“Venna,” I chastised her. “It wouldn’t exactly be a secret announcement if I told you now would it?”
She pouted again for show and the rest of my companions grumbled their various objections. Despite their protests, I held firm and refused to disclose my intentions to them. In truth, I wasn’t completely certain just what I was going to reveal. While I did have a rough idea of what I intended to say, just how far and just how much I was going to disclose was still the subject of much internal debate for me.
When it was clear that no further explanation would be forthcoming, our discussion turned to planning for the days ahead. With Ridge’s help, we would have much of the repair work done quickly, as the only matters that would take some time were the construction of the new drawbridge and portcullis. Such things could not be rushed, however, and we were resigned to simply letting them take however long Dellon and Hilgreth needed to do the work adequately.
The main issue left was how to best use Ridge’s talents once he finished making his repairs. The plans called for more barracks and both an armory and headquarters building among the fortifications. While the barracks would be useful for the elves, most of them would prefer to take up residence in the valley. Ilvain would be eager to begin construction on those homes and farms, and we decided to set him loose on that project as soon as possible.
In the end, the consensus was to build the barracks, then the armory and headquarters. The living space was paramount for the well-being of my people, and the facilities were necessary for both the large cache of weapons and equipment we now possessed and as a safe storage location for all our valuable items.
With our immediate future planned out for us, our conversation turned to more casual banter. Venna and Tási surprised me with the news that Madren and Clorid had become an item. Their joint resurrection had apparently created a bond between the two, and they had been nearly inseparable ever since.
The tale Khorim shared involved his brewer friend’s first attempt to set up his still after arriving here. Apparently, he had missed securing a bolt or two, and the device nearly exploded when the pressure inside it had built up. Fortunately, no one was injured, but the smell of alcohol still permeated the room his friend had taken over for his operation.
Broda yawned and rubbed at her eyes as Khorim finished telling his story. Her reaction wasn’t because the tale was boring, but was a reflection of the stressful and exhausting day we’d endured. We all took her response as a signal to call an end to the evening and began retiring to our separate tents for the night. But before Venna could leave, I grabbed her by the arm and pulled her towards my own tent.
“I’ll send her back to you in a few moments, Stel,” I explained to him as I dragged his wife away.
Stel simply nodded at me and smiled, knowing the special bond that the two of us shared. Tási hesitated outside for a moment, thinking I wanted a moment alone with Venna. Instead, I pulled her along as well and brought the both of them inside with me as I entered the tent.
As the two women uneasily sat down beside me, I silently told Bane to give us some privacy. The Rhastoren sent me his acknowledgement and slithered outside as I turned to face Tási.
“It’s not time to deal with your issue just yet,” I told her bluntly. “But it is time to let Venna know about it, and what we will need from her when we do.”
Tási, swallowed hard as she realized just why I had gathered the two of them together. With a quick nod, she acknowledged what I had said and began to explain the situation to a very confused Venna.
“There is something hiding inside me,” Tási revealed to her. “A presence I cannot explain. It was left to me by my mother, but I don’t know what it is. Dreya has brought it out of me and it has responded to her. We think she can reveal it fully but are concerned about the consequences of doing so. We... I need your help. I need you to be there when we bring it out in case something goes wrong.”
“I am certain there is no danger,” I added when I saw the look of concern on Venna’s face. “I have received a quest urging me to uncover Tási’s secret, much like I once received a quest encouraging me to help you,” I reminded her. “Those quests have never led me to do anything harmful to myself.”
Venna nodded reluctantly, acknowledging my words before responding.
“What would you have me do?”
“I need you to be there for me,” Tási replied to her. “Dreya thinks she can handle everything, but I need you to be there just in case something goes wrong.”
Venna reached out and took Tási’s hand, squeezing it gently as she looked her in the eyes.
“I will be there for both of you,” Venna replied solemnly.
Tási sighed loudly in relief at Venna’s promise. Her expression did not pass unnoticed, and Venna commented on it almost immediately.
“You’re truly scared about this, aren’t you?” Venna asked as she stared at Tási with concern.
“Terrified is the word I would use,” Tási admitted. “I have no idea what my mother left inside me, and despite Dreya’s assurances, I can’t help feeling that it will come between us.”
Her honest disclosure took me by surprise. I hadn’t expected her to confess her thoughts so completely when I brought the two of them together for the discussion. Venna’s response was equally curious.
“We won’t let that happen, Tási,” Venna assured her. “Whatever may happen, I’m sure it won’t affect the two of you.”
Venna’s comforting words seemed to ease Tási’s fears, and the two sat silently for a moment contemplating what had just passed between them. They had been close friends and then bitter rivals before, and now seemed to settle firmly into some new role.
They had come together after their conflict to conspire with each other, ostensibly for my benefit. I had always doubted the sincerity of their alliance, as it seemed to be one of convenience or necessity rather than one based on any lasting bond, but now the two of them had come together in reality, Venna freely offering her support when she realized that Tási was in need of it. I was both comforted and uneasy with their alliance, knowing that the two of them were more than capable of undermining me if they decided it was in my interests to do so. A shiver went up my spine as I contemplated their scheming, and I had to banish the thought before I became completely unnerved by the prospect.
