Quest to Become a Hero

Well this is definitely an interesting quest and I like who the world-building is gradually being shown.

[X] Traits

After the current vote, we will apparently be blocked from the Heroic purchases so we should probably get more than just Swift Growth; after the purchase of that we would have 8 points left and could afford 2-3 more traits depending on which we chose.
Sturdy Physique seems like it would definitely be useful to survive the month but I'm not sure which in addition to it would be best; though there would also be the consideration of with any of the other but Luck, it would also allow the purchase of Quick to Act which could be useful in its own right
 
Depending on if more appear:

[] Sturdy Physique [2] - You come to possess a body that is much more resilient than your original form allowing you to withstand roughly twice as much damage before your body gives out resulting in death.
[] Quick to Act [1] - You are fast to respond in dangerous situations, where others are still confused about changing events you have already begun to move in response to them.
[] Swift Growth I [10] - With enough power the Heroic Spirit can even help you grow, increasing the rate at which you earn experience by twenty-five percent permanently.
[] Aspire to Sagehood [4] - You've come to find yourself a seeker of all forms of knowledge and find it easy to learn those skills a scholar finds most useful. Perhaps with enough work you may achieve acknowledgement as a Sage, a master of countless fields of knowledge. Increased skill gains for scholar related skills.

Either this block or remove Sage + Quick and add Lucky for a different build. Either one seems to give some solid defense and synergy, yknow?
 
After the current vote, we will apparently be blocked from the Heroic purchases so we should probably get more than just Swift Growth; after the purchase of that we would have 8 points left and could afford 2-3 more traits depending on which we chose.
I haven't finished my reread of the quest yet, but the first time the MC visited the Heroic Points spending arena, he could only purchase 1 thing. I don't know if this changed the next time he was able to spend Heroic Legacy points.

If we really can buy more than one trait, I suggest that we go for Sturdy Physique and Quick to Act. Those should be useful for combat and the Advancement Exam. We should be able to choose 1 trait and 1 ability when the MC levels up, and Aspire to Sagehood was one of the available traits last time. I think the available traits depend on how the level up was earned so I wouldn't be surprised to see it again when the MC hits Level 3 (only 38 XP away).
 
We aren't being punished randomly, the message is clear, this happened because of how we acted around the elf. We got warned that elves can get in our head and instead of going somewhere else to fix up our hands we stayed, the elf got in our brain and apparently tried to attack the divine inside us, and that pissed off that entity because getting attacked directly by a mortal because the person you chose to bless screwed up is obnoxious. That's a logical consequence that stems from our actions so this is our fault, we're being challenged and warned, nothing actually that bad has happened yet because of our mistakes, lets be more careful in the future and we can get past this.
Look back at the update, the elf doctor didn't attack us, she didn't even realize we were in the room because she was too busy healing her patient. The reason I didn't think anything of going to the doctor (aside from it being the default option for not immediately taking the Advancement Test) was because I was under the impression that we had an unspoken understanding that she wasn't going to try to charm us again, because last time she did she got some Soul damage (based on the nosebleed she got) from the Crown rebuking her for her trouble. This attack was a whole new thing where we somehow made contact with the Dawn Tree due to an unlikely roll while witnessing her healing spell, and found out it doesn't like the Heroic Spirit in the most abrupt way possible.

So from now on we'll need to stay away from any Dawn Elves unless we can make sure they won't call upon the Tree in our presence (without being able to say why), at least until we think that our HS is strong enough not to just get ripped out of us. I'd also like to research a list of what other Entities are hostile to the Heroic Spirit so we know to stay away from people, places, and things associated with them, but that's probably a futile hope that that kind of written information exists since one of the rules of Heroic Spirit is "You do not talk about Heroic Spirit."
 
Uh, we got healed no problems, the issue is with the Charm(which they know not to use again) and seeing the Tree(which we know not to look at again).

If anything what this should prioritize is the ability to heal and treat ourselves. Going around with an injury which everyone knows the Guild can and will treat is even more attention grabbing.
 
Uh, we got healed no problems, the issue is with the Charm(which they know not to use again) and seeing the Tree(which we know not to look at again).

If anything what this should prioritize is the ability to heal and treat ourselves. Going around with an injury which everyone knows the Guild can and will treat is even more attention grabbing.
I don't think we had much of a choice about looking at the tree. Having an untreated injury isn't too attention-grabbing because the Infirmary charges for treatment (but not diagnosis). Having an untreated injury just means that the patient wasn't willing to pay for healing.

