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Legend of the Rule bender.
3.11. Gathering the army.

3.11. Gathering the army.

Once the contract was signed, Jeolas was given a badge that would make sure everyone knew hos position as an ally of the Margans and the Mummies. After that, he went to his people and announced that they would be continuing their journey.

Their next goal was a Margan outpost to the north east of their current situation, where they would learn the attack plans, and see where they could come in to help the war efforts.

Some remained in the city, their new Job a dream come true as they relaxed in the dark and damp sewers, the others marched out.

"Sir, do you trust these people to hold their promises?" Paladin asked, his armor silent as the plates moved to accomodate his movements.

"No, but they won't directly open hostilities against us and, if we do a good enough job, they will grow at least partially dependant on us. We only need to convince a few of our men to stay in each of their sewers. We have allies in Furchenstein, a land full of green."

He answered, prompting Dorias, the most prominent of his doubters, to immediate questions.

"Why would you ally yourself with them if you don't trust them? That sounds like a rsther stupid move."

While it almost prompted Paladin to draw his rapier, Jeolas smiled.

"It is important to embrace your friends, but it is vital that your enemies remain within melee range. Keep them on a leash to ensure they don't do anything you can'treact to in time. If we reach Furchenstein, we will have a lot easier time preparing. There are organisations that will help us, but we need to find someone on our way there, and that someone is probably in the Margan army, or at least close to their camp, if my previous experiences did not trick me. Once we manage those two steps, our station is certain and we need to focus on the destruction of that wananbe sacret kingdom. Once we conclude that, we can focus entirely on the purge of the lands our allies control. An event during which most of them will probably turn on us. I can't tell you the entire plan just yet, but you can trust me that this world will be free of corruption, and don't fear, everyone that participated will be rewarded handsomely, and those who don't shall suffer the consequences of standing in our way. I promise that every sewer will be our base of operations, an entire undercity build to host our sacret order and encourage the worship of that which was before the dawn of Time."

He pondered, smiling as he realized something.

"The systems warden, Nas'ri's ranger, the rogue of Void, Wizard of Stars... there must be a time keeper out there... the Champion of Time exists, doesn't he? And if I had to guess, he is a Paladin, charged with keeping the other champions in line."

He pondered, his smile growing.

"The Champion of Nas'ri is a ranger. The Champion of System is a Warlock, and I am certain that the Champion of the Void must be a rogue. With a Time keeping Paladin, we bounce back to five neutrals, one lawful, one chaotic and one evil. At least, that's what I gathered so far. Now, If we assume that this party is balanced, we need a good guy. Now, wizards would probably be lawful, which means we need another chaotic neutral one to balance that out... or I am completely stupid and I'll just meet other Prophets of the Primordials and we will turn out to all be true neutral, who knows... I had parties like that when I was still a gm."

His followers went silent at his rant, especially as it was said completely in english, and the Ideas shared via his aura of Royalty confused them more than they could help them comprehend his words.

They did not say that out loud though, the sudden rants accepted as something their leader just did from time to time.

And thus, they marched. The sound of rocks clattering beneath them the only announcement of their approach as they were once again carried by the petrified scorpions and other critters.

After the first part of the journey everyone had agreed that they don't like sand, it's rough texture and its tendency to get everywhere accompanied by the fact that it could quite literally kill them if the quantities were too high managed to convince even the most Conservative skeptic among the Larvs that the desert was not the best place for them to live in.

As Jeolas stared into the sky, he did not notice the fanatics silence as something strange.

The warlock was proud of his current knowledge, but curious of all the things he still had to learn if his plans should have any chance at unfurling. The void was the home of these people, and he took everything from them with devils bargains and mind control.

He shook his head, not finding a reason to stop what he had already started. Jeolas had died twice already, arguably thrice, if one considered his first souls departure from earth.

By now, he should have started to grow accustomed to death. But despite the soul being infused with the desire to dominate and slaughter, he was afraid of losing the people he had gathered to unworthy enemies.

He did not want to see them dead, but given their direction, he knew that many would fall once they reached Weistrana.

"We will march and purify the world, for nothing shall expect the Larvean Inquisition. All hail the Order."

The others nodded, and in unison, they answered.

"All hail the Prophet."

And thus, they marched into the night.

Unlocked Skills

Spoiler

Respawn (Skill) (Unique): When you die, your soul is pulled back to the character creation screen with half your levels. Once here, you can build a new character and try again.

Once you press the create button on the character creator, you will be spawned at a place appropriate for your character.

