《Apostle of the Goddess》Data: Surroundings, Current Status.
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Ok, let's organize what I have learned until now. And however I may want to avoid it, I should also examine my status. In truth, I have been worried about any titles, or abilities, or whatever I may have gotten after killing... Especially about the first one, as from what I gathered, to enter any real city (like the Kingdom one's) and to cross any border, the respective guards will make one stand in a thing called 'Identify Plate'. Thankfully, the information I managed to glimpse in the guild explained that this treasure would only show one's name and titles, and only the ones normally visible by 'Analyze'.
There is a more advanced version of it called 'Analyze Plate', one that would show everything visible to the respective Spell, but such plates are extremely rare, and except the capitals and a few special locations, I should not meet one of them during my journey.
But thankfully, criminal titles (that can not be hidden), as well as the bounties, could be only assigned with the use of a special treasure.
Another important bit of information I learned was why that my looks (namely my white hair) have not made anyone ask about them. It turned out that it was pretty common for people that had any 'Dominion' ascendancy to exhibit traits like that. There were also other traits like extreme stature, or pronounced canines, etc.
Miscellaneous Knowledge
Measurements
For weight, the only four that I have found from the Guild branch here in Churg:
Barrel (5 stones)
Stone (About 6.35 KG as I learned before my arrival)
Halfa (1/2 Stone)
Pebble (1/10 Stone)
For length and distance, the three I learned were unknown and with no reference, but thankfully I found one later. And so I can consider known to me:
Primordial Step (8 Krewila)
Krewila (40 werhn)
Werhn (About 5 meters as I learned from experience)
Probably others exist, but these are pretty much enough for me to get at least a grip.
Time & Calendar
From my own experience, the "day" is about the same as on Earth. But from what I learned, for now, it seems that it's divided into 22 segments. These "hours" are numbered, but clocks are something present only in the richest or noble estates. Even the Guild here does not have one, so people usually just orient themselves by the position of the sun or moon.
There are normally 11 Sun "hours" (Daytime) and 11 Star "hours" (Nightime). But it changes for winter, where there are only 10 Sun(s) and to the other side in summertime (10 Star(s)).
So if we take into account the presence of a clock, midday should be somewhere around... the 5th Sun (?).
Churg uses the Kingdom's calendar, which is simply a renamed one of the Empire (and so can be considered the normal human calendar).
Only two seasons have actual names, being the Ice (Albeit Winter seems to be used as well) and the Fire (Summer works fine), with the earth spring and autumn going as "mid-season". I could not find much information about this, and asking something so common would be strange, so I hope to find a book or scroll that explains this.
As I was never awake during the night, I did not notice, but... There is a single moon that follows about the same circle as on earth, just slightly slower and exact.
Months are referred to as Mooncircles (Or Moons for short), and contain 32 days. Except for every 8th day, which is called Gods day, no other days of the 8 days week are named.
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As a side note, I am referring to the moon as the moon, but the formal name would be "Ascolia".
The sun also has a formal name, namely "Infrus".
12 equal Mooncirles constitute a year (the term is the same). The Kingdom names the months for the ancient Primordials who ruled the world before the gods (any gods?) arrived.
Xiro, Lord Of The Snow - Winter
Izzae, Lord of The Ice - Winter
Puray, The First Life - Midseason
Iphio, The Magnificent - Midseason (and also the 1st month of the year!)
Rasu, The Flaming - Summer
Rophedoa, The Scorching - Summer
Qirviontut, Eternal Fire - Summer
Rionniantel, Lord Of The Yellow - Summer
Saekeidud, The Deluge - Midseason
Ygiriorth, The Dark One - Midseason
Ziandrierth, Lord Of The Hail - Winter
So anyway, today is the 3rd day of the Growing Moon (2nd week) of Rasu.
The current Kingdom's year is the 102nd year of the Sword (Seems to be counted since the kingdom lands took up arms and became a state).
