A Systematic Guide to Risenholm
Posted: Wed Jul 07, 2021 4:52 pm
Author’s Note
As I sit here, alone at the edge of a cliff, I find that it is not impossible to view this entire world and its inhabitants as a terrible after-effect of some dreaming and demented being or beings. Which, as you might learn later, is more than just a possibility - it’s a probability!
And so, we come to the crux of the matter. Inside these carefully written pages, laid out before your eyes, will be a collection of my experiences, my noteworthy interactions, and whatever else I find that will be of interest to the coming generations and their ilk. We shall begin, as is proper, with an introduction and a brief explanation as to the personage of the author.
My name, so far as I might remember it, is Shayol Athandar. Before my coming to be in this existence, I was nothing - and yet now, here I am. Or, well, so I might say, but with the nagging sensation of a man that has sat upon his legs for too long and stood up suddenly to try and dance, little nagging sensations insist that I know more about myself than I might perhaps at first perceive.
I will not refer to my name or whatever memories I might ‘find’ during the course of these explorations. It is, as it stands, irrelevant to the purpose, the crux of this novelization. For, this, as the title might suggest, is a systematic guide to the world and its systems, as far as I am able to deduce.
As for a dedication, it is with a simple and straightforward thought that I decide to dedicate this book to whomever dares to pick it up and read it. I, the author, salute you!
Getting Started and Various Other Details
If you ask anyone what they remember, most of them will answer with the same general memory; crawling or climbing from the Well itself. This is not to be an uncommon occurrence, but we’ll get to that in a moment.
As you may have noticed upon awakening, there is something very, very wrong with the Well. It is damaged - according to the locals, by the former Captain of the Guard, for whatever reason. This damage means that those who arrive in the world are likewise damaged more than might be considered ‘normal’ until relatively recently.
When I, dear reader, first arrived in this damned world, I find that the thing I remember most was the feeling of my fingers digging into the stone. Clawing, climbing, ripping my way from that depth. The slick warmth of my own blood pouring from countless wounds that I had no memory of. In fact, the few memories I did have in that moment were all coalescing and scrambled, like someone or something had condensed them into an unholy slurry.
Now, there is something to note about coming out of the Well, which will be stated now. You need not worry about dying from wounds such as those you received when you arrived; for, whatever reason it might be, once you arrive in this world, you cannot leave unless you take the plunge yourself.
Whatever is it I mean by that, you might ask? Well. I can’t really explain it, but whenever you ‘die’ - be it from jumping off a cliff, getting your head chopped off, or whatever else - you will ‘revive’ at the Well. You will simply reappear, fully intact, lacking a few items perhaps but otherwise unscathed. It is not a pleasant experience, from what I have gathered - you’ll understand that when you’re as skilled and practiced as myself, you don’t suffer such fates easily.
No, it appears there are only two ways to leave this world; dying of old age (as the graves in the cemetery appear to imply) and jumping, willingly, back into the Well. By all accounts, taking that irreversible plunge yourself back into those depths is simply - it. You leave. You are gone. Poof.
Regardless. As for a proper guide, once you are free from the medical embraces of the good doctor, you’ll find that they are generous and give out a sample of various supplies you might need to make it through the day once you are through. The veteran Scar hunter (we will get to Scars soon enough) who is located near this merchant is also more than willing to give out advice.
Now, I will offer a little shopping list for you, after an explanation on some of the stranger aspects of items that you might not remember from whatever passes as memories in your newly-Risen, addled brain. Feel free to inject your own objects here where needed.
Please note that when you arrive, you’re gifted a small stipend of gold, potions, and other miscellaneous things. These are absolutely useful, of course, but I am going to be writing this list as if you had not received them. Besides, it’s never a bad idea to over prepare for every possible occasion; it’s gotten me out of many poor situations.
Oils: Oils are a special poison coating, to put it simply, that you apply to your weaponry. There are various ‘flavors’ that you can choose from, which will do many different things to whatever it is you hit - but to put it basically, they’re extra damage to your foes. Make sure you have some for undead, vermin, and elementals. As I will explain when I begin talking about Scars, those three will be universally useful for your first few hunts.
