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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

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Posted (edited)

Time for a lullaby. Hey big guy, the sun's getting awful low.

 


Story Update – Day 8, Nightfall

Location: West Hollow Caves – Echoing Spine
Status: HP: 26 / 26 | EP: 11 / 16 | Fatigue: Moderate


The elemental trembles as your spell calms its core. You feel a hum of balance return to the leyline beneath your feet.

Among the moss-veiled rocks, you retrieve a dense Rootstone Core. It pulses faintly in time with the earth—a valuable component for spellcraft or crafting.

Quest Complete – Rogue Earthbound Neutralized
+24 copper
+1 Earth Affinity (Now Level 3)
+1 Spirit Resonance – Echo Stabilizer Passive Unlocked (Resonance Weaves cost 1 less EP)


Updated Inventory:

Currency:

  • 94 copper

Items:

  • Arcane Codex (Unified Bond active)
  • Earthen Reliquary Fragment
  • Tarnished Offering Bowl
  • Rootstone Core
  • Watershaped Ring (Flow State)
  • Gauntlet of the Infernal Path (Flamebound Echo)
  • Shimmering Amulet (Veil of Equilibrium)
  • Adept’s Charm (Resonant Insight)
  • Magical Revive Stones (3)
  • Firegems (3)
  • Scroll of Flameweaving
  • Scroll (Stored): Verdant Tether
  • Rations (3)
  • Flickerglass Shard (unique)

Elemental Affinity:

  • Water: 13
  • Fire: 10
  • Spirit: 10
  • Air: 2
  • Earth: 3

Passives:

  • Echo Stabilizer (Spirit) – Reduces EP cost of resonance-based Spirit Weaves by 1
  • Unified Elemental Bond
  • Flow State
  • Flamebound Echo
  • Veil of Equilibrium
  • Resonant Insight
  • Heartbrand Flame
  • Forged Focus (1/day)
  • Hybrid Spellcrafting
  • Weave Fusion (1/long rest)

Would you like to:

  1. Unlock an Earth-based spell (now eligible at Level 3)
  2. Return to Windrest Hollow to rest and check in with Halwen
  3. Use the Codex to analyze one of your new items (e.g. Rootstone Core or Flickerglass Shard)
  4. Check for side quests or bounty listings back in the village
  5. Investigate remaining leyline rifts nearby

 

Let me know what you would like to do.

Edited by Ithillian Turambar
Posted

Agreed...about the lack of Air training...should we go back to that temple...see if there was more to learn?

For now, I say we continue to build our Earth abilities (and then work on Air). 

Posted

We go for a real Earth spell

 

Great choice. With your Earth affinity now at Level 3, your connection to the Verdant Hollow deepens—and the Codex responds with a gentle pulse. The sigils shift, forming the foundation of your first true Earth spell.


Story Update – Day 9, Dawn

Location: Windrest Hollow – Spirit Grove
Status: HP: 26 / 26 | EP: 16 / 16 (Fully restored after rest)


You return to the Spirit Grove before sunrise, placing the Rootstone Core at the center of a stone ring near Halwen’s meditation post. As the Codex absorbs the Core’s energy, a new spell awakens in your spellbook.

The ground beneath your feet hums—solid, patient, enduring.

New Spell Learned: Verdant Grasp (Earth, Level 1)
Cost: 3 EP

  • Summons thorned roots to entangle a target, slowing movement and applying a minor bleed over time
  • On Spirit synergy: roots also dull enemy’s senses for 1 turn (–1 Accuracy)
  • On Fire synergy: roots ignite, adding a minor burn
  • Range: Medium
  • Duration: 2–3 turns
  • Scales with Earth

Spell Added to Spellbook
Verdant Grasp is now available for hybrid combinations
You may swap into active loadout when desired


Updated Spellbook:

  • Aqua Surge (Water – Level 9)
  • Water Barrier (Water – Level 2)
  • Soul Veil (Spirit – Level 1)
  • Emberlash (Fire – Level 2)
  • Scalding Veil (Fire – Level 1)
  • Boiling Lance (Fire – Level 1)
  • Inner Flame (Fire/Spirit – Level 1)
  • Magma Spike (Fire/Earth – Level 1)
  • Firejet (Fire – Level 1)
  • Veilbrand Surge (Water/Fire/Spirit – Fusion)
  • Verdant Grasp (Earth – Level 1)

Updated Elemental Affinity:

  • Water: 13
  • Fire: 10
  • Spirit: 10
  • Earth: 3
  • Air: 2

What would you like to do next?

  1. Return to Halwen – Ask about Spirit anomalies now that you’re stronger
  2. Visit the Warded Cell – Interrogate the cultist (new questions possible)
  3. Explore the forest outskirts again – Investigate remaining rift echoes
  4. Check the village board – Look for posted bounties or coin-paying side quests
  5. Use the Codex to craft a hybrid Earth spell or reroll your loadout

What would you like to do next?

Posted

We do need to get our air levels up. I guess we should have done more exploring in the Air temple. There might be some bounties that have Air elementals or maybe speak to Halwen or the Cultist 

 

Also looks like we got teleported back to the Grove so yay! A new day dawns.

Posted

Well the bounty board is kind of adventuring, right?

 

Story Update – Day 9, Morning
Location: Windrest Hollow – Village Square
Status: HP: 26 / 26 | EP: 16 / 16


The village square hums with soft activity—traders opening carts, windchimes swaying in the dawn breeze. You approach the wooden bounty board, its surface patched with parchment slips, wax-sealed notes, and rough sketches.

