Champion a litrpg advent.., p.48

Champion: A LitRPG Adventure (Divine Progression Book 5), page 48

 

Champion: A LitRPG Adventure (Divine Progression Book 5)
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  Moon: A golden coin equivalent in value to 100 crescents.

  Monster: Created by Idros, God of Monsters, Monsters challenge the physical strength of Adventurers. Monsters are living and physical beings possessed of animal-like intelligence and can gain experience by defeating Adventurers. Once defeated, they will eventually respawn at their base level.

  Outpost: A mortal settlement established in zones of level 26 or higher. Unlike towns, outposts lack the divine protection of the Gods as well as a roster of Town Guards. Townsfolk may still settle there, however, no divine power forbids Monsters or Demons from bypassing the walls of an outpost and attacking those within, should they do so unopposed.

  The defense of outposts thus falls to high level Adventurers. Evolved Adventurers of level 25 and higher often join an outpost militia in exchange for the bountiful experience gained by defeating the Monsters that attempt to destroy it. Brave or foolhardy Townsfolk also reside in outposts and purchase the rare and valuable crafting materials dropped by high level enemies, which they then sell for a vast profit to Townsfolk in low level zones.

  Pantheon, The: Collectively, the ten Gods of Luxtera. While all ten Gods are worshipped by mortals, mortals pay particular tribute to Gods known to favor their Class.

  Celes, Goddess of Resurrection, exists at the beginning of all things, while Ralun, God of Endings, exists at the end of time. Together, these two Gods created Luxtera. They gave birth to the Nurturer Gods, who ensure mortals thrive, and the Challenger Gods, who challenge mortals to grow stronger.

  Party: A group of Adventurers who make a pact to share experience and life crystals gained by defeating Monsters, Demons, and Desouled. A party may include up to four members. When any member gains experience for any accomplishment, all members split that experience equally, with a small bonus given to those members who contributed most to the victory.

  Politician (Townsfolk Class): Politician is simultaneously the most demanding and hardest to level Townsfolk Class, but choosing it offers a benefit all other Townsfolk Classes lack: the ability to hold political office. Politicians must start leveling in starter towns. No Politician can run for an office in a town where they do not meet the minimum level requirement for that town’s zone, and can only run for the role of mayor once they reach or exceed the zone’s level cap.

  Preceptor: An honorific given only to Townsfolk who have reached the divine level cap of 20. These are the only Townsfolk capable of producing the most powerful crafted items created by their Class. Even after they’ve reached the divine level cap, they continue to craft powerful items for the benefit of all in Luxtera... and an impressive amount of coin.

  Prowess (Attribute): A mortal’s base physical prowess, increasing the ability to pick locks, play instruments, maintain balance, and complete any other difficult tasks requiring flexibility and focus. Increased by accomplishing difficult tasks appropriate to one’s Class without the use of a Skill.

  Quest: Only Townsfolk can create Quests, a task those they deem eligible must complete. Anyone eligible to take the Quest may do so, and, if they complete it, turn the Quest in by swearing they have completed it to a Politician or the Politician’s chosen agent under penalty of divine perjury.

  Completing Quests awards experience (an amount designated by the Gods) and coin.

  Quarter Moon: A copper coin with a silver border equivalent to twenty-five crescents.

  Ranger (Adventurer Class): A deadly ranged combatant, the Ranger specializes in Skills involving the bow and close-range use of daggers. They also have a strong affinity for beast Monsters and can tame a Monster to act as their partner in combat. Their patron is Dina, Goddess of the Hunt.

  Ralun, God of Endings: The End of Everything. Ensures Luxtera’s population remains in balance and ensures defeated souls pass peacefully to the next realm. Patron of Deathcasters and Shamanists.

  Safe Road: Long and winding roads connecting the towns and village of Luxtera. Along these roads stand pillars holding Safe Stones created by Builders and blessed by Kya, Goddess of Duty. These stones are anathema to Monsters, Demons, and Desouled. Travel on a Safe Road is therefore perfectly safe for even the youngest of Luxtera, so long as the Safe Stones hold.