Warding Potions: These apply various magical enchantments and protections upon your person, protecting and warding you from the attacks of your enemies. Be it by making your skin as hard as bark, making an invisible shield that will protect you from low-level spellslingers, or even making you a ghostly, shifting visage to your enemies- all are useful. Make sure you carry at least two of each. Do not drink them all in one sitting.
Enhancement Potions: Much like the above potions, these are likewise a mixture of various elements (we’ll get to what, exactly, at some point!) that will not only make you a more effective fighter - they’re also make you more handsome and wiser! Though I would not rely on them for all things. If you’re a shitty person, to put it bluntly, no amount of potion will fix you. Carry two of each upon you at all times, is what I would advise; and like above, do NOT drink them all in one sitting.
Healing Kits: These are - well, what do you expect? Bandages, needles, thread, a bit of sanitizing alcohol. Always carry at least four of these upon your person, for they’re infinitely handy in a variety of dangerous situations. Such as when your comrades have had one too many blows to the head, but are still more-or-less intact; using one of these, with the proper training (which we will get to) can save their lives.
Armor: If you need me to tell you what armor is, I don’t know if I can really help you. I will do my best. For those that do need to know - it’s a protective layer that goes over your bare skin to prevent things such as blades and acidic spit from burning straight through your flesh. Wear whatever feels appropriate to you.
Weapons: The opposite of armor, as it happens. These are blunt or sharp objects that can be used to deal vast, gaping wounds in your enemies. Use whatever you remember having training with, or whatever you think is going to help you to stay alive the longest. Either works, and frankly, even if you just pick a club of wood, you can swing it enough to become skilled in it eventually.
Ammunition: Some weapons, specifically bows, crossbows and slings, require you to have this. It’s a fancy word for arrows, bolts or bullets. Don’t overthink it. Make sure you carry more than enough for what you think you’re going to be doing, and then buy that same amount again, because frankly this is Risenholm and you’re better off being over prepared.
Containers: Bags, boxes, satchels, funny little containers. Buy one of these to put your food and potions in, if you’re a bit of a control freak like myself. It helps you to keep your pack organized in the long run, and they don’t weigh too much. Or just, I don’t know, throw it all in your larger satchel like some sort of maniac.
Runes: Elemental one-time use Power runes that can be rubbed upon your weapon to make it a little more spicy. Now, pay attention to the information I list later on in this document; every single enemy you run into has a specific and proper weakness when it comes to these, while some are completely immune to others.
Using this list of various things, and keeping it in mind, this is what I recommend for an initial inventory:
2 of Every Enhancement Potion.
2 Potions of Protection
2 Potions of Death Ward
2 Potions of Blurring
2 Potions of Shield
2 Potions of Barkskin
4 Healing Kits
4 Light Healing Potion
1 Leather Satchel
1 Suit of Armor (Reader’s Choice)
Weaponry Appropriate to the Reader (With relevant Ammunition, as Necessary)
1 Fire Rune
1 Vial of Elemental Oil
1 Vial of Undead Oil
1 Vial of Vermin Oil
Simple, isn’t it? It will grow more and more convoluted as things go on, trust me; but this is a good starting collection of objects that you should insure you have before leaving the Well. Ask for help from the veteran Scar-hunter (you’ll know him by sight, though you must have already seen him if you’re reading this book. Frankly this first-timer information is more-or-less wasted, but this is a guide and I am nothing if not thorough).
From there, you should leave the Well. Do not, in any way, attempt to damage or hurt the Well. You will be killed. And yes, I know I said the only way you could permanently die was to jump into the Well or die of old age - but frankly, if you try to fuck with the system, you will be thrown into the Well. And what is being thrown, if not involuntarily jumping?
Heading outside, you’ll find yourself in a square. Across from the Well building are two buildings; one is the Tavern. It is possible to find a room to stay here for sleeping arrangements; but don’t expect it to be, well… comfortable. Or permanent. Or private.
To the right and ahead of you, will be the Temple to the Sleeping Gods. I recommend you not go there. I suppose there are also some cottages of various townsfolk. Don’t enter those, it’s rather rude to barge into people’s homes.
More importantly, directly to your left, there is a small building set in just next to the Well building. That is the storehouse. I have no idea how it works, but you can use a chest in there to store as much of the random crap that you get from your adventures as you might desire. Remember this; you will soon have so much ichor and scrap that you will want to know where to put it. And orbs. We’ll get to those later, however.
