles around is Aloclesno, unless this zombie has been walking west for a great deal longer than you think it has. That possibility is exceptionally unlikely, considering the moon the zombie remembers is not quite full- the moon was last night was close enough to full as to make no difference. Living beneath the branches of Yicelafo your entire life has kept you from being intimate with the phases of the moon, but you more than suspect this zombie was given its orders before the most recent attack- perhaps a few days before.
You keep digging- the ability to remember an image of such detail certainly suggests that the undead are capable of some degree of memory, more than you had expected. Unfortunately, no matter how you fumble around in the zombie's mind, you cannot seem to find anything else. No thoughts other than its last order, no memories of anything since that order, or any memories of life before zombification. You briefly entertain the idea of Commanding the zombie to remember, or just clearing it's memory to see if anything else turns up, but decide against it. It doesn't seem likely to work, and it may betray your meddling.
"What are you doing, anyway?" Omo asks, not quite looking at the zombie.
You sigh, closing the trapdoor. "I was trying to search its thoughts."
"Zombies have thoughts?"
"Not really, no. However, it seems they do remember orders. This one remembers more detail than I thought any zombie could. Omo, I'm pretty sure this zombie was sent this way before the last attack. That's when it got its last orders, anyway."
Omo scowls, pacing back and forth in the narrow confines of the basement. "Blood and... that would mean Eko knew the zombies were coming before the attack, wouldn't it?"
You run a hand through your hair thoughtfully. "I suppose so. Something doesn't add up, though. It's not like the villagers don't know about Curo Nightroar- his army has already depopulated most of the villages north of here. He must have had some reason to keep a captive zombie secret."
"It had better be a good reason- if the villagers had known that zombies were nearby, they might have fared better in the attack. The soldiers we spoke to didn't seem to think there were many undead this far south of the highway."
You shrug. "I think we've explored everything we can down here. Let's head upstairs."
Once more straightening out the basement, you return to the main floor of the temple. You've already seen what there is to see in the washroom and kitchen, so you decide to check out Eko's office for yourself. The room is small, cramped with a desk and chair against the far wall and a cabinet and chest by the door. Wooden shutters hang open on a narrow window, letting the midday sunlight inside.
The desk is cluttered with papers. You shuffle through them, glancing over reports of the village's food supplies, a list of farms requesting a ward against necromancy, early plans for some upcoming festival, a note to check the health of some elderly villager... nothing you wouldn't expect from a village priest. The chest is held shut by a stout lock- Omo offers to try and smash it open, but that would hardly be a noble way to repay Eko's hospitality, even if you could manage it without rousing Ado and half the village with him. Instead, you open the cabinet- hanging inside are a set of clearly ceremonial robes and a short, ornately carved wooden staff. A brightly polished disk of metal serves as a mirror, casting your curious reflection back at you.
Though you search everything twice, you fail to find any sort of secret compartment or hidden nook that might hold a diary, or journal, or any similarly incriminating evidence. Of course, it could very well be in the locked chest, but that's a problem for another time- right now, you're remembering that Omo mentioned a shelf of books in Eko's bedroom.
The bedroom turns out to be a rather spartan affair. A chest of clothing stands open at the foot of a rumpled narrow bed tucked against one wall. A small table beside the bed holds an unlit candle, and what appears to be a flask similar to the one you saw Eko take with him when he left this morning. Your eyes are quickly drawn to a bookshelf on the wall near the door, half a dozen tomes of varying sizes filling the space.
Moving closer, you inspect the titles of the books. Three fat books proclaim themselves to be different volumes of the Chronicle of Thrimesdur: The Cremated Empire, and a fourth book is titled simply The Golgothan War. One battered book is a copy of Joddo Meadtrust's Prestidigitation for the Beginning Practitioner, a book you yourself possess. You are surprised to see Meadtrust's name grace another, thinner book, titled Line in the Sand: Discrete Forces and Interactions. A Study of Aloclesno rests beside a thick, leather-bound book whose spine is worked with that square symbol Eko wears on a pendant- the cover of that book bears the same image, as well as the title Atal: Shield of Atkilpeme.
Omo groans as your hand hovers over the books. "What, again with the reading?"
You arch an eyebrow at him. "And what's wrong with reading?"
Omo waves at the shelf dismissively. "If I wanted to spend all my time reading, I'd have stayed in Yicelafo and become a Sage."
"I'm not asking you to read these books." Reaching out, you snatch Joddo Meadtrust's second book as a likely starting point. "If you don't want to hang around inside, then why don't you take a stroll around town? I'm sure you can find something fun to do."
"Yeah, fun." Omo snorts. "I don't think this town even has a tavern. Well, I suppose I've never walked around a human village before. I'll go stretch my legs."
As Omo sets off in search of more interesting sights, you settle into the fireside armchair in the kitchen, opening Line in the Sand: Discrete Forces and Interactions. Reading through the introduction and table of contents reveals that this is a book about Order Wards. Apparently, a Ward is any sort of "bounded transitional interference field," which apparently means a protective barrier once you cut through the jargon describing what exactly they can do. There are wards that block sight and sound, wards that block movement, wards that can be used as traps... you make mental note of a ward that is supposed to shield your dreams, but ignore it for now in favor of the long list of wards against specific forms of Magic.
As it turns out, a narrow ribbon already serves to bookmark the chapter about Necromancy wards. You flip past wards that raise an alarm when triggered by Necromancy (which apparently are not very Mana-intensive,) wards that can physically block the passage of the undead (which are much more costly,) and wards that can be used to destroy any undead that passes (which are extremely expensive, and complicated to cast judging by the walls of text and arcane diagrams accompanying them.) You find a description of a ward that sounds similar to what Eko said he used- it seems that it shields the presence of the living from undead by blocking Necromancy-based senses, and replacing them with a sense that the area is filled with inanimate objects, such that the undead creature in question would be unable to pass through.
Unfortunately, you don't have a clue how it does all this- the technical explanation bears no relation to anything you are familiar with, and you can only assume that it makes sense to a practitioner of Order. It does seem to confirm what Eko said earlier, however- an unthinking creature would slightly alter their path to avoid an area protected by the ward in much the same way they would to avoid a particularly large boulder. It wouldn't work over too large an area, if a zombie was determined to move in a specific direction, but certainly it would be enough to prevent a zombie from trying to break in a window. A farmhouse would be just another large obstacle to go around, not a likely hiding place for victims. You don't even know if zombies can remember orders as complicated as recognizing a house to break and enter, though after your recent discovery you're not as sure.
You snap the book shut when the dense text threatens to give you a headache. Between what you've gleaned from this book, and the orders you found in the zombie's mind, it seems Eko is right- they shouldn't have crossed the ward on their own. Clearly they did just that, but you can't figure out how.
You stretch, sinking back into the chair. That inquisition may have been fruitless, but you've got plenty of daylight yet- maybe it's time for an experiment. The more you think about it, the more it seems that Necromancy must have some interaction with souls- otherwise, Balkoth would not have been able to make his soul-stealing forest monster. And it hardly seems possible to manipulate a soul if you can't sense it.
Cautiously, you stick your head into the main room of the Temple. The children lie in exactly the position you saw them last- Ado Drunkenstumbles appears to be napping fitfully. Gliding over to your cot, you quietly sit on it, crossing your legs and leaning slightly toward where the children rest. Closing your eyes, you regulate your breathing, trying to center your thoughts. You try thinking about what the soul might be, the Spirit you vaguely remember the Sages mentioning as a child. You think about what it was like in the beginning, feeling that odd awareness of Vitality, feelings you now recognize to be early signs of your Necromancy manifesting itself. You bring your will to bear, trying to force those feelings to-
See Vitality
Your eyes open wide as you feel the spell resolve. To your eyes, Ado and the children suddenly resemble pulsing mounds of Vitality. You can see it flowing through them in rivers, branching streams spreading throughout their flesh, infusing every inch of them. In many ways, it looks like a zombie you're observing with your improved Necromantic Sight, except that the flow and interplay of Vitality is vastly more complicated. Squinting, you try to focus on the confusing jumble before you- you almost feel like you can detect internal organs, a powerful swirl that must be the heart, a rippling pulse...
You frown. There is definitely a difference between Ado and the children- more than one. A frenzied, seething mass of Vitality around Ado's wound must be his body healing itself, possibly spurred on by whatever spell Eko cast. With this new, incredibly detailed spell, you can actually feel his Vitality growing in infinitesimal increments as he heals, increased by each pulse of his inner Vitality. The children, however, are definitely not healing. Oh, their Vitality pulses as well, but it seems more akin to water washing around a tub, while Ado feels like the ripples of water being poured into the tub.
You silently rise to your feet, walking closer to Ado, fascinated by the pulsing of his Vitality. To your view, each surge seems to originate in the brain, flowing down toward the heart before surging to the rest of the body, swirling and lapping about. The brain itself seems to be a roiling mass of concentrated Vitality, expanding and contracting in time with the pulses. That mass of Vitality is convoluted beyond belief- only a subconscious suspicion makes you think it is organized and stable, rather than just a chaotic maelstrom.
By comparison, the children's brains are much less interesting. There is no real concentration of Vitality, although the head does hold proportionally more than the rest of the body, much as it seems to in Ado. Further, the pulses of Vitality leaving the brain are weak, and seem to die out before reaching the body's extremities. A splash and a ripple compared to Ado's surging waves. You could almost call their Vitality sluggish, compared to Ado, though it still moves in patterns more intricate than any zombie you've seen.
Could that concentration of Vitality be the soul? It does seem to be the only major difference between Ado and the children, the only one you can't attribute to differences in age or general health, but...
Abruptly, you come to a startling realization about what you are seeing. In your youth, back when your remarkable potential seemed sure to lead to a prestigious career as a Mage in Yicelafo, you were given lessons in rudimentary Life magic. Lessons you failed miserably, as you never displayed any aptitude for the art, only mastering the general spells available to all living creatures. One of the most basic spells you tried to learn, one of the first spells you failed to learn, was a more advanced version of Sense Vitality. The effects of that spell were supposed to be very like what you are seeing right now.
The afternoon is wearing on, and you're a little surprised that Eko hasn't returned yet. You're much less surprised that Omo hasn't either. What now?
Vitality- 10/11
Mana- 7/12
XP- 24/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Super grossed out
Twenty one days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 12/13
Mana- 1/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Torch(lit), Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Bandage, left arm
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
HAHA! YES! FINALLY BEAT DUNGEON CRAWL: STONE SOUP (http://dobrazupa.org/morgue/monk12/morgue-monk12-20130421-052847.txt)!
...wait, it's been how long? Erp. Uh, have a wall of text.
So, to restate my short term actions:
1.Test the flask. Smell it, pour some in a glass, take a small sip, etc...
2.Find Omo and then go find Eko.
3.If there is nothing wrong with either of them, confront Eko about the zombie. Ask him why he didn't warn the villagers. Tell him we found the zombie while exploring the temple. (We were curious about what was in the basement. We were curious about what was in those trapdoors because they looked like prison cells and we couldn't understand their purpose.) Tell him we understand the need to perform experiments, however that's no reason to keep his fellow villagers in the dark. If they knew, they could have better defended themselves. Also ask him how did he manage to capture it without it killing him?
4. Prepare to venture into the forest. (Preparations will depend on the results of the previous actions (if we get to complete them without problems) , so that is why I left it vague. It is a way to state my long term intentions, not a proposal to go into the forest right now.)
+1 to this.
+1
I guess this doesn't have much of a problem.
+1
Even so, he IS withholding information and acting strangely. If there is something wrong, we should know about it. If he has some kind of a problem, we should know about it so we can maybe help him. We're not shaking him down, we're not extorting him. We're asking because we care and are concerned both about his safety and the safety of the villagers.
And I think studying that thing before killing it is more beneficial.
You stretch, rubbing your head as you walk away from the resting patients. Dismissing your See Vitality spell, you return to the fireside armchair to think about what you've learned. You know Eko knew about nearby zombies before the attacks, but said nothing. You're pretty sure he's a Wizard and not a Necromancer, but it's still strange behavior. You know Eko has been concealing a zombie in the basement of an Order Temple, though how he got it down there is a mystery. You know (or at least guess) that he's been experimenting on that zombie. You know... he's been drinking a lot?
Curious, you walk back to Eko's room. Snatching up the flask from the bedstand, you pop the lid off and carefully smell the contents. You are rewarded with the scent of pungent, bitter beer; Sewer Brew, if you had to guess. Not a popular beverage among the elves, but it was the drink of choice for many human Caravan guards since it was nearly as inexpensive as it was intoxicating. Maybe Eko is like Pevo, mixing his Mana potions with alcohol, but you don't really want to test that theory directly. Besides, you saw him drinking from a flask like this just this morning, not long after breakfast.
You've more than half a mind to investigate the forest further, but Eko is definitely keeping secrets. He might be able to provide more information if you confront him about it, and whether it's about the zombies or the forest, more information is a good thing. You resolve to do just that... after you find Omo. You don't think things will get violent, but prudence never hurt anyone.
Setting the flask down, you grab your cloak and check your headband before hitting the streets of Bedscaled. You pause a moment on the temple steps as a brisk wind grabs at your cloak; a much stronger gust than the breezes you knew in Yicelafo. The Sun is bright in the sky, sinking toward evening, and the cloudless sky promises a starry night.
You peer up and down the street, gathering your cloak and trying to deduce which way Omo might have gone. There really aren't many places of interest in the village itself: a blacksmith works his forge not too far away, another house advertises a carpenter's workshop around back, and a broad side street leads to the village well. No inns, no taverns, no places of song or dance or drink. It's the sort of pastoral scene that would have fit in Yicelafo with a few cosmetic changes, and not the sort of place Omo would seek out. On a hunch, you walk down the road to the East, where the villagers have been digging a defensive ditch.
Up close, the ditch is quite impressive, as deep and wide as the shovels used to dig it. The bottom is quite muddy, a morass no attacker could easily escape. The dirt has been piled on the inside, forming a packed earthen wall to further slow invaders. The only break in the defense is the road leading east; a few heavy wagons stand ready to block the path, with extra barrels and bags of dirt to give the barricade extra weight. You can see that the ditch does not yet fully protect the village. Though the Northern end bends out of sight around the village, you can still see the Southern end of the ditch just short of making it's own Westward bend. You can also see the reason the South end of the project is not so far along as the North end.
"There we were, just outside the dark, haunted forest," you hear Omo say as you approach his end of the ditch. Omo gestures expansively to his audience, half a dozen burly villagers leaning on their shovels. Another group of villagers continues the work of digging, but you can tell from their slow pace and turned heads that they're spending more time listening to Omo than they are working.
"So I cracked him in the head with my staff, of course! I couldn't let a moldy old zombie stand between me and the children. But that's when I realized-" Omo cuts off in surprise when he sees you wave. Making hasty goodbyes and ignoring calls to finish his story, Omo walks over to join you.
"Do you really think you should be distracting the ditch-diggers with your tales?" You ask dryly.
"What?" Omo asks innocently. "I'm keeping spirits up! We're practically heroes here; well, I am, anyway. I have to leave out most of the bits you did. They do think you're brave for coming with me, and the part where we flee the forest monster with the kids on our backs is a crowd pleaser."
"Is it? How many people have you told this story?"
"Oh, I don't know. Everyone who asks, which is everyone I talk to for more than a minute. I can see why bards spend all their time telling stories; it's fun! And it's not like there's much else to do in this town. Did you finish your book?"
"I read what I wanted to." You reply curtly, kicking at a clod of dirt. "And now you and I are going to ask Eko some pointed questions about the you-know-what."
"The what? Oh!" Omo throws up his hands at your level stare. "What? That's nothing I want to dwell on. Are you sure confronting Eko is wise?"
"I'm sure it's the fastest way to get some solid information. I'm tired of guesswork. As soon as he gets back, we ask him."
"Well, you won't have to wait long." Omo points down the road. "Looks like Eko's back."
Squinting, you can make out a robed figure making its way toward the village in the distance. Soon enough, you clearly recognize Eko Cleanvise walking with shoulders slumped and head down. He straightens up as he nears the village, running a hand over his balding head and settling authority over his shoulders like a cloak. He nods to the ditch-diggers, who ignore him as he walks by. You and Omo fall in on either side of him as you walk back toward the Temple.
"So... the wards all good?" You ask, fumbling for a way to broach the zombie in the basement.
"Yes, yes, no problems there. The village should have some warning if any zombies come this way." Eko replies absently.
"Great, great. Uh..."
"Speaking of zombies, we found the one you've got tied up in the basement." Omo interjects.
Eko stumbles, biting back an oath as he anxiously looks to see if anyone is nearby. You have the road to yourselves, but Eko grabs each of you by the arm and pulls you in closer. "I'm sorry, what?" Eko speaks quickly, and nervously. "I don't know what you're talking about."
"You really want us to believe you don't know everything that goes on in your own Temple? Besides, we found your notes. Don't worry, we're not going to tell your secret to anybody."
"Though maybe you should have told the villagers before the zombie attacks." Omo says darkly. "Maybe you wouldn't have two orphans to care for in your Temple."
"I couldn't have known there was an attack coming!" Eko protests, frantically waving his arms. "I cast my divinations, and there wasn't another zombie around for miles! I thought it was just a straggler from the fight to the North. I did nothing wrong!" Eko begins fumbling his flask from beneath his robes, then pauses, his eyes narrowing suspiciously. "Wait... how did you know I found that zombie before the attacks?"
Vitality- 10/11
Mana- 7/12
XP- 26/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Nervous
Twenty one days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 12/13
Mana- 1/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Torch(lit), Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Bandage, left arm
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Your XP went up by two since I forgot to increment that last update.
Are you certain he said Life mages? We know Order has healing spells too. If Life mages, people who can see the vitality network of things, have tried then that means that we probably have no chance of succeeding with a pure vitality manipulation approach. We need to find what's missing from them, if possible. Then again, necromancers are more capable of recreating life then Life mages so maybe they are also more capable of recreating souls then Life mages.
Something like a shark proof cage for necromantic constructs? Or something like a hunter's blind? Or a fence? Either way, good idea.
(http://24.media.tumblr.com/03ff0194daf2fa2f249dd3bc689ab25e/tumblr_mk2vjjUC5k1rjtabfo1_500.jpg)
Teehee, raise thread is still funny.
And it will always
be funny, one of the many risks of running a Necromancy-themed forum game
A few reasons:
- The list was somewhat extensive and completely crossed out, which means that he had it for some time and it makes sense for him to have captured it before the attacks given the timeframe and length of the list, not to mention he would have been too busy with the attacks and recent stuff to experiment on it
- It looked (and smelled) like it had been there awhile
- The villagers would have been very paranoid about undead around the time of the attacks so sneaking one in before an attack would have been a lot easier
- If we need to bullshit our way through: Our superior elven senses picked up something funky coming from downstairs
Still, press for information, he might know some interesting things. And make sure to get across that we have no intention of selling him out since it would be kinda heartless and cold of us to do so, when he does seem to be only trying to help others however he can against something he doesn't understand all that well.
Agreed.
I would rather not tell them that we can use life magic, they may want us to use more of it, it is not as though life magic couldn't help the village... These people likely know little about elves,and Omo is an experienced tracker, and corpses are not exactly polite, so finding noticing it by mundane means is likely to be a convincing lie.
Agreed.
Also, I think we should ask for more details on this sometime soon:
"What else can I do? My magics have failed me again. The records say that in the past we've called on healers from all faiths, even the Elves, but the Mages could do nothing for us. These bodies could easily persist into old age if we cared for them, but for what purpose? They are already dead, and the living still need my care."
