After making my new, very hard to see avatar (due to various lethal items), it's time to make another update.
Go exploring nearby.
[6][4][2]: You enter a hallway, which splits in two, one leading to a room and one to another hallway. Down there, is another hallway and two rooms. You decide the three rooms are good enough.
The first has a sign with some sorts of symbols. You have no idea what they mean. The room itself looks fairly ordinary, but as you approach it it feels like you're... splitting apart... in some way. Not physically, but...
The second, is a room filled with shiny silver things. Lots of shiny silver things. You feel immense greed as you look at them...
The last is a dank room with some fairly average mushrooms. Definitely inedible by the looks and smell of them. Not likely poisonous to kill even a rat, though.
Anthramarux slurped up the end of the rats tail and emitted an unladylike belch. Tasty!
Those glowing stones were so pretty...and powerful. She only knew a little of what 'power' was now-it was what just allowed to kill and eat that rat just now, for example. 'Power' was what you used to do what you wanted. If you didn't have enough power, you were like a rat-and you got eaten up. If you had lots of power, you were like Mom-A Dragon...
Anthramarux wanted to be a Dragon, not a rat. She didn't want to get eaten. After all, if it was really dangerous, Mom would have cleaned it out, so it was probably was beneath her notice. Anthramarux would investigate them...she had some bad feeling from them, but nothing specific-they might only be dangerous if she touched them, or stayed around them too long. She would do a quick search, then inform her mother. Maybe.
Investigate those stones! Try not to touch them.
You slowly walk into the room, trying to investigate the stones. [Eff: 1-2]: You feel an effect, but it is a small tingle and nothing bad happens.
The stones appear to be raw magic of all kinds, from life to death, from chaos to stability, solidified into crystal form. You notice a gas going off of them, so you believe that they are leaking their magics. And you also know that if you touch them you'll be blasted with that magic, which will, without exception, cause bad effects. That includes life magic stones. It may be a good idea not to stick around...
Go to mothers corpse and mourn till daybreak.
You go to mother's corpse, then start crying. Mother...
Suddenly, several thumps... your sister was trying to sneak past you. What was she doing out there? And why was she trying to sneak past you...?
Wait till the men leave then retuern to the cave. Avoid sister if shes there
As the men walk off into the distance, you return to the cave.
Your sister is right in the middle of the entrance, weeping for mother. Hmmm, you'll have to sneak around...
[Agi:1+1-1]: You fumble around loudly at the entrance like a dunce. Your sister looks at you, confused.
Semakhet thought about it for a few moments, going through what he'd told about the world in general before.
'The Merchant Republic of Isrand, I think, especially this Jamos of Dreta. I want to know what kind of man uses my kin to assassinate others. I do not need so many details just yet, but keep telling of the lesser lords of these realms as well. They could be useful as well.'
"Jamos is one of the Mayors of the Merchant Republic. Isrand is a Federation and Merchant Republic. Each city acts as it's own separate part of the entire Republic, with a Doge being the Major that is elected by the others. The Federation of Isrand acts as one and as many at the same time. Jamos is the Major of Dreta, the 'city of the birds'. He is known for taking measures into his own hands, much to the dislike of other Majors, though he is pretty popular with a decent bit of the population as a result. He considers dragons to be friend or foe depending on which way the money is coming from. The reason he paid some of your kin to kill Prince Ventae of Grathos, is a result of long, bitter hated. When Grathos took over four cities from Rihosis, they decided to try their luck on Isrand afterwards. They lost. And, as a result of the attack, Isrand has embargoed Grathos. Grathos has, in response, prevented all traders from Rihosis from entering their territory and sent many attempts at causing chaos in Grathos via spies. Jamos, being the spontaneous person he is, decided to 'fix' the problem: Grathos has only two heirs, so he though that, should the current family die, Grathos could collapse or could have a friendlier dynasty come to the throne. Ventae, the youngest of the two, was on a hunting trip. So, Jamos paid a mighty dragon to kill Ventae. He failed. When the Caliphate of Hiatar got word of this, they sent a 100 man 'party', not even mentioning 'group' or 'army', to Dreta, and began besieging it. The garrison, however, fought them off. However, this was a blatant declaration of war, and only the actions of Nali of Harbror and the Doge Irassis of Kalamer prevented instant war. He prefers to be called by his own name without the titles.