Before they could begin plotting my destruction right in front of me, I pulled Venna outside. Once we were in the cool night air, I managed to relax a little and took Venna’s hand in mine while we stared at the stars together.
“Good night, Venna,” I finally said to her after a few long moments had passed.
“Good night, Dreya,” she smiled back at me in return.
Before I let her go, I reached up and caressed her cheek softly. Her smooth skin was like silk beneath my fingertips and I had to forcefully hold back the impulses that threatened to flood into me from her.
“When?” She whispered to me softly as I pulled my hand away.
“Soon,” I replied, not needing her to clarify just what she wanted from me.
Venna turned and walked back to her tent slowly, and I watched her until she finally vanished inside the canvas walls she shared with Stel. With a sigh, I returned to my own shelter, joining Tási and Bane inside.
Tási was already lying under the covers, and Bane appeared to be patiently waiting for me to settle in as well so that he could curl up on top of me. I piled my weapons and armor in the far corner of the tent before practically swaddling myself in a pile of blankets. Once Tási wormed her way next to me, Bane curled himself up comfortably and I pulled up my UI and began scrolling through the messages as he purred atop my chest.
Sintári Quest, Control, Advancing – You have discovered the ability to apply your inherent virtues to your actions. This is a rare and powerful talent; use it wisely. For uncovering this hidden ability, you have been rewarded with 10,360 XP.
Experience gained – You have gained 1200 XP.
You have gained a level! – You have earned sufficient experience to advance to level 28.
You have gained three Attribute points. Two of your points have been automatically assigned to WIS and CHA. You may assign the remaining point to any other Attribute as you see fit.
I had given some thought to the distribution of my Attribute points. With one point consistently going into my Charisma, and how critical my Strength had become, I seemed almost destined have two of my precious three points placed there at every level. Scattering the remaining point among my four other Attributes would leave them woefully behind, but my talents and Abilities seemed to be dictating my course for me. With really no other viable option, I placed the single point in Strength and the messages continued again.
Experience gained – You have gained 1200 XP.
Experience gained – You have gained 1200 XP.
Experience gained – You have gained 200 XP.
. . .
Experience gained – You have gained 200 XP.
Commander’s Bonus – You have earned party credit for every kill made under your command or the direct command of one of your party members.
Experience gained – You have gained 73 XP.
. . .
Experience gained – You have gained 73 XP.
You have gained a level! – You have earned sufficient experience to advance to level 29.
You have gained three Attribute points. Two of your points have been automatically assigned to INT and CHA. You may assign the remaining point to any other Attribute as you see fit.
With the Commander’s Bonus converting what used to be single XP rewards into party kill credit, I easily made another level. Even while I was assigning my point to Strength, the rough math I did in my head told me that I should expect at least one more level from the battle. When the window closed and the messages scrolled on once more, I eagerly anticipated the next level-up menu.
Experience gained – You have gained 73 XP.
. . .
Experience gained – You have gained 73 XP.
You have gained a level! – You have earned sufficient experience to advance to level 30.
You have gained three Attribute points. Two of your points have been automatically assigned to CON and CHA. You may assign the remaining point to any other Attribute as you see fit.
This was a huge level for me. I knew I would gain not only Attribute points, but a new Spell and Ability as well at level thirty. My hands practically shook with eager anticipation as I slid the stat point into Strength and the next menu popped up.
You can now choose a new Ability. You must choose one of the following:
Rapid Fire – After firing an arrow, your follow-up shot takes half as long as normal to be fired. Cost – 10 Endurance.
Seeker – Your next single shot has an increased chance to hit. Cost – 10 Endurance.
Body Blow – Your next dagger attack, if it lands, will cause your opponent to suffer an Endurance penalty. Cost – 20 Aura.
Impale – Your dagger inflicts a damage-over-time bleed effect. Cost – 20 Endurance.
Focused Fire – Your next arrow causes increased damage if it hits. Cost – 20 Endurance.
Long-Range Shot – Increase the effective range of your bow. Cost – 30 Aura.
Companion’s Aegis – Advanced Ability – Provides additional armor for your companion animal. The selection of this Ability provides a permanent boost to your familiar’s armor rating.
Siphon – Advanced Ability – On a successful hit, your arrow bleeds health from its target, transferring a portion of the damage back to you in the form of restored Health. Damage and restoration rates are dependent on proficiency. Modifier – Constitution. Cost – 100 Aura.
Your choice is final and must be made now. Choose wisely, as you will now only gain a new Ability every five levels.
Siphon could be a life-saver, but my mind was practically made up before the option even displayed in my vision. I selected Companion’s Aegis without hesitation, comforted knowing that it would protect Bane from harm. I smiled to myself, happy with the choice I had made as the next menu appeared.
Having reached level 30, you can now choose a new Spell. You must choose one of the following:
Muffle – May be cast on self or ally. Dampens sound in a radius around target. Cost – 20 Aura.
Detect Life – Casting this spell allows you to detect the essence of nearby living creatures. Cost – 20 Aura.
Restore Health – May be cast on self or ally. Heals a small amount of damage. Cost – 30 Aura.