World, Countries, Religions, Surrounding Lands
The information in the guild was indeed a bit cut and failed to include things that I would consider basic knowledge (E.G. Population, Country Size), but it did allow me to learn a few things.
Both the world and the biggest continent known and inhabited is called Lieade. The name is an amalgamation of the Elfic words "Lieat" and "De" respectively meaning "Living" and "Ground".
This is considered the true version, but there were also another two explained in the scroll that I was given to read.
One version claims that the name came from the human words "Li" and "Ader", which mean "Holy" "Land".
And the second one claims that albeit human, the first word was actually "Liea", which means "Our".
The information about races and other inhabitants, as well the countries and states were poorly presented, but I did glean at least a pair of details and the names of each country. And thanks to the young clerk or secretary that had led me to the map and scrolls, I complemented it with a pair of interesting facts.
Kingdom of Neverc - The one closest to me, located only a few hours towards the north. One of the major human states in the world. Renowned for the Knightly Orders it houses, as well for being the only human state with no single religion. One of the "breakaway" states.
Litwalian Empire - Located to the west of my location. Previously the only human state, it remains the biggest one in the entire world.
Their newly ascended emperor is rumored to be someone blessed by the gods and the country has a lot of extreme laws, at least for the commoners. The latter was the reason for the people who founded Churg to escape from there.
Kingdom of Kishelia - Somewhere to the northwest. A human state rival to the Kingdom of Neverc. The current King is just 7 or 8 years old. One of the "breakaway" states.
Radowian Republic - West of Kishelia (?). Most of the population are humans, but seemingly other races are easily accepted. Originally was a single city founded by the Empire, but was later given some conditional freedom and became a separate state during the Empire breakup. Not really a "breakaway" state, but is considered one as well.
Triumvirate of Xult'tak - West of the Republic (?). The only found information says it's a land inhabited by "Half-beasts", "Half-monsters", "Half-people".
Council of Great Forest - The northwestern end of the continent. Inhabited solely by Elves. Entry is prohibited without a special invitation.
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Holy State of Lithandia - The northeastern end of the continent, borders Neverc. Was initially founded as a group of fortified cities designated to enforce Imperial rule in the region. Now is a closed, religious, human-only country. One of the "breakaway" states.
Kigur (Also called the Wild, Barbarians, or Tribes) - A loose group of towns, steadings, and migratory tribes occupying the lands that border Lithandia's south. No information about their population was found.
Sharagzian Kingdom - Southeast end of the continent. Except for the fact that their main inhabitants are dwarves, no information is present.
The last state would be the Minardean Dominion. It is located in a separate continent to the far west (?). Has been at war with the Litwalian Empire since both powers discovered each other. Most of the prisoners, merchants, diplomats, etc. are human (but have a lot of differences to the local ones) but it's rumored to be a land inhabited by a lot of other races.
For the religious part, there was just a small mention of seven known religions in one of the scrolls. And even that one was mainly about what items are considered important/sacred/used in worship. So except for the names, I am almost in the dark. Well, except about the things I managed to learn about from my guide.
Overseeing Ten - A pantheon of ten gods, each with his specialization. The main god is called Osbus, The God of Life. The main tenets are to work hard and make the gods proud of you. A temple is present in almost every Kingdom of Neverc's city, and the capital has individual temples of every god. It is also very popular in the Radowian Republic and the main religion of the Kingdom of Kishelia. Each of the gods has a small separate cult, followed by men and women who feel closer to its specialization (E.G. The clerk is both a follower of the Ten and the Cult of Yona, Goddess of Luck, Fortune, and Commerce).
Items - Depending on the god (can be from a simple coin to jewelry, tools, or food).
Imperial Faith - Main tenet reads that Zihet, the supreme conqueror, along with his heavenly generals rules the heavens and from there encourages the chosen one (Emperor) to emulate him on land. Has a far more open-minded branch called Zihetism, which is well accepted in the Kingdom of Neverc and common between military men. For this latter, the idea is that any warrior is a chosen of the supreme conqueror, and the better one fights, the more close he becomes to being selected for the heavenly army.
