Path of Being Evil (Original Fantasy Quest)

Path of Being Evil (Original Fantasy Quest)
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Play as a villain in the world of my own making called Altaria. Fighting for your ambitions and goals by trampling on others who stands in your way. An original fantasy setting full of Gods and Monsters with you being one of them.
Character Creation: Origin
Good vs Evil. Ever since ancient times tales of such conflict had always been sung about to teach the young about what they should and shouldn't do. It's forms might be different and the Evil it described might not always be a character, but at the core of it all the story will always tell you the same thing. A moral story about how the Hero will do what is right to save the day and defeat the Villain.

You are in one such story. A story full with Heroes and Villains of many different characters and backgrounds, filled with their own hopes and dreams that they hold dear. All fighting for their own reason that affect each other no matter how big and small in this grand stage we called Altaria. A story that usually will be told through the perspective of a Hero.

Yet here you are appearing before me not as a triumphant Hero who is ready to defend what you believed in no matter what the challange ahead will be, but as a tragic Villain with your complicated past who will not hesitate to damned another to achieve your goals. A quite interesting reversal of roles in this tale wouldn't you say?

Regardless of your thoughts however, you are here to tell me your story. There are many hardships and turning points in your journey, but a story will always start in the beginning. I can see two points in your past that can be considered a beginning. Now from when would you start? From the very beginning where you are just one pawn among many? Or closer to the now where your choices actually matter in the grand scheme of it all?

[ ] Rising Villain: You are a new player coming into the board. Practically with nothing in your name and still fresh from your studies, your activities will at first mostly be contained around a single city which will become your power base. Your ambition will start by you seeking for ways to gain the recognition from those above you to climb up the social ladder and to gain more personal power. Be wary of stepping on any toes that you can't simply dealt with and go look for methods to prolong your life. Grudges lives long among villains and a century is too short to fulfill your goals.



[ ] Old Monster: You are an established figure among the movers and shakers beyond mortals comprehensions. Being both feared and respected, you have the capability to greatly affect a nation you resided in and influence the events all over the continent. You had already moved past the limitation of age and by now you are in the position where your goal is almost within your reach if you plan your steps right. Your path had created both allies and enemies alike and your foundations are mostly set. All you need to do now is to play up your part in this game where Gods and Monsters battled each other with you being one of them.



Now that you had chosen the beginning of your story, it is now time for you to tell me the motivation that drives you ever forward.

No one can go above and beyond the struggles Altaria had set like you do without this core aspect in their person. Something that those who stand above common man holds dear deeply in their heart, something that push them through every hardship, that kept them together in their worst moment. A motivation that whispers in your ear that everything will be worth it if you succeed.

You have this kind of motivation. A goal that is deeply rooted in your mind that governs every action that you take. Hopes and Dreams bordering on the edge of insanity. Tell me what it is that makes you to be who you are now.

[ ] Revenge: Your heart is filled with Pain and Hatred. Revenge is what drives you forward. Someone with a status beyond your reach had done something wrong to you and you will burn the entire world if that is what it takes to make them pay.

However, even if your goal can only be completed with the suffering of another. The fact that you feel this strongly about your revenge proves that at the core of your being that you care. About what precisely is up to debate, but what matters is how even at the lowest point possible you still had some lines you are not willing to cross. Perhaps you can emphatize with those who share and understand the pain you felt, but the target of your hatred is clear and the only thing you will destroy is what preventing you from getting to it. A path of passion to avenge what you believe you had lost.

Revenge Path:
-[ ] Primal Warlock: The Pain that had been festering in your heart had guided you towards a path of no return. By tying yourself so deeply to the true essence of an element you had become an avatar of ruin and calamity related to that particular element. Effectively making you into a half immaterial being similar to a Nature Spirit. You are capable of performing large wide scaled elemental feats with ease and are a master of hordes of magical beast that are related to your element. Your Pain is now the World's Pain and those who stand againts you all feel what it felt like to be in the path of nature's wrath incarnate.



(High Stewardship and Magic. Average in Diplomacy, Learning, and Intrigue. Bad in Martial.)

-[ ] Overlord: The Hatred that had been growing in your heart had moulded you to become an existance of pure overwhelming force. There is weight to your being now. Your will unbreakable, your body unbending, and your soul inextinguishable. You are capable of surviving againts extreme physical conditions like injury, poisons, elemental effects, and immaterial attacks with your force of will alone. You are also capable of striking to the true essence of your enemy, dealing larger amount of damage and even affecting those of the immaterial. Your Hatred is now focused and condensed deeply within your will and nothing will stop you from taking what you are owed.



(High in Martial and Magic. Average in Diplomacy, Stewardship, and Learning. Bad in Intrigue.)

[ ] Obsession: Filled with Curiousity and Desperation, your mind is filled with one thing and one thing only and it is what the world will consider Blasphemy. The goal you had set your eyes on are as far as you know can only be done with the path you had chosen and there is no limit to the amount of depravity you are willing to commit to make it a reality.

However, that doesn't mean you are a psychopath who will happily massacre a town just for laughs. You are perfectly willing to do a massacre, but only if you consider the prize to be worth it and you being able to get away with it safely. Your actions are based on logical thinking with cost and benefits always in mind. You find it hard to found someone you can properly connect with, but you are willing to pay any price to see your efforts bore fruit. A path full of sacrifice to find what you believe to be the most important thing to you.

Obsession Path:
-[ ] Infernal Cultivator: Your Curiousity with the beings most commonly believed to be the Scourge of Reality had given you the knowledge of most reviled. Through countless dealings and plotting with the denizens of Inferno, not only had you master the arts of Hell with your soul intact you had also managed through your wit to came up top againts your benefactors and now possess a considerable amount of Demonic forces at your bidding with no strings attached. You are now capable of corrupting the true essence of the target of your ire to rebel againts it's nature and wield a number of esoteric abilities beyond comprehension. Your Curiousity had brought you far in your journey, yet you still stand in the same place where you had started, and you will continue trampling other in your steps to achieve what you desire.



(High in Martial and Diplomacy. Average in Stewardship, Intrigue, and Magic. Bad at Learning.)

-[ ] Necromancer: Your Desperation to discover the secret of life had landed you in a position completely the opposite of where you wanted to be. In your relentless scramble to understand Life, you had recklessly believed you will find the answer if you study it's opposite, and now with a body brimming with negative energy you find yourself with the mastery over the Dead. Despairing over the fruit of your research, now you had the capability to command, manipulate, and use the souls of others with your will. Not even the souls of inanimate objects and those of the living are safe from your touch now. Your Desperation still hasn't given you the result you wanted even now, but you will still tread on this path through the cost of others as there is no other path left for you to walk on.



(High in Learning, and Magic. Average in Martial, Stewardship, and Intrigue. Bad in Diplomacy.)

[ ] Servitude: Unlike others of your stature, you consider yourself empty without this feeling of Affection and Joy that you felt from the existance of a particular person you consider to be your Lord. Their goal is your goal, and your fate is firmly within their hand whether they know it or not. It is as simple as that and you will happily do whatever your Lord had asked of you even if it will cost you in return. In this you are content.

However, not all is perfect. You were informed by others that this line of thinking is very unnusual. That the fact of how incapable you are in seperating the thoughts about your Lord and everything else even in your day to day life is very concerning. You are aware of how small your view of the world are with your Lord at the very center of it. This is a problem that you are unable to get rid off, but not for how it is affecting your way of life. It is a problem because it will inconvenient you in properly recognizing opportunity for your Lord with an unbiased view. The thought of you identifying something beneficial for your Lord as a problem and vice versa is a nightmare that ails you even to this day. You always hope this fear will never be realized. A path where your destiny belong to someone else and your fate hangs in balance.

