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Legend of the Rule bender.
3.24 March through the greens.

3.24 March through the greens.

The next few days of Marching went smoothly, with no threats that required the leading team to interfere, while the weaker members made sure the way was open.

It took them several days of marching that way to reach Mittellande, only to fall into the back of a monstrous army, any kind of beast imaginable besieging the area's capital.

Quickly, they fell into the hordes back, tearing open large holes in the group's rear before they could even respond.

The fight was a breeze from then on, the city gates opening to a second frontier.

The fight was bad for the people defending the gate, while the Larv did not even try properly, their main goal being their own survival as they slowly and methodically decimated their opponents, like a scythe reaping weed, an analogy that would infuriate Jeolas if he knew of it.

Soon, the ground looked as if the city had rolled the red carpet for its benefactors, the cheers of Survival stiffening quickly as the true nature of their saviors revealed itself.

"We are the larv, cleansers of impurity and devout followers of the Primeval ones. Bow before us as your southern allies have, and we shall protect you from the mountain's wrath as we did today. Gather in the central sphere for the rite of cleansing, and forsake your twisted gods, then, and only then, will any of you live long enough to see the light of morning."

The warlock smiled inwards - his current body incapable of such movements - as he considered the fact that none of his Paladins could actually kill someone.

He saw it whenever he looked at their weapons, the magic within resonated not merely with him, but the very world they lived in, shattering souls of anyone on the other hand as the radiant power of it quite literally inflicted eons worth of burning to get rid of the otherworldly influence that plagued them.

He felt the god's influence deep within these people, and some immediately ran into his people's blades in protest, simply falling to the ground as their own nerves began cooking their brains with information, their HP draining to make place for the nothing he called purification.

"Forsake your gods, and our blades will not take your mind, for we are Paladins and priests, not cruel slaughterers like your people. We will even allow the Adventurers guild to set up here, the best monster slayers within these lands. Now give up and embrace the light we bring."

He commanded, everyone quickly getting into position as he organized the larvan Paladins for the coming ceremony.

His people all hummed a delighted tune as dawn began to break, their skin not burning in the gentle climate of these lands, which felt more like a gentle caress rather than the death sentence it usually meant.

Few resisted, those who did so being put to the blade and purged of their classes and levels, their own power utilized against them as a taste of hell greeted them.

Slowly even this resistance crumbled, and everyone knelt to greet their new governors, who proceeded the way they did with the previous city, beginning to rest for a few days as they began to convert and destroy all local worship sites, ensuring that nothing but the primordial's and the heroes who strike in their name remained.

The Adventurers guild took root right in front of the Steinbrauer brewery, their friend quickly agreeing with their methods, as the two buildings were connected via the cellars. A branch of the shadow guild was hidden in a nearby shop, the allied organizations quickly spreading propaganda on the greatness of the primordials, quickly ensuring the collective effort to enforce an iron grip on the city.

Within three days, a runner was sent to Furchenstein to ensure further political operations would begin within a few days more.

It was after these days that the slimy legion decided to embark on further conquest, their troops heading towards the theocracies border, knowing that there were only four more cities to take, and their fast journey had overwhelmed their enemies without problems.

"Well, it seems that otherworldly tactics do work, now hoping that we sweep those wannabe sacred heretics from this planet before we land in a war with two fronts, that didn't end well for the guy who invented this tactic."

He commented, those who follow him simply accepting his weird mumblings as they braced the temperate plains panning out between them and their next goal.

It was great, the moral had never been higher, and his soldiers praised him when the ground began to shift.

Jeolas had heard this sound only once in all of his lives, and hoped to never hear it again.

But none could ever mistake the sound of a charging cavalry for anything else.

Skills

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 target's body with ground 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.

Restful 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.

Ground bound [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 collateral.

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.

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.

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Amount of contracts allowed at a time:

System access * skill level.

Mana manipulation (Meta) (skill): you dedicated a lot of your time to changing the world around you without the use of skills, this skill makes that task easier.

Perk:

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.

Psionic 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 people's souls to fuel your own, siphoning 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

Handycap:

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

+1 Token

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

+5 Token

Heaven bound (handicap): Should you ever disconnect from the ground, gravitation will reverse for you. Any kinetic force exerted on you will be 100% more effective at moving you.

+8 Token

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

+30 Token

Bulky tendencies (Handicap): 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 (Handicap): Increases the height of a creature by 20%.

+5 Token

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

+5 Token

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

+30 Token

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

+20 Token

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