  Scribe (Townsfolk Class): Scribes are the final arbiters of all contracts in Luxtera, both those between mortals and those involving Gods. Only a Scribe can create official documents used by everyone from Politicians to Merchants, including Quests, and gain experience from doing so. Finally, high level Scribes learn the Skill [-Phantom Pen-], which allows them to write messages instantly seen leagues away. This “phantom correspondence” allows instant communication with others in towns zones away.

  Shadower (Adventurer Class): A stealthy and dangerous fighter, the Shadower specializes in Skills involving daggers, misdirection, poisons, and stealth. They are especially deadly when launching an initial attack from an unseen position. Their patron is Xiva, Goddess of the Unseen.

  Shadowers Guild: The Shadowers Guild operates in all provinces and all zones, though without the official blessing of those zone’s rulers. Members in the Shadowers Guild specialize in exploiting loopholes in the supposedly unbreakable laws of the Gods. They complete contracts for coin for those who have decided methods lawful in the eyes of Gods and mortals are insufficient.

  By using loopholes only they know to harm those who cannot be harmed and steal that which cannot be stolen, the secretive members of the Shadowers Guild enrich themselves and those who contract their services. Even the province governments contract with the Shadowers Guild from time to time. Sometimes, something needs doing that requires a deft and morally dubious touch.

  Skill: An activated magical ability provided to mortals by the Gods, which either consumes Blood upon activation or cannot be used until a cooldown expires. When used, Skills do everything from vastly improving the ability to complete mundane tasks (such as building a particularly strong building foundation) to performing feats entirely impossible for mortals (like summoning fire from the air).

  Skills come in four qualities: uncommon, rare, epic, and legendary, based on how many mortals in Luxtera have acquired that Skill. Skills are represented as so: [-Phantom Slice-].

  Once a mortal begins Luxtera’s Climb, they may choose one new Skill every two levels.

  Skirmisher (Adventurer Class): An agile midrange fighter, the Skirmisher specializes in Skills requiring either long-range melee weapons or thrown weapons. They can also wield wind magic to both gain and drop from great heights. Their patron is Vox, Goddess of Adventurers.

  Six-Cursed: A strong curse used by mortals wishing to shock others or uttered in the grip of shock or anger. To call something “six-cursed” is to literally suggest it has become associated with the Six Hells. To call a person such is an insult that may instigate a duel.

  Six Hells, The: The six vast realms of Demons that exist between Luxtera and the realms of the Gods. Each of the Six Hells is said to be more twisted and horrific than the last. They are the last challenge facing mortals who have reached the divine level cap.

  Only the bravest or most foolhardy of Adventurers brave the Six Hells, but the rewards and crafting materials found there are valuable and powerful beyond measure.

  Slot: While Adventurers may learn countless Skills and Blessings, they may only “slot” five Skills and three Blessings at any time. To slot Skills and Blessings, a mortal must touch a Shrine of Celes (usually found in a Chapel of Celes) or a Shrine of Ralun (usually found in the wilderness). A mortal can only “reslot” their Skills and Blessings once every 24 hours.

  Status Sheet: A divine parchment which a mortal may manifest which records their age, level, attributes, slotted Skills and Blessings, and crafted items. Unless a mortal chooses to allow others to see their Status Sheet, no other mortal may view it. In Luxtera, one’s Status Sheet is a private affair, only shared when mandated by the church or willingly shown to dear friends or lovers.

  Strength (Attribute): A mortal’s base physical strength, increased by pushing oneself to one’s physical limits as often as possible. Determines how much a mortal can carry and how rapidly carrying weight affects exhausts their Vitality. It also increases damage dealt with physical weapons.

  Tailor (Townsfolk Class): While anyone can make common clothing, Tailors are the only mortals that can craft clothing of quality uncommon or above, and they gain experience from doing so. Uncommon clothing is exceptionally resistant to wear and tear and may even enhance mortal attributes. Some clothing, like Town Guard uniforms, can’t be created by any mortal who does not have the proper Tailor Skills.