Specifically, the bit about elves attempting to help them cure people who got drained in the forest. It seems odd that back in the village, Pevo told us
I was attacked by a great skeletal monstrosity. Everything we know about Necromancy says that the creature couldn't possibly date to the Golgothan War- undead simply do not last that long without being cared for.
if the elves have been involved in treating victims of another leftover of the Golgothan War.
Eko eyes Omo suspiciously. "Wait... how did you know I found that zombie before the attacks?"
You glare at Omo past Eko's head, then smile as the priest turns to face you. "That list was rather long, and crossed out like you'd tried everything. You haven't had the opportunity to play with it since we've been here, and I doubt you did all that in the brief period between the zombie attacks and our arrival."
"This is hardly about how we knew, anyway!" Omo says angrily. "This is about you hiding a you-know-what from the villagers!"
"I don't believe you are evil, Eko. We won't tell anyone. We just don't understand why you wouldn't tell anyone else."
Eko's shoulders slump, defeated. "There are protocols for dealing with the undead in Thrimesdur. There is small leeway to learn what you can. You're expected to use your Divinations, then destroy the undead as soon as possible."
"Divinations?" You ask.
"Yes. They are Order spells to observe and analyze; they've never been my strong suit. When I tried them on the zombie, I didn't learn anything that about how it had gotten past the ward."
You glance up and down the street; still empty. "Where did you find this zombie, anyway?"
"On the first of Felsite, I was-" Eko begins, running a hand through his sparse hair.
"The first what?" Omo asks in confusion.
"You know, Felsite." You and Omo exchange blank looks. "The month? Last month of spring, third month of the year?" Eko rolls his eyes when you shrug. "Really, I know you elves don't know much about the outside world, but surely you must have a calendar! How do you know when holidays are, or when the seasons will change, or when to plant?"
"The Sages handle that sort of thing, and the Mages make sure there's always a good crop to harvest." You reply defensively. "And any fool can tell what the weather is, if they stick their head out the door."
"What does it matter? You're supposed to be telling us about the you-know-what."
"It matters." Eko replies curtly. "Maybe time isn't a concern to you elves, but if you're going to journey among humans then you should at least know what day it is."
"Fine, fine. What were you doing on the first of Felsite?"
"Checking the wards, the same as I do to start every month. This was five days ago. Besides the wards on the farms and the forest itself, there is a certain monument near the boundary of Aloclesno, perhaps half an hour's walk north of the forest itself. An hour or two beyond the Scarletdaub farm."
"A monument?" Omo asks with visible interest.
"Yes." Eko nods. "It marks the site of a battle from the Golgothan War; well, a skirmish, anyway. It's the furthest West the Golgothans advanced before being thrown back. Anyway, the important thing is that the monument is protected by a ward, but when I went to check, there was a zombie on the inside."
"And you didn't tell anyone?" Omo questions.
"Of course not!" Eko snaps. "The strength of the Empire is based on Order magic. If I told the villagers that that magic had failed, so close to Aloclesno... it would have caused a panic! That sort of thing would spread far beyond this little village. No, I needed to learn how the zombie had come to be there, so I could explain to the villagers and put their minds at ease. I checked that there were no other zombies nearby, and then captured it."
"How did you manage that?" You ask curiously.
Eko sighs. "Cikul Scarletdaub helped me. He... was a good friend of mine. A little strange, to make his home so far from the village, so close to the forest, but brave and intelligent. He used to talk with me about the history of Thrimesdur, or some point of dogma or philosophy he'd sunk his teeth into. More importantly, he was also... a free-thinker. Not as bound by tradition as most other villagers. When I explained what needed to be done, he helped me subdue the zombie and smuggle it into the village in his wagon." Eko's voice becomes heavy with bitterness. "Cikul trusted me, and now he's dead. He's dead, and his wife and sisters are dead, and his only surviving family are soulless orphans." He fumbles beneath his robes for his flask.
You cough into your hand delicately, breaking the awkward silence. "I still don't understand why you couldn't study the zombie openly. Why all the secrecy?"
Eko takes a pull on his flask, then begins striding toward the Temple. You hurry to keep up. "I told you, there's a system to follow. As far as the Empire is concerned, anything you can't learn by Divination isn't worth learning. We're supposed to put our trust in Order. Besides, if the villagers learned the Divinations hadn't helped it would be almost as bad as learning the wards had failed in the first place."
"You say you're supposed to put your trust in Order. But... you don't?"
Eko gives you a sidelong glance, lowering his voice as a villager passes by. "That's the kind of talk you should keep to yourself. Especially around our new visitors." He adds meaningfully, nodding toward the Temple.
You look ahead to the Temple. Evidently, in the short time you've been gone a troop of soldiers has arrived in Bedscaled. A couple dozen cavalrymen are pitching their tents on the village green. A line of horses is tethered parallel to a side street, a pair of banners flying at their head. The larger banner bears an image of the divided square symbol Eko wears, the quadrants a checkerboard of black and white. The smaller banner hanging below it bears three red keys on a field of black.
Several of the villagers passing by give the soldiers and the banners approving nods. The villagers who notice Eko coming give him a cool nod, if they acknowledge him at all. Eko scowls; after glancing at the soldiers on the green, he strides purposefully to the Temple door.
Before he reaches the steps, the door swings open, revealing a heavily armored officer with a plumed helmet tucked under one arm. His already impressive height is accentuated by standing at the top of the stairs. The wind tugs at his long brown hair, making it stream to one side. Sharp brown eyes gaze from behind an impressive beak of a nose as he examines the soldiers. His face twists into a sneer when he notices Eko standing below him.
"So, you are the priest who cannot cast a simple ward, yes? I am Bale Matchedstones the Murky Guises, Knight of Uzin the Umber Spine, Third Lieutenant tasked with the Second Cavalry of the Third Imperial Army. You will speak with me." Without another word, he spins and reenters the Temple.
Eko's face darkens angrily; you catch his sleeve as he climbs the stairs. "Who was that man, Eko?"
Eko visibly bites back his anger. "Uzin is our god of war-making and vengeance, among other things. Ever since the Golgothan War, one of the responsibilities borne by Knights of Uzin is the destruction of Necromancers. It seems the Empire does not trust me to handle the situation; he is a specialist, and he outranks me." Eko pulls away from you, then pauses, his voice quiet and gentle. "Tell him nothing about the basement. He would kill me for treason, and I couldn't say he was wrong to do so. But he may also harm you two, however inadvertent your involvement may have been, and that would be an injustice." Squaring his shoulders, Eko grimly enters the Temple.
You stand back, regarding the Temple door, thinking what to do now. This Bale Matchedstones person seems dangerous, but he has no reason to suspect you, and it could be useful to know what abilities the Necromancer Hunters of Thrimesdur have at their disposal. You chew over Eko's story; if you have further questions for him, you can probably ask after he finishes meeting with Bale. You also consider your tentative plan to investigate Aloclesno, combing over Eko's words for anything that might change your plans. Your plans had been to make any excursion tomorrow morning, but if you want to dodge Bale entirely you could leave now, though it would be sunset by the time you reach the forest.
Vitality- 10/11
Mana- 7/12
XP- 26/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Nervous
6th Felsite,
Twenty one days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 12/13
Mana- 1/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Torch(lit), Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Bandage, left arm
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Hooray, the game date is now measured the same way it is in my timeline! Convenient!
We should hold back the excursion to the forest until tomorrow, and continue discussing with Eko after he is done with Bale. In the meantime, we should investigate the origins and history of the knights.
I think we shouldn't reveal that we are elves. Maybe only tell Bale or not even him. People (and soldiers especially) talk. If rumors start to spread about two elves wandering human lands far from the main roads and capital (somewhere elven representatives would be expected to go first) how long do you think it will be before the other necromancer puts two and two together and follows those rumors to us? Or even worse, what happens if the elves have already sent representatives and we get revealed as impostors? Or maybe they have told the humans about us. Or maybe the elves will hear about this and try to follow us. So lots of things that can go wrong. It's not like we have to tell them we're elves to gain the info we want.
And I think we should try to eavesdrop on the meeting. Shouldn't be too hard since I predict a fair amount of yelling.
Bale and friends:
What's going on around the world? What's the latest gossip? I bet the humans will be just as interested in that so that should be easy. Probably shouldn't ask Bale this, he's an important guy who probably doesn't want to waste time with gossip.
Have the humans requested help from the elves and the dwarves?
Is the human king preparing for war or at least for the defense of the capital?
Where are the necromancers? Any indication for their plans?
What are they doing?Has the necromancer changed focus? Fale knows we're elves, so Nightroar might have been ordered to advance west instead of east. That might explain the recent ward bypasses. If the zombies were controlled by Nightroar himself (or one of his lackeys if he has any) they could have been ordered to go through the wards.Info about their methods. Again, it seems like a lot of humans think they're awesome, so we can play the awestruck traveler (or teen. Elves look young, right?) that wants to learn more and be like them one day.
How do they fight zombies and necromancers?
Can they detect zombies and necromancers?
What's going to happen to poor Eko? He gave us poor travelers some shelter and he seems like a nice guy so we're kind of concerned for him.
Eko:
Anything he knows about the forest creature and the curse:What mages have examined the curse and what have they said about it? Does he know any details about the soul and what it is?
We've read in our magic book that Fire mages can cast spells that affect the soul. Have they been consulted? Does he have any specifics about what that soul affecting fire magic might be or do?
Ask if a soul can be destroyed or lost.
Say that we've heard stories about ghosts and spirits. Are those things real? Are they disembodied souls?
We've heard from a life mage friend that those things were made from pure vitality. Is such thing possible?
Has anyone ever seen the creature in the forest? Has anybody ever tried to fight it?
Has he ever tried to search the forest for zombies with his divinations?
Anything other he lied to us about. He lied about the zombie, he might have hidden other stuff from us. Tell him we need to know everything if we're going to be of assistance.Anything he learnt from the zombie. Could he learn anything or did his divinations completely fail him?
This is more of a "prepare his mind just in case we are forced to reveal we're a necromancer"/"gauge how he would possibly treat us if he knew who we really were" kind of question. He said he talked about philosophy with his friend, so why not talk a bit about philosophy/ethics/what's right or wrong with him. He said that he didn't follow procedure. Does he believe that the higher ups are wrong and that Order may not be the only way to learn about or fight the enemy? Does he have doubts about his role as a priest? Does he believe there's more he could do if he wasn't restricted by the rules of the priests? Would he be willing to cooperate with people from any magical faith if it was going to give him victory and the ability to help the other humans? Generally some probing questions.This stuff seems safe, as long as we make sure not to say anything that sounds like necromancer-sympathy.
About the gods. Order has multiple gods. Does he know anything about gods from other magical schools like water and earth? If other schools have gods what about life, our civilization's proffered school? (Elves do not have gods as far as I remember. They have spirits or something like that I think.) What about death? (The death question is asked in the end so that it doesn't arouse suspicion but merely sounds like a logical conclusion to a talk about gods of other magical schools.)
As an extension to the above question, we could ask whether or not gods actively participate in the events of the world and perform miracles and if yes, whether or not a death god could be weakening order magic and causing their wards to fail.Can he tell us more about Order gods? They seem like something any human of the empire would know about, so we should at least know the names and what they are gods of (war, peace, law, etc.).
Life magic has three schools. Does order also has three schools? What are they? (I suspect something like divination/warding/??) Does he know about any of the schools of the other faiths? Does he know if necromancy also has three schools? He almost certainly wouldn't know, and there is little need for us to know unless we're a necromancer.
Details about how the great necromancer war ended. How was Balkoth vanquished? Did he have a weakness or was it just a matter of luck and cooperation?
That's all I can think of right now. Any suggestions or objections?
That's everything I can think of.
You dither at the base of the Temple steps, debating whether to go inside. On the one hand, Bale Matchedstones certainly possesses knowledge that could be useful to you, and you're interested in the techniques of Necromancer-Hunters. On the other hand, he is a hunter of Necromancers, and you are a Necromancer yourself. There is undeniably an element of risk involved with associating with the Knight. Besides, he doesn't seem like a very friendly individual; hopefully Eko will tell you everything you need to know.
Moving down the street a ways, you spend some time watching the soldiers make camp. The tents are arrayed in neat rows, and it seems each tent holds three or four soldiers; it is hard to get good count, as they scurry around the village green like overambitious ants. Each tent is quickly accompanied by a small campfire, as well as a standing circle of steel-tipped lances and swords in oiled scabbards, close at hand in case of sudden attack. As soon as fires are lit, the soldiers begin fetching water and pulling rations out of their packs, preparing an evening meal. More than one village goodwife wanders over with baskets of bread or vegetables, which the soldiers receive with fervent thanks.
You watch with interest as several soldiers erect a much larger tent in the middle of the formation. You would have thought Bale would stay in the Temple, or some house with a free bed, but it appears he means to bed down with his men. No sooner are the banners transferred to a tall pole just outside that tent than Bale himself emerges from the Temple, striding into his tent with no acknowledgement of either the goodwives or his soldiers, though both groups give respectful nods and salutes.
Stepping quickly, you return to the Temple. The children lie as you last saw them, unmoved in their cots. The other cots have been dragged around Ado Drunkenstumbles, and a small gaggle of men, women, and children surround him, talking animatedly. It appears they are friends or family come to visit the dour man. Ado very nearly smiles at the youngest child as she tugs on her mother's skirt. You quietly slip past the reunion, and find Eko vigorously stirring a pot in the kitchen. He looks up as you enter, a glower fading from his face.
"Ah, there you are. Ado's kin brought some chicken stew." Rummaging through one of the cabinets, Eko pulls out some bowls and spoons and begins filling them. "It's quite good, much better than what we ate yesterday. Dana is an excellent cook."
You thank Eko as you accept one of the bowls and a piece of bread, sitting at the table to eat. "So, what's the news? How goes the war?"
"Did you get fired?" Omo asks bluntly, sitting down on the other side of the table with his own bowl.
Eko snorts as he settles into the armchair by the fire, resting a bowl of stew on his knee. "It is not Bale's place to relieve me of my duties as priest, but his presence does mean he takes precedence in all matters related to the undead attacks. His men will help fortify the village defenses tonight, and tomorrow he will begin scouting for any undead forces in the area. As far as the war effort goes, little has happened. The Necromancer has not been sighted on either the Eastern or Western fronts, though sporadic attacks continue to emerge from the lands he controls. We're prepared now, and the raids don't accomplish much. He's just throwing away bodies."
"How do you know what's going on on the other side of his army?" Omo asks around a mouthful of stew. He's already halfway through the bowl!
"Communication between Wizards is a simple matter. The Emperor's will is known throughout Thrimesdur as soon as he makes it known; it could hardly be otherwise."
"And what is the Emperor's will?" You ask quietly. "Are there any plans to attack Curo Nightroar? What about the Necromancer on the Jeweled Coast? Has the Empire asked for aid from the elves, or the dwarves?"
Eko shakes his head. "Things like that are not for a common country priest to know. I expect that campaigning will begin in earnest now that spring is well and truly here, and armies have had a chance to marshal. Supposedly there's quite a large army at Atkilpeme, the capital. The dwarves are nearly as reclusive as the elves, but with a threat of this magnitude I wouldn't be surprised if the diplomats have been working on some sort of agreement. I don't know that, I'm just guessing. I expect you could tell me more of the elves than I know." He says, giving you a meaningful glance.
"When we left Yicelafo they were preparing for a defensive war, in case you lot were defeated." Omo replies, idly scraping his bread through a mostly empty bowl. "It sounded like we were going to send an envoy of some kind, but I don't know what they were supposed to say, or offer." Omo perks up happily as Eko serves him another ladleful of the hearty stew; it really is quite good.
"Eko," You ask slowly, "I've been thinking. Exactly what magical faiths have examined the victims of Aloclesno?"
Eko runs a hand through his thinning hair. "Well, Order Wizards were the first, obviously, but all they could do was identify the root problem. Not long after the Golgothan War there was another child who wandered into the forest, and was recovered comatose. He was taken to the Elves in Yicelafo; they could do nothing more for him, I'm afraid, and his body lived on for years. It was after that incident that the policy of allowing the victims to die after a month was enacted."
You wave your spoon at Eko. "That's one of the things I was wondering; I distinctly recall one of the Sages saying that any undead creature made during the Golgothan War couldn't possibly last this long."
Eko shrugs. "This did happen only a few years after the Golgothan War, before the magnitude of the curse was well known. Perhaps they did not check up on the state of the curse. I will also say that the nature of the curse is still something of a mystery, and was even more unknown back then. The idea that the curse is some kind of Necromantic creature is still somewhat controversial, as no reliable witness has ever encountered it."
"No reliable witness?"
"Yes. There are more than a few accounts from frightened soldiers in Girus's army, but none of them agree other than mention of a zombie's fiery purple eyes, an easy fabrication for any soldier with experience fighting the undead. There are also many accounts by simple villagers and farmers that mention the eyes, a detail they are less likely to invent; however, there are also many more accounts that describe red or yellow eyes instead, and the size of the creature ranges from a large wolf to a cave bear. No priests, Wizards, officers or public officials of any kind have reported anything that would indicate a physical creature. Did you see anything while you were in the forest?"
You slowly take a bite of stew, pondering your reply. "Nothing definite, no. I got the sense there was a creature there, but I didn't see it clearly."
"Interesting." Eko cleans his bowl with his bread, sighing happily. "I've always favored the Monster theory, myself. The accounts that mention purple eyes all match one another reasonably closely. The other stories are no doubt fakes or exaggerations."
"You mentioned possessing spells that can detect the undead at a distance. Has anyone ever tried scrying on the forest?" You ask.
Eko nods. "Yes, several times. Nothing has ever been found, though at one time or another the entire forest has been subject to divinations. It's the biggest knock against that theory. There have been discussions about attempting to scry on the entire forest at once, to finally settle the question, but it would take a great number of Wizards to accomplish, and many of them would need to be of higher ability than your average priest. Nobody considers it worth the effort, as simple precautions have proven effective."
"What about ghosts, or wraiths, or something like that? Those stories sound like they could be disembodied souls, to me. Could they be the monster of Aloclesno?"
Eko sets his bowl aside, frowning in thought. "It's an interesting idea. There's a wide variety of phantasms like that. Some of them are loose souls bent to an evil purpose, as you guessed, but many of them are just ethereal creatures. Most of those stories involve the spirit looking for a body to possess; I've never heard a story about a ghost destroying a soul but leaving the body intact and unharmed. They either destroy you, or they don't. This peculiar half-death is unique to Aloclesno."
"Is it something that Balkoth could have made?" You ask eagerly, moving to set your bowl on a cluttered countertop.
"I don't know." Eko replies slowly. "I believe so. I have not made an extensive study of the Golgothan War, but I think I read something about shades fighting for the Golgothans on the Eastern Front. From what I recall, they had no soul-stealing capabilities, but they were quite effective weapons until they were repulsed by the Wizards. It's difficult to know what Balkoth was capable of; he was the most accomplished Necromancer in the world, at the height of Golgotha's power."
"How was Balkoth defeated, anyway?" You ask as you pull your chair closer to the fire.
Eko grins wryly. "What, you don't know the story? I thought every elf would know."
"She should know, if she had paid attention as a child." Omo offers, making a dogged attempt to clean his second bowl of stew. "They told the story often enough."
"Well, the short version is that a group of fearsome warriors set out to kill Balkoth himself. They were a symbol of the unity of the Alliance, and the represented the best each member had to offer. Thrimesdur gave the services of a Knight of Uzin. The Earth Kingdom sent the King's Champion himself, a dwarf skilled in all manner of fighting. The most powerful Water Mystic of the Jeweled Coast lent her arcane spells, and was accompanied by her Lizardman bodyguard. A Pixie Lord from the mountain tribes gave his deadly skill with blade and rapier. One of the last living Life Masters was there as well; some say he was the most powerful left alive after the Sacred Grove was razed. There was even a Chaos Shaman there."
