《The Last Immortal》Prologue 0.7: The ending of days
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Year 24 SPA (Since Player Arrival)
The sacking of Stonedrift they called it many years later. Hell, even in the real world the incident caused massive outrage. A sacking of a city, the murder, and execution of a hundred thousand. They say it was the start of the war, it wasn't a war it was a genocide. The consequences were far-reaching. After the sacking, the NPC’S feared the players. Already the players were considered badly, too many players doing what they pleased, stealing, robbing, raping but this was the first time that the kingdoms had seen what a large mass of organized players could do. Fear was rampant. How do you fight an army of immortals, so the kingdoms did they only thing they could, they had to stop the players from organizing, overnight guilds were raided, players were hunted and imprisoned, anyone by themselves was a target. Overnight safe cities became war zones. Friends and allies turned on the players, hunting them down, and imprisoning them. Guards were posted at every temple and each respawning player was quickly arrested. At first, the kingdoms were successful they caught hundreds of thousands of players. Grabbing them one by one. But over time and under the threat of character wipe, the players organized. The four biggest guilds exploded in size. This was when the war truly began, the players sacked cities, the kingdom sent their armies and I heard for every kingdom soldier that died they took twenty players with them but what do you do when fighting immortals, kill an army of a ten thousand players an hour later they respawned in the centre of the city, within the temple and the battle begins again. The war didn't last long within six months the players had sacked every city and burnt every town, any resistance was crushed, and captive NPCs were put to work. With the sacking of most towns and villages, food stocks grew low, and players prioritized themselves, those that failed to work were killed. Those that got weak or sick were killed. The players that tried to free or help the NPC's got attacked and spawn camped. Those who tried to end the treatment got told.
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“There just NPC’s what are you complaining about”
By the end of the first year. The NPCs had been rounded up and put to work, gulags were constructed. But with so disorganized coordination from the player base, food became scarce. The NPC’s died in droves. By the time anyone realized what was happening there was a true famine, food was scarce and even players were dying of hunger in the streets. The guild blamed each other. It started with bickering, then a few arguments, and before anyone knew it a full-blown war had erupted between the guilds.
It took me eight months to dig myself out of the cave, eating mushrooms to survive. The first few months I just sat there mourning the death of my friends, just eating sleeping, eating sleeping until I pulled my self together. I started mining, getting myself out of that cave, and the temple that bound my spawn point. The only tool I had was my sword. I stab battered and hit into the wall with it every day from dawn till dusk after six months of work I connected myself to a tunnel of the necropolis, during that time despite all the abuse I put that sword though, it never once bent or scratched, after months of abuse it still looked as good as the day I had found it. When finally reached the surface almost eight months after the sacking of Stonedrift, I was greeted by rubble, where once a great city stood, now all I could see for miles around was rubble and burnt forest. It took me six weeks before I encountered any sentient life and was informed of what transpired. I spent the next twelve years trying to help where I could, organizing a prison break here, saving an NPCs life there. I had some success I built up a following, saving as many lives as I could. The bounty on my head grew and grew, by the last year, it had reached almost two hundred million gold. But each time I felt I was making progress, each time I freed enough NPC’s to make a difference, to start a community disaster stuck, we would be found, and an army sent to wipe up out. By the time that the twenty years arrived NPC’s had been almost completely wiped out, there was no one left to save. I spent the next four years. Making a nuisance of myself, poisoning water sources, destroying what crops were left. At this point, I no longer cared, everything I loved and cherished had been taken away from me. If this world was dying I would make sure that the players died along with it.
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As for my perks, I gained three more along with the two I had from my battle with the zombie giant, I ended up choosing, omitted chant, saviour, I also gained chain-breaker and shadow to assist me in dealing with breaking NPC’s out of the gulags, as well as last hope and indomitable, to help me keep command and order when dealing with large groups of refugees. As for the elite advance, the only one I was able to select was Wielder of Caliburn, which as far as I could tell had little effect, despite it being an excellent sword that did not chip or damage and being fairly easy to cast spells upon making sword buffs easier, I had little indication that placing my elite perk into it was worthwhile.
Name
Arthur,
Health
500
500
Title
Friend of Dragons
Mana
1040
1040
Age
12 (32)
Stamina
1780
1780
Race
Human
Class
Adventure
Gold
3212
Level
157
1780
Strength.
135
Dexterity.
221
Constitution
50
Intelligence
124
Wisdom
104
Charisma
84
Perception
97
PERKS:
Expert swordsman: +20% growth to sword related skills.
Dancer: +20% growth to dexterity-based skills.
Blade dancer: grants access to the blade dancer skill set, based around dexterity and grace, to those observing it appears as an intricate dance, but in combat is lethal to that foolish enough to come within range
Friend of dragon: (title based) +10 to all relations with those with a draconic bloodline.
Haven mage: grant’s access to the Heaven magic
Omitted chant: able to cast without chant for the higher mana cost
Saviour: grants access to Holy magic
Shadow: grants 20% boost to stealth related skills
Chain breaker: grants 20% boost to skills related to escaping chains
Indomitable: grants 20% boost to commanding allies
Last hope: +40 relations to those that know you tale, how you were the last hope of an entire world.
ELITE PERKS:
Wielder of Caliburn: allows the user in times of true need to wield the power of Caliburn as his own.
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The Essence of Cultivation
After experiencing five years of an adventurer's life, Arcanist Sylar Wershin now spends his days catching up on developments in Essence Studies and teasing apart the functions of arcane trinkets and artifacts discovered by him and his companions throughout their time travelling the realms of Resham. An unexpected accident during the study of his latest subject of intrigue, however, displaces him across the Planes beyond what any known spell is capable of achieving. Now finding himself lost in a realm rich in previously-limited Transcendental Essences, however, does he truly even want to return back to his old world? If nothing else, plagiarising - ahem, learning new spell structures by observing the local mages should prove entertaining. Sure, there were new dangers in this foreign world, but they wouldn't be anything a fancy bit of spellwork couldn't solve. Though, he would appreciate it greatly if someone could explain to him just what this 'cultivation' business was, why the local Mages were all muscle-brained freaks obsessed with immortality, and why they all seemed to lack any appreciation for the finer details of Essence manipulation. That would be nice.
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