《I am the blood grove》 Being born
You are now living, congradulations!
Race: blood seed HP 3/3 GP 50 AP:1
Abilities Grow store access[blood seed}: access the grow store! AP store access: access the ability store! Instinct 1: follow your heart.
effects feared: you naturally scare those around you! "unholy": whether true or not you are naturally at odds against most religions. natural: you are a plant, plant lovers like you more. sentient[abnormality]: unlike most of your species you can think! blind: you can''t see! deaf: you can''t hear! mute:you can''t talk!
''Access grow store''
welcome to the grow store!
Root 5 GP: Allows passive income of GP, this alone will not sustain you forever. Leaf 10 GP: Collects passive GP during the day, this alone will not sustain you.This narrative has been unlawfully taken from Royal Road. If you see it on Amazon, please report it. Stem 10 GP: Makes you taller on the surface and allows for more parts as you level it up!
Additional parts are locked you require more parts/abilities!
''Buy root x4, leaf x1, open ability store.''
Welcome to the ability store!
Plant sense 1AP: Get a vague idea of what''s around you. [plant only] Efficiency 1AP: Get more GP per part Details 2AP: Gives you more info in your menus Hijack 2AP: Take control of living tissue [does not work on sentient creatures] consume 3AP: eat meat for GP/AP Revitalize 5AP: Reactivate dead flesh [blood plant type only]
''Buy efficiency.'' I feel pressure and then a slight tingle as my roots spread below me tingle into something smooth and my leaf presses against something coarse. ''I cannot get sun like this.''
Race update! Blood seed - Blood sapling! +2AP
Free ability available due to evolution! Serrated leaves: Your leaves are sharp and can cut things that rub against them! Hardy: Can survive better with less food and in worse environments! Poisonous: Poisons what eats you!
''I need sun but something is stopping me.'' ''...'' ''Buy serrated leaves'' Immediately the edge of my leaf feels thinner ''This is not enough.'' ''Open grow store''
If you want more info on a part just focus on it!
Roots 5 GP Leaf 10 GP stem 10 GP More parts are locked until you are larger/ have more abilities
''Buy stem.'' I once again feel pressure as my stem presses against the course material above me and slight pain growing as it bends from the strain, until it suddenly disappears and I finally feel warm sun gently warming my leaf.
Through your efforts you have unlocked a new ability! Intelligence 1 has been gained via basic problem solving!
''And now to wait.'' Chapter two ''Open AP store.''
Plant sense 1AP: Get a vague idea of what''s around you. [plant only] Growth control: Choose where you go. Efficiency 2 1AP: Get more GP per part Details 2AP: Gives you more info in your menus Hyjack 2AP: Take control of living tissue [does not work on sentient creatures] Root churn 3AP: your roots are now mobile! Shift soil rocks or even anchor yourself! Consume 3AP: eat meat for GP/AP revitalize 5AP: Reactivate dead flesh [blood plant type only]
''Buy plant sense.'' I feel my world open around me, the smooth meat I have grown from, the rough... cloth I managed to push through. ''What is cloth?'' I feel around me, there is more meat not just the one I have grown from, some small hairy creatures seem to be storing it inside themselves, anything beyond my pile seems blurry. ''I don''t know what they need it for, but I need that to keep growing.'' ''I need to stop them.'' ''Open AP store buy growth control, open grow store.''
Roots 4 GP Leaf 9 GPYou might be reading a pirated copy. Look for the official release to support the author. Stem 9 GP More parts are locked until you are larger/ have more abilities
Buy roots x20, buy leaves x4 Quickly I spread my roots to the small creatures struggling to avoid the "cloth" but there seems to be none where there is a large round bit, but there seems to be a large rock under the smooth part but eventually I grew my leaves at them as menacingly as possible, the furry things stopped storing my food at the advance, one that didn''t flinch away even received a small gash across it''s face causing it to flee, the others soon followed. My attention was soon drawn to a shrinking patch of blood on one of my leaves
+1AP
Hidden race ability unlocked! Blood drinker: May their strength become your own.
''The meat has blood right?'' I attempted to draw the liquid into my roots, but this blood seems to be much thicker than from the small things and has small hard chunks in it, this may take awhile. ''Does the meat need to be moving?'' Either way it is too difficult to do without my constant effort and I have not even gained anything out of it so I should try again while waiting for my GP to come back, meanwhile what if those things come back? I barely had enough leaves to block them from that small part of my pile of meat. ''I should cover the meat with leaves but I do not have enough, but leaves make GP.'' ''I will need to do it a small amount at a time then.''
intelligence 1 has turned to Intelligence 2 from planning for the future!