"So many?" You say, surprised. "I had thought it would be a smaller group."
Eko shrugs. "The alliance was large, and for a mission this audacious they turned away no one. I understand the full group didn't even make it to Balkoth himself; they had to sneak their way into territory held tightly by the Golgothans, to the Great Temple of Death itself, then fight their way past fanatical bodyguards before they could personally face the most powerful Necromancer in the world. They won, of course. Sorry, I'm not much of a storyteller." Omo snorts in the corner of the room.
"Why did they have to go to the Golgothan Great Temple?" You ask, confused. "Why not confront him in battle, while he was campaigning? Why didn't they force the fight someplace hostile to Balkoth, instead of the heart of his power?"
Eko grins wryly. "Eh, I don't recall. I know I have a book on the subject, though I don't remember if a reason is given. It's more of a story and less of a history, I'm afraid."
"I see." You lean back in your chair, gazing into the fire. "I'm sorry, I seem to have strayed quite far from my original question. You called on the Life Mages to try and heal the victims of Aloclesno. Who else? I've read that Fire magic is linked with the soul."
Eko nods. "I have also been taught that, but sadly Fire Invokers are rare, now that the Fire Giants are exterminated. I've heard some dwarves practice that Faith, but they've never examined a victim. Eko leans back, thinking. By chance an Earth Magician was near a victim about, oh, three hundred and fifty years ago; he agreed to examine the victim, but found nothing. Not surprising; Earth Magicians aren't very good at healing much beyond broken bones. Several Water Mystics have attempted to treat the victims, but also fell short of the task. That leaves what, Air? Not many of that Faith wandering Urak any more."
"What about a Chaos Shaman?" You ask curiously.
Eko snorts. "What about Chaos Shaman? They aren't welcome in Thrimesdur, and even if somebody took a victim to them, and they were willing to help, I doubt they have any special facility in matters of the soul."
You nod, sitting silently for a time, trying to think how to broach your next question. "Eko... did you learn anything? In the basement?"
Eko glowers at the fire, fishing his flask from beneath his robes. "Everything, and nothing. Every spell worked exactly as intended. My wards, my divinations... they worked perfectly. Oh, I couldn't detect its thoughts, but they're not supposed to have any; those spells failed as they should have. But for the rest... I have no idea how that zombie got past the wards."
The silence stretches while Eko drinks. You cast around for a change of subject. "So... Thrimesdur has two gods, then?"
Eko looks at you in surprise, tucking away his flask. "Far more than that. You elves worship only one?"
"Not even that many." Omo says, stretching in the corner. "We venerate the spirit of the Walled Jungle, but I wouldn't call it worship. Just respect for something larger than ourselves."
Eko shakes his head. "You are unlike what I expected. How can you be so ignorant? It has been a thousand years since the Golgothan War ended."
"A much shorter time for our people." You say defensively. "We don't like to travel much. The world is a dangerous place, and we are few."
"It does not take very long to visit a library." Eko says curtly. He sighs, raising his hands. "I meant no offense. Thrimesdur has four chief gods of Order, as well as a multitude of lesser deities and spirits who array themselves in one pantheon or another. Uzin the Umber Spine is the god of Springtime and planting, as well as luck, aggressive war, and righteous retribution. His worship is common among soldiers, and Uzin's Day is celebrated when Winter turns to Spring. Atal would be the principle god as patron of the Emperor, though Atal is not any more or less revered than the other major gods. He is typically associated with civilization and the sun, as well as protection, justice and Summer, and the Festival of Atal will be mark the beginning of Summer. Not that far off, now. Resmi Beachnights is the goddess of the Autumn and the harvest, as well as marriage, secrecy, and the hunt. The Feast of Resmi is celebrated at harvest time across the Empire. Finally, Shezpa the Lens of Scribing is the goddess of crafts and Winter, as well as knowledge, darkness, magic, and honesty. Winternight is celebrated in her honor at the solstice, a day for friends to enjoy what good they have in the heart of winter and a night for quiet contemplation."
"And there are even more gods below them? Do all faiths have so many?" You ask.
Eko shifts in his chair, settling into a more comfortable position. "Yes, yes. I would be awake all night and all day tomorrow trying to familiarize you with all of Thrimesdur's gods. I'm fuzzy on some of the more obscure deities myself. I haven't made a study of foreign religions, but I know that the cities on the Jeweled Coast worship a wide variety of gods from across the world. The Horse-Lords have their own barbaric spirits they pray to, and... well, I don't know much about the Dwarven gods. I have heard of Ral Nourishedblankets the Citadel of Towers, who must be their chief deity, but I know little else."
"So many gods in the world, and none for the elves." You say, amused.
"Oh, I'm sure there must be gods and spirits strongly associated with Life." Eko interjects quickly. "Perhaps they are weak for lack of worship, or perhaps they do not seek out worshippers, but they must be there. Every nation has a shepherd, whether you know them or not."
"And your shepherds keep you from learning about your ancient foe. The magic you rely on has failed." You reply solemnly.
"The magic has not failed; the wards held in the basement. The failing must be within me." Eko says stubbornly. "And the prohibition related to the capture of undead is based in dogma, not the direct word of any god."
"And you think this dogma is wrong." You say.
Eko visibly struggles with himself. "It isn't wrong... there is reason for it. It prevents temptation."
"Temptation?"
Eko runs a hand through his hair, grimacing. "To abandon Order. To discard the force that holds the Empire together. To step outside your purpose. Wizards cast spells. Armies send scouts. Both tasks have their place, and both tasks should be carried out by those most qualified to perform them. Stepping out of your role... if I wanted to cast spells and go adventuring, I should have signed up to be a Knight and received the proper training."
"And are you tempted to knighthood?" You ask softly.
Eko sighs, remaining silent. You watch the fire burn low together. Omo snores softly in the corner, face down on the table. Well, he starts out snoring softly, but soon begins to emit noises resembling those of some sort of wild beast.
"Wake up, Omo." You say, poking him in the head.
"Hm what?" He asks groggily. "Why?"
"It's time to go to sleep." You say, working out a kink in your back as you stand.
Omo groans. "I was asleep, you hateful woman."
"It's time to go to bed, then. We have a busy day tomorrow."
"We do? Doing what?"
It's a fair question. You had planned to begin a more thorough investigation of the forest, but you've received a lot of information to ponder. If that is your intention, then you should begin thinking how to spend your day tomorrow; to go straight into the forest, or to try something else on the outskirts first? How do you plan to attack this problem, if you still wish to tackle it?
Vitality- 10/11
Mana- 7/12
XP- 26/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Pondering
6th Felsite,
Twenty one days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 12/13
Mana- 1/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Torch(lit), Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Bored as hell. Bandage, left arm
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Monk12 casts Level Three Wall of Text! I usually try to space the infodumps out, but you did ask for it!
I ended up giving each line an indent to try and break up the wallishness of the text. It looks kinda weird to me in a forum format, but I do think it's more readable than it was. I think I'll try doing everything with indents for a while. Call out if you have preferences one way or another.
Cellmonk gestures!
Topic shudders and begins to move!
Apologies to all those I have given fleeting hope.
I think that a foray into the edge of the forest has almost no risk, we can sense the thing coming after all. And there is no guarantee that the children are a loss. I support going into the edge of the forest, past the barrier, and waiting for a few hours or until something arrives, practising our escape route several times, and using control undead if they thing turns up...
Hmm. I'm fine with this, as long as we stay very close to the border. As in, just a few steps and we're out. And have see vitality active at all times.
As to the sense/see tonight, There's no point to casting see. We'll only get EP from examining Omo, and we can do that tomorrow when we cast it anyways.
Agreed. Also, Omo should wait just outside the edge, if we take him at all.
You think for a long moment, weighing the risks and rewards of your plan for tomorrow. After much inner debate, you nod decisively. "In the morning, we'll go back to the forest. I think there's a creature there, and I think we are uniquely suited to destroy it."
Omo nods sleepily, standing up from the table. Eko's eyes positively bulge out. "You're going to do what?"
Omo shrugs. "We'll destroy that whatever-it-is for you. Shouldn't be a big deal."
"Shouldn't... shouldn't be a big deal?" Eko splutters. "It's an ancient soul-destroying monstrosity! Nobody is sure it's even a physical creature, and you think you can kill it?"
"Has anyone ever tried before?" You ask, curious.
Eko puts a hand to his face, drawing a deep breath. "Several times, yes. Mostly villagers who couldn't accept the fate of their loved ones, and one priest who didn't find anything. That priest did well for himself, too, since most of the other fools who tried wound up dead!"
"A priest tried? What happened?" You ask, perking up. "Why didn't you mention this earlier? An eyewitness account would be very useful."
"He never saw any monster, though he did make it further into the forest than anyone since the Golgothan War." Eko says slowly, looking from you to Omo and back again. "You're serious, aren't you. You're going to try and kill the Curse of Aloclesno. Why? There's nothing to be done for the children; they're as good as dead. There's nothing for you to gain by doing this. The curse only afflicts those who step within Aloclesno. Why risk your lives?"
Omo frowns. "So we should do what, ignore it? Let some other fool kid walk in and die in a hundred years or so? Maybe that's a long time for you, but I intend to still be alive when that happens, and for the century after that, and the century after that. That's a lot of dead children in my lifetime that I could have saved."
"We'll be careful." You say simply. "We'll do things methodically, and if all goes well we'll have it taken care of before anything untoward happens. Of course, things are more likely to go well if we prepare carefully. Can you tell us what that adventurous priest did that kept him alive in the heart of Aloclesno?"
Eko gazes at you silently for a long moment, running a hand through his thin hair. "I... have a book on the subject. A Study of Aloclesno. Most of what I know comes from that book; I'll mark the relevant passage for you in the morning."
"You mean I can take it with me?" You ask, surprised.
Eko nods, standing up. "Good night. I'll see you tomorrow."
You sleep quite soundly, and wake shortly after dawn feeling refreshed and rejuvenated. Surprisingly, you find that Omo woke up before you; he's taken the bandage off of his arm, and smiles in satisfaction at how well the wound healed. It seems you are both fully recovered from your scuffle outside Aloclesno.
You step into Eko's living room for some breakfast, and stop, surprised. Eko is also awake, and dressed for traveling with a simple brown wool cloak and a backpack. In his left hand he holds a book, and in his right hand he holds a short spear with red and green tassels; you recognize it as the one you saw hanging in the basement.
Eko smiles happily. "Good morning! I've prepared some trail rations; I thought we should eat breakfast on the road in order to maximize daylight. I don't fancy fighting a soul-sucking monstrosity in the dark."
"We?" You ask cautiously. "We didn't ask you to come yourself. You have an important job to do for Bedscaled, maintaining the wards."
Eko scratches his head, suddenly seeming uncertain. "Well... the wards should be fine for days without my supervision. Weeks, even. Bale is in charge of hunting the zombies that attacked the other night, and he was quite clear he neither needed nor wanted my help finding them. He's also taken on organizing the defense of the village, so they don't need me for that. So, I could spend my time on administrative work preparing for a festival we may never have... or I could go to the forest with you."
"You seemed to think we were suicidal to even try." Omo says bluntly. "Now you want to join us?"
Eko sighs. "Nym... you asked whether I was tempted to knighthood last night. Well, maybe the life of a knight is beyond me, but I do think I made a mistake somewhere along the line, or my life wouldn't have lead me here. Maybe it's not too late to make the right choice."
You brush your hair back, thinking furiously. True, a trained Order Wizard might be able to help you in the forest, but your plan for dealing with the creature in the forest is largely based on your ability to control or destroy it with Necromancy. Should you refuse Eko? If so, what excuse can you give that will keep him from just following you?
Vitality- 11/11
Mana- 12/12
XP- 26/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Cautious
7th Felsite,
Twenty two days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 13/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Hungry
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Damn! Almost beat the bump!
Well, I am all for taking Eko, but make sure that we have our supplies, we should be ready to set up a camp outside the forest, make it clear to Eko that we may spend days studying the forest. If Eko backs out at the prospect of days, then it is one less thing to worry about, and if Eko follows, and finds out about us, then we can continue our journey without needing to return to the village.
Have we tested the water as far as eko's attitude toward necromancy? Like his ideas around why all recorded necromancers were hyperhitlers? He may not possess an innate animosity toward necromancy, and he may be flexible. He doesn't seem to be extraordinarily zealous about the imperial order religion.
You speak cautiously. "I wasn't kidding when I said we would be extremely careful. We could be studying the forest for days."
Eko shrugs. "I've already informed the mayor of my plans; he can handle anything I could, apart from the wards, and those will survive without my supervision just fine. Bale is in charge of the village's defenses now, so I'm really free of responsibility until I return."
Omo cocks an eyebrow. "This town has a mayor? I thought you ran the show here."
"Oh, no; when it comes to legal matters, the mayor is in charge. I'm only responsible for religious activities." Eko says nonchalantly.
"And this mayor approves of your excursion?" You ask.
Eko runs a hand through his thinning hair. "Well... no, but in this instance, he has no authority over me. Aloclesno remains firmly in my jurisdiction, so I have the final say over how I manage it. He doesn't like it, but he doesn't really like me either, so there's no harm done."
"And the children are cared for?"
"Yes, I've made arrangements. What, did you think I would just abandon them?" Eko says, exasperated. "Despite popular opinion, I can manage my own affairs. Are we going to spend all morning talking, or are we going to the forest?"
You nod. "Very well, then. Welcome aboard, Eko."
Omo coughs into his hand, shooting you a meaningful glance. "Ah, Nym, is this a good idea? You know, all things considered?"
You ignore Eko's curious glance. "It'll be fine, Omo. Let's get moving."
Eko smiles, leading the way to the door. "Finally! If we're going to do this fool thing, we'd better be about it."
You quickly pass out of the temple and into the streets of Bedscaled. Several villagers bustle about in the early morning light, most of them fetching water from the well. The soldier's camp is also active; it's difficult to get a good count, but Omo assures you that several soldiers and horses are absent, probably on some mission or other. Eko doesn't break his stride as he heads for the edge of town, despite receiving several odd looks for his traveling garb and his spear.
It's a beautiful day for a hike. The sun shines bright and hot in a cloudless sky, and a warm breeze from the west blows at your back. You had been a little worried that the portly priest would slow you down, but Eko sets a ground-eating pace, easily keeping up with your longer stride. Once you've put the village and farms well behind you, you slow down a bit to eat Eko's breakfast rations; a hard bread with some kind of nut baked inside, and some creamy cheese to go with it.
"So, Eko..." You begin, breaking the silence. "What do you think about all the Necromancers that have been popping up lately?"
Omo rolls his eyes behind Eko's back. Eko frowns, munching on his bread. "What do you mean by that? War and strife, pain and death; it is what always happens when Necromancers arise."
"Yes, but why do you think that is?" You ask. "Why do they always go on conquering sprees? It's a question I asked the Sages before leaving Yicelafo, and they did not know the answer. What do you think?"
Eko shrugs. "Well, just as humans are born with the spark of Order because they have the favor of one god or another, so too are Necromancers born with their spark because of the favor of dark Death gods. And just as humans use their spark to become Wizards and priests in accordance with the will of the gods of Order, so do Necromancers spread death and destruction at the urging of whatever dark gods they worship."
"Necromancer gods?" You ask interestedly. "What do you know about them?"
Eko finishes the last of his cheese and bread, shaking his head. "Not much, off the top of my head. They're all dead, now that their worshipers are destroyed. Supposedly, that is the reason Necromancers spend so much time fighting and conquering; the death they cause strengthens the god that empowers them, and if they ever gained their own kingdoms and followers they could establish Temples to Death, which would revive those gods."
"So that's why Thrimesdur suppresses Necromancy so harshly? To keep the Death gods from returning?"
Eko shrugs. "Well, that, and the prophecies." He sighs as you exchange a blank look with Omo. "Right. Elves. Of course you don't know the prophecies. Well. Alright... one of the main schools of Order magic is Divinations, and the most powerful and arcane spells of that school relate to predicting the future. Shortly after the Golgothan War, the Imperial Archmage was called to make a Prophecy, to guide the Empire after the devastation of the war. The Archmage was one of the most powerful Wizards to ever hold that title, and he made a series of prophecies to govern the actions of the Empire and the Order of Wizards. One of those prophecies says that the last Emperor of Thrimesdur will be slain by Necromancy; not in those words, of course, but I forget the exact verse."
"The Emperor will be killed by a Necromancer? Wouldn't that just make somebody else Emperor?" Omo asks skeptically.
Eko shakes his head. "No, it's very clear that this will be the last Emperor of Thrimesdur. His death marks the end of the Empire. And it's more troubling than that; prophecies made at the very founding of the Empire say that when the Empire finally falters, a great cataclysm will befall all of Urak. Many scholars have spent their lives analyzing and correlating the various prophecies of Thrimesdur, and while some passages are open to interpretation, these prophecies in particular seem clear. Necromancy will destroy the Empire and the world, and while it's unclear whether the former will lead directly to the latter, it's still best to take precautions."
"By killing every Necromancer you can find?" You ask. "I don't know... it seems to me that the Necromancers go on their killing sprees because they are so heavily persecuted. If they weren't killed for being who they are, wouldn't they just keep living peacefully in their villages?"
Eko barks a short laugh. "You know, it's funny... I had a similar conversation with Cikul not too long ago. It's hard to argue against the weight of the prophecies, and the High Priests say that the influence of the Death Gods would lead to war and destruction in any case. If the policy seems harsh, remember that it was implemented in the wake of the Golgothan War. The Necromancers of the world had just proven incapable of peaceful coexistence with the Empire, and then a dire prophecy warns that they will attack again in the future? An attack that will destroy the Empire, and maybe the world? I can't fault the decision that the Emperor made."
You make a polite, noncommital noise, walking on in silence for a time. "What did you learn about the last priest to go to Aloclesno?" You ask, pointing at his book.
Eko pats the book in his arm. "Not too much. The priest was named Kiros Muleclenched, and while he didn't give the reason he entered the forest in his journal, later writers suggest it was an unhealthy fascination with Necromancy, as he grew up in the wake of the previous Necromancer War."
"The previous Necromancer War?"
Eko nods impatiently. "Yes, Seto the Necromancer, about two hundred fifty years ago. Kiros entered Alocelsno thirty years after Seto was defeated, and kept detailed notes on his actions while in the forest. He entered Aloclesno under the protection of a Minor Ward against Necromancy- the same ward that surrounds the forest- and made slow progress for two days, sleeping under the protection of a Major Ward. He traveled about fifteen miles into the forest, and cast a Sanctuary on a clearing he found that likely dates to the Golgothan War based on the abandoned weaponry he found there. The Sanctuary lasted for two days, during which he cast several divinations on portions of the forest untested since the Golgothan War, as well as exploring a bit on foot."
"And?" You ask eagerly. "What did he find?"
Eko shakes his head. "Nothing. Nothing Necromantic, anyway; he made notes about plants not found outside the forest, but he found nothing to justify his caution. Ultimately he decided to leave the forest without risking his life further, and when he got out he was censured for priestly misconduct and misappropriation of Imperial funds; the mana potions he used weren't cheap, after all. The two charges together got him remanded to a monastery for... years afterward, anyway. Maybe the rest of his life."
"Aren't you worried that will happen to you?" Omo asks.
Eko smiles to himself. "No, not really. Oh, I'll probably get in trouble for risking my life on this mission, but I didn't waste Imperial funds to come along, and while such excursions are discouraged, they're not forbidden, especially with two recent victims in my care. I rather suspect there was more to Kiros' punishment than a sabbatical in a haunted forest, judging by some comments made by later writers."
