Quest to Become a Hero

For our fighting training tomorrow, would it be better to take a class on a fighting skill or dominate writing on a skill description? I'd really like to save our GP up for meditation, rather than spending it on a variety of combat skills. Meditation might be the first step towards magic, and it also would mesh with our current most obvious weakness, mind/soul attacks. Maybe it'll mesh well with the dominate tree, too.

Or I suppose we could do both.
 
Last edited:
For our fighting training tomorrow, would it be better to take a class on a fighting skill or dominate writing on a skill description? I'd really like to save our GP up for meditation, rather than spending it on a variety of combat skills. Meditation might be the first step towards magic, and it also would mesh with our current most obvious weakness, mind/soul attacks. Maybe it'll mesh well with the dominate tree, too.

Or I suppose we could do both.

This makes me wonder: If we copy writing on the soul tree, could we then use the magic in a disposable form without needing to learn the spell first?

If so, is it worth testing? How much time?
 
I wouldn't go seeking the soul tree out directly. That said, if we have a chance to copy down a spell, we should. I would want to get meditation and a basic understanding of magical safety procedures, first.

Here's a thought: reading about a basic getting-in-shape-for-fighting plan, to build our stamina and learn footwork and all. I want us to be able to run away very fast, should we need to, and there's no real reason to reinvent the wheel.
 
[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
-[X] After breakfast tomorrow, check the board for available quests and the shop for available classes.
 
For our fighting training tomorrow, would it be better to take a class on a fighting skill or dominate writing on a skill description? I'd really like to save our GP up for meditation, rather than spending it on a variety of combat skills. Meditation might be the first step towards magic, and it also would mesh with our current most obvious weakness, mind/soul attacks. Maybe it'll mesh well with the dominate tree, too.

Or I suppose we could do both.
I think it might be a good idea to research dagger fighting styles, use Dominate Writing on a copy of the information, and then practice it and Evasion. After we've practiced for a while, we then tell the training hall dummy that we want to spar, which should really help reinforce the skill to keep it permanently.

I have three worries about that plan though. One, if the MC manages to beat someone while sparring, he's created an artificial impression of his actual fighting skill so we have to make sure that the MC actually gets the skill before sparring again. Two, I'm not sure if using temporary buffs like Dominate Writing during the Advancement Exam is considered cheating and can be detected by the examiners. Three, the MC had a negative status effect after taking the Evasion class. I think it was called Physically Weak. Depending on how Sturdy Physique affects his Stamina, it might appear again after the training.

The MC might not actually be able to take the exam until the next morning if temporary buffs will get him in trouble, but the negative status effect might disappear after resting for a bit. The MC could try spending some time researching in the library to see if it goes away without needing to sleep.
 
Studying wise, I think we could probably research for the qualities of different weapon specializations before we settle on a 'real' weapon(currently everything is packing a variety of 'had some practice with') before we pick.

What we currently know:
-Basic specs seem easy to buy via traits with points, though I'm not sure whether they're the best buy for it. If we want to specialize in weapon use, a weapon which can leverage this would be preferred, so something large. If we want to keep combat as a secondary element, we should avoid large weapons because of the need to keep strength and stamina high to stay competitive.

-Hunting is when we get to choose the engagement basis. For hunting weapons so we can harvest food, materials and quest requirements, the best is likely a bow, which can do fatal damage rapidly even to large creatures if it hits the right spot, and does minimal damage to hide. The second best would be some kind of deep piercing weapon like a spear or stabbing sword, while the club is only really useful against opponents we can easily beat, and can thus maximize the loot instead of prioritizing a swift kill.

-Self defense is a tricky one. If we had good senses or support with good senses, we want something with reach, as it minimizes the hurt we take. Otherwise we want a weapon which is usable in a close grapple where we've lost control of the fight and are now needing to do ANY damage.

-Weapons which are also tools...axes, knives, hammers. These are picks to minimize inventory burden.

-Scholar rewards being able to research target weaknesses. Weapons well suited to targeting specific weaknesses are usually blades of some sort.

So the question is how much do we want to seek out fights.
-Minimal - Focus on tool + self defense + scholar synergy, so knife.
-Hunter focus(Personal) - Focus on spear and sideline a dagger as a spare.
-Hunting focus(Tamer) - Bow to support while bunny fights for us, and a dagger sideline for close quarters work if theres no room.
-Martial focus - Dedicated sword or polearm of some sort

Research may change this. This is all theorycraft and can be very wrong.
 
