Quickly, while it's injured, assault the beast! COME, ADVERSARY! FACE MY MIGHT!
Stay in cover and watch for now. Not like I can really do much else without a weapon or mana, so I'll just watch. Name: Aurum
Appearance:
I am the alchemist.Magic path: Alchemist Sculptor
Mana: 0
Strength: d4
Speed: d8
Endurance: d10
Knowledge: d8
Will: d10
Senses: d4
Ongoing effects: None
Inventory: Magical Material (Grand Item)
Alchemist's Gear (Great Item)
A drop of Thaum
Box of Glass Vials (Mundane Item)
Backpack (Mundane Item)
If monster is alive: Keep shooting.
If monster is dead: Secure some bones which could feasibly be carved into arrowheads and/or shafts. A bunch of feathers, too.
Name: Edric
Appearance: A diminutive man dressed in plain clothing. There's a somewhat predatory look in his eyes.
Magic path: Empath Ascetic.
Materials: Weak, Disease
Mana: 0
Strength: d4
Speed: d12
Endurance: d8
Knowledge: d4
Will: d12
Senses: d4
Ongoing effects: None.
Inventory:
Extra material.
Medium armor (d6).
Bow (d6).
Pack.
Empty book and ink pen.
Take a moment and use my clothing to bind the wound, staunching bleeding long enough for phase two of my plan!
With the bleeding staunched find some trihorns nearby and start driving them towards the pits, throws rocks to startle and maintain a fair distance from my targets. If any brea limbs I shall slay them, clearly not stopping my bleeding was a tactical move. I clearly did not forget I was bleeding.
Name: Jian
Appearance: This, but replace the staff with a sword.Magic Path: Ascetic Hunter
Mana: 0
Strength: d4
Speed: d8
Endurance: d10
Knowledge: d8
Will: d4
Senses: d10
Ongoing effects: Gored arms, fucking deer. Dizzy.
Materials: Blood
Inventory: Grand:Quality Longsword (d8)
Great:2 Shortswords (d6)
Mundane:Longsword Sheath (d4)
2 Shortsword Sheath (d4)
Bang Rolls up off the ground and charges up the hill to attack the injured beast. Unfortunately his lack of sheet means that he has a sudden and violent brain fart which renders all his stats to their lowest levels. [4v3] Impressive. [8vs2] Even better. He dodges the beast's attempt to disembowel him and delivers a flurry of blows to its chest while screaming "ORAORAORAORAORA!". As soon as his attack is finished, he turns his back on the creature and says " お前はもう死んでいる!". The beast spasms and then explodes into gore.
Aurum's bush hiding adventure continues.
Eldric hops out of cover and wanders over to the creature's remains. There's nothing that could be used for shafts, but he secures several large bones that might work to be carved into arrow heads, and a lot of the creature's plumage.
Meanwhile, Jian binds up the wound on his arm and sits down for a while until he stops feeling dizzy. [2v8] He goes searching for trihorns but can't find any. Might have all been scared off.
Name: Zoh
Appearance: Small girl. Constantly looks bored. Albino with pale blue eyes.
Magic path: Channeler Invoker
Mana: 0
Strength: 1d12
Speed: 1d6
Endurance: 1d8
Knowledge: 1d6
Will: 1d8
Senses: 1d4
Ongoing effects: None
Inventory:
Backpack, Sling D4, Light Armor d4
Doctor's bag, Ceremonial Kris d6
Familiar: Kuzco the mini-Quetzal
Strength: 1d4
Speed: 1d8
Endurance: 1d6
Knowledge: 1d4
Will: 1d6
Senses: 1d8
As he walks, Zachary questions the hunters. So what caused you gentlemen to get sent in?
Name: Zachary Thantful
Appearance: A tall slender man in a plauge doctors garb, his face is typically concealed by his mask in his paranoia about the end times, but in safe areas he's been known to remove it. Revealing a harsh and angular face with brown eyes and black hair. His lips are typically quirked in a smirk.
Magic path: Hunting Gutreader
Mana: 0
Strength: 1d6
Speed: 1d10
Endurance: 1d10
Knowledge: 1d6
Will: 1d6
Senses:1d8
Ongoing effects:
Inventory:
Backpack: Within said backpack.
lantern
bandages x2
Doctors kit
rope
Worn:
Plague doctors clothing with the signature beak like nose, this one appears to have been reinforced with chain mail. d6 armor.