"You said Kiros didn't go to the center of the forest, right?"
Eko nods. "Not physically, no. He did cast several divinations that covered the center of the forest, however, and detected nothing. That was the greatest outcome of his journey, as the center of the forest is beyond easy divination range for any border village; to my knowledge, that is the only attempt at scrying that portion of the forest made since the Golgothan War."
"But if he's the only one to try, then he could have missed something, right?" You ask eagerly. "Maybe he miscast a spell, or made some other error."
"I suppose it's possible." Eko says dubiously. "It doesn't seem very likely, though. Kiros was described as being quite accomplished at divinations, and by his own account he was quite thorough. His testimony is the strongest evidence that there is nothing physical to find in Aloclesno."
"We'll find something." You reply confidently.
The conversation shifts to Aloclesno, and the creature(?) that waits there. Eko gives you a brief summary of some of his spells -a list which include the spells cast by Kiros- and admits that he isn't much of a fighter; his spear belongs to a traveler who left it behind long ago, and his only training with the weapon comes from serving in the militia of his hometown, an experience that is mandatory for youths in Thrimesdur.
Soon enough, you stand at the edge of the forest of Aloclesno, not too far from where you entered it last time. Very little of the mid-morning sunlight manages to shine beneath the dense canopy of the forest, giving the forest a dim, enclosed feeling. The trees which seemed so hostile in the nighttime are now merely disgruntled, unhappy about unwelcome guests.
Eko steps forward, seeming to feel the air in front of his face. "Well, the ward is just as I left it. No worries there. What do we do now?"
The time is upon you; how should you begin in your dealings with the forest?
Vitality- 11/11
Mana- 12/12
XP- 26/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Cautious
7th Felsite,
Twenty two days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 13/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Curious
Vitality- 12/12
Mana- 9/9
XP- 35/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Optimistic
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes. Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case.
Major Ward- 3 MP - Casting time: 30 minutes. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Also, urgh, I really didn't wanted Eko to come, that will seriously hinder any help we can try to give.
Actually, it might be the other way around. Yes, our first order of business should be to try and control and study the creature, but if that fails, we can kill it with Eko without using necromancy. We can say we used our elven magic (which is technically true since See Vitality is a very low level Life and Death spell that could be casted by someone without much magical capacity) to detect the creature, try to control it or impair it (which isn't visible) and if that fails use Eko's spells to repel it and kill it or trap it. This abjuration spell is especially interesting, since the creature is essentially a concentration of necromantic energy.
Also, interesting to see that Order provides a means to see the structure of order spells, just like Death does for its own spells.
That book account proves that at least the wards work against the creature.
And the other stuff about the Necromantic gods and the prophecy is interesting too. We should make our way to the capital after this and hit the libraries for info about this Morka god and necromancy-related prophecies. And make a mental note to stay away from the emperor, just in case.
We could make our way a bit deeper to the forest, as far as the clearing since it's a relatively short trip, set up a ward there and investigate the clearing and then the area just outside the ward's boarder, with Omo casting Detect Magic and us casting See Vitality. Maybe even investigate on our way there if we can maintain see vitality and detect magic for that long. Or we could set up a mobile ward and then make our way a bit deeper into the forest, but I think we can take a small risk and not waste that mana.
Also, ask if all of this other guys spells were cast from inside the wards - maybe the wards were somehow interrupting the detection magic? Mention that you could no longer sense the vitality of your pursuers once you were outside the forest, indicating that the wards may be blocking your ability to detect them as well as their ability to detect you.
So, Goals:
We've got an improved version of detect vitality, which we might be able to use with our necromantic sight to really figure out more of what's going on with these creatures... IF we can get their attention. We should bring Omo with us, and talk about what's going on away from Eko's ears and talk about larger plans.
If we fail to draw any attention...
Search the woods for animals. Are there any? Bugs, even? Why does this force seem to target people - are the trees flatlined in the same way somehow? Without bugs to pollinate them, how do they spread and persist? If we can detect animals, do they differ from the kind of animals outside the ward - is it only smaller animals or something?
Gather information of this sort.
Other things to do:
Find out if Eko knows anything about synergizing magic. I almost suspect that golems may be something we can't do alone.
Oooh, good point. We should definitely find out about that.
We have Eko cast a ward on himself and maybe on Omo too, but not on us. We make sure to stay outside the range of the ward.
FTFY
PS: I see no problem with your suggestion. carry on...
Why cast wards on 2 people? Won't be any different from having it on Eko. Plus, having it on Eko gives us an excuse to get away from him.
@Deep Waters:
I think you're overthinking things a bit. Eko will know we are a mage as soon as we cast the spell to destroy the curse, if he hasn't already figured it out. If we want to continue to pose as a Life mage (and I think we should, at least for now) then being able to passively detect vitality is not something we need need to hide.
That said, getting Eko to cast an Alarm on a twig which will make a minor ward when the twig is broken would be a very sound precaution. If something bad happens, Omo or Eko can break the twig and make us invisible to the curse spirit.
Eko steps forward, seeming to feel the air in front of his face. "Well, the ward is just as I left it. No worries there. What do we do now?"
Omo looks at you questioningly. "Do we go in?"
"Yeah." You nod decisively. "Can you find the clearing where we found the children? We can use that as a base camp, if Eko wards it."
Omo grins. "Can I find a random forest clearing I've visited once before in the dark of night? Of course! Who do you think I am?"
"Good. Eko, can you protect us with a mobile ward on our way there?"
"I can, but you'll have to stay close to me to remain within the ward's influence. You should be fine if you do not stray more than ten feet. How far is this clearing?" Eko asks.
Omo scratches his chin. "It isn't too far off; an hour's walk, maybe two."
Eko nods absently, rummaging through his pack for his chalks. Pulling out a nub of yellow chalk, he begins muttering to himself as he traces odd patterns on his hands. Omo watches incredulously as Eko pulls back his sleeves to draw on his arms, then pulls up his robe to scrawl on his belly. You watch with interest; not from any particular desire to see Eko's stomach (which is rather chubby and distressingly hairy,) but because you want to see what Order Magic looks like.
Unfortunately, this spell just looks like a crazy person rubbing himself with a piece of chalk. Though the patterns are quite intricate, full of square shapes and right angles, they don't look like anything special. After drawing on every body part Eko can easily reach, he spends a few minutes with his eyes closed, still murmuring incomprehensibly to himself. With a sigh, he opens his eyes and nods.
"There. One Minor Ward against Necromancy, ready to go. As I said, stay close, and you'll be protected as well as I am."
"Well, if your spell is ready, there's no need to hang out on the edge of the forest. Lead the way, Omo!"
Omo leads you once more under the leaves of Aloclesno. The thick forest is much less oppressive in the daytime, though it is still rather gloomy. Perhaps the most striking difference is the noise; at night, the forest seemed unnaturally quiet, but by day the familiar chirping of birds and drone of insects fills the forest. Leaves rustle as a squirrel jumps to a smaller branch. Somewhere in the distance, a crow caws raucously.
However, even the usual noises of forest life are drowned out by the tramping of Eko Cleanvise.
Omo throws up his arms as yet another dead branch cracks beneath Eko's feet. "Burn me to ash, but are you going to step on every twig in this forest, Eko? Because you're making a good start!"
"Well excuse me for getting an education instead of playing in the woods all my life." Eko grumbles. "Not everybody can ignore little things like calendars and souls in favor of moving like deer. Never did like forests; they're far too disorganized."
Omo snorts. "All I'm saying is that you're making enough noise to wake the dead."
"That's the plan, right? We'll rouse that Necromantic monster from whatever haven it hides in, and then deal with it once and for all."
You wince as Eko shuffles through a pile of dead leaves. "Well, speaking of that; from what you said about Kiros's expedition, it seems like the wards kept the monster from finding him."
Eko nods. "That is quite likely, yes."
"Is it possible that the wards also kept him from finding the monster?"
Eko shakes his head. "No, that's not how the wards work. The Divinations are Order magic, and... they reach out past the wards, would be the easiest way to explain it. The wards would prevent Necromantic magic from entering- the stronger wards, anyway- but none of them would prevent Order magic from flowing out to find signs of Necromancy."
"Hm. Well, to change the subject slightly, I'm interested to know what kinds of tricks you can do with your Alarm spell."
Eko chuckles, twigs snapping beneath his feet. "Yes, that's quite a devious little spell. Some Wizards say the applications of Alarm are a school unto themselves. People have made some very clever things with Alarm; accurate timekeepers, intricate traps... one Wizard made a series of Alarms and Divinations that played a song from the sounds of different places."
"Really? Could you, say, set an Alarm to trigger a Ward, or an Abjuration if we do something simple like break a stick?"
Omo snorts. "He's broken enough sticks, if you ask me."
Eko gives Omo a sour look before shaking his head. "I know what you're thinking, but things are a little more complicated than that. I'd still have to prepare a Ward the same as usual, so it would only work if you plan to lure this creature somewhere specific that I can prepare beforehand. And Equations and Divinations are even trickier, because they are not normally prepared for as Wards are. To tie one of those spells to an Alarm, I'd have to simulate the conditions for casting them within the Alarm itself, in addition to the provisions that allow the spell to be held in suspension, which tends to make the spell both more expensive and more unstable."
"So... you can't do it?"
Eko sighs. "I can try, but it's not easy. I can only tie one spell to an Alarm, and it will cost more Mana than casting the spells separately would. Centering a ward on a person, or casting a Divination or Abjuration would likely consume my entire mana pool. I certainly shouldn't try right now, if you want a ward at this clearing of yours."
"Hm. Alright. I wish you had mentioned that when you were describing the spell earlier."
"Forgive me for not relating my lifetime of magical studies on the walk here." Eko says dryly.
"Actually..." You reply, "I had a random thought; do you know if mages of different Faiths can combine their spells? Life and Order, or Water and Earth, or something?"
"That is an odd question." Eko says with a grin. "I don't know of any spells that absolutely require the presence of multiple Faiths. Of course, there are many spells which work well with those from other Faiths, merely by virtue of their effects. Legends tell of mythical weapons and armor forged by the combined efforts of Dwarven Earth Magicians and Fire Giant Invokers, for example, and occasionally mages of other Faiths will study with the Wizards to use their Divinations to aid their own research."
"Interesting. Do you know-"
"Hey." Omo interrupts. "We're here."
The clearing looks no different in the light of day than when you first saw it; the ground is flat and covered with tall grass and leaves, and two young trees near the center of the clearing stretch toward the midday sun. At a nod from you, Eko begins walking around the clearing, preparing to enclose the entire area in a Minor Ward. You cast See Vitality, and at your urging Omo casts Sense Vitality.
You take a moment to look at Omo and Eko with your newly-enhanced vision. As far as you can tell, the Vitality network within them moves just like that of Ado Drunkenstumbles back at the Temple, except they aren't wounded. You don't see anything new, and while every individual you've looked at with this spell has had a unique Vitality system (Omo definitely has longer ears, among other things,) you don't notice any major differences between Omo and Eko. Of course, all this confirms is that something was very wrong with the Vitality of the victims of Aloclesno.
Examining the rest of the clearing reveals nothing out of the ordinary; the young trees are healthy saplings, the grass is basically tiny useless tubes of Vitality, and the surrounding trees all appear to be in good shape despite their unfriendly appearance. While Eko works on his ward, you and Omo take a quick circuit just outside the clearing.
"So what exactly are we looking for?" Omo asks, stepping over a particularly large root.
"I don't know." You shrug. "Anything out of the normal, I guess. Have you seen any larger animals in here?"
"Not with that boar you brought along smashing through the brush." Omo says, nodding toward Eko. "But we were following a game trail most of the way here, so there must be some kind of larger wildlife in here. Probably deer."
"Huh. So if there's some horrible Necromantic monster in here, why does it only target people, and not the other living things?"
"You tell me, you're the... you know." Omo shrugs uncomfortably. "Speaking of that, what did you bring Eko along for? I thought we were keeping this kind of stuff on the down low."
"He's got some useful skills. And besides, I think if we prove our good nature to him, he won't try to kill me. He seems like a reasonable guy."
"Yeah, sure. Reasonable. Just a drunk and a liar."
"That seems a little harsh." You say, frowning. "What have you got against Eko?"
"Eh, nothing, really." Omo shrugs, bending to inspect a mossy rock. "I'm just saying, he's not the most holy of priests. He's gonna let those kids die if we can't solve this thing, remember."
"That's their law; it's weird and wrong, but that's how it is. And he's not just letting them die; he's out here with us, right?"
"Yeah, yeah." Omo says, looking around. "Looks like Eko is done back at the camp; anything else you wanted to talk about out here?"
"Nothing that can't wait, I think."
You've seen no trace of the monster of Aloclesno; not surprising, since you've been out from under the protection of Eko's ward for less than ten minutes. You rejoin the portly priest in the clearing.
"So this is where the kids fell, huh." Eko says, looking around. "Well, this area is warded off, now. It'll be up for about a week, longer if I renew it. What should we do now?"
It's not quite midday, and you still possess most of your mana. Eko is running low, though he still enjoys two more hours of protection from his mobile ward. What next?
Vitality- 11/11
Mana- 11/12
XP- 27/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Curious
7th Felsite,
Twenty two days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 13/13
Mana- 2/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies, Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Cautious
Vitality- 12/12
Mana- 4/9
XP- 35/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- 2 hours of Minor Ward left
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
"Clarity" is slightly confusing, imo. How long does Eko have to meditate to get that effect? Does he have to meditate during the attack or beforehand in preparation? If the latter, how long does the effect last? Etc. The wards could use range specifications in their descriptions (assuming we know their range; if not we should probably ask Eko).
Eko takes a few seconds to achieve the proper mental state to use his Clarity ability; it's the rough equivalent of a combat action, inasmuch as those exist in this game. He can use it to recover from mind-altering effects (be they enchantments or just booze/drugs) or he can do it ahead of time to resist them in the first place. He can maintain his Clarity for quite a while, but it does take effort and focus, so it's not something he could comfortably do for more than an hour or so. Note that this doesn't provide immunity, just resistance; he could still succumb to particularly strong magic/drugs, and of course he has to actually use the ability to enjoy the benefit, so it's less helpful if he's ensorcelled unawares. As a side note, he mentioned he habitually uses Clarity before prayers and sleeping, as most priests do.
The wards lack range specifications since physically visiting/marking the location of the ward is assumed to be part of the casting; it would be difficult to cast a ward someplace he can't reach. I did add the rough maximum area of each Ward to the spell description; it's pretty much the same for any ward.
Also, the fact that Eko, who is clearly far more experienced than us, has 9 Mana in comparison to our 12, and has only twice the number of spells we have when we've only been a true mage for twenty-two days really says something, I think.
Something about our TALENT.
I will note that this was the benefit of taking the Elf starting choice; higher magical capabilities than other races at the cost of nifty equipment, starting knowledge, and readily-accessible corpses. This is also the reason MP-potions are a cottage industry among the other races; they need the boost if they want to get in a full day of magicking.
Anywho let's see if I can get the next updoot out in
less than a month.
(Lessee, Raise Dead's been used already, Raise Thread too... Ah!) Steal Vitality! *shove Vitality into thread* LIIIIVE!!
And the sound of many nerds flocking to the thread is heard. Sorry for the false hope.
But seriously, I created an account just to bump this thread. It's good.
Alright, I think it's time to throw in the towel. I've had a lot of fun with this, first as a game conceptualization and then as an avenue to practice my creative writing skills, but I think I have to admit that I'm never going to get any better than I am, and if there's no way for me to take it to the next level then there's no point in plodding along. I think that's why I stopped, I just knew that this is the limit of how good it's possible for me to do. You are Necromancer is dead... in this incarnation anyway.
See, I've always wanted to do an ISG, and I figure I've already got the hard stuff like rules and a setting in place here, so maybe I could reboot the story to help me develop as an artist. I know my art is going to be pretty rough to start out with, like how my writing was way back when, but I think if I tough it out and put some effort in then I can get better. Maybe not as good as freeformschooler or Solifuge or anyone with real talent like that, but self-improvement is the name of the game, right?
So yeah.
(http://tnypic.net/images/2015/04/01/461a76240b102129ecc89d85dc54bebc.png)
(http://tnypic.net/images/2015/04/01/864a7336fb236f049aa15b2030aa539e.png)
You are Faile, a young unattached elven maiden who has recently manifested Necromantic powers. You see here a zombie fish, some ants, a pool of water, and some trees. You can use your spell and your inventory to solve puzzles and navigate the world. You can unlock new spells by finding spellbooks hidden in the environment, so check everywhere!
What do you do?
(http://tnypic.net/images/2015/04/01/864a7336fb236f049aa15b2030aa539e.png)
What time of day is it? Are there people around that could see our Faile?
Also, the current date is probably very important. Is it Spring?
You are alone except for the fish. Yes, it's spring, can't you tell?
LETS RIP OPEN OUR STOMACH AND LOOK FOR A SPELL BOOK!
(http://tnypic.net/images/2015/04/01/39216dd33f76d232772fd943b745c4f1.png)
Your stomach proves difficult to open but you check for a Spellbook anyway. Nope, nothing.
(http://tnypic.net/images/2015/04/01/4a071120b1b41387961c5e7fd5812fc0.png)
You eat the zombie fish. Your Hunger stat goes up. Your Inventory stat goes down.
This is back?! Holy... wait, what are you talking about? Your writing was great! Unlike most wordy suggestion games, my eyes never felt like glazing over the text walls, and I always felt as invested in it as I would in a good novel. I don't think it ever really needed images--in fact, I'm actually kind of sad it has drawings now, as there doesn't appear to be any equivalent characterization so far with just drawings... oh well, it's not a big deal. Also, if you really want to improve in art skills, constant grueling practice is indeed the way to go-- but art tutorials might be a good thing to look up so you know what you need to practice. Don't feel limited to one art style either. What program are you using?
>Try to find the ants' colony so you can raise a zombie ant army with you as their zombie ant queen!
(Not as much of a connection to the character as there used to be. I've always seen images in ISG's as visual assistants rather then tellall for environment and emotions and similar.))
Investigate white stuff on ground.
(http://tnypic.net/images/2015/04/01/4a071120b1b41387961c5e7fd5812fc0.png)
That (Those?) is (are?) merely the remains of the undead fish (fishes?) you have consumed.
This is back?! Holy... wait, what are you talking about? Your writing was great! Unlike most wordy suggestion games, my eyes never felt like glazing over the text walls, and I always felt as invested in it as I would in a good novel. I don't think it ever really needed images--in fact, I'm actually kind of sad it has drawings now, as there doesn't appear to be any equivalent characterization so far with just drawings... oh well, it's not a big deal. Also, if you really want to improve in art skills, constant grueling practice is indeed the way to go-- but art tutorials might be a good thing to look up so you know what you need to practice. Don't feel limited to one art style either. What program are you using?
>Try to find the ants' colony so you can raise a zombie ant army with you as their zombie ant queen!
(http://tnypic.net/images/2015/04/01/2777181f0d2d5e3c4507a202273ca405.gif)
The ants are easy to zombify as they are so small and unimportant as to be lifeless anyway- you easily take the place of their queen!
Gimp, incidentally- I made a gif!
More word description is better then visual in my view. Images help, but the majority of the story should always be word based.
Have ants cut down tree.
(http://tnypic.net/images/2015/04/01/dcdd299c0e20648e111611c46b94af4f.jpg)
Your ants destroy the tree handily, creating an easy escape from your current pool.
Follow the stream, but do not cross it...
P.S.
So sad that it's gone, so happy that it's back, so conflicted...
