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Asher the Insane
43 - The Party, Introduced

43 - The Party, Introduced

It has been five days since Zedro Diringer, the high priest of the Church of Alexandra of the capital of Elesby, Aloshir, had sent out five high-level adventurers to retrieve a holy medallion, believed to have been directly given to humanity by the Goddess of Redemption Alexandra herself, from the hands of a death cult, worshiping, of course, the god of death, Urien.

Supposedly, the medallion can call upon the goddess, yet none involved with the retrieval of it knows what plans the leader of the cult, a nasty man named Aebshem, has in store.

We have already met the people who were tasked with retrieving the relic and saw that they had a few problems with each other.

A brief introduction to these brave heroes:

Mine Glory, an elderly former soldier in the human army of Elesby, served in the military for more than thirty years, twenty of them as a general. He was hand-picked by the King for his exceptional performance on the battlefield.

Throughout the years he rose through the ranks of the arm, from regular duty positions to special ones, eventually becoming a General and almost a lieutenant before his retirement.

The sole member of the party's five participants who had genuine experience leading a group of people into war and was, therefore, qualified to serve as the party's leader.

A Platinum-Dwarf, rarely seen outside their mountainous home of Anvilsburn, deep in the south of the continent, Thakin Forgebreath.

He was the champion of the dwarven equivalent of an arena fighter in his home.

Like many dwarves, Thakin doesn't like most other races, with the exception of his own, and even then, he doesn't like most of them. Yet, in exchange for gold and silver, he learned to get along with most people; otherwise, he wouldn't be able to support his alcoholism and huge beard.

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Nowadays after learning the arts and crafts, Thakin mostly uses gadgets to fight which have been crafted by himself. A Platinum Dwarf would never use anything as equipment that has not been crafted by their own hands.

A War-Orc, Yam.

The majority of orcs do not use conventional last names. Orcs search for a purpose in life ten years after they reach adulthood in order to choose their own names as a reminder of their experiences.

The purpose of existence for War-Orcs is to battle, and if that's not enough, to fight even more.

If a War-Orcs offers you a duel and you are not an orc, it is a great honor, for the last five minutes you have left to live.

Yam can strike through solid iron with ease and fell a tree with a single stroke of his enormous axe, despite the fact that he is younger and 'weaker' than most of his kind.

A young Dark-Elf called Asharisralorentanithilgenkian, simply called Asharis by most non-elves.

Like all the elven races, Asharis is immortal though she has not wandered the world for a long time, comparatively.

She lived for exactly three hundred sixty years and twenty-eight days, although she spent the most of those years with her own race, who are, to put it simply, haughty and openly bigoted, much like dwarfs.

Even though she only had a fleeting interest in magic, the decades she has spent honing specialized skills at a leisurely pace have made her as skilled in elemental magic as any expert of the mortal race.

Lastly, Vethra Nox, a goblin. Best described as a small kleptomaniacal orc. Like a certain type of bird, goblins are compelled to collect shiny things to keep for themselves. What they actually do with them is unknown to most, even some goblins don't actually know why they do it.

Because of this, Vethra is skilled in most that are related to anything stealthy and, in turn, makes her a talented thief and, if the need arises, an assassin.

As a young goblin, like many of her race, Vertha searches the world fast and wide for her very own 'big score', whatever it may be, from piles of gold to irreplaceable items, which most likely, have been stolen full of sentimental value, that could have belonged to anyone. Poor farmers or the richest of kings. Goblins choose their own big score.