Quest to Become a Hero

[x] Investigate the thicket the Monstrous Corn took their stolen corn cobs into.
[x] Give Velvet all 6 EXP

Eh, thought abut the arguments, decided to try and go for it.
 
This will also be added to the Character Sheet/Extra Information post, this way you all don't have to go all the way back to that page to read it this time if you want.

Information on Religion and such
As you already know the Kingdom of Eldast (for the most part) primarily worship the three Gods of Humanity as they're called. The God of War, the God of Knowledge, and the God of Death. Countless other religions exist throughout the Kingdom though the majority question such beliefs as they can readily see the miracles of the three Gods of Humanity, where are the miracles of these other religions?

God of War
The God of War is said to be the first King and founder of the Kingdom, each of the seven royal families are his descendants and are considered to carry both actual Divine Power and Divine Grace for being his descendants.

It is from these seven families that the next ruler is chosen, the seven houses collectively deciding on who should next take the throne from among their youth whenever the last passes. What process they use is unknown, but it is certain that every ruler of the Kingdom has been a demigod, the Divine blood within them so strong as to bear the closest connection to the God of War.

Clergy of the God of War are incredibly war-like, every initiate being trained in some form of martial techniques during their training in case they need go to war. They oversee the Kingdoms many orphanages for the children of soldiers who die in service to Gods, Kingdom, and People. Commonly they can be found tending to the people's spiritual health, spreading the teachings of God and priest alike to those in the most dire need of support.

Two sacred grounds exist for the Church of War: the Royal Palace of the Divine City from where the current Ruler sits upon the Bloody Throne, living Demigod and voice of the order. And the Heart of War, a vast fortress monastery built upon the Bastion Mountains from which the militant arm of the Church guard the realms of the Mortal Races.

The militant arm of the Church of War is the Cult of the Burning Sword, an order of knights raised from birth to the art of warfare and bloodshed set with only two purposes: Guard the Mortal Realm from demon-kind and enforce the will of the Church of War.

Common acts of worship to the God of War include ritual sacrifice of goats and cattle, dedication of the foes they slay to the deity, and the offering of one's own blood on specific holidays.

God of Knowledge
The God of Knowledge is known as the Lord of Libraries to most for it is said that much of the knowledge that forms the basis of the Kingdom's lore is from Him. His Church claims no descendants of his bloodline exist in the mortal world, but also ask what use are such to the wonders of the Crystal Tower, the heart of Magic in the Kingdom.

Clergy of the God of Knowledge are typically scholars, scribes, and mages who dedicate a portion of their time to spreading the gift of knowledge to the masses. They fund, oversee, and support the creation of countless basic scholastic academies across the kingdom for those who can afford it and orphans to attend. Clergy of the God of Knowledge are often somewhat reclusive buried as they are in their own studies and research, though most take the time to administer the faith to the people.

The most devoted of the God of Knowledge's believers will claim every library a holy ground to the God Himself, but in truth there exists only the Crystal Tower. It is the God's greatest gift and creation, a master piece of divinity and magic that towers over even the Royal Palace of the Divine City, playing home to the heart of magical education and study in the kingdom.

The militant arm of the Church of Knowledge are the Keepers of Knowledge, an incredibly odd order of spellsword scholars set on the task of safeguarding knowledge across the Kingdom and reclaiming that which was lost. Unlike the orders of the other Gods only those who volunteer and pass a series of test are allowed into the order rather than being born into it.

Common acts of worship to the God of Knowledge include writing down prayers and scraps of knowledge before nailing them upon the doors of any place of worship for the God, the burning of incense, and gifting of books/scrolls/etc. to others.

God of Death/Lady of the Grave
The God of Death, the unrelenting existence that enforces the final peace of death throughout the land. The Lady of the Grave who tenderly watches over the graveyards where the dead are put to rest, her comforting embrace ensuring an unending and peaceful slumber for those who past as she guides them to the after-life. A God of two faces, two existences merged perfectly into one yet separate all the same. Their children are many for all those untainted pass into the After-life to be watched over by the Lady's gentle care.

Clergy of the God of Death and Lady of the Grave spend most of their time caring for graveyards, preparing funeral rites and graves, and seeing to the peace of mind of those who have lost loved ones. While they build shrines, temples, and churches to worship most clergy of the two are wandering missionaries. Setting out to administer funerals for those in need, care for the myriad graveyards, and establish new ones when need be.