(http://tnypic.net/images/2015/04/02/c6901dc0d368f9c3758c65f7be17ad1a.jpg)
You cross the stream, finding the cliffs that bound Yicelafo. Suddenly, your Necromantic senses begin to tingle! Something is written on the wall!
(http://tnypic.net/images/2015/04/02/d1ac379f21ddc1bc55a7e56b3cbbc95d.gif)
You get the sudden, inexplicable sense that the Creator is a massive jerk. Wait, no, it's an entirely explicable sense. You do not need to look at the calendar- you know what it says.
Happy April Fool's day everyone! Though I do intend to make an ISG (http://tnypic.net/image/6ef) at some point, that day is not this day, and that thread is not this thread. Today, in lieu of a picture I present you a thousand words.
Considering the length of time since the last update, here's a quick primer- You are Nym the Necromancer, and your quest to master your powers and create a new, better life for Necromancers as a whole has led you to journey to the Sacred Grove, ancestral home of the Elves which has been cursed by the ancient Necromancer Balkoth. Speaking of curses by the ancient Necromancer Balkoth, you now find yourself in a completely different forest which has been cursed in (probably) a completely different way. You are joined by your childhood (and current) best friend Omo who is willing to journey with you despite his misgivings about Necromancy, as well as fat man and local priest Eko Cleanvise who does not yet know of your magical alignment. Eko has told you what he knows of the Curse, and you believe to have encountered it personally on a previous foray into the forest to rescue Rismal and Nelti; now you hope to end the Curse once and for all.
As a courtesy reminder, every update is linked in the OP, so if you need to jog your memory on what has happened since you came to Bedscaled (or since you left Yicelafo, or since Omo joined the party, or since you ate that fish that one time) you can easily find each post there.
Thank you for your patience, and thanks for reading!
First, take a good look at those two sapling trees we found the kids by. See if there's anything unusual about them compared to the other trees and plants.
Then we should either go out personally and look, or have Eko use a detect undead with all of his remaining mana. Also, ask him to elaborate about those people of other faiths learning order divinations. If we don't have him spend all of his remaining mana, we should probably tell him that we're a necromancer, or make up a story to explain how we have the abilities we have. It would be really bad if we found the thing, subdued it, then had Eko freak out and attack us. If he's out of mana, that shouldn't be too much a problem, so long as we keep enough space between us to prevent him physically attacking us.
Also, look around for any unusual or interesting tracks near the clearing. If that creature has a physical form, then it ought to leave tracks.
I'm not so sure now is the right time to reveal ourselves.
"Damn humans. Why can't they learn to walk like deers?" That made me laugh. Omo is fun.
It was probably a case of other mages having order mages cast divinations for the purposes of studying the magic of the other element. Rather that mages of other elements learning order-derived divinations. And I propose that we should make the camp-site as comfortable as we practically can, we may be spending a week here... If there is any free time we should go beyond the ward and meditate on our necromantic senses for a few hours.
Good idea. We can let those 2 make camp while we go and wait a small distance away from the border of this ward. And if nothing shows its face we can use our remaining mana to try experimenting with golems. I would love it if we could make a small winged golem that we can use as a scout and messenger. We could work on its body while waiting.
If we had that golem it would be a good way to spend time that would normally be wasted: You're bored? Just merge your consciousness with the golem and take a look around. Or use it to watch where you're walking while you read a book. We can start with something small and weak, like a small bird made out of sticks, leaves, leather and rope with no brain and only simple muscles and eyes. And by pouring more vitality to it, adding upgraded or larger parts and refining its vitality network to make it smarter, stronger and overall more capable we might end up with a loyal companion, something like a giant winged robo-pet.
@kahn 1234: Actually, the trees were there when we found the clearing. But you're right, it might be worth looking into it.
"So this is where the kids fell, huh." Eko says, looking around the small glade. "Well, this area is warded off, now. It'll be up for about a week, longer if I renew it. What should we do now?"
"Hm." You scratch your head absently. "Well, first things first. Omo, did you notice any tracks that the monster might have left?"
"Nothing conclusive, no." Omo says, shaking his head.
""Nothing conclusive" doesn't mean "nothing."" You say pointedly.
Omo spreads his hands helplessly. "We didn't enter the forest in the exact same place we fled that monster, and that's the only place we saw it. Well, it's the only place you saw it, anyway." Omo shrugs, gesturing at the surrounding forest. "I did notice some faint traces of some creature entering this clearing, but it isn't anything more definite than some recently snapped twigs and disturbed leaves. It could have been the monster, or it could have been some other animal. No clear tracks of any kind, but this deep in the forest that's not too unusual."
"Alright. I suppose it wasn't likely to be that easy. Let's check out those trees." You turn, striding purposefully toward the saplings near the center of the clearing.
"The trees?" Eko echoes questioningly.
"What about the trees?"
You slowly circle the saplings, looking for any distinguishing marks or unusual characteristics. "Isn't it a little strange that when we found two soulless children, we also found a matching pair of young saplings?"
"I guess?" Omo says skeptically. "So what, you think their souls were turned into trees?"
"That seems unlikely." Eko says carefully.
You step back from the trees; from what you can tell, they aren't any different from the surrounding trees, apart from their age and location. "Well, no, not exactly. It just seems like an odd coincidence to me. All the other trees in this forest have been quite old."
"Well, clearings like this one are the only place saplings can get enough sun to compete with the older trees." Omo shrugs, kicking at an exposed root. "Coincidences do happen."
"Just see if I missed anything, alright? Hey, Eko, why don't you try some Order Divinations or something?"
"As you wish." Eko says, bowing slightly. "Is there anything you'd like me to check for specifically?"
"Yeah, why don't you use that spell you used to learn whether the kids still had a soul. Maybe Detect Undead? Whatever you think might help, we won't be doing too much exploring today."
"That would be my Diagnosis spell. It gives a general sense of a person's Vitality. Victims of Aloclesno have a signature weakness in their Vitality echo unlike anything else." Eko begins digging around for his chalks, then pauses, looking up at you. "I have never cast this spell on a tree before."
"Well, cast it on a regular tree, then cast it on a sapling. That way, you'll notice any difference."
"That will use all of my mana." Eko warns.
"That's alright, we'll save our real exploration for tomorrow." You say reassuringly.
Eko nods, readying a piece of white chalk. He walks over to a largish tree just outside the ward, giving it a bemused glance before starting to draw on the trunk. You turn back to Omo, who is running one hand down the trunk of a sapling.
"So, do you notice anything strange about these saplings?" You say, squatting down next to him.
Omo shrugs, standing up. "I'm a Ranger, not a Druid. These trees don't look sick, or... ensorcelled, or anything. Do you notice anything?"
"Well, no." You admit, standing back up. "But if there's one thing I've learned about Necromancy, it's that things aren't always obvious."
"Yeah, well, if there's anything subtle about this tree it eludes my powers of observation. What now?"
You rub your chin thoughtfully. "You go pitch camp- get Eko to help you when he's done with the tree. I'm going to go play with dolls."
"What?" Omo asks in bewilderment, but you're already walking away. Grumbling, he turns to the center of the clearing and begins unfolding his tent.
Nothing on the edge of the clearing indicates that a Ward has been placed here; perhaps Eko does not need his chalks to cast that spell. Stepping into the shade of the trees, you stride away from the clearing, far enough to get a modicum of privacy. You want to spend some time outside the wards to see if your Necromantic powers can sense any sign of the Curse of Aloclesno, and perhaps just as importantly you want to do some experimenting with your powers while your traveling companions are occupied; you sense that Omo still isn't completely at ease with your powers, and of course Eko doesn't know about them at all.
... Sitting on a mossy log, you gather up materials you can find close at hand; your headband, various twigs and vines, dead leaves, that sort of thing. In your mind, you can envision a sort of rustic basket with cloth wings you could animate and cause to fly around. In practice, however, you find yourself creating new and exciting piles of junk. You keep at it doggedly, but it eventually becomes clear that you don't really know what you are doing, you lack the skill to assemble such a creation even if you knew what it was supposed to look like, and the materials you have on hand to make the thing you don't know how to assemble are likely not sufficient to the task. Perhaps at your next opportunity you should enlist the services of a craftsman to make this sort of complicated toy with moving parts; for now, it seems you should stick to simpler things.
Shaking the twigs out of your headband, you sweep your pile of prospective golem ingredients to the forest floor and regard your surroundings. Everything seems peaceful here; the odd sunbeam breaches the forest canopy here and there, but for the most part the only light is a verdant glow filtered through the leaves of the ancient trees. In a way, it reminds you of your Necromantic hideaway back in Yicelafo; of course, this time you aren't the only Necromantic thing lurking here. You have been away from Eko's ward for some time, but you have felt no presence nor sign of the monster you believe to stalk Aloclesno. Perhaps you need to give the Curse of Aloclesno more time to manifest, or perhaps you need to take more aggressive actions.
You shrug to yourself. You did not really expect to resolve this situation this afternoon anyway. Ducking back through the trees, you find the camp mostly settled. Omo has pitched your tent in the center of the clearing, near the young saplings. Technically it sleeps four, but Eko is a large man, and you don't know him very well; tonight could well be cozy. Omo is breathing life into a campfire, while Eko carefully stows his possessions in the tent. After brief discussion, you agree that with Eko's Mana spent it would be wise to camp out for the remainder of the day and start your search for the source of Aloclesno's Curse in the morning. It is a welcome opportunity to rest after the exertions of the past few days, as well as an opening to become better acquainted with your new tentmate.
Eko stretches back, looking up at the bright midafternoon sky visible through the treetops. "You know, if you had told me a week ago that I would now be camping in Aloclesno with a pair of Elves while zombies threaten the village... well, I'd have thought it's time to lay off the Longland Beer."
You arch your eyebrow quizzically. "I thought Sewer Brew was your drink of choice."
Eko sighs. "Longland Beer is a drink for happier times. These days, on my budget, there is a certain quality in quantity." Sitting up, he fixes you with a stern look. "But I do not think you came all the way here to discuss my drinking habits."
"Why not?" Omo asks lazily. "We've got nothing but time to kill."
Eko nods. "Yes. I did not press before, since you were my guests in my Temple, but now that we are out here..." Eko waves vaguely at the trees looming overhead. "I have to ask; what brings a pair of Elves out into this forest in such dark times? Surely it is no coincidence that you seem so confident in your ability to handle the ancient Curse of Aloclesno at the same time the blight of Necromancy threatens the Empire."
You exchange guarded looks with Omo. You do not know that this is the right time to reveal yourself to Eko, but you do not want to lie to him, since it seems likely he will learn the truth sooner or later. "Well... Omo there has trained with the Elven Rangers, and for myself I have a bit of magical ability and the desire to learn more. We both wanted to see some more of the world beyond Yicelafo, and when we heard about the Necromancers we thought to leave the Vale while we could."
Eko lets out a breath. "So the Elves are not coming, then?"
"No, no, I'm sure they'll mobilize against Curo Nightroar." You reply quickly.
"I'm not." Omo says darkly. "If I thought I could see the world in an official capacity, I wouldn't have left."
"Well, there was some debate when we left." You concede. "We made our opinions known, then decided that actions speak louder than words and... here we are."
"So your coming to my village is merely a... coincidence?" Eko says doubtfully.
Omo shrugs nonchalantly. "The Necromancer is squatting on the main road, and when offered a choice between a haunted forest and a goblin-infested frontier, we chose the trees."
"We intend to travel to the capital at Atkilpeme, and from there we'll head to the remains of the Sacred Grove."
Eko leans back, stroking his chin. "You mean the Golgothan Barrens?"
"The what?" You ask, befuddled.
"The Golgothan Barrens are what used to be the Sacred Grove, long ago. The whole place is dead and blasted, and supposedly is crawling with undead." Eko chews his lip, visibly searching his memory. "I don't remember much about it; I know that was one place where priests with my training could be sent. It's like Aloclesno; a dangerous place, but with even less reason to explore."
"Where you could be sent? I thought you were from Bedscaled." You ask quizzically.
"No, no." Eko takes a quick nip from his flask, grimacing to himself. "Priests are not allowed to serve in their hometowns, or anywhere near if possible; it is a law that prevents favoritism. I'm actually from Gilebe, in the south."
"Gilebe?" Omo perks up, stirring the campfire with a long branch. "That's where the Great River meets the sea, right? I've heard stories about that place; the legendary acropolis, the shining walls, the biggest shipyard in the world!"
"Yes, Gilebe is a fine city, perhaps the finest in Thrimesdur." Eko says wistfully. "It is certainly the oldest, and has a long and proud history. Even so, it cannot compare to Atkilpeme."
"What is Atkilpeme like?" You ask, curious about your future destination.
"You would like it, I think. It is an entirely planned city, with every structure fitting into a neat grid. I spent much of my time at the Great Temple, learning the duties of a priest. A beautiful place, very square and perfect, every inch of it laid down with such a love of detail... And the Wizard's College is wonderful as well. The Ivory Towers of the greatest Wizards rival the Great Temple itself for prominence in the city, and from what I've seen of their interiors they may be even more beautiful and perfect." Eko sighs happily. "But what you'd really like, Nym, is the Great Library. It's right between the Great Temple and the College grounds, not so tall or imposing as the buildings around it but still a sprawling, carefully built structure. There are so many books, on so many subjects... what scraps of free time I had between my duties with the principals of Atal and my studies at the College were spent there, just finding something interesting to sink my teeth into." Eko says wistfully.
Omo snorts. "Sounds like a place to keep Nym away from; if I lose her in there, I'd never find her."
You stick your tongue out at Omo before turning back to Eko. "It sounds like you spent your entire life in cities. How did you come to be a country priest?"
Eko shrugs. "Like everyone who is apprenticed to be a priest, I was tested for magical aptitude. I had some small talent with Order; not enough to ever hold a high rank within the College of Wizards, but plenty to supplement my priestly training. The very first spells I ever mastered were Wards, and they remain my strongest school of magic. I never had a real gift with Divination, which is what they look for in the more urban orders, and there is always a need for priests with Warding talents in problem areas like Aloclesno or the Golgothan Barrens. If I had applied myself more to magic I might have qualified for service in one of the border towns, but really, it just made sense to play to my strengths and accept this posting."
"Was it hard going from the big city out here to the boondocks?" Omo asks, for once sounding genuinely curious.
Eko stares into the fire, nodding slowly. "Yes... it was so different from anything I had done before, anywhere I had been before. It was hard to adapt, at first, and I'm afraid I didn't make the best first impression. Still, it's been almost ten years now; I've gotten used to life out here." He looks up, smiling. "At the end of the day, people are people, whether they're village goodwives or wizarding acolytes or merciless merchants."
Eko spends the remainder of the afternoon telling anecdotes about his wizard training and his duties as the priest of Bedscaled, while you and Omo respond with similarly lighthearted stories about your childhood, daily life in Yicelafo, Omo's Ranger training and your checkered pasttimes (of which fishing was but the latest.) You find common ground with Eko in your fishing, as Eko used to regularly fish with his father on the banks of the Great River along with his father. Unexpectedly, Omo finds himself empathizing with Eko's stories about his strict teachers, and they swap stories about pranks they pulled (including some you didn't know Omo was responsible for; the incident with the pepper powder in your father's boots left him angry nearly as long as the sharp smell lingered in your home.)
Omo stokes the fire as night descends, and you all tuck into your provisions. Eko brought some dried meats, for which you gladly trade him some of your extra cheese; you decline to try his bread, which looks like a biscuit crossed with a rock. Eko doesn't complain as he softens it with his Sewer Brew, while you and Omo drink from the waterskins you brought along. Having spent much of the afternoon talking, there seems to be little reason to stay up late, and you all retire early with the expectation of an early start the following morning.
The tent is indeed cozier than you might have liked with Omo and Eko both crammed inside, but the night still gets cold enough to make the tight confines preferable to a spot by the fire. As you drift off to sleep, you can't stop planning your day tomorrow. You believe that somewhere in this forest is a Necromantic being of some kind, one that has remained hidden for centuries, one that remains incredibly dangerous. Deciding what to do when you find it is all well and good; first you need a firm search plan.
Vitality- 11/11
Mana- 12/12
XP- 27/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Curious
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 13/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly full), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Cautious
Vitality- 12/12
Mana- 9/9
XP- 36/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- 2 hours of Minor Ward left
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
I knew today was April 1st. Somehow, though, I never made the connection. Kek.
I agree with Andres about not outing ourselves yet. We've known Eko for a few days, a week at most; we don't know how he'd react if we told him such a huge secret in the middle of a necromantically-haunted forest. After all, I know that, if I planned on setting up near a place to conduct necromantic experiments, this would be the perfect way to start off. This near another necromancer's army, no one would notice a few extra zombies. I could quietly get rid of one of the people who are not only the most likely to notice who I am, but who's probably the only reason the village is still standing against a zombie onslaught-- giving me plenty of bodies to work with after their defenses die.
Once we've proven that we can use our necromantic abilities for good, however, I think we should tell him. For one, he's a good way to patch up some blind spots. As a priest of Order who doesn't know us very well, Eko is far more equipped than Omo to notice if we start acting in... stereotypically necromantic ways, and to act on it if we do. Telling him that directly would probably be a good way of earning his trust, if the whole heroic thing pans out right and he doesn't run off right after we confess. Plus, he's pretty worldly compared to us, and would probably have a lot of advice concerning other things-- we could get a lot more information about how certain magic works without making him too suspicious, for example, and he might even know who Morka is. More mundane things like how to not stand out too much in the cities would also be useful. However, I also recommend we talk to Omo about this beforehand. Skimming through the last post again reminded me how much Omo really doesn't like Eko, and we should address that before we add him to our party. I'm pretty sure Omo will advise against it, but hopefully we can get him to see our point of view...
As for curse experimentation... hm... Maybe we could try sapping the life of something little by little over time, without having to concentrate on it? I'm not entirely sure curses will work that incredibly differently from any other spell, though, or are even spells in their own right. I've got a feeling that the "curse" is actually a creature of some sort, given what happened in the forest as well as what little we know of Necromancy. If it is, it can't seem to leave the forest, so it must have either been ordered to stay in there or have an anchor in there somewhere that prevents it from leaving. I'm hoping for the latter, since presumably if we destroy its anchor, we destroy it. It may also be possible to destroy it simply by stealing all its Vitality-- it only had three, after all, and such a straightforward solution would never have been within the reach of a non-Necromancer. It might be difficult to explain if we do it in front of Eko, and I don't know if that would help the children, but there's not much else we can do with what little we know, if it is a creature.
EDIT: Reading back even more, it occurs to me that Order's paradigm is that all things have their purpose and that one shouldn't step out of their role. Eko is clearly becoming dissatisfied with that belief, though, since he's a priest who (tacitly) wants to be a Knight. It might be a good idea to draw parallels there-- something about how, according to everything he and you know about Necromancers, you should, by nature, be evil. Yet, you're doing everything you can to be a good person.
Instead of Steal Vitality, maybe we can work on creating Transfer Vitality or Give Vitality? See if we can transfer the vitality of a living leaf to a dead leaf directly. See if we can give our vitality to a dead leaf and see how well we can control that leaf compared to simply raising one.
If no one else can think of anything to do (literally anything), I suggest that, as a last resort to keep from utterly wasting time while waiting, we read Eko's copy of A Study of Aloclesno-- or, if that's not possible, study more of our copy of Prestidigitation for the Beginning Practitioner.
You awake just before dawn, judging by the wan light filtering through the trees. Eko seems to be sound asleep, but Omo is nowhere to be seen. Quietly leaving the tent, you step outside and find your friend sitting on a log by the campfire.
"Good morning, Nym." Omo greets you softly. "Sleep well?"
"Mm. Well enough." You lean back inside the tent long enough to grab your pack. "I'm going to go get changed. Freshen up."
