Fell Omens [Dungeon Quest]

[x] An Inapt Warlock/Witch. Though you were always fascinated with the natural world, the only forms of education that were available to you were through the Clergy or a Magic school.
[X] Female
 
[x] An Inapt Warlock/Witch. Though you were always fascinated with the natural world, the only forms of education that were available to you were through the Clergy or a Magic school.
[X] Male
 
[Loading Screen] The Rogue Guardsman
A king has not the gold to bribe him, yet a pauper might be spared for a single silver coin.

Mortiu.

Lord of the Unmourned.

Emperor of the Lands Beyond the Mist

Patron deity of justice, commerce and death.

The uncrowned king of the dark gods.

All beings that thrive in the dark and oppose the light ultimately owe their allegiance to the Rogue Guardsman. While those who cast their souls into the night are doomed to eventual damnation at the hands of their master of choice, their sentence may be forever delayed by Mortiu's will. For a god of death, he is beyond lenient; all that's needed to stay his hand are an aversion to light and a tribute of coin, either to the murderer's coffers or his own. There are, of course, other rules and circumstances that complicate the result, but the basics stand as thus.

Through him, there is an honour enforced among dark lords. Among other things, to defy a contract is to draw his ire (especially the 'sacred' bond of Master and Minion). Without his protection, all but the most powerful dark lords are at the mercy of a sea of foes, waiting to strike them down. Thus, the binding promise of gold is one of the few certainties in the darkness.

EDIT: AKA the IC reason for why all monsters carry gold.
 
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[X] An Apprentice Artificer. Sometimes, as you think back, you wonder whether the Artificer's guild was meant to teach prospective inventors, or imprison them.
[X] Male
 
I'll be letting this run until I get to work tomorrow morning (i.e. ~11 hours or so).

BTW, I'll be awarding boons to people who do cool writing stuff (regardless of whether the omakes are rendered canon or non-canon). The specifics of these will be determined once I actually iron out a proper stat system.
 
VOTING LOCKED

[X] Female
No. of Votes: 7

[X] Male
No. of Votes: 5

[x] An Inapt Warlock/Witch. Though you were always fascinated with the natural world, the only forms of education that were available to you were through the Clergy or a Magic school.
No. of Votes: 5

[X] Write-In: An enterprising merchant.
No. of Votes: 4

[X] An Apprentice Artificer. Sometimes, as you think back, you wonder whether the Artificer's guild was meant to teach prospective inventors, or imprison them.
No. of Votes: 3

[X] Write-In: An Architect/interior designer
No. of Votes: 1

Total No. of Voters: 13
 
[M1W1] Earth & Stone
A warlock must be able to throw a fireball, raise a golem, read a scroll in either common, lowspeak or runes, identify any common curse and solve a sliding block puzzle. To be incapable of any of these basic tasks is to be less than adequate.

You have recalled the following skills!
Prestidigitation
You have the touch! You have the power! You can do basic chores using your magic!

Arcane Training (Basic)
You're just capable enough to call yourself a 'witch'. Most would probably scoff, but you got 53% on your final exam, damn it!

Golemcraft (Gear - Basic)
By spending an hour of time working on the raw material, you can create a Golem Shell that can be turned into a Gear Golem with the suitable Animate spell. Gear Golems receive +1/+1/+1 compared with unmodified Golems.

You have recalled the following spells!
Spell: Animate Earth (Basic)
Cost: 5 Mana + 1 Mana (Continuous)
Slow Action (Can't be cast in battle)
Raise an Earth Golem with 2 HP/1 ATK/1 DIF. Requires direct supervision.

* * * * * * * *

It takes a while (longer than you'd care to admit), before you find yourself making any kind of head way. At first, you just kind of stare at the room, as if something will happen out of pity. Trying to picture the objects in your mind doesn't help either. Trying to form them out of the earth, like you did with the room itself, gets you a lumpy floor and a whole lot of nothing. Sometime later (you refuse to say how long), you decide to go back to the chapel and see if you find some kind of inspiration. It takes maybe twenty seconds of feeling out the room with your mind, that you realise how to imitate the smoothed stone floor.

It's barely better than the packed earth previously present, but at least it isn't dirtying your shoes anymore. You spread the stone over the walls and ceiling, creating a slightly less unsavoury looking box.

