《The Lore Of Arcania》 Tivus - The Drunkyard In the Khaaril Empire, Tivus is incredibly smart, most likely due to his passion for reading thanks to his father and the library his old man owns, it¡¯s where he spends most of his time when he is not home. Despite being incredibly smart, Tivus is also monumentaly lazy, barely leaving his couch to reach for food, not only that, he is also a raging alcoholic, tho this last quality rarely affects his ability to showcase his intelligence. This content has been misappropriated from Royal Road; report any instances of this story if found elsewhere. Tivus is the owner of the Belbow, a merchant union he inherited from his uncle when the latter died, he barely runs it himself, being often too lazy or too drunk to operate the buisness on his own, so he delegates most of the work and management to his board of investors, whom he knows know better than him when it comes to running a functioning buisness. Tivus has a younger step brother, Suvit (same father, different mother), whom he barely even considers. Dweller - The Toy Spider Deep within the Kingdom of Shamatoska lies an ancient dungeon, nestled in the depths of a cavern filled with poisonous flora and tangled shrubbery, its labyrinthine expanse divided into myriad small zones. Within these shadowy confines dwell peculiar and restless creatures, each zone inhabited by monsters resembling puppets, ceramic dolls, and music boxes from a bygone era, their visages marred by cracked features, limbs punctured, and malevolent gazes brimming with insatiable bloodlust. Support the author by searching for the original publication of this novel. At the heart of this macabre realm reigns Dweller: a colossal music box adorned with a clown''s face, its proportions exaggerated, supported by eight imposing spider-like legs. Feared and revered alike, Dweller is whispered to be the second mightiest creature to lord over the treacherous caves of Shamatoska, its presence casting a pall of dread upon all who dare to tread within its domain. Belz - The Sentient Wasp In the Kingdom of Tavish, Belz rules his HIVE, whose members are his very own sons whom he hatched himself over a period of 5 centuries. Belz appears to be a sentient wasp/bee hybrid, despite his primitive appearance, he speaks in a very articulate and gentlemen like way, often being compared to a business man thanks to the way he talks and carries himself. Cunning and strategic, Belz is dedicated to his goal: the dominion over all undead creatures and servants with the goal of creating a powerful army to overthrow the kingdom. Support the author by searching for the original publication of this novel. Belz is a terrific manipulator and strategist, nothing short of a truly evil mastermind, he can charm about anyone despite his terrifying and grotesque appearance, even appearing vulnerable at times to catch his prey off guard, those he cannot charm, he can kill with his bare hands. Despite his evil and manipulative nature, he does have a soft spot for Milly, a human child whose life he saved by killing a group of undead in a forest, since then, Milly sees him as a good person despite him always stating the opposite, tho her insistence sometimes makes him question himself and his goal. Jango - The Liar Within the Principality of Werton, this human is one of the most famous and peculiar individuals wandering the cities. A short man with fair skin, in shape and full of adventurous tales to tell to every citizen he encounters: although they are all fabricated. Indeed, Jango is actually quite unexpected: vain, deceitful, witty, and a tad arrogant; the lies he uses (almost always) usually serve the purpose of flattering those he meets or intimidating those who mock him or attempt to challenge him. One of his strange and secretive peculiarities concerns when he is challenged directly: if someone happens to doubt his statements (an adventure that happens quite often), he is ready to do anything - and I mean anything. It is rumored that while having lunch in this small local establishment in his Principality, he saw a little child sitting on a table crying; he went to his table and told him how he had managed to defeat a dragon in the Gremlin mountains. The child did not believe him, as that creature was famous for having two heads; consequently, Jango tried in every way to convince him, but nothing seemed to persuade him. Enjoying this book? Seek out the original to ensure the author gets credit. It was then that he invited the child to return to the same inn the next day at the same time, promising him that he would bring him the heads of that dragon (which he did not have). In the night, he went to that mountain and easily and boldly defeated the dragon. Needless to say, the next day the inn and the child did nothing but admire his skills. Frank - The Blacksmith In a lively village nestled in the heart of the Grand Duchy of Matul, lived a grumpy and irascible dwarf named Frank. Despite his small stature, Frank was the most renowned blacksmith in the entire country, known for his exceptional craftsmanship and unmatched skill at the forge. However, Frank''s irascible nature sometimes drove potential customers away, leaving him with few orders to fulfill. Consequently, he spent much of his days alone in his workshop, surrounded by the warmth of the forge and the steady beat of his hammer. If you stumble upon this narrative on Amazon, be aware that it has been stolen from Royal Road. Please report it. Despite his rough character, Frank had a loyal apprentice named Layra, a young human girl who had a natural talent for the trade. She had come to Frank seeking apprenticeship, and despite his initial resistance, he had taken her under his wing. Layra quickly became like a daughter to Frank, and he found himself growing fond of her, despite his gruff exterior. She was the only one who could ever calm