Path of Servitude:
-[ ] Master of Arms: You held your Affection for your Lord ever since you were little. Whether it is a simple familial affection or something more remains to be seen. In any case, ever since you had found yourself supporting your Lord's grant ambition at a young age, you had dilligently trained yourself in various different field of study. Tempering both your body and mind to be the perfect tool to aid your Lord in fulfilling their goal. It is in this process that you found yourself having a great talent in martial arts. Whether it is a sword, an axe, a lance, a bow, a whip, hand to hand, and even day to day ordinary items, you found yourself mastering them all in combat to the point where the people began to call you the Master of Arms. You are proud to wear this title as it did acknowledge you to have the capabilty to serve the subject of your Affection very well.



(High in Martial, and Stewardship. Average in Diplomacy, Intrigue, and Magic. Bad in Learning)

-[ ] Jester of Discord: There is no Joy that can be found in your life. You view the world as painting without any real colour. Dull and boring in every sense of the word. There are some patches of true colours that hold your interest for a time, but you pass them all at some point eventually until the day where you found your Lord. A colour so unique and vibrant that you had never seen before. You remembered very clearly how the colour grew and fizzled at how you just barged in to their life. Uncaring of their protest and amused at the reactions that to you got just by twisting the lines and shapes of the painting for just a little bit. You are capable of adjusting yourself into a shape appropriate to your goal with the experience you had in dealing with a large variety of colours and are capable of twisting the so called 'magic' in impossible ways that just baffled the peanut gallery for some reason or another. The only thing that you truly cared about is a way to gain more Joy from watching your Lord react to your antics whether they want to or not.



(High in Intrigue, and Magic. Average in Martial, Diplomacy, and Learning. Bad in Stewardship.)

So! I started my own Quest again. Hopefully this one won't burn me out like before. Updates will be sporadic for a while until I found my rythim, but I will try to update at least once a week.

In this Quest you will play as an evil character. A Human evil character for my ease to write about, though in the next update you can choose to be a half demon or something in perk buying.

A Rising Villain is just like what it says. You would be mostly contained in a single capital city and its surrounding area completing missions trying to butter up those stronger than you to make you strong as well. You won't start up with nothing, though the most you could do will be massacring a house full of ordinary mooks. You will be those named bad guy that shown up in the heroes path causing trouble in their journey to the arc final boss that just kept on appearing like a cockroach.

Old Monster instead is you being the arc final boss. You will have an area that you can manage and people you can boss around. Your goal also maybe close but don't mistook it for Quest ending because at that point everyone will be gunning for you and your goal will be surviving the Game of Gods and Monsters tearing the world apart. It will be a Ck2 Quest from my understanding and in terms of abilities you can be considered a one man army.

As for the Motivations and Path. Some may sound monsterous, but their origin will be human and your character will think of themself that way. They each have their own advantages and disadvantages. You can also somewhat guess your character way of thinking from the description and how morally intact they are.

The specifics are Primal Warlock being a super mage, and Overlord being a super warrior. Infernal Cultivator will be breaching matters related to Heaven and Hell while Necromancer will be Life and Death. Master of Arms is the most customable path I can give you while Jester of Discord the most random.
 
Character Sheet

Name: Vecna Iza
Race: Human
Age: 18
Origin: Kingdom of Varon
Title: None

Stats
Martial: 8 (Despite the amount of training that you had, your body weak consitution had completely negate any kind of progress that you have in being physically more capable. You are almost as strong as a normal grown up man.)

Diplomacy: 7 (Speaking with people had always made you uncomfortable. Causing you to harden your face and say as few words as possible.)

Stewardship: 14 (You were proud at your tendencies in keeping your belongings to always be neat and organized. You should have no trouble in manning a small business all by yourself.)

Learning: 13 (Your capabilty to remember many certain details perfectly and crafting a number of useful items had made people call you a smart girl.)

Intrigue: 7 (You have been told that you are not exactly the most subtle person around. Honestly you just doesn't really see the need. If you want to have something then just say it.)

Magic: 29 (Your talent in magic had always been the strongest aspect of your being. With three novice magic traits under your possession, you can destroy an entire room full of furnitures with a single magical blast.)

Novice Necromancer: You can no longer be able to say that you had accidentally practiced the arts of necromancy. With a body brimming with negative energy, you are now able to raise and command the undeads of lesser quality with your will. Controlling those of the death and killing they who are alive. +3 to Magic

Novice Wizard (Dark Attribute): You are now able to release the hungering forces of darkness in burst instead of one single big attack that had once took you everything to cast. With a quick spell, mundane darkness will no longer be able to blind you and the constricting nature of your attacks may now cause immobilization to your targets for a short amount of time. +3 to Magic

Novice Artificer: You are now officially a step above those who creates common mundane trinkets for a living. While small, your creations do indeed possess mana inside of them. Increasing their durability while also allowing them to have the capability to do a simple magical effect in their performance. +3 to Learning

Novice Sorceror: You had now understood what it truly meant by casting magic using mana from the surrounding environtment. Your spells are now stronger and you can even finally leave behind a lasting magical phenomenon in the form of wards to create simple mundane effects such as a proximity wards, silence wards, odorless wards, and etc. +3 to Magic

Beginner Curse Caster: You had just began your training in the art of casting a plethora of deadly curse upon your foes. While your current level of training is not enough for you to even make your enemy catch a sudden cold mid combat, it is good enough for you to recognize and identify the curses others had made up to the level of an Adept.

Beginner Warrior: You had learned the most basic form of combat from even the dawn of time and now you would never again stand around paralyzed at the sight of a charging enemy. At least your flailing arms seems to move with a purpose in mind now.

Negative Presence (Minor): As a Necromancer, your body possess a certain amount of negative energy that gives off the feeling of eerieness to the people you are interacting with. Not large enough to be detected by undead sensors and those below Master level, but a deep intensive search can indeed reveal your status as a practitioner of necromantic magic.

Pale: As the result of negative energy running through your body, your appearrance has now become pale and sickly.

Weak: Your and your entire family all have a body that is weak ever since the moment of birth. You should be able to remove this -5 to Martial.

Reanimate Corpse: Channel a stream of negative energy to a corpse and raise it as a wild Undead.

Command Undead: Force your mana and will to a wild Undead to put them under your control.

Possess Undead: Transfer your consciousness to the body of an Undead under your control.

Negative Reinforcement: Coat your body with a shield made by negative energy to make two units worth of barrier.

Giving you a +10 Martial for 2 turn

Giving you a single Barrier with a worth of 50 Points for 2 turn

Fear Aura: Enhance your Negative Presence to cause Fear to others who had caught a sight of you.

Giving you a +10 Diplomacy for 2 turn.

Dark Blast: Release a shot of dark magic from your hand. Focusing more on the damaging intent of the magic to injure opponents.

Each +10 Roll Difference in winning will be resulted in 1 additional Wound to be inflicted on the opponent.

Dark Grasp: Release a shot of dark magic from your hand. Focusing more on the hungering intent of the magic to constrict opponents.

Each +20 Roll Difference in winning will be resulted in 1 additional Wound to be inflicted on the opponent.

Dark Shield: Shape and thicken your dark magic into the form of a ball surrounding your hand to block enemy attacks. May concentrate using both hands to make one that cover the entire body, though you will remain stationary.

Giving you a +20 on Magic that will last a turn.

Focused Magic: Gather and channel the mana from your surrounding to empower your magic attack by passing 1 turn.

Giving you a +20 Magic for the next turn.

Basic Wards: Cast a simple spell on an object/area to affect mundane senses such as sound, smell, and to a small degree sight. Though someone needs to almost be blind for the last one to work.

Basic Imbue: Channel your mana to an object to temporarily improve it's existent quality such as making a door sturdier from impact and making a knife sharper.

