《Kingdom's Gates》Chapter Eight
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“The door is unlocked now. I need to add a few times to the kingdom.” Jason said.
Looking at everyone, and stood up and left the room. Everyone looked puzzled for a moment before returning to breakfast. Alice watching Jason leave the room, lost in thought, wondering what she could do to ease his burden.
'What are the two buildings I unlocked.'
[Congratulations, you have unlocked a fisherman's hut.]
[Congratulations, you have unlocked a wizard's tower]
Looking at the Fisherman's hut first.
[Fisherman's hut is a level one earthen hut and a small dock that can hold one to four small boats. The hut can summon up to four fishermen and sell the fishing book skill for one hundred copper. Gear for fishing can be bought at the hut. A fisherman can catch a total of 1x8x level in fish per day. 2% x level t chance to catch a rare fish.]
[Wizard Tower level one]
[Wizard's tower can summon one to four-level one Wizard of random elements. There is a Kingdom level in percent chance of summoning a random wizard in a different power. The tower will be fifty feet high and twenty feet in diameter. Spells sold are level one spells of the caster type you have summoned or spells books you have given to the tower to duplicate and sell. Weapons for spellcasters can be unlocked through research or delivered to the tower to create and sell. 2% x level per week of research to create a new spell. The number of wizards added to research increases the chance of completing a new spell, rune, or ward. Example 2 wizards would have a 4% x level in creating a spell. New spellbooks added to towers will add to wizards of the same element list to cast or add damage to the existing spell. Example: two flame bolt spell books added to the tower will add a +2 damage to a flame bolt spell cast by a fire wizard.]
“Grace, go ahead and build a fisherman's hut at the lake next to the small canal on the west side and summon four fishermen. Then build a one-acre island on the west of the spring in the lake and put the wizard tower there.” Looking at the list of buildings he can buy. “Add a small dock at the island to allow access to a small boat. And summon four wizards.”
“Cost of four fishermen to summon will be at four hundred KP. The cost of the Wizards will be four thousand KP in cost. Wizard tower cost is free, and small island and dock will cost 200 KP.”
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“Each?”
“No, the cost is one hundred each for the fishermen and one thousand each for the wizards. The cost is base on the power of the creature summoned. A fisherman is weaker than a wizard.”
“Before you start on the Wizard and fishermen, I need barracks made.
“You can create a barracks that can summons clay, rock, or wood Golem to protect the walls, or I can summon flesh construct that will over time become more human as you interact with them. Once the construct becomes human, they can breed and produce normal humans. Each construct will be different and help populate your settlement.”
“I take it that each of the golems has a weakness?” Jason ask.
“Yes, clay golem is slow and can adsorb damage, but their fighting skills are not great. Stone golem is slower but high defense and packs a punch. The wood golem is faster and stronger in defense but hits below a human strength and easy to be burn. While flesh construct can learn and adapt as humans and have all the weakness you have, but they are better fighters, and they can become human as their soul integrates with them.”
“Why not call the flesh construct a flesh golem?” asks Alice.
“Flesh golems are inherently evil and have no soul. Unlike a flesh Construct that can have a soul injected into the construct. Each soul is of a person that has died and wishes to return to this world. All of their memories are wipe except for their personality. Sometimes, a new personality can be created because the soul wishes to start over completely. Something to know, a construct is completely loyal to the lord and its settlement.”
“Wait! Where the souls come from?” Alice ask.
“Those souls that died when the gates open before a settlement can be created nearby in this world. Since it had been a short time, I have access only to the ones that have died locally and cannot be summoned by a temple.”
Jason asks something he dreads to hear. “How many souls have died near the gate.”
“One hundred and seventy-two souls have died in a ten-mile radius. All other souls that died since the settlement is active can be raised in a temple if you build one at level five. Ten gods have entered your world. When a temple has been built, a god or goddess will contact you.”
“Where is our God?”
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“At this time system does not know. Only that there has been a mass transcendence to another plane by the higher beings upon this world. The absence of gods upon this world has open the barriers that keep the gates from opening. The last time the gate close was over two thousand years ago by a being that closed the gates and expelled many of the creatures back to the realm they were beyond.
Walking into the office and stare at the map. Seeing the log walls around the house. With a log blockhouse at each of four corners and on each side of the gates. Point to the east Blockhouse with the gate between them and say.
“Put a level two Warrior Barracks against the blockhouse and have it pointing the long way to the north. Move the door to open to the north. Open a door in the blockhouse into the barracks and move the west side door to the east. Put a level two Archer barracks just like the warrior barrack but put the barracks door on the west side. Place another double gate between the two barracks on the north side. With a kill zone between the two gates. How many warriors and Archers can they summon?”
“Each level two barracks can summon twenty personnel. Each personnel will cost five hundred KP each and take one hour each to summon.”
Looking at his points, and see he has a lot left. “Summon twenty constructs for each of the barracks.
“Please state the type of warrior and archer you wish to summon. As a level two barracks, you can have two different warriors you can summon. Axemen, spearmen, shieldmen, shortbowmen, longbowmen, or crossbowmen. You can summon ten per floor or the same type. You can summon up to your kingdom level in troops at cost times level.”
Thinking for a minute, hearing Alice calling from above. “Spearmen and shieldmen, ten each at first level. The same with longbowmen and crossbowmen.” Touching the image of a barracks.
Level two Barracks:
It can be used to summon and train troops. New skill books can be added to troops' abilities or skills. Two Spear thrust skills add to a spearmen thrust skill by plus two.
20'x40'x20' barracks.
Structural Defense: 4 x level.
Structural Health: 1000 x level.
20 troops max. Ten per level.
A 40'x40' small wall training course behind the barracks that is attached to the building. Can train a person by adding +2 Physique to warriors or +2 Dexterity to archers if used for a year.
One food unit and water per person per day, minimum. Double add a +1 buff. Half adds a -1 buff.
“One hour to complete the barracks, half-hour for the Fisherman's hut, and two hours for the wizard tower. I will start the summoning of the personnel when the building is completed.”
Okay, I can see where you have moved the barns and other buildings against the fort's walls.
Touching the image of a blockhouse and see the information on the building.
Level one Blockhouse:
It can be used as a sleeping barracks and armory of ten men x level of barracks.
Four shooting holes +1 per level per side.
+10' x level range to Range weapons.
+1 per level to attacks and damage.
+1 per level to moral.
Base: 10x10 height 20 feet. +1' per width, length, and height per level.
House: 15x15x10. +1' per width, length, and height per level.
Heating Woodstove.
Supplies:
Food x 10 for 1 month per level in the building.
100x10 x level per day in arrows.
Armory: empty.
Weapons: empty.
+2 per level in Defense to troops.
Structural Defense: 2 x level.
Structural Health: 1000 x level.
+1 per level to perception; +100' per level in daytime range; +10' range per level at night.
Looking at the wall and seeing.
Level two Log wall.
Troops can attack and defense on wall
+2 per level in Defense to troops.
Structural Defense: 1 x level.
Structural Health: 500 x level.
+1 per level to perception; +50' per level in daytime range; +5' range per level at night.
“All defense can be raised or lower by spells, runes, or enchantment,” Grace commented.
“I understand spells, but what do runes and enchantments have to do with the walls and building?”
Runes are temporary drawings that are drawn upon an object or ground. An enchantment is a permanent etch into an object, wall, building, or person. They can have a spell effect, strengthening an ability or stat. A Speed of a Wolf spell can be enchanted upon a pair of boots or on both feet of a person as a tattoo. The person's own mana fuel the spell. Same with boots.
“Jason, you need to see this,” Alice calls down.
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