Turn 15: Items of PowerI'll also keep using comic sans.
There are limits, man! LIMITS!
Jeffery mulls over the question of rewarding his summons for a moment. He hesitantly states, "As a reward, you all uhh... will get a name! Because not having a name is really inconvenient, and thus naming you all is a very good reward. Mmmhmm. Yep."
He then sets about the absolutely monumental task of naming each individual small crab.
He also caresses his Icy Shard, cooing gently to it in an affectionate manner. He's missed it.
[5] The spearcrabs chitter with joy at receiving honorable names for their glorious victory.
[2] You immediately drop it again. Despite your admonitions of shitshitshitshitshit you fish it out of the water quickly and without incident.
+1 Charisma Passion"Well, that was fun. We should probably catch up with the others though."
Focus on recovering my health or otherwise healing myself. +1 Medicine Passion if it can apply.
Catch up with the others while alchemically analyzing the moss stuff to figure out what I can do with it. 6 Alchemy, 4 Herbalism.
Also, vote for going to the moss cavern.
And see if Anna would be able to conjure up a solid, pure vitamantic/healing essence for me to make a potion with, once I catch up to the group.
[3] You heal up okay.
[1] You assume Anna could easily conjure up healing essence, but that it would probably anger the screaming void eels that lurk just beneath the surface of reality. Then again, you're not an expert and you bungle your attempts to ask her by calling her "Corpse Girl."
+1 Seduction
1 Medicine Passion Spent: Medicine improves from +0 to +1!Use flesh magic to reassert control. I control the flesh around here, thank you very much.
If it doesn't work, use second action to try it again. If it does work, toss a jackal into the pink stuff and see what happens.
[4] You offload some of your consciousness to the jackals, allowing you to control yourself while being controlled. It's a very peculiar arrangement.
You throw a jackal into the ball. It sort of catches and starts being spun around in what you can now tell is goo (or very coherent energy). The spinning seems to slow down and become more erratic with a tethered jackal in it, and the pink light filling the room dims.
[3][2] The jackal, on the other hand, bloats up into a cancerball. You're not sure why, though from your connection/personal experience it doesn't seem especially distressed.
Hivemind Carrier -> Reverse Hivemind CarrierMaybe I can use the green glass as an artifice focus at some point. *shrug*
Artifice, check if the glass has any magical properties (or could be enchanted easily).
Diplomatically ask if I may talk to the fairy.
I vote we go to the wetter end. We can get fish.
[1] In your experience, enchanting glass is an excellent way to take a cannonshot of shrapnel to the face. You may have gotten a little overambitious with a porthole once.
[3] You're not sure if you should be asking Devorae or the fairy, but the fairy responds.
"One such as you may approach me with a suitable offering," she declares haughtily, waving a hand dismissively.
+1 Artifice-Unaffiliated-
Xiaoli Wind-Foot (Sir Elventide)
11/11 HP
-
+5 Pneumomancy (0/5)
+3 Enchantment (0/3)
+3 Archery (0/3)
-
Turquoise Robes
Eversprout Bow: This bow grows new arrows so long as it has water. Likes fertilizer too, if you're in a hurry.
Obsidian Censer: This heavy obsidian censer feels like it'd make a better weapon than religious instrument.
"I wonder if there are any villages out here," Xiaoli wondered as she stood on an outcropping, staring at the strange massive pillar of unreality in the distance. "Perhaps I should prepare before I go any further,"
1. Make an enchanted censor flail.
+1 Enchanting: Make it lighter.
+1 Enchanting: Make it cause knockback.
2. Make an air shield.
+Pneumomancy: Make it tough.
+Pheumomancy: Make it able to deflect enemy projectiles.
[4] You apply the enchantments, but they don't seem to "attach" very well. Typically that's caused by either peculiar qualities of the material or existing power not leaving any room for further enhancements. You suspect your enchantments will be prone to slipping off and dissipating when used.
[4] You wreathe yourself in a shield of air. Maintaining such a shield will prevent you from using your air magic elsewhere, and without using enchantment to stabilize it will likely require concentration as well.
Obsidian Censer -> Loosely Enchanted Light Obsidian Censer of Knockback
Air ShieldBurn my way through the barrier.