If you follow the road to the left and head across the river, towards the Mill, you’ll find the general marketplace. The anvils and associated hammers next to them are for cracking open Seeds (we’ll get to those). The strange and rather grumpy looking old man with the cart will buy whatever scrap you don’t wish to keep - leave it on the anvil and talk to him, he’ll cart it over to his little area himself. The more posh looking man with the quill that stands near him will buy any Scar Fragments you might be carrying, for a set price.
A lot of this is just, simply, not going to make any sense to you. Just deal with it, please. I promise it will make far more sense the further along we get in this little guide. Along one of the stalls is a set of alchemical equipment, provided by the Millers (that’s one of the ‘factions’ here, I suppose) that anyone is allowed to use. Using ichor and scrap, you can create your own potions rather easily at one of these. The recipes and the guides on how to make them are listed on the little papers on the desk. Try to be civil.
There’s a few merchants; a blacksmith with basic ironwork, a boy that sells magical scrolls, a potion-maker who also sells orbs and other goods. Honestly, all of them are perfectly fine to talk to. If you must.
Further along the road, you’ll find the Tailor’s shop; this is marked by the creepy-looking mannequin out front, and the big sign that says ‘Tailor’. Going in and to the right, you can work with one of their specialists to make your own outfit - 100 gold for fitting, 50 for accessories. There’s also a man in there who can help you remember fighting styles, I suppose, if you need such a thing.
If you take a right, instead, and head up past the Mill, you’ll find the Mayor’s house. There’s a small library in the foyer which might be interesting (and possibly where you found this book). Don’t burn any of the books, you’ll find that a quick way to be put down.
And I suppose that would be the major highlights of town. There’s more to it, of course. I could go into detail and explain the Dredgers, the Millers and the Reeves; I could explain the history of the little village and the various goings-on that have been happening around town lately. But, and I’ll be blunt, they don’t really matter at the moment to the freshly-Risen. You should be focused entirely on getting your bearings, establishing firmly in your mind who and what you are, and dealing with the present.
We’ll get to the past in time.
As I sit here, alone at the edge of a cliff, I find that it is not impossible to view this entire world and its inhabitants as a terrible after-effect of some dreaming and demented being or beings. Which, as you might learn later, is more than just a possibility - it’s a probability!
And so, we come to the crux of the matter. Inside these carefully written pages, laid out before your eyes, will be a collection of my experiences, my noteworthy interactions, and whatever else I find that will be of interest to the coming generations and their ilk. We shall begin, as is proper, with an introduction and a brief explanation as to the personage of the author.
My name, so far as I might remember it, is Shayol Athandar. Before my coming to be in this existence, I was nothing - and yet now, here I am. Or, well, so I might say, but with the nagging sensation of a man that has sat upon his legs for too long and stood up suddenly to try and dance, little nagging sensations insist that I know more about myself than I might perhaps at first perceive.
I will not refer to my name or whatever memories I might ‘find’ during the course of these explorations. It is, as it stands, irrelevant to the purpose, the crux of this novelization. For, this, as the title might suggest, is a systematic guide to the world and its systems, as far as I am able to deduce.
As for a dedication, it is with a simple and straightforward thought that I decide to dedicate this book to whomever dares to pick it up and read it. I, the author, salute you!
Getting Started and Various Other Details
If you ask anyone what they remember, most of them will answer with the same general memory; crawling or climbing from the Well itself. This is not to be an uncommon occurrence, but we’ll get to that in a moment.
As you may have noticed upon awakening, there is something very, very wrong with the Well. It is damaged - according to the locals, by the former Captain of the Guard, for whatever reason. This damage means that those who arrive in the world are likewise damaged more than might be considered ‘normal’ until relatively recently.
When I, dear reader, first arrived in this damned world, I find that the thing I remember most was the feeling of my fingers digging into the stone. Clawing, climbing, ripping my way from that depth. The slick warmth of my own blood pouring from countless wounds that I had no memory of. In fact, the few memories I did have in that moment were all coalescing and scrambled, like someone or something had condensed them into an unholy slurry.
