So, who agrees with this plan:
1. Wait until the end of the Fair, acting like normal. Bring along some rope.
2. Sneak out of the Vale before the merchants leave, on the last day of the Fair.
3. Once clear of the Vale (ie. across the river into Thrimesdur), start practicing necromancy again.
4. Do not tell Omo about our abilities right away.
5. Instead, try to create a golem body out of rope and sticks; just like the old rope golem, except with stick limbs.
6. While Omo is out hunting, you go fish. Steal vitality from the captured fish to animate our golem.
7. Try to imbue the golem with the ability to walk around.
8. Once we have a golem to demonstrate to Omo, reveal our powers and hope he doesn't freak out.
agreed. I think the spellbook idea should be included if possible tho. if we can get our hands on a spellbook, we should. even if it might mean a bit of theft.
There are four days left of the Caravan Fair, and you decide to stay throughout the festivities. Apart from practical considerations like the profit potential of your arrangement with Luki or the last few things you want to do, there is also the knowledge that once you leave, you will not be back in Yicelafo for a long time, perhaps years or even decades. As well, you know that once you leave, you'll have to tell Omo what you are. You risk his friendship and perhaps your life, but you can't lie to your old friend- he deserves to know the truth about his traveling companion. It must be done, but you doubt it will be pleasant, and anything that delays that day is welcome in your book.
Despite Omo's growing impatience, you take this opportunity to enjoy the sights and sounds of the Young Vale and your fellow elves. You spend your time dancing, singing, talking, and generally enjoying yourself, basking in the festival atmosphere. Some days are wet, others are dry, but there is always a fire to gather 'round and merry making to be had.
Which is not to say you don't also accomplish some other minor tasks.
Exactly, no more elves, so it may be that we can easily acquire a beginner's guide to general magic here that would be the equivalent of a rare and powerful compendium of lost arts across most of the rest of the world. While one would guess that the crystals are available for the wide-spread potion trade and presumably come from somewhere to begin with... I don't know what sort of books would be appropriate, probably something portable with a large selection of utility spells, such as communication, protection from hostile environments, mobility enhancement. Something with enough information that someone could figure out how to use the described effects with study and practice, while being sufficiently brief that it could be carried without being too much of an impediment. Perhaps one very detailed instruction on a single magical effect and another with basic details on performing most of the effects that would be useful on a journey to a magically unusual environment.
A list of available works that describe the process of evoking general magic would be useful, our budget would probably preclude anything over, say, 10 gold, maybe look into items up to 20 gold if they are particularly desirable...
Oh, and I should add - talk to merchant, tell him you're glad you could help him turn such a tidy profit on the artifact. You hope it alleviates in part an unfortunate change of circumstance that means you won't be able to stay out the week after all.
Spend a large bulk of our profits on more mana crystals. We'll need this for our future income stream, and experiments. In fact, it might be worth it to spend ALL of it on mana crystals (and a couple containers, obviously)
You know that the elves aren't much on libraries or books, but the Caravan is in town with a wide assortment of goods- perhaps they have something. You decide to ask Luki when you drop off the potion the next morning.
Morning Luki, how's business?Grand, milady Nym, simply grand! Your mother was as good as her word when she promised Yicelafo would make a generous offer for that artifact. Why, with that profit added to my margins I rather think I could fund a caravan of my own!I'm glad to hear it. Say, you know the merchant selling Crystal, right? I'd like to get in touch with him to buy a little stash of my own.I know him, I know him indeed, but I fear he has little to offer you. The same elf who bought my artifact for Yicelafo also snapped up his entire inventory.Oh, no.Oh yes, it appears you elves are stockpiling the stuff for the coming war. But, tell you what- as a thank you for bringing my artifact to the attention of the Mages, I'll sell you some of the Crystal I bought off of him- no markup, just 20 silver per ounce.Really? That's kind of you. How much do you have?I can part with five ounces, which would be enough for five Mana were you to use it in a potion. 100 silver- Interested?Sold! As long as I'm here, do you have any spellbooks in your inventory?I do not, but I believe there is a bookseller in the Caravan- he regularly makes the journey back and forth between Thrimesdur and the Jeweled Coast.Thank you Luki- see you tomorrow.It doesn't take you long to find the bookseller- his wagon is rather large, but he has little inventory out for display. Most elves care not for extensive reading, but there are a few customers in his tent examining ornate quills, a variety of inks, solvents, and other curious objects associated with the art of manuscript. The bookseller himself is a tall, thin reed of a man, with knobby knees and elbows, wisps of grey hair escaping from under his stained Rope Reed Fiber cap.