Slot 1: Mage Tower Assistant Uniform

-Quality: Middle Grade

-Description:
The female version of the standard work outfits being given to all mage tower personnel who bears the rank of an assistant or M.T.A for short. This mainly blue and white uniform was made using a magical fiber from a middle grade magical plant. While it is certainly durable, the uniform main use is to smooth over the mana flow of the wearer. Give the user +2 Physical Armor and a +5 Magic


SLOT II: Magic Gloves

-Quality: Low Grade

-Description:
A simple pair of white Glove made out of mana sensitive materials that was handcrafted by the members of Team 8. Given to you as sign of acceptance. Gives you a +3 on Magic

SLOT III: Empty

SLOT IV: Empty

SLOT V: Empty
-Staff of Daylight: A staff used by Lily, the Luciana's acolyte. Seems to have power to grant healings, but strangely it doesn't seem to work for you.
×1 Eye of Darkness: An Emblem of Layla which is reacting to your presence.

×1 Animate Spell Book: A book providing instruction in how to advance your Wizardly by Animating your spells.
1× Body Strengthening Potion: +5 Martial for 5 Turn

1× Soul Health Potion: +1 Soul Heal in 2 Turn

1× Dark Cabbage: Middle Grade Crafting Material. Dark Attribute

1× Dark Cabbage Core: High Grade Crafting Material. Dark Attribute

6× Cutted Mana Stones with one from each element. 2 is worth 1 normal Mana Stone
 
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Dramatis Personae
DRAMATIS PERSONAE


Kas Iza
The Necromancers Light

Relationship: ⭐⭐⭐⭐⭐

Your Sister forever in Blood and Soul. Your singular reason for both living and necromancy is to find a way to bring her soul back to life healthy both in mind and body.


Roy Buckleneer
The Awkward Blacksmith

Relationship: ☆☆

The first member of the Crafters Union whom you had met. Your innitial encounter with Roy involves how he implied you are going to use the house you had purchased for some sort of suspicious magical research. He seems to have absolved of that notion, but his insistent attempts on including you in bond building community activities has been irritating you to no end. Has an uncle who is an Adept Class Blacksmith.


Mary
The Prideful Alchemist

Relationship: ☆☆

One of the few noteable individuals living in the Crafters Union neighborhood. Mary is a loud woman who doesn't hesitate to speak about what it is inside of her mind. There seems to be hidden depths inside her judging from her interaction with Wilhelm. She also said she likes your attitude, you did not reciporate it.


Char
The Feline Outcast

Relationship: ☆

A Feline Beastkin you had encountered in the Old Beastkin District. Leads a small group of rag tag Beastkin and seems to be easily angered. His brother had been turned into a Monster during the Boil High incident.


Zarya Lynn
The Blue Priestess

Relationship: ☆☆☆

Zarya is the Head Priestess of Mavis City's Cordelia Temple. A youthful and a very sociable blunette who decided to take you to a festival despite barely knowing who you are. Your experience with her is rather mixed. On one hand, having someone who has a very high prestige like her close to you is definitely a boon, but on the other hand, there's something about being with her that just throws your emotions into chaos. Any further attempt to interact with her must be thoughly thought out.


Franklin Fawkes
The Brooding Priest

Relationship: ☆

Franklin is the Head Priest of Mavis City's Twilight Religion. This middle aged man seemed depressed about the low popularity of his faith in Phione, though he is still able to forge good bonds with many people to even, what one could wonder as his rival, Zarya. He cherished Lily, his only and now missing acolyte, very highly.


Lily
The First Victim

Relationship: ♤♤♤

A Priestess of the Twin's Religion who you had met at the Church of Mavis City and who you then had subsequently killed off in order to protect your anonymity. This petite blonde seemed rather brast in your first and only encounter with her, though apparantly she had lost everything when she was a child with the result being her hating people like you. She is the only acolyte of Father Franklin.


Cobe
The Blue Wolf

Relationship: ☆☆☆

One of the member of Team 8. Cobe is a very tall Beastkin who has somekind of a Blue Wolf Sub-Species. Said to be both a Hunter and a Fighter specializing in Ice attribute. Originating from Iskaldin and was said to have a strong feeling regarding the relationship between Beastkins and other races. He somehow managed to make you disclose a bit of your past. Very dangerous.


Dawn Dankworth
The Cheerful Potioner

Relationship: ⭐☆

One of the member of Team 8. Dawn is a brunette woman who seems to be the most sociable person in the team. She is a user of Light magic and is capable of making potions.


Elisen Alberad
The Loyal Ranger

Relationship: ⭐☆

One of the member of Team 8 and also it's leader. As an Elf Elisen is capable of communicating with Spirit's such as Zephyr who always stay close to her, but she claimed to not be dependant on it as she is also a capable Swordswoman and a Ranger. She hold the idea of honor very closely to her heart.


Zephyr

A Lesser Wind Spirit who stayed close with Elisen. It managed to sense the negative energy within you when you first met it. Always stay on guard around it.


Aaron Marudeva
The Desert Dancer

Relationship: ☆☆

One of the member of Team 8. Aaron is a blue haired and a brown skinned person who seemed to has Kanion origin. He is both a Sand Mage and a Curse Caster. He is polite and friendly enough to agree with your request of teaching you Curse Casting till you make it to Novice Class.


Alan de Meurdac
The Fierce Noble

Relationship: ☆☆

One of the member of Team 8. Alan is a prideful and annoying noble who didn't want you to be on the team. He is a Fire Mage who also seemed to be capable of using a sword. Has somekind of connection with Mary from the Crafters Union and had implied he knew of the reason for your bizarre inductment to the Mage Tower.


Wilhelm Keyne
The Carefree Breeze

Relationship: ☆

The Master of Mavis Mage Tower and an Expert Class Arc-Wizard of Wind. Seems to be interested in you enough to offer you a position as one of his Mage Tower Assistant. You did not know what is the deal with this man and that makes you warry of him.


Noralf Alberad
The Stern Elf

Relationship: ☆

An Elf Observator who had been your leader during your time in the festival, no matter how short it was. This pale Spirit User is a very strict individual who doesn't allow nonsense to be done within his line of sight. Apparantly, he is also related to Elisen judging by his name. He is also the Vice Master of the Mage Tower and most important of all he intimidates you, badly.


Isaac de Meurdac
The Disheveled Noble

Relationship: ☆

The Head of Noble House Meurdac and the Father of Alan. Seems to carry a lot of respect from others despite his appearrance and manner.


Rick
The Wind Rider

Relationship: ☆

One of the Mage Tower Observator. He is a Beastkin with somekind of Hawk Sub-Species. He has experience with talking to other people and is a very strong Wind User. He possess a Spear you are very sure to be at least a High Class Item.


Sonia Huberta
The Cold Diver

Relationship: ☆

An Observator who specializes in combing through minds of others. Your interaction with the woman was brief, but you observed her to be a pretty confident individual.


Kiera
The Timid Warlock

Relationship: ⭐☆

A Warlock Observator you had met during your initial investigation of the Mage Tower. Formerly a member of Team 8, she seemed to had been a strong supporting pillar of the group. When asked, she easily provided you the information you had wanted. Has a black cat familiar named Blake.


Blake

Kiera's familiar. You didn't pay any attention to it before, but the cat seemed to stare at you pretty intently. After what had happened with Zephyr, you don't want to be caught off guard with a mage's companion ever again. Can transform into a bigger form with the size of an adult tiger.
 
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Dramatis Personae II
DRAMATIS PERSONAE II


Linnaeus Neeladri
The Stalwart Mayor

Relationship: ☆

The Mayor of Mavis City. Professional, Competent, and Wise people had said. Possess an item that slows down his aging.


Firth Greenwood
The Elven Druid

Relationship: ☆

You don't know a lot about this man. All that you know of is how he is polite and seems to be an important member within the city's Pharmacy.


Miss Fortez
The Owner of COO

Relationship: ☆

A Woman who uses her specialty in using Mixture to create the most successful bar/dinner in Mavis. Very well connected with people.