If the barrier is still there, overload it with necromancy and vitamancy, otherwise use vitamancy to turn my lifeloop into a reservoir that stores any excess life force I may gather.
[3] You burn through some of it, but it doesn't seem especially flammable and it's hard to work with searing heat in enclosed spaces.
[5] You channel alternating vitamancy and necromancy through the barrier until it destabilizes and explodes spectacularly. Without exploding you! Truly you are a genius.
Barrier destroyed
+1 Necromancy PassionBarf a death laser at them while tearing them apart.
[3] Your death lasers come out sort of tepid, more like death vomit. It does seem to melt them, though, which is nice because normally spirits aren't terrible afraid of death lasers.
[4] Your claws, on the other hand, are quite effective, and you feel elated at defeating and consuming prey.
Soon enough, there's no more screaming wall spirits and you're still hungry. You're in a sort of awkward alley-thing; the walls here are tall, irregular blocks of smooth stone, set closely together to form angular branching passages.
Spirits devouredI'm gonna assume that I'm still in the Blacksmith's shop.
Use my Negotiation passion and convey my want to create tools for the village via poking the drunken blacksmith with the blunt end of my Golemetal Rod if he tries to interfere with my smithery.
BLACKSMITH +3
-Make a farming tool. A tool used for farming.
-Make another farming tool. A type of tool farmers use to farm with .
-Make a third farming tool. A special type of tool that, depending on the user's temperament, can function as a farming tool.
METAL +6
-Shape the metal from the Golem chunks into farming shaped implements.
-Above +1
-Above +2
-Durable
-Lightweight
-Non conductive
[4] You pour your heart out to the smith, explaining your deep desire to forge farming tools for the good of the village and the glory of the craft. A single tear rolls down his cheek and he lets you use his forge.
[6] You forge your golemmetal into four giant but lightweight farming tools- the Hoe of Tilling, the Scythe of Agriculture, the Plow of Farming, and the Shovel of Cultivation. With these mighty tools, you expect a sufficiently skilled farmer to farm really hard.
There is an odd note regarding the conductivity, though- while you seem to reduce their willingness to conduct heat and electricity, it feels like that transfers to some other type of conductivity. If you're lucky they're conductive to enchanting and will hold enchantments better. If you're unlucky they're conductive to souls and you'll have some kind of shambling zombie apocalypse in a few weeks.
+1 Blacksmithing
1 Negotiation Passion Spent: Negotiation improves from +0 to +1!
Most golemmetal used to create The Four Farming Implements((EVERYONE IS ACTIVE ))
Protect up this village--Akari was busy providing foundations for its protection! (Making Glowing warning scouts or 'wisps', spending 1 passion in order for these wisps to subsist on darkness for sustenance [like being nocturnal])
[3] You make glowing wisps that drift around at night, but they're a little lackluster as a scouting or warning system. They mainly just attach to moving things and start glowing brightly while draining tiny amounts of essence from them, which is a decent way to warn of incoming monsters and annoy incoming travelers.
Glowing Wisps created
1 Glow Passion spent: No increase"It could well be that it has been too long since I have seen one, and your presence here could change that situation." Devorae replied, not in the mood to be too pleasant and flattering since he was dealing with a fairy with a bad case of swollen head. He was the one in power, not a pixie with an overgrown ego.
"Now, I could be mistaken and we could only have gotten to a bad start. I would be inclined to treat a lady like one given pleasant talk. To start with, what is your name? I am Lord Devorae the Devoted, and I am curious about our residence in this gem that now sits as part of my hoard. I also wonder how you gauge 'worthiness'."
Mossy caverns it is.
Leadership: Have the crabs scout ahead and valiantly fight and/or die in case trouble presents itself. Necromancy: try to spit the taint out once more.
Keep talking to the fairy. Try to tug the Enchantment power back.
"You may call me Priscilla," she announces, with all the humility of a giant solid gold statue of herself.
"As for my presence here, this is what is referred to as a Spirit Stone. It allows for the focusing and containment of entities such as myself, though most contain spirits far more banal than I. As I'm sure you can tell, a being as radiant as myself is an avatar of beauty and vitality.
Oh yes. That ability to focus ambient energies is also what permits me to requisition your enchanting powers so readily. It's quite beautiful and I'm sure I can find a use for it.
As for worthiness, obviously the most beautiful and healthy are the most worthy."She glances you over.