"Maybe wake up a little, huh?" Omo's teasing grin is quickly replaced by a solicitous look. "Do you want company? I considered looking for fresh water when I woke up, but I figured we shouldn't wander alone into the haunted forest."
"That's very thoughtful of you, but I think I've got this. I don't need you hovering over my shoulder while I do... stuff." You stride off toward the treeline.
"Don't go too far!" Omo calls after you.
A short walk brings you back to the mossy log where you did a bit of experimentation yesterday; it's a good place, not too far from the clearing but with plenty of trees and low branches to give some privacy. You change into a clean set of clothes, using some of your water to cleanse your face and hands. Once your assorted personal hygiene tasks are completed you're ready to return to the clearing... except...
You take another look around, ensuring nobody is coming from camp to check on you. You haven't had as much privacy as you're accustomed to this past week, which apart from being a bit wearing in its own right has also minimized your opportunities to experiment with your Necromancy. Yesterday's "experiment" wasn't so much practice Necromancy as it was failed hobby crafting, and you've thought of something you can try real quick that could be quite educational.
The forest floor is virtually covered in dead leaves, many of them broken and dessicated from the abuses of winter. It's not too hard to find one in good condition, and you compare it to a nearby tree full of healthy leaves of the same kind. Your thought is that maybe you can drain the Vitality from one leaf and put it in the other without using Steal Vitality; something more efficient, something with less waste. When you try, however, you find you don't know another way to manipulate the Vitality short of pulling it out of the leaf and towards you- essentially beginning to cast Steal Vitality. It is rather like you had two buckets, one full of water and one empty; you can't work out a way to get water out of the full bucket without picking it up first.
You have another plan, however, one that you're pretty confident will work; it's basically what you did with the Animate Golem spell, after all. First, you begin to Steal Vitality out of yourself the same way you did to heal Nelti when you left Aloclesno on that night; you need much less Vitality for this trick, however, so you only deal 1 damage to yourself and spend 1 Mana to get a pittance of Vitality which should be sufficient for this leaf-sized experiment. Ignoring the minor pain of the act, you force it into the dead leaf.
Unlike the Animate Golem incident, you do not feel any great resistance to this act, nor do you feel the spell change at all; no further Mana is drawn from you into the process. Instead, the Vitality seems to settle comfortably into the leaf. With your Necromantic Sight (improved since the last time you did this) you can see the Vitality flowing through the three major veins of the leaf, fanning out into smaller veins as it flows to the edge of the leaf. You don't feel any sort of kinship or ownership over the leaf due to the fact that your own Vitality is animating it, but perhaps that is because you don't know what to do with a leaf; it's pretty useless on its own.
You don't notice it right away, distracted by the more interesting patterns of Vitality in the veins of the leaf, but the tiny amount of Vitality you imbued the leaf with is dissipating- quickly. By looking closely, it seems that the Vitality flowing around inside the leaf ebbs around the base of the stem; before you can properly react (or think of a way you could react) the Vitality is gone, and the leaf is once again lifeless.
You scratch your head, examining the leaf as you try to work out exactly what just happened. The leaf was dead, but you animated it without casting Raise Dead or Animate Golem; indeed, the only spell you cast was that pathetic Steal Vitality. Then, the Vitality in the leaf faded away rapidly; you don't know as it even lasted a full minute. It seems like there is some insight to be gained here to the relationship of those three spells, but you don't know what it is just yet.
Resolving to think about it more later, you return to camp. Eko has also arisen, and is staring into the fire blearily. Omo sits opposite him, tucking into his breakfast. You take a seat beside Omo, eating your own meal.
"Ahh." Omo sighs in satisfaction, wiping crumbs from his fingertips. "Alright then, what's our plan for this forest?"
You're only halfway through your own breakfast, and answer around a mouthful of hard cheese. "Eko, you brought that book about that guy who went to Aloclesno before, right?"
Eko yawns as he breaks into his own provisions. "Yes. A Study of Aloclesno has the account of Kiros Muleclenched, the last priest to enter Aloclesno and the only one to travel within scrying distance of the heart of the forest."
"Right." You swallow your mouthful, washing it down with lukewarm water from Omo's waterskin. "Let's read that. Maybe we can see what prevented him from finding the source of the Curse."
Eko shrugs, digging around in his pack until he withdraws the book. Opening to a page marked with a ribbon, Eko begins skimming the text. "Let's see... he cast a Sanctuary to use as his base camp, then quaffed a Mana potion to cast a Minor Ward on himself and followed up with Detect Undead. Five mile radius, not enough to cover the whole forest but enough to comfortably cover areas of the forest not reached by castings on the border. He spent the rest of that day exploring his local surroundings on foot, found some plants, found some antique weapons..." Eko thumbs forward a couple pages. "The next day he sent with more conventional divinations; Clairaudience, Clairvoyance, See Invisible, Detect Magic, Scrying..." Eko glances up at you. "Scry is quite a powerful divination, and beyond my own abilities. It essentially let him use Detect Magic and Detect Undead at ranges beyond himself, covering much of the forest. Anyway, after that night the Sanctuary ran out, so he cast another Minor Ward on himself, one last Detect Undead for good measure, and left."
"So he was covered the whole time, and never drew the creature to himself?" You ask.
Eko shrugs, returning to his breakfast. "He didn't know there was such a creature, but even so his Divinations should have found it."
"The same way your Divinations should have warned you about the zombies that attacked the other night." Omo asks pointedly.
Eko's face darkens. "That's different. Perhaps the rest of the zombies were just outside the range of my spell; I am not as gifted as Kiros was supposed to be. My spell worked fine on the zombie I had."
You gaze idly into the fire, finishing your breakfast. Kiros never encountered any Necromantic creature in the forest, even though you know there is one roaming about now. Could it have been smart enough to know to hide from Kiros, or was there a flaw in the priest's method? What can you do to succeed where Kiros failed?
We have an unusually large mana pool because we're an elf. I don't know if we have large mana pools even for elves, though-- it was mentioned that we were once identified as having a lot of magical potential, until we demonstrated having absolutely no ability to learn even the most basic of Life magic. Also, source materials? What source materials? I don't recall any of that being mentioned in the thread itself.
I'll take a moment to address this one, since Nym would know this setting detail. Yes, you have an unusually large mana pool compared to most races by virtue of being an elf; this is why your MP is higher than Eko's despite his extra training and practical experience. However, it is also unusually large for elves as well; Omo's MP would be average for the Elven race, and you beat the pants off of that right from the start.
That said, your MP is not unusually large for elves with magical talent; you would be considered average for most novice Life Mages. We have not seen the stat sheet for Elana Foundwasps, but her MP is significantly higher than yours both because she is rather well endowed as far as Mages go but also because she has spent her entire life in training, improving both her raw strength (i.e MP) and her understanding of the power and limitations of her magic.
As far as the Elders are concerned, what is unusual is the fact that you have the MP of a spellcaster but never developed Life magic. It's not unheard of, but still pretty strange. Of course, the really strange bit is that not only did you develop talent in a school of magic never before seen in an elf (Pevo Zephyrtempest (http://www.bay12forums.com/smf/index.php?topic=96692.msg2787816#msg2787816) mentioned in passing that Air magic used to be another talent of the Elves that was wiped out in the Golgothan war) but that the talent you acquired is the diametric opposite of the principal talent of all other elf mages. They don't know that part though.
Also, the source material RAM alludes to were mentioned in the OP; part of what inspired me to pull the trigger on YaaN was the then-current development on Dwarf Fortress related to Necromancers, the then-current story arc of the webcomic Erfworld (http://archives.erfworld.com/Book%200/1) related to a Croakamancer main character, and my own revisiting of an old PC game called Lords of Magic (http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/LordsOfMagic) (which had a scenario featuring a Necromancer, 3 skeletons, and no other resources trying to overrun a developed Life area.)
That said, "source material" is probably a strong term; "inspiration" is probably more accurate for the relationship between those materials and YaaN. In other words, while there are cosmetic similarities (most names are taken from DF world gen, for instance, while the 8 Magics and Balkoth and Urak are taken from Lords of Magic) they have more to do with my own laziness and lack of any kind of plot-related intentions prior to starting the game than any insight into the mechanics of magic or the plot I have since devised. Notably, my conceptualization and most of the mechanics of Necromancy predate the rest of the setting and plot.
Vitality- 10/11
Mana- 11/12
XP- 28/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Curious
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 13/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Cautious
Vitality- 12/12
Mana- 9/9
XP- 36/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- 2 hours of Minor Ward left
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Oh, yay, YaaN is back! I had lost hope! :D
...I need to check my email more often. I'm late.
I support the plan that has us walking just outside of a ward carried by Eko. If we do that, and we're far enough away from Eko to talk, then I think we should discuss our powers of necromancy with Omo- both what we can do, and our planned experiments. Ask him for input, even if we don't think he'd know anything useful.
So the leaf drained of vitality when we shoved some in, and wasn't an undead. The vitality probably drained because it was severed from the body; a severed finger would die pretty quickly too.
First, I think we should test if our injected vitality is any different from natural vitality. Tear a similar leaf from a tree, and watch it's vitality. Does it leave in a similar way? A similar time period? Does it's structure look different?
If the leaf acts the same, then I think we should try to revive a complete corpse. Probably something like an ant, killed using steal vitality. Or perhaps something larger, like a mouse, so that we can more easily tell if it acts unnatural.
On a different note, I think we should test if we can control multiple balls of vitality at once. Can we steal vitality from two different trees at the same time? How long can we keep a ball of vitality around? Can we steal some from a tree, then wander around with it all day? Probably not useful, but I'm curious. Although we can't test it, I wonder if other necromancers can manipulate vitality that we took out of something...
Lastly, I think we should discuss all experiments with Omo beforehand. Partially, just to support the idea that he's watching us to make sure we don't become evil, but also to make sure we keep no secrets. If he knows we're not keeping secrets, and he understands how necromancy works, he'll trust us more than if we just have unexplained powers of doom. This extends to Eko, once he joins our party, if he ever does.
As far as the telepathy idea, I agree with Baffler- it's too dangerous to do to Omo. Perhaps we could at least try it on an animal first? We won't have the empathy and shared history, but we can test if the basic idea seems possible.
It lives!
The Curse didn't affect the priest before, but he was warded the entire time and used indirect methods to try to find it. We can't rule out that it has some means of concealing itself. Almost everyone else who goes in, unprotected, must be attacked by it at some point because they rarely return. It's risky, but we may have to eschew the protection of the wards (specifically designed to conceal people under its protection from the undead) and lure it out of hiding to have any hope of finding it. Ideally some protection to step into wouldn't be far away. Also worth noting is that the only attacks that we know details of occurred at night. It chased us out of the forest after dark, and the children fled into the forest from a zombie attack the night before. Again, it's risky, but it's worth considering.
...............tree.....climb.....now.
...............tree.....climb.....now.
+1 also where exactly are we again? Sorry it's been a very long while for me and I want to know about the situation we are in.
I'm busy right now, so I can't analyze this situation deeply-- but it would be prudent to consider that the creature might be neither physical nor undead. Perhaps ask if Detect Magic can also detect creatures that are derived from magic?
We should also ask if there are any known patterns about the curse. Is it more likely to occur at night? Does it prefer certain victims? Or certain locations?[/b]
You dust the crumbs of your breakfast from your fingertips, looking around the fire at your companions. "I think we should do some searching outside the protection of the wards; perhaps the monster is smart enough to avoid them. The wards seem to be the only difference between Kiros and the victims."
Omo grins. "Right. And we want to be victims."
You scowl at Omo. "That's not what I meant and you know it. Kiros didn't encounter any monster, but the victims did. We'll stay close together, and we'll be very careful, but we need to meet this monster if we're going to solve anything."
Omo holds his hands up defensively. "I'm kidding, I'm kidding! It's a good plan. Let's go."
Omo rises from the campfire, returning to the tent to grab his pack. You follow his example while Eko hastily finishes his breakfast. Within a couple minutes you are all prepared for your stakeout, and strike off into the forest.
You do not travel very far beyond the safety of the Minor Ward before Omo finds a likely enough area; the trees are a little thinner and the branches a little higher, giving as much line of sight as you can expect short of finding another clearing. Following Omo's advice, you arrange yourselves in a triangular shape; you and Omo climb trees closer to the heart of the forest, while Eko remains on the ground closer to your base (muttering not-quite-quietly enough to himself about nonsensical tree-climbing Elves.) In this way, you expect to detect the creature coming from either the ground or the trees, and gain an advantage on it.
All that remains is to wait for the monster to arrive.
Time passes. Eko sits down against a tree and closes his eyes, while Omo seems to fade into his tree beneath his mottled Ranger cloak, holding his staff across his knees. You... become bored.
"Hey, Eko." You call out softly.
Eko opens his eyes, abandoning whatever inner thoughts he was entertaining. "Yes, Nym?"
"I've been thinking about what you said about ethereal creatures, and other non-zombie undead from the Golgothan War." Grabbing a low branch, you hang out from the tree to get a better look at Eko. "Do you know anything more about them? Is there a way to detect them, in case we're wrong about the Curse being a physical monster?"
Eko runs one hand through his thinning hair. "I do not know very much, but I suppose I know more than nothing at all. When it comes to ghosts, shades, wraiths... the majority seem to be creatures of Necromancy. Nobody knows if those are creations of Necromancers or if they arise through some unknown natural process. However, some ethereal creatures are simply projections from the Spirit World, and appear in places where the boundaries between our world and theirs is thin."
"Spirit world?" You ask.
Eko sighs. "Right. Urak is just one world among many; they are not a separate location, exactly, but instead lay across our world like the layers in an onion. In some places the separation between layers is thin enough to bridge if you are sufficiently powerful, and in very rare places even common people can slip between the worlds if they are not wary. The Great Temple of Order is built on a thinning between our world and the world of Order, where Atal and the other Order gods reside. Order magic is easier to cast there, and has more powerful effects impossible elsewhere."
"Really?" You reply, intrigued. "Are there similar places of power for the other Magical Faiths?"
"Perhaps." Eko shrugs. "I do not know of any, but I did not make such topics a focus of my studies. I always did rather poorly in metamagical training." He stretches. "How long do you intend for us to sit out in the woods?"
"I don't know. I suppose we should give it until noon before giving up." You squint upwards, trying to judge the position of the sun between the trees. "Another couple hours, anyway. Are there any patterns to the attacks? Does the curse only manifest at night, or in certain parts of the forest, or anything like that?"
"No, no." Eko shakes his head. "Anyone who ventures deeply into the forest is never heard from again; sometimes parties which skirt the edges suffer the curse, and sometimes the emerge unscathed. There is one sensationalist tale of a party of woodcutters who claim to have seen their comrades consumed by the forest before fleeing themselves, but it's unconfirmed since they refused to lead anyone to where they were logging, and nobody was willing to explore for the missing woodsmen on their own."
"Well, I suppose we'll just have to wait. If it doesn't show, we'll just have to try something... else..."
You wander off at the end, distracted by what your Necromantic senses are telling you. About fourty feet away you can feel a source of Necromantic energy, three vitality's worth, same as the night you rescued the children from Aloclesno. Scanning the forest quickly, you find it; low to the ground, about the size of a large dog and moving at a trot. You're too far away to get a good look at it's Necromantic structure, and there are too many trees and obstructions in your way to get a visual of it, but it seems to have 6 legs; definitely not a zombie dog. It seems to be approaching from towards the heart of the forest; it is closer to Omo's corner of the perimeter, and is angling directly towards him.
"Nym." Omo calls out softly, remaining perfectly still. He's seen it, and may be trying to get a jump on it. The creature will be on you quickly. What now?
Vitality- 10/11
Mana- 11/12
XP- 28/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Curious
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 13/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Cautious
Vitality- 12/12
Mana- 9/9
XP- 36/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Base Camp Minor Ward- 6 days remaining.
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
- let's try to move the vitality within ourselves around and see how that affects our physical movements.
- First up, we rip off a leaf and watch its vitality drain away. Second, we rip off another leaf but use some mana to keep the vitality in, maybe making a new spell. Third, We rip off some more leaves and use Raise Zombie/Command Undead on them. The plants aren't entirely dead yet, after all, so it would be interesting to see the results.
- Oh, and we should definitely try using see vitality while raising a zombie or stealing vitality if we get a chance, so that we can see if we can find out where vitality comes from and why it is lost.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Even though the creature looks like an ambush predator, in the case of the children it didn't look like there were any signs of struggle. One child lost its soul on the spot and the other run and then ended face first into the dirt with its soul gone. So we know that it takes some time to steal a soul or to recover after stealing one, but the process almost immediately incapacitates the one attacked. Even if Omo can one-hit-KO the creature and even if he can resist the attack for a few seconds due to his high vitality and training (unlikely, since soldiers didn't have much luck with it), we shouldn't risk having him fight the creature. So he should definitely back off to a safer height/distance or if we can't convince him to do so, at least convince him to not attack.
Eko should also be warned about the direction it's coming from so that he is ready to cast a necromantic abjuration to keep the creature away. Still not sure about whether or not he should run with Omo so they can help each other (Omo with navigating the forest, Eko with abjurations).
And now that we do not have line of sight and cannot attack the creature, we should try commanding it. Imagine being a creature with 6 legs, trotting through the forest, seeing the souls of 3 humanoids in a way similar to "see vitality". If it turns out the creature is easily controlled, we should make it stop while we decide how to proceed. If it resist or if it is intelligent, then we should try to convince it with simple feelings and mental images that we mean it no harm and that it should not hurt us and that we're a necromancer that can help. Or if that doesn't work we should convince it (again through simple feelings and mental images) that we are powerful and we can kill it, like Balkoth, so it should obey us, essentially intimidating it and associating ourselves with people we know it didn't hurt. We should generally focus our mind on our need/desire to communicate and exude a feeling of peace, stillness and being in control during the entire Command procedure. We should keep it simple, in case it is an alien low intelligence creature like the ones Eko described.
Once we get line of sight and if we have failed to control it, we can try impairing its eyes and then its legs, since it is one of our invisible spells.
Only steal vitality if it is getting dangerously close and impair does not work. Even then, try not to steal all of its vitality unless it looks like if we won't kill it it'll hurt one of us, so we can study it.
If things look like they are not working, we and the others should be ready to run away.
This is sensible, but I'm not sure about the diplomacy. It's not something we've tried before, and the rest of the plan would only leave us with 1 mana. We don't want to risk using too much to drain all of its vitality at the end if we need to. Otherwise +1.
+1
"Nym." From his vantage, Omo can see the approaching monster. He sounds focused, like a nocked arrow.
Your mind races in the heat of the moment. "Climb higher, Omo. It's coming for you. Try to get out of reach."
Omo doesn't respond, simply making his way higher in the tree until the branches become too thin and spaced out to reach easily. Eko scrambles to his feet. "It's coming?" he asks in alarm, clumsily readying his spear.
"It is. Get your Abjurations ready, it's going for Omo."
You push Eko from your mind as you focus on the creature clattering through the underbrush; it's a wonder Eko doesn't hear the noise for himself. You quickly try to piece together what the monster must be from your limited information: it has six legs, like a giant bug, it's looking at the same bushes and trees that you are, it's on a mission to find You and Omo and Eko, it has sight like a Necromancer. When you try to Command it you can feel an echo, or rather a hum like an arrow whistling past your ear or an unseen hand just behind your head. It's a feeling of closeness that is strongest when you focus on it's Necromantic Sight and what it feels, but weakest when considering what it sees and what its body is. You sense that Command Undead is possible, but you do not yet know enough about it to make the spell resolve.