[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
-[X] After breakfast tomorrow, research weapon specializations

veekie has made a good point about how we should do some research, and it should save us time and GP instead of trying to buy classes for all of the possibilities.

I suggest that we do this instead of checking the shop for available classes because it will just annoy the dwarf if we bother him and then don't buy anything. If anyone wants to know which classes are for sale, the list is here. If instead you want to know which classes are currently being taught, then we probably need to talk to the training hall golem, but it would be better to do the research first.
 
When in doubt, research in the library.

[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
-[X] After breakfast tomorrow, research weapon specializations
 
[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
-[X] After breakfast tomorrow, research weapon specializations

Sensible arguments all around.
Adhoc vote count started by Wysteria on Jul 4, 2019 at 7:48 AM, finished with 38 posts and 11 votes.

  • [X] Find an inn to rest in tonight.
    -[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
    [X] Find an inn to rest in tonight.
    -[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
    -[X] After breakfast tomorrow, check the board for available quests and the shop for available classes.
    [X] Find an inn to rest in tonight.
    -[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
    -[X] After breakfast tomorrow, research weapon specializations
    [X] Find an inn to rest in tonight.
 
[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
-[X] After breakfast tomorrow, research weapon specializations

Potato Haggling Quest is a go!
 

So you might want to take the "q" out of Grandmaster.

So I'm not sure if it was touched upon or discussed due to not receiving e-mail notifications for the last few posts. But Could we possibly look into Liara Kestler/Receptionist girl since she seems to be implying that she's a retired adventurer. And one final point is we need to buy a dedicated skinning knife to better harvest from dead creatures/monsters.
 
So I'm not sure if it was touched upon or discussed due to not receiving e-mail notifications for the last few posts. But Could we possibly look into Liara Kestler/Receptionist girl since she seems to be implying that she's a retired adventurer. And one final point is we need to buy a dedicated skinning knife to better harvest from dead creatures/monsters.
Yeah, somewhere down the line, I'd like to research her, probably by looking up a book about notable adventurers or checking to see if she wrote a book. If we wait until the MC passes the Advancement Exam first, then he should have access to more information than now.

We do need to buy a skinning knife (about 75 Coppers) at some point, but it looks like even the Vicious Rabbits quest might be too much for the MC right now, and the MC's funds are pretty limited at the moment. He has to keep paying for inn rooms until he's trained in combat to fight off random encounters, and they usually cost 30-40 Coppers a night.

Plus, it's likely that the MC can't get Advancement Points from quests until he passes the Advancement Exam to rank up, but he should probably figure out how to fight at least a little before trying the exam. I think he could pass it without knowing how to fight, but it wouldn't surprise me if he'll get beaten up pretty bad because the Guild wants to reinforce that he should learn how to fight. That's my interpretation of how the combat test is always part of the Advancement Exam anyway.
 
Oh, something to keep in mind for when we want to shop for stuff again: we need to look at what the Guild System Market has available before buying anything. We might be able to get stuff not available in stores, or a good deal on secondhand gear from people who are upgrading their equipment. Like if we wanted to get a Bigger Backpack from the General Store, then we'd probably put our current Backpack up for sale at a cheaper price than the Store's for a shrewd newbie to buy.
 
Ranks above this do not require Exams, but rather the approval of at least half of the Capital Tier Guild Masters.

Venerated Heroes also need to obtain the approval of one of the royal families.
It looks like the Hero ranks require either a really good reputation or really good networking, which makes sense, considering the general associations with the word "Hero". Someday, the bards might be singing songs about John Stitch. :lol

I find it interesting that the book states "one of the royal families", as in plural. I think all that's been mentioned so far is the Eldast Empire with presumably an Emperor. Though the War God was the Divine King so maybe there are kings under the Emperor?

Another possibility is that the royalty of any Mortal Race fighting against the Demon Lords qualifies. The Forest Elves have the King Under the Leaves so the other types of Elves and the dwarfs might have royal rulers as well.
 
Hello guys. I have just finished reading this quest and was able to catch up here. Seems to be a fun quest to join in.

Now, in regards to our MC's combat ability, I think it is safe to say that its pretty much nil at this point. The closest we ever got to combat is our first encounter with Velvet and we used our domination ability to gain a minion and didn't really DO any sort of fighting.

What concerns me the most right now is that we are NOT in fighting shape. Life as a scholar has left us with a physique that is totally unprepared for the life of an adventurer. Sure, we can do low level stuff like scribe work and harvesting just fine for now. But eventually, we will have to graduate from that to going out there in the dangerous world.