"I suppose you are passable on those fronts."You tug on your enchanting, but it remains firmly anchored to the stone. You do notice the fairy twitch in annoyance, which seems to imply she's aware of the connection or maybe even consciously holding it in place.
[3] You crabs scout ahead and report various vermin hiding amidst the foliage. The giant kind that eats travelers, not the regular kind that's sort of icky. They fail to do much fighting save for a fighting retreat.
[1] You just end up concentrating some of it in your tongue, which gives you sporadic urges to shout about insolent fools. At least, you think that's the taint and not being surrounded by insolent fools.
+1 NecromancyName: Will Wilson
Description: Other than his tie-dye robes and hat, he looks pretty normal.
Primary Skill: Plant Magic +5
Secondary Skills: Vitamancy +3, Transmutation +3
Precious Item: A monocle that provides up to 3x magnification when worn.
Backstory: While en route to the capital, Will noticed the increase in unreality and decided that this village is a good place to stay until the apocalypse blows over.
You arrive at a nice sandstone town on a mesa in a forest of weeping black trees. There's a dwarf trapped under some rubble and a crazy man being assaulted by a crow.
Nice place, all in all.
House ArcanaWith two for the moss caves and one for the wetlands, you wander off into the moss caves.
The first thing you notice is that the moss caves are not fucking around with naming. The corridors are pretty narrow and circular, and they are absolutely carpeted with thick, spongy moss. Given that they're also completely dark without your assistance, this raises some questions.
The second thing you notice is that Anna is being eaten by a snail. Just... grabbed her by the head, pulled her up into its maw, started munching away with that bladed tongue they have. Anna seems relatively nonplussed, possibly because she's sort of undead at the moment.
At this point other snails begin emerging from other tunnels, lashing out ponderously with their bladed whip-tongues. You suppose you will have to address this.
Ventaro Aureus (Beirus)
11/11 HP
[House Arcana: You are a founding "noble" of the illustrious House Arcana.]
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
[Purple Goo Tongue: It's sorta gelatinous?]
-
+6 Alchemy (2/6)
+4 Herbalism (1/4)
+4 Brawling (0/4)
+3 Seduction (2/3)
+1 Medicine (0/1)
-
Slapdash Gumbo 1: You're adept at throwing whatever into a pot and hoping for the best. You can create potions with unpredictable effects out of highly questionable materials.
Harvester's Grip 1: You're adept at holding down victims in a way that lets you harvest their delicious and valuable parts.
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Strange Elixir: Deep purple sludge with a bit of sparkliness to it. Made from glowing toothpicks and tree goo. Intended to be a potent healing potion, unsure what it actually does. Missing a sip, a quarter, and a drop.
Pure Regenerative Slime: Only the finest of moss-monster essence has gone into this sticky neon green muck. It should prove an exceedingly potent regenerative ingredient.
2 Moss Stuff: Refined from moss monster. Feels like green soap.
Devorae the Devoted (Caellath)
11/11 HP
[House Arcana: You are a founding "noble" of the illustrious House Arcana.]
[Melded Taint: A terrible corruption lurks within you, too spread out and integrated to be immediately noticeable. What you can't see still occurs, however. Particularly light in your mouth and heavy in your tongue, giving you the occasional urge to shout about insolent fools.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
[Necromantic Thermometer (-1 Necromancy): Keeps an eye on the taint suffusing you.]
-
+6-1 Necromancy (4/6)
+3 Leadership (1/3)
[LOCKED 3] +3 Enchantment (2/3)
+1 Maces (0/1)
[1 Throwing Passion]
-
Shackles of the Grave 3: Those who fall by your hand are cursed to wander the land under your thrall. Creatures you slay with necromancy tend to return as vengeful but enslaved revenants.
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Penis: This mummified penis in a glass cylinder is probably valuable or something.
Iron Coins: Grimy and you don't recognize the markings. Probably not very valuable.
Strange Mouse Wheel: Includes live mouse! Wheel itself seems to be made of gold, the rest of the contraption you're less sure of.
Empty Large Stone Pot: Big enough to fit a person inside. Or a lot of food.