Grounding (skill)(ground): While cast, this skill infuses the targets body with geound mana and forces it to remain on a surface below it.

Dash (skill)(air): Your movement speed increases by (move*skill level).

Tag stomp (skill)(Gravity): Target a creature and accelerate towards it at (lvl) times your normal speed. Cannot be used for the amount of time needed to accelerate before impact.

Restfull petrification. (ground): Your body is petrified for the duration you sleep. While you are petrified in this way, you are considered hidden.

You will restore (lvl) times the energy you would by sleeping the same amount of time.

Jet legs [1] (air) (skill): Air mana will concentrate in your entire body and focus on your legs. Once you activate this skill, you can gather ambient air mana for up to (lvl) seconds and release it at a later time explosively. One second worth of air mana can move you (lvl) meters in any direction and push everything else away.

Groundbound [1] (ground) (skill): an area of (lvl) meters around you is flooded by ground Mana, making everything within heavier.

Blizzard aura (ice) (skill): Raise your surrounding ice and turn it into a shield of projectiles. Born from memories of a fallen goblin, this skill has been optimized to spare the user any colloteral.

Second skin (Steel) (Skill): Coats the user in a secondary skin of Mana, reducing the damage received by [lvl].

Elemental aura [0] (mod) (skill): every living being in an area of (lvl) meters around you is flooded by Mana of your choosing, affecting the target as if it stood in an environment typical for that element.

The story has been illicitly taken; should you find it on Amazon, report the infringement.

Regulate temperature (Ice/Fire) (skill): allows the user to adjust his body temperature.

Soul Contract (skill) (Meta): To log an agreement into the system is the ultimate form of contract. Unfair contracts might lower your system access.

Amount of contracts allowed at a time:

system access * skill level.

Unlocked perks

Spoiler

Fairy wings (Perk) Reduces weight by 1 kg and gives the user a magical flying speed of 10km/h.

-10 token

Magical body (perk): Your body is held together by magic. Your body can not be dispersed by non magical means, and everything you do counts as magical. Dispersing magic will deactivate this perk for the duration. Your natural lifespan will now be extended by 10% for every point you have in Willpower.

-5 token

Magus ¤ : This Perk allows a person to interact directly with mana

Thick bones (Perk): Your bones are two times denser than is normal for your race, making it harder for your body to be moved in any direction.

-5 Token

Thick skin (perk): Your skin is thicker than that of most members of your species.

-5 Token

Blubber (Perk): You hold a layer of fad under your skin. Increases your weight by 5kg for every meter of height you have, but allows you to thrive in much colder climates.

-5

Muscles of steel (Perk): Your muscles are naturally harder and more effective at movement. Your muscles are much more resilient than they would normally be.

-10

Aquatic essence (perk): so long as a part of you is in contact with you, your body can reform from it.

Cost: 20 Token.

Psyonic aura (Perk): Your words draw the attention of everyone that can hear them, forcing a contest of willpower upon everyone involved.

Cost: 20 Token

Shed skin (Perk): You can shed your skin and choose how the layer beneath it will look. The skin will look like you and proceed to act as yours would.

Cost: 15 Token

Animating dust (perk): Anyone that dies after inhaling the dust will be reanimated as a Vito-Necromantic shambler.

Cost: 40 Token

Soul engine (perk): You store other peoples souls to fuel your own, syphoning their growth and emotions to strengthen yourself.

Cost: 60 Token.

Aura of Royalty (Perk): Your subjects strengthen you, so long as they trust in your power and loyalty to them. To pass checks made for the best of the kingdom, the stats of everyone aware of your general intentions are added to your own.

Cost: 100 Token

Unlocked Handycaps

Spoiler

Slim: Reduce the amount a creature weighs by 5% per level of this handycap chosen, which can be stacked up to three times.

+1 Token

Small: Reduces the height of a creatur by 20%.

+5 Token

Heavenbound (handycap): Should you ever disconnect from the ground, gravitation will reverse for you. Any kinetic force excerted on you will be 100% more effective at moving you.

+8 Token

One armed (handycap): You only have one useable arm.

+30 Token

Bulky tendencies (Handycap): Your weight can not be reduced by more than 10% increases to your weight that hold for more than a day are permanent.

+15 Token.

Large (Handycap): Increases the height of a creatur by 20%.

+5 Token

Overweight (handycap): You weigh 10% more than your race normally does. (Can be equipped up to three times)

+5 Token

Body of stone (Handycap): your body is petrified, heavily limiting your mobility.

+30 Token

Shadowless (handycap): You do not have a shadow.

+20 Token