Kennard Faust
The Great Mage of Black and White

Relationship: ☆

An adventurer with dual attribute that had been manning a booth during the festival. Likes to showcase his abilities as a Mage and seems to have debts owed to Herman.


Milliana Willow
The Elven Receptionist

Relationship: ☆

She is a friend of Kennard and seems to be supporting him greatly. You learned how she is one of the most popular receptionist in the Guild.


Merro
The Smirking Hoarder

Relationship: ☆

A woman who you had met during the festival. She had manned a lottery booth and is now manning the Great Market. Likes money a lot and would fight tooth and nail for every bit of coin that she can kept for herself.


Ricardo Bevis
The Audacious Defender

Relationship: ☆

The Head Guard of Mavis City. His job is to kept the order within the city intact while also protecting it from external threats. He is very, very, very loud.


Herman
The Mischevious Slasher

Relationship: ☆

The first criminal you had met in Mavis who you think are important. You met him during your first investigation and job while he is fighting Char. He use a knife and seemed to enjoy making fun of people.


Quill
The Recovering Porcupine

A very lucky Beastkin who had managed to won three High Ranked Item consequtively while in the festival. Seems to be formerly a part of the Rainbow Head gang before entering somekind of rehabilitation. Though he seems to have rejoined with the lowest criminal group in Mavis.
 
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Grand Market

GRAND MARKET

This is the shop where you can buy items using Materials that you have. Reagents could also be used though 1 Material is worth 2 Reagent.

You can also sell what you have at the Shop. Each item being selled will be using a Stewardship Roll to determine how much you will gain out of it with higher the number, the better price that you would get. Crit and Crit Fail will also be disabled.

You can buy or sell anything using the Shop at the start of a Turn. Just incorporate it in a plan that you have. For Example:
[ ] Shop
-[ ] Buy/Sell Subject
--[ ] Specification
--[ ] Payment

[ ] Plan: Write-In
-[ ] Shop
--[ ] Buy High Grade Weapon
---[ ] Spear, +1 Burn
---[ ] 45 Material, 10 Reagents

[ ] Plan: Write-In
-[ ] Shop (Sell)
--[ ] Staff of Daylight

[ ] Middle Grade Weapons: A selection of weapons used to inflict physical damage to opponents such as swords, spears, bows, daggers, hammers, etc.
Effects: +1 Armor Piercing, +4 Martial
Cost: 20 Material

[ ] High Grade Weapons: A selection of High Quality weapons used to inflict physical damage to opponents such as swords, spears, bows, daggers, hammers, etc. Also included with a variety of custom effects.
Effects :+2 Armor Piercing, +4 Martial,
Custom Effect: +1 Burn/+1 Poison/+1 Shock/+1 Sickness/+1 Blind/+1 Weak
Cost: 50 Material

[ ] Middle Grade Loci: A selection of mana sensitive tools to help Mages in casting their spells, such as Wands, Staffs, Gloves, Crystal Balls, etc. Has a single turn Magic Booster.
Effects: +1 Overfocus, +2 Magic
Cost: 25 Material

[ ] High Grade Loci: A selection of mana sensitive tools to help Mages in casting their spells, such as Wands, Staffs, Gloves, Crystal Balls, etc. Has a single turn Magic Booster, and a single Spell Slot to use in a pinch.
Effects: +1 Focused Magic, +1 Basic Spell Slot, +4 Magic
Cost: 65 Material

[ ] Middle Grade Outfit: A selection of durable yet light defensive garb made to protect it's wearer from harm such as Armors, Belts, Boots, Cloaks, Jackets, etc.
Effects: +2 Armor, +2 Martial
Cost: 40 Material

[ ] High Grade Outfit: A selection of fashionably durable yet light defensive garb made to protect it's wearer from harm such as Armors, Belts, Boots, Cloaks, Jackets, etc. Also included with a variety of custom effects.
Effects: +2 Armor, +3 Martial, +2 Diplomacy
Custom Effects: +1 Instant Heal, +1 Overpower, +1 Overfocus, +2 Magic Armor, +1 High Jump, +1 Sky Walk, +1 Water Walk, +1 Wall Walk.
Cost: 100 Material

[ ] Middle Grade Accessories: A selection of beautiful magical jewelry with a variety of custom effects.
Effects: +2 Diplomacy
Custom Effects: +1 Burn Resist/+1 Poison Resist/+1 Shock Resist/+1 Sickness Resist/+1 Blind Resist/+1 Weak Resist/+1 Instant Heal
Cost: 15 Material

[ ] High Grade Accessories: A selection of beautiful magical jewelry with even greater variety of custom effects.
Effects: +4 Diplomacy
Custom Effects: +2 Any Middle Grade Accessories Effects/+1 Toxin Resist/+1 Sleep Resist/+1 Curse Resist
Cost: 40 Material

[ ] Adventuring Kit: A selection of tools which Adventurers considered to be essential in braving through the wild such as ropes, tent, binocular, compass, cooking utensil, etc.
Effect: Narrative and +10 in Specific Actions
Cost: 10 Material

[ ] Swift Glasses: A tool which enable it's user to read and comprehend words with a breaknecking speed.
Effect: +10 in Specific Research Actions
Cost: 20 Material

[ ] Mana Glasses: A tool which enable it's user to see mana directly through it's lens.
Effect: Narrative and +15 in Specific Actions
Cost: 50 Material

[ ] Bag of Holding: A hand sized bag which has folded space inside it. Making it be able to carry around 3 male adult worth of content.
Effect: Narrative
Cost: 30 Material

[ ] Greater Bag of Holding: A hand sized bag which has a large folded space inside it. Making it be able to carry around a room worth of content.
Effect: Narrative
Cost: 80 Material

[ ] Exceptional Lab Equipment: A selection of tools hand picked by professionals to help Mages conduct their research.
Effect: +15 in Specific Research Actions
Cost: 120 Material

[ ] Orange Furnace: A Flame of Colour bonfire and a set of wards to keep it from burning out. Increases the result of forging.
Effect: +10 in Specific Actions
Cost: 150 Material

[ ] Mana Generator: A Magitech engine which efficiently convert mana from it's surrounding into liquid form.
Effect: +20 Reagents at the start of a Turn
Cost: 200 Material

[ ] Elemental Mana Stones: Used as a crafting Material/Reagents
-[ ] Fire/Water/Wind/Earth/Light/Darkness
Cost: 10 Material

[ ] Bombs: Want problems to be gone? Blast them! Five item per purchase.
Custom Effects: Explosion/Poison/Smoke/Gunk/Flash/Loud
Cost: 10 Material

[ ] Health Potion: In one battle turn it will get rid of 2 Wound that is Physical in Nature.
Cost: 25 Material

[ ] High Health Potion: In one battle turn it will get rid of 4 Wound that is Physical in Nature.
Cost: 75 Material

[ ] Antidote Potion: In one battle turn it will give you a single +20 bonus in curing a poison.
Cost: 5 Material

[ ] High Antidote Potion: In one battle turn it will give you a single +40 bonus in curing a poison.
Cost: 15 Material

[ ] Anti-Curse Potion: In two battle turn it will give you a single +20 bonus in repelling a curse.
Cost: 10 Material

[ ] High Anti-Curse Potion: In two battle turn it will give you a single +40 bonus in repelling a curse.
Cost: 30 Material

[ ] Body Strengthening Potion: In one battle turn it will give you a +5 bonus on Martial for the following 5 battle turns.
Cost: 10 Material

[ ] Mana Strengthening Potion: In one battle turn it will give you a +5 bonus on Magic for the following 5 battle turns.
Cost: 10 Material

[ ] Overpower Potion: In one battle turn it will give you a +15 bonus on Martial for the following 5 battle turns.
Cost: 35 Material

[ ] Overfocus Potion: In one battle turn it will give you a +15 bonus on Magic for the following 5 battle turns.
Cost: 40 Material
 
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Vote closed
Scheduled vote count started by Black.Horus on Nov 15, 2021 at 12:19 PM, finished with 28 posts and 21 votes.