Items - Weapons and Armor.
Beast Lords - Common in the Triumvirate, seems (actually marked as seems, I wonder why?) to have a small temple in the Kingdom's Capital as well.
Items - Beast and Monster fangs, claws, tusks, pelts.
Mother Nature - Elven religion, has no gods or deities, being more or less a codex of conduct and respect for the land and its beings. Uncommon everywhere except the Elven Great Forest, but has a few shrines in other lands.
Items - Wooden accessories and herbs.
Cult of Buxoshi - A small religion that came from the Dominion. Follows a single god, namely Buxoshi, the god of the Circle. A small temple is present near the Kingdom's Capital.
Items - Refined Materials.
The One - The religion of the Holy State of Lithandia. The main tenet goes along the lines that all gods except one are fake. Albeit not outlawed in the Kingdom of Neverc, it is not represented with temples or shrines (at least from my guide's words).
Items - Incense, Candles, and Aromatic Herbs.
Gathering of Eitrezor - A dwarven religion about which no details are shared with other races.
Items - Gemstones (a small note next to it reads "likely").
As I was told by Reuben, the map present in the Guild was pretty small, and only covered what looked to be around two-three hundred km to each direction (at least judging from the time to reach Megvuroz).

Attributes
NAME ORIGINAL→CURRENT / MAX Health* 100% / ?% Mana 17→31 / ? Stamina* 100% / ?% Strenght 11→14 / ? Body (Constitution) 20→25 / ? Agility (Dexterity) 15→18 / ? Willpower** 100 / ? Magical Affinity 1/1
* I have not found any way to go over the 100%, but I still see that something "over" is possible.
** It had decreased previously for some reason, but now it's back on 100.
Skills & Abilities
Social
NAME (ORIGINAL) CURRENT/MAX Speech 15→16/100 Manners 15/100 Education 21/100 Persuasion 14/100 Translator 13/100 Deceit 17/100 Entertainment 12/100 Arts 5/100 Writing 13/100
Economics
NAME (HOW I SEE IT) (ORIGINAL) CURRENT/MAX
Negotiation
12/100 Economics 10→11/100 Smithing (Armor-, Weapon-, Metalworking, etc.) 5/100 Medicine 5/100 Plants (Foraging, Gathering, Farming, etc.) 7→14/100 Labor (Mining, Woodcutting, etc.) 5→11/100 Housekeeping (Cooking, HomeEc, Cleaning, etc.) 16/100 Merchant Eyes (Appraisal?) 10/100 Counting (Mathematics?) 20/100 Invention 5/100 Machinery 6/100 Tailor 0→2/100
Adventuring
NAME (ORIGINAL) CURRENT/MAX Camping 8→9/100 Orientation 9→13/100 Mapping 9→10/100 Danger-Sense 50/100 Identification 11→13/100 Being's Lore (Beasts and Monsters) 6/100 Subterfuge (Lockpicking, Traps, etc.) 4/100 First-Aid 7/100 Poisons & Antidotes 3→6/100 Crafting 11→12/100 Hunting 0→5/100 Fishing 0→3/100 Terrain: Forest 0→8/100 Terrain: Waterside 0→2/100 Terrain: Plains 0→2/100 Terrain: Urban 0→1/100
Martial
NAME (ORIGINAL) CURRENT/MAX Slashing 10/100 Piercing 6→7/100 Bludgeoning 4/100 Quick 7/100 Force 4/100 Close-Quarters 9/100 Middle-Quarters 11/100 Ranged-Combat 8/100 Accuracy 15/100 Timing 11→12/100 Shield-Combat 1/100 Unarmed 5/100 Counter-Attack 6/100 Feint 5/100 Dodge 5/100 Parry 6/100 Block 3/100
Other & Special
NAME (ORIGINAL) CURRENT/MAX Student 25/100 Memorization 25/100 Teacher 10/100 Maintenance 5/100 Beasts and Monsters (Taming, Training & Riding) 2/100 Leadership 4/100 Command 2/100 Planning 4→5/100 Critical Thinking 20/100 Nature 5/100 Spirit 5/100 Afterlife 2/100 Apostle 1→2/? Faith ?/? Castigator* 0→1/?
