We could bring up the subject with the merchant of accepting the amulet in lieu of wages for the potion making. He gets several phials of potion which he knows will sell for a decent price and loses a 'dwarven' trinket which he may never sell. Possible he would accept, especially if he likes us.
You are awakened early the next morning by rain thrumming on the roof. Rising, you find your mother making breakfast in the kitchen, and join her for a meal of fruit and cheese, exchanging pleasantries and talking of inconsequential things. She soon leaves to perform her daily duties as Mage. After freshening up, you head out into the morning gloom, pulling up the hood of your cloak against the cold, soaking rain.
You squelch your way back to the Caravan Fair. Between the rain and the hour, there aren't many elves out and about, and the few you see are more concerned with their errands than with merry-making. You don't want to spend much time in the wet either, and press on to your meeting with Luki Revereorder.
You find Luki within his tent, preparing to do business for the day. There are no other customers here at this hour- the medallion is hung in the same place as yesterday, its supernatural pull as strong as when you first saw it. Luki looks up from his busywork as you enter, and starts rooting around behind his table.
Good to see you again, milady Nym! I have your supplies here- an empty bottle and enough crystal for a 6 Mana Potion. I'll pay you for the work upon delivery.Thank you, Master Revereorder. Speaking of my pay, I've actually had a thought on that. I've taken a liking to that medallion you've got there- how about, instead of the 18 gold I was going to receive for the potions I'm making for you, I were to take the medallion instead?Surely you jest! That medallion is an extremely valuable historical treasure- I could hardly part with it for that paltry sum.Mmm. As it happens, I'm something of an amateur historian- just looking at it, I can tell you it isn't dwarf-make like you think. See, dwarves are given to hard lines and sharp angles in their art, and that piece is all curves and circles. An oddity, it is; a treasure, it is not.Hmph. I'm certain that the appraisers along the Jeweled Coast will be able to do a better job of identifying it than you. Meaning no disrespect, of course.Of course... but let's be reasonable. That medallion is a gamble, and you know you can make a handsome profit on my potions. A bird in the hand is worth two in the bush, right?That may be true, but I have too much invested in that medallion to accept such a small amount. Not, I'll take my chances on the open market.Too much invested? What do you mean by that?It took quite a bit of convincing to get the original owner to part ways with the piece. I won't take a loss on it.Uh-huh. What you mean is, you got taken for a ride on something you don't know the value of. If I were you, I'd cut my losses and take the sure profit.I'm telling you, this is a valuable- nay, priceless piece of art, and it'll make me a fortune! I'm certain of it!Alright, no need to get excited about it. I'll be back later with the potion.I vote for asking the council as soon as possible - try to convince them. Offer to do diplomacy. To gather information, and then return. Offer to travel with a (different) caravan heading east. Note that one of the rangers has offered to escort and protect you if you leave. Focus on the benefits your trip can provide, especially if they give you some magical way to remain in contact with them (if such a thing exists, obviously!) If they turn you down, we'll know, immediately, that we need to change our plans. If they push the issue, don't just storm off - agree with them that they are correct, the issues they've brought up are serious, and they're right - you will stay in the veil.
Do a quick look around for Elana on the way - if we don't find her, so be it, but if we do, be glad to see her and tell her what's going on.
Stowing your potion supplies, you decide to meet with the Elders. You trudge back out into the rain, heading back to Yicelafo proper- you don't pass Elana on the way, and given the weather you lack the inclination to do much searching. The Elders meet in the Shrine- a small grove of trees and shrubs grown tightly together, their branches and leaves cunningly interwoven to shelter an open area about the size of a house. The Shrine is a sacred place used for powerful
Life rituals, and doubles as a place the Elders can formally meet to discuss important matters.
As you approach the Shrine, you are stopped by a pair of staff-wielding Rangers standing guard over the vine-shrouded entrance. One of them addresses you in a bored tone of voice.
I'll tell you what I'm telling everyone else, citizen- the Elders are dealing with the Necromancer threat, and they will announce their actions later tonight. There's no cause to be alarmed- go enjoy the Fair.Actually, I'm not here about that. I need to speak with them about leaving the Vale.What? Huh. Well, hang on, I'll check if they can see you.He ducks inside, and after a few minutes he returns and ushers you inside. You brush past the vines, stopping for a moment as your take in your surroundings. The interior is dim, lit by some kind of glowing moss growing along the tree trunks. In the center of the room is a large boulder covered in the glowing moss- atop it, the Eldest stands waiting. The rest of the room has no furnishings to speak of, and is filled with groups of elves- the oldest and wisest the Elven people has to offer, in large part composed of the Mages who make life possible and the Sages who hold the sum total knowledge and tradition of the race. They stand in small clusters, some conversing amicably, some debating, some arguing.
The Eldest beckons you to a place before the boulder, and motions to the crowd for silence.
Alright, alright- enough! We've got something new to discuss for a while. This elf has a petition to make. He gestures to you.
