Neck-Deep In It: A LitRPG and GameLit Series.

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Neck-Deep In It: A LitRPG and GameLit Series. Page 61

by Jason Cheek


  “There won’t be any such demands made if we slaughter you,” Sub-Leader Densehide said as her face contorted in rage, “and then we’ll blame Thrakulck’s death on you and demand compensation from the Clan of Hammertoe.”

  The Sub-Leader’s words were met with a number of disbelieving faces from around the circle of the Clan of Slagsmith Warriors. Enough nodded in favor of the plan that Zeven had no doubt the Dwarves would rush them. He could only swear under his breath, helpless to do anything but watch the look of horror that flashed across Mutoline’s face as she realized the truth of their situation.

  Unfortunately, the special ability of the Girdle of Stone Giant’s Fortitude had just worn off and immediately dropped Zeven’s Endurance down to zero. The only reason he didn’t outright collapse right then and there was due to his sheer willpower alone more than anything else. That, and he’d locked his knees and was using the hand that was still locked around the shocked Thrakulck’s throat for support. Zeven couldn’t even hold the Brutal Bearded Axe of Slaying in his clawed fist as it slid to the ground from his slack grip. As he helplessly watched the Dwarves begin encouraging each other to attack, a ringing shout brought everyone up short.

  “Warriors of the Clan of Slagsmith, drop your weapons in the name of the Guardians of Aeroch Nor!”

  To Zeven’s shock, a squad of sixty heavily armed and armored Dwarves came trotting up to surround the entire group. These Dwarves carried themselves with an air of authority that was unquestionable and their gear and general upkeep was immaculate. At least, for a group of Dwarves with long beards, Zeven humorously thought. Not that being a Badger Kin covered in fur was easy to keep groomed and cleaned either.

  “Guard Leader Nodraic Grimaxe at your service,” the large Dwarf leading the group politely said as he stepped forward while his troopers began clapping the Dwarven Warriors of the Clan of Slagsmith into wrist irons. “I apologize for our delay Lady Hammertoe, but we were waiting for reinforcements to arrive.”

  “You watched the entire ambush without offering assistance,” Mutoline asked in obvious confusion.

  “Please understand, Lady Hammertoe,” Guard Leader Grimaxe said, with an unhappy look flashing across his face as he nodded towards Zeven, “By the time we were close enough to assist, your furry friend had brought the confrontation to a standstill.”

  From the look on Mutoline’s face, the decision must have been a major breech of protocol. Nonetheless, she took it in stride as the Guard Leader explained that he wanted to make sure they had enough guards on hand to capture all of the offenders. He promised that they would’ve interfered sooner if it had been necessary. About then, Sub-Leader Densehide tried to argue that Zeven wasn’t really an honorable member of the Clan of Hammertoe. Guard Leader Grimaxe didn’t bother to argue, but simply pointed to the magically seared rune on Zeven’s wrist. That caused a small uproar amongst the Clan of Slagsmith Warriors that was harshly silenced by the troop of guards.

  Zeven was somewhat disturbed by the brutal way the guards treated the prisoners in their charge, but being a stranger in a strange land, he wasn’t going to interfere. The guards didn’t hesitate to bang heads if necessary. At one point, one of the Clan of Slagsmith Warrior’s was being so severely beaten that he felt compelled to say something, when Doufalynn gave him an urgent headshake when he opened his mouth to make a comment. Catching the message loud and clear, he worked on healing Bright Claw’s wounds and refreshing all of their normal buffs instead.

  “Lady Hammertoe, if you and your friends would join our formation,” Guard Leader Grimaxe professionally said as his troopers formed up around the prisoners, “we’ll escort you to Aeroch Nor and take your formal demand for censure and compensation against the Clan of Slagsmith there.”

  “If you and your companion would please join us, Chieftain Al’Zaric,” Mutoline officiously said, holding the crook of her arm out to Zeven, “we’ll lead you to my mother, Chieftain of the House of Hammertoe.”

  “It would be my pleasure,” Zeven said, noticing a number of confused looks from the guards around them as he smoothly hooked his elbow through her arm while standing with his back ramrod straight. He’d attended enough Officer Balls in the Navy to understand there was a social etiquette going on here that he was being judged upon by the Dwarves around them. The guards must have expected a different reaction from him, he amusedly thought, probably due to the savagery that he’d displayed during the earlier battle.