Good day, and how may I help you today?Hello, I was wondering if you had any books about magic.Hoo hoo! You'll have to be more specific than that, dearie, for I've many a tome on the subject.Oh really? I was hoping for something on the performance of general magic, or perhaps the theory behind it.The merchant pulls out a binder, and begins quickly scanning through the pages.
Hm... ah, I possess a copy of Prestidigitation for the Beginning Practitioner by Joddo Meadtrust- it was first written shortly after the Golgothan War ended. An interesting story there- you see, after the Golgothan War, there were many villages who lacked a local Priest or Wizard to perform magic, since so many died in the war itself. Meadtrust was an instructor at the Wizarding Academy who was frustrated by the brief time he had to teach new Wizards and Priests their art before they had to return. He wrote this book in an attempt to alleviate the problem- he would teach them the basics of magic, and they could then take guidance from his tome to learn the rest on their own. Was a miserable failure, you know, most of his students were stymied by the overly technical language of the text, but once the rate of admissions and graduations returned to a normal level it became quite popular as a reference text for the more isolated practitioners away from the cities. Joddo didn't live to see it, though, died thinking the attempt was his greatest failure, and on one notable occasion he sought to burn any copy he could get his hands on to rid himself of the embarrassment.Your eyes glaze over somewhat at the rapid-fire onslaught of information, and as the merchant gathers his breath you hurriedly interject,
Sounds perfect! How much are you asking?I have a couple copies, as it happens- one is a relatively new and more inexpensive edition, but if you're a collector I have the most lovely illuminated copy written shortly after Meadtrust's death, made by a monk at-The less expensive one will be fine- how much?Ah, for the obvious utility of its contents and important cultural context, I couldn't part with it for less than 32 silver and 5 copper pieces. There-That will do just fine, thank you.The merchant blinks, then excuses himself and retreats to his wagon. After a few long moments he returns, bearing a leather bound book somewhat larger than you had anticipated. Completing your transaction, you step outside and inspect your new purchase. The text within is written in a tight, clean script- there are intermittent illustrations and diagrams demonstrating one concept or another. Paging to the very back, you find an index, and examine the contents. There are a variety of minor divinations (Detect Vitality and the like,) as well as a handful of simple illusions, a brief description of the other Magical Faiths, some utility spells that seem useful... ooh, Message!
Flipping through to that entry, you find that spell is a way to send a message one way, at a distance. Disappointingly, cursory examination seems to suggest that the range is rather limited- a few miles at best. You blanch as you read more of the instructions- the merchant was not exaggerating about the overly technical language! It doesn't seem to be anything you can't figure out, but it will likely take some time and concentrated effort to learn any spells from this book.
I think we should head to the Dwarves, spending no longer then a day in any city besides theirs, they have the highest chance to accept us for what we are, and I have a feeling they may be able to help us in making golems, and may even have records of old necromancers who were good like us.
To the dwarves! aye, that should be our long term goal. Dwarves are fine folk, and makers of artifacts as well. Plus we know the least about them. they'd be interesting to study. Since they keep such stuborn strongholds, I imagine they have archives of the ancient ages.
However, the elves have a strong alliance with Thrimesdur, but the dwarves are probably either neutral or hostile to elves if anything resembling a tree quota exists in this world. the dwarves should be a second stop after we finish with Thrimesdur, and/or if our powers are revealed too early. Either way, we should ask pevo about the dwarves.
