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Chapter 14 by Ganti

What's next?

Housekeeping

Well. You'd pushed the popups aside to deal with when you had nothing immediately urgent going on. You're both safe, Lyrissa has calmed down, and there's no-one currently attacking you. Thus, it's time to deal with the popups you got during and after the boss fight. The most urgent one is probably the one that showed up after you confirmed that you wished to claim the tower. As if summoned by you acknowledging it, it swims into view.

Land Claimed by Cledwyn

Claim Type:

Necromancers' Lair

Resources detected:

30 stone

15 lumber

6 rope

5 iron ingots

2 steel ingots

4 copper ingots

4 silver ingots

1 gold ingot

1 brass ingot

Claim Resources?

Y/N

Huh. More stone and lumber then you expected. And you certainly weren't expecting ingots of precious metal. You press the yes button, and yet another popup shows.

Resources transferred to stockpile. Current resource totals can be seen in the 'lair' subscreen of the character menu.

Lair subscreen enabled. Fame subscreen enabled.

... Okay, it looks like you're going to be assessing your new lair before dealing with the other popups. You wonder what else might be new in the character menu. Something to explore later. New lair details, then other popups, then character sheet changes. Either fame or actual character sheet. You pull up the character menu and head to the lair subscreen.

Cledwyns' Ruined Tower

Lair type: Necromancers' Lair

Resources: 30 stone, 15 lumber, 6 rope, 17 ingots [EXPAND]

Features:

Water Spring

Shallow Grave

Wizards' Tower

Summoning Circle

Interesting. And each of the natural features could be selected for more details as well. You've got a strong hunch as to what the water spring does- fresh water, can probably be used to feed fountains. You can confirm that later. The one that really draws your attention is the Shallow Grave. You're a necromancer, after all.

Shallow Grave (1/3)

Semi-unique feature- no more then one per structure in your domain

A ruin off the beaten path is an excellent place to hide evidence of misdeeds. The only people who go there are adventurers and monsters, after all...

Can store 1 corpse. Generates 1 corpse every 2 days.

Upgrade: Kill five Human-tagged entities.

1/5 complete

Huh. That was... very useful indeed. The limit of one per structure is less useful, especially as you don't want to expand beyond the lair itself. You were probably going to get attacked by various adventurers anyway, so you don't need to go out of your way to work on that. You'd prefer to talk them out of it, of course, but at least you gain something other then EXP if they attack you anyway. Next up, the reason you wanted this place- the Wizards' Tower itself.

Ruined Wizards' Tower (0/6)

Structure Feature- One per 10 units of Territory in your Domain

A tower designed to gather, store, and concentrate mystical energies.

Increases the rate at which your lair gathers Mana, and increases your lairs' Mana Storage capacity

Level 0: Ruined, nonfunctional

Upgrade to level 1 to begin restoration

100 stone, 40 lumber, 15 Iron or Steel ingots

Okay, the restoration of the tower would be a project and a half. You've got no doubt that as you progressed you'd need more interesting resources. Especially if you wanted to get the mana gathering fully functional. And probably decent skills as well. Maybe when you get skeletal drudges you'd be able to put more effort into this. Heck, you'd need to find a way to get more ingots before you really get started on it. No sense obsessing over things you can't do. Next feature.

Summoning Circle (1/5)

Semi-Unique Feature- One per Wizard's Tower

A runic circle designed to summon Outsiders and bind them until an agreement is reached

Level 1: Enables you to summon Minor Demons, Devils, and Celestials. Angels cannot be summoned at this level.

Upgrade: Treat with a willing enemy: Complete

[UPGRADE]

Interesting. You don't really know enough about outsiders just yet to consider that a useful feature currently, but having access to forces other then undead would be very useful. A one-trick pony is easily circumvented, after all. Something for later.

So, you've got something of a grasp of this 'lair' thing, and Lyrissas' quest has finished. More popups, or time for her to turn it in?

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