  • [X] Rising Villain
    [X] Old Monster
    [X] Revenge
    -[X] Overlord
    [X] Obsession
    -[X] Necromancer
    [X] Obsession
    -[X] Infernal Cultivator
    [X] Rising Villain
    -[X] Necromancer
    [X] Rising Villain: You are a new player coming into the board. Practically with nothing in your name and still fresh from your studies, your activities will at first mostly be contained around a single city which will become your power base. Your ambition will start by you seeking for ways to gain the recognition from those above you to climb up the social ladder and to gain more personal power. Be wary of stepping on any toes that you can't simply dealt with and go look for methods to prolong your life. Grudges lives long among villains and a century is too short to fulfill your goals.
    [X] Servitude: Unlike others of your stature, you consider yourself empty without this feeling of Affection and Joy that you felt from the existance of a particular person you consider to be your Lord. Their goal is your goal, and your fate is firmly within their hand whether they know it or not. It is as simple as that and you will happily do whatever your Lord had asked of you even if it will cost you in return. In this you are content.
    -[X] Jester of Discord: There is no Joy that can be found in your life. You view the world as painting without any real colour. Dull and boring in every sense of the word. There are some patches of true colours that hold your interest for a time, but you pass them all at some point eventually until the day where you found your Lord. A colour so unique and vibrant that you had never seen before. You remembered very clearly how the colour grew and fizzled at how you just barged in to their life. Uncaring of their protest and amused at the reactions that to you got just by twisting the lines and shapes of the painting for just a little bit. You are capable of adjusting yourself into a shape appropriate to your goal with the experience you had in dealing with a large variety of colours and are capable of twisting the so called 'magic' in impossible ways that just baffled the peanut gallery for some reason or another. The only thing that you truly cared about is a way to gain more Joy from watching your Lord react to your antics whether they want to or not.
    [X] Servitude
    -[X] Jester of Discord
    [X] Revenge

And closing up. Rising Villain with Necromancer path wins.
 
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Character Creation: Skills and Traits
Desperation always let people do some foolish actions don't they? How young you are back then. Full of childish hope and naively think your absurd moment of thought will not carry you to where you are now when everyone else suffers the same fate. Did you think of yourself as special? That because of your good intentions destiny wouldn't let you fall like all the others?

I wonder if it's because of your attribute? Legends says of the person's personalities are directly tied with the element they are the closest to. From what do I see we can say that there's some measure of truth in those words, don't you agree?

[ ] Your Attribute Specialty
-[ ] Fire
: Passionate element and aggressive in nature.
-[ ] Water: Flexible element and calm in nature.
-[ ] Earth: Firm element and stoic in nature.
-[ ] Wind: Fickle element and swift in nature.
-[ ] Dark: Gentle element and hungry in nature.
-[ ] Bright: Harsh element and protective in nature.

Still, even if you were hopelessly naive at the start you are at least not a fool.

Most necromancers when starting out will venture fort to the most near graveyard that they could find and will immediately start to raise their undead army with no hint of subtlety, ignorant of how the graveyard will be the first place for people to look when undead sightings are happening. Dooming them when they realize that for all the dozens of undeads that they commanded, most of them are all just ordinary skeletons and zombies which fall like a house of cards when being confronted by a single concerned Expert class fighter stationed in every large town and city of Altria. Gaping helplessly like a fool when being striked down by the expert as their personal strength are small and the time to hone them are all wasted on creating worthless disposeable minions.

You, at the very least, are not that kind of fool. Even when your fate suddenly throws you at this path you still calmly think of your options. After realizing the fact that there's no way out, you immediately began to prepare and train your skill in secret. Tirelessly searching in the likeness of the undead that you now commanded to this day for every possible way for you to both improve your condition and still achieve the ultimate reason for why you had become the person who you are now.

Yes, even when there are many setbacks and loses that you had experienced in your journey, there is no denying that you are different from the others. The moment where you can no longer play it safely and hope to continue your progress in a timely manner you immediately leaped at the nearest opportunity without a shred of hesitation. Even when your heart ached, your conscience screaming, and your mind begging for you to stop. There is no stopping your ambition from realizing the hope that you have for the future, because to you, everything else would be worth it once you succeed. The fruit of your preparation is a mirror to that statement.

[ ] Starting Skills (Choose 5)
-[ ] Drain Life: Restore wounds by draining another through a touch of negative energy.
-[ ] Detect Life: Cast a burst of negative energy to sense available lifeforce and the lack of it around the area. Cause a feeling of discomfort to others within range.
-[ ] Reanimate Corpse: Channel a stream of negative energy to a corpse and raise it as a wild Undead.
-[ ] Command Undead: Force your mana and will to a wild Undead to put them under your control.
-[ ] Possess Undead: Transfer your consciousness to the body of an Undead under your control.
-[ ] Undead Whisperer: Influence your mind with a smidge of negative energy to communicate with an Undead.
-[ ] Bonemancy: Shape and control bones using your mana to be used as weapons and Undead's upgrade.
-[ ] Fleshcrafter: Shape and control flesh using your mana to be used as weapons and Undead's upgrade.
-[ ] Negative Reinforcement: Coat your body with a shield made by negative energy to make two units worth of barrier and temporary raising your Martial by 2.
-[ ] Fear Aura: Enhance your Negative Presence to cause Fear to other who caught sight of you. Raise your Diplomacy by 2 using intimidation.


STAR SHOP
Please use a plan vote for this part. You have 5 FREE STAR to use as currency. You can pick a drawback for more STAR. Every drawback and advantage can only be chosen once unless specified.


Drawback:
[ ] Pale: Your features had become pale as a corpse and appears to be sick. Not an obvious signs telling you as a Necromancer, but those who made contact with negative energy one way or another usually has similar complexion. +1 STAR

[ ] Weak
: You had never been the most physically inclined person in your life, and your recent commitment to the studies of Undead seems to just reinforced it. Receive -5 in Martial until you had trained your body back to top health. +2 STAR

[ ] Impaired
: The introduction of negative energy in your system had damaged your mana pathway considerably and reduce your Magic performance by 25%. Not something you can't fix by yourself, but it will take time to search for necesary reagents and heal yourself. Something that can entire be avoided if you can manage to find an Adept level healer who wouldn't just call the guard once they discovered who you are. +3 STAR

[ ] Haunted
: A vengeful wraith stronger than you had took an interest in you and not in a good way. You can fight the spirit off better than most using your Necromantic skills, but your current level of strength are still not strong enough to properly end it for good. +3 STAR

[ ] Hunted
: You almost thought it was the end of you when you found an Exterminator from the Church of the Twin appeared in your house, but somehow you managed to shake them off. It will be a while before they track you again and you are sure they will not send anymore than a pair of Exterminator after a new Necromancer like you, but it still makes you uneasy knowing the church now knows about your existance. +6 STAR

Advantage
[ ] Adept Necromancer
: A trait that translate how you are someone who had mastered the basics on using negative energy which can create and control undead. +5 on Magic. -5 STAR

[ ] Adept Wizard
: A trait that translate how you are someone who had mastered the basics on using elemental magic which created short lived but focused magical phenomenon. +5 on Magic. -5 STAR

[ ] Novice Artificier
: A trait that translate how you are someone who had become proficient in the first stage of artificing which can create Lower Class magical items. +3 Learning. -3 STAR

[ ] Novice Sorceror
: A trait that translate how you are someone who had become proficient in the first stage of sorcery which can create an unfocused wide ranged and long lasting magical phenomenon. +3 Magic. -3 STAR

[ ] Novice Curse Caster
: A trait that translate how you are someone who had become proficient in the first stage of curse casting which can create debilitating magical phenomenon on the target of choice. +3 Magic. -3 STAR

[ ] Novice Warrior
: A trait that translate how you are someone who had become proficient in the first stage of fighting physically using mana which increases your martial performance. + 3 Martial. -3 STAR

[ ] Mana Sight
: A trait allowing you to see the flow and attribute of mana from your surrounding and people. -5 STAR

[ ] Soul Sight
: A trait allowing you to see the nature and inner working of a soul. -10 STAR

[ ] Nocturnal
: A trait allowing you to stay refreshed long into the night and allowing you to allocate your time more freely. +3 Stewardship. -2 STAR

[ ] Another Attribute Specialty
: Allows you to pick another Attribute Specialty. -3 STAR
-[ ] How many?
- -[ ] Specify which.