I wouldn't mind learning healing eventually, but it just feels like we've got a ton to research and learn. We can't wait too long to take the Advancement Exam because the vessels for Heroic Spirits are supposed to always be striving for greater heights.
 
I haven't finished my reread of the quest yet, but the first time the MC visited the Heroic Points spending arena, he could only purchase 1 thing. I don't know if this changed the next time he was able to spend Heroic Legacy points.

If we really can buy more than one trait, I suggest that we go for Sturdy Physique and Quick to Act. Those should be useful for combat and the Advancement Exam. We should be able to choose 1 trait and 1 ability when the MC levels up, and Aspire to Sagehood was one of the available traits last time. I think the available traits depend on how the level up was earned so I wouldn't be surprised to see it again when the MC hits Level 3 (only 38 XP away).

You're wrong about that, I just checked the chapter and it's clearly a plural:

Which traits do you purchase?

Or...

[] Refuse to buy any of them.

there is one part of the abilities area that only one option can be picked from but beyond that, it's just a matter of what you can afford
 
You're wrong about that, I just checked the chapter and it's clearly a plural:



there is one part of the abilities area that only one option can be picked from but beyond that, it's just a matter of what you can afford
This is what I am referring to:
It seems like an obvious choice to you honestly, your mind not seeming to register the strangeness of having to choose just one category or until after you focus on the Traits category. As the tab expands you seem to realize that you could only choose one this visit and if you end up not wanting to obtain any of the options then the trip to this unique dreamscape might as well be wasted for what little you will have earned aside from pain.
This was the first visit to the Heroic Points spending arena. I don't know if the rules changed after that visit, but even then it asked, "Which traits do you purchase?", despite the beginning saying that we could only choose one.
 
With multiple traits to pick from, I think swift growth, lucky, and sturdy. That'd hold us in good stead.
 
With multiple traits to pick from, I think swift growth, lucky, and sturdy. That'd hold us in good stead.
Apparently, seeing the Dawn Tree was the result of GOOD luck. We might want to hold off on getting Lucky I until we've trained to resist outside influences.

I've been continuing my reread of the quest.
Behind you rests a brazier larger than any house you've ever seen other than the Lord's own keep within which burns a great multi-colored flame.
"I am the origin, the Arbitrator and Source of the Heroic Spirits resting within all Vessels.
I forgot about this description of whatever the origin of the Heroic Spirits really is. It interests me that it's called the "Arbitrator". That suggests that it makes agreements between two other parties. Perhaps it made an agreement with the Three Saviors and another party to form the System? Or maybe the Heroic Spirits within Vessels are the result of an agreement somehow. The Vessels of Heroic Spirits are partially defined by how much Change they have wrought, which is interesting because the Mortal Realm wants orderly Mana while the Demons spread chaotic Mana.

"You have somehow managed to obtain an injury to your soul and as far as the Guild is aware no creature in this region should be capable of inflicting damage upon the soul. You also have not a trace of Mana within you, so it is impossible you were harmed by an experiment or any meditation mishaps.

So, do you care to explain how you have come to incur such damage, Sir Adventurer? I must state that if you have encountered a monster capable of attacking the soul then you are required to inform the Guild, or you will face persecution as is the Guild's right."
It might not be such a good idea of skip the meetings with the healing elf after all. I'm pretty sure she wanted to monitor the soul injury, and I'm worried about her reporting the MC to the Guild if he doesn't show up. We'll have to see what happens when the MC wakes up. Hopefully, his reaction will convince the elf that the MC is just unusually sensitive and would be best far away from her.

Scholars are divided on the truth here, but it is clear that the Forest Elf Lineage is the oldest of the three Elven lines, and once they were one of humanity's greatest allies in the founding of the Kingdom of Eldast and the surviving Mortal Realm. No one is quite sure what brought about the change, but some say the death of the Ruler of the Forest drove the Forest Elf Lineage to insanity. Others claim the King Under the Leaves made a pact with the Demons to protect their creator. Yet more claim the Forest Elves have simply always hated the other races.
Given the image of the Dawn Tree, I'm now wondering what the Forest Elf Tree looks like, if it's even still alive. It's curious that the Dawn Tree seems to care a great deal about mortals while the Forest Elves hate mortals.

