《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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