Turn 2: The Trial Most of the young Guardsmen were optimistic about their new lives. Although they started gradually becoming aware that the life of a Silver Guardsman is far from being as glamorous as the legends tell, they hoped to become better than the older generation. Still, a shadow of doubt remained.
"By now you're probably old enough to have realized this yourselves," their tutor Radirr said during one of his lessons, "but you can't save everyone. I've had this friend once. Took a contract to hunt a forest dragon. The beast was attacking nearby villages, killing cattle, sometimes men even. So this friend of mine went to find the dragon and killed it. Cut it's tongue off so he'd have evidence to show, went towards the village to collect his payment. Found everyone dead. He later found out that the dragon belonged to an elven princess. Elves got mad, killed all the villagers. And what could you do in a situation like this? Innocents would have died to the dragon if they wouldn't have died to the elves. What I'm saying is that you should realize as soon as possible - we are not simple monster hunters. We decide the fates of men. In the end, some people will have died because of you, but you will end up saving even more. It is our job to keep moving forward, try to save who we can. And if we couldn't save someone, we try to save someone else - there is no room for feelings of guilt or regret in the life of a Silver Guard."
___
As time went by, the children became more and more accustomed to life in the fortress. In five years' time, all of the Silver Guard not only knew the youths by name, but also knew what their strengths and interests were.
___
Alexander Vimes was the wisest of his generation. He spent most of his time learning magic from Ruon and was not only exceptionally talented at the basic theory of magic, but could also cast an impressive variety of spells for his age. He also had a very impressive knowledge of Spirits and Fey, but his focus on obtaining knowledge kept him from developing his combat skills. The Silver Guard knew that magic can not fully compensate for a lack of skill in combat and raw power, so the older generations found Alexander's overspecialization worrying. He did, however, have the potential to become a true expert at vanquishing spirits.
In contrast, Emma Eitr trained to become a master in multiple fields. The girl spent a lot of time listening to Radirr's lectures on werewolves and vampires. Horror stories about the infected were especially popular amongst the children of northern Colmyr, so it is no wonder that Emma had a fascination with these creatures. However her interest extended beyond a mere desire for knowledge - she would put a lot of effort into developing her combat abilities and refining her swordplay, hoping to one day become a legendary werewolf hunter, just like Radirr used to be. While she didn't focus as heavily on studying magic, the girl managed to learn a simple incantation that allowed her to assault her foes with bolts of fire.
However, her skill with the sword was not that impressive when compared to Herex Rundstone. The boy was not only capable of demonstrating exceptional swordplay, but was also stronger and far quicker than most of the other Guardsmen of his generation. Spending most of his time working on his combat ability, the child didn't pay much attention to Radirr's lessons and his knowledge was somewhat lacking. While the youth originally dismissed magic as an unhonourable method of combat, he did learn a couple of spells from the transmutation school of magic to augment his already impressive martial skills.
Although she paid more attention to improving her knowledge of the various creatures of the wild, Kolo Urveldt was also one of the stronger fighters of her generation. The girl tried to find a balance between theory and practice, having read about many different monsters without focusing on one category and still finding time to work on her swordplay. While she had neither the exceptional skill nor strength that Herex possessed, she was equally quick and far more inventive, hoping that her sharp mind would give her an edge over the many enemies that she would unavoidably encounter in her future.
Out of the Guardsmen that focused on combat, Kostadin Petrovski stood out mostly due to his weapon of choice. While most monster slayers preferred to fight using a sword due to it being a weapon that is both strong enough to pierce the hide of a dragon and light enough to keep up with the rapid blows of a werewolf, Kostadin mostly practiced with a massive voulge. Although the weapon was unpopular due to it's weight, it had many traits useful for a Silver Guardsman - the sheer weight of the weapon could easily throw a troll off-balance, while it's length made it a very reliable weapon when fighting smaller creatures. Kostadin also valued knowledge and learned a lot about the different monsters he would encounter, though when it comes to magic, he only learned a few elementary spells to augment his combat ability.