Every graveyard built by the clergy is truly a sacred ground, a gate to the After-life for the souls of the dead, but most prominent of them is the Unending Mausoleum of the Divine City. It is there that the bodies of Eldast's rulers, Heroes, and the greatest of soldiers are interred before being brought to the After-life by the Lady of the Grave herself. Or so the scriptures say. To be laid to rest in the Unending Mausoleum is an accomplishment that would bring honor to a dozen generations of descendants.

The militant arm of the Church of the Death are known as the Knights of Silence, their origins are unknown and their order is shrouded in mystery. Of all the militant orders the Knights of Silence are the most feared for is it not the instinct of humanity to fear the unknown?

Information about the Land and it's Management
The entirety of the Kingdom is broken down into nine dominions. One among them is ruled over by the King or Queen directly, the Divine City the seat of power granting the dominion the title of the Divine Dominion. Each of the seven royal families hold power of their own dominions, the lands themselves being named after the royal family line that holds power there. Finally, but not the least among them, is the Bastion Dominion which is managed by the Grand Marshal of Eldast who oversees the dominion to ensure the demons never break through.

Below the rank of dominion are provinces which are each centered around one (rarely two) city which is given management of the lands that fall within it's borders. In order to classify as a city the location must have a population of at least one million Eldastian citizens, a great church to the three Gods, and an Adventurer's Guild of comparable rank to the status of city. Provinces are controlled by a council of nine, made up of the heads of notable houses and rulers of important townships most often.

Beneath the rank of province are townships which are based around one to three towns depending on the area which oversees the villages below it. In order to classify as a town the location must have a population of at least a hundred thousand Eldastian citizens, contain temples to the three Gods, and an Adventurer's Guild of comparable rank. Townships are often ruled by a single noble house though in some rare places they are led by elected members.

Even further down is the rank of district which are generally centered around several villages led by a council of elected elders from the district's villages. In order to classify as a village the location must have a population of at least a thousand, contain shrines to the three Gods, and an Adventurer's Guild of comparable rank.

Finally, below those are settlements simply termed Hamlets for anything that doesn't meet the classifications above. They could be single family farms in the depths of the wilderness to settlements with tens of thousands of workings that fail to meet the requirements of advancement.
 
Okay, so we're continuing on. A couple things, then: we should track how much we heal overnight, we should use our rope to make a corn string, and we'll probably need to use some wood, a rag, and oil to make a torch once it gets dark. Here's hoping things don't get too much more dangerous at night.
 
... Alright, You Have No Idea What That Is
[X] Investigate the thicket the Monstrous Corn took their stolen corn cobs into.
[X] Give Velvet all 6 EXP


You take a short moment to catch your breath, your mind in the midst of a struggle between the caution you've held to for so much of your adventuring career and the curiosity to understand just what these things are doing. In the end your curiosity wins out and, sidestepping the plant corpses in front of you, you decide to head into the thicket with shield raised to the ready along with your masterfully crafted club.

'Pretty sure every dead craftsman is attempting to strangle me from the after-life at that one...'

A stray thought comments as you try your best to ease your worries, your body crouching down as you do your best to follow the thief-teacher's instructions to sneak up on the Monstrous Corn within. Every sane part of you reasons that an utter newbie sneaking through a brush filled thicket of trees is perhaps only less notable than an entire army crashing through. However, despite your own worries you manage to slip through the branches and brush with nary a sound, feet deftly dodging stray branches and dry shrubs with ease.

In moments you find yourself through the densest of it and standing at the edge of a clearing in the midst of it all, one that seemingly has quite literally withered into existence. Rotted and decaying remains of trees are scattered about the clearing, grass barely clinging to life as it stands a strange mix of green and brown, and at the heart of it all is something you really were not expecting.

From the ground grows what you can only describe as a tree sized corn stalk, the base bearing a striking resemblance to a Monstrous Corn though the kernels that made up the body have turned to weird roots that stab down into the ground. Around it is gathered ten Monstrous Corn, several of them stuffing stolen corn cobs into vine husks that bend down from the massive sentient corn stalk's trunk.

It's easy to sense Velvet's unease through your connection, but thankfully the things seem either to trust in their kin which you've slain or are too ignorantly intent upon the task of...

'I genuinely have no idea what they're doing here, one could make assumptions about it being the creation of other Monstrous Corn, but given the mutative nature of monsters to begin with... It's hard to say.'