Carried
A shiny and well maintained spring rifle.(D8 ranged weapon)
[/quote]
Track up and down the river bed and try to get an idea of the lay of the land, foliage, traffic, wildlife and such
ZZ actions
Name: Zamia the Lost
Appearance: A cryptic figure, wearing a solid bone mask, and covered head to toe in furs and leather reinforced with bone, antler, tooth, horn, and all other manner of once living material. Upon closer inspection, one would notice that this figure has hundreds of beads and talismans, again made of bone and like materials, threaded on as well. This person also carries a wicked barbed spear, that seems to inflict pain just by looking at it.
Venandi Zamia is a hunter, once scouring the lands for greater and mightier beasts (and men) to fell. Zamia now uses their skills just to survive; but is always looking for path back to glory.
Magic path: Hunting Gut-reader
Mana: 0
Strength: 1d10
Speed: 1d6
Endurance: 1d6
Knowledge: 1d8
Will: 1d4
Senses: 1d10
Ongoing effects: N/A
Inventory:
Barbed spear (1d8)
Hunting trophy armor (1d6)
Atlatl and javelins (1d6)
Backpack
Bandages
Box of thaumic junk
Sorry for not posting sooner, my internet got cut off.
Let's check out the plains near the base. What wonders do they hold? Still really just surveying rather than searching every inch.
Name: Thrakor Zrell
Appearance: A bookish-looking sort; the kind you expect to see hidden behind tomes, looking for some hidden lost knowledge. But a forgettable face and calm demeanor hide his true plans for getting power...
Magic path: Alchemist Invoker
Mana: 5
Strength: d4
Speed: d6
Endurance: d4
Knowledge: d8
Will: d10
Senses: d12
Ongoing effects:
Inventory: Backpack, Light Armor (d4), Box of Glass Vials, Alchemist Gear
Materials: Gas d8 [phase of matter], Light d8
Get ye weapons. Tell me what they should look like in my inventory, please.
Name: Zackerine Harsolt
Appearance: Young woman with red hair, braided, green eyes, darkish skin, with a few scars from combat. Not necessarily attractive; it's obvious that she could easily cave a man's skull in with her bare hands. Leather duster over a colorful skirt. Steel breastplate and arm guard, but nothing else in order to avoid encumbrance. Messenger bag. Short brimmed and absolutely not pointy hat. Quite fond of knives, and will seek them out even to the exclusion of more powerful alternatives.
Magic path: Channeling Flesh Scroll
Mana: 0
Strength: 1d12
Speed: 1d6
Endurance: 1d6
Knowledge: 1d4
Will: 1d8
Senses: 1d8
Ongoing effects:
Inventory:
Bag
Tome
Knife (d4)
Medium armor (d6)
Tattoo Kit
Companion: Zill the Riphound familiar
Appearance: Large dog of the "Riphound" breed. As you might guess, she has a large jaw with lots of teeth. Despite her fearsome appearance, she's friendly to people who aren't enemies, and smart enough to tell the difference.
Strength: 1d8
Speed: 1d8
Endurance: 1d6
Knowledge: 1d6
Will: 1d4
Senses: 1d4
Ongoing effects:
As I said before, give Zackerine her 75 gold. Then continue to talk to the barman--ask him about the Predator Saint, and order a drink too.
Also, can I roll knowledge to see if I can remember what sort of creatures "raven-heads" and "boneless" are?
"Heh, 'Predator Saint'? Now, that sounds like a fascinating story to be told, even if it is indeed mere myth. Care to tell, and perhaps bring me some refreshment as well?"
Name:Zruril Zaszurs
Appearance: Zruril is a tall, middle-age man, with thinning gray hair and a calm, warm, smile that never seems to leave his face. He wears heavy robes that look much like what a priest might wear, and a perceptive individual might notice the glint of a small handgun carefully hidden in their folds.
Magic path: Empath Invoker
Mana: 0
Strength: 1d4
Speed: 1d8
Endurance: 1d4
Knowledge: 1d12
Will: 1d12
Senses: 1d4
Ongoing effects: None!
Inventory:
100 feet of rope
Bandages
Heavy robes (d4 light armor)
Pocket pistol (d6 ranged)
325 coins
Zoh continues to follow along.
Zamia walks around the river, getting the lay of the land for a good few miles around the base.
