Turn 2
Why don't we offer to increase the business of the "Dank Cellar" for some coin?
Then, we could just rename it to something like, "The Bottomless Flagon," right?
Sensing an opportunity you offer the owner of the Dank Cellar, a man nicknamed big-belly Ras, to improve his business. He laughs and says "Sure, whatever, if you can improve my business i`ll pay you. I have no idea how you want to do that, but go ahead."
But, sadly, you aren`t yet strong enough to rename a building. You don`t know why, but this requires more power.
Also, I forgot what I wanted done with that bag. Let's try naming it Cornucopia.
As an Appellomancer you obviously have researched various books for exotic words. So you know that a Cornucopia is a horn of plenty, and you rename your bag into "Bag of Plenty". Because, honestly, a bag is more useful than a horn.
The bag doesn`t change, but as you search it`s inside you find a few pieces of corn.
pick up a fist sized rock, name it "Large amethyst geode", see if it gets larger/more valuable as you name stuff.
This, so much. Except switch 'amethyst' to maybe emerald.
Get another stone and rename it the "Philosopher's Stone"
It isn`t hard to find a rock and you rename it into "Large emerald geode". The stone indeed looks bigger than before, albeit slightly.
You name another stone the "Philosopher`s Stone". You notice no difference- But you begin to muse about the nature of Appellomancy.
Go to the leader of town and call him .......(his original name) the peasant, and watch what happens.
Alas, the Guards won`t let you pass into the Fort. Cornelius is only receiving people that have something important to say.
rename coins "Vast fortune"
You name your five silver coins "Vast fortune". Well, they don`t look more valuable- But they seem to repel each other. Even if you try hard they are unwilling to touch each other. One slips through your fingers and rolls away. Annoyed you put the four others back into your pocket.
We should put out a signboard offering to name people something they want, thus incidentaly making them immune to other appellomancers. I suggest ten monies for a poor person or a hundred monies for a rich one.
You could do that. But as you know; Most people don`t know that appellomancy even exists, even books about magic don`t mention it- At all, except that one small footnote.
Go to the poor district and name a peasant Rich the Goldman.
Then go to a brothel and name all the whores the chaste.
(Rich is no real first name. You have to use real first names for the moment.)
Deciding to conduct a little experiment you visit the district of the poor. The living conditions here are really.. Gross, for lack of a better word. The first peasant you meet (A poor man walking around in dirty clothing), Farkas, is renamed into
Farkas the Goldman. You notice no change as of yet.
For your second experiment you visit a local brothel in the district of the poor. The whores here aren`t too pretty, but excited to see a customer. You rename them all into "
XXX the Chaste". Their interest in you seems to fade. You leave the brothel.
Find a scrap piece of paper. name this paper "Land Deed"
Go find a plot of land just outside the walls near The Wizards guild
Name the land "My Land"
then go to the rich houses, find the richest man in rich house, and name him " Robert Philanthropist", then ask him to pay for our house.
As the piece of land you could name yet would be pretty small you decide to postpone this plan for the moment.
Farghil the Unassuming.
Once your business is finished you decide to visit the wizards guild again. Farghil is still watching the entrance.
"You again? I did tell you that only wizards or people with enough money are allowed to enter."
"And why do you assume that i`m neither rich or a wizard, Farghill the Unassuming?"
A second passes.
"Oh, that`s true. I probably shouldn`t be so assuming. I mean, if you come here you have your reasons for that. You might enter."
_______
Your name asserts itself! Since you are called the Namegiver you have more control about how your power develops. You just know that your powers of naming objects have grown- And you can choose one of the following perks:
Perk 1: Allows you to change the composition of objects you name more effeciently.
Perk 2: Magical properties you give objects will be stronger.
Perk 3: You can now try to name small houses or small pieces of land.
Also, the power of your named objects begin to grow.
Status
Health: 10/10
Powerlevel (Naming People) 1
Powerlevel (Item Naming) 2
Perks: None
Inventory
The Impenetrable Garb
Consisting of good leather boots, travel stained pants and a shirt.
(Quite heavy, but it increases your armor by 2. It`s absolutely tiresome to wear it since no air passes through the fabric and you sweat heavily.)
The Menacing Iron Spike
(It looks actually a bit like a spike now and is pretty menacing. You are sure that the point is also pretty nasty.)
The Vast Fortune
Exactly four actually, there are only three now, how did that happen? The coins refuse to touch each other.
The Bag of Plenty
Hey, some grain can be found inside!
Large emerald geode
It looks bigger than the Stone you have picked up earlier.
Philosopher`s Stone
Looking at it makes you wonder.. Where did we come from? Why does magic exist? What is Appellomancy? Is there something like good and evil?...
Influenced People:
Farkas the Goldman
A poor peasant. Effects unknown.
(Various names) the Chaste
Whores in a brothel. They did seem to lose interest in "conducting business with you".
Farghil the Unassuming
The Gatewarden of the Wizards Guild. He isn`t assuming any more and allows you to enter the guild.