Finally, I MIGHT have figured out what skill we need to stop being affected by everything to cross the MC's path. The Guild store offers a class on Meditation, Beginner for 250 GP, twice the price for Identification, Beginner, even though high-level Identifiers are incredibly wealthy and respected. Meditation is usually (1) the method that someone uses to identify/collect Mana in order to eventually cast spells and/or (2) the way that someone can learn how to detect and repel outside influences. The quote from the healing elf seems to indicate the first is correct, but it might be both. I suggest we read up on it in the library before deciding whether it's worth saving up for the class.
 
Growing Lists, A Vessel's Traits
[X] Traits

A single thought is enough to send the panel into another cripplingly slow change, but you do not grow impatient as you simply sit back and watch it with a mixture of excitement as well as worry.

'Or whatever the equivalent of sitting is when you are just some kind of formless thought process.'

You think, taking some joy in the thought before focusing on the words forming anew with an instinctive that you have no restrictions to your purchase this time around. At the same time you find a number more options this time around,

'Does the Heroic Spirit perhaps grow with me? Perhaps the more I encounter, the more I experience, and the more skilled I grow then so does the Spirit?'

Before you can get wrapped up in your own thoughts you quickly turn your focus back to the options before you.

Basic Heroic Legacy Traits
[] Sturdy Physique [2] - You come to possess a body that is much more resilient than your original form allowing you to withstand roughly twice as much damage before your body gives out resulting in death.
[] Quick to Act [1] - You are fast to respond in dangerous situations, where others are still confused about changing events you have already begun to move in response to them.
[] Iron Clad Mind [5] - Your will is strengthened considerably under the guidance of the Spirit as if your mind has created the foundations of a fortress around it. With it's backing you are capable of putting up greater resistance against mental influences.
[] Awakened Heroic Spirit's Vessel [5] - You find yourself able to change the power the Heroic Spirit grants into a more suitable form for use in the real world. You can use it to withstand blows that would slay others, empower strikes to lay low enemies far beyond your reach, and more. Yet to do so burns the very power meant to help you grow stronger, turning long term gains to short term ones.
[] Lucky I [6] - You are blessed with good luck and it tends to favor you above others to some extent.
[] Swift Growth I [10] - With enough power the Heroic Spirit can even help you grow, increasing the rate at which you earn experience by twenty-five percent permanently.

Profession Heroic Legacy Traits
[] A Sage's Eyes [15] - You are capable of reading things tens of times faster than the average person and your mind perfectly retains the information read after just a single reading.
[] Wise Words [5] - When you speak on subjects you know and within your realm of knowledge on them you are incomparably convincing for your words carry a sense to them unlike any others. Wisdom is the tool of the long lived and successful after all.
[] Scholarly Determination [3] - You have embraced the path of a scholar even as you walk that of an Adventurer. It is a hard path to walk, but you seek to follow both to the very end. You are bound more tightly by your Scholarly Code, but are also driven to greater heights by it.
Recorded Traits
[] Aspire to Sagehood [4] - You've come to find yourself a seeker of all forms of knowledge and find it easy to learn those skills a scholar finds most useful. Perhaps with enough work you may achieve acknowledgement as a Sage, a master of countless fields of knowledge. Increased skill gains for scholar related skills.
[] Connection with Beyond [3] - You find yourself strangely connected to whatever realm belongs to those Gods, Deities, and Greater Beings. You are more likely to detect traces of the Divine or Transcendent.
[] Natural Gatherer [1] - You have a gift for the act of harvesting plants of all types and it makes your work in that area better.

Which traits do you purchase?

Or...

[] Refuse to buy any of them.



Health: Moderately Injured

Status Effects: Wounded Hands (Excellent Medical Care | -6 to any rolls involving your hands, penalty will decrease by 1 for each day that passes, when it reaches 0 the injury will be fully healed.), Severe Headache (-5 to all rolls), Injured Soul (???), Peckish (-1 to all Rolls)

Heroic Legacy Points: 18

Level:
2
Experience: 162/200

Titles:

They Who Seek the Crown (Level One, 14/25) - A title earned by gaining the blessing of the God of War in a chance encounter with his will. It is a boon granted to those who seek to become like Lords, towering above the world with every action and word capable of bringing great waves of change. Currently it is weak and only grants you the power of Domination, but if you grow stronger and perform in a way that meshes with this Boon then perhaps its strength can grow.

Heroes can be Thieves Right? - In the name of Heroism you stole classified information from the Church of War without being caught. Now no innocent souls shall be ended with this dangerous knife, but ... yours might be if you mess up? Slightly increased chance of learning stealth and thievery related skills until discovered, lost if the Sealed Scroll is destroyed.