Speak your piece.Um. Thank you Eldest. I'm here to ask permission to leave the Vale. I've had the inclination to leave and explore for a time now, and recent events have only strengthened my resolve. I feel it would be inappropriate for us- the Elves- to hide away from the world, especially during this crisis. I can act as an ambassador, showing the world our commitment to peace. I can send back information so we don't rely on foreigners for knowledge of outside events. I can strengthen the resolve of the humans against the threats these Necromancers pose. I'm certain I could obtain an escort of like-minded elves to ensure my safety. There is little to lose by letting me leave, and much to gain.As soon as you announce your intention to depart, there is a quiet murmur, but no outcry like you may have expected- likely Pevo's influence at work. Additional mutters arise with each point you raise, until there is a general clamor after you finish.
I still don't like it! With the Necromancer threat, we need to marshal our strength here, at home!There is wisdom in her words, and precedent- Yicelafo sent delegations to help combat the necromancer Aban Dippedrumors some four hundred years ago-Dippedrumors was active hundreds of miles away- Nightroar threatens us here, now! We can't afford to draw his ire-We've already drawn his ire by being who we are!An ambassador would help rally Thrimesdur against Nightroar, and could help sway the Jeweled Coast against the Pirate King-The Pirate King already has his allies amongst the humans, despite the history of his ilk! How can we trust them to keep faith with us?We can only rely on ourselves- Yicelafo is strong, if we stay united! We can defeat them alone!If we cannot rely on the humans for support, how can we rely on them for information? This only increases the need for spies-ENOUGH! Nym has raised important questions- we should take the time to consider them calmly and rationally. We will send for you, Nym, when we have reached our decision.You make your thank-yous, but are drowned out by the renewed discussion- your request seems to have touched on a pre-existing debate. Leaving word of where you can be found, you return to your mother's apartment. You take advantage of your solitude to craft that Mana Potion for Luki, a process that isn't terribly interesting but certainly passes the time. You do a little cleaning, eat a light lunch, listen to the rain and generally wait for time to pass until one of the Rangers who was on guard knocks on the door, and escorts you back to the Shrine.
The various huddles of Elders seem to be quieter than before, although urgent discussion continues within some groups. They quiet as you once more approach the Eldest. He clears his throat as you approach, and launches straight into it.
It is the decision of this council that you remain within the Vale....May I ask why? I did give several good reasons, and I think you owe me the justification.Simply put, you gave excellent reasons for an Elven presence in the world, but you cannot honestly make the case that you are the most qualified to be that presence. We have trained diplomats who can represent our interests, and we have qualified scouts who can provide us with information and know how to blend into human lands. You are unsuited for either task, although your earnestness does you credit.So only the most skilled may leave? Is that how it was when other Necromancers threatened the land- send a token representative and be done with it?The case has been made that a greater general presence could do some good, but ultimately we have decided that it is in the best interests of Yicelafo for as many Elves as possible to remain within the protection of the Vale. Most Elves within the Vale know nothing of war or combat, yourself included. We will shortly be announcing a new policy of conscription- if any Necromancer comes against us, they will have to fight through the combined might of the Elvish nation. Once the security of the Vale is assured, we plan to allow volunteer expeditionary forces to venture forth against the Necromancers.And what will it take to assure the safety of the Vale?We hope to see the common elf become proficient in the martial arts, especially as regards combating the undead. The Mages are even now dusting off magics not seen since the last Necromancer walked the earth. We will secure the borders through both magic and vigilance, and we will monitor the situation on the world stage to keep from being outmaneuvered. With luck, this can be accomplished in as little as two years- surely not longer.I see. I suppose that's... certainly the safe route to take.The safety of our people is paramount. Enjoy the Fair, Nym- when it is over, the work will begin.The Eldest makes a kindly- but clearly dismissive- gesture, and steps down from his boulder. The Elders, satisfied at the judgement handed down, return to their discussions. You hadn't expected much better, but it is still disheartening to hear the rejection. Two years until they think the average elf will be skilled enough to survive outside the Vale? To most elves, that is a brief time, but you are young, and have a secret- it seems an eternity.
The more you think on it, the grimmer the future looks. Two years until broader action against the Necromancers- that means that in two years, the Elders expect there will still be Necromancers to fight. At the rate they are going thus far, Thrimesdur will be an Empire of the Undead by then, with the Jeweled Coast suborned or conquered- a gloomy thought, to be sure.
As you leave, you are stopped by none other than Pevo Zephyrtempest!