How do you proceed?
[] You are decently far from the fields and with these surrounding hills... maybe it's safe enough to improvise a firebomb and use it to burn the lot of them? Then again it's hard telling if burnt corpses will sell.
[] Draw their attention and pull back out of the thicket in attempt to reduce the amount you fight at once, you've came this far and you'll be damned if you don't at least kill whatever that is.
[] They don't know you're here, you dispatched five with relative ease when they were already aware of you after and so an ambush would leave the odds weighted in your favor. Right?
[] Write-in.


Status
Health: Battered and Bruised (Bite wound on left arm, hastily bandaged, stinging pain from exploding monstrous corn and several blows from their vine arms)
Stamina: Fairly Energetic

Status Effects: Minor fatigue (-1 to all rolls), Slightly Sleepy (-1 to all rolls)

Dominate Writing - Blunt Mastery Basics - Using a copy you made of the basics required to wield a blunt weapon in battle effectively you have gained the knowledge and experience required exactly for that. When using a blunt weapon you will be more capable of striking the enemy with ease. +5 to Attack Rolls made with Blunt weaponry equipped.
Lasts until end of the day.


Level: 3
Experience: 190/400

Guild Rank:
Porcelain (0/40)
Hidden Features: Unlocked Instructors in the Guild Store
Current Booked Courses: None


G.P.: 215
Money: 1 Silver, 35 Copper
Heroic Legacy Points: 0

Estimated Time of Day:
Late Afternoon, nearing sunset
Titles
They Who Seek the Crown (Level One, 16/25) - 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 Scribe, Pragmatic Scholar - A scribe'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. A scholar's duty is to learn. Obtain knowledge, study books, and understand the world around them so that they may use it to help themselves or the world at large. You seek simply to perform your work to the best of your ability, further your grasp of knowledge 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.
  • Scribe 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.}
  • Scribe 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.}
  • Scribe Code III - Judgement is the employer's job. {Provides 2 bonus experience when followed, lose 2 experience when ignored.}
  • Scholar Code I - 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 in them.}
  • Scholar Code II - Sometimes a price is required to learn, that price must be weighed against the knowledge to be earned carefully for while some may be worth the cost, not everything is. {Gain 4 bonus experience when learning knowledge of acceptable price, lose all experience when learning knowledge whose price is too high. May be entirely unwilling to learn something if it comes at a great cost. Only applicable to certain information/skills/traits/abilities, will be noted when it is.}
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.

Aspire to Sagehood - You've come to find yourself a seeker of all forms of knowledge and find it easy to learn those skills a scholar finds most useful. Perhaps with enough work you may achieve acknowledgement as a Sage, a master of countless fields of knowledge. Increased skill gains for scholar related skills.
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.
Studious - You've become well acquainted with book learning and, while it will never be a good replacement for a teacher, have learned how to make the most of it. Increased skill gains when learning a skill from a book.

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.

Sorrowful I - In your quest for knowledge you chose to use your power on a creature near death and in doing so formed a mental bond much as you did with Velvet, and for the first time you now understand death. The pain and the fear, you felt every moment of your subject's death and knew you could do nothing. To make it worse, when you gave it mercy you could sense the betrayal literally assaulting you through your connection and now you understand fully the power you've been given. Such a thing, you know it will haunt you for even now it tears at you and weakens your will, your certainty in your goals...
Pragmatic I - As your travel down the path of both Adventurer and Scholar you have come to understand more about the world. Of the kindness it contains, of the cruelty that lays hidden in it, and the things you may come to be asked in pursuit of your dream. A step towards pragmatism has been taken, a small one but still a step. Such pragmatism may assist you greatly, or it could drag you to an early grave. Only time and actions will tell.
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.
Knowledge of the Undead (Beginner) - You've memorized the basic information and understanding of the Church of Death on Mindless Walkers, Animated Remains, and Wisps.
Plant Knowledge (Relgar Township, Beginner) - You've memorized basic information provided on Red-Shelled Warmths, Blue Bells, Golden Leaf, and common herbs like thyme or poppies.
Copying Writing (Adept, 2%) - 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.
Evasion (Beginner, 20%) - You've learned the basics of positioning, and movement enabling you to react well to attacks sent you way. It's rather simple now, but even a slight advantage could save your life. Increases your Difficulty to Hit by 4.
Dagger Mastery (Beginner, 9%) - Through sparring and practice you have grasped the basics of fighting with a dagger. How to grip it so as not to lose the weapon in combat, basic and effective methods of attack from stabbing to slicing, etc. +4 to attack rolls when wielding a dagger.

