Jase BladeheartPatched up, and with your new gear you head off to find a mostly secluded space to train in, after a minute or so of searching you find a small garden area nestled between several homes with a tree growing in the middle. Deciding this is better than anywhere you start going through the motions your guard captain taught you, going through attack forms, stabbing and slashing at shadow enemies, and testing your skills as best you can with your ability. By the time you stop you've already broke a sweat, but as you turn to sit down you find a woman leaning against the tree watching you, her hair appears almost gold in the sunlight with a slight smirk on her hawkish yet beautiful face with two light green eyes that have the look of someone whose seen hell and more.
Surprised you start to speak, but the woman cuts in before you can say anything
'If you're looking to make your skills better you will need to face someone better than you, as my master at arms used to say 'When you fight your shadow its only as skilled as you are, skilled but easy to kill.' If you want to try, and improve your skills why don't we have a bout?'As she finishes you take a good look at her, her clothes are loose-fitting white robes with green embroidery but what draws the eye are the two swords strapped to her hip, and the hilt of another sticking up over her shoulder. The two strapped to her hip are vastly different with one being slightly longer than her forearm with a curve to it and a wide blade, and the other much shorter at maybe two hand length with a much thinner blade with a fine point.
ChronusThe sound of a cart tipping over draws your attention away from your conversation, by the time you turn around the arccher is gone replaced by a small pile of the items he bought. Shrugging you scoop them up, and head off to find some hidden nook to study the book you had found beneath the Necromancer's stump, no one could know of the book for Necromancy was a grave offense against both the crown and the gods. If you were to be caught with this book your head would surely roll ...
You find a such a spot soon enough when you spot an alleyway hidden behind an unused market stall near the village square, slipping into it you follow it to the end to find an empty stone courtyard walled in on all sides except the small tunnel you entered by hard stone and timber walls of shops, and houses. Seeing no windows or doors leading into the courtyard you find a comfortable enough seat, and
delve into the book right away, the first few chapters detail what Necromancy as a whole is shedding a surprising new light on the outlawed branch of magic.
Necromancy came about in the Red Age right around the time the Kingdom of Eldast was being founded, during the Red Age the Empire of Valmar was in power worshiping its Red Pantheon among which was the Goddess of Death Archos. According to the book as the Blood War tore the Empire apart the Red Pantheon was cast down by the upstart gods of the Kingdom of Eldast, supposedly only the Goddess Archos survived by sacrificing her immortality to Eldast's God of Justice and swearing to go into exile upon the mortal world until her death. The god believed her, and she escaped alive to plot her vengeance in the mortal world where she took on three mages exiled from the southern reaches of the Empire where the upstart King Edric had forged the Kingdom of Eldast for good.
These three mages names are not known, but they were the first necromancers taught their powers over death and spirits of the Underwold by a Goddess of Death and sent out to spread that power to others to bring the Kingdom of Eldast to a bloody end. After that the book lapses into the basics of Necromancy about how necromancers draw their powers from the dead, and are truly deadly when they have corpses or skeletons raised as their minions at their side. The books knowledge is quite expansive, from what you can tell the thing contains six necromancy spells one of which, a spell by the name of Withering Blast, you manage to learn along with the method by which to tap into the pools of magical energy within you.
Clair GeminiYou return to the tavern much to the joy of the innkeeper for as you enter the man's face breaks into a smile, and you beckons you into the same room your group occupied during your first visit here. You enter to find six mugs of ale, plates of pork and vegetables, and a newcomer already devouring the plate of food before him. Confused you greet him, and he tells you his name is David, a scholar came from the Capital to embark on grand adventures.
Lucy VerimYou head to the library, a small two story building that lies against the small stone wall that protects the Mayor Blademont's manse, the guard at the door waves you through and you enter to find a mess of bookshelves, and tables filling the first floor. You take a seat at one of the tables and twiddle your thumbs for a bit.
DavidWeary from your travel to the village of Breton from the capital you stop at the village's inn, at first your met with rather lukewarm greetings from the innkeeper, but when you tell him you're an adventurer the man perks up and directs you to a side room. Entering you find food, and drink in abundance along with the village's request board against the back wall, shrugging you sit down and start filling your belly with food and easing your weary mind with ale. Shortly after you start eating another adventurer enters, a shepherd from the look of her but with a shield on her back and various items about her person that lead you to the conclusion she's a fellow adventurer. You tell her your name and she joins you in eating as you wait for the rest of the group ...