Silence – Surround target with an aura that cancels all sounds. Cost – 40 Aura.
Stone Skin – May be cast on self or ally. Hardens skin, increasing effective armor against attack or certain effects. Cost – 30 Aura
Flare – Throw a ball of fire at your enemy, which may set combustible items ablaze. Cost – 40 Aura.
Shard – Hurl Shard(s) of rock against your foes. Cost – 40 Aura.
Spike – Launch Ice Spike(s), delivering bonus cold damage on a successful hit. Cost – 40 Aura.
Summon Creature – Summons a creature to aid you or fight by your side. The type of creature summoned depends on the environment. Modifier – Charisma. Cost – 100 Aura.
Shield – May be cast on self only. Manifests a forward-facing barrier against incoming projectile attacks. Duration and resistance of the barrier are based on proficiency and modifier value. Modifier – Constitution. Cost – 80 Aura.
Your choice is final and must be made now. Choose wisely, as you will now only gain a new Spell every 10 levels.
I was still inherently drawn to the Summon Creature Spell, but the limits of its utility stopped me from selecting it outright. Shield, on the other hand could be very useful. I had already seen Tási’s reflection spell save our lives more than once. Although the description said I could only use it on myself, I could easily see how its added protection might allow me to swing the balance of a fight. After weighing my options, I picked up the Shield spell, and waited for the menu to close.
Experience gained – You have gained 73 XP.
. . .
Experience gained – You have gained 73 XP.
Quest Completed – Vengeance of the Black Hand. You have defeated the assault of the Black Hand tribe. Not only did you fend off their attack, but you destroyed the entire tribe in the process. In addition, you managed to earn the respect of the few survivors with your act of restraint. For completing this quest, and the bonus achievements, you have been rewarded with 27,500 XP. Note: This quest supersedes the repeatable quest, Defender of the Realm.
You have gained a level! – You have earned sufficient experience to advance to level 31.
You have gained three Attribute points. Two of your points have been automatically assigned to DEX and CHA. You may assign the remaining point to any other Attribute as you see fit.
Strength was still my best bet, so I slid the point into that stat as I read over the quest message. The bonuses I had received for the total destruction of the Black Hand tribe and freeing the handful of survivors had obviously provided enough added XP to boost me one level higher. I found it ironic that the two actions were diametrically opposed to each other. One was an act of slaughter, the other a gesture of mercy, yet both of them had been rewarded. The messages ended once my point was assigned and I immediately opened my personal sheet.
Dreya Dae
Sintári Female
Title: Sintári
Level - 31
424325/431200
Health - 341/341 Aura - 725/825 Endurance - 341/341
Sintári – Sintári interact with their surroundings in unusual ways. The effects of these interactions can be unpredictable
Class – Warden – Wardens gain a 10% bonus to skills associated with nature or which have natural effects
Specialization – Protector
Mastery –
STR - 38 (+3)
CON - 29 (+2)
/>
DEX - 25 (+2)
INT - 25 (+2)
WIS - 23 (+2)
CHA - 46 (+4)
Abilities
Ignore Armor – Your next arrow will ignore a portion of the target’s armor. Cost – 20 Aura. – 36%
Stun – Your next arrow has a chance to stun its target on hit. Cost – 20 Aura. – 35%
Block – You may attempt to use your bow to parry a single melee attack. Cost – 20 Endurance. – 20%
Swarm – Your next arrow duplicates itself in flight. Cost – 20 Endurance and 20 Aura. – 47%
Flurry – Perform three rapid strikes with a bladed weapon. Cost – 30 Endurance – 25%
Parry – Chance for your blades to block next melee attack targeted at you. Cost – 20 Endurance. – 23%
Hamstring – The next arrow fired has a chance to cripple your opponent. Cost – 20 Aura. – 32%
Hilt Bash – Stun your opponent with a successful hilt strike from your bladed weapon. Cost – 30 Endurance. – 23%
Blood Price – Your arrow inflicts a damage-over-time bleed effect. Cost – 30 Aura.-37%
Blind – Your next arrow has a chance to inflict blindness on a successful hit. Cost – 30 Aura. – 37%
Achilles Strike – Cripple your target with a slash of your bladed weapon. Cost – 30 Endurance. – 25%
Penetrator – Advanced Ability – Your arrow pierces through armor easily. With increased proficiency it may penetrate through even greater barriers. Modifier – Strength. Cost – 60 Aura. – 20%
Disable – Advanced Ability – A successful strike of your blade to an extremity renders the affected limb completely useless until healed. Modifier – Strength. Cost – 60 Endurance. – 7%
Shockwave – Advanced Ability – Your arrow explodes on contact, dealing minimal damage but generating a stunning Shockwave in a radius around its detonation. Size and scope of this effect increase with proficiency. Modifier – Strength. Cost – 120 Aura. – 17%
Sintári Abilities
Natural Affinity – The Sintári’s unique connection with the natural world may manifest itself in random ways at times. While these effects are generally beneficial they are also typically outside the direct control of the Sintári. Modifier – Charisma.
Second Skin: Unified: A litRPG Adventure (Second Skin Book 3) Page 20