Chapter 1: Picking up the Pieces.
Part Nineteen: The Calm before the Storm.
Players:
Magic Level: Apprentice (50% to Adept)
Known Spheres: Death
Known Elements: Bone
Skills/Bonuses:
Bonespeaker: +1 to Bone Magic rolls.
Scavenger : +1 to Graverobbing/looting catacombs.
Possessions:
Old Black Steel Blade.
Magic Level: Apprentice
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses:
Capable Fighter: (+1 to all rolls in combat if it gets physical)
Dungeoneer (You should head into that dungeon, you do better in dungeons.)
Possessions:
Hefty Axe
Magic Level: Adept (Rank 2)
Known Spheres: Death
Known Elements: Bone
Skills/Bonuses:
Jack of All Trades (You can slip into most mundane roles with no trouble.)
Studious: +1 Study rolls.
Possessions:
Mail Shirt.
Magic Level: Apprentice (25% to Adept)
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Bookworm (+1 Research rolls)
Possessions:
1 Loot Token
Enchanted Staff(+1 on spell rolls)
Shaper's Gloves (+1 Earth Magic spells)
Magic Level: Apprentice
Known Spheres: Death
Known Elements: Void
Skills/Bonuses:
Violent Magic (Your magic always bends towards more violent means, Critical rolls are more dangerous.)
Possessions:
Plain Short Sword
Magic Level: Apprentice (50% to Adept)
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses:
Bloodcaller (+1 to Blood Magic rolls.)
Cryptologist (+1 to All Deciphering rolls)
Wounds:
Missing Eye (Less perceptive overall)
Possessions:
Enchanted Staff(+1 on spell rolls)(Damaged)
Magic Level: Apprentice
Known Spheres: Death
Known Element: Earth
Skills/Bonuses:
Tough as Nails (You receive less penalties from wounds)
Possessions:
Imperial marked Longsword.
Magic Level: None.
Skills/Bonuses
Adept Commander: You have led men before, and are good at it.
Physical Aptitude (More likely to gain physical related skills. Less likely to gain magic/mind related skills)
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Known Locations:
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Suomi is a small town, that doesnt have a particular allegiance. It exports lumber and is nominally protected by its own militia. The people there are somewhat friendly to newcomers, and you're sure there's work to be had there. Current status: Vaguely concerned about the undead.
The Tower, is ramshackle and old. It possesses few amenities currently.
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Note, all resources/items are placed in the Tower Stocks unless declared otherwise.
Rooms: Catacombs, Living Quarters, Storage Vaults
Library(Level 1)(Stocked with Death Magic tomes)(Many Missing/Damaged Tomes, -2 All Study rolls)(Warded against books being removed)
Detani's 'Office'.
Local Map (Man this is crude!)
Crude Altar.
4 Skeletal Remains
2 Barrels of Blood
30 Skeletal Minions (Armed with axes)
14 Skeletal Minions (Unarmed)
1 Gravehaunt
1 Zombified Giant Salamander
1 Zombified Humans (unarmed)
4 Zombified Humans (armed)
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Events:
Samuel[2] You cannot for the life of you find any trace of the missing library books.
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Helfd [?] You endeavor to raise the skeletal remains as a more dangerous variety of undead. Which you sort of succeed at. The room is inundated with power, that almost gets away from you, but does not. And it arcs into one set of skeletal remains which shambles to its feet and fixes you with a glare from its empty, but luminous eye sockets. You get the sense this magic may be a bit beyond you currently.
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Roland, Patrizio [?,?] You descend into the depths of the ruins, past empty rooms and down some stairs. A huge door banded in iron sort of bars your path, until you both put your backs into opening it. As air rushes from beyond the door you are struck by its dampness and its horrible scent. You seem to have found a room full of refuse. Roland curses, well aware that this sort of thing is normal behavior for certain breeds of goblins.
As you are surveying the room, Patrizio spots a pair of goblins, armed with spears and draped in carved bones, standing unawares down a passageway. They are conversing, within a pool of torchlight. They have not noticed you two.
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Sholan [6,?] Pah! This magic is the simplest of things. You dispel the animating magics holding up the zombie, and then lop off its arm before slapping it in roughly the right spot and using your magic to bind it to your form. The magical part is easy, but the arm itself seems to be fighting being attached to you. In time, with careful application of blood magic, you have a serviceable arm once more. Still feels weird though. But thats just a lingering feeling.
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Jerik You gather up what remains of the skeletal minions here, and the zombies. And using the supplies of hewn lumber, you begin constructing a crude palisade around the Tower.
[4] The undead labor is doing fine without you, but you still decide to add your own labor to the wall. Progress is made, but you'll need more hewn lumber before you can finish the palisade up.
Palisade ~40% complete.
As evening approaches, a man comes out of the forest. He is rather well dressed , so perhaps hes not a simple peasantfrom Suomi. He says...
"Listen, Im not saying you're a member of the Cabal or anything, but the townsfolk are concerned about necromancers. They're going to be coming over here. So...Unless you fancy dying at the end of a peasant's pitchfork you might want to gather up anyone you trust and get out of here. Someones gonna die, its the only way they'll be satisfied."
He then turns and walks away. You could of course cut him down with your magic before he escapes, Or carry on about your day.
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Detani ((Did you just metagame? How, IC, do you have any knowledge that Suomi is gearing up for war? Nearby events? Yeah, that might hint at it, but you didnt change your post until after Azthor revealed he was doing some recon on the tower. On that note, your original action is going through. Tread carefully in the future.))
[?,?] You set up a shrine, though you have no real knowledge of how to do it. Surprisingly, you -appear- to have drawn the attention of some...thing. A whispering voice demands a sacrifice of blood.
Task: Sacrifice 5 people at your shrine/Altar.
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Satrus [?] The townsfolk admire your heroism and promise to avenge you in the event the undead beasts take you. You travel carefully through the forest, noting that there are several open pits, with dead animals within them, so you try to keep testing the area ahead of you, before you move forwards. It lengthens the trip to the Tower, and as you arrive it is close to evening. There is one figure here, obviously directing some skeletons laboring on a wall.
You attract his attention, and come over.
"Listen, Im not saying you're a member of the Cabal or anything, but the townsfolk are concerned about necromancers. They're going to be coming over here. So...Unless you fancy dying at the end of a peasant's pitchfork you might want to gather up anyone you trust and get out of here. Someones gonna die, its the only way they'll be satisfied."
You then turn to leave.
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Events in Near Proximity:
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Wild Magic continues to run rampant near the tower.
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In theory, ghosts do exist in this game. And waitlists do exist. We dont have much of one right now, since the only person who would be on it is Javierpwn and his backstory needs some tweaking, or im going to find it difficult to bring him in.