Another day, you find yourself thinking about the dwarves- perhaps their reputedly cunning craftsmanship could create an object more readily suited for transformation into a golem. Now that you think about it, didn't Pevo say something peculiar about dwarf/Necromancer relations? You resolve to ask him, and return to his room in the Great Temple for expressly that purpose.
Afternoon, Pevo, how are you?I'm quite well, Nym- here with some more questions?You know me too well, Pevo. Actually, I was wondering what you knew of the Dwarves- did you visit their lands in your travels?I did not, nor do I have any inclination to do so- that people has a poor reputation.Why is that?It isn't easy to pin down- the Elves have had little contact with the Dwarves since the Golgothan War, and the history of our racial relations is one of the many things lost in that conflict. From what I can gather, the Dwarves of the Earth Kingdom were solid allies of the Golgothans prior to the war, as well as the Fire Nation. When the war started, the dwarves did not condone Balkoth's aggression and did not join his assault on Elven lands, but neither did they hinder him. Supposedly, when they heard of the near genocide of the Elvish people, they annulled their alliance immediately, but I know for a fact they did not join in the war against Balkoth until he betrayed and exterminated the Fire Giants.Well, that doesn't sound too bad- they were faithful to an ally, and turned when his evil became clear.Very reasonable of you, but it is difficult to get past the fact that, if they had stood against Balkoth from the outset, the Sacred Grove might yet stand.That's the history, but who are the dwarves as a people?Again, this is secondhand information, but the dwarves are reputed to be a hardy folk with great mineral wealth, and the finest craftsmen in the world. They are also an ancient people- they lack the stability and continuous line of Emperors that Thrimesdur has enjoyed, but their mountain halls and fortresses are older than the Empire itself. Other than that, I only know stereotypes- they drink, they are expert craftsmen, big beards, few manner, the usual.Their fortresses are older than the Empire? Could it be they possess ancient knowledge of ages past, even greater than the libraries of Thrimesdur might contain?It is possible, I suppose, though I doubt it is as well organized as the Cremated Empire's archives. The dwarves supposedly have a rather guarded nature, making it difficult for human chroniclers to get the full story out of them- there could well be hidden histories and engravings deep in the oldest mountain homes, unknown to the outside world and perhaps even to the dwarves themselves.I see. Thank you Pevo, that was quite enlightening.All too soon, the morning of your departure arrives. You make and deliver Luki's final potion early in the morning, and well before midday you join up with Omo, leaving Yicelafo towards the East and Thrimesdur. You are the only ones leaving Yicelafo before the final ceremonies and the grand sending-off of the Caravan, and the road is clear. Omo whistles a jaunty tune, pleased to finally be leaving, and you can't help but succumb to his infectious happiness. The time passes quickly as you sing traveling songs and enjoy the unseasonably warm weather.
After the first day of travel, you make camp not far from the river. Once you finish eating a hearty meal, you briefly confer with Omo about your route, examining the map Pevo gave you days ago.
By his estimation, you've passed beyond the limits of Elven habitation on the northern shore- by the end of the day tomorrow, you'll be well away from any Elvish settlements of any kind. After that, Omo informs you, it is little more than a hard day's march to the river crossing of Larathor, a large human settlement on the Great River and your first step beyond the confines of the Vale. Omo cautions that Ranger patrols will likely be thick along the river, and you'll have a much higher risk of meeting them throughout that last day. Hopefully, Omo's knowledge of the patrol routes will guide you safely through.
As you fall asleep, you can't help but worry- when should you reveal yourself to Omo? Tomorrow night, when you will be in the midst of the forest? The night after, when you have dodged the Elvish patrols, crossed the river and reached Larathor? Later, somewhere in the wilderness of Thrimesdur?
You try to put such concerns aside and go to sleep- the next few days promise to be tiring.
Vitality- 10/10
Mana- 0/12
XP- 19/20
Inventory- Belt Pouch (
86.2 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, 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)Skills-
Competent FisherStatus- Fine
Fifteen 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
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- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 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.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, 50' Rope, Hatchet,
Camping Supplies,
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Relaxed
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
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.
Luki Revereorder- a Merchant who possesses many strange things
-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?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- 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 recomend 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.
World Map
Yicelafo