That obviously means that we have to learn how to fight but before we can even start a fight, I figure that we have to get in shape or something. Like our evasion instructor said, we have shit stamina and obviously mean that we have to get in shape. Whatever fighting style we choose, we have to make sure that our body can actually take the strain. I proposed that we actually spend some actions exercising and conditioning our body for the rigors of adventuring.

With that said, in terms of fighting style, I am leaning towards learning the ways of the spear. If my brief research on medieval weapons are right, the spear is the way to go if you want a practical weapon on your side. weapons like the swords are treated more like sidearms for when your main weapons is suddenly unavailable or not suited for the current circumstances (like fighting in tight spaces for example). Weapons like spears are easy enough to use as far as weapons go and and offers good balance between weight, speed, handling, and striking power. Plus, there is the obvious advantage of range where you can hit the enemy but the enemy can't hit back. Sounds like the perfect weapon to use for a scholarly guy who never had been in a fight in his entire life.

This is my take on what fighting style we want our MC to go for though. I like the idea of our scholar developing some "brawn" to compliment the large amount of "brain" he has on his arsenal at the moment.
 
A Revealing Explanation(?) of Common Weapons
[X] Find an inn to rest in tonight.
-[X] See if we can get a discount or additional meal in return for the potatoes. Look up the market price of potatoes with the Guild card first in order to haggle better.
-[X] After breakfast tomorrow, research weapon specializations


You take a short moment to put the books away in their proper place and then pack all of your belongings up before leaving. Velvet hops along beside you as you take out the Guild Card and say, "Trade Menu" causing a familiar screen to start floating above the card.

It seems to hover above the card as you walk which makes it quite convenient to begin browsing the Market Value Listings as it's labeled. A few fruitless minutes of searching reveals that potatoes are not an item listed here though it does estimate the average stay at an inn to be 45 Coppers currently.

What food items you do find listed are largely meats or other parts from a variety of dangerous beasts and monsters. Shrugging, you stow the card away in a pocket of your robes before beginning your search for an inn for the night, the stars bright in the clear skies above.

It takes surprisingly little time to find a room and the negotiations with the owner go swimmingly as you get them to agree to 30 Coppers along with the potatoes for tonight's meal, a room, and breakfast. For both you and Velvet at that.

A short meal later and you find yourself dumping your stuff beside a bed before jumping into it for a good night's rest.

---

A satisfying breakfast of bacon, biscuits, and potatoes awaits you come morning time which you readily share with your hungry companion. All the while you contemplate your course of action for the day, debating between further research or looking at potential training options.

By the time you finish the meal you've come to a decision, why not research information on weapons first before you run off training in them? It's with that thought in mind that you set out for the Guild Library with a bit of spring in your step.

...

It didn't take long to find a book that goes into depth about the variety of weapons commonly seen among Adventurers though it doesn't speak much on methods to wield them effectively.

---

Among Adventurers the most commonly used weapons are the sword, spear, and bow though axes and daggers are not too far behind. All of them bring their own benefits to the table and should never be seen as the only tool usable by an aspiring Adventurer. When it comes to weaponry more often than not one should choose based on how comfortable they feel using it.

...

Swords. Commonly depicted as a knightly or kingly weapon that heavy armored warriors wield into battle to cut down foes by the hundreds. As a weapon they are fairly simple to learn with the basic moves numbering two - thrust and slash. A sword is an excellent weapon for those with balanced physical abilities and has plenty of room for growth if trained correctly.

Some famed Adventurers known for using the sword are:

Hildegard the Firebranded, whose blade is always clad in fire. Known for singlehandedly defeating trolls, and their contributions in the defense of Keep Cathru against a Goblin Horde. A rumored bastard daughter of the Royal Family of Eldast said to be a master chef as well.

Gaalius Twin-Handed, renowned throughout the Kingdom for his ability to wield two blades like they were one. Said to have cut a Lesser Wyrm in half with one strike. Little is known about him outside of his feats in combat as he is a dwarf of few words, preferring to wield his twin swords upon enemies of the Alliance.

...

Spears. A weapon seen as that of a foot soldier or guard's. Spears grant their wielders incredible reach while remaining a weapon made for a melee. They come in a number of varieties but typically are greatly effective in keeping the enemy at a distance when one has enough strength, dexterity, and skill.