You step quickly along a thick branch of the tree you're hiding in, trying to get a better view to help finish your spell. You grab a higher branch and lean outwards, getting a clear look around the tree between yourself and Omo. This affords you a clear view of the monster as it breaks through the undergrowth and emerges directly beneath Omo's tree.
It's not really a monster though, or a creature at all. It's some kind of bewilderingly complicated golem. Its body appears to be cast out of ancient bronze, dented and tarnished. It's legs are made of the same stuff, but have suffered even more abuse, and the "feet" of the construct are covered in muck. The places where the legs join the body are concealed by strips of leather; when the legs move (an awkwardly violent up and down motion) flashes of purple light illuminate the ground as the leather shifts. The construct as a whole is plain-looking and unadorned, rather like a metallic water tub had decided to go for a walk in the woods.
It's just outside the range of your detailed Necromantic Sight, though you can still get a sense for the shape of the Necromantic energy animating the construct. A disproportionate amount of Vitality seems to be concentrated towards the front of the body; the head, perhaps. The body itself holds very little, serving more as a hub for energy to flow into the legs, pooling at the joints and trickling down each limb.
There is no time to discern details; only this glimpse. From the time you first sensed the construct to the time it burst into view has been only a handful of seconds. Now it is directly beneath Omo, and though its body ceases its frantic movement the speed of its actions transfers immediately to the realm of Necromancy. To your eyes, a fine rope of Necromantic energy seems to erupt from the "head" of the monster, snaking up between the branches before coiling around Omo's head. There is a whipping motion as the rope of Necromantic energy curls into a ball and snaps back towards the creature.
Omo falls from the tree.
Eko curses, stumbling forward as Omo's body crashes through the branches, landing in a heap on the forest floor. You don't have time to waste on profanity or useless shouts. Your blood is rushing in your ears. What do you do?
Vitality- 10/11
Mana- 11/12
XP- 28/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Not Panicking
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 9/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Empty
Vitality- 12/12
Mana- 9/9
XP- 36/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Base Camp Minor Ward- 6 days remaining.
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
- let's try to move the vitality within ourselves around and see how that affects our physical movements.
- First up, we rip off a leaf and watch its vitality drain away. Second, we rip off another leaf but use some mana to keep the vitality in, maybe making a new spell. Third, We rip off some more leaves and use Raise Zombie/Command Undead on them. The plants aren't entirely dead yet, after all, so it would be interesting to see the results.
- Oh, and we should definitely try using see vitality while raising a zombie or stealing vitality if we get a chance, so that we can see if we can find out where vitality comes from and why it is lost.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
impairing its method of attack (the rope thing (unless we can't see it, in which case we should go for the eyes)) and then going for the legs (or trying to command it again, if that's what people want)
If we can pair that with a physical attack (jumping at it from above maybe, assuming it's a safe-ish height), it would be even better, since it would help deflect suspicion.
In any case, yell at Eko to stay back.
Eko rushes forward, his curses giving way to soft, rythmic chants as he prepares to cast Minor Abjuration. You drop from your tree and pound after him. "Eko, stay back! I can disrupt it!"
Eko stumbles to a halt, turning to question you further, but you are focused on the monster that has attacked your best friend and is now turning to face you. Now that you have moved closer the underpinnings of its network of Necromantic Energy are much easier to discern. It's quite intricate, with Vitality moving in more complicated ways than you've seen in any zombie, but three areas jump out to you; the places where the legs join the body, the "head" (which is simpler than you might have guessed, though it does have two structures that look like more complex versions of the eyes you made for your Rope Golem,) and a confused jumble in the heart of the construct.
There's no time for further examination. You don't see any coiled ropes of Necromantic energy or anything that looks like the weapon it used to attack Omo, but you reason that it can't hurt you if it can't see you. You carefully extend your own will towards the construct, feeling the shape of the Necromantic energy in its head. You cup the lumps of energy you presume to be its "eyes," and squeeze.
Impair Undead
As expected, the Necromantic Energy in the "eyes" unravels in a flash, seeming to disappear. The construct shudders to a halt and for a moment stands perfectly still, almost in surprise. Abruptly the monster spins and begins running back the way it came, blindly crashing through brush and careening off of trees, somehow correcting itself to continue in roughly the same direction.
You glance behind yourself. Eko kneels over Omo's crumpled and unresponsive body; seeing the monster run off he rises to his feet. "What now, Nym? Omo's down!"
"I know!" You ruthlessly quash a rush of panic, fear, and anger; you don't have time for it right now. "Help me catch it! Break its legs, but don't break it!"
Not waiting for his reply, you turn and run after the construct yourself. It isn't hard to catch up; though the monster's six legs seem to give it good stability and keep it from falling over it is still quite clumsy without its sight, constantly tripping over roots and fallen branches. You get in range for another Impair Undead when it runs straight into a long log, nearly falling over before it begins scraping along the side looking for a way around. This time you target the legs, but the joints connecting it to the rest of the body are much sturdier than what held the eyes on; if the eyes were leaves, the legs are a branch. You can't spare the attention to try and impair more than one leg at a time, picking at the knob of energy where the leg joins the body the same way you'd pick at a tightly tied knot. Slowly but surely you find purchase, and pull. The Necromantic energy between the body and the leg dissipates, the Vitality in the leg separated from the rest of the body.
The leg ceases to move, slowing the construct even further. You bite your lip, preparing to kill another leg. This has been quite mana-intensive, but you can't let it escape with Omo's soul. You prepare to cast another Impair Undead, but suddenly Eko bursts onto the scene with a scream and a spear-thrust. ... His first strike glances harmlessly off the bronze body of the golem, but Eko quickly changes his attack and stabs into the join between the leg and the rest of the body, piercing through the leather flaps protecting it. ... There is a brilliant flash of purple light, and the leg falls to the ground, completely severed from the rest of the body!
"Eko, wait a moment!" You call out, not wanting Eko to inadvertently destroy the monster in his zeal to disable it. With two legs on the same side of its body disabled the construct lurches and falls to the ground. Though its limbs flail wildly, they have too little range of motion to seriously threaten you or Eko. The construct continues its escape attempts, pitifully attempting to drag itself away inch by inch. You suppose that if you were to leave it all night it might eventually get someplace, but for now you have more pressing concerns; the welfare of Omo Thunderjaw.
"Have we done it, then?" Eko asks nervously. You don't reply immediately. Now that you have the opportunity to study the inner workings of the construct, there are two areas of interest to you. The first is the "head" area, where you clearly have ripped away whatever passes for eyes. It seems much simpler than the Vitality you detected in Ado's head, or even the cursory examination you made of the zombie soldiers. It is the headwater for every stream of Vitality within the creature, but little more; no bizarre patterns or intricate permutations here. There are two more "knobs" of Necromantic energy on either side of the head, reminiscent of the eyes.
The new bundle of Vitality in its heart though... now that's intricate, incredibly so. The Vitality there is a rather small fraction of the rest of the creature's, and seems largely segregated from it too. However, the bundle of Necromantic energy holding everything in place is much more convoluted than anything else in the creature, or any Necromantic creation you've seen before. In fact, the only thing it compares to is the ball of Vitality within the skull of Ado Drunkenstumbles.
The construct is at your mercy, and Omo remains in dire straits. What now?
Vitality- 10/11
Mana- 7/12
XP- 30/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Not Panicking
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 9/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Empty
Vitality- 12/12
Mana- 9/9
XP- 36/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Base Camp Minor Ward- 6 days remaining.
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
- let's try to move the vitality within ourselves around and see how that affects our physical movements.
- First up, we rip off a leaf and watch its vitality drain away. Second, we rip off another leaf but use some mana to keep the vitality in, maybe making a new spell. Third, We rip off some more leaves and use Raise Zombie/Command Undead on them. The plants aren't entirely dead yet, after all, so it would be interesting to see the results.
- Oh, and we should definitely try using see vitality while raising a zombie or stealing vitality if we get a chance, so that we can see if we can find out where vitality comes from and why it is lost.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Everyone else has already suggested the sort of things I would suggest, so let's keep it relatively simple while hopefully covering all our bases: Examine the creature's vitality more closely, paying special attention to anything that might allow us to separate the more intricate ball of vitality from the rest of the creature without harming the ball (perhaps checking to make sure the vitality ball isn't interconnected with the creature's vitality network in any way, and if so taking note of weak points in the connections in the hopes we can sever them cleanly). Also, ask Eko if he can do any divinations on it.
Do not do anything that would reveal our nature just yet-- not only could we potentially cause problems if we rush into things without having the slightest hint of what we're doing, but we don't know how Eko would react. Let's not risk revealing ourselves unless it's necessary. However, if the creature appears to be affecting the ball in any way (destroying it, processing it, etc.), immediately try commanding it to stop. Saving Omo's soul is ultimately more important than our secret.
A few side notes: Those two knobs on the side of its head that are similar to eyes may be its ears. At least, that would explain how well it navigated even without its eyes. I'm tempted to say we should impair those too, just to be safe, but we have our mana reserves to think of... Furthermore, where was the construct trying to run to? Was it following orders to retreat to some predefined safe area if injured, or does it have some rudimentary survival instincts?
We should definitely See Vitality just to get a better understanding of the thing before we do anything with it. Get Eko to bring Omo's body to us. Omo's body is probably lighter than the thing's and we'll need the body on hand if we need to do an emergency soul transfer.
"This is the Curse of Aloclesno?" Eko asks uneasily, edging towards the struggling golem. He seems to be out of his element and unsure how to proceed. "I somehow expected more."
"We're not out of the forest yet." You say decisively. "Let's drag this over to Omo; or better yet, let's bring Omo over here. He probably weighs less than this metal hulk."
You join Eko in grabbing Omo's limp body by the legs, dragging him over the forest floor. The construct continues its pitiful escape attempts, churning the earth as it drags itself away by inches. With one last pull you lay Omo's body on his back near the construct, his sightless eyes staring at the canopy. You turn away, taking a deep calming breath. It's alright. You can fix this.
"Okay." You say quietly. "I hope- I think this thing is holding on to Omo's soul, but we need to be sure. Can you cast that spell to check? Diagnosis?"
"I have nothing to lose by trying." Eko replies. He slips one hand inside a pocket on his pack, withdrawing a stick of white chalk. He hesitates over the construct, then begins tracing his triangle and circle symbol, flinching away whenever the creature lurches forward.
While Eko begins his spell, you begin casting your own. Casting See Vitality fails to reveal any new insights into the workings of the construct itself, but it does give you a fine basis for comparison between Eko and Omo. Omo's vitality strongly resembles that of the soulless children; a limp ripple trickling from his head, in comparison to the strong surge you can observe in Eko. Like the children, Omo lacks what Ado and Eko have; a bizarre, churning concentration of vitality writhing like a mass of snakes.
Looking at them side by side, that mass of vitality bears more than a passing resemblance to what you can see in the heart of the construct. They are both immensely convoluted, seeming to turn in on themselves in odd bends and swirls yet almost with a suggestion of underlying order, like an unbelievably intricate knot. Though it does not exactly replicate what you can see in Eko, it is close enough for you to think they must be of a kind.
However, there are two important differences between what you can see in Eko and what you can see in the construct. The first is that while Eko's ball of vitality is an intrinsic piece of his overall vitality network, the ball in the construct is almost a separate entity; it does not send pulses of vitality to the rest of the construct, nor does vitality flow back into it. The second is that Eko's vitality ball seems... unconstrained. It is a natural pattern within his vitality. The vitality within the construct, however, is bound completely by the same sort of Necromantic energy that gives shape to the vitality in the rest of the construct. While you don't know what gives Eko's vitality its shape, you are confident you could impair the Necromantic energy in the heart of the construct and the vitality within would flow away, losing cohesion and form. You doubt it would maintain its pattern the way Eko's seems to. If the construct's ball of vitality is in the shape of a bottle, then so is Eko's, but without the bottle. You don't see an empty bottle in Omo to fill.
You take another look at the Necromantic Energy forming the rest of the construct. Unlike the zombies you've encountered which mainly had their "tubes" of Necromantic energy enveloped entirely within the body of the corpse, the construct seems to have a thin web of Necromantic energy across the exterior of the bronze body. The body only, and not the legs which as expected have their Necromantic energy located in the core. You do not know if the construct has some mechanism to open itself to pass the "soul-ball" of vitality through- perhaps the denser stuff near the head- but you are confident that you could impair enough of the construct's "skin" to create a passage you could use.
"Nym..." Eko says warily, unsure of himself. "This thing is unlike any vitality network I've examined before. It seems simpler in some ways, but there are other things I simply do not recognize."
"Is there anything that looks like a soul to you?" You ask intently.
Eko runs a hand through his thin hair. "I don't... maybe. There's something in the heart of this monster that feels like a soul, but it is faint, very faint, almost incomplete." Eko shakes his head, scowling in frustration. "You said that you were a Life Mage; surely you know better than I!"
Technically you never said any such thing, but you are in no rush to correct that particular misconception. "I felt the same thing. I think that must be the key." You say more confidently than you feel.
Eko clenches his fists, taking an unconscious step towards you. "Then you can save him! The monster doesn't win this time!"
You lick your lips nervously, somewhat taken aback by Eko's vehemence. Can you find a way to save Omo? You sense that a mistake here could be costly.
Vitality- 10/11
Mana- 6/12
XP- 31/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Not Panicking
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 9/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Empty
Vitality- 12/12
Mana- 7/9
XP- 38/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Base Camp Minor Ward- 6 days remaining.
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
- let's try to move the vitality within ourselves around and see how that affects our physical movements.
- First up, we rip off a leaf and watch its vitality drain away. Second, we rip off another leaf but use some mana to keep the vitality in, maybe making a new spell. Third, We rip off some more leaves and use Raise Zombie/Command Undead on them. The plants aren't entirely dead yet, after all, so it would be interesting to see the results.
- Oh, and we should definitely try using see vitality while raising a zombie or stealing vitality if we get a chance, so that we can see if we can find out where vitality comes from and why it is lost.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
establish empathy. do this by picturing us as the creature, hunting souls in accordance with its directive. if we can empathize with a rope, we can empathize with a soul stealing construct.
then using emotions and mental images order it to return omo's soul
If we manage to command undead, then the first thing we should do is use the added empathy command undead gives us to sense the body of the construct (both mundane and the part made out of necromantic energy) to get an idea of its abilities.
And we should not order it anything, so that its original orders are not overwritten. We should look at what its current orders are and what memories and mental images it has stored for those orders. Unless it looks like it's hurting Omo's soul, in which case we should order it to stop.
It's better to imagine what it feels, since we know that we could feel the dirt in our rope golem.
"Then you can save him! The monster doesn't win this time!"
You walk closer to the construct, kneeling down beside it. "I think I can, Eko. Whatever you see, don't interfere unless I ask, alright?"
Eko heaves a heavy sigh, leaning against a nearby tree. "As you say, Nym. Just... defeat this foul Necromancy. I was prepared to die to stop this monstrosity, but now... I wasn't prepared to stand by and watch it claim another victim."
You prepare to cast Command Undead once more. You think back to your first attempt, before Omo was taken. You felt you were close to merging with its awareness, but had no knowledge of its body. You have a much better idea of that now, however; a metal carapace with four working legs driving up and down, dragging one useless leg behind, a head to the fore and some kind of soul-sac in the body. You exert your will, and Command Undead.
You gain the expected doublevision associated with Command Undead, but something is wrong. It's not just that the construct is blind; it has some senses, including awareness of its own body and another sense you can't grasp right now. Rather, your awareness of the construct is murky and uncertain, and it does not reveal its mind to you or respond to your command.
When you attempt to tighten your grip on the mind of the construct, you can feel something pushing you back.
... No matter how you fumble and strain, your attempts to bring the creature under your control are thwarted by another presence, one that feels separate from the construct itself. You can sense it dimly when it opposes you directly- surprise, fear, anger, and some other loathsome feeling you can only express as a cockroach skittering in the corners of your mind- but not clearly, or for long; this other presence is too deft and powerful for you to latch onto, and it fights like a badger in its den. You quickly feel your own hold on the construct weakening, and despite your own clumsy defense of your willpower the construct is peeled out of your tenuous grasp like candy being taken by a stern adult.
You step back hesitantly as the spell dissolves, bewildered by what you experienced. The whole encounter took only seconds, and despite your failure you learned a lot. The construct doesn't have ears, for one thing; you sense that those bundles of vitality are sensory in nature, but they do something you couldn't access without full control. Your soul-sac hypothesis was bolstered by what you could sense of it; or rather what you couldn't sense. It was the only part of the construct you had zero awareness of, as though it wasn't even part of the construct. You get the feeling that it was definitely not the source of the other presence... a worrying prospect.
The construct does not cease its attempts to escape. Eko is clearly anxious and impatient, looking to you for any kind of update. Omo remains unconscious and soulless. What now?
Vitality- 10/11
Mana- 4/12
XP- 31/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Not Panicking
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell, and broke a construct's leg.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 9/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Empty
Vitality- 12/12
Mana- 7/9
XP- 38/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Base Camp Minor Ward- 6 days remaining.
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
- let's try to move the vitality within ourselves around and see how that affects our physical movements.
- First up, we rip off a leaf and watch its vitality drain away. Second, we rip off another leaf but use some mana to keep the vitality in, maybe making a new spell. Third, We rip off some more leaves and use Raise Zombie/Command Undead on them. The plants aren't entirely dead yet, after all, so it would be interesting to see the results.
- Oh, and we should definitely try using see vitality while raising a zombie or stealing vitality if we get a chance, so that we can see if we can find out where vitality comes from and why it is lost.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Now this is interesting, but the implications are worrying. Do we have any sense of the location/source of the other presence? It could be that it wasn't just a lair it was fleeing to, but its master as well. It follows then that if the presence is away from us, and necromantic in nature, maybe try to command it while we're all inside of Eko's ward (or a new one if it's too far away). The ward's shielding effect might be enough to disrupt or remove whatever outside influence is keeping us from taking control of the construct.
Ask Eko if he knows anything about contests of will between casters.
Yeeeah that might be useful. Something like "There's something more here, not sure what."
+1
Command undead once more, Attempt to imitate the presence through empathy, basically you are playing copycat with the other presence.
Eko stands up straight, leaning towards you expectantly. "Well?"
You lick your lips nervously, phrasing your words carefully. "Eko... what do you know about contests of will between casters?"
Eko grows very quiet. "Nym, are you-"
"Eko, please- we may not have much time. Something is directly resisting my spells. Something intelligent."
"I see." Eko murmurs. "Sometimes, two Wizards will attempt to manipulate Order in the same way, at the same time; perhaps because they are incompetent teammates, or rarely because they are fighting with their magic. The particulars differ depending on the spell, but usually the more skilled and experienced Wizard will eventually be able to impose their will and block the effects of the other. It is said that this can happen when Order Wizards try to directly neutralize Chaos Shaman as well, and was common during the Pacification." Eko's low voice gains urgency. "If you are up against the Necromancer-"
"Then I won't let him stop me from saving Omo." You say harshly, turning back to the construct.
You take a deep breath to calm yourself, trying to ignore Eko hovering over your shoulder. You were not expecting another presence to oppose your previous attempt at command, but now you're ready for a fight. Controlling the construct is the key to restoring Omo; it may be able to directly reverse the soul-stealing process, and even if it can't a closer study of its mind and abilities could yield priceless insight into that process. The construct is at your mercy. You will prevail in this contest of wills. You have to.
... You Command Undead once more, but it seems you are not the only one ready for a rematch. Your sense of the construct is even more tenuous this time, and every time you attempt to assert your dominance you feel your control crumble, blocked by that foreign mind. However, instead of fiercely driving you away and shattering your spell, this time the other presence seems... hesitant. It does not allow you to gain full control, but it also does not block you out.