Harvesting (Learning Beginner, 88%) - 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, 60%) - 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.
Haggling (Learning Beginner, 92%) - 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, 67%) - 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.
Shield Mastery (Learning Beginner, 33%) - Utilizing a shield in battle is an incredibly useful tool that may well prevent incredibly lethal blows, but as it stands most of the concept has flown over your head.
Monster Taming (Learning Beginner, 3%) - Needless to say that taming slimes by feeding them mana and utilizing mana to communicate with them was pretty distant from what most of monster taming was (with what little you know). Still, the book did give you some small grasp of what the trade's core needs might be.
Stealth (Learning Beginner, 95%) - You have begun to grasp the simplest aspects of being stealthy, mainly softening your footsteps and avoiding a target's sight. You're quite close to putting this to effective use in the field, but need a bit more training or practical experience.
Blunt Weapon Mastery (Learning Beginner, 47%) - Wielding a blunt weapon in a fight is a comparatively simple action, a combat style that is easy to learn the basics of from what you've experienced in combat and what you gained from the page you dominated.
Abilities
Domination (Level One, 8/25) - 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, 7/25) - 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: 1/1]

Backstab - You force an opening in your opponent's guard and shift yourself into place to deliver a well timed, well placed reverse grip stab to the foe's back with great force. Such a move is straining on you, but has incredible effects when successfully performed. Make a single attack that deals four times damage to the enemy if it lands, uses a moderate amount of Stamina.
Inventory
Equipment
Main Hand -
Simple Wooden Club [Damage: 3, Blunt, Grip and Wrist Strap (Harder to Disarm)]
Off Hand - Iron Kite Shield [???]

Armor - Plain Scholar's Robes [???, Tear on left sleeve, bloodstains]

Easily Accessed Items
Iron Hand-Axe [???]
Simple Iron Dagger [Damage: ???, Attack Speed: 2, Slashing]

Skinning Knife

Scholar's Writing Instruments [1/4 sheets of paper]
Dominated Greenpelt Wolf Fangs

Canvas Backpack [9/10]
- Ten Foot Rope
- Bundle of Clean Rags [9/10]
- Archbishop Julian Vandamule's Sealed Scroll
- Wooden Storage Box [Can hold up to twenty herbs (varies based on size) | 3 Poor Quality Golden Leaf, 2 Average Quality Golden Leaf, 3 Perfect Quality Golden Leaf | 8/20]
- Paper with copied contents from a Book on Skinning
- Paper with copied contents about Trapping.
- Papers copied from the Book of Academia (Contain basic descriptions of numerous scholarly branches of study)
- Piece of Leather [5/10 Units left]
- Six pounds of Greenpelt Wolf Meat [2 Days left until it spoils] wrapped in Greenpelt Wolf Pelt [Poor Quality, About 70% intact]
-

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

Status Effects: None

Level: 2
Experience: 12/40

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,
16%) - Increases the Difficulty to Hit by 4.

Fighting (Learning Beginner, 83%)
Stealth (Learning Beginner, 75%)
Harvesting (Learning Beginner, 43%)

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.



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: 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.
 
[X] They don't know you're here, you dispatched five with relative ease when they were already aware of you after and so an ambush would leave the odds weighted in your favor. Right?
 
[X] They don't know you're here, you dispatched five with relative ease when they were already aware of you after and so an ambush would leave the odds weighted in your favor. Right?
 
The only other theory I have about what that thing is is that it's the way Monsterous Corn build or manufacture things. I have no idea what they would be making though.
 
[X] Draw their attention and pull back out of the thicket in attempt to reduce the amount you fight at once, you've came this far and you'll be damned if you don't at least kill whatever that is.
 
[X] They don't know you're here, you dispatched five with relative ease when they were already aware of you after and so an ambush would leave the odds weighted in your favor. Right?
 
Hrm. That Mega-Corn is somewhat concerning, and even if it's rooted in the ground, it's reach is not to be underestimated...
I'm a bit leery of plan fire-if only because we have little to no relevant skills and a wild-fire is the kind of thing that if it got out it was us, I'm sure the Guild would impose some serious sanctions on our butts for it, I think.
On the flipside, the regular Corn is hilariously weak, it seems...
 