[ ] Safe House
: A hideout where you can conduct your research away from prying eyes. If not chosen you will be living in a graveyard. -2 STAR

[ ] Specialized Lab Equipment
: A select few tools you had designed, and purchased to help you in your research ranging from Middle to High Class magical items. +5 Learning when doing research and improving your undead in your place of resident. -3 STAR

[ ] Legacy Class Item
: An item which can only be created by a Master Crafter. An item that boost 2 stats of the user and possess an uncommon magical effect. -3 STAR
-[ ] How many?

[ ] Portable All Purpose Undead Critters
: Small Undead minions you can easily conceal on your person such as bone rats, small skeletal birds, fishbones, and a skull snake belt which you had designed for reconnaissance purposes and to make sure you are never alone in battle. +5 Intrigue. The skull snake has a Martial stat of 10 while the rest has 5. -2 STAR

[ ] Adept Level Special Undead
: An undead which you had created from the mangled corpse of someone ranked as a Master. Your special attention had also made them retain some of their intelligence to the point you are willing to have them carry your order without your supervision. While they does not possess their full capability when they are still alive it is possible to restore them to their full glory. Possessing a single adept level skill and three novice skill. -8 STAR
-[ ] How many?
 
Character Creation: Background
One of the ways to describe you is indeed being always prepared. You could have delve deep into necromancy at the first opportunity being presented, but instead you dug down on your life lessons and advanced your knowledge of being an artificier and a sorcerer. All to give you more options in what to do and an artficier will do you well as a cover for your seclusiveness.

Isn't artificing something that you had learned from your late father? I wonder what will he felt seeing the result of his teaching being used in creating the abominations of life. Though you wouldn't exactly care did you?

While you do love your father and mother, it is all being overshadowed by the feelings that you have for that person. It certainly do helps how you didn't exactly have their corpses on hand when they went missing on their travel to the capital.

In the end it all leads back to hope wasn't it? You who had a weak body ever since birth and had troubles in communicating with others doesn't really have many people that you considered to be close. But of those few that you have, you hold it tightly as if being possesed. Never wanting to let go of that sense of being belonged no matter what happened. What else would drive a person to pursue the deepest secret of necromancy beside the promise of eternal life and rebirth? Even the gap made by death isn't enough to deter your hands from reaching out desparately to grasp those moments of your youth. A lost bond that you hold above anything else.

[ ] Bond between Family: A harsh life with only a single point of light. With parents passing away far too soon, an older sibling was left with the burden of raising their younger sibling all by themself. Day after day of toil they endured, not at all being helped with their family weak constitution. All could be ended if they gave away the younger one. Yet the older sibling still carried on and even managed to give away genuine kindness to the younger sibling. Heart full of debt the younger sibling convinced the older one to let them go to become their own person and with a heavy heart the older one agreed. Years later after series of lessons and exchange of letters the younger sibling returned, determined to repay the debt. On the door was a letter with medical prescription dated a day before. All did they found inside was a cold body laying on the bed wearing an excited smile.

[ ] Bond between Friends: A sacrifice made by bonds thicker than blood. A sudden raid performed under the guise of the night, pained cries of the defenders echoing the thrilled laughter of the attackers. Your concerned gaze meeting a pair of eyes filled with resolution. A question hangs on your lips, ready to be voiced out but were stopped by a punch to the guts. Waking up in the morning with a chest drenched in blood which is not yours, you found the rest of the caravans slaughtered. The cooling body of your childhood friend lying on the ground beside you, eyes already growing hazy with dead. The only wound that you can see are those on their left arm mirroring the sword that they hold in their right.

Haven't you ever had a moment of thought about what will they do once the discovered how many atrocities that you had committed all for their sake? The reality of it all will still be interesting whatever the conclusion may be. It certainly didn't stopped you.

Just look into the mirror. At your face when it all began. How your skin turns pale and your hair becoming white at the stress and negative energy you constantly received day by day. There's a tiredness there, a hint of uncertainity at what you are doing, but it was all hidden by the resolution that you had in carrying through your new purpose.

[ ] Male
-[ ] Name: Write-In
-[ ] Picture 1

-[ ] Picture 2
-[ ] Picture 3

[ ] Female
-[ ] Name: Write-In
-[ ] Picture 4

-[ ] Picture 5
-[ ] Picture 6

Didn't you look very different from the way you are here today?

Now, you have told me your origin. It is time for you to start your story. From the place where you began amassing power for your goal. Where you had ran off to thinking it would be the best place for you to do your research. In one of the of nation which belonged to humanity. Where your path as a necromancer truly begins.

[ ] Kingdom of Varon: A large nation build upon the pieces of a greater whole. Varon is located on the Western Great Plains of Altaria and is largely considered to be the breadbasket of humanity. Mirroring their life which lives off on an ideology called the Soul of Fire, Varon had trained countless Knights and Arc Mages specializing in fire attributes ever since the Great Separation 700 years ago to fight off the ever present threat of the Beastkin Kingdom in the Eastern Great Plains. A stable nation safe from dangers for those who doesn't have a wandering spirit and are instead full of people with grand dreams of an adventure. A place you can call as your homeland.



While Varon is indeed a place with not many great opportunities for an aspiring necromancer, it is still the place you know the most. You know of it's people behaviour and how to navigate the land safely. Making it easy for you to blend in and finding the simple materials and reagents that you need for your research.

[ ] Phione Council State: A land that were led by a group of seven councilors who lawfully decides the policies of their nation. A place considered to be the melding pot of cultures and ideas in Altaria as it is the only nation where all members of the five races are present in a very large number with a permanent citizenship on hand. What makes Phione to be so special however is because of the existance of a place called the City of Progress and Magic: Mystogan. A city that could be considered as a small nation all by itself because of how many exclusive rules and regulations did the city needs to contain and safely control the amount of magic and science advancement that is being made inside the city. A nation full of diversity and cutting edge products.



While you are not able to enter directly to Mystogan due to the amount of wards the city possessed, the amount of magical items being distributed throughout the country and the various kinds of mage you can disect has convinced you to establish a foothold in one of Phione's main city. It took you a while to be accustomed by the presence of so many different races living together and the amount of so many ways for the mages of this land to find you that you are not aware of does frightened you, but the wide amount of reseach and discovery that you could conclude in this land are indeed the highest out of all the options that you have.

[ ] Iskaldin: A mountainous region that could barely be considered as a nation. With a long and harsh winter all year around, the people of Iskaldin had adapted to the cold by being bigger and more muscular at the moment of birth. Making them an ideal warrior suited for fighting a prolonged battle. The dangerous terrain and climate however had resulted in low communication between each community of Iskaldin. Effectively making the nation largely be consisted of ununited tribes and villages consistenly at war with each other with contact to the outside world being decided through a contest of strength showing the ideals of Iskaldin every once in a decade. A strong land with a hardy group of people.



Definitely a hard place to live in, more so for an outsider like yourself, but Iskaldin is definitely the best place for you to freely do your research. The isolationist tendencies of the people here has made it easy for you to do whatever you please with impunity and the quality of their corpses are only a step below that of the Scalekin. While the terrain and the climate does present a problem, it would just meant that any materials and reagents that you would find will be of those rare and exotic variety.
 