  Let them think whatever they wanted, Zeven flippantly thought, following the Guard Leader to the head of the formation as a happy Bright Claw trudged after them with both Doufalynn and Lokuth gripping his thick furry neck. With that, the procession began making their way to Aeroch Nor. Glancing at his HUD, Zeven just hoped this wouldn’t take too much longer because it was already after midnight.

  *** the story continues in book 9 ***

  Appendices and the Post Credit Scene

  A note to the reader. The various appendices are put here for those readers who enjoy the technical aspects of the Star’s Character Sheet, Equipment, gaming terms, the various people in the word, and whatever else that people ask me to include because they’re interested in the mechanics. This is not taking away from the story. It is in addition to the story for those people who enjoy such things.

  There are some people who want to spam pages of this information throughout their stories instead of placing it within an appendix at the end of the book where it belongs. While that would increase my page count for the monies earned for pages read by Kindle Unlimited and would match how many of the other authors in the genre, GameLit and LitRPG, are adding this information into their stories. I personally will not be doing that. As a reader, I hate such information being needlessly spammed throughout the body of the book. From conversations with my fans, they feel this way too. For myself, such senseless spamming of tables and gear takes me out of the story and is frankly annoying in my personal opinion. How do people on the audiobook even handle that? For my own series, I will add in the base information that has changed and allow the reader to choose if they want to look up the pages and pages of Character Sheet or whatever other information they are interested in at the back of the book.

  As to the Post Credit Scene. Well, it goes after all the credits and other information like any Post Credit Scene in any Marvel movie you’ve ever enjoyed. It’s a short fun addition to the story. Sadly, due to its location, I receive no additional remuneration from adding such a scene, since Kindle Unlimited doesn’t count anything after the end of the main story. The Post Credit Scene is simply here because my geeky gamer side loves the idea and so I’ve started adding such scenes into The World series starting with book 5. I hope you enjoy them. At the same time, not reading them doesn’t make you lose any important plot points to the story.

  Sincerely,

  Jason A. Cheek

  Character Sheet

  Startum Ironwolf – Level 49

  Difficulty: Nightmare Start

  Half-Elf: House of Kayden

  Class: Empty

  Profession Title: Necromancer

  Titles:

  First Settler

  First Village

  Hero of Delonshire Mine

  Leader of House Kayden

  Lord of BrokenFang Hold

  Worm Slayer

  Tribal Leader

  Mine Boss

  Noble Guardian

  Ship’s Captain

  Protector of Auris Shaeras

  Orc Bane

  Sekolahian Bane

  Beastkin Brother

  Noble Defender

  Scourge of the Dishonorable

  Protector of the Kingdom of Kader

  Overlord

  Champion of the Royal House of Isolde

  Scourge of the Dil-Hilth Race

  Statistics:

  Hit Points: 2,670

  Mana: 4,000

  Endurance: 2,670

  Attributes:

  Strength: 114 (+91)


  Intelligence: 224 (+176)

  Spirit: 117 (+71)

  Agility: 141 (+30)

  Stamina: 160 (+87)

  Charisma: 80

  14 Unassigned Attribute Points.

  Racial Ability:

  Adaptable Survivability (Passive) – All defenses increased by 5% and total hit points are increased 10%.

  Darkvision (Passive) - Grants ability to see in dim-lighting conditions up to 100 yards and the ability to see in complete darkness up to 60 yards.

  Ambitious (Passive) - Receive 5% experience bonus when gaining experience.

  Racial Modifiers - +2 points to any stat of choice per level.

  Abilities:

  Frost Magic – Level 38

  Light Magic – Level 41

  Fire Magic – Level 18

  Dark Magic – Level 45

  Water Shaman – Level 13

  Nature Magic – Level 35

  Shadow Magic – Level 3

  Warrior Monk Jutsu – Level 10

  Unarmed Combat – Level 24

  One-hand edge – Level 43

  Two-hand edge – Level 17

  Shield Block - Level 41

  Shield Bash – Level 41

  Riposte – Level 41

  Lunge – Level 41

  Parry – Level 41

  Dodge – Level 41

  Archery – Level 13

  Riding – Level 45

  Riding Exotic Beasts – Level 45

  Spells:

  Frost:

  Frost Blast (30 Mana) – 2 sec cast – Launches Blast of frost at enemy. Damage is 200% of Spell Power. Slows target by 50% for 15 seconds. Range 60 yards.