[X] You are decently far from the fields and with these surrounding hills... maybe it's safe enough to improvise a firebomb and use it to burn the lot of them? Then again it's hard telling if burnt corpses will sell.

Ah yes, the inner arsonist is finally appearing in our moment of need
 
Hrm. That Mega-Corn is somewhat concerning, and even if it's rooted in the ground, it's reach is not to be underestimated...
I'm a bit leery of plan fire-if only because we have little to no relevant skills and a wild-fire is the kind of thing that if it got out it was us, I'm sure the Guild would impose some serious sanctions on our butts for it, I think.
On the flipside, the regular Corn is hilariously weak, it seems...

That's why I think it best to lure them away from the giant corn thing. Once we eliminate all the other Monstrous Corn, we can more safely investigate it.
 
[X] Draw their attention and pull back out of the thicket in attempt to reduce the amount you fight at once, you've came this far and you'll be damned if you don't at least kill whatever that is.
An aggressive approach is tempting, but in this case I think we can get away with trading time for safety-beats trying to fight this entire camp at once.
 
[X] They don't know you're here, you dispatched five with relative ease when they were already aware of you after and so an ambush would leave the odds weighted in your favor. Right?

Striking from stealth seems like it fits the fighting style better than the more complex crowd control option.
 
[X] They don't know you're here, you dispatched five with relative ease when they were already aware of you after and so an ambush would leave the odds weighted in your favor. Right?

Striking from stealth seems like it fits the fighting style better than the more complex crowd control option.
And that fighting style isn't that great past the initial strike. The problem being our opponents are multiple, and I doubt we've enough stealth to reach the Major Corn Monster without being detected.
Additionally, there's the risk we do just enough damage to the big guy that we eat his suicide explosion, but not enough to kill him outright.
The only threat these Corn seem to present is in their sheer numbers, and without an attack that can clear them out all at once, we'll have to settle for tactics that do the same.
 
Probably a story behind it being called the Bloody Throne.

dedication of the foes they slay to the deity
This sounds like something we should be doing. As long as it's easy and cheap, we could dedicate monster kills that we'd already be making for some easy favor.

and the offering of one's own blood on specific holidays.
Could probably do this, too, as long as it doesn't require too much blood.

Clergy of the God of Knowledge are typically scholars, scribes, and mages who dedicate a portion of their time to spreading the gift of knowledge to the masses.
I find it funny that the only of the three we haven't met yet is literally the best fit for John.

They fund, oversee, and support the creation of countless basic scholastic academies across the kingdom for those who can afford it and orphans to attend.
Hey look, it's our old Academy!

It is the God's greatest gift and creation, a master piece of divinity and magic that towers over even the Royal Palace of the Divine City, playing home to the heart of magical education and study in the kingdom.
I want to eventually be able to study there. Just, so much.

The militant arm of the Church of Knowledge are the Keepers of Knowledge, an incredibly odd order of spellsword scholars set on the task of safeguarding knowledge across the Kingdom and reclaiming that which was lost.
Do you think these guys would be willing to safeguard the Sealed Scroll to protect the knowledge that could be gained from it? Also, this sounds like an entire order of Indiana Joneses which should be fun.

Every graveyard built by the clergy is truly a sacred ground, a gate to the After-life for the souls of the dead, but most prominent of them is the Unending Mausoleum of the Divine City. It is there that the bodies of Eldast's rulers, Heroes, and the greatest of soldiers are interred before being brought to the After-life by the Lady of the Grave herself. Or so the scriptures say. To be laid to rest in the Unending Mausoleum is an accomplishment that would bring honor to a dozen generations of descendants.
If John can't manage to figure out immortality, I want to do something so grand that we're eventually buried here.

The militant arm of the Church of the Death are known as the Knights of Silence, their origins are unknown and their order is shrouded in mystery. Of all the militant orders the Knights of Silence are the most feared for is it not the instinct of humanity to fear the unknown?
Clergy of the God of Death and Lady of the Grave spend most of their time caring for graveyards, preparing funeral rites and graves, and seeing to the peace of mind of those who have lost loved ones. While they build shrines, temples, and churches to worship most clergy of the two are wandering missionaries. Setting out to administer funerals for those in need, care for the myriad graveyards, and establish new ones when need be.
A group called the Knights of Silence who can go anywhere without suspicion? Really sounds like these are the Church's espionage guys.