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Turn 1: Starting Out
You let out a sigh as you stepped away from the path of a person with a particular set of long ears, them not reacting in any obvious way from their close proximity with you. Relieved at the rumours of how Elves can detect the negativity from the environtment seems to be false, or at least not as strong as it was claimed to be.

Letting your gaze to continue on the road ahead you can see a plethora of various different races all mixed up together under the evening sky. Most of them human and concerningly Beastkin, but also among them you can occasionally see the rare sights of Elves, Dwarfs, and even a single Scalekin. All minding their own business and for not the first time ever since you got here you wonder what exactly are you doing.

It hasn't been long since you arrived in the city of Mavis. Around a week or two as you recall. It being one of Phione's main city had ensured that here you can at least still enjoy some of Mystogan's commodity without actually being inside the city of mages where all sorts of laws and observation magics are put into place that will restict all kind of research that you will do. Even now you are still isn't sure that you had managed to pull the wool over everyones eyes, but so far everything had gone along smoothly.

Finally arriving at the safe house you had purchased with most of your savings, around a secluded part of the city you absently note, you were just about to open the door when your attention were caught up by a boy around your age running up to you from the house next door.

You observed him. Your initial impression of him was messy. The boy's clothes and green hair was stained with what looks to be oil and he is absolutely covered in stench of sweat and sulfur that makes you want to gag. Just how is he able to breath with that kind of smell all over him? Ironic coming from someone who deals with corpses on a daily basis but still.

If the boy notices your displeasure then he doesn't show any sign of it. Smiling cheerfully as he greets you at your doorsteps. "Hello there Miss! Are you the one who buys this house?"

You narrowed your eyes. "Why do you need to know?"

"Ah no reason." The boy cheekily scratches the back of his head. "It's just the moment I heard this abandoned house was buyed I am worried how it will be used to do some shady business."

You did not like the sound of that. "What?"

"I mean." The boy pause a moment to order out his thoughts. "You know how we Phiones are well known for our mages right? Well I was worried that one of them is going to be my neighbor. My old man always say how mages will do all kind of weird things to do their magic. So I am very relieved to see you to be the one who buy them!"

"I am a Wizard." You say flatly.

"Ah." The boy simply says. His momentum completely stopped until it somehow immediately picked itself up back again. "Well, I know someone as pretty as you would be one of the good wizard around! Right, Miss!"

You just give him a cold stare.

"So....my name is Roy Buckleneer, a Blacksmith. It's nice to meet you miss!" Smiling awkwardly, the boy introduced himself.

"Vecna Iza. Is there anything else?"

"No?"

"Then good evening." You ended the chat. Opening and stepping inside your house without giving him a chance to continue. Slamming the door shut just as he reached his hand out to futilely stop you. Through the door you can barely heard him saying something how he did it again that you choose to ignore.

Coming deeper into your place of residence, you decided to put the memory of the encounter with the supposed Blacksmith at the back of your mind. Instead, more interested at the series of simple furnishing you had ordered to live comfortable while in Mavis. With the warm grey walls as the background and all sorts of wooden furnitures to live up the place, you can finally be able to consider this place somewhat 'homey' after series of back and fort preparing them up for the past week.

Glancing at the door, checking if Roy would have the nerve to come inside your house uninvited, you slowly inch yourself towards the fireplace at the back of the living room. You turn your head left right to make sure there's no one hiding before you fire a small burst of mana to one of the bookcase on the wall. Turning on the spell you had placed on the furniture to make it light enough for you to easily slide it aside and reveal the hidden wooden door to the cellar.

Inside the dim cellar after you slide back the bookcase to its previous position, you took stock at everything that would declare you as a necromancer that you are.

Human skulls, animal bones, series of books containing dark necromantic magic, various kinds of mundane and lower quality magical fruits and herbs, a single dark mana stone of middle quality, and a sack of gold. All and all, not very much. You had spent almost all of your savings aside from the ones for this house to fund your study in the arts of artificing and using sorcery. All of these however are irrelevant in the grand scheme of things.

There, at the deepest part of the cellar. Lays a white coffin with a panel of glass. A middle quality item with it's only use is to preserve whatever it is inside it as long as mana kept on being supplied into it periodically once per month.

Laying a single hand on top of the coffin, you swept away the haze on the glass to peer into what is inside. Or rather, Who.

"Sister Kas...."



With eyes full of mourning, you sadly gaze at the face of your beloved sister. Body unmoving ever since you put her in. Her long blond hair now different from your short white one. Her smile, the first thing you see of her after your two year of studies, gone just like when you left it. The pain being too much for you to keep seeing her smile on her death. How could you when she looked so happy about seeing you after you abandoned her?

You painfully tore your eyes away from your sister. Walking with a grimace as the negative energy inside you reacted violently to your unbalanced emotions. Stopping near a table with a map of Mavis which lays spread upon it, you give away one last look at the coffin before turning away. You know you could spend hours just standing there thinking about what ifs, and that would only waste precious time. Time that you could use to bring your sister back.

Holding yourself upright by gripping the edge of the table, you close your eyes and recollect your composure. All of this pain you are enduring is what you rightfully deserved. If this is what it takes for you to uncover the secrets of life and death then you will receive it with open arms. Everything is worth it if you are able to be together with your sister again.

You open your eyes with a new sense of determination, and begin to plan.

TURN PLANNING
You will be planning your turn from the combination of Four Type of Actions. Each having their own rules and purpose. There is General Actions, Research Actions, Personal Actions, and as of now unseen Mission Actions. You will have 4 Actions Points or AP for short to freely distribute between them unless it was stated otherwise.

Crits will be on 95-100 range in General and Personal Actions, 19-20 in Research Actions, and when the number you reach are double that of the required DC such as you rolling a 40 on a DC 20. The last part can keep on accumulating as in if you roll a 80 on a DC 20 you will get triple the rewards and 160 on a DC 20 will get you four times.

Crit fail will be on 1-5 range in General and Personal Actions, and 1 in Research Actions.

Actions may need to use up a grade item to actually complete them. Once you had assigned a Grade Item to that action you would not need to assign another one to do that action again unless you received a Crit Fail. You can also assign those grade items to actions that doesn't require them to have a special reward. One such example being assigning a Dark Mana Stone to Portable Undead Action will result in one of the critters having a special ability related to darkness. Beware some rewards are not worth it with the example being assigning a Dark Mana Stone to Mavis Underbelly will only result in some random criminals who will thought of you as guillable and give you more information out of pity. Grade items can only be gained from as of now unseen General Action with high DC, Mission Action, and certain Crits.

Simplified version of the rules above. You have 4 AP you can distribute freely to any of the actions only once unless stated otherwise. Some actions need to be assigned a Grade Item for you to actually do it. Each turn last for 2 Months.

Materials: 100
Reagents: 100
Grade Items:
-1 Dark Mana Stone


Actions that you can only complete with either the assistance of another or a long thought out preparation on your part. Success on getting past a DC with a 1d100+Stats. Will require a cost and usually will serve as a minor point in progress to the Quest. You can only assign a single AP to any of the actions.

[ ] Wolf Among Sheep
Martial DC: 50


A Necromancer is never without a need for more corpses. What you need however is not the usual rotting pieces of flesh and bones that are halfway in on being decomposed. No, you need something that is strong and most importantly fresh, and with soldiers guarding each of the way in and out of the city that you know of, there's really only one possible method for you to get what you want. Cost: 25 Reagents.

(Reward: A good quality corpse for you to turn into an undead and improve on.)

[ ] Lab Details
Stewardship DC: 40


Before you can actually start on experimenting with the arts of necromancy, you will need to first prepare the necesary tools and equipments. Jars, scalpes, saws, and everything else that you will need to properly disect and preserve a corpse. With Phione being a hot spot for mages from all over Altaria, you should be able to find these items with their very specific uses pretty easily. Cost: 20 Materials.