On the other hand, Landau Selenov stood out mostly because of his magical focus. The boy was slowly becoming a true expert of defensive magic, a school of magic that was unpopular amongst Guardsmen due to several reasons. To be truly effective, defensive magic requires both exceptional skill and a high amount of mana, so defensive spellcasters were limited in their choices when it comes to offense, having neither the mana to cast offensive spells nor the time to truly master their swordplay. However, the boy insisted that he would focus on this school of magic and worked hard to not only master it, but also become competent in the use of a sword, and while he succeeded in both, he had little time to learn about the creatures of the untamed lands.
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While the five years in the fortress were peaceful, the political situation in the nearby realms was unstable. In the year 1328, Davian IV, emperor of Gith, died. Few were shocked by his death, as the emperor had lived a long time and had obviously noticeable problems with his health. Honach III, duke of Kogarurn and Rilisril was elected as the new emperor. His grandfather, Honach I, general of the army of Gith, was awarded his ducal title after he conquered the territory now known as Eastern Gith. Since then, the Honach dynasty were known as zealous supporters of Gith's expansionist policy.
King Rilem XII of Colmyr knew that war was inevitable, the elections in Gith being a clear sign that the nobles of Gith wanted to start another war in the east. The king ordered the general to station all the main forces of the army on the eastern cost of the Northern Canal and issued an embargo on all trade with the empire.
In the year 1329, emperor Honach III declared war on Colmyr, citing the embargo as the official cause of war. The forces of Colmyr expected to intercept the enemy at the Northern Canal, but were outmaneuvered. The forces of the empire were split into two battalions. The first battalion gathered at Rilisril and traveled to Colmyr by sea, disembarking at the undefended village of Jaerurn then heading towards the canal. The second battalion gathered at Kogarurn and crossed the canal at the same time as the first batallion got there. The forces of Colmyr were surrounded and crushed and the kingdom of Colmyr was forced to start gathering conscripts for a counterattack.
Despite the Empire of Gith being the aggressors, they had slightly more supporters than the Kingdom of Colmyr. Even during the darkest chapters of their history, Gith never had to rely on conscripts to fight their wars and was also a tolerant and multicultural empire, as opposed to Colmyr, a realm known for xenophobia. Some of the Silver Guard morally supported Colmyr, others supported Gith, some were completely indifferent, but as a neutral organization, the Guard did not provide military assistance to any of the warring realms.
___
It is the beginning of autumn in the year 1331. The six young Guardsmen stand in the courtyard by the back gates of the fortress. Their tutor Radirr approaches with a grim expression on his face.
"Good morning!" he greets his students, trying to hide his concern behind faked enthusiasm, "Well, as you all known, this is the time for your trial. I've been telling you about it every day for the past month now, but let me repeat one more time what this is all about. This is going to be your first true hunt. You are to split into three pairs. Each pair will travel into a different village. You get to choose between Vinnril, Vorakend and Notandar. The horses are waiting outside the gates. Once in the village, you are to look for a contract on the notice board - they always have at least a few jobs that need doing. Once you complete the contract, you are to return to the fortress and meet me. That is it for the trial. Now, I know that you young ones are eager to go on your first hunt, but remember that you are still inexperienced, so whichever contract you take, you are to do your job in pairs. And don't take on something that you won't be able to handle, I don't want to find any of you dead. Now choose your partner and off you go!"
The youths were slightly confused by their tutor's request. They were told earlier that they would go on their first hunt, but they weren't told that they would go in pairs. Due to how much they had to train, the young Guardsmen didn't have much time to socialize, so all they knew about each other was their names, therefore choosing a partner was difficult for most of them. Even more importantly, they had stayed in the fortress for the largest part of their lives, only sometimes leaving to hunt wargs with their tutors' supervision. The territory around the Slayer's Fortress was the safest in the entire continent as the Guardsmen have hunted most of the prey there for sustenance. For the first time in their lives, the youths would travel to the wilderness of Gith and Colmyr.
Rolls are d60, made possible by the miracle of cutting edge virtual dice technology.
Each roll has many modifiers applied to it, which may be stats, skills or traits. Have an example scenario.