Some famed Adventurers known using the spear are:

Hope, an Elven Warrior of the Lineage of the Lost. Mysterious, elusive, and an incredible master of both the spear and javelin throwing. It is said a single strike of her spear rends the earth apart and foes even a mile away are exposed to her javelins. It is also known that she is a master brewer, making beer that matches even the Dwarves.

Gilbert Von Edward, nicknamed the Steel Storm. So fast is his spear that it is reported he is able to fight against a hundred opponents with ease, carving bloody paths through all sorts of battlefields that have sought aid from the Guild. A rarity among Adventurers as he is a member of the reclusive Yurig race found far to the south.

...

Bows. A weapon that dominates ranged combat that requires extensive training to master, but gives the experienced wielder the ability to bring death to foes from great distance. Suitable for those who seek to engage their targets from a safe distance, or with a guardian between them and the enemy.

Some famed Adventurers known for using the bow are:

Liara Kestler the Red Star. Savior of the city of Greystone, Slayer of the Troll King Huuurg, and Master of the Bow of the Red Star. An incredible accomplished master of archery who has contributed greatly to the Guild's reputation and name across the Free World. She mysteriously disappeared from the public eye some years ago.


---

Your face twitched, your hands shook, and a faint chill crawled up your spine at that part. It has been your experience that powerful people or beings bring a rather severe amount of danger...

'Hell, even the weaker things seem to be incredibly dangerous at this point, but more importantly...

Why? Is she aware of the Heroic Spirit?

Is she just eccentric? It would match her behavior that way, but what makes a renowned Adventurer come live in the middle of nowhere?"


You could feel a headache building as you moved a hand to massage your temples, your attention diverting back to the book in the hopes of distracting yourself.

---

Axes. A weapon typically depicted as the tool of Bezerkers who charge into battle poorly armored, cleaving their opponents in twain. An axe typically requires more strength than other weapons, the blade of the weapon made to tear an enemy apart with ease while requiring little in the way of dexterity.

...

Daggers. A rogue's weapon, a tool of assassination, and the go to weapon for those that lurk in the dark. Daggers are a weapon of speed and dexterity, aim to either kill your foe immediately or tear them apart piece by piece while avoiding harm.


---

You close the book with a thud, it only really touched upon what the writer perceived as the most common weaponry among Adventurers, and even then it focused more on the feats of famous users of the weapon. Relaxing back in the chair, you turn to massaging your temples as you contemplate what to do with the rest of your day.

What do you do?
[] Continue studying in the library.
- [] Write-in what else you want to read.

[] Copy from a book in the Library.
- [] Write-in for what to copy.

[] Go practice in the Guild Training Hall.
- [] Write-in what you want to practice.

[] Visit the Guild Store
- [] Write-in for any purchases made.

[] Use Dominate Writing on...
- [] Copy about Skinning
- [] Copy about Trapping

[] Accept a Quest from the Board.
- [] Write-in which one.

[] Write-in.


Gained 3 Experience for discovering some of the secrets behind the mysterious Receptionist.
Gained 8 Experience for conversation in the thread! Moved to your surplus.


Available Quests
Payment: Thirty Coppers, 15 GP, 1 Rank Advancement Point, 10 Experience
Description: I need an extra set of hands or two to help bring in the harvest, if you're willing then please take this request and come to * Farm.

Payment: 25 Coppers, 10 GP, 1 Rank Advancement Point, 10 Experience per day
Description: Relgar has experienced a great influx of merchants, Adventurers passing through, mercenaries, and more due to activity in the north which has brought forth a great chance for profit. The Town Guard is currently struggling to deal with all the newcomers and a newly born rise in crime and has asked the Guild for Adventurers willing to patrol the town as well. Those seeking to take up the offer will need to work with the Guard for at least four days, or until the situation has stabilized.

Payment: 50 Copper per 3 Golden Leaf (Quality does matter), Variable GP, Variable Rank Advancement Points, Variable Experience
Description: I have need of as many Golden Leaf as you can get your hands on, quality is important so insure proper storage. You can find me at the apothecary on the south side of the town, Gerald's Apothecary. I've provided drawings for those who've never seen Golden leaf and they can be found on the outskirts of Relgar's Northern Woods. Please only come when you have Golden leaf to deliver, I am a busy man.

