《The Forgotten Gods》Chapter 256
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It was three days later that the count opened the gates again for travel. Which was fine by me. I needed the time to get everything in order that I wanted. While I might be planning on relying on Lannah to help get me caught up in this world. It didn’t mean that I wasn’t going to have backup plans.
Those plans included now the orphanage in the dungeon. I had added a door from the kids crafting hall into the main dungeon. Through their door, they could take a party of 10, but everyone had to be 13 years old or level 10. It would let them both learn to craft and fight, which seemed to make Blink happy.
The kids were delighted with what we had set up and seemed ready to do anything that I asked. They had been on the street for years in some cases, and to have a safe place that could help them improve made them loyal for now. I would see how that played out in the years to come, but I already knew the younger ones would likely be loyal for life.
Another thing that we did was have the dungeon grow an exit all the way to the basement of Godfrey’s inn. That way, Iris could go between the dungeon and the inn without people knowing. We also bought a second inn that had been owned by one of the now-dead guild members.
That second inn was across the street from the dungeon. For that one, we hired kids that wanted to work in it. Then we changed the name to Adventurer’s Stay. We knew that sooner or later, the Adventurer’s guild would show up, and having an inn across from the dungeon would make a good bit of money.
For that inn, I did something kind of on the lark. I put a core in it after working runes into many of the surfaces. Like Godfrey’s inn, the place was mostly stone, so I didn’t worry about bar fights breaking things. So I spent the time to make the fireplace magical, and the temperature works like my yurt’s. I wanted to do so much more, but I only had so much time to waste in this town.
To help with making money. I adjusted the loot drops for the first two floors to be big things that sold well. Sure it would be odd for the parties to want to pick up a bolt of silk, but it would sell well. Since the kids could cut in and out of the dungeon, having the first two levels give good crafting loot would help.
Then I added a core and some runes to Kasidy’s book. It raised the durability of the book and made it so that it could change sizes. But the important thing was that the book would only open for her now. The surprising thing was that it wasn’t a world’s first. So it was capped at level 8.
The last thing that I did before we left was level most of my gear. All of my items I pushed up several levels. I used the dungeon to head back to the waterfall to grab some of my equipment. The most impressive and essential was my House core, which I got to level 8. With that, I only needed twenty mana to start the packing. It stayed looking like a yurt, but everything got nicer.
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General
Arn’s house
Level 8
Type building core
Class Ultra Rare
Durability 6500/6500
This is Arn’s house. This house like all houses is a place to rest and live. Also this house is has a core! This core as it feeds will level the house and provide benefits befitting a house. This is a mobile house core, when fully collapsed takes 3 feet by 1 foot by 1 foot and weighs 15 pounds. Like all core building when this one is fully leveled* it will be able to create new house cores if provided the correct materials.
*This house is the first house core and so is uncapped in level. As such the normal termination for leveling which is 15 is when it can create new house cores.
>Growth
To level your building core you must provide for it items needed to move to the next level of the building type.
Wood 100% Leather 0% Gold 0% Mana 0% Steel 0% Art 100% Glass 0% Canvas 0% Cedar Planks 0% Magical books 0%
>Traits
These are the abilities or traits that your house has.
Dry- your home keeps all things in it dry from weather Pest free- your home keeps all pests out Defensive field- your home provides a warning to all occupants if an aggressor comes within 300 feet. At 200 feet your home will apply lightening damage of 3 for every second the aggressor stays inside range. Comfort- your home provides you with a up to a 50 degree change in temperature towards your preferred level. This now tapers out thirty feet around the edge of the home. Health recovery- Your home aids in speeding your recovery time. 8x recovery speed while inside. Lights- your home now has lights which go out at your command. These lights generate no heat and can not be altered or removed Welcoming- your home is welcoming to all who enter. You gain a 20% positive bonus to all interactions in your home. Movement- Your home can move. It takes 30 hours for your yurt to change into move ready and 15 minutes to open back up. Minor adjustments for terrain may happen. Requirements to close imbue 20 mana. To open you must have a mostly flat area of 30 feet in diameter and provide 15 mana and one drop of blood.
>Creation
This is locked until level 15
I thought about feeding the Yurt the magical books that I took from the merchant’s guild, but I wasn’t sure that was the best use of the books right now. I needed to find someplace that had cedar planks as well. I figured that the cedar was the hard one for me to get at this point. I was hoping that once I got to Cloudia, I could find a source for those.
Blink and I were happy to be back on the road. While Blink had been having fun for the first few days, she was ready to leave the kids behind. They might have been about her size, but they didn’t think or act like her. I knew that the kids loved her, but they also didn’t fully understand why she behaved the way she did. I understood why she was a lizard, not a kid, even if she looked and dressed like one.
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So when we were out the gates and past the line of sight, Blink turned herself back into her natural form. Then she curled up under several blankets and went to sleep. She wasn’t even trying to hide that she was cold and missed the forest.
Kasidy wasn’t much better off since the wind had picked up and started to blow across the plains. She was driving the wagon, sitting under blankets. She was acting so cold that I thought about making some heating runes, but I was still not wanting her to know what all I could do.
Right now, she only knew that I could get stuff from the dungeons. So while I made the adjustments to her book, I did it in the dungeon without her around. So she had no idea how I did it. She had never heard of a cored book, but it didn’t surprise her too much. At least she didn’t let on that it did.