Zrell heads out onto the plains beyond the forest. These plains are the Alizarin plains, a vast grassland or savannah covering hundreds of square miles behind the "Philosopher's Teeth" mountains. There's a lot of tall grass, scattered trees and a variety of beasts walking around. There's a large hill to the east of here, where the Hilltop fortress of Ipecacuanha sits, and to the north, if you go far enough, is a wasteland holding the ruins of Gravid.
Zach asks the hunters why they showed up, and they respond that the government in Alkahest was persuaded to act due to the insistance of several prominent merchants. Apparently they were tired of having their western routes raided by some kind of forest beast.
Zackarine gets her weapons. Combat knife d6 and mini crossbow, d6 with the number of remaining bolts in paranthesis.
Zruril: [12vs5] You think back and remember what those creatures are. Raven heads are basically some mix of gorilla and raven. They, with grand gators and lots of the other more hostile critters are remants of animal armies from the west. They've been living here for hundreds of years though. A boneless is something far more frightening. Something from the deep places of the earth; like a giant human but with soft bones that let it ooze through cracks and caves, slithering along. They're supposed to hunt near small caves or crevices, catching men as they pass or investigate. No one knows where they come from. You order a drink and he gives you a cup of harsh brownish yellow alcohol. He tells you that a predator saint is a creature that drives hunters mad. Compells them to enter the forest and then tricks them into killing one another before it eats the bodies. The more people it kills, the greater its influence and eventually it can drive whole cities to wipe themselves out. Its called a saint because they say it never raises a hand to do any killing personally.
"Let's go sightseeing!"
Search for a way to climb those two stonewalls. If I find one, do it. Look around on the top.
((Hamber is a random name I came up with, it means nothing))
Name: Hamber Lohan
Appearance: A tall man with black hair, brown eyes, a well-groomed goatee and round glasses he always forgets to wipe. He is wearing a western shirt and jeans.
Magic path: Alchemist Sculptor
Material: Explosion
Mana: 0
Strength: d6
Speed: d10
Endurance: d4
Knowledge: d12
Will: d4
Senses: d8
Ongoing effects:
Inventory:
Backpack
Box of Glass Vials
Light Armor
Alchemist's Gear
Doctor's Bag
Reflex Recurve bow (d8)
If you don't require any assistance with supplies I'm going to try and find some locals to tend to. Even if I don't make any money, at least I'll ingratiate myself with the populace.
Wander around the town, maybe ask a few locals to see if anyone needs a doctor. Speaking of which, can I get some clarification on this settings medical knowledge and/or practices? Mostly I just want to know what supplies I have on me, but I'd also like to know how much we know about basic anatomy (would a fairly onowlegable medic know more or less what organs there are and roughly what they do?), the sources of disease (do we know what bacteria are? Viruses?), etc. Also, could you tell me any ways that information might differ from the real world (what medicines do/don't exist, any new diseases, etc.), to the extent that my character would know it?
Name: Grennyl
Appearance: Rather tall and broadly built, but neither muscular nor plump. His face and scalp are clean-shaven. His simple clothing is covered by a long, white coat, and he often covers the lower half of his face with a cloth. He has what some would consider an odd obsession with cleanliness, and one who knew him might describe him as slightly too formal.
Magic path: Gut-reader Hunter
Materials: Cloud
Mana: 0
Strength: d6
Speed: d6
Endurance: d10
Knowledge: d8
Will: d6
Senses: d8
Ongoing effects:
Inventory:
Straight razor (d4)
Doctor's bag
In the doctor's bag, if possible (otherwise, back at base)
Ghost Charm
Bandages
Lantern
Familiar: Chum, an enormous bird of prey of indeterminate species. She looks rather menacing to, most. To an expert she would look slightly overfed.
Strength: d8
Speed: d8
Endurance: d6
Knowledge: d4
Will: d4
Senses: d6
"What a- ah, wonderful little town. I wonder what kind of mine that could be."
Stroll through the town, greeting people I pass. Head towards the mine, and see if I can find anyone willing to tell me more about it. Specifically inquire about the possibility of purchasing some of its products.
Name: Yng, Son of Yng
Appearance: A sturdy, well-kempt man with black hair and a goatee.
Magic path: Alchemical Sculptor
Mana: 0
Strength: d10
Speed: d4
Endurance: d6
Knowledge: d12
Will: d6
Senses: d6
Ongoing effects: None
Materials: Ice
Inventory
Flanged Mace d6
Satchel
-Empty Book and ink pen
-Alchemist’s Gear
-300 Gold
Hamber: The "Stone walls" are not human made, I'll remind you. If you look at the map your base is situated between two big, rather thin but tall mountains. These are the "Walls" I mentioned. You can climb them just by trying to climb them, but they're very tall, so some rope or other safety gear might be useful. Because a failure could mean death.