  Tailors also create varieties of cloth armor and robes that remain in high demand among Adventurers who choose caster Classes. Finally, they are the only Townsfolk Class that can create an [Unfilled Bag], the expensive bags that allow Adventurers and others to store multiple heavy items without any worry for space or weight.

  Tinker (Townsfolk Class): Tinkers use their Skills, along with rare and key materials, to create marvelous contraptions that are both magic and mundane, and they gain experience from doing so. They can create lamps that burn without oil, magical staffs that store Skill charges, and other wonders. Preceptor Tinkers also create the engines powering the airships that sail the skies above Caelfall.

  Town: A mortal settlement, surrounded by walls, in which mortals reside. At least fifty mortals must take up full time residence in a town before it can be declared as such, at which point the Gods then forbid all Monsters, Demons, and Desouled from entering its walls. The permanent inhabitants of a town are generally Townsfolk, though Adventurers may also take up residence there as well.

  Townsfolk: A mortal chosen by the Gods to grow stronger by undertaking Luxtera’s Climb, where they must complete successively difficult tasks involving cultivation, crafting, or public service on the way to the divine level cap of 20. Once chosen as Townsfolk, Townsfolk remain bound inside the walls of their town of birth until they reach the level of a nearby zone. Townsfolk may travel freely during the day but must enter the walls a town before nightfall, or the Gods will turn them to salt.

  Certain exceptions to this policy may be gained by accepting Quests to travel between towns or complete certain tasks. This allows Townsfolk to complete journeys between towns that require multiple days of travel. However, the expense involved discourages casual travel between towns.

  Trial Age: A mortal of age sixteen or seventeen.

  Unclassed: A mortal whom the Gods have not yet chosen as Adventurer or Townsfolk, anyone under the age of fourteen. These mortals may begin earning experience upon turning fourteen, and may use any Skill they acquire while leveling. Once an unclassed reaches the age of sixteen, they may also undertake the Ceremony of the Path, where the Gods will make them Adventurer or Townsfolk.

  Unfilled Bag: A crafted travel pack that contains a magical pocket that can hold a huge number of belongings without any increase in weight. Due to the harsh environment inside the bag, it cannot store anything living. However, it can store any number of inanimate objects.

  Vitality (Attribute): A mortal’s hardiness, increased by being wounded in battle or exhausting oneself with strenuous physical activity, like running. A mortal gains 10 Health Points for each point of Vitality. It also determines how long a mortal can push themselves beyond their natural limits.

  Vox, Goddess of Adventurers: One of the four Nurturer Gods, also known as the “Goddess of Battle.” She is worshipped by all who level through combat, and favors those with an adventurous spirit and those who yearn to unlock new discoveries. A patron of Duelists, Skirmishers, and Tinkers.

  Wisdom (Attribute): A mortal’s knowledge of the world and all its aspects. Increased by memorizing new knowledge and casting Skills that require Blood. A mortal gains 10 Blood for each point of Wisdom.

  Xiva, Goddess of the Unseen: One of the four Challenger Gods, also known as the “Goddess of Shadows.” She favors Demons and those who defeat their enemies using misdirection and deceit, as well as those who subvert magic. Patron of Shadowers and Guilecasters.

  Zone: A discrete geographic area within which all Monsters and Demons fall between a specified lower and upper level. While mortals may travel to zones that are higher than their current level, it is difficult or impossible for those mortals to defeat the Monsters and Demons found there without high level help.

  GROUPS

  Don’t forget to join LitRPG Addicts and come hang out with me!

  I’m also very active and thankful for Redditserials, LitRPG Books, GameLit Society, Western Cultivation Stories (Xianxia and Wuxia, etc), Cultivation novels, LitRPG & GameLit Readers, and LitRPG Books Group!

  LITRPG

  To learn more about LitRPG, talk to authors including myself, and just have an awesome time, please join the LitRPG Group.

 


 

  Jake Brannigan, Champion: A LitRPG Adventure (Divine Progression Book 5)

 


 

 
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