Turn 11: That Actually Worked!: "Hrm. Maybe I should lay off the life magic for a bit. Is anyone working on fire?"
Attempt to mooch fire. If there is no fire to mooch, continure research into healing.
[4] You mooch off Sark's Fire Eater. (+1 Spell, +1 Evocation)
You now understand Evocation.
... God. Damnit. If I manage to reach level two evocation before I get my first level of Life magic...
LIFE. MAGIC. GO.
Unless noone that can actually do it tries to do anything with Life.
In that case, I guess take notes on everyone's fire magic work to try to figure that out, then.
[5] You mooch rather successfully off Wallace. (+2 Spell, +1 Life)
You now understand Life Magic!
Research Fire Eater.
[3] Progress is slow but steady. (+1 Spell)
: "There is no reason to let them stay. They are too obviously irresponsible to be worth housing, and would only cause trouble without an organized force of guards keeping them in line."
Sacrifice the ruffians to my newly discovered Dark Masters to gain ULTIMATE POWER over my lack of progress
Learn Refreshing Nap without unduly distressing Vadhe by blood sacrifice. ((He looks the sort to become slightly upset over that sort of thing, and I don't think asking for help with that is a good use of a boon.))
[4] Your blood sacrifice succeeds in advancing your knowledge [6] You manage to make impressive progress, and without even sacrificing the unworthy! (+2 Spell, +1 Evocation, +1 Life)
Davven seemed practically delighted when the master attempted to show him the summon Hellhound spell. He knew magic was powerful, but conjuring creatures from the ether? The possibilities seemed nearly endless.
"How much control over the hellhounds do you have? I wager if you conjured a few and sent them to their camp to frighten them it would scare the beggars off and seek... greener pastures or at least less hellhound infested ones?"
[5] You continue studying Hellhounds under Master Vadhe. (+2 Spell, +1 Fire)
Give another attempt at the spell
Cast refreching nap on myself.
Use the sparetime to improve my diplomacy skill.
Search for someone who volunteer to be under influence of the spell under longer periods.
How repulsive these gnolls might be I strongly advice that we in one way or another incorporate them into the city...or if I may permit myself to advice such an dishonorable act, dispose them. We already have a problem with bandits just outside of our borders. If we drive them away we risk to reinforce our enemies. On top of that we might lose our great reputation as protectors of the week. And we have to remember that most of those who ask for our protection benefit us greatly in return.
Sadly, I don't have a clue how we are to incorporate these gnolls into our society. One solution could be to have them establish a smaller village a few kilometres outside of the town. Maybe as a fishing village, explorers or tree harvesters. We have to make sure the task we give them sounds more important than it is. We could let them think that they work as a unarmed protector against the villainous bandits roaming the countryside. I am not sure about about the specifics.
In return for their loyalty and allegiance, we could send some builders helping them to establish their village, and have someone proficient at the Resist Disease spell use it on the gnolls as a token of our magical power. Also promise to send one of your apprentices who knows spells that might be beneficial to them, like how to heal wounds, once every month.
Like I said before, this is a longshot. And I have strong doubts that it will succeed. But eitherway I advice you not to turn them away. I am willing to do my best handling the negotiations if you command it. But I fear it is out of my league.
[3] You manage to figure out that you're missing something.
What, you can't quite say.
[5][6] Your use of the Refreshing Nap spell allows you some extra time to practice your diplomacy on anyone who can't run away fast enough. (+2 Diplomacy)
[2] Volunteers are hard to come by. Which is to say volunteers who are both qualified, will work for nothing, and don't have ulterior motives are hard to come by.
Master Vadhe finally holds a ceremonial feast for Kelnoia, and presents her with her own brown and gold robe.
He also offers her a boon, and delivers a speech about how far you've all come, and how he expects that you will continue to use your talents to the best of your abilities.
On the topic of hooligan gnolls, Master Vadhe attempts to refuse them in a gentle way that leaves room for them to improve.
[5][5] The gnolls actually begin looking into how far they'd have to bend to make it, and begin living temporarily on the outskirts while investigating employment opportunities and figuring out all the things they're not allowed to do. The locals take this as a sign of Master Vadhe's incredible foresight, compassion, and ability to convert even the filthiest of heathens to a life of nobility and harmony.
Shek'Zeer (derm)
[A pretty greenish bugwoman.]