Race: Blood sapling HP:4/4 GP:14 AP:1
Abilities Grow store access[blood seed} AP store access Instinct 1 Efficiency 1 Intelligence 2 Growth control 1 Plant sense 1 Blood drinker
effects Feared: you naturally scare those around you! "Unholy": Whether true or not you are naturally at odds against most religions. Natural: You are a plant, plant lovers like you more. Sentient[abnormality]: Unlike most of your speices you can think! Color blind: You cant see color! Deaf: You cant hear! Mute: You cant talk!
Tree VS Rat
GP 60 AP 0
I have barely managed to make a ring of leaves around my hill but hopefully it will be enough
For covering an area in leaves you now have access to the Ground coverings subtype in the GP store!
''Open GP store''
Basic
Roots 4 GP Leaves 9 GP Stem 9 GP
Ground coverings 15 GP
More parts are locked until you are larger/ have more abilities
''I need to be larger.'' ''To grow larger I must improve my stem.'' ''But that might not give me AP.'' ''I have made no progress on taking the blood from my hill.'' ''I must have blood for AP.'' ''Those small furry creatures have blood...'' ''Buy stem x4.'' I feel slightly stronger as I grow taller.
+1 max HP!
You now have access to branches in the grow store!
''I will take the small creature''s blood, but first I must stop them from moving.'' ''I will cover them in my roots'' ''I will wait for them to return.''
Meanwhile in the distance a group is being attacked by bandits, but their POV is in around four chapters so let us return to our patient protagonist.
''The creatures have returned.'' One cautiously approaches my leaves, I could sprout more leaves at it to scare it away but that would not give me their blood, that and I want to see how they react to my defences. It reaches out and... pushes away my leaf, the others emboldened by this do the same, quickly biting into the corpses thus tearing through my roots.
-1HP
''This... hurts?'' I contemplate this "feeling" and-
-1HP
''I have decided I do not like being hurt'' ''Buy roots 5''Unlawfully taken from Royal Road, this story should be reported if seen on Amazon. 36-20 Swiftly just as one was about to bite into my roots i shoot a flurry of roots around it''s body it opens it''s mouth and the others run away. ''Now what?'' ''Ah the blood is inside.'' ''Buy root x1'' Forcing a root through it''s squisher parts I can finally drain it''s blood.
+5 ap
For wrapping something on the surface in roots you have gained the Vines sub-type.
For taking nutrients from something still alive some parts in the GP/AP store may now have the Leeching ability!
''Open Ap store''
Plant sense 2 1AP: Get a better idea of what''s around you. [plant only] Efficiency 2 2AP: Get more GP per part/spend less gp per part Details 2AP: Gives you more info in your menus Hijack 2AP: Take control of living tissue [does not work on sentient creatures] Root churn 3AP: your roots are now mobile! Shift soil rocks or even anchor yourself! Consume 3AP: eat meat for GP/AP Revitalize 5AP: Reactivate dead flesh [blood plant type only] mycelium connection 5AP: allows communication with other plants
''Buy Consume, Details.'' ''Open GP store''
Basic
Roots 4 GP Leaves 9 GP Stem 9 GP branch 9 GP: grow stems off your stems to hold more leaves!
Ground coverings 15 GP
Vines 20 GP
More parts are locked until you are larger/ have more abilities
''Buy vines.''
You have no GP!
I look to the dead thing in my roots and inspect it.
Forest rat corpse
I feel like I have been deceived. ''Consume rat'' Slowly my roots split open and pinch onto the rats skin my outside roots seem ineffective but the one on the inside is slowly pushing meat along itself and to the base of my main stem.
+5 AP +15 GP
''Buy ground coverings''
Ground coverings unlocked!
Blood flower 19 GP: allows for passive AP gain. Surface roots 2 AP: Makes roots near/on the surface stronger, allowing for slight resistance against digging. Blood moss 19GP: An extremely efficiant way of gathering GP but can only grow in extreamely dark, wet areas.
''I can afford none of this.''
Intelligence 2 has turned into Intelligence 3 for realizing your limits your limits!