John looks around the area for evidence of spirit activity. Although he was slightly lacking in knowledge, his generally high intelligence helped him greatly.
(Rolled 48, -5 lack of knowledge, +15 intelligence = 58)
He was extremely fortunate and found some ectoplasm. The Guardsman showed it to his partner Jim, an expert on spirits.
(Rolled 31, +5 intelligence, +15 spirit lore = 51)
After examining the ectoplasm, Jim decided that it must belong to a Banshee.
These rolls depend heavily on both your ability and the difficulty of the task that you plan to accomplish. In combat, these modifiers are known before the turn starts. As an example,
Jim draws his silver sword and prepares to face the Banshee.
Jim's intelligence grants him a huge advantage versus the predictable banshee. (+15)
Jim has knowledge of how banshees behave and is prepared for the battle. (+10)
The banshee is significantly quicker than Jim, making it hard for him to keep up. (-10)
Roll modifier: +15
Magic in combat:
A Silver Guardsman is capable of casting spells far more easily than a human mage, so in the game spells are a semi-free action - you may cast a spell and attack with your sword during the same turn, but you can't cast multiple spells. Due to this, focusing on purely on magic and neglecting your physical combat skills can leave you weaker than a jack of all trades. A Guardsman is firstly a slayer of beasts and while magic may be very useful to support one's skill with a sword, everyone must still rely on physical combat to a certain degree.
The spellcasting skill:
The spellcasting skill firstly influences your mana pool, it being 100 + (Spellcasting x 50). It also strengthens your ability to use spells which do not belong to a particular school of magic. These tend to be elementary utility spells which require minimal investment and are known by most experienced Guardsmen, even those that do not put any focus into improving their magical skills.
Known spells so far:
Basic Spells:
-Spirit Trap
Spirit Trap instantly creates a magic circle around caster which forces spirits to enter their physical form. All Guardsmen can draw a spirit trap manually, but it has to be done in advance, whereas a skilled spellcaster can use this spell to combat spirits even if he didn't expect to encounter one.
Blade spells:
-Silver Blade
These spells enhance the users blade with special properties for the duration of a fight. Silver blade does not actually strengthen a weapon, but instead grants it the properties of silver, making it especially effective versus many types of infected and spirits.
Bolts:
-Fire
-Lightning
-Ice
-Iron Shot
These are the basic ranged nukes. They are not very strong but can be very useful in certain situations. Fire causes many creatures to panic and can stop some trollkin from regenerating. Lightning is especially effective versus spirits and fey and on an exceptionally good hit can cause the fur of a creature to catch fire. Ice can cause creatures to bleed and very few enemies resist it. Iron shot does damage purely through the force of impact and is useful at crushing goblins and knocking gryphons out of the sky, but quite useless against large creatures that simply receive minor bruises from it.
Enchantment:
-Reveal Motive
-Pacify Creature
Reveal Motive is useless in combat itself, but has a wide variety of applications when it comes to identifying unfamiliar creatures. It can be used to tell malevolent spirits from forest guardian spirits, it can be used to tell if a ghoul is a cowardly graveyard ghoul (the motive of which is to feast on carrion and avoid danger) or a dangerous feral ghoul (which seeks to kill you and feast upon your bones) and so on.
Pacify creature is used to avoid conflict in case you get into a fight with something far stronger than you. Popular amongst spirit hunters who are usually far less prepared for facing ogres and dragons than a beast slayer would be. The spell works on all living unintelligent and semi-intelligent creatures, so it will work on wargs, dragons and even things like ogres and kobolds, but creatures like forest hags and mermaids are too intelligent for the spell to work, whereas spirits and fey are immune since their way of thinking is too alien.
Nature:
-Regeneration
Regeneration speeds up the natural healing of the one that the spell was cast on. It's not as effective as actual medicine, but it can be used during combat and is far more simple than taking a few hours to brew a potion.
Shields:
-Crystal Shield
-Magic Shield
Defensive spells used to block attacks. Crystal Shield conjures a thin but rather strong barrier in front of the caster made out of translucent glasslike matter - after blocking an attack, the shield breaks, launching shards at the direction of the attacker - these do not deal much damage, but can be ery painful, often stagerring beasts, infected and trollkin with relatively thin hides. Magic shield creates a barrier in front of the caster which reflects most offensive spells, although a truly powerful magician can penetrate it easily.
