Hmmm. That's strange. The mana potion seemed to have the same effect on you an alcoholic beverage might have on a human.
Are the elves familiar with alcoholic beverages? Are there any drinks less-than-graceful elves quaff away at in the night? It might help us understand the nature of this potion we have yet to find out how to make.
You roll over and stuff your head beneath a pillow, away from the stabbing light of day. You haven't felt this hungover since the morning after your coming of age party. Your thoughts keep churning, despite the headache- is this a result of casting from Vitality? Maybe the workout you gave your Mana pool? Some other Necromancy related shenanigans? Actually, you first remember feeling off right after that Mana potion...
Wait a minute- that fruity taste... Sunberry! You hadn't recognized it at the time, what with the spiciness and strange texture, but you're reasonably sure the base of that potion was Sunberry Wine- a rather potent potable, as such things go. Elves- like most races- freely partake of alcoholic beverages, though they favor wines. Sunberry Wine, in particular, is a traditional Elven beverage, and the berries grow only in the Vale. It is famed for its strength and unique flavor, and is Yicelafo's prime export.
But that still doesn't explain the spicy taste, or the texture, and it only raises more questions. Do Mana potions need to be made of booze? Does the process of making a Mana potion make booze stronger? Is that why Humans buy the potions- for the side effects?
Maybe it was a side effect of draining our mana reserves completely twice in a row, though. Anyways, since we'll be seeing our mage friend on the way out, I imagine, we can ask her when we get there. Also, we should send her a letter letting her know we'll try to visit on our way to the outside, and we should try to visit.
You think it would be a good idea to visit Elana Foundwasps, and resolve to write her another letter. You remember, however, that you haven't heard a response from your last letter- maybe your messenger delivered the other letters first, or perhaps she's already at the Fair. You haven't heard back from your parents, either, although it is a good bet that your Father is leading the Caravan's escort through the Vale.
I guess we need to meet Omo.. tomorrow was it? We should get all our supplies ready. Fishing equipment, A hatchet, I'm not sure how skilled we are at archery, but a bow and some arrows might come in handy. We also should bring a tinderbox, unless we can start fires with magic, or elves have knowledge in white phosphorous. We want plenty of flatbread, some lemons to avoid scurvy, and some salt just in case we find ourselves far from the coast. We need a flask for water (other than our potion vial, which we may find another use for). We also need plenty of rope, some leather to wrap our feet in if it gets cold (and to experiment with), and some herbs in case of injury. We want a frame to pack this all onto, and a leather bag to mount on the frame and sleep in. A shortsword might come in handy, but it might be a bit expensive, and isn't a necessity. If we have or can get our hands on a larger knife or sword, we should find a light one. We don't want to weigh ourselves down too much.
Eventually, you muster the effort needed to get out of bed. After addressing some basic hygiene needs (you've got a nasty bruise on your shin, by the by,) you decide to do some preparation for your eventual departure from Yicelafo. You don't have a specific meeting planned with Omo, just the intention to join him at the Fair before asking the Elders permission to leave. Still, you'd like to be ready to go when you do get permission.
You start with the items you already own- starting with a large leather backpack, you start filling it with your
fishing equipment, flint and steel, a waterskin, and a change of clothes. Alright, two changes. You should be able to buy traveling food for about 5 copper/day, lemons and salt for a few more. A good hatchet can run as high as 6 silver, but maybe you can haggle for a used one. You don't have a clue how much various herbal remedies cost- you'd have to consult a healer. A bedroll will probably run you a silver piece. Silk ropes would be ideal since they are both lighter and stronger, but are too expensive- Rope Reed fiber ropes cost 2cp/5ft, and you could pack a coil of 50 feet without too much trouble.
A shortbow and arrows would be nice, but is out of your price range- they normally sell for something like 30 silver. A shortsword, though requiring considerably less craftsmanship than a bow, is similarly expensive due to the general lack of metal in Yicelafo. A good, reliable metal dagger will probably run you 4 silver in the Vale. Both the shortsword and dagger will probably be cheaper if you buy from the Caravan at the Fair, though the sword likely won't drop into your price range.
In order of priority,
Trail Rations (3 days) (1.5 sp)
Bedroll (1 sp)
Rope Reed rope (20ft) (0.8 sp)
Hatchet (lower price the better) (<6 sp)
Healing Herbs (?)
Dagger (4 sp)
Does that list look right to you? And how would you like to spend the afternoon, once the shopping is done?
Vitality- 9/10
Mana- 12/12
XP- 15/20
Inventory-
6.6 Silver Pieces,
Elven Tunic,
Elven Cloak, Belt Knife, Small Empty Potion Bottle
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Bleh
Seven 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
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. You need practice.
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 - 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
Abilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Eager to leave
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 currently home on leave.
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.
-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.
-If you ever have enough spare mana, see if you can control multiple dead crayfish at once, and if there's an upper limit on how many perspectives you can hold at once. Stop if you get a headache, feel dizzy or anything else seems strange.
-See what the maximum range is for controling one of your zombies, and if it expands with practice. May take more than a day of effort, but it'll be good exercise.
-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.
-Make a zombie insect that will stand still, then see if we can take its vitality when it is behind a rock (out of our line of sight).
-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?
-Finally, We have silver on us. we should test how it reacts with our magic. Can we put vitality in silver? what happens if we drop a silver piece through a Golem's head?
World Map
Yicelafo