Design Added!
Pointless Room [1 Malevolence]
Functions: Storage (Basic). Quarters (Very Basic).

More importantly, however, is that you've figured out the difference between tunnel and stone. Which sounds ridiculous, but you're pretty sure that modulating the feel of your powers will allow you to create other objects!

30 Minutes Later

Okay, so you're pretty sure that's not how you create other objects!

Your attempts at creating a chair of the same sort of stone have been…less than productive. Thankfully, it hasn't all been in vain. In the process of erasing the evidence of your 'attempts', you've discovered that you can create copies of the stone-box-room.

Progress!

Unfortunately, the release in tension as you process means a break in concentration. Without the intense focus of 'I'm not going to let the problem win', your brain suddenly realises that you've been up for something like twenty hours without rest. You reluctantly head back to the chapel, with the hope that there's somewhere decently comfortable to lay your head.

You whimper slightly, as you look around the chapel and realise your options for a bed are either:

A. The cold, hard floor.

or

B. The cold, slightly less hard altar (there's a piece of cloth draped over it).

Needless to say, you aren't going to be happy when you wake up.

Regardless of how poorly you sleep, the rest will do you some good. Most importantly, it'll refresh your mana stores, which you spent entirely on the claiming process. And with these stores, comes the ability to cast spells.

Beyond the basics that every witch and warlock must learn (covered under your above skills), the graduation exam required the demonstration of an aptitude for at least one single branch of magic via a presentation of two, sufficiently difficult spells. To say you barely squeaked past is putting it mildly, but you still have two mid level spells to your name.

Which branch did you 'specialise' in?

CHOOSE ONE

[] Mentalism (Mass Hypnotism & Mechanical Mind)
[] Necromancy (Vitality Thief & Unnatural Flesh)
[] Geomancy (Earthshape & Stone for Stone)
[] You...Might Have Cheated (SPECIAL)

Vote will be running until tomorrow morning. I'll be adding a flashback thing sometime tonight, probably.
 
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[X] You...Might Have Cheated

Surprisemancy: the greatest of all -mancies!
 
[X] Geomancy (Earthshape & Stone for Stone)

This seems interesting.

EDIT: changed vote after seeing that the QM didn't have a plan for the special thingy.
 
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just wondering is this like jack of all trades thing or

Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck

It's more or less 'I'm not actually qualified to be a 'Witch', but I have other talents'. You aren't talented/dedicated enough to pass the standard way, but you were able to fake it (probably via invention shenanigans).

The 'Special' was in reference to the fact that A. you won't be getting any additional spells and B. I haven't thought up the strict mechanical effect of this.
 
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[X] Geomancy (Earthshape & Stone for Stone)

yup special is tempting but i like the idea of an underground city using this the dungeon might create water ways for watermills different metals and minerals and fix up the church a bit

Edit:
Or upgrade it into a Cathedral like ib .hack gu with gargoyles or animal guardian shape golem
 
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Mentalism is too specialist for my tastes.
Necromancy is tacky and overdone.
Geomancy has a lot of utility and should be good for building.
Special is a gamble.
 
[X] Geomancy (Earthshape & Stone for Stone)

Almost everyone is taking this anyway and I like the idea; especially because we have Golems anyway. Let our main element be Earth.
 
[TUTORIAL HELP BOX] Battle Stats (Part 1)
A basic explanation of the three stats seen on the golem in the previous post.

Hit Points/HP
Represents the denizen's durability. When a denizen takes damage, they lose that many hit points (but you knew all this already). When a denizen is reduced to 0 HP, they are incapacitated (includes, but is not limited to, killed, knocked unconscious, dispersed, de-animated, etc).

Attack/ATK
Represents the denizen's offensive capabilities. When a denizen is unsupervised, they will deal their attack damage to their chosen target at the start of their turn.

Natural Difficulty/DIF
Represents the natural difficulties of fighting a non-sentient denizen. If a denizen's difficulty exceeds another's, it can't be damaged by that denizen. When fighting Heroes, Natural Difficulty will usually erode over time. Replaced by the 'Skill' stat on sentient denizens.

Will let the vote go till tomorrow (since I'm a little on the tired side), though I suspect the vote won't have changed.
 
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