*No explanation is present, but I am fairly sure this has to do with how I felt/what I did during Kierra and Angelique's kidnappers incident.
Magic
NAME (ORIGINAL) CURRENT/MAX Earth 4/100 Fire 4/100 Water 4/100 Air 4/100 Life 2/100 Death 2/100 Light 1/100 Darkness 1/100 Holy 1/100 Demonic 1/100 Utilitarian 15→20/100 Mana Sense 10→11/100
Specialized Magic
NAME (ORIGINAL) CURRENT/MAX Spell Creation 18/100 Runes 3/100 Enchantment 3/100 Crystalsmith 2/100 Battlemage* 0→5/100
*I previously read that this basically means the ability to use spells in combat (without fucking up).
Spells
NAME (ORIGINAL) CURRENT/MAX EFFECT (Original→Current) Analyze 100/100 See target's skills, status, and titles. Mastery affects information and exactitude (Absolute). Mark 1→3/100 Leave a mark on the target to sense its location. Mastery affects range (1 km→1.5 km). Record 1/1 Create a log of words, actions, or thoughts. Affected by user's memory. Life-Radar 1→7/100 Sense living beings in a zone. Mastery affects the zone's size (500→1100 mt). Low-Illusion 2/100 Create unanimated illusions of objects. Mastery affects size and distance from the caster (<1 sq.mt, <5 mt). Floating Board 5/100 Create a square floating board that follows the caster. Mastery affects the size and lift (1 sq. mt, <10 kg) Light 1/10 A small luminous orb that illuminates the surroundings. Mastery affects light's strength (<10 mt) Signal 1/10 Signal light shot by caster that can be seen from afar. Mastery affects signal's visibility (<1 km) Shaped Mana 3→8/100 Simple and transparent mana construct. Can take any form. Mastery increases size and durability (<15000→<40000 cubic cm, Tin→Iron). Flint 2→3/10 Small flame created from mana, can be used to start up fires, lit candles, etc. Mastery affects flame intensity (Candle→Torch) Clean 3→4/10 Separating dirt and impurities from any object. Can not be used on living beings. Mastery affects speed (70→60 seconds per sq. mt). Filter 1→3/10 Separating dirt and impurities from any liquid substance. Mastery affects speed (100→80 seconds per liter). Storage 100/100 Allows storage of unanimated objects in a separate dimensional space. Size depends on mastery (Unlimited - granted by Sepyre). Cut 5→8/100 Creates a thin, controllable blade of mana. Mastery affects the size and durability/strength (<50 cm→<80 cm, Copper→Iron)
Perks
NAME DESCRIPTION (READ OR HOW I SEE IT) Weapons Knowledge Knows about weapons and how they are used. Native Communication Knows several languages and scripts. Status Screen Permanent, modified analyze spell. Inventory Modified storage spell. Divine Fury* ?
*Nothing is explained, but I suppose it may be the state I entered before. I hope to find a way to avoid it in the future.
Talents & Traits
NAME SIGNIFICANCE/EFFECT Apostle (?) Marked Marked by a Divine Investigation Talent for finding clues and hints that can lead to some kind of discovery. Logic Talent for making logical connections. Uncommon Knowledge Knowledge unknown to most. Quick Learner Can grasp new things quicker than others. Absolute Health Is not affected by poisons, illness, drugs, etc. All-Seeing Can see hidden or otherwise unseeable stats, talents, skills, etc. Infinite Storage Has absolutely no limits to one's storage. Addicted One or more addictions. Language of Gods* Knows the Divine language.