  Frost Nova (50 Mana) – Instant cast - Blasts enemies within 10 yards of the caster for 100% Spell power and freezes them in place for up to 8 sec. This spell does not affect friendlies within range of the AOE. Damage caused may interrupt the effect. 30 second cool down. Requires frost magic skill level 5.

  Ice Lance (40 Mana) – Instant cast - Deals 400% Spell power to an enemy target. Ice Lance damage is doubled against frozen targets. Slows target by 50% for 15 seconds. Requires frost magic skill level 10. Range 40 yards.

  Flurry (60 Mana) – Instant cast – Hurls a flurry of ice shards at target that strikes enemy 3 times for a total of ((400% of spell power) * 3). Each shard slows target by 50% for 5 sec. Requires frost magic skill level 15. Range 40 yards.

  Ice Barrier (30 Mana) – Instant cast – Shields caster for 1 minute, absorbing 1400% ranged spell damage. Melee attacks against caster reduces the attacker’s movement speed by 50% for 5 seconds. Armor Class is not increased. Requires frost magic skill level 20. 20 second cool down.

  Ice Barrage (100 Mana) – 4 sec cast –Releases a storm of ice on targeted area. Spell power is 1600% Spell Power. All targets in area of effect have movement slowed by 50% for duration of cast or an additional 5 seconds if they leave the area of effect. 30 second cool down. Area of effect is 10 yards. Requires frost magic skill level 30. Any direct damage will cancel the cast. Range 100 yards.

  *Special Attack – (600 Mana) - Can be continuously channeled for up to 30 seconds for continuous 1600% spell damage every 5 seconds. 30 second cool down.

  Light:

  Heal (50 Mana) – 10 sec cast – Ray of golden light that heals target for 500% Spell Power. Range 60 yards.

  Quick Heal (30 Mana) – 5 sec cast – A pulse of golden light that quickly heals target for 300% Spell Power. Requires healing magic skill level 5. Range 60 yards.

  Restore (40 Mana) – 3 sec cast – A flash of golden light that instantly heals target for (50% of Spell power) and then (300% of Spell power) over 15 sec. Requires healing magic skill level 10. Range 40 yards.

  Minor Healing (60 Mana) – 5 sec cast – A ray of golden light that instantly heals target for 800% Spell Power. Requires healing magic skill level 15. Range 60 yards.

  Minor Mend Bones (80 Mana) – 10 sec cast – A healing energy that heals target of minor debilitating debuffs 200% Spell Power. Requires healing magic skill level 15. Range 60 yards.

  Minor Dispel (60 Mana) – 5 sec cast – Removes one beneficial magical effect on enemy target, or removes one negative magical effect on friendly target. Requires healing magic skill level 15. Range 60 yards.

  Holy Shield (80 Mana) – 3 sec cast – Absorbs 350 points of damage. Requires healing magic skill level 20. Can only be cast on one target at a time. 10 second cool down. Expires automatically after a half an hour. Range 60 yards.

  Light’s Blessing (200 Mana) – 120 sec cast – Gives an additional 500 Hit Points to target when cast. Requires healing magic skill level 25. Expires automatically after one hour. Range 10 yards.

  Regeneration (100 Mana) – Instant cast – An aura of light that continuously heals target every second for ten seconds at 800% Spell Power. Requires healing magic skill level 30. Range 60 yards.

  Minor Cure Disease (80 Mana) – Instant cast – Cures one poison on inflicted target. Requires Light magic skill level 35. Range 60 yards.

  Light Word of Censor (150 Mana) – Instant cast – Creates an aura around target in a five yard radius that unleashes the judgement of light for 600% spell power. The affect also stuns the target for five seconds. One minute cool down between casts. Requires Light magic skill level 35. Range 60 yards.

  Resurrection (1000 Mana) – 60 sec cast - Brings a dead player back to life with 25% health and mana. Cannot be cast when in combat. Range 40 yards.