Now, there is something to note about coming out of the Well, which will be stated now. You need not worry about dying from wounds such as those you received when you arrived; for, whatever reason it might be, once you arrive in this world, you cannot leave unless you take the plunge yourself.
Whatever is it I mean by that, you might ask? Well. I can’t really explain it, but whenever you ‘die’ - be it from jumping off a cliff, getting your head chopped off, or whatever else - you will ‘revive’ at the Well. You will simply reappear, fully intact, lacking a few items perhaps but otherwise unscathed. It is not a pleasant experience, from what I have gathered - you’ll understand that when you’re as skilled and practiced as myself, you don’t suffer such fates easily.
No, it appears there are only two ways to leave this world; dying of old age (as the graves in the cemetery appear to imply) and jumping, willingly, back into the Well. By all accounts, taking that irreversible plunge yourself back into those depths is simply - it. You leave. You are gone. Poof.
Regardless. As for a proper guide, once you are free from the medical embraces of the good doctor, you’ll find that they are generous and give out a sample of various supplies you might need to make it through the day once you are through. The veteran Scar hunter (we will get to Scars soon enough) who is located near this merchant is also more than willing to give out advice.
Now, I will offer a little shopping list for you, after an explanation on some of the stranger aspects of items that you might not remember from whatever passes as memories in your newly-Risen, addled brain. Feel free to inject your own objects here where needed.
Please note that when you arrive, you’re gifted a small stipend of gold, potions, and other miscellaneous things. These are absolutely useful, of course, but I am going to be writing this list as if you had not received them. Besides, it’s never a bad idea to over prepare for every possible occasion; it’s gotten me out of many poor situations.
Oils: Oils are a special poison coating, to put it simply, that you apply to your weaponry. There are various ‘flavors’ that you can choose from, which will do many different things to whatever it is you hit - but to put it basically, they’re extra damage to your foes. Make sure you have some for undead, vermin, and elementals. As I will explain when I begin talking about Scars, those three will be universally useful for your first few hunts.
Warding Potions: These apply various magical enchantments and protections upon your person, protecting and warding you from the attacks of your enemies. Be it by making your skin as hard as bark, making an invisible shield that will protect you from low-level spellslingers, or even making you a ghostly, shifting visage to your enemies- all are useful. Make sure you carry at least two of each. Do not drink them all in one sitting.
Enhancement Potions: Much like the above potions, these are likewise a mixture of various elements (we’ll get to what, exactly, at some point!) that will not only make you a more effective fighter - they’re also make you more handsome and wiser! Though I would not rely on them for all things. If you’re a shitty person, to put it bluntly, no amount of potion will fix you. Carry two of each upon you at all times, is what I would advise; and like above, do NOT drink them all in one sitting.
Healing Kits: These are - well, what do you expect? Bandages, needles, thread, a bit of sanitizing alcohol. Always carry at least four of these upon your person, for they’re infinitely handy in a variety of dangerous situations. Such as when your comrades have had one too many blows to the head, but are still more-or-less intact; using one of these, with the proper training (which we will get to) can save their lives.
Armor: If you need me to tell you what armor is, I don’t know if I can really help you. I will do my best. For those that do need to know - it’s a protective layer that goes over your bare skin to prevent things such as blades and acidic spit from burning straight through your flesh. Wear whatever feels appropriate to you.
Weapons: The opposite of armor, as it happens. These are blunt or sharp objects that can be used to deal vast, gaping wounds in your enemies. Use whatever you remember having training with, or whatever you think is going to help you to stay alive the longest. Either works, and frankly, even if you just pick a club of wood, you can swing it enough to become skilled in it eventually.
Ammunition: Some weapons, specifically bows, crossbows and slings, require you to have this. It’s a fancy word for arrows, bolts or bullets. Don’t overthink it. Make sure you carry more than enough for what you think you’re going to be doing, and then buy that same amount again, because frankly this is Risenholm and you’re better off being over prepared.
Containers: Bags, boxes, satchels, funny little containers. Buy one of these to put your food and potions in, if you’re a bit of a control freak like myself. It helps you to keep your pack organized in the long run, and they don’t weigh too much. Or just, I don’t know, throw it all in your larger satchel like some sort of maniac.
