Even though the creature looks like an ambush predator, in the case of the children it didn't look like there were any signs of struggle. One child lost its soul on the spot and the other run and then ended face first into the dirt with its soul gone. So we know that it takes some time to steal a soul or to recover after stealing one, but the process almost immediately incapacitates the one attacked. Even if Omo can one-hit-KO the creature and even if he can resist the attack for a few seconds due to his high vitality and training (unlikely, since soldiers didn't have much luck with it), we shouldn't risk having him fight the creature. So he should definitely back off to a safer height/distance or if we can't convince him to do so, at least convince him to not attack.
Eko should also be warned about the direction it's coming from so that he is ready to cast a necromantic abjuration to keep the creature away. Still not sure about whether or not he should run with Omo so they can help each other (Omo with navigating the forest, Eko with abjurations).
And now that we do not have line of sight and cannot attack the creature, we should try commanding it. Imagine being a creature with 6 legs, trotting through the forest, seeing the souls of 3 humanoids in a way similar to "see vitality". If it turns out the creature is easily controlled, we should make it stop while we decide how to proceed. If it resist or if it is intelligent, then we should try to convince it with simple feelings and mental images that we mean it no harm and that it should not hurt us and that we're a necromancer that can help. Or if that doesn't work we should convince it (again through simple feelings and mental images) that we are powerful and we can kill it, like Balkoth, so it should obey us, essentially intimidating it and associating ourselves with people we know it didn't hurt. We should generally focus our mind on our need/desire to communicate and exude a feeling of peace, stillness and being in control during the entire Command procedure. We should keep it simple, in case it is an alien low intelligence creature like the ones Eko described.
Once we get line of sight and if we have failed to control it, we can try impairing its eyes and then its legs, since it is one of our invisible spells.
Only steal vitality if it is getting dangerously close and impair does not work. Even then, try not to steal all of its vitality unless it looks like if we won't kill it it'll hurt one of us, so we can study it.
If things look like they are not working, we and the others should be ready to run away.
This is sensible, but I'm not sure about the diplomacy. It's not something we've tried before, and the rest of the plan would only leave us with 1 mana. We don't want to risk using too much to drain all of its vitality at the end if we need to. Otherwise +1.
+1
"Nym." From his vantage, Omo can see the approaching monster. He sounds focused, like a nocked arrow.
Your mind races in the heat of the moment.
"Climb higher, Omo. It's coming for you. Try to get out of reach." Omo doesn't respond, simply making his way higher in the tree until the branches become too thin and spaced out to reach easily. Eko scrambles to his feet.
"It's coming?" he asks in alarm, clumsily readying his spear.
"It is. Get your Abjurations ready, it's going for Omo." You push Eko from your mind as you focus on the creature clattering through the underbrush; it's a wonder Eko doesn't hear the noise for himself. You quickly try to piece together what the monster must be from your limited information: it has six legs, like a giant bug, it's looking at the same bushes and trees that you are, it's on a mission to find You and Omo and Eko, it has sight like a Necromancer. When you try to Command it you can feel an echo, or rather a hum like an arrow whistling past your ear or an unseen hand just behind your head. It's a feeling of closeness that is strongest when you focus on it's Necromantic Sight and what it feels, but weakest when considering what it sees and what its body is. You sense that Command Undead is possible, but you do not yet know enough about it to make the spell resolve.
You step quickly along a thick branch of the tree you're hiding in, trying to get a better view to help finish your spell. You grab a higher branch and lean outwards, getting a clear look around the tree between yourself and Omo. This affords you a clear view of the monster as it breaks through the undergrowth and emerges directly beneath Omo's tree.
It's not really a monster though, or a creature at all. It's some kind of bewilderingly complicated golem. Its body appears to be cast out of ancient bronze, dented and tarnished. It's legs are made of the same stuff, but have suffered even more abuse, and the "feet" of the construct are covered in muck. The places where the legs join the body are concealed by strips of leather; when the legs move (an awkwardly violent up and down motion) flashes of purple light illuminate the ground as the leather shifts. The construct as a whole is plain-looking and unadorned, rather like a metallic water tub had decided to go for a walk in the woods.
It's just outside the range of your detailed Necromantic Sight, though you can still get a sense for the shape of the Necromantic energy animating the construct. A disproportionate amount of Vitality seems to be concentrated towards the front of the body; the head, perhaps. The body itself holds very little, serving more as a hub for energy to flow into the legs, pooling at the joints and trickling down each limb.
There is no time to discern details; only this glimpse. From the time you first sensed the construct to the time it burst into view has been only a handful of seconds. Now it is directly beneath Omo, and though its body ceases its frantic movement the speed of its actions transfers immediately to the realm of Necromancy. To your eyes, a fine rope of Necromantic energy seems to erupt from the "head" of the monster, snaking up between the branches before coiling around Omo's head. There is a whipping motion as the rope of Necromantic energy curls into a ball and snaps back towards the creature.
Omo falls from the tree.
Eko curses, stumbling forward as Omo's body crashes through the branches, landing in a heap on the forest floor. You don't have time to waste on profanity or useless shouts. Your blood is rushing in your ears. What do you do?
Vitality- 10/11
Mana- 11/12
XP- 28/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Not Panicking
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 9/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Empty
Vitality- 12/12
Mana- 9/9
XP- 36/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Base Camp Minor Ward- 6 days remaining.
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
- let's try to move the vitality within ourselves around and see how that affects our physical movements.
- First up, we rip off a leaf and watch its vitality drain away. Second, we rip off another leaf but use some mana to keep the vitality in, maybe making a new spell. Third, We rip off some more leaves and use Raise Zombie/Command Undead on them. The plants aren't entirely dead yet, after all, so it would be interesting to see the results.
- Oh, and we should definitely try using see vitality while raising a zombie or stealing vitality if we get a chance, so that we can see if we can find out where vitality comes from and why it is lost.
World Map
Northwest Thrimesdur