Grennyl: Your asking about anyone needing a doctor reveals only that the town has a few already. Not surprising really. As per the nature of medical care, its a bit complex. Like almost all technology in this world, everything was based on magic until recently when magic started to vanish. They have a fairly advanced knowledge of illness; they know its caused by tiny creatures (though they believe some odd things about them) or other natural causes, they know how to treat many diseases in a way that is effective, but their technology for things like surgery is quite simple. They cannot operate on the brain, operations on the chest and abdomen have very high death rates, and their handling of traumatic injury to limbs is generally amputation. They also don't have very good anestetic; they kind of just have to take their best guess about doses and sometimes people die from it. Your bag would basically be tools for stitching, cutting, sawing, bandaging, and other basic surgical and first aid actions, along with some pretty powerful narcotics for sedation.
Yng: You manage to track down a foreman in the mine area and ask him about buying some materials. He directs you to check in the market with the ore dealers; they don't sell directly to anyone.
Huh, for some reason I thought this all was a cave system. Anyway, I thank my spirit for the mana, and head for the nearest village. Figure out how I could obtain a shovel. I'll try and dig down to the spirit I saw earlier. If won't go well, I ought to find a cave system on the surface, as well as a lantern.
Also, how much mana would I need to use mercury to enchant my mace to poison those it hits? Relatively quickly, I may add, since mercury poisoning is rather slow?
Lastly, I've found some possible uses for the Mercury component. Alchemists (of the old real world) thought they could use it to turn metals to gold, or to create metals in general. There's also its believed health benefits / component to immortality, but those are only BELIEVED, so they may not work. Would they work, Piecewise?
Name: Ma'o Ewhak
Appearance: White hair black skull-like mask (not intimidating, almost charming), vibrant azure eyes, white cloak over chain armor, black shirt underneath, white boots that go halfway up heel, long grey socks. Average body, save being slightly tall and lean.
Magic path: Invoking Servant
Mana: 0
Strength: D8
Speed: D6
Endurance: D8
Knowledge: D10
Will: D6
Senses: D6
Ongoing effects: Possessed by Upside-down Hourglass.
Inventory:
Decent Mace D6
Ghost Charm
Backpack
Light Armor
100 feet of Rope
Utilizing background character knowledge, Go and take a fine and dandy stroll eastwards heading out for Matrass, my raven can sit on my shoulder for this trip
Name: Xodius Xerium
Appearance: This is a tall young chap standing at around 6'3, and wears thick glass goggles on him. He has short dark brown hair, hazel eyes, and a pale tone of skin. He has a large scar crossing his left eyes as it was his experience when he had to tame the majestic raven. His armor is a type of thick black leather with metal studs surrounding as its designed to handle the wear and tear of the workings of an alchemist. He acts a loyal, submissive servant to most nice people and administrators and doesn't really mind anything, unless the conflict is that of aggression and tension which result in him having a cold and calculated approach to remove the desired threat.
Magic Path: Invoking Alchemist
Mana: 0
Strength: 1d4
Speed: 1d10
Endurance: 1d6
Knowledge: 1d6
Will: 1d12
Sense: 1d6
Inventory:
-Backpack (Mundane Item)
-Box of Thaumic Stuff (Mundane Item)
-Iron Hatchet (D4 Weapon)
-Alchemist's Gear (Great Item
-Studded Black Leather Armor (D6 Medium Armor)
-Familiar (Grand Item)
Companion: Xornian the Omniscient Raven
Appearance: A enchanted purplish feathered raven with a large amethyst amulet surrounding its neck. The raven is ever cautious and always on alert as it's magical eyes have a 360-degree of vision even if its physical appearance states otherwise.
Strength: 1d4
Speed: 1d6
Endurance: 1d4
Intelligence: 1d8
Will: 1d6
Senses: 1d8
Ongoing effects: None
Name: Brine Boneater
Appearance: An wrinkled old man with a pale face, slight build and cruel, dark eyes.
Magic path: Hunting Gut-Reader
Mana: 0
Strength: 1d4
Speed: 1d12
Knowledge: 1d6
Endurance: 1d6
Will: 1d4
Senses: 1d12
Ongoing effects:
Inventory:
Familiar ((not really an object but yeah...))