Runes: Elemental one-time use Power runes that can be rubbed upon your weapon to make it a little more spicy. Now, pay attention to the information I list later on in this document; every single enemy you run into has a specific and proper weakness when it comes to these, while some are completely immune to others.
Using this list of various things, and keeping it in mind, this is what I recommend for an initial inventory:
2 of Every Enhancement Potion.
2 Potions of Protection
2 Potions of Death Ward
2 Potions of Blurring
2 Potions of Shield
2 Potions of Barkskin
4 Healing Kits
4 Light Healing Potion
1 Leather Satchel
1 Suit of Armor (Reader’s Choice)
Weaponry Appropriate to the Reader (With relevant Ammunition, as Necessary)
1 Fire Rune
1 Vial of Elemental Oil
1 Vial of Undead Oil
1 Vial of Vermin Oil
Simple, isn’t it? It will grow more and more convoluted as things go on, trust me; but this is a good starting collection of objects that you should insure you have before leaving the Well. Ask for help from the veteran Scar-hunter (you’ll know him by sight, though you must have already seen him if you’re reading this book. Frankly this first-timer information is more-or-less wasted, but this is a guide and I am nothing if not thorough).
From there, you should leave the Well. Do not, in any way, attempt to damage or hurt the Well. You will be killed. And yes, I know I said the only way you could permanently die was to jump into the Well or die of old age - but frankly, if you try to fuck with the system, you will be thrown into the Well. And what is being thrown, if not involuntarily jumping?
Heading outside, you’ll find yourself in a square. Across from the Well building are two buildings; one is the Tavern. It is possible to find a room to stay here for sleeping arrangements; but don’t expect it to be, well… comfortable. Or permanent. Or private.
To the right and ahead of you, will be the Temple to the Sleeping Gods. I recommend you not go there. I suppose there are also some cottages of various townsfolk. Don’t enter those, it’s rather rude to barge into people’s homes.
More importantly, directly to your left, there is a small building set in just next to the Well building. That is the storehouse. I have no idea how it works, but you can use a chest in there to store as much of the random crap that you get from your adventures as you might desire. Remember this; you will soon have so much ichor and scrap that you will want to know where to put it. And orbs. We’ll get to those later, however.
If you follow the road to the left and head across the river, towards the Mill, you’ll find the general marketplace. The anvils and associated hammers next to them are for cracking open Seeds (we’ll get to those). The strange and rather grumpy looking old man with the cart will buy whatever scrap you don’t wish to keep - leave it on the anvil and talk to him, he’ll cart it over to his little area himself. The more posh looking man with the quill that stands near him will buy any Scar Fragments you might be carrying, for a set price.
A lot of this is just, simply, not going to make any sense to you. Just deal with it, please. I promise it will make far more sense the further along we get in this little guide. Along one of the stalls is a set of alchemical equipment, provided by the Millers (that’s one of the ‘factions’ here, I suppose) that anyone is allowed to use. Using ichor and scrap, you can create your own potions rather easily at one of these. The recipes and the guides on how to make them are listed on the little papers on the desk. Try to be civil.
There’s a few merchants; a blacksmith with basic ironwork, a boy that sells magical scrolls, a potion-maker who also sells orbs and other goods. Honestly, all of them are perfectly fine to talk to. If you must.
Further along the road, you’ll find the Tailor’s shop; this is marked by the creepy-looking mannequin out front, and the big sign that says ‘Tailor’. Going in and to the right, you can work with one of their specialists to make your own outfit - 100 gold for fitting, 50 for accessories. There’s also a man in there who can help you remember fighting styles, I suppose, if you need such a thing.
If you take a right, instead, and head up past the Mill, you’ll find the Mayor’s house. There’s a small library in the foyer which might be interesting (and possibly where you found this book). Don’t burn any of the books, you’ll find that a quick way to be put down.
And I suppose that would be the major highlights of town. There’s more to it, of course. I could go into detail and explain the Dredgers, the Millers and the Reeves; I could explain the history of the little village and the various goings-on that have been happening around town lately. But, and I’ll be blunt, they don’t really matter at the moment to the freshly-Risen. You should be focused entirely on getting your bearings, establishing firmly in your mind who and what you are, and dealing with the present.
We’ll get to the past in time.