[X] Draw their attention and pull back out of the thicket in attempt to reduce the amount you fight at once, you've came this far and you'll be damned if you don't at least kill whatever that is.

Fight the flunky mobs, then go for the Boss. My only worry is that these Monstrous Corn are feeding the Stalk something to awaken whatever it is, in which case we should take out the Corns as quickly as possible.

But whatever we do, we should probably check out the next Monster Info book to see if this is a documented phenomena or not.
 
[X] Draw their attention and pull back out of the thicket in attempt to reduce the amount you fight at once, you've came this far and you'll be damned if you don't at least kill whatever that is.

I worry that the giant corn stalk may actually be able to fight, in which case junping right in would be disastrous.
 
[X] Draw their attention and pull back out of the thicket in attempt to reduce the amount you fight at once, you've came this far and you'll be damned if you don't at least kill whatever that is.
 
On a side note, we ought to look into figuring out a safe and secure storage location.

Not only are we going to likely begin to increase our inventory beyond what we can carry around with us, but I'd really like a safe place to put that Sealed Scroll instead of carrying it around in our backpack.

Do you think the Guild would have something like a locker system?
 
On a side note, we ought to look into figuring out a safe and secure storage location.

Not only are we going to likely begin to increase our inventory beyond what we can carry around with us, but I'd really like a safe place to put that Sealed Scroll instead of carrying it around in our backpack.

Do you think the Guild would have something like a locker system?
We can ask, but even if they do we'd probably have to pay for the storage space. If they don't we can try to find our own hidden place in the woods when we try out camping overnight to store a couple things. We'd probably want to get a Relgar Township Map so we can mark the location so John doesn't forget where it is (that'd be an oops). As for the actual safe storage, I think that's what this is for:
Stone Storage Box - 150 GP
Because I doubt this is designed for carrying around, but should be solid and weather proof. If we bury this in a location only we know about and mark it on our (treasure) Map, then it'd serve as a reliable hidden cache.
 
[X] Draw their attention and pull back out of the thicket in attempt to reduce the amount you fight at once, you've came this far and you'll be damned if you don't at least kill whatever that is.
 
[X] They don't know you're here, you dispatched five with relative ease when they were already aware of you after and so an ambush would leave the odds weighted in your favor. Right?

Big ass corn stalk seems to be growing more monstrous corn? Hopefully it can't do too much damage by itself.
 
[X] Draw their attention and pull back out of the thicket in attempt to reduce the amount you fight at once, you've came this far and you'll be damned if you don't at least kill whatever that
 
Divide And Conquer They Say
[X] Draw their attention and pull back out of the thicket in attempt to reduce the amount you fight at once, you've came this far and you'll be damned if you don't at least kill whatever that is.

Despite the advantage a sneak attack may give you at the start you would then be left in the midst of at least eight of the creatures, weak they might be but even you know that to be a bad situation. Using the crude club in your hand you beat against the small tree next to you before calling out,

"Ma always said to eat my vegetables, but she never said you lot were this ugly."

Only a handful actually turn to face you, the others intent to continue stuffing more stolen corn into whatever that damned thing is. Turning to run as five charge towards you, you manage to make it clear of the thicket only to find yourself tripping face first onto the ground, discordant rattling coming from behind you that is quickly silenced. Relief fills you until you hear a sudden pop and feel obvious pain pouring forth from Velvet's end, your body desperately moving to right itself.

In an instant you find yourself drawn into battle as two charge forth from the brush just as you make it to your feet, a somewhat hurried blow landing precisely upon the first of them sending it back. Even as it crashes onto a nearby tree you realize it means to explode, your arm moving to guard you and failing to raise in time to block the worst of it. Reeling from the explosion you are met with a rather frustrating slap to the face from the other's arm, Velvet's attempts to retaliate failing as it bounces about excitedly.

From there it turns into a blur, a few more bursting from the brush as you do your best to corral the creatures into Velvet's attack range even if you fail to hit. Again and again she leaps out from behind you, the omnivorous rabbit tearing through the plant monsters bodies as easily as the meat she dines on.

It is likely that only moments pass, but for you it feels like hours until only one of the five remains, the creature looking around uncertainly as it was the last to emerge. It meets a swift end at the strike of your club yet still manages to sacrifice itself to rain even more painful kernels upon you.

By the time the rain of vegetable pieces ends you are left far more exhausted than before, pain radiating forth from nearly every part of your body much the same as Velvet herself. Looking down you find the white furball breathing heavily, bits of fur torn off from kernel explosions and vine arms, though with enough energy to furiously bite into one of the corpses.

