Abad-Shai, Master of the Vault, Lord of Nothing
Shadowspawn Elf Warlock of the Mask
Warlock III
[Fueled by Trauma] (Warlock, Quest): Resolve the lingering traumas of the living or the dead, channeling their pain as fuel for your dark powers, deepening your connection to the shadow, and allowing you to transform their anguish into your strength.
[Familiar] (Warlock I, Talent): The warlock has summoned and bonded with a mythical creature that serves as the warlock’s familiar.
[Basic Spellcraft] (Warlock I, Talent): You can cast spells from the first three circles of magic. A warlock with this talent can memorize three spells of the 1st circle, two spells of the 2nd circle, and one spell of the 3rd circle.
[Power I] (Warlock II, Talent): Your magic stirs with the faint energy of a novice caster, capable of fueling basic spells and minor magical effects without straining your reserves."
[Aura of Dread] (Warlock III, Talent): An unsettling aura surrounds you, subtly affecting nearby enemies and sapping their courage. Enemies within close range are slightly more likely to hesitate or misjudge their attacks, giving you a slight edge in combat as they falter under your dark presence.
Elf I
[Distant Memories] (Elf, Quest): Connect with another elf during your travels, rekindling ancient memories and uncovering hidden ties.
[Fey Senses] (Elf I, Talent): Elves have superior perception, blending heightened physical senses with an intuitive connection to magic.
The Mask I
[Fool the Feebleminded] (The Mask, Quest): Use your powers of disguise to manipulate the unsuspecting. Infiltrate groups, deceive your enemies, and secure information or resources through cunning deception.
[Mask of Many Faces] (The Mask I, Talent): You can to spend mana equal to a 2nd circle spell to change subtle features of their appearance.
Shadowspawn I
[Devour the Weak] (Shadowspawn, Quest): Find the remaining fragments of the Dark One scattered across the realm. Destroy the weak who bear his essence and consume it.
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[Dark One's Shadow] (Shadowspawn I, Talent): As an inheritor of the Dark One’s essence, a Shadowspawn is immortal and does not age past their prime. They also require less food, water, and air to survive. In turn, they bear the marks of their spiritual predecessor upon their bodies.
Unassigned 0
[Walk a Thousand Miles] (Unassigned, Quest): You have lost your sense of purpose, and the world is now a mystery to you. Travel the land and discover your path.
[Power Lost, Power Gained] (Unassigned, Quest): You have lost your former power. Regain your former glory, that you may reclaim your place in this world.
[Finders Keepers] (Unassigned, Quest): Your personal belongings have been stolen. Of them, your cloak, your scepter, and your spellbook are most precious to you. Take them back.
Spells
[Essence Transfer] (1st Circle): The user can transfer a small amount of health or mana to or from a willing target.
[Burn the Weak] (1st Circle): You conjure a small, searing flame that targets weaker creatures within range, igniting and inflicting fire damage. This spell is especially effective against vulnerable or injured enemies, dealing additional damage to those already weakened.
Titles
[Master of the Vault]: As someone who devoted his entire being to his life’s work, this title marks you as a true keeper of lost knowledge and forgotten relics. You will always know in what direction your vault lies and the best path to get there, and you have a second sense for finding valuable items and equipment.
[Lord of Nothing]: Mockingly bestowed upon you as one who wanders lost, forgotten by both allies and enemies. Your ability to be remembered or named by others is suppressed, causing people to quickly forget your existence.
Equipment
[Quilted Travelling Clothes] (Fine): A fine set of travelling clothes.
[Waterproof Cloak] (Quality): A quality cloak designed to keep the wearer from getting wet.
[Leather Coin Purse] (Average): A simple but functional leather coinpurse.
Contains 4 GP, 23 SP, and 76 CP.
[Ring of Wizardry II] (Fine): Grants the user [Essence II].
[Bracers of Resilience I] (Fine): Grants the user [Resilience I]
[Essence II] (Enchantment): Your mana flows strongly, providing enough reserves to cast moderate spells several times before fatigue sets in.
[Resilience I] (Enchantment): Your body endures like that of a seasoned traveler, capable of withstanding minor injuries and fatigue without slowing down.
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Angra
Imp Familiar
Imp IV
[Venom] (Imp I, Talent): Imp’s tails have a venomous tip capable of injecting a paralytic venom.
[Agility I] (Imp II, Talent): Your movements are nimble yet unrefined, comparable to an athletic human’s dexterity, allowing for quick steps and decent balance in routine situations.
Familiar V
[Shared Arcana] (Familiar I, Talent): Their their mystical bonds with their creators, familiars gain the ability to cast basic spells. They can memorize two spells of the 1st circle, one spell of the 2nd circle, and gain the [Familiar's Martyrdom] spell.
[Loyalty I] (Familiar II, Talent): Your bond to the one you serve is true, increasing your ability to stand firm in the face of face of fear or charm effects when protecting the one you serve.
[Servant’s Devotion] (Familiar III, Talent): The familiar's unwavering loyalty to its master grants it enhanced resilience and magical fortitude when acting in its master's defense or service.
Spells
[Familiar’s Martydom] (Familiar, 1st Circle): The familiar can transfer a portion of their essence to their master, rejuvenating their master’s health or mana.
[Animal Shape] (Imp, 2nd Circle): Familiars can shift into the form of an animal (Raven), enhancing their stealth capabilities and sensory perception. While transformed, offensive abilities are suppressed, but vision and hearing are significantly improved.
Equipment
[Infiltration Outfit] (Fine): A sleek, dark ensemble crafted from lightweight materials, designed to blend into shadows and muffle movement, ideal for silent entry and escape. Grants [Stealth I].
[Hidden Daggers] (Quality): A pair of well-balanced, easily concealed daggers, honed for swift and precise strikes without drawing attention.
[Stealth I] (Enchantment): You move with the quiet caution of a practiced hunter, able to slip through shadows and avoid notice in calm environments.