Ethical Scholar - A scholar's duty is that of facts, numbers, honesty, and boundaries. You have a devotion to the work of the written word that few would follow in the face of potential benefits. You seek simply to perform your work to the best of your ability and stand within the morals of your scholar code, even find yourself compelled to do so. Established personal Scholarly Code, sticking to it makes your work easier and better while going against it more difficult and with worse results.
  • Scholar Code I - No work is better than hasty work. {Provides +2 to scholarly rolls when you take your time, take -2 to scholarly rolls when you attempt to work with haste.}
  • Scholar Code II - Provide the facts to those that hire you, nothing more and nothing less. {Provides 2 bonus experience when followed, lose 2 experience when ignored.}
  • Scholar Code III - Judgement is the employer's job. {Provides 2 bonus experience when followed, lose 2 experience when ignored.}
  • Scholar Code IV - There is satisfaction in learning that which is known and that which is not. {Provides 2 bonus experience when learning new knowledge skills and advancing skill ranks.}

Guild Rank: Wood (10/10[!]) [Promotion Available]
Hidden Features: Unlocked Instructors in the Guild Store
G.P.: 190
Money: 1 Silver, 33 Copper
Current Booked Courses:
Stealth, Beginner (1 Day)

Skills:
Mathematics (Beginner, 15%) -
+4 to rolls requiring use of mathematics.
Local Administration (Beginner, 10%) - +4 to rolls involving administration of businesses and small land holdings.
Geography of Relgar Township Region (Beginner) - Capable of recalling information related to areas in the Relgar area that could be of use. Such as the size of a specific forest, important landmarks, etc.
Monster Knowledge (Relgar Township, Beginner, 45%) - You've memorized basic information provided on Vicious Rabbits, Giant Rats, Slimes, Monstrous Corn, Green-pelt Wolves, and Forest Bears.
Copying Writing (Adept) - You've experienced copying countless documents, books, and records to such an extent that it's almost an ingrained instinct in you. Time required to copy any form of writing is reduced and chance of wrongly copying something is greatly decreased.
Harvesting (Learning Beginner, 45%) - You are slowly obtaining experience in the act of harvesting plants and herbs. With some more work experience you are certain you'd be at least somewhat skilled in the act.
Evasion (Learning Beginner, 90%) - You are rapidly adjusting to utilizing your body to dodge incoming attacks, it still needs some work, but you're fairly certain you can at least slightly lower the chances of getting hit soon.
Haggling (Learning Beginner, 80%) - You have obtained a lot of insight into the act of haggling varying from the dos to the don'ts and you are certain with a bit more knowledge and actual practice you can put it to work helping you.
Identification (Learning Beginner, 10%) - After reading the book on Identification you have a vague idea of how the power works, but without a teacher to guide you in the absolute specifics you are unsure if you can learn to utilize this power.

Abilities:
Domination (Level One, 5/25) - Allows you to bind creatures/monsters that are one level below you (to a minimum of level 1) to your will permanently. Unless the creature in question has a particularly strong will then the power is bound to succeed. Does not work on humans. [Dominated Beings: 1/2]
+ Dominate Writing (Level One, 2/25) - You've obtained a new power derived from your blessing from the God of War. It grants you the ability to draw strength from the written word though... You are utterly uncertain what that actually means. [Dominated Writings: 0/1]

Traits:
Forbidden Scholar -
You are more likely to notice lore and knowledge regarding those topics considered forbidden to the general populace. Of course, your affinity for these subjects does not create that knowledge where none exists.

Possessions:
Iron Kite Shield [???]
Iron Hand-Axe [???]

Simple Iron Dagger [???]
Simple Wooden Club [Damage: 3, Blunt]
Scholar's Writing Instruments
Plain Scholar's Robes [???]

Canvas Backpack [4/10]
- Ten Foot Rope
- Bundle of Clean Rags [10/10]
- Archbishop Julian Vandamule's Sealed Scroll
- Wooden Storage Box [Can hold up to twenty herbs (varies based on size) | 0/20]
- Paper Package of Vicious Rabbit Meat [2 pounds, goes bad in a day]
-
-
-
-
-

Belt Pouch [3/4]
- Flask of Oil [3 Units of Oil Remaining]
- Container with Six Vials [0/6 Filled]
- Flint & Steel
-
Health: 8/8

Status Effects: None

Level: 2
Experience: 0/40

Attacks:
Bite -
[Damage: 3, Slashing]

Traits:
Sensitive Nose -
+5 to finding herbs
Natural Gatherer - +5 to harvesting herbs
Soul Linked - Can be given up to 2 Experience from their Master's kills.