Wooden Crossbow (d6)
Mail Shirt (d6)
Box of glass vials
Backpack
100 feet of rope
Familiar:-
Name: Big White
Appearance: A huge albino bear, with sharp white fangs and bright red eyes.
Strength: 1d8
Speed: 1d6
Endurance: 1d8
Knowledge:1d4
Will: 1d6
Senses: 1d4
((I see...))
Brine walks eastwards to Matrass.
Huh, for some reason I thought this all was a cave system. Anyway, I thank my spirit for the mana, and head for the nearest village. Figure out how I could obtain a shovel. I'll try and dig down to the spirit I saw earlier. If won't go well, I ought to find a cave system on the surface, as well as a lantern.
Also, how much mana would I need to use mercury to enchant my mace to poison those it hits? Relatively quickly, I may add, since mercury poisoning is rather slow?
Lastly, I've found some possible uses for the Mercury component. Alchemists (of the old real world) thought they could use it to turn metals to gold, or to create metals in general. There's also its believed health benefits / component to immortality, but those are only BELIEVED, so they may not work. Would they work, Piecewise?
Name: Ma'o Ewhak
Appearance: White hair black skull-like mask (not intimidating, almost charming), vibrant azure eyes, white cloak over chain armor, black shirt underneath, white boots that go halfway up heel, long grey socks. Average body, save being slightly tall and lean.
Magic path: Invoking Servant
Mana: 0
Strength: D8
Speed: D6
Endurance: D8
Knowledge: D10
Will: D6
Senses: D6
Ongoing effects: Possessed by Upside-down Hourglass.
Inventory:
Decent Mace D6
Ghost Charm
Backpack
Light Armor
100 feet of Rope
Ma'o: You head around, walking along the western edge of a cave opening toward Glucinum. You reach the road in towards town but don't get far along it before you see something odd. The ground here is riddled with small cavern entrances and sinkholes, the bare stone like a sponge. Sticking out of one of these cracks along the road is a body. Human, with a cloak and long clothing, set to travel the wasteland by the look of him. He's wedged right in that crack, bent in half with his ankles right up by his ears. ((As per your question, I can't tell you the cost for that. The cost is dependant on a roll, as the rules explain, so it could be anything from 1 to whatever the upper number of the challenge die is. As per poisoning or becoming immortal with mercury, I can't really say anything other than what you can do with them is generally restricted to normal properties for the substance. Unless you can think of a real clever way to use it.))
Xod: Hmm. Well Matrass is a bit of a walk from here. Many miles actually. There are two ways to it: following the edge of the caves or getting on the main road and following it. The main road is out in the wastes, but the cavern path is not without its own dangers. Any choice between them?
Brine: Would you like to join with Xod? Safety in numbers?
one says he'll do it if you can show it to him. He says that he has wanted to try and sift iron like he finds gold, but that lodestones are difficult to get hold of.
Moghorn explains to the gold-panner that he needs a little gold dust to work with. He also haggles about the price (gold or goods), but is fairly flexible if necessary.
If he is given the gold dust, he carefully mixes it with water and casts Lodestone on a bit of steel if there is one nearby. If there is no other hard magnetic material nearby, he attempts to create a small Lodestone.
He also tries to determine if: a) Living Brass could be had in the town
b) There is a graveyard
c) He could get hold of red candle wax from anywhere nearby.
Name: Moghorn the Journeyman
Appearance: Fiftyish and very weathered. Moghorn spent his youth, adolescense, and adulthood travelling according to the voices in his head and the strange compulsions he felt. Then he stumbled across a magical spirit and gained magical powers.
Magic path: Servant Sculptor
Mana: 0
Strength: d6
Speed: d12
Endurance: d6
Knowledge: d6
Will: d6
Senses: d8
Ongoing effects: Has a spirit in him
Inventory: Mundane: Backpack, 100 feet of rope, Lantern
Great: Marsh Hog Leather Armour (d6 protection), Marsh Hog Bone crossbow (d6 ranged damage)
Grand: Spirit
Materials: "Grand Lode Stone" or rare earth magnet in our terms.
The sifter says he'll give you the dust first, but only when you can produce the magnet immediately afterwards. He doesn't want to just let you wander off with it.
You ask around about the other ingredients. Living brass, as far as these people know, is something that the eastern artifacters used to make their weapons and machines. They say the artifacter grave is probably the best place to find it.