Tentacled Wight Crabs
-Fairly resilient
-Mournful tale of opposing the Dark One and falling
-Looking for hero to free them from their curse
Jeffery Kentwood (Coolrune)
11/11 HP
[House Arcana: You are a founding "noble" of the illustrious House Arcana.]
-
+6 Summoning (0/6)
+4 Spears (0/4)
+3 Metal Magic (0/3)
[1 Geology Passion]
[1 Herbalism Passion]
[2 Charisma Passion]
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Metallic Spearcrabs
-Small but fierce!
Erin Quill (Glass)
11/11 HP
[House Arcana: You are a founding "noble" of the illustrious House Arcana.]
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
[Nine-Toed: You don't wanna talk about it.]
-
+5 Artifice (2/5)
+3 Metal Magic (2/3)
+3 Air Magic (1/3)
+2 Crystalguns (1/2)
+1 Diplomacy (0/1)
+1 Statecraft (0/1)
+1 Tactics (0/1)
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
Flenser 1: You're adept at striking across foes rather than through them, shredding flesh and rending soft tissues. You may deal more damage to soft targets.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
3 Raw Green Glass: Kinda neat, but not exactly weapons grade.
Anna Greenbell (Sheyra)
11/11 HP
[House Arcana: You are a founding "noble" of the illustrious House Arcana.]
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (2/3)
+1 Exploration (0/1)
[1 Hammers Passion]
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
VonNost (pw)
11/11 HP
[Independent: You owe no official membership or allegiance to anything.]
[Gnawed Cancerous Jackal Ball Broodmother Reverse Hivemind Carrier: You're a ponderous but lengthy lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh until ordered otherwise by crude impulses, and more of them burst from your flesh from time to time. The jackals are connected to you by fleshy tendrils that allow them to communicate through and control you, but also share in your consciousness rendering the line even blurrier than usual.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (3/3)
+3 Vitamancy (0/3)
[1 Savagery Passion]
-
Warflesh 1: You are adept at wielding your own flesh as a weapon. You can more efficiently convert and wield your flesh in weaponized consistencies and shapes.
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
11/11 HP
[Independent: You owe no official membership or allegiance to anything.]
[Living Weapon of Envy: Gain strength from defeating foes and consuming their essence. Must fight and consume regularly or suffer morale penalties. Greatly increased personal combat ability. Sweet green tint to eyes, skin, and claws.]
-
+5 Corvid Magic (1/5)
+3 Death Magic (0/3)
+3 Fashion (0/3)
[1 Haggling Passion]
[1 Animal Handling]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Empty Sparkling Bottle: This tiny glass flask used to contain a glittering emerald liquid. Now it's just really classy.
5 Whiskey Biscuits: You think they're made of cactus fruit?
Archimedes (FallacyofUrist)
11/11 HP
[House Best: You are a founding "noble" of the illustrious House Best.]
[Maimed: Shattered Skeleton: Your skeleton's been fractured in an alarming number of places, rendering you even more of a decrepit old man than usual.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
[Medicinal Harmony: Your skeleton is largely reinforced and stabilized. Aggressive movement might damage this, while time and medicine may speed its progression to full recovery.]
-
+5 Returnamancy (1/5)
+3 Alchemy (0/3)
+4 Medicine (0/4)
[1 Butcher Passion]
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
5 Containerless Mystery Sludge: Probably a result of your Curse of Recompense, degrading the abomination into valuable parts as it damaged others. You're... not sure how this stuff is valuable. But then, you're not sure how you're going to store it, so what do you know!
Elen Farley (Hotfire)
11/11 HP
[House Best: You are a founding "noble" of the illustrious House Best.]
[Lifeloop: Life force being constantly cycled. Not immediately harmful, but certainly rather unnatural and strange.]
-
+5 Vitamancy (0/5)
+3 Flesh Magic (2/3)
+3 Fire Magic (0/3)
+2 Necromancy (1/2)
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
11/11 HP
[House Best: You are a founding "noble" of the illustrious House Best.]
[Embattled Jackal Queen: The jackals bow to you as their leader, and thus the one most responsible for acquiring them delicious meats. Several prominent Jackal Senators question your rule.]
-
+5 Life Magic (0/5)
+3 Flesh Magic (1/3)
+3 Bone Magic (1/3)
+1 Wrestling (0/1)
[1 Animal Handling Passion]
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouting delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Erik the Ninja (Maximum Spin)
11/11 HP
[House Best: You are a founding "noble" of the illustrious House Best.]