Skills:
Evasion (Beginner) -
-4 to enemy attack rolls made against her.

Abilities:
Cannibalize (Level One, 0/10) - Capable of devouring their kin to quickly heal from injuries. Regains 1 Health per pound of Vicious Rabbit meat consumed.
Adhoc vote count started by adwarf on Jun 28, 2019 at 3:07 AM, finished with 17 posts and 16 votes.

  • [X] Rise Hero
    [X] Rise Hero
    -[X] Sturdy Physique [2] - You come to possess a body that is much more resilient than your original form allowing you to withstand roughly twice as much damage before your body gives out resulting in death.
    -[X] Quick to Act [1] - You are fast to respond in dangerous situations, where others are still confused about changing events you have already begun to move in response to them.
    -[X] Iron Clad Mind [5] - Your will is strengthened considerably under the guidance of the Spirit as if your mind has created the foundations of a fortress around it. With it's backing you are capable of putting up greater resistance against mental influences.
    -[X] Swift Growth I [10] - With enough power the Heroic Spirit can even help you grow, increasing the rate at which you earn experience by twenty-five percent permanently.
    [X] Plan More than EXP
    -[X] Quick to Act [1] - You are fast to respond in dangerous situations, where others are still confused about changing events you have already begun to move in response to them.
    -[X] Iron Clad Mind [5] - Your will is strengthened considerably under the guidance of the Spirit as if your mind has created the foundations of a fortress around it. With it's backing you are capable of putting up greater resistance against mental influences.
    -[X] Scholarly Determination [3] - You have embraced the path of a scholar even as you walk that of an Adventurer. It is a hard path to walk, but you seek to follow both to the very end. You are bound more tightly by your Scholarly Code, but are also driven to greater heights by it.
    -[X] Aspire to Sagehood [4] - You've come to find yourself a seeker of all forms of knowledge and find it easy to learn those skills a scholar finds most useful. Perhaps with enough work you may achieve acknowledgement as a Sage, a master of countless fields of knowledge. Increased skill gains for scholar related skills.
    -[X] Wise Words [5] - When you speak on subjects you know and within your realm of knowledge on them you are incomparably convincing for your words carry a sense to them unlike any others. Wisdom is the tool of the long lived and successful after all.

Adhoc vote count started by adwarf on Jun 28, 2019 at 11:55 AM, finished with 22 posts and 20 votes.

  • [X] Rise Hero
    [X] Rise Hero
    -[X] Sturdy Physique [2] - You come to possess a body that is much more resilient than your original form allowing you to withstand roughly twice as much damage before your body gives out resulting in death.
    -[X] Quick to Act [1] - You are fast to respond in dangerous situations, where others are still confused about changing events you have already begun to move in response to them.
    -[X] Iron Clad Mind [5] - Your will is strengthened considerably under the guidance of the Spirit as if your mind has created the foundations of a fortress around it. With it's backing you are capable of putting up greater resistance against mental influences.
    -[X] Swift Growth I [10] - With enough power the Heroic Spirit can even help you grow, increasing the rate at which you earn experience by twenty-five percent permanently.
    [X] Plan More than EXP
    -[X] Quick to Act [1] - You are fast to respond in dangerous situations, where others are still confused about changing events you have already begun to move in response to them.
    -[X] Iron Clad Mind [5] - Your will is strengthened considerably under the guidance of the Spirit as if your mind has created the foundations of a fortress around it. With it's backing you are capable of putting up greater resistance against mental influences.
    -[X] Scholarly Determination [3] - You have embraced the path of a scholar even as you walk that of an Adventurer. It is a hard path to walk, but you seek to follow both to the very end. You are bound more tightly by your Scholarly Code, but are also driven to greater heights by it.
    -[X] Aspire to Sagehood [4] - You've come to find yourself a seeker of all forms of knowledge and find it easy to learn those skills a scholar finds most useful. Perhaps with enough work you may achieve acknowledgement as a Sage, a master of countless fields of knowledge. Increased skill gains for scholar related skills.
    -[X] Wise Words [5] - When you speak on subjects you know and within your realm of knowledge on them you are incomparably convincing for your words carry a sense to them unlike any others. Wisdom is the tool of the long lived and successful after all.
 