Giving yourself a bit of a break, you pull the ten corpses you've managed to gather so far (even if a few are heavily damaged) into an orderly pile before sitting down upon it. Wiping sweat from your eyes, you stare at the thicket in front of you rather uncertain of your odds, your limited stamina was beginning to get you after all and that last fight...

"It really went less than well didn't it, Velvet? I mean, we've slaughtered double our number here, but it's been quite rough."

You mutter, patting Velvet as you keep a close eye on the thicket in front of you. Should you press on and risk it against whatever that thing may be, or bundle together what you have and leave?

What do you do?
[] Head back into the thicket and finish off the rest of them, whatever that thing is it can't be good.
[] Use your rope and the Monstrous Corn corpses vine arms to tie everything together and bring it back to the Guild, these thing should be durable enough to drag on the ground after all.
[] Write-in.


Gained 2 Experience from Monstrous Corn 9
Gained 2 Experience from Monstrous Corn 10

Velvet gained 2 Experience from Monstrous Corn 7
Velvet gained 2 Experience from Monstrous Corn 8
Velvet gained 2 Experience from Monstrous Corn 6


Do you give Velvet any of your earned experience? (Can give up to 2 Experience from each of your kills)
[] Write-in the amount given.

Gained 8 Experience from Discussion in the Thread.

Velvet gained 5 Experience from learning Fighting (Beginner).


Status
Health: Battered, Bruised and in Pain (Bite wound on left arm, hastily bandaged, moderate pain from several exploding monstrous corn and numerous blows from their vine arms)
Stamina: Fatigued

Status Effects: Fatigued (-3 to all rolls), Slightly Sleepy (-1 to all rolls)

Dominate Writing - Blunt Mastery Basics - Using a copy you made of the basics required to wield a blunt weapon in battle effectively you have gained the knowledge and experience required exactly for that. When using a blunt weapon you will be more capable of striking the enemy with ease. +5 to Attack Rolls made with Blunt weaponry equipped.
Lasts until end of the day.


Level: 3
Experience: 198/400

Guild Rank:
Porcelain (0/40)
Hidden Features: Unlocked Instructors in the Guild Store
Current Booked Courses: None


G.P.: 215
Money: 1 Silver, 35 Copper
Heroic Legacy Points: 0

Estimated Time of Day:
Late Afternoon, nearing sunset
Titles
They Who Seek the Crown (Level One, 16/25) - 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 Scribe, Pragmatic Scholar - A scribe'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. A scholar's duty is to learn. Obtain knowledge, study books, and understand the world around them so that they may use it to help themselves or the world at large. You seek simply to perform your work to the best of your ability, further your grasp of knowledge 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.
  • Scribe 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.}
  • Scribe 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.}
  • Scribe Code III - Judgement is the employer's job. {Provides 2 bonus experience when followed, lose 2 experience when ignored.}
  • Scholar Code I - 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 in them.}
  • Scholar Code II - Sometimes a price is required to learn, that price must be weighed against the knowledge to be earned carefully for while some may be worth the cost, not everything is. {Gain 4 bonus experience when learning knowledge of acceptable price, lose all experience when learning knowledge whose price is too high. May be entirely unwilling to learn something if it comes at a great cost. Only applicable to certain information/skills/traits/abilities, will be noted when it is.}
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.

Aspire to Sagehood - You've come to find yourself a seeker of all forms of knowledge and find it easy to learn those skills a scholar finds most useful. Perhaps with enough work you may achieve acknowledgement as a Sage, a master of countless fields of knowledge. Increased skill gains for scholar related skills.
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.
Studious - You've become well acquainted with book learning and, while it will never be a good replacement for a teacher, have learned how to make the most of it. Increased skill gains when learning a skill from a book.

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.