-
+6 Ninjaturgy (3/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
[1 Leadership Passion]
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Mordre Deepstone (Derm)
11/11 HP
[House Deepstone: You are a founding "noble" of the illustrious House Deepstone.]
[Flayed: Your skin has been scraped off by heavy stones. It's very painful but does not interfere with mining, drinking, or arsekicking, so you're not sure why you'd care.]
-
+5 Stone Magic (3/5)
+3 Masonry (2/3)
+3 Necromancy (2/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
7 Sandstone
1 Crude Stylized Sandstone Statue. The statue depicts Mordre Deepstone being entombed alive.
Smith (Yottawhat)
11/11 HP
[House Deepstone: You are a founding "noble" of the illustrious House Deepstone.]
[Mildly Blinded: Afterimages of racks of metal tools make concentrating difficult.]
-
+6 Metal Magic (1/6)
+3 Animation (1/3)
+3 Blacksmithing (1/3)
+1 Negotiation (0/1)
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Pure Golemetal Spear: An excessively long pointed rod of bronzelike metal that seems to glow with an inner brilliance. The metal is resistant to impurity or corruption, and seems drawn slightly to living flesh.
The Four Farming Implements: The Hoe of Tilling, the Scythe of Agriculture, the Plow of Farming, and the Shovel of Cultivation. These giant golemmetal tools look too heavy for a normal human to use, but actually weigh as much as a normal sized tool of solid metal ought to. They are still unwieldy in unskilled hands, however. They are resistant to heat and electricity, but might conduct other forces well.
1 Ragged Golemmetal Chunk
Hrodpreht (RNG)
11/11 HP
[House Nightmare: You are a founding "noble" of the illustrious House Nightmare.]
[Incomprehensible Screaming Goo: Mixed with Doomcrow. It's not pretty.]
-
+5 Dagon Worship (3/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
[1 Mining Passion]
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Lord Doombeak the Annihilator (Eldritch Doomcrow)
6/6 HP
[RAVENING: MUST DEVOUR DELICIOUS CULTIST]
+6 Life Drain
Akari Elleison (Tiruin)
11/11 HP
[House Nightmare: You are a founding "noble" of the illustrious House Nightmare.]
-
+5 Protection (1/5)
+3 Life Magic (1/3)
+3 Glow Magic (0/3)
[1 Research Passion]
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Glowing Wisps: Drift aimlessly around town at night. Drawn towards movement, which they will attach to and drain of miniscule amounts of energy to empower their glow.
Li Kao (Pancaek)
11/11 HP
[Independent: You owe no official membership or allegiance to anything.]
[Terrible Omen: A mysterious spirit of the dead didn't seem to like you much. Could be a sign.]
[Shadow Grapple: It's got your leg!]
-
+5 Chi magic (2/5)
+4 Wuxia (1/4)
+3 Life Magic (0/3)
[1 Socialization Passion]
-
Whirlwind 3: You blow through lesser opponents like the wind blows through long grasses. You deal bonus damage against swarm type enemies.
-
Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
Xiaoli Wind-Foot (Sir Elventide)
11/11 HP
[Independent: You owe no official membership or allegiance to anything.]
[Air Shield: -3 Pneumomancy. Tough, deflects projectiles. Requires concentration to maintain.]
-
+5-3 Pneumomancy (0/5)
+3 Enchantment (0/3)
+3 Archery (0/3)
-
Turquoise Robes
Eversprout Bow: This bow grows new arrows so long as it has water. Likes fertilizer too, if you're in a hurry.
Loosely Enchanted Light Obsidian Censer of Knockback: This heavy obsidian censer feels like it'd make a better weapon than religious instrument. Enchanted to be lighter and knock foes back when struck, but the enchantment isn't fastened properly and is liable to come undone.
Will Wilsdon (Questorhank)
11/11 HP
[Independent: You owe no official membership or allegiance to anything.]
-
+5 Plant Magic (0/5)
+3 Vitamancy (0/3)
+3 Transmutation (0/3)
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Tie-Dye Robes: Far out, maaaaaaaan.
Monocle of Magnification: In addition to looking incredibly classy, this monocle increases the magnification of whatever is gazed upon.