his fiery temper and make him smile. Gary - The Clumsy Thief In the Kingdom of Shamatoska, there lived a particularly clumsy goblin named Gary. Despite his desire to profit from the misfortunes of others, he was unfortunately afflicted with a severe lack of wit. Gary typically made his living with the few coins he could gather by stealing from any passerby he could find. His preferred method of thievery was to disguise himself as a bush along the main path, where he would patiently await his victims. The first to pass by was a wealthy merchant carrying a sack of gold attached to his belt. Gary leaped forward, reaching out for the gold. But in his excitement, he tripped over a root and fell heavily onto his prey. The gold rolled away, and the merchant burst into hearty laughter. Next, he spotted a royal maiden strolling with her jewels. Gary decided to borrow her pendant, thinking no one would notice. With great care, he managed to detach it from her necklace. But as he attempted to make his getaway, the maiden noticed the theft and cried for help. The little goblin fled, but not before the guards caught and severely scolded him. Love this story? Find the genuine version on the author''s preferred platform and support their work! Despite these failures, Gary did not give up. He thought perhaps the gold was too closely guarded by its owners. He decided to target a dragon known to possess a considerable treasure. Armed with a wooden spear and a papier-mach¨¦ helmet, Gary approached the dragon''s cave. He entered cautiously, but his helmet fell over his eyes, causing him to lose his way. He wandered around in the darkness until he stumbled upon a pile of gold coins. Excitedly, Gary began to gather the gold, but the dragon awoke from its slumber and let out a deafening roar. He dropped the gold and fled, pursued by the dragon''s flames. Despite this personal setback, he did not give up. He continued his career as a bumbling thief in all the cities of the Kingdom. Ku - The Stupid Orc In the warm Federation of Coreteria, where mountains rose like titans and forests whispered ancient secrets, lived a young orc named Ku Or Ven. At the age of 21, he was a mighty warrior, tall with muscles that bulged like taut ropes. However, despite his extraordinary physical strength, he was plagued by a foolish ignorance. He was the leader of the great tribe of the Oz, heir to the legendary Or the Great, renowned throughout the Federation for their perilous nature. Within this perilous tribe, besides having a leader undoubtedly strong but lacking any kind of knowledge and maneuverability in magical science, there were some types of orcs who, through the inheritance of their parents/grandparents, had managed to obtain the Berserk form. The latter was always used in the most difficult or complicated moments of battles. These particular orcs, along with their leader, were called "warriors," for their strength, audacity, physical stature, and their commendable stupidity. Support creative writers by reading their stories on Royal Road, not stolen versions. Within the group, there are the figures of orc shamans: these were the only orcs to have excellent knowledge of the magical world and beyond; they possessed excellent intelligence and inventiveness, superior to a good portion of humans in that Federation. Their peculiarity was to be born once every 100 years, consequently passing on their knowledge to their successors. Alara - The Elf and The Ancient Magic In the Republic of Baram, where the sunlight warmed hearts, lived an enigmatic elf named Alara. Her secluded abode nestled among imposing oaks, its walls adorned with intricate carvings echoing the whispers of a bygone era. Within her sanctuary, she spent countless hours delving into ancient scrolls, tracing with her nimble fingers the faded script of forgotten tongues. As the seasons passed, the elf''s solitude became her sanctuary. She found solace in the murmuring of streams, the gentle caress of the wind, and the chorus of birds filling the air. Yet, beneath her serene exterior, a restless longing burned within her. Driven by insatiable curiosity, Alara ventured beyond her familiar surroundings. She sought out hidden valleys and secluded groves, where remnants of a once glorious era lingered. With reverent hands, she gathered herbs and flowers, their ethereal scents promising wonders both medicinal and alchemical. Help support creative writers by finding and reading their stories on the original site. In her alchemical chamber, her skilled hands danced over bubbling cauldrons and flickering flames. She blended the ancient knowledge of her parents with the gifts of nature, creating potions that shimmered with iridescent hues. Each concoction held the promise of healing, rejuvenation, or the unveiling of forgotten secrets. As Alara delved into her studies, she began to unravel the enigmatic characters of the ancient language. Though adept at potion-making, her limited knowledge of the ancient tongue proved vexing; she embarked on a thorough process of study, laying the groundwork to decipher ancient characters. Even in her solitude, the elf found contentment. Her connection to nature and the wisdom of the ancients filled her with a sense of purpose and belonging. And so, she continued to reside in her secluded abode, guardian of potion knowledge and relentless seeker of the ancient and the past. Karl - The Star Chef In the heart of the Duchy of Khoor, worked a virtuoso culinary named Karl. He was the head chef of "The Wizard''s Banquet," a respected restaurant renowned for its exquisite cuisine. Yet, amidst the symphony of flavors and aromas, Karl''s true passion lay in his humble hamburger. Karl had spent years perfecting his craft, experimenting with countless combinations of ingredients and techniques. The Sisam burger was a culinary marvel, cooked to achieve a perfect balance