Draignean, you have 12 hours before I give your spot to the next person in the waitlist, and I'd hate to do that because I like your character already.
Derp. If you see that I have a post somewhere else, just kick me. I probably thought I posted and buggered off somewhere.
Use Lash of the Whip on the savage, remind him of the place of his species.
You crack your whip on the ground once before attacking!
(9 + 4 + 2= 13 vs. 7 + 2 = 9)
Your foe screams in pain as they stagger backwards from the blow from your whip. In their staggered state, they fail to attack you!
Race: Low Magic Human (spells are not actively cast, instead they are triggered by certain events and blah blah blah
Appearance: A man acting in a ferocious and animalistic manner.
STR: 2
DEX: 4
END: 2
INT: 0
VIT: 1
No equipment visible
"Perhaps I can grant you a reprieve, either through a duel to the death or escape from this place when I discover how to."
offer to duel the fellow patron to the death for the sake of their honor. If they refuse, then I start to march to the southeast in search of battle.
"Hah... you new arrivals tend to have quite a bit of cheek. I may be an old soul, but I could defeat you in a handful of seconds. Never challenge someone with more blood than yourself to a duel... unless you want to be one step closer to fading away into nothingness. Besides, I'm far too much of a coward to fight any more... It's so tiring..."
You exit the tavern. and go southeast in search of battle. After all, the man said you need blood, and you're sure you can acquire some of that through battle...
The southeastern plains are about a 5 minute walk from the tavern. A few beleaguered guards walk idly by, wearing crude armor and wielding barely intact weapons. The sound of battle isn't far off, and echoes in your ear. You walk up to the nearest guard and ask how you can join them.
"There is no joining. If you want to go and fight, go and fight."
Well, that was quick. You press eastward, and it isn't long until you find a huge wall, manned by at least 200 archers. From outside, the sounds of battle echo. A ladder leads to the top of the wall, which you climb. You observe the combat for a few minutes.
What you see is terrifying.
A huge mob of monsters of all shapes and sizes surges against a small group of guards, who are fervently defending the wall. After about 20 seconds of combat, the monsters retreat, rest for a few minutes, and then return, and the combat resumes. It's a strange pattern of horrific death and respite. You climb down a ladder leading to the other side of the wall, where the combat rages. A small group of reptilian monsters about 3 feet long and 1 foot tall are attacking three soldiers to your right, while four other guards are fighting off a large tentacled beast to your left. Straight ahead of your current location, a horde of men with the heads of cuttlefish are fighting with a squadron of pikemen.
"It seems blood around these parts is the te old good currency, I kinda like it"
After dusting myself off from the fight, search around the town for a shop, preferably a armory or blacksmith, try to see the cost of a cheap and moderately effective light shield/buckler
You search around town, but find nothing. However, a small talk with some of the locals reveals that a large shop and tavern lies to the south. A short trek takes you into this shop. Only one patron sits at the bar, a sad looking grizzled soldier. The tavernkeep nods you way as you enter.
"Need anythin'? We've got booze, shields, and weapons. We've only got basic armor at the moment, though, yer gonna want to see the smith way down south if that's what you're lookin' for. Anyways, here are my wares.
20 black blood - Helot’s shield (1-handed shield, -1 block) - This weak shield, used by slaves and conscripted soldiers, is really just a plank of wood with a handle. It’s shabby and not particularly fit for use in any situation. Ever.
40 black blood - Wooden parrying buckler (1-handed light shield, +1 parry, -1 block) - This small yellow wooden buckler is okay for parrying due to its low weight and small size, but not so good at blocking. It’s also made of cheap wood, further reducing its blocking capability.
50 black blood - Wooden round shield (1-handed light shield, +0 block) - This round shield is painted with a black X. It is a quite versatile basic shield, being okay at both blocking and parrying but excelling at neither.
50 black blood - Wooden Varangian shield (1-handed heavy shield, +1 block, -1 parry) - This heavy wooden shield is shaped like an upside down teardrop, and is similar to those used by northern raiders. It is decent at blocking damage, but its weight impairs parrying.
80 black blood - Parrying dagger (1-handed dagger, +2 parry, -1 block, -4 power) - This parrying dagger easily deflects the blades of opponents due to its stout, sturdy blade. It isn't optimal for attacking with, but can be used as an offensive weapon in an emergency.
3 black blood - Cheap arrow (arrow, -1 power, -1 accuracy) - A crudely made arrow with a bone tip.
6 black blood - Flint arrow (arrow, -1 accuracy) - A crudely made arrow with a sharp flint tip.
10 black blood - Iron arrow (arrow, +1 power) - A decently made arrow with an iron tip.
10 black blood - Well-fletched arrow (arrow, +1 accuracy) - A well-made arrow with a sharp flint tip.
40 black blood - Slave’s Morningstar (1-handed club, +2 blunt, +2 power, -1 accuracy, -3 parry, +1 additional power and accuracy if wielded with 2 hands) - The morningstar is the weapon of choice for clerics and monks who go to battle. It’s heavy, easily breaking bones and pulping foes, but it’s heaviness impedes its accuracy. This morningstar is not exactly in tip-top condition, having a bad case of rust and a worse case of being terrible.
70 black blood - Wanderer's Scimitar (1-handed sword, +2 sharp, +1 accuracy, -2 power, +1 additional accuracy if wielded with 2 hands) - This scimitar is short but very sharp. It’s a slashing weapon, meaning it’s good against unarmored foes.
100 black blood - Varangian Handaxe (1-handed axe, +1 sharp, +2 power, -1 parry, -1 speed) - This brutal hacking weapon is used by northern raiders terrorizing coastal villages. It's heavy for a 1-handed weapon, giving it a slightly higher chance to stagger foes.