*I asked the girls if they heard what I said while rescuing them, and found out that they did hear, but did not understand a single word of the "In the name of the goddess...".
Titles
NAME SIGNIFICANCE CAN BE HIDDEN? (CURRENT) CONDITIONS Apostle of the Goddess Sepyre Chosen by the divine as her apostle. Conditional Will remain hidden for anyone who does not know about the Goddess Sepyre. Unique Apostle Only apostle of a Divine Yes (Yes) - Terra's Son Born on the planet Earth (Terra plane). Yes (Yes) - Unknown No fame or deeds No (No) - Jack of all Trades More than 10 skills at a level equivalent to "Master". Yes (Yes) - Knowledgeable Magician Well versed in Magic lore Yes (Yes) - Divine Descendant Has the blood of a Divine being in his veins. Conditional Can be only seen by God-level beings. Justiciar* Has brought justice to criminals. Yes (Yes) -
*From the wording, it seems that my execution of the criminals is considered justice. Anyway, it can be hidden, so it will be hidden.
Inventory & Equipment
After the previous discussion (during which I mainly kept quiet and the girls decided things), we have bought a few dozens of things. Also, it was decided that I should keep my magic hidden for a while, especially while we travel with people we don't know.
This means that everything that I should carry, will be now present physically, with my storage relegated for things that should be hidden, or simply will be not needed.
Money
After all the purchases and getting paid by Dorina, my wallet contains 14 Silver Crowns, 3 Town Coppers, 3 Small Coppers.
Which amounts to 158 coppers in total.
Equipment
Black Cloth Shirt Purse Black Cloth Pants Knapsack Leather Boots (with socks!) Cloth Belt (Cut from the cloth I bought) Knife (The bandit's one, tucked under the belt) Health Potion x2 (tucked under the belt)
Inventory (Knapsack)
Portable kitchen stuff
(Flat trivet, small cauldron, bakestone, spit, and sundries) Unperishable ingredients for two days meals
(Grains, dried vegetables, stockfish (resembles a dried cod), jerky) 5 canteens (a liter each), 4 used for water, and the last is still filled with the bandit's alcohol (strong herbal liqueur called Witch's Grog by Zakhar) Bandit's Hatchet
(Added as a tool) Flint & Tinder Cloth cleaning and maintenance stuff
(Lye soap, washing board, needles, thread, scissors) Two bundles of cloth A thick blanket One werhn of "good" rope
(About 5 meters long, 5 cm thick). A small portable oil lamp and a small wooden bottle of oil (about 0,3 liter)
I wanted to find a sheat for the sword and carry it on me, but after asking Zakhar, he said that it would be unwise. Seemingly carrying a sword would sign me as a warrior, and whatever happened on the road I would be better considered as a clerk. It sounded a bit ominous, but I agreed that it was better to keep myself away from any incident.
Inventory (Storage)
All my improvised tools and clothes, the remaining 10 herbs, the poisonous herbs, some food (fish, bread, etc.), a spare knapsack, the 'Earth Blood', the 'Gloomclaw', some trash (grasses, leaves, rocks), the remaining bandit's stuff (including the... ahem... bounty), and even about 10 liters of clean water.
Dorina's notes are also stored, as I considered it to be "strange" for a simple "clerk" to carry something like that openly. In any case, I will give them a read when the time permits as they are pretty thick (I would say about 4 meters long if the 12 scrolls are combined).
Now it's time for me to sleep as tomorrow my first "job" starts.
We will be traveling from Churg to Megvuroz, a journey that is expected to take an entire week. Our first stop will be the Kingdom's border town, Drogzilg. And the latter is 20 "Primordial Steps" (32 km?) from here. Let's try and not jinx it, but... Sepyre, give me a safe journey!
It's for your sake after all!!!
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