Pevo? What are you doing here? You aren't one of the Elders!Neither are you, but here we are! Actually, I was called in to give testimony on the outside world- I am the only trained Sage to have left the Vale, which gives me something of a unique perspective.Well, I'm sure you heard their verdict.I have, which is why I wanted to speak with you. I thought you should know, your words did more good than you suspect.What?Before you spoke, the Elders were ready to just seal the Vale and be done with it. You demonstrated that the average elf cares about what goes on out in the world, and you raised good points in favor of involvement in the world.Yeah, but surely I wasn't the first to think of them.No, nor were you the first to say them- but you were the first to say them in such a firm and public manner. It really crystallized support that had been undirected before. With some practice and tutoring, you could be a great orator, I think.Now you're just flattering me.Maybe, but it's deserved. Regardless of how or why, you made a difference here- now there's talk of sending a delegation to the Prince of the West about coordinating the efforts of Yicelafo and Thrimesdur, and I expect the Elders will be more receptive to ideas about sending military advisers and the like to help.Well, that sounds like a good thing, although I think you're giving me too much credit. I suppose I'll go enjoy the Fair while I can.Take care, Nym, wherever you go.As far as mooching goes - that's part of why I want to see the council. IF they turn us done, we act depressed and mopey and use THAT as an opportunity to guilt our mother into helpung us buy us a piece of jewelry we really want but can't afford.
IF they decide to let us go, ask her for the money for the trip to help us come home safely.
And once we get the amulet, DO NOT PUT IT ON.
Wrap it up, stuff it away. We want to get some idea of what it does before we use it, and we know almost nothing about it or what influence it might have on us.
Heading back out into the rain, you decide to swing by the Fair. The festival atmosphere is rather muted, dampened by the rain and the rumors of war and conscription. You spend a little time sight seeing with an eye open for Elana, but don't see her. Eventually, you make your way to Luki Revereorder's tent, trading your Mana Potion for the promised 36 silver and the supplies for tomorrows potion. You briefly debate visiting Omo, but decide to just head home already.
When you arrive home, you find your Mother has preceded you. It doesn't take much acting to look rather glum, and after helping prepare a meal you sit down to eat together.
Alright, so what's up with you?Well, I asked the Elders permission to leave the Vale today- I was refused.And a good thing, too- it's too dangerous out there for any sane elf.Yeah, yeah. I'm still pretty bummed out about it, though.Well, if you ever need anything, you know you can talk to me about it.Thanks. ...Actually, now that you mention it, there's this amulet that caught my eye at the Fair.Oh is there? What's so special about it?The merchant thinks that it's an old dwarven artifact or a similar relic- I think he's crazy if he thinks it's dwarven, but it does have a certain something about it. Unfortunately, since he's convinced it is so valuable I wasn't able to argue down his price at all.How much is he asking?100 gold, at minimum.Whew... you've got expensive taste, you know that?Well, I worked out a way to make almost 20 gold selling potions, but that isn't nearly enough, especially since I'd have to get it to him before he left with the Caravan. I was thinking, maybe if I could get a small loan...A small 80 gold loan?Not all that much, maybe more like 30 more- I could totally argue him down a bit.Nice try- I doubt you can argue him down 50% of his asking price, and even if you could I'm not going to float you 30 gold for a trinket. The most rewarding things in life are the things you earn yourself.Maybe, but this is literally a once in a lifetime opportunity- the odds I'll ever see this particular piece of jewelry again are staggeringly unlikely.There's always other pieces of jewelry, and we are immortal. Good things come to those who wait. Although, if you're convinced that it isn't an artifact, I could come test it for you- that might get him to drop the price.What? You can do that?There are ways, yes. A true Artifact is... well, it's almost alive, but it is a very peculiar form of life. Life magics can't affect it, but I know techniques that can detect it.That's... I did not know that. It certainly bears thinking about. Something that is alive that normally isn't... it sounds like Necromancy to me.It's similar, we think, but not true Necromancy. Dwarves are known to be innately able to make Artifacts under special conditions- we don't know much about it, but it isn't Necromancy. We know that Mages of all faiths could make Artifacts in ancient times, so it isn't just a dwarf thing, either. And it isn't Vitality that is inside an Artifact- it's something rather more complicated, you'd have to be a Mage to understand.Are you sure it isn't Necromancy? Can you detect that?Yes, I'm sure. We do have spells to detect Necromantic energy- the artifacts the Elders guard do not register anything like that. Maybe if we could deduce how exactly Artifacts work, we'd be able to create them once more.Well! That's certainly interesting. In other news, you've heard that the Elders plan on enforcing conscription?You redirect the conversation to the news you already know- your Mother had only heard rumors, whereas you had been there in person. Although you continue to make small talk, you are really thinking about this new information. Life Mages can detect Necromantic energy, and Artifacts are arguably alive, huh? Can your Necromancy affect the amulet where Life magic cannot? If somebody can prove it's an Artifact, it seems that Luki will indeed make a nice profit on it if he reaches the Jeweled Coast. If somebody can prove it's a
Necromantic Artifact... well, who knows what would happen to it.
After talking for some time, you head to bed early, and enjoy a pleasant, dreamless sleep. The question is, what will you do tomorrow?
Vitality- 10/10
Mana- 0/12
XP- 19/20
Inventory- Belt Pouch (
38.7 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, Potion Making Supplies)
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Fine
Nine 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- Fidgety
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.
World Map
Yicelafo