Race: Blood sapling HP:4/4 GP:14 AP:1
Abilities Grow store access[blood seed} AP store access Instinct 1 Efficiency 1 Intelligence 3 Growth control 1 Plant sense 1 Blood drinker
effects Feared: you naturally scare those around you! "Unholy": Whether true or not you are naturally at odds against most religions. Natural: You are a plant, plant lovers like you more. Sentient[abnormality]: Unlike most of your species you can think! Color blind: You cant see color! Deaf: You cant hear! Mute: You cant talk!
Changelings as viewed by the Church of Soleil A classified overview of Changelings from the Church of Soleil Changelings are a now rare type of Daemon thanks to our church''s ceaseless efforts in their eradication, but as they are not just brought about from two encountering each other they cannot be fully eradicated until the daemon scourge is fully wiped from the world. Changelings are Daemons who can change their appearance at will, but very rarely possess the ability to change into animals
Origins There are four ways Changelings are born. For the rest of this overview we will be referring to them as types 1, 2, 3 and 4 in the order listed below. A normal Human being Blessed by certain nature Daemons (commonly referred to as Nature spirits") and that individual proceeding to copulate with another Human of the opposite gender after the standard nine months the child will be born with certain distinct features and behaviour which will be noted later. Through two adult Changelings meeting (gender does not matter as at this stage they can often change it at will.) a new one can be born in around four months. Through a Changeling copulating with a Human, it will very rarely produce a child even rarer another changeling but as with all entities found to be born with any Daemon, the child no matter how human looking or acting will be eliminated as soon as possible And possibly the child being born from an individual copulating with a Hellish Planar Daemon. (as we have found little to no evidence of this occurring and us having no knowledge of such daemons with any form of nature magic we are merely keeping this information logged as a possibility.)
On newborn Changelings Changelings are most easy to deal with in this form as they do not yet display any knowledge of their abilities Type 1: this is the type you are most likely referring to this overview for curing or eliminating them, as for the cure there is none, report the abomination to the nearest church official immediately. Characteristics, The Daemon is born with long black hair if cut the hair will regrow to full length within two days, green sclera while not exclusive to Changelings it is extremely rare for a normal Human to possess this trait therefor any Human who displays it is not to be trusted as are any who do not display our Gods desired traits and are generally much more temperamental than a normal child, also of note is they do not adequately respond to punishments to correct this behaviour.This novel''s true home is a different platform. Support the author by finding it there. Type 2, and 3: Through extensive testing on captured Changelings we have determined various facets of their anatomy and we have determined that strangely the newborn possesses all the same features and behaviour of one born of a normal human pair, the only difference being an increased connection to the Changeling parent rather than the human one, once again demonstrating that despite appearances they are not Human. Type 4: unknown
Developing Changelings All types of changelings follow the development cycle of a human, we will be describing the development of their powers. Type 1: powers begin to develop at the age of eight generally stopping development at the age of twelve. Type 2: Powers begin to develop at the age of five generally stopping development at the age of twelve. Type 3:Powers begin to develop at the age of six generally stopping development at the age of twelve Type 4: unknown Outlier Type 1: powers allow them to change into animals, this has only been seen in the the orc territory Outlier Type 2: powers never stop developing this has only been observed once and allows them to change race, sex, speices and turn into objects for small amounts of time.
Mature changelings A changeling is considered mature at the age of twelve where they commonly gain a light form of regeneration which is capable of healing any scar tissue they gained over their life, but major wounds will still exterminate them, other than that no further changes are known to take place.
Elderly changelings Not much is currently known about elderly changelings as any captured ones die by using their powers to disconnect major organs during their captivity, and as they can change form at will they tend towards younger apearances.
Powers They can potentially change race, sex, speices and turn into objects for small amounts of time but only one case has demonstrated all of these abilities at once. They are known to have an affinity towards nature magic but are unskilled in anything else.
How to deal with them Newborns can easily be disposed of, it is also necessary to eliminate both parents to prevent more from being born. Developing ones can be disposed of in the same way and are in most cases easier to identify due to them not yet knowing how to hide their powers. Mature Changelings often know how to conceal their powers fortunately they cannot stop their healing so to test if they are one physical harm must be existed on them to the point of scarring on various parts of the body and be held in captivity for no less than two months if the scars shrink at all in this time they are to be executed immediately.
Other information The only remaining public Changeling settlements are in the Orcish federation, and as our religion classifies Orcs as a type of animal we have no influence on them to remove this threat. Some "sanctuary" settlements also are located in elven territory but as we consider anything other then our divine''s chosen impure we are often rejected by the species as a whole. Dwarves, Gnomes and Goblins are not known to birth Changelings the reason for this is unknown.