[X] Rise Hero
-[X] Sturdy Physique [2] -
You come to possess a body that is much more resilient than your original form allowing you to withstand roughly twice as much damage before your body gives out resulting in death.
-[X] Quick to Act [1] - You are fast to respond in dangerous situations, where others are still confused about changing events you have already begun to move in response to them.
-[X] Iron Clad Mind [5] - Your will is strengthened considerably under the guidance of the Spirit as if your mind has created the foundations of a fortress around it. With it's backing you are capable of putting up greater resistance against mental influences.
-[X] Swift Growth I [10] - With enough power the Heroic Spirit can even help you grow, increasing the rate at which you earn experience by twenty-five percent permanently.
 
[X] Uhtread

We have 18 points, we spend 18 points. The iron clad mind is particularly important, and being sturdy might help our 'bruised and battered' problem.
Adhoc vote count started by Wysteria on Jun 27, 2019 at 10:07 PM, finished with 2 posts and 2 votes.

  • [X] Rise Hero
    -[X] Sturdy Physique [2] - You come to possess a body that is much more resilient than your original form allowing you to withstand roughly twice as much damage before your body gives out resulting in death.
    -[X] Quick to Act [1] - You are fast to respond in dangerous situations, where others are still confused about changing events you have already begun to move in response to them.
    -[X] Iron Clad Mind [5] - Your will is strengthened considerably under the guidance of the Spirit as if your mind has created the foundations of a fortress around it. With it's backing you are capable of putting up greater resistance against mental influences.
    -[X] Swift Growth I [10] - With enough power the Heroic Spirit can even help you grow, increasing the rate at which you earn experience by twenty-five percent permanently.

Adhoc vote count started by Wysteria on Jun 27, 2019 at 10:16 PM, finished with 4 posts and 4 votes.

  • [X] Rise Hero
    -[X] Sturdy Physique [2] - You come to possess a body that is much more resilient than your original form allowing you to withstand roughly twice as much damage before your body gives out resulting in death.
    -[X] Quick to Act [1] - You are fast to respond in dangerous situations, where others are still confused about changing events you have already begun to move in response to them.
    -[X] Iron Clad Mind [5] - Your will is strengthened considerably under the guidance of the Spirit as if your mind has created the foundations of a fortress around it. With it's backing you are capable of putting up greater resistance against mental influences.
    -[X] Swift Growth I [10] - With enough power the Heroic Spirit can even help you grow, increasing the rate at which you earn experience by twenty-five percent permanently.
    [X] Rise Hero
 
I don't think we had much of a choice about looking at the tree. Having an untreated injury isn't too attention-grabbing because the Infirmary charges for treatment (but not diagnosis). Having an untreated injury just means that the patient wasn't willing to pay for healing.
That plan is a bit of a bust, seeing as the risks start with diagnosis. People would also ask why you hadn't even done that much.

Just saying avoid the healer is grossly oversimplifying the problem. The healer isn't intrinsically a problem, not knowing how to control what we come into contact with by random chance because apparently our spiritual presence is all over the place like Ichigo is intrinsically a problem, because we've run into a LOT of stuff, most of them unavoidable because we didn't even know there was something to run into.

3/18
[] Swift Growth I [10] - With enough power the Heroic Spirit can even help you grow, increasing the rate at which you earn experience by twenty-five percent permanently.
[] Iron Clad Mind [5] - Your will is strengthened considerably under the guidance of the Spirit as if your mind has created the foundations of a fortress around it. With it's backing you are capable of putting up greater resistance against mental influences.

Growth as was planned and Iron Clad Mind so we reduce the risks of contacting stuff we aren't ready for.
Aspire to Sagehood is the next most preferred, but we need to shield our brainpan first.

E: or that
[X] Rise Hero
 
I'm a bit curious about the MC. Does he have living parents? Any family at all? I'm guessing that he was too busy for friends because it was previously mentioned that he didn't have time for anything but study and sleep at the school for the poor where he had been training to become a scribe working for the local Lord.

I don't care too much about interacting with the MC's family; I'm just wondering a bit about the MC's history.

Also, is the System only limited to the Guild? The MC only seemed to start getting XP once he joined the Guild, despite how he gains XP from a variety of sources now.

I'm not sure if these questions will lead to anything, but the quest IS tagged "question everything" so I figured that I might as well.
 
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