-
Life Magic 1 (0/10)
Basic Healing >>1<< (3/5)
Basic Cure Disease >>1<< (1/5)
Basic Resist Disease 1
Growth >>1<< (2/5)
Refreshing Nap >>1<< (3/5)
Fire Magic 0 (3/5)
Basic Fire Resist >>1<< (4/5)
Warming Glow >>1<< (3/5)
Fire Eater >>1<< (1/5)
Evocation 1 (0/10)
Enchantment 0 (4/5)
-
Novice Stealther
Novice Herbalist
-
Apprentice Robe
Kelnoia Vitreus (ragnarok)
[A petite mermaid with fair skin and long seaweed-colored hair.]
-
Life Magic 1 (0/10)
Basic Healing >>1<< (4/5)
Basic Cure Disease >>1<< (4/5)
Basic Resist Disease >>1<< (4/5)
Growth >>1<< (3/5)
Refreshing Nap 1 (3/5)
Fire Magic 0 (1/5)
Basic Fire Resist >>1<< (3/5)
Warming Glow >>1<< (1/5)
Evocation 1 (4/10)
Enchantment 1 (2/10)
-
Novice Singer
Novice Dancer
-
Apprentice Robe
Sark (RulerOfNothing)
[A greenish-brown grondell.]
-
Life Magic 0 (1/5)
Basic Healing >>1<< (2/5)
Basic Cure Disease >>1<< (1/5)
Basic Resist Disease >>1<< (1/5)
Fire Magic 1 (2/10)
Basic Fire Resist 1 (6/5)
Warming Glow 1 (5/5)
Fire Blast >>1<< (4/5)
Inspiring Courage >>1<< (4/5)
Fire Eater >>1<< (3/5)
Evocation 1 (3/10)
Enchantment 1 (3/10)
-
Novice Intimidator
Toughness +1
-
Apprentice Robe
Davven Ratelle (Knave)
[Slim, well-groomed young man with a noble air.]
-
Life Magic 0 (1/5)
Basic Healing >>1<< (2/5)
Basic Cure Disease >>1<< (1/5)
Basic Resist Disease >>1<< (2/5)
Fire Magic 1 (2/10)
Basic Fire Resist >>1<< (4/5)
Warming Glow >>1<< (4/5)
Fire Blast >>1<< (3/5)
Inspiring Courage >>1<< (2/5)
Fire Eater >>1<< (2/5)
Summon Hellhound >>1<< (4/5)
Evocation 1 (4/10)
Enchantment 1 (3/10)
Summoning 0 (2/5)
-
Swords +1
Novice Diplomat
-
Apprentice Robe
Wallace Nathanael Wilson (Nirur)
[A very dignified-looking gnoll.]
-
Life Magic 1 (2/10)
Basic Healing >>1<< (4/5)
Basic Cure Disease >>1<< (4/5)
Basic Resist Disease 1
Growth >>1<< (1/5)
Refreshing Nap >>1<< (4/5)
Fire Magic 0 (2/5)
Basic Fire Resist >>1<< (3/5)
Warming Glow >>1<< (2/5)
Evocation 1 (2/10)
Enchantment 1 (1/10)
-
Novice Scholar
Novice Diplomat
-
Apprentice Robe
Zuth of the Old Mountains (Evil)
[A somewhat tall, well-dressed dwarf.
-
Life Magic 1 (0/10)
Basic Healing 1
Basic Cure Disease >>1<< (2/5)
Basic Resist Disease >>1<< (3/5)
Growth >>1<< (2/5)
Refreshing Nap 1
Fire Magic 0 (2/5)
Basic Fire Resist >>1<< (4/5)
Warming Glow >>1<< (1/5)
Fire Blast >>1<< (2/5)
Evocation 1 (1/10)
Enchantment 1 (1/10)
-
Novice Diplomat (2/10)
Unarmed +1
-
Apprentice Robe
Landsend
Pop 4 [Human]
Village Center (1P/1G/1R)
Shrine (+1 mana/turn, 1 Upkeep)
1 Village (1F/1G/1P), 2 Hamlets (1F/1G), 1 Shambler Farm (3F)
2 Food/turn (6-4)
2 Production/turn (1+1)
4 Gold/turn (4+1-1)
1 Research/turn (0+1)
10 Mana/turn (1+5+5)
-
Researching Temples (16/20)
Building Tavern (9/10)
-
4 Food
20 Gold
10 Mana