The other leaders of Isrand are:
Palos of Grandza, a comfortable man who often spends money carelessly but generously. He's not that good of a governor or general, but how he acts keeps his approval ratings extremely high. He's at least smart enough to keep the cashflow in the green and not in the red, and also smart enough to get the right advisors. He considers dragons pests due to how often they wreck the areas surrounding his city. He prefers to be called just by his own name.
Nali of Harbror is a female, known for being a very learned, disciplined, and stern woman. In this respect, she is a very poor diplomat when it comes to more casual matters, but in serious matters she is brutal and utterly effective, able to out-argue most opponents. She is well known for
literally out-shouting and out-insulting a dragon away from her walls while at the same time giving her own men a headache when she was divorced and thus on a very short temper. She considers dragons wild animals. She prefers to be called by her full title on introduction, and 'Major' afterwards.
Janette of Albreac is another female, known for her ever changing clothes; she avoids wearing the same combination twice a week, and is often showered in luxurious clothes. Don't let this fool you, though, she is an incredible governor and, believe it or not, general. She has a fluctuating non-caring and dead serious personality. She considers dragons wild animals. She prefers to be called 'my lady' by everyone but her soldiers, militia, and guards, who she prefers to call her 'Ma'am'.
Largos of Gemghold is a man from the north. He is known for his incredible strength, and his love for axes. He often holds rare festivals, calling his friends from the north, in which duels between them are seen, songs from the north are sung and played, and rare items are brought from the north and sold in Gemhold and vice versa. Largos is a happy man who is hard to truly anger and loves a challenge. He considers dragons 'beasts who need to learn to control their temper', meaning he doesn't hate dragons but he doesn't fully trust them either. He prefers to be called 'Smosjak Largos' formally, Smosjak being the northern word for 'Major', and just 'Largos' casually.
Finally, there's the 12-year Doge, Irassis of Kalamer. Irassis is a very wealthy, very smart man who seems to be able to convince quite a lot of people. He is an amazing governor and a brilliant general, but he's getting older at the age of 46. He has a calm, but ambitious personality. He is known for convincing people to do things that would never happen in other kingdoms, such as: A somewhat okay stairway to hell (which hit magma and now is mostly useless aside from deep mining), A tall tower to the heavens, trying to reach the gods (which is now too cold for anyone to continue but is still very, very high), a paved road straight to Rihosis through any obstacle, be it lake or mountain (which is halfway done, currently stopped due to a earthquake collapsing a section), and a keep with an exterior wall out of metal, which actually is finished. Irassis is known for inviting several elder dragons to debates (and winning), which means he has some respect towards your species. Formally, he prefers to be called 'Doge of Isrand', or 'Doge'. Casually, 'Uncle Irassis'."
Broma looks somewhat blue from the lack of air. He spends a few seconds breathing hard, and then taking massive drinks of water from a container.
+2 Charisma.
I have no choice. There is nothing like a warrior who has nothing left to lose. If I can't do this now, I'm finished! Attempt to breathe fire on the man to loosen his grip on me.
[Luck:3]: You attempt to breath fire on the man. There's a little problem, though; his sword is on your neck, blocking your neck from expanding so you can breathe
fire energy on the man. ((Additionally,
you don't breathe fire)). You stop mid-way: Breathing on the man could expand your neck
into his sword, which would... not be good.
*Coin flip* Father backs away into the cave, finally. "You hurt her, you're dead." He says. The man moves away from you, but keeps his sword pointed at you. Strangely, instead of picking up his longsword first, he decides to pick up the flag, which is further away,
then he picks up his sword. He begins walking--or more correctly, limping--away, still bleeding.
Nuzzle up to mother in pain. Contemplate the weapons you saw the humans use and how to counter them!
You go up to mother, in pain. Also, your hands are still bleeding.
[Int:1]: You have no idea how to defend against the pointy things, maybe you should make your own pointy thing?
No?
Meh.
Also, -1 HP from continued bleeding without action against said bleeding.
"Ah, finally!" With renewed vigor Kin started to slash at the bear with his claws.
Kin claws the bear one last time and will hopefully bring back the carcass to his father.
[Agi:3+1][Bear Agi:5-1][Difference:0]: You just
bearly touch the bear's legs as it runs, [4 out of 3d2, halved, 2 damage] cutting a major vein, causing it to bleed to death within a few seconds. You have succeeded in killing the bear!
You slowly drag it back to father, [Str:2] but you seem to lack the strength to carry it up the hills. Hmmm, you can try to do so again, risking hurting something in your or exhausting you, or you can just bite off a bit of it's hide. You father did say 'hide', not 'carcass'.
