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Chapter 3
by Nemo of Utopia
What god/goddess/pantheon do you worship and what powers do they grant you?
Saint Iomidae; Fervor Inquisition; And Spells In Chapter...
Your youth was spent in the distant East of the Queensland of Lore, hard against the mountains of the Razorback Range. Your travels since have taken you across much of the nation, from the sunny southern coasts to the bitterly harsh winters of the north, and even beyond into the Far Frost Lands to preach to the serfs and thralls of the Frost Giant Jharls. You are very wise, somewhat charismatic, agile, and strong, but a bit sickly and only of average intellect.
Saint Iomidae has blessed you with the ability to call down holy fire against the apostate and heretic, as well as discern the truth of people's words and note the cast of their character. Your sword is designed in imitation of Iomidae's holy symbol, and you treasure the blade for it bears potent enchantment.
You have command of the following Orisons by dint of your training, and the following Spells of the First and Second Circles have been Graven on your Soul by Saint Iomidae's Grace... Orrisons: Create Water, Detect Magic, Detect Poison, Light, Read Magic, and Stabilize. First Circle Spells: Bless Water, Cure Light Wounds, Detect The Faithful, and Magic Weapon. Second Circle Spells: Consecrate, Detect Thoughts, and Fear The Sun. You may cast your orisons any number of times per day, but your spells of the First and Second Circles may only be drawn upon five and three times per day respectively.
Now, Just A Few More Questions... 1: Have You Recruited 'Special' Men-At-Arms Of Some Sort? 2: What Sort Of Help Are You Receiving From Your Church? 3: Are You Married Or In A Relationship?
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D&D Dynastic Delving
Welcome to the world of Eva.
You are an adventurer, with longstanding obligations to the Adventurer's Guild of the Queensland of Lore. You are being asked to enter the Labyrinth of Ambuscade, a deadly dungeon from which few return, but those who do come back rich beyond the dreams of kings. Your family has been given exclusive rights to this treasure trove, but it is perilous beyond reckoning, so exploiting it will be the work of generations. Sire or bear children during the downtime segments between 'adventures' to continue the story when your current character dies and invest the gold and gems you bring back in expanding your family's castle built atop the entrance to the Labyrinth to give those children training which gives them the best chances to succeed where 'you' failed. You start out by picking a character from the top list to begin the game as, each time your character 'dies': or at least doesn't come back for about 20 years, there ARE conditions in the story where the current heir can run into and rescue their distant/not-so-distant ancestor(s): their son or daughter starts a new delve into the Labyrinth of Ambuscade, perhaps ending up dead as well or perhaps at last reaching the fabled Glade of the Gloaming where grows the Tree of Immortality whose magical fruit grants eternal life to those who eat it. Not all characters are created equal, in some respects: Female characters, due to the difficulty and risks of having children in those cases and the shier deadliness of the dungeon, start with three daughters to carry on after them, males by contrast do not start with any heirs, they have to create them the old fashioned way. (Inspired by other stories on this site, the Pathfinder Role Playing Game System and the video-game Rogue Legacy.)
Updated on May 6, 2023
by Nemo of Utopia
Created on Aug 5, 2016
by Nemo of Utopia
With every decision at the end of a chapter your score changes. Here are your current variables.
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