Payment: 10 Copper for every pair of Vicious Rabbit ears, 5 GP for every pair of Vicious Rabbit Ears, 1 Rank Advancement Point for every ten pairs of ears, 1 Experience per every pair of rabbit ears.
Description: A rather ridiculous number of Vicious Rabbits have taken to destroying the eastern fields and after the death of several farmers Relgar's Lord has set down a bounty for the little bastards. After accepting the request bring proof of your slain foes back to the Guild to earn your reward. Also, don't damage the fields. Those who wantonly destroy the Lord's land in search of profit will find themselves at the end of his Knights swords.

Payment: 5 Coppers per Monstrous Corn corpse, 2 GP per corpse, 1 Rank Advancement Point for every fifteen corpse, 1 Experience per every two corpses
Description: Due to the increased traffic through town we've been running low on our supply of a local delicacy - Monstrous Corn. An fine mixture of sweet and salty that can survive months in the open air before rotting. If you could hunt down some for us it would be much appreciated, the more you get the better! We've left instructions to a good spot with the receptionist.

Payment: 15 Coppers per pair of fangs, 7 GP per pair of fangs, 1 Rank Advancement Point for every four pair of fangs, 2 Experience per every pair of fangs
Description: Many farmers and travelers have reported the Green-pelt Wolf population have been restless in the forests nearby, this announcement has been posted to deal with the issue before it can get out of hand. All we need is the fangs for confirmation, the rest you may do with as you will.



Health: Perfect

Status Effects: None

Estimated Time of Day: Early Morning last you remember

Heroic Legacy Points: 0

Level:
2
Experience: 198/200 [23 Surplus Experience]

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: 95 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, 1%) - 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.
Skinning (Learning Beginner, 40%) - You have learned the basic knowledge one should know to begin skinning and harvesting the corpses of monsters, but to really come to understand it and it's uses you will need actual experience.
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, 89%) - 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.
Survival (Learning Beginner, 40%) - You are quickly becoming used to most basic of the basics when it comes to surviving outdoors, and with the help of some of your research materials you believe you have a decent grasp of it all. Only actively performing the actions and experience will tell.
Trapping (Learning Beginner, 20%) - Trapping is a rather simple subject, but the specifics are somewhat confusing to you with your rather limited life experiences. You have a decent grasp of theoretical knowledge, but will need to use it in the field to confirm.

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:
Sturdy Physique -
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 - 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 - 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.

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.

Swift Growth I - With enough power the Heroic Spirit can even help you grow, increasing the rate at which you earn experience by twenty-five percent permanently.

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

Simple Iron Dagger [???]
Simple Wooden Club [Damage: 3, Blunt]
Scholar's Writing Instruments [2/4 sheets of paper]
Plain Scholar's Robes [???]

Canvas Backpack [6/10]
- 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 with copied contents from a Book on Skinning
- Paper with copied contents about Trapping.
-
-
-
-

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 Jul 5, 2019 at 3:28 PM, finished with 32 posts and 13 votes.

  • [X] Copy from a book in the Library.
    -[X] Look for and copy instructions on dagger training.
    --[X] Then Go practice in the Guild Training Hall
    ---[X] Dagger techniques. Use Dominate writing on the copy of dagger training guide(if any) before starting
    [X] Copy from a book in the Library.
    -[X] Look for and copy instructions on dagger training.
    --[X] Then Go practice in the Guild Training Hall
    ---[X] Dagger techniques. Use Dominate writing on the copy of dagger training guide(if any) before starting
    ---[x] And evasion.
    ---[X] Would Velvet help as a sparring partner?
    [X] Copy from a book in the Library.
    -[X] Look for and copy instructions on dagger training.
    --[X] Then Go practice in the Guild Training Hall
    ---[X] Dagger techniques. Use Dominate writing on the copy of dagger training guide(if any) before starting
    ---[x] And evasion.
    [X] Copy from a book in the Library.
    -[X] Basics on magic and/or how to perform magical effects.

Adhoc vote count started by adwarf on Jul 5, 2019 at 4:25 PM, finished with 33 posts and 14 votes.

  • [X] Copy from a book in the Library.
    -[X] Look for and copy instructions on dagger training.
    --[X] Then Go practice in the Guild Training Hall
    ---[X] Dagger techniques. Use Dominate writing on the copy of dagger training guide(if any) before starting
    [X] Copy from a book in the Library.
    -[X] Look for and copy instructions on dagger training.
    --[X] Then Go practice in the Guild Training Hall
    ---[X] Dagger techniques. Use Dominate writing on the copy of dagger training guide(if any) before starting
    ---[x] And evasion.
    ---[X] Would Velvet help as a sparring partner?
    [X] Copy from a book in the Library.
    -[X] Look for and copy instructions on dagger training.
    --[X] Then Go practice in the Guild Training Hall
    ---[X] Dagger techniques. Use Dominate writing on the copy of dagger training guide(if any) before starting
    ---[x] And evasion.
    [X] Copy from a book in the Library.
    -[X] Basics on magic and/or how to perform magical effects.
 