2 More Updates before a new Quest must be chosen!
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]
Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]
Chainmail Vest [Armor: 1, Cost: 25 Gold]
Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]
Weak Health Poultice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]
Mortar & Pestle [Allows the making of Potions and Poultices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]
HP: 15/15MP: 4/4Level: 2
XP: 0/20
Gold: 8
Equipment:Darkwood Stave [Atk: 3, Atk. Speed: 1, Reach,
Catalyst]
Concealed Knife [Atk: 2, Atk. Speed: 2, Melee]
Memnok's Guide to the Basics and Fundamentals of Necromancy [
Wrapped in Rags, A Guide to the Basics of Necromancy, Contains 5 More Spells to be Learned]
Book of Essay and Blank Pages [Can be used to record various things.
Essay on Zombie Weaknesses and Advised Combat Methods, Nineteen Pages are Blank.]
Blank Book [Contains 20 Blank Pages]
Mortar & Pestle [Allows the making of Potions and Polutices]
2x Bag of Ingredients [Used to make potions]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc.]
2x Torch [When lit provides light for ten turns, Unlit]
Flint & Steel [Allow lighting of fires, Uses: Unlimited]
2x Skin of Oil [A wineskin filled with oil, Uses: 4/4]
2x Rag [Can be tied to things]
Length of Rope [Allows the process of not falling to your death.]
Spells:Withering Blast [Cost of 2 MP per cast, requires a catalyst. A mass of red light launches from the catalyst and devours the life of anything in its way, deals 3 HP worth of damage to those it hits and gives that HP back to the caster.]
Trait:Exceptional Potential - You gain 25% more Experience
Bookworm - +2 to Rolls to Garner Knowledge from Books, to transfer knowledge from one source to another, etc.
HP: 12/12
Armor: 1
XP: 7/10
Gold: 0
Equipment:
Short Spear [Atk: 4, Atk. Speed: 1, Reach]
Oaken Round Shield [Block Chance: 20%]
Hardened Leather Vest [Armor: 1]
Whetstone [Used to sharpen weapons, Uses: 4/4]
Rough Bandages [Cures Minor Bleeding]
Trait:
Sure Strikes - You gain +2 to accuracy rolls when using melee weapons.
HP: 12/12
Armor: 1
XP: 9/10
Gold: 0
Equipment:
Woodcarver's Mallet [Atk: 3, Atk. Speed: 2, Melee]
Chainmail Vest [Armor: 1]
Weak Health Poultice [Heals 4 HP, Uses: 2/2]
Beginner's Guide to Herbalism [Used to learn potion recipes.]
Trait:
Sure Strikes - You gain +2 to accuracy rolls when using melee weapons.
HP: 12/12
Armor: 1
XP: 7/10
Gold: 10
Equipment:
Shepherd's Crook [Atk: 3, Atk. Speed: 1, Reach]
Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]
Chainmail Vest [Armor: 1, Cost: 25 Gold]
Trait:
Charismatic - +2 to all Charisma Rolls
HP: 15/15
Level: 2
XP: 2/20
Gold: 0
Equipment:
Hunter's Shortbow [Atk. Speed: 2, Ranged]
Leather Quiver [20 Small Game Arrows (Atk: 2), 5 Iron-Tipped Arrows (Atk: 3)]
Flint & Steel [Allow lighting of fires, Uses: Infinite]
Skin of Oil [A wineskin filled with oil, Uses: 5/5]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks.]
Weak Health Poultice [Heals 4 HP, Uses: 2/2]
Necromancer's Femur Bone [The Femur of a Necromancer you slew in the Darkwood.]
Trait:
Marksman - You gain +2 to your accuracy rolls when using ranged weapons
Stealthy - +2 to Stealth Rolls.
HP: 12/12
XP: 0/10
Gold: 0
Equipment:
Concealed Knife [Atk: 2, Atk. Speed: 2, Melee]
Blank Book [Contains 20 Blank Pages]
Trait:
Encyclopedic Knowledge [+4 to Identifying Common Objects, Common Enemies of the Kingdom, and such.]
-----------
((So will my weapon get dulled over time and the whetstone will repair it, or is the whetstone used to preemptively sharpen the weapon to get a bonus to hit or damage?
When used it'll make the weapon ignore up to 2 armor for the duration of a battle, if you use it more than once in a quest a 1d20 is rolled and on a 15 and up the weapon becomes damaged.