  Enhanced Resurrection (3000 Mana) – 30 sec cast - Brings a dead player back to life with 25% health and mana. Spell is able to regenerate internal organs such as eyes, kidneys, and similar internal organs. Cannot regenerate heart, brain, or missing limbs. Three day time limit on resurrecting targets using this spell. Cannot be cast when in combat. Range 20 yards.

  Fire:

  Flame Blast (40 Mana) – 2 sec cast – Launches Blast of fire at enemy. Fire damage is 200% of Spell Power. Burns target for an additional 20 seconds for 5 points of damage every 5 seconds. Range 60 yards.

  Fireball (60 Mana) – 2.5 sec cast – Hurls a fiery ball at enemy. Fire damage is 300% of Spell Power. Burns target for an additional 20 seconds for 10 points of damage every 5 seconds. Area of effect is 5 yards. Requires fire magic skill level 10. Range 40 yards.

  Pyroblast (80 Mana) – 3.5 sec cast – Blasts a fiery ball at enemy. Fire damage is 1200% of Spell Power. Burns target for an additional 15 points of damage every 5 seconds. Area of effect is 7 yards. Requires fire magic skill level 15. Range 100 yards.

  Dark:

  Summoning Tree:

  Soul Stone (20 Mana) – Instant cast – Used to capture the soul of a creature upon death. Once activated, the spell is always on for the caster to capture the souls of their vanquished enemies. These soul stones are then used to raise the dead as their undead pets.

  Raise Zombie (25 Mana per soul level) – 1 minute cast – Requires a soul stone per cast. Raises captured soul as an undead pet of the same level upon death that will serve the caster until released or dead.

  *Number of pets available to caster is determined by caster’s intelligence level. **50 points of intelligence required per raised pet.

  Undead Resiliency – Activates upon command – Summoned creature can recover health by consuming the dead. Based on level of corpse in comparison to level of summon creature. Corpse cannot be skinned after this skill has been used. Requires dark magic skill level 5.

  Touch of the Grave I (80 Mana) – 10 sec cast – Raises the damage of the summon creature’s natural weapons by 150 points per attack (Aka: slashes and bites). Requires dark magic skill level 10. Expires automatically after one hour. Range 60 yards.

  Monstrous Vitality (80 Mana) – 10 sec cast – Raises summon creature’s life by 300 points. Requires dark magic skill level 15. Expires automatically after one hour. Range 10 yards.

  Grave Flesh – 5 sec cast - Raises the summoned creature’s armor points by 200 points. Expires automatically after one hour. Requires dark ma
gic skill level 20. Affects all pets within a 10 yard radius.

  Leeching Touch I – 5 sec cast - Summoned creature receives 1% of damage dealt back as Hit Points. Expires automatically after one hour. Requires dark magic skill level 25. Affects all pets within a 10 yard radius.

  Elemental Resistance – 5 sec cast – Add a 25% elemental resistance to all summoned pets. If summoned undead already has a natural resistance, the spell’s resistance is added to that natural resistance. Expires automatically after one hour. Requires Dark Magic skill level 40. Affects all summoned undead when cast.

  Destruction Tree:

  Shadow Bolt (50 Mana) – 2 sec cast – Launches a shadowy bolt of Dark Magic at enemy. Requires dark magic skill level 5. Damage is 600% of Spell Power. Range 60 yards.

  Enhanced Shadow Bolt (60 Mana) – Instant cast – Launches a shadowy bolt of Dark Magic at enemy. Damage is 1200% of Spell Power. Requires dark magic skill level 15. Range 100 yards.

  Corpse Explosion (80 Mana) – Instant cast – Any selected corpse explodes causing 600% Spell Power damage. Area of effect is 3 yards. Requires Dark magic skill level 25. Range is 60 yards.

  Magnify Damage (100 Mana) – Instant cast – Amplifies all incoming damage by 25% in a 5 yard radius of target. Requires Dark magic level 35. Range 100 yards. Expires after 10 seconds.

  Dark Lance (160 Mana) – Instant cast – Launches a shadowy shaft of Dark Magic in a direct line that does 800% of Spell Power to all targets within a half-yard radius of the shadowy shaft’s entire 100-yard path. Requires Dark Magic level 45. Range 100 yards. *Does half-damage in full-sunlight.

 

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