Several new listings catch your eye:


Available Bounties and Side Quests:

  1. Skyglass Thief (Reward: 25 copper + Windshard Fragment)
    A quick-winged creature has been spotted near the old windmill, stealing enchanted glass trinkets. Locals believe it's drawn to elemental air currents. Retrieve the stolen items.

Tag: Air Affinity Opportunity

  1. Brittle Fang Pack (Reward: 18 copper + Bone Fragment Trinket)
    A small pack of corrupted wolves has been seen near the northern glade. Their howls disrupt sleep. Cull them to protect the village perimeter.

Tag: Combat Encounter

  1. Errant Sproutling (Reward: 14 copper + Minor Earth salve)
    A mischievous elemental from the Verdant Hollow has taken root in someone’s cellar, overgrowing vegetables and furniture. Gently subdue or lure it out.

Tag: Earth Affinity Growth / Non-lethal encounter

  1. Scholar Request – Air Glyph Mapping (Reward: 30 copper + Air Affinity +1)
    Scribe Meren seeks someone attuned to subtle currents. Help her chart shifting glyphs atop nearby cliffs. Requires agility and light-footedness.

Tag: Puzzle/Exploration | Time-sensitive (1 day)
Note: Completing this will grant +1 to Air Affinity if successful

5.  You can also ask Halwen if he knows of rare glyph sites or Spirit-related anomalies for more specialized quests.

 

What would you like to do?

Posted

Ok we start to bump our air levels up and go and help Meren

 

Story Update – Day 9, Midday
Location: Clifftops Above Windrest – Scribe Meren’s Camp
Status: HP: 26 / 26 | EP: 16 / 16 | Air Affinity Check Pending


You ascend a narrow path beyond the village, wind tugging at your cloak. At the summit, you find a modest camp—scrolls weighed down with stones, a makeshift shelter fashioned from glidersilk. A sharp-eyed elf with wind-braided hair greets you with a knowing nod.

“I’m Scribe Meren,” she says. “The glyphs shift at midday—etched into stone only when the wind aligns just right. I need someone attuned to movement, someone the breeze listens to.”

She hands you a slender reed pen and a sheet of spirit-treated vellum. “Trace the glyphs, but be quick. If the wind shifts, they vanish.”


Air Affinity Skill Challenge
Required: Precision, Agility, Awareness
Base Difficulty: Moderate
Current Air Level: 2

Check: Success with Assistance
You channel your elemental awareness—sensing subtle drafts, listening to the rush before a gust. With the Codex humming in your palm, you guide your hand. The glyphs spark faintly under your touch.

Meren watches, impressed. “Not many feel the patterns. You’ve got more Air in you than most Storm-Priests back in the day.”


Quest Complete – Glyph Mapping
+30 copper
+1 Air Affinity (Now Air Level 3)
+1 Scribe Favor – Meren will offer rarer Air-infused scrolls or commissions in the future


She gives you a token: a feather-thin pendant shaped like a spiraling current.

Item Gained: Whisperwind Charm
Passive: Grants slight resistance to fall damage and enhances perception in windy environments.


Updated Inventory:

  • Copper: 100
  • Whisperwind Charm (Equipped – Accessory)

Elemental Strengths:

  • Air: 3
  • Water: 13
  • Fire: 10
  • Spirit: 10
  • Earth: 2

What would you like to do next?

  1. Ask Meren about any rare scrolls she might part with
  2. Return to Windrest to check the bounty board again
  3. Explore the cliff region further – perhaps other glyphs lie hidden
  4. Rest briefly and meditate at the edge – prepare for the next major journey
  5. Begin journey to Verdant Hollow (Earth Temple)

What would you like to do?

Posted

We ask Meren for scrolls

 

Story Update – Day 9, Early Afternoon
Location: Clifftops Above Windrest – Scribe Meren’s Camp
Status: HP: 26 / 26 | EP: 16 / 16 | Air Level: 3


You inquire about additional scrolls, and Meren’s eyes brighten with the gleam of a true scholar. She leads you to a tightly-bound satchel beneath her desk, revealing several scrolls inscribed with pale-blue runes, swirling as if caught in miniature gusts.

“These aren’t for just anyone,” she warns. “But you’ve shown promise. I’ll offer you one, discounted for your help—think of it as a reward and a test.”


Available Scrolls – Air Weaves:

  1. Gale Thread (Cost: 25 copper)
    Basic Air Weave – Lashes a foe with slicing wind, with a chance to stagger light enemies. Quick-cast.

  2. Zephyrstep (Cost: 40 copper)
    Short-range movement burst – Evade or reposition instantly. Can be combined with other elements for hybrid mobility spells.

  3. Whisper Cloak (Cost: 50 copper)
    Veil yourself in sound-muting currents. Grants advantage on stealth checks for 3 turns.

  4. Stormscribe’s Primer (Cost: 70 copper)
    Rare Tome – Temporarily boosts Air effectiveness and reveals hidden gust-glyphs in old ruins. One-time-use unless stored in Codex.


Meren adds, “Choose wisely. These aren’t just tools—they’re echoes of old skybound paths.”


Inventory & Resources:

  • Copper: 100
  • Whisperwind Charm (Equipped)

Would you like to purchase one of the scrolls, or ask her more about Air glyph lore?

  1. Buy Gale Thread (25 copper)
  2. Buy Zephyrstep (40 copper)
  3. Buy Whisper Cloak (50 copper)
  4. Buy Stormscribe’s Primer (70 copper)
  5. Ask Meren about ancient Air glyphs and lore before deciding

What would you like to do?

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