(Reward: Unlock more Research Actions.)

[ ] Security Concerns
Intrigue DC: 60


While you have heard of Phione's security protocols through rumours and hearsays. With Phione's biggest reason to be famous being their mages, you found your existing paranoia in suddenly being discovered to be completely justified. Learning of their procedures and methods in recognizing and dealing with the users of illegal magics would make you sleep more comfortably in the night. Cost: 20 Material and 10 Reagents.

(Reward: Knowledge on how to avoid the guards notice. Certain Intrigue DC lowered.)

[ ] Mavis Underbelly
Intrigue DC: 35


If there is any kind of ally that could exist for a necromancer like yourself then it would be those who you could found lurking behind the dark alleyways and the seedier parts of the city. While it would be difficult to actually meet the core individuals who ran the criminal elements around Mavis, it should be easy for you to learn about what kind of gangs that exist and their group dynamics with each other. Cost: 15 Materials.

(Reward: Knowledge on the gangs operating in Mavis. Unlock more Mission Actions.)

Actions that you will do in the safety of your lab/cellar. Success in accumulating a number of proggress to reach the research completion with a 1d20+stats die. Will have a cost and usually serve as a method to improve yourself. You can assign as many AP as you want to any of the actions.

[ ] Finishing the Basics
-[ ] Drain Life (0/50)
-[ ] Detect Life (0/50)
-[ ] Undead Whisperer (0/50)
-[ ] Bonemancy (0/50)
-[ ] Fleshcrafter (0/50)

Accumulated Learning


If you truly want to learn a spell to ressurrect your sibling without any kind of abnormalities or defects physically and mentally then you will need to learn everything that necromancy has to offer. You can't exactly do that without first learning about every basic spell in necromancy. Cost: 20 Materials and 5 Reagents.

(Reward: Learned a necromancy spell. Unlock more actions.)

[ ] Mark of a Mage
Accumulated Learning
(0/40)


Every mage that is not dead poor would have something to help them channel their mana into spells more efficiently. A Genius Loci created for their personal use. While difficult, you are certain you can make a decent middle grade genius loci if you spent weeks of your time on them. Cost: 20 Materials, 20 Reagents, and 1 Middle Grade Material.

(Reward: A Middle Grade Equipment focusing on Magic.)

[ ] Portable Undead
Accumulated Magic
(0/20)


You didn't like the notion of being totally alone in any part of the world. By carefully selecting the specimens of small undead critters which you could easily conceal on your person you will no longer be short on minions you can use to distract an enemy in mid combat and can now enter some previously impossible places for you to infiltrate due to the critters rather diminutive size. Cost: 10 Material and 10 Reagents.

(Reward: A group of small sized undead. Unlock more actions.)

[ ] Sorcerer's Lair
Accumulated Magic
(0/60)


It's not exactly wrong for you to say that your life is inside your cellar. Not only would you be doomed if somebody found all of the evidence proving you to be a necromancer that is inside it, your dear Sister is also there and you would destroy anyone who would dare to even put a single finger on her. Series of lower to middle quality wards should be able to prevent anyone from noticing it was there. Cost: 20 Materials, 40 Reagents, and 1 Middle Grade Item.

(Reward: Cellar being more secure. Raising the DC for people to discover your identity)

Actions that you can complete by doing it alone without any preparation. Success in getting past a DC with a1d100+Stats die. Requiring no cost and usually will serve as a point of interest to progress the Quest. You can only assign a single AP to any of the actions.

[ ] Meeting the Neighbors
Diplomacy DC: 10


Your first meeting with Roy Buckleneer may have not gone very well, but you don't think he will averse to meet with you again. Getting to know him and the people who lives around your house will do you well if any of them proves to be a threat.

(Reward: Knowledge on any notables in the house surrounding. Unlock more Personal Actions.)

[ ] Job Hunting
Diplomacy DC: 25


Your resources definitely won't last forever and you need a day job to keep up the pretense of being a normal mage. With you being both an artificer and a sorceror you should be able to gain a decent enough job that will give you some fund for more resources.

(Reward: Unlock more Personal Actions. Generates a selection of jobs to choose from that could passively generate resources per turn.)

[ ] Outdoor Foraging
Stewardship DC: 40


When the time is rough you could always go in person beyond the walls to brave in the wild. Avoiding any beast that could pose a fight to you and center your entire focus on getting as many resources as possible. You can assign as many AP as you want to this action.

(Reward: Generates a 3d20 in both Materials and Reagents.)

[ ] See the Sights
Intrigue DC: 15


During the first two weeks of your stay in Mavis you never actually has the chance to entirely explore what the city could actually offer to you. There should be many place in Mavis that would be of use to you beyond being pretty with the Guild and the Graveyard being among them. It is time for you to rectify that and acclimate yourself to the city you will be living in.

(Reward: Knowledge on Mavis point of interest. Unlock more actions.)
 
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Turn 1: Result
[X] Sorcerer's Lair
Accumulated Magic: (0/60)
Roll: 6 + 29 = 35

Your first priority in the city full of magic users should be obvious, and it is protecting your Sister with every single mage proof wards that you can create. Frustatingly, you suffered some delays in making the medium grade wards because of how distracted you are to the messiness that is your lab and instead spent around the first two weeks of the project cleaning it all up. You only managed to get the lair mostly half done by then, but at least your lab is now organized just the way you like it.

(35/60) Progress done in Sorcerer's Lair. Lab is now clean and tidy.

[X] Meeting the Neighbors

Diplomacy DC: 10
Roll: 17 + 7 = 24
Two Success!

Your meetings with your neighbors who introduced themself as the 'Crafters Union' had gone pretty well all things considered. Most of them are an unremarkable bunch of people that are barely worth mentioning. However, for those who are, what makes them so interesting in your eyes had seems to led you to a quite fruitful encounter with somebody you didn't expect.

To be continued in Interlude: Outstanding Offer

[X] Job Hunting

Diplomacy DC: 25
Roll: 98 (Crit!) + 44 + 7 = 149
Four Success!!

An offer with an equal amount of great opportunity and danger. Should you take it?

To be continued in Interlude: Outstanding Offer

[X] See the Sights

Intrigue DC: 15
Roll: 63 + 5 = 68
Three Success!

Your wanderings around the city had been a complete success. Not only had you located the Guild, the Graveyard, the Mage Tower, and the Temple, you also had discovered three locations of interest that you hadn't known to be even exist in Mavis before.

The first is Mavis City Green House owned by the city pharmacy. A large building made of glass that cultivates all manners of plants, both mundane and magical, from around and beyond Phione. There should be a lot of good Middle grade to even High grade plants inside for you to use as either Materials or Reagents. Now, if only you have a way to get them without getting caught.



The second spot is something that you had found by following a pair of smirking adventurers through a series of twisting path and a very obscure wooden door with a sign that reads Clever Owl Outpost. It is a magical bar that is bigger on the inside. Even with just a glance you can tell that a lot of the bar's patrons are strong. Clever Owl Outpost seems to be a good place for you to do some networking with those who has influence over Mavis.



You wouldn't have discovered the third spot if it weren't for your experience in recognizing it from it's counter part back in Varon. You found it standing alone in Mavis slums with fallen roofs, broken windows, and even a missing bell tower. There is not a single logical explanation for one of the Twin Sister's Church to look even remotely close to what you are seeing. As a Necromancer you should really just avoid this building and hope not a single Exterminator is nearby to lay out any divine punisment to the guilty, but the situation is just far too bizarre for you to ignore.



Locations of seven point of interest within the city of Mavis gained. New actions unlocked.


Random Event Rolls:

5....(Failure)
84 (Success)
97 (Critical Success, to be continued in Mavis News)

Welp
 
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