With the Yurt, we drove on for the nine hours of daylight we had then we settled in for the night. It was one of the most pleasant traveling days for me. There were no attacks, and with how cold it was getting, Kasidy didn’t talk much. Sure she was miserable, but it did make the trip more pleasant.
When we set up for the night, everything moved quicker. While I didn’t have a place to put a dungeon core, the Yurt’s defenses made me willing to sleep. The wagon also let us bring enough food so that we could have better meals each night. So I kept working on my cooking skills since Kasidy wasn’t going to learn how to cook anytime soon.
That night before going to bed, I pulled up my full stats. I hadn’t looked at them in a while; I wanted to check in on my skills and see what I could work on as we traveled.
Current Experience: Held
Total Experience: Redacted
Level:0
——
Name: Arn
Race: Wild Human Shaman [5]
HP:30
SP:48
MP:40
Defense:1
—
Titles
Dungeoneer (Team)
+1 Vitality every Primary Class level +1 Wisdom every 5th level of Secondary Class
Dungeon Master XII
Owner access to owned dungeon. Unaging in all dungeons. Dungeon speed Passive: 50% speed increase of all movements inside all dungeons Active: Dungeon rush cost of 10 mana to rush forward the length of the hall Neutral standing in all other dungeons that are not owned. Dungeon sense Passive: feel a draw towards dungeons within 100 miles Active: See through dungeon misdirections 1 mana per hour
—-
Primary Class: Enchanter*
Secondary Class: Linguist* (Ancient Languages)
—
Strength: 17*
Dexterity: 17*
Intelligence: 8
Willpower: 19
Vigor: 16
Vitality: 15
Wild Humans have a plus 3 to strength Wild Humans have a plus 2 to dexterity Wild Humans have a plus 2 to all survivalist and warrior class skills Wild Humans have a negative 3 to all Language skills and can not start as the linguist class Wild Humans have a negative 1 to all Magic class skills due to low intelligence and cannot start as a enchanter class because of linguist issues Wild Humans are all illiterate
—
Abilities
Poison Resistance 0
—
Racial skills
Spear** 7 Locked
Survivalist** 7 Locked
Tracking** 6 Locked
Goblin Death Dance 10
Gremlin Death Dance 17
Skeleton Death Dance 20
Primitive Runes 19
Ritualistic spell casting 18
Ritualistic healing 13
Animal empathy 20
Plant empathy 20
Ritual Cleansing 6
Ritual Prayer 9
Ritual Fire 6
Ritual Remembrance 10
Primary Class
Enchanting 20
Script* 0
Ink making 19
Etching 20
Power imbuing 20
Socketing 20
Secondary Class
Ancient languages* 0
Non class skills
Hiking** 20
Climbing** 20
Primitive tool** 14
Natural Shelter** 15
Earthen Construction 17
Spear Fishing 20
Primitive cooking 17
Herbalism 19
Stone Knapping 12
Staff 20
Taekwondo 20
Running 20
Fitness Training 20
Tumbling 20
Rope making 17
Basket weaving 10
Primitive Tailoring 8
Trap 20
Conditioning 18
Escrama 15
Iaido 9
Nunchaku 5
Ki Focus 20
Swimming 18
Pole fishing 2
Net fishing 2
Mathematics 18
Throwing Knife 20
Paddling 13
Archery 20
Over Imbueing 20
Short sword 20
Combat Acrobatics 20
Redacted 75
Redacted 75
Dungeon Lore 16
Spear throwing 15
Long Spear 15
Short Spear 15
Dual Wielding Dagger 15
Dagger 18
Off-Handed short sword 5
Living Runes 8
Tree Climbing 7
Close Quarters Combat 2
Cooking 17
*due to Wild Human starting restrictions of being illiterate this skill can not advance until Intelligence is higher then 12
** Racial Bonus for Wild Human, effect levels of all Survivalist class and warrior class skills plus 2
Racial skills of Wild Human that are not part of your racial class are now locked. Further racial class change may unlock these skills for progression in the future.
Spell/Level/Mana cost/ Cast time
Communication spells
Beseech a greater knowledge** 1/50/45 seconds
**Once per day powered by sunlight
Healing spells
Minor healing 1/8/5 seconds
Fire Spells
Fire Fist 1/2-20/.5 seconds
Shaman magic
Stone to dirt 1/20/5
Start fire 1/20/5
Call rain* 1/20/5
Growth 1/20/5
Lay to rest 1/40/5
Fire Fist 1/2-20/5
*works only if there are clouds in the sky. The closer the clouds the stronger the rain.
Necromancy Spell
Raise Skeleton 1/5 per 100 pounds/4 seconds
Turn Zombie 1/3 per 50 pounds/7 seconds
Steal Health 1/3 per health pt/3 second
Festering Wound 1/2-10/1 second
Drain Mana 1/2/3 second
Claim Undead 1/1 per level of target/4 seconds
—
Faith
Order: 390
Chaos: 477
Bards and Summer Beer: 85
Treants and Dryads: 22
Redacted: Redacted
—
Familial Contracts
Lannah Dreamweaver
HP 90/90
MP 392/420
Familial Contract: (Lannah Dreamweaver) (North by Northeast of current location)
Lannah Darkweaver offers access to her full mana pool and all duties of a Familial Contract per custom for the following:
Your Family name once found or earned to be hers and those of her children
Protection granted as able from all who wish her harm per custom
1 blank core from The Necklace of Cores per month of contract
4% of all earned experience until you reach level 10
.5% of all experience earned after you reach level 10
* * *
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