Your sense of the construct is too weak to feel what happens next, but with your own eyes you observe the Necromantic Energy located in the construct's head shift and change. It begins near the unidentified structures of Necromantic Energy located on either side of the head; new strands of Necromantic Energy appear seemingly from nowhere and pool deeper inside the creature to make... something. You have no idea what it is just by looking at it; it is small and flat and somewhat ornate, with a tiny amount of Vitality from the construct's network rerouted through it. It's nothing you couldn't make yourself if you were so inclined.
Almost as soon as that structure is completed, the foreign presence controlling the construct seems to vanish. You quickly gain full control and waste no time celebrating before assessing the construct. You find no shred of the presence remaining, but you do not want to take the chance it could come back.
The unidentified structures at either side of the construct's head are sensory in nature, but they are not eyes or ears; they give you an impeccable sense of where You are yourself. It is almost like they are a shared limb; you know how far apart the structures are from your hand as well as you know how far your hands are from your shoulder. They are quite sensitive, and from the slight differences in distance between the two structures you think you could easily determine what direction your body is in relation to the construct.
The soul-sac remains opaque to you, not because some other presence is controlling it but because it truly is not a part of the construct. If the construct is a chest, then the probable soul is an item within, with no obvious way to control it.
You try to learn how the construct formed the rope, but to your dismay you find that there is no structure that seems like it could do anything of the sort. Further, there is no mind to discover, no latent imperatives for the construct to act upon, no instructions it could use to steal souls or even navigate Aloclesno; it lies still and quiet on the forest floor with no urging from yourself. Eko has noticed and asked you a question, but you are too busy to hear.
While it has no mind, it does have a rather crude memory... of a sort. The memory is held in the structure that was created just now while you watched, so you doubt it has existed for long. The memory itself is an image; more of a picture or a drawing, as it seems to be stylized and exaggerated. It depicts a tree much like any other in Aloclesno, but far larger and fatter with a gnarled knot midway down the trunk. Weathered roots seem to roil beneath the tree, casting dark shadows on a gaping hole in the earth below them.
You aren't sure what to make of that, and dismiss it as unimportant for the moment. Full control of the construct has given you some knowledge of how it works, but no easy answers on how to cure Omo.
Vitality- 10/11
Mana- 2/12
XP- 32/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- See Vitality Active
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell, and broke a construct's leg.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 9/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Empty
Vitality- 12/12
Mana- 7/9
XP- 38/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Base Camp Minor Ward- 6 days remaining.
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
- let's try to move the vitality within ourselves around and see how that affects our physical movements.
- First up, we rip off a leaf and watch its vitality drain away. Second, we rip off another leaf but use some mana to keep the vitality in, maybe making a new spell. Third, We rip off some more leaves and use Raise Zombie/Command Undead on them. The plants aren't entirely dead yet, after all, so it would be interesting to see the results.
- Oh, and we should definitely try using see vitality while raising a zombie or stealing vitality if we get a chance, so that we can see if we can find out where vitality comes from and why it is lost.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
@Stealthy Swine
Huh. I've been using this avatar and personal text for over five years, yet this is the first time I've ever been called that.
I see your point that we can just learn more in future dreameetings, after we've researched how safe they are, but I still feel like we should take advantage of this opportunity. What we learn here could very well be the difference between life or death for Omo. Also, while we can't be sure that we can avoid more dreameetings, we also can't be sure that we'll have any more at all; Buddy may shield us from them, and Buddy also might not be able to teach us necromancy.
I vote that we stay long enough to ask one more question: What level of intelligence could we grant a golem, by creating its unolnimar, and what are the limitations--will a golem always come out seeming like an artificial personality or something? If (and only if) Fale asks for another question about us before it answers, then we can trade the story about how we learned potion making. While telling the story, do not specify our teacher's name, our teacher's role, where our teacher lived, or the area this took place in. Furthermore, try to mention how one of our motives was to see if we could learn from the process and apply some of our knowledge to working with vitality (but don't directly ask a question--Fish for free answers!).
This should hopefully trade safe information for very useful knowledge (how golem minds work, which is probably what the Curse is), and gives us a valuable alibi for our previous questions--we're messing with golems, and trying to imbue them with intelligence. I'm tempted to outright say that, and craft details for an entire false story, but I'm afraid actual bluffs will make Nym fail a skill check and make Fale distrust us. Also, if we're lucky, Fale might give us extra information about how moving vitality works--maybe our old idea about making healing potions is possible.
Also:
((Made this purely for my own curiousity, but I figure I might as well share.
I'm treating anything that seems like an action as an action, not just bolded things. People seem to be bad at bolding. This almost certainly isn't 100% accurate.))
Accept M's help: 1 vote (nomoetoe)
Don't accept M's help: 6 votes (XXXXYYYY, Andres, stabbymcstabstab, syvarris, ydeve, Baffler)
Pretend to accept help, but resist and try to learn something: 1 vote (Dustan Hache)
Veto above: 1 vote (syvarris)
Stall and pump for information: 4? votes (Angle, Ruludos, syvarris, LordPorkins?)
Listen for voice/Try to contact voice: 2 votes (Angle, Parisbre56)
"I just cannot accept a deity that I know so little of, you haven't even been consistent with its name.": 2 votes (RAM, syvarris)
Nah, we shouldn't just say we know he's been inconsistent, but we should use the other names he's used.: 2 votes (Descan, Baffler)
Veto above: 1 vote (syvarris)
Do not mention any variant of M's name: 1 vote (syvarris)
Ask about necromancy gods, and how to contact them ourself: 2 votes (ydeve, Parisbre56)
Escape/end conversation now: 3? votes (LordPorkins?, Parisbre56, Baffler)
In the morning, try to find the gnarled tree from the construct's memory. 1 vote (Baffler)
Question for other players: Exactly what should we do once we wake up? There's been some talk about admitting our necromancy to Eko, talk about taking Omo to the tree, talk about fixing him here, talk about taking him to a healer, but precious few details, and little consensus. There's a fairly equal split between those who want to leave the dream, and those who want to stay, so we should probably decide now.
My opinion is that Upon waking up, we should experiment with mimicing the soul sac movement tentacle... thing, and try to figure out if we could move Omo's soul safely. Do not waste more than 4 MP trying this. If we can move it... try to repair Omo. If we can't, we explain to Eko that we don't know how to repair Omo, and then we ask for his advice and assistance. At no point should we admit to being a necromancer.
Reading back, we have several serious problems that haven't been addressed: First, Eko said that the sanctuary he cast can physically damage necromancers that pass through it. We can't leave until it naturally ends, which could take days. Second, we apparently don't have food that Omo can eat, so we can't sit out here indefinitely, although people can go without food for a remarkably long period. Third, we can't move the construct far, and it can't move itself very fast, so Omo's soul might be rooted to the spot. Fourth, the position organs that the construct has probably mean that the curse knows exactly where we are, and might be sending a stronger force to attack us.
The first problem could be solved if we tell Eko we're a necromancer, but that is a very dangerous thing to do. I doubt Eko would attack us immediately (he seems like a level-headed individual who thinks before acting), but he wouldn't have any great reason to trust us--This entire situation could conceivably have been engineered for us to get near the curse relatively safely, and kill/trap him and Omo. Although, it's probably not a game-ending plan, because we should be able to kill Eko with one spell, relatively easily.
Nah, we shouldn't just say we know he's been inconsistent, but we should use the other names he's used.
Bonus points if we go "So tell me about Morak!" "Well, Moark is (x)" "Aaahh, so why should I follow Murky?" and so forth. Mocking him and teasing him. :V
It would be good to know who it is that's giving those invisible hints. Another Necromancy god or something else? We definitely need someone else's help to restore Omo's soul.
+1 Don't join M.
But this is a great opportunity to get more information about Necromancy gods. I highly doubt M is the only one. Remember the Golgothans worshiped a god with a different name. If we first ask how we'd contact Fale's god (and what we should expect) and then ask about other necromancy gods (we can even bring up the golgothan one. I have to archive dive first to find his name) we might have an idea of how to contact them. Maybe we'd be able to find help for Omo from someone less bloodthirsty.
(There has to be a less bloodthirsty Necromancy god. The Golgothans existed in coexistence with everyone else for a while before the war, and necromancy is inherently ethically neutral)
By the way, it seems we now have an idea what Fale does with the souls he harvests. He said they can be transplanted to other constructs and controlled to create more useful servants.
You take another step back, leaning against the smooth cold stone wall of the dream room. You still don't trust Fale, or this Makro of his...
░ ░░░░d ░e░ ░░ ░t
Wait. Something seems wrong with what you just thought.
"Fale... what was your god's name again?" You ask hesitantly.
Fale looks at you quizzically. "What, aren't you paying attention? I just said his name is Makro."
"I just... I don't know." You reply, embarrassed. You don't know why you questioned it; you've been talking about Makro for a while now. Still, you can't shake the feeling that something is odd about this situation.
"Look, just take my hand and we'll get in touch with the god himself." Fale says impatiently, plastering a gregarious smile to his face as he takes a step closer to you, arm outstretched. "You're all about making friends, aren't you?"
You shrug uncomfortably, warily eyeing Fale's outstretched hand. You keep your own hands behind your back, pressed up against the wall. "I... think I'll pass this time, Fale. Maybe later, when I know more about him."
Fale's smile vanishes as quickly as it came, though he keeps his hand out for you to grab. "What more do you need to know? He's the last God of Necromancers; if you're going to be friends with any of us, you could at least do him the kindness of a face to face meeting."
"I'm sorry, Fale, but I'm an Elf; gods are not for us, nor us for them. I still have some questions-"
Fale turns abruptly and stalks away, one hand clenched at his side. "Well, they'll have to wait. I'm very busy working with the other Necromancers to save all our lives. Nightroar must be asleep by now, and it's been far too long since I've heard from him. I'll be in touch; I'm sure you can handle your little soul problem all by yourself. Maybe you'll be more in the mood for talking once it's made a hash of whatever it is you're about."
You step forward to protest, or to clarify, or perhaps to schedule another meeting. You don't know quite how you would have responded, however, as your step falls into a sudden hole in the floor. You topple forward, futilely clutching at gnarled tree roots and clods of black, wormy soil as you tumble further into darkness.
You wake with a chill in your bones to a world of darkness and gloom. You prop yourself up on one elbow, regretting your decision not to head back to the tent and your bedroll. Your impromptu camp remains as you left it when you fell asleep; Omo is laid out next to the fire, the construct lurks in the shadows at the edge of the firelight, where Eko is slowly returning with a double armful of wood.
Eko nods a greeting when he sees that you are awake. "Good morning, Nym. Do you usually rise so early? It isn't quite dawn, so it will be a little while before we see any light under these accursed trees. Or were you disturbed in the night?"
You shake your head groggily. "Just dreams, Eko. The ground is an uncomfortable mattress."
Eko nods in commiseration. "That it does. Don't let me disturb you; I can perform my morning prayers silently."
So saying, he withdraws to the other side of the campfire, carefully lowering his bulk to the ground before closing his eyes and focusing inward. You sit the rest of the way up, stretching the tight muscles in your back to quiet the aches there. Your stomach complains of hunger as well, but with little food and a job of work ahead of you you ignore it and focus on Omo and what you must do. You have a good idea of how to attack the task at hand, but you want to be very sure of the steps you will take before beginning.
Vitality- 11/11
Mana- 12/12
XP- 32/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- See Vitality Active
9th Felsite,
Twenty four days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell, and broke a construct's leg.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 8/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Empty
Vitality- 12/12
Mana- 9/9
XP- 38/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Base Camp Minor Ward- 5 days remaining.
Sanctuary- ~4 hours remaining
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
- let's try to move the vitality within ourselves around and see how that affects our physical movements.
- First up, we rip off a leaf and watch its vitality drain away. Second, we rip off another leaf but use some mana to keep the vitality in, maybe making a new spell. Third, We rip off some more leaves and use Raise Zombie/Command Undead on them. The plants aren't entirely dead yet, after all, so it would be interesting to see the results.
- Oh, and we should definitely try using see vitality while raising a zombie or stealing vitality if we get a chance, so that we can see if we can find out where vitality comes from and why it is lost.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
First of all, check the construct and Omo to make sure he's fine. Just use necromantic sight. No need to waste mana on a see vitality, we can always ask Eko to do that later. As harsh as it sounds, it's more productive to worry about other things for now.
Get some distance (maybe go behind a bush to "freshen up"?) and try to directly create Arosh and use it to poke at something living like a bug, trying to remove its soul and then put it back. Maybe use See Vitality and then try to make a ball like in Steal Vitality and then carefully mold it into the shape of the Unolnimar, before yanking it out? The subject should probably be immobilized somehow (maybe a rock?) in order to make experimentation easier.
+1 to RAM's suggestion of messing with insect souls.
+1. We can check the tree once the sun's actually come up, and Eko probably isn't paying us too much attention during his prayers.
You wipe the sleep from your eyes as you ponder your course of action for the day. You aren't sure you want to jump straight into a full blown soul transplant without any practice, particularly not on your childhood best friend. Unfortunately, your test subject pool is rather limited considering the Sanctuary; the only things in camp are yourself, the praying priest, the golem itself (which has not moved an inch since last night,) and the chirping of crickets... oh.
Keeping an eye on Eko (who still has his eyes closed, and seems to be mouthing the words to a prayer) you withdraw to the very edge of the camp, behind a bush at the edge of the Sanctuary you have both been using for... personal needs. The light is exceedingly poor here, though the faint traces of grey predawn light are finally making themselves felt. After a few moments searching blindly in the dark for a bug, you shake your head and cast See Vitality. The life around you leaps into focus, and you quickly pick the vitality network of a cricket out of the background of primitive plant life.
You squat down by the bush, getting ready to capture the bug for your experiment, when you notice a problem. The cricket does not have anything you recognize as an Unolnimar. No bundle in the head, no central pulse of Vitality, nothing.
You scratch your head, considering the implications. The insect has no Unolnimar, suggesting it has no soul, like a plant... or a zombie, come to think of it. While the construct of Aloclesno and the human zombies have had concentrations of necromantic energy- of Arosh- in their heads, they haven't had anything nearly as complicated as an Unolnimar. No initiative, no mind, no memory... well, actually, that's not true. The golem holds the memory of a tree in that flat necromantic structure that was created in your struggle to control it, and the zombie in Eko's basement had a much more detailed memory but no similar structure to hold it.
You feel uneasy; not finding an Unolnimar where you expected to makes you think maybe you don't really understand what a soul is. Maybe you can't do this soul transfer without Fale's god. Maybe you can't save Omo. Maybe-
You scowl, standing up abruptly. There's no use in that kind of thinking. There is a way to do this, if you can just think of it. There must be.
You return to the campfire. While the new day has not truly begun, it is now light enough to make out detail in your surroundings. As you sit down by Omo, you notice a stray leaf has fallen on to his face. You brush it aside, wiping a bit of dirt from Omo's cheek.
"If we can't save him, we need to get him out of the elements." Eko's face looks haggard in the morning light, as though he aged ten years in the night. His voice is dull and defeated; there was no solace in his prayers, it seems. "What do we do next, Nym?"
Vitality- 10/11
Mana- 12/12
XP- 32/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- See Vitality Active
9th Felsite,
Twenty four days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell, and broke a construct's leg.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 8/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Empty
Vitality- 12/12
Mana- 9/9
XP- 38/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Base Camp Minor Ward- 5 days remaining.
Sanctuary- ~4 hours remaining
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Author's note: I decided to cut the Planned Experiments spoiler in the interests of reducing that wall of clickables- I think my next move will be to merge the spells and the party members to single spoilers as well. You'll have to remember the things you want to do yourself, I'm afraid.
Follow your vision, trek to the depths of the curse and commune with its source.
Inform Eko that your priority is to help people, not to end the curse, and that you are willing to let it be, or even aid it if you see no direct harm in doing so, if it means saving Omo.
Try to have the construct carry Omo.
If Eko comments on your odd behaviour, just say that you would rather not discuss it.
Can we try to clean or repair it?
I think you guys might be missing something important: We're out here with Eko. Whatever our plan is, we need to convince him to follow along with it. Trying to fix the golem and control it with necromancy.. probably wouldn't work too well.
Same problem with dragging Omo to the tree. I support that plan, but I don't know if we could convince Eko that it's a good idea to drag a comatose victim of the curse straight to the source of said curse. We might be able to say "I think I might be able to restore Omo, but I'm not confident about it. We should head towards the source of the curse, because maybe there's something there I can examine to figure this out." That seems like very flimsy reasoning from Eko's PoV, though.
As to transporting the golem... couldn't we take the legs off to make transport easier? Eko already severed a leg.
I do not support taking Omo to the tree. The tree is Mr M's Priest's lair. We've decided we don't want his help at the price of joining M. He doesn't seem to be on our side.
Even worse, if we take Eko and Omo to the necromancer's lair, Eko will think we've betrayed him and are delivering him to the necromancer. Bad idea.
I think we really need to find out if it's possible to experiment with soul transplants before trying it on Omo. Insects don't have souls, but maybe larger animals, dogs and such, might?
Repairing the construct should probably be safe and within our ability to do, but if we're going to do that, we need to tell Eko what we are first. From our actions, it's clear we care about Omo and want to defeat the necromancer, so hopefully Eko will believe us. But it's better to be honest with him than to do something stupid and have him discover we're a necromancer w/o us telling him first. If we tell Eko and repair the construct, we could take Omo somewhere else and maybe find some larger mammal to try soul transplantation on.
Have we ever asked Eko about souls? He wouldn't be able to help with the necromancy, but he might know if animals have them.
"What do we do next, Nym?"
"I can't..." You shake your head, avoiding Eko's eyes. "I need to consider my options."
You abruptly stand up and walk away from the campfire. You can feel Eko's eyes following you to the construct, still idly slumped on the ground where you captured it. A brief examination tells you that, while you don't think the severed leg is easily repairable, you can probably undo the damage you did to the other leg with Impair Undead using Alter Golem to restore the connections and the other legs as a guide. This would allow the construct to walk under its own power if you use Command Undead, which is good because you don't see another way you could move the golem itself.
Of course, you'd have to find a way to explain all this to Eko. ... You sense that Eko is under a lot of stress right now. You feel that he had pinned his hopes on this disastrous expedition, and that now might not be the best time to surprise him with unsavory revelations.
You also consider simply leaving the golem here, but you are not sure if finding the source of the Curse of Aloclesno will help Omo if the golem holding his soul is not also with you. You could leave both Omo and the golem behind and try to enlist the aid of the curse on your own, but you would likely have to leave Eko behind as well to guard them. Alternately, you could follow through on your plan to do some soul transplant experiments by tracking down a larger animal; Omo said there were deer in this forest, and there are certainly birds flitting about. Of course, you're not sure if you could catch a bird by yourself, or even find a deer; Omo was the hunter, not you. Still, it's a possibility.
Those are your options, as you see it. Now to choose one, and to figure out what you'll tell Eko.
Vitality- 10/11
Mana- 12/12
XP- 32/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- See Vitality Active
9th Felsite,
Twenty four days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell, and broke a construct's leg.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 8/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Empty
Vitality- 12/12
Mana- 9/9
XP- 38/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Base Camp Minor Ward- 5 days remaining.
Sanctuary- ~4 hours remaining
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
World Map
(http://i.imgur.com/VayPD.png)
Northwest Thrimesdur
(http://tnypic.net/images/00807.jpg) (http://tnypic.net/)
Dear God, I'm looking back at some of my earlier posts. *Severe Cringe*
Sorry for those who dealt with Idiot Porkins.
Now its time to show who i really am!
SLIGHTLY-REASONABLE PORKINS!
I think we should just tell Eko about us. Trying to hide it is just going to make us more suspicious.