130 black blood - Varangian Greataxe (2-handed axe, +3 power, +1 sharp, +1 blunt, -2 parry, -1 speed, user must have at least 2 END) - This greataxe is a weapon to be feared. It's tremendous weight makes it ineffectual at parrying and blocking, but also gives it power unmatched by most lighter weapons. It can crush most light armor, but it's user can't be weak.
150 black blood - Wanderer's spear (1-handed spear, +1 sharp, +1 accuracy) This iron tipped spear is used by the guards of caravans that cross expansive deserts. It is both light and deadly.
200 black blood - Tachi (2-handed sword, +2 sharp, +2 power, +1 speed, -2 parry, -1 block, user must have at least 2 END and 2 STR) - This deadly curved greatsword is sharp and deadly, as well as long. However, it's great weight means that it's user must be in good physical condition. It's thin blade is easily damaged, making it less than ideal for parrying and blocking.
150 black blood - Indran Knight's Longsword (1-handed sword, +2 power, +1 parry, +1 sharp, -1 speed) - This longsword is the standard for knights of the republic of Indrus. A few of them must have entered the Resonance, explaining the presence of this sword. It's a balanced weapon with a decent parrying ability,
170 black blood - Light Infantry Halberd (1-handed halberd, +2 power, +2 sharp, +1 accuracy, -2 speed, -1 block, +1 additional block and speed when wielded with 2 hands, 3 END or 3 STR required to wield with 1 hand) - This halberd is heavier than most, making it hard to use when wearing heavy armor. It can stagger foes and has reach over short swords.
100 black blood - Thief's Dagger (1-handed dagger, +3 speed, +1 parry, -2 power) - This dagger is a quick weapon, being able to pull off attacks quickly. It lacks power, though.
120 black blood - Hunter's Shortbow (2-handed bow, -2 power, +1 accuracy) - This shortbow is used by hunters to take down small game. It isn't particularly effective against any target larger than a small deer, but at least it's accurate, right?
150 black blood - Soldier's Shortbow (2-handed bow, -1 power, +1 speed) - This shortbow is used by soldiers to hold off enemies when not at melee range. It's easy to wield, and once you get the hang of it you'll be able to fire off multiple arrows in rapid succession.
70 black blood - Dirty talisman (1-handed talisman, +1 INT, -1 VIT, +1 poison) - This talisman is covered in a layer of toxic grime. It casts spells well but just looking at it is painful, let alone clutching it. Why would anyone in their right mind use this?
120 black blood - Elm wand (1-handed wand, +1 INT) - This wand is carved from an elm tree and inscribed with basic magical runes. It's a must for any novice magician who doesn't want a staff.
130 black blood - Acolyte's Rod (2-handed staff, +1 block, +1 INT, -2 power) - This magical staff is really just a quarter staff with various magical symbols carved on it.
140 black blood - Quartz Orb (1-handed orb, +2 light) - This quartz orb boosts the power of light magic, such as Hone and Light Ray.
10 blue blood - Spell Scroll: Stoneflesh (+3 physical defense, +1 elemental defense, END bonus that scales with user's INT, lasts 3 rounds, drains 5% of users HP or 1 blue blood, terromancy) - This spell is a must for most battlemages, who tend not to wear heavy armor. It increases the users physical defense significantly, and also slightly boosts their elemental defense.
10 blue blood - Spell Scroll: Life drain (deals low damage that scales with user's INT, restores HP equivalent to 1/2 damage dealt, costs 1 blue blood, necromancy) - Life drain is a basic necromancy practiced by novice dark mages. It isn't very powerful, but it can heal some of the caster's wounds using energy drained from its target.
10 blue blood - Spell Scroll: Hone (adds +3 power to weapon of choice, drains 10% of users HP or 2 blue blood, bonus light damage that scales with INT, lasts for 3 rounds, photomancy) - This spell is used by those who only dabble in spells and trust their weapons more than any wand or talisman. It increases the power of the user's weapon for a short period of time.
10 red blood - Memory: Arcing slash (A regular attack that deals 75% damage to two foes, drains 1 red blood or 5% of user's HP) - This is the memory of a fallen knight who died keeping many foes at bay. It deals lesser damage to multiple foes, making it effective against hordes of weaker enemies.
10 red blood - Memory: Ferocious charge (A powerful attack that is guaranteed to stagger whomever it hits, drains 1 red blood or 5% of user's HP) - This is the memory of a berserker who was struck down while charging a powerful foe. It allows the user to deliver a powerful staggering blow at the cost of some blood.
20 red blood, 20 blue blood, 100 black blood - Memory: Firesword (An extremely powerful melee attack that is also enhanced with fire magic. Damage is based on the user's STR, INT, DEX, and END.) - This is the memory of a heroic soldier who fell in battle fighting only with a sword and a torch. It deals both physical and magic damage, making it useful for spell casters and warriors alike.
"Come back when you have more blood, n' I might have something new for ya. Also, lemme give you a little tip. Spell scrolls are used by magicians to learn spells. Memories are fragments of a destroyed soul that contain parts of said soul's last moments. Eat them, n' ya might learn something new. Spells use blue blood, and memories red. If ya have none, they'll drain your own blood. Till' later, lizard."
Follow the call of Destiny and head Southwards.
You head south, and stop at a tavern. To the southeast is a plain with a wall visible in the distance, and to the southwest is a grassy plain looming with purple stormclouds. Directly south is an even larger conglomeration of these purple clouds. Of course, there's also this tavern here. Perhaps the tavern keep has some useful info, or maybe someone inside will help you...