Sorrowful I - In your quest for knowledge you chose to use your power on a creature near death and in doing so formed a mental bond much as you did with Velvet, and for the first time you now understand death. The pain and the fear, you felt every moment of your subject's death and knew you could do nothing. To make it worse, when you gave it mercy you could sense the betrayal literally assaulting you through your connection and now you understand fully the power you've been given. Such a thing, you know it will haunt you for even now it tears at you and weakens your will, your certainty in your goals...
Pragmatic I - As your travel down the path of both Adventurer and Scholar you have come to understand more about the world. Of the kindness it contains, of the cruelty that lays hidden in it, and the things you may come to be asked in pursuit of your dream. A step towards pragmatism has been taken, a small one but still a step. Such pragmatism may assist you greatly, or it could drag you to an early grave. Only time and actions will tell.
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.
Knowledge of the Undead (Beginner) - You've memorized the basic information and understanding of the Church of Death on Mindless Walkers, Animated Remains, and Wisps.
Plant Knowledge (Relgar Township, Beginner) - You've memorized basic information provided on Red-Shelled Warmths, Blue Bells, Golden Leaf, and common herbs like thyme or poppies.
Copying Writing (Adept, 2%) - 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.
Evasion (Beginner, 22%) - You've learned the basics of positioning, and movement enabling you to react well to attacks sent you way. It's rather simple now, but even a slight advantage could save your life. Increases your Difficulty to Hit by 4.
Dagger Mastery (Beginner, 9%) - Through sparring and practice you have grasped the basics of fighting with a dagger. How to grip it so as not to lose the weapon in combat, basic and effective methods of attack from stabbing to slicing, etc. +4 to attack rolls when wielding a dagger.

Harvesting (Learning Beginner, 88%) - 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, 60%) - 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.
Haggling (Learning Beginner, 92%) - 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, 67%) - 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.
Shield Mastery (Learning Beginner, 44%) - Utilizing a shield in battle is an incredibly useful tool that may well prevent incredibly lethal blows, but as it stands most of the concept has flown over your head.
Monster Taming (Learning Beginner, 3%) - Needless to say that taming slimes by feeding them mana and utilizing mana to communicate with them was pretty distant from what most of monster taming was (with what little you know). Still, the book did give you some small grasp of what the trade's core needs might be.
Stealth (Learning Beginner, 95%) - You have begun to grasp the simplest aspects of being stealthy, mainly softening your footsteps and avoiding a target's sight. You're quite close to putting this to effective use in the field, but need a bit more training or practical experience.
Blunt Weapon Mastery (Learning Beginner, 68%) - Wielding a blunt weapon in a fight is a comparatively simple action, a combat style that is easy to learn the basics of from what you've experienced in combat and what you gained from the page you dominated.
Abilities
Domination (Level One, 8/25) - 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, 7/25) - 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: 1/1]

Backstab - You force an opening in your opponent's guard and shift yourself into place to deliver a well timed, well placed reverse grip stab to the foe's back with great force. Such a move is straining on you, but has incredible effects when successfully performed. Make a single attack that deals four times damage to the enemy if it lands, uses a moderate amount of Stamina.
Inventory
Equipment
Main Hand -
Simple Wooden Club [Damage: 3, Blunt, Grip and Wrist Strap (Harder to Disarm)]
Off Hand - Iron Kite Shield [???]

Armor - Plain Scholar's Robes [???, Tear on left sleeve, bloodstains]

Easily Accessed Items
Iron Hand-Axe [???]
Simple Iron Dagger [Damage: ???, Attack Speed: 2, Slashing]

Skinning Knife

Scholar's Writing Instruments [1/4 sheets of paper]
Dominated Greenpelt Wolf Fangs

Canvas Backpack [9/10]
- Ten Foot Rope
- Bundle of Clean Rags [9/10]
- Archbishop Julian Vandamule's Sealed Scroll
- Wooden Storage Box [Can hold up to twenty herbs (varies based on size) | 3 Poor Quality Golden Leaf, 2 Average Quality Golden Leaf, 3 Perfect Quality Golden Leaf | 8/20]
- Paper with copied contents from a Book on Skinning
- Paper with copied contents about Trapping.
- Papers copied from the Book of Academia (Contain basic descriptions of numerous scholarly branches of study)
- Piece of Leather [5/10 Units left]
- Six pounds of Greenpelt Wolf Meat [2 Days left until it spoils] wrapped in Greenpelt Wolf Pelt [Poor Quality, About 70% intact]
-

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

Status Effects: None

Level: 2
Experience: 23/40

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,
19%) - Increases the Difficulty to Hit by 4.
Fighting (Beginner, 1%) - +3 to Attack Rolls when fighting.

Stealth (Learning Beginner, 75%)
Harvesting (Learning Beginner, 43%)

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.



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: 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.

GM Note: Given how poorly this fight went I figured you all deserved the choice, both you and Velvet ended up taking quite the beating.
 
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