Character sheets:
Inventory:
-Leather vest over linen clothing.
-Longsword (Ordinary, Cast Iron).
Stats:
-Strength 3
-Dexterity 3
-Intelligence 8
Traits:
-Spirit Slayer
-Fey Slayer
Skills:
-Combat I
-Spellcasting III
-Air Magic I
-Enchantment I
-General lore II
-Spirit lore I
-Fey lore I
Spells/Abilities:
-Essence drain (0 MP)
-Spellcasting: Spirit Trap (40MP)
-Air Magic: Lesser Lightning Bolt (20MP)
-Enchantment: Reveal Motive (40MP)
-Enchantment: Pacify Beast (50MP)
Health:
-Healthy.
Mana:
-200/200
Inventory:
-Leather vest over linen clothing.
-Longsword (Ordinary, Cast Iron).
Stats:
-Strength 5
-Dexterity 4
-Intelligence 5
Traits:
-Infected Slayer
Skills:
-Combat III
-Swords I
-Spellcasting I
-Fire Magic I
-General lore III
-Infected lore I
Spells/Abilities:
-Essence drain (0 MP)
-Fire: Lesser Fire Bolt (20MP)
Health:
-Healthy.
Mana:
-100/100
Inventory:
-Leather vest over linen clothing.
-Longsword (Ordinary, Cast Iron).
Stats:
-Strength 5
-Dexterity 6
-Intelligence 3
Traits:
-None.
Skills:
-Combat III
-Swords II
-Spellcasting I
-Transmutation I
-General lore II
Spells/Abilities:
-Essence drain (0 MP)
-Transmutation: Silver Blade (50MP)
-Transmutation: Iron Shot (20MP)
Health:
-Healthy.
Mana:
-100/100
Inventory:
-Leather vest over linen clothing.
-Longsword (Ordinary, Cast Iron).
Stats:
-Strength 4
-Dexterity 6
-Intelligence 6
Traits:
-None.
Skills:
-Combat III
-Swords I
-Spellcasting II
-Fire Magic I
-General lore III
Spells/Abilities:
-Essence drain (0 MP)
-Fire: Lesser Fire Bolt (20MP)
Health:
-Healthy.
Mana:
-150/150
Inventory:
-Leather vest over linen clothing.
-Voulge (Ordinary, Oak shaft, Cast Iron blade).
Stats:
-Strength 6
-Dexterity 4
-Intelligence 4
Traits:
-None.
Skills:
-Combat III
-Polearms I
-Spellcasting I
-Nature Magic I
-Water Magic I
-General lore III
Spells/Abilities:
-Essence drain (0 MP)
-Nature: Lesser Regeneration (50MP)
-Water: Lesser Ice Bolt (20MP)
Health:
-Healthy.
Mana:
-100/100
Inventory:
-Leather vest over linen clothing.
-Longsword (Ordinary, Cast Iron).
Stats:
-Strength 5
-Dexterity 5
-Intelligence 6
Traits:
-None.
Skills:
-Combat III
-Swords I
-Spellcasting II
-Defensive Magic II
-General lore I
Spells/Abilities:
-Essence drain (0 MP)
-Defensive: Lesser Crystal Shield (50MP)
-Defensive: Lesser Magic Shield (50MP)
Health:
-Healthy.
Mana:
-150/150
Kostadin Petrovski: 16
Eitr Emma: 16
Alexander Vimes: 15
Kolo Urveldt: 14
Landau Selenov: 14
Herex Rundstone: 13
Anyway, for this turn just decide the pairs amongst yourselves and where your pair is going. You can and you
should do a bit of roleplaying, because I want this to be a plot based game. To separate roleplay from OOC talk and actions, you should write it in
italicized text, or if you prefer so, in
pretty colours. Next turn is going to start as you arrive in the villages, so you can roleplay everything that happens until then, if you wish to. Seriously, please do, even asked you in the OP.