Last edited:
@adwarf I want to ask a question in in regards to one of our traits

Sturdy Physique - 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.

Does this trait also translate to us having a better body conditioned to fighting? What I mean is that our life as a scholar doesn't give us many opportunities to better exercise our body. So far, we haven't really done anything too much in the way of really exerting our body to toughen in up for the rigors of adventuring.

I believe that its high time that we develop some combat skills of our own. We may have some weapons but no martial skill whatsoever. Hell, I don't think we are even fit enough to actually fight worth a damn.

to that end, I was thinking of maybe doing things to toughen up our body. Maybe go on and do some physical labor with the harvest request on the farm, maybe exercise directly (read a book for effective exercise regime or something). Hell, maybe just throw ourselves right into combat and let the actual combat experience toughen us up. Grab a reinforced wooden spear from the guild store using our GP (I am leaning towards the way of the spear) and kill some vicious rabbits (after reading a book on spear fighting, copying it, and using dominate writing for better combat ability).

This is just my take on the situation though in regards to developing our combat skill. I want to see what the other have to say.
 
Uh, can we try the advancement test now?
My thought was to advance, get the better shop unlocked and grab a good spear and dagger
 
[X] Copy from a book in the Library.
-[X] Basics on magic and/or how to perform magical effects.

@adwarf would this be acceptable?

I'm thinking this gets us to impress the Red Star and maybe get some training later, deciding on a weapon specialty (I dont think anyone is wanting a magic only run?) post Advancement, along with some actual non-rushed training.
 
Last edited:
@adwarf I want to ask a question in in regards to one of our traits

Sturdy Physique - 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.

Does this trait also translate to us having a better body conditioned to fighting? What I mean is that our life as a scholar doesn't give us many opportunities to better exercise our body. So far, we haven't really done anything too much in the way of really exerting our body to toughen in up for the rigors of adventuring.

Sturdy Physique only increases your health, the character's stamina is something entirely separate.

Uh, can we try the advancement test now?
My thought was to advance, get the better shop unlocked and grab a good spear and dagger

You can take the Advancement Exam whenever you want, it just wasn't a listed option since most seemed to be aiming for more training first.

[] Copy from a book in the Library.
-[] Basics on magic and/or how to perform magical effects.

@adwarf would this be acceptable?

I'm thinking this gets us to impress the Red Star and maybe get some training later, deciding on a weapon specialty (I dont think anyone is wanting a magic only run?) post Advancement, along with some actual non-rushed training.

Yeah, that's fine though whether or not a book explaining how magic works exists you wouldn't know until you try.
 
In that case how about:

[X] Copy from a book in the Library.
-[X] Look for and copy instructions on dagger training.
--[X] Then Go practice in the Guild Training Hall
---[X] Dagger techniques. Use Dominate writing on the copy of dagger training guide(if any) before starting

Feasible?
Lets see if we can use Dominate to boost learn rates
 
Uh, can we try the advancement test now?
My thought was to advance, get the better shop unlocked and grab a good spear and dagger
We could but I am worried about our combat ability, or the lack thereof. Other than Velvet to help us in a fight, we don't have any meaningful combat skill. Like yeah, we do have weapons but as far as I am aware, we haven't actually used them in any meaningful capacity as weapons.

Typically Adventurers have to complete knowledge, skill, and combat exams before progressing though the Guild changes everything based on the individual. The idea behind this is that by testing multiple areas the Guild can get a complete grasp of a specific Adventurer's value rather than toss them aside for not accomplishing a specific goal.
We might be able to pass the knowledge and skill exams but its the combat exams that I am worried about.

I figure that we have to at least exercise a bit, maybe do some manual labor on the farm so that we get to exercise and get some money along the way. The slow and steady way of getting swole.

Or like I said, grab a reinforce wooden spear and get some actual combat experience with the vicious rabbits. a quick way to up our combat potential with the obvious risk of injury (and death).

I would say that we should get some form of armor if we are going to fight but we are low of funds for that. The best that I could come up with to prepare for a fight is copy a book on spear fighting and dominate write that before we head out and fight.
 
Back
Top