between rare and medium, ensuring the burger''s juices remained fully intact. His beef meatballs, another specialty, seasoned with a secret blend of herbs and spices, bestowed upon them an unparalleled depth of flavor. On a fateful evening, as the lights of the Duchy gleamed outside, a group of discerning diners entered the establishment. Among them was a renowned culinary critic, Edge, whose palate had been acquainted with the most illustrious culinary creations. As the critic perused the menu, his eyes fell upon Karl''s humble masterpiece: the Sisam burger. The story has been taken without consent; if you see it on Amazon, report the incident. Intrigued, the critic ordered the burger, expecting nothing more than a mundane meal. But as the first bite melted in his mouth, his expectations shattered. The bun, soft and slightly chewy, enveloped the perfectly cooked patty, its juices mingling with the spicy sauce and sweet onions. The symphony of flavors danced on his tongue, evoking a profound culinary experience. Word of Karl''s exceptional burger spread like wildfire through the culinary circles of the Duchy. Soon, patrons of every social class flocked to "The Wizard''s Banquet" to taste the culinary enigma that had captured the imaginations of the most discerning epicures. The hamburger became synonymous with Karl''s name, a testament to his unwavering dedication to the culinary arts. Every day, at sunrise, Karl donned his chef''s attire and meticulously prepared his hamburgers, each one a masterpiece in its own right. The Crusader Little is known about the "Crusader," and what little is known is often told under the guise of a fairy tale to scare children. Some argue that it truly exists. It is said to resemble a knight in obsidian armor, invincible, silent, with a sword soaked in the souls of the unfortunate on whom it is used. This sword is said to be capable of piercing and cutting through any living or non-living being and everything that exists in nature, regardless of the material it''s made of. The "Crusader" is said to travel among the true kingdoms, making its presence known through a whistle carried by the wind, much like the call of any bird. Upon its presumed arrival, the animal population of the kingdom graced by its presence assumes a neutral behavior, indifferent to any stimuli, entering a state of hypnosis. According to the most common descriptions, the animals'' eyes turn as black as night, and they cease to make any sound or movement, perhaps even ceasing to breathe, effectively becoming statues. Unauthorized usage: this tale is on Amazon without the author''s consent. Report any sightings. According to the testimonies of those who believe in its existence, when the "Crusader" appears in a kingdom, its purpose/mission is to eliminate with great prejudice those it deems to be "heretics." Some argue that it is a devotion to the god Vuctur, while others simply believe it to be a lunatic madman. But one thing is certain: wherever its whistle is heard, death will follow. Ricky - The Weeping Hero In the vast and chaotic Principality of Werton, traveled a human named Ricky: of average height, semi-robust but agile, wavy blond hair and a light suit that aided his fluency. A skilled swordsman who loved to travel from nation to nation, earning a living by accepting assignments from all over the world, ranging from simply delivering goods to having to kill people of equal importance as a person and skilled in combat. His nickname was the weeping hero. His experience and skill in combat was also characterized by his character side, where brain and heart met and decided the fate of the actions and procedures that needed to be performed in specific situations. One day Ricky, while going through a dense forest to accomplish a mission, encountered the group of rebels he was looking for. As Ricky confronted 4 of these bandits, cutting off their arms, breaking their heads with simple punches, he saw one of them touching a simple little girl. The weeping hero was overcome by an intense feeling of fear, and, detaching himself in less than a couple of seconds from a bandit he was beating, he launched himself directly to protect that little girl; he broke the skull and cut off the head of the one who was bothering her. Ricky, through it all, was crying. This text was taken from Royal Road. Help the author by reading the original version there. Ricky continued his journey, and with it, his daily quests as well; also meeting nice elders with whom he could converse. One of them became particularly fond of him. This old man''s name was Eldor, and he ran a small establishment in a small town of Werton, a fairly quiet area. Ricky was there to kill and settle a bounty placed by Eldor. This, referred to a strange animal: a bull-like beast with a strange mane that went from head to torso, blond, about the size of 2 cariole and as tall as a normal human. The monster was called Sanabo, a name that was not exactly common and did not convey much fear, but its appearance and face reiterated this concept: evil was in its eyes. Ricky, imbued with courage and respect for the animal and the curious mission he was facing, hurled himself straight at Sanabo, who was meanwhile charging an attack with his masterful white horns. The hero dodged the bull at the last hair and, in response to its charge, hurled a slash at it that cut off the monster''s head.Distracted by the blood on his face, a swift being hurled itself at the bull''s head, stealing the trophy Richy had to obtain to redeem the quest. His face whitened in anger: the elder tried to utter a word toward the hero, but the latter pushed him, and he stormed away, enraged. He uprooted an entire oak tree, which brought shade to Eldor''s small place. From there on, he paid close attention to what he was killing and keeping an eye on his trophies. That episode, it was not to happen again.