+5 Strength and Agility for killing the bear.
Investigate each room/path, find out what I can about each and gauge the dangers and bonuses.
Walking next to the distorted room makes you... fell... strange, like everything about you is slightly moving. You can't tell anything about the room through the shimmering.
The stone room is unremarkable and extremely boring. There is nothing but rocks in there.
The last room is fairly safe. The barrier seems to block physical forces. You're not sure if it blocks magical forces, but the faint, unknown 'feeling' about it says yes. You have a feeling simply attacking it won't do. The item is a sword, pulsing with magical energy. It has an... influence about it, a faint voice in your head. It is not loud enough to understand yet, but you have a feeling it could get loud enough to understand if some requirement is met.
HP: 28/28.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Child.
Strength: 55. Recent: 0.
Agility: 54. Recent: 0.
Intelligence: 50. Recent: 0.
Toughness: 70. Recent: 0.
Charisma: 50. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
HP: 25/30.
Male.
Mother: Rianixia.
Father: Arxonis.
Age: Child.
Strength: 55. Recent: 0.
Agility: 40. Recent: 0.
Intelligence: 65. Recent: 0.
Toughness: 70. Recent: 0.
Charisma: 55. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
HP: 10/20.
Female.
Mother: Cielstraza.
Father: Abyssion.
Age: Child.
Strength: 51. Recent: 0.
Agility: 65. Recent: 0.
Intelligence: 85. Recent: 0.
Toughness: 50. Recent: 0.
Charisma: 90. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 45. Recent: 0.
Intimidation: 25.
HP: 16/18.
Male.
Mother: Mevith.
Father: Litril.
Age: Child.
Strength: 52. Recent: 0.
Agility: 82. Recent: 0.
Intelligence: 53. Recent: 0.
Toughness: 45. Recent: 0.
Charisma: 70. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 70. Recent: 0.
Intimidation: 75.
HP: 14/14.
Female.
Mother: Faladut.
Father: Tsaldos.
Strength: 40. Recent: 0.
Agility: 55. Recent: 0.
Intelligence: 55. Recent: 0.
Toughness: 35. Recent: 0.
Charisma: 88. Recent: +2.
Fame: 5. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 45. Recent: 0.
Intimidation: 55.
Items:
Strange golden amulet (around neck).
HP: 18/18.
Female.
Mother: Savamin.
Father: Eluuvian.
Strength: 40. Recent: 0.
Agility: 47. Recent: 0.
Intelligence: 65. Recent: 0.
Toughness: 45. Recent: 0.
Charisma: 57. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
HP: 18/24.
Male.
Mother: Terranizaia.
Father: Algorm.
Strength: 57. Recent: +5.
Agility: 66. Recent: +5.
Intelligence: 56. Recent: 0.
Toughness: 60. Recent: 0.
Charisma: 45. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 55.
HP: 24/24.
Female.
Mother: Cielstraza.
Father: Abyssion.
Strength: 50. Recent: 0.
Agility: 67. Recent: 0.
Intelligence: 65. Recent: 0.
Toughness: 55. Recent: 0.
Charisma: 62. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 50.
Extra status: CURSED by the gods! Duration: 19 turns. Effect: Rolls made by you gain or lose +1 or -1, depending on which one hurts you the most. Rolls against you gain or lose +1 or -1 depending on which one hurts you the most. Walking near altars of said gods will invoke a hostile response.
HP: 24/24.
Female.
Mother: Talathraxis.
Father: Arzg'Razgoth.
Strength: 40. Recent: 0.
Agility: 25. Recent: 0.
Intelligence: 90. Recent: 0.
Toughness: 61. Recent: 0.
Charisma: 61. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 40.
Uses 1d100.
1-10: WAR!
11-25: Tensions increase.
26-35: Tensions decrease.
36-45: Dragon terrorizes country, provokes hunters.
46-50: Dragon helps country. Improves relations.
51-95: Nothing.
96-100: TOTAL WAR!
Selected: 42, dragon terrorizes country. Country: 12, Province of Kobland.
Dragons have lately been terrorizing Kobolds. As a result, many hundreds are running around the wastelands trying to kill some dragons.
Province of Kobland: Relations deteriorate with dragons. From Utter Terror to Utter Terror And More Terror (worse).Alright, since I have a feeling some might consider this update late compared to the last, I'll get this out quickly. If you spot a mistake tell me.