Red wax isn't as common as uncolored wax, but they say you could probably find some in regulus or one of the larger towns along the trade routes.
And they become rather...suspitious when you ask about if they have a graveyard. But they say that they keep their dead to the north, in a cave, buried in small alcoves.
"Well that isn't good. Do you know where in the lake it is? I mean, I could spend years just randomly dredging the lakefloor and still not find it. And if I'm going to go into the middle of the sickness, do you have any suggestions on how to keep it from making me sick too?"
I had thought the lake was a lake, rather than a swamp. and wait, it's super-deep yet has trees growing in it? how does that even work? I mean, generally one excludes the other. well, whatever. anyways, I can't afford to be renting boats, so I'll probably just be walking to the water's edge. Considering that this might take a while though, I think I'll detour back to my home to put up a sign for people to look for me by the lake. That way I don't miss buisness while I'm doing this. I'll also be checking my door for any messages left for me while I was out.
EDIT: Oh, and again, talking to Adam.
Name: Nina Morellis
Appearance: A young, red-haired woman, green eyes, somewhat unkempt. She's had Adam for as long as she could remember, and has a bit of a reputation as a harmless nut. The town guard are okay with Nina though, occasionally getting her help keeping a mage secured by having her drain their mana so they can't cast. Since they don't have a proper magehunter available, having a local civilian channeler they can bring in as needed is a big help. And Nina tries to be on her best behavior with them to keep their relations good. Nina herself works as a healer, living out in the poor part of town, and has an erratic schedule based on the needs of those who want her help. so she has a lot of free time, but also gets woken up in the middle of the night a lot. add in Adam's occasional antics and she doesn't get to have a stable sleep schedule.
Magic Path: Channeler, Invoker.
Materials: Sound
Mana: 5
Strength: D4
Speed: D6
Endurance: D10
Knowledge: D8
Will: D10
Senses: D6
Inventory: Backpack, padded cloak (D4 protection, Light armor), Lantern, doctor's bag.
Inhabited by a spirit which takes the form of a floating disembodied limb that constantly melts and reforms into other body parts. She calls it "Adam."
Location: Mesothorium, a town by lake Limus
Cabal: None at this time.
"THE FEET! AT THE FEET!" He screeches.
It was a lake, once, back when it was named. And its very deep but these are very big trees. With deep roots that are not always reaching the bottom, so to speak.
You head back home and set up a small sign that says "Getting treasure, back in a while". There are no messages left on her door for the moment. Come to think of it thoughl a healer in a plague ridden town? What better place to work!
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Mana: 0
Strength: d10
Speed: d10
Endurance: d8
Knowledge: d4
Will: d6
Senses: d6
Ongoing effects:None
Inventory:
Backpack
100 feet of rope
Bandages
Tattoo Kit
Medium armour: d6
Quality weapon (Spear): d8
Action: spawn at Glucinum near Darwin Zeppeli. Check magic word. Observe surroundings
New character!
Name: Darwin Zeppeli
Appearance: An old medicine man.
Magic path: alchemist gut-reader
Strength: d4
Speed: d6
Endurance: d6
Knowledge: d10
Will: d8
Senses: d10
Mana:0
Ongoing effects: None
Inventory:
Box of Thaumic Junk
Small or rudimentary weapon (dissection knife): d4
Lantern
Alchemist’s Gear
Medium armor: d6
Sealer Suit: d4 (vs magic)
Magical material: to be decided
Spawn at Glucinum near Pancaek. Check magic word, then observe surroundings.
I'd like to convert my thaumic junk into mana, is there any spot near where I could do that?
ES: Your word is Wood. Glucinum is an odd town. The lakes around here are particularly violent; giant swirling malestroms or whirlpools fed by one river and splitting out into several others that then cascade down into the great cave mouths around the lake. And Glucinum is perched on a metal pier out in the middle of this lake. They fish for their food but their town is mostly supported by the things they trawl out of the churning lake with their long metal cable nets. All sorts of objects that have washed down from the north or been torn up from below and bobbed to the surface, destined to end up in a cavern had it not ended up in a net instead. The center of town is a market, and the very outer edge of town is dominated by fishing and scavenging groups with buildings hanging precariously over the edge. The residents live in the space between.
DZ: You can do it anywhere but you might wanna find someplace more private then the middle of town. Just to avoid attention and constant questions from locals wondering why you're setting up a big alchemical apparatus in the town square.