Chereads / Monstervania (English) / Chapter 4 - 4) Medium Camp

Chapter 4 - 4) Medium Camp

Five and a Half Weeks, That was the time it took us to finish this house, and it's not exactly a good house. It's simple, small, and would probably not withstand a strong storm without severe damage. It might seem like a lot of time for something this size, but the difficulties we faced during construction explain the delay.

We decided to use as few resources as possible from what we brought on the carts, so we relied heavily on what we found in nature. Wood was our primary material, and I must say it was amazing to see the ingenuity involved in making each piece fit with the next; this was essential to its construction. The house has just a small opening at the top, between the wall and the roof, serving as its only window. We couldn't make a wooden floor; it's just dirt since our goal was to finish as quickly as possible. The only external material exception was the straw for the roof.

We decided to use as few resources as possible from what we brought on the carts, so we relied heavily on what we found in nature. Wood was our primary material, and I must say it was amazing to see the ingenuity involved in making each piece fit with the next; this was essential to its construction. The house has just a small opening at the top, between the wall and the roof, serving as its only window. We couldn't make a wooden floor; it's just dirt since our goal was to finish as quickly as possible. The only external material exception was the straw for the roof.

Perhaps we could have finished it sooner, given its rudimentary state, but several setbacks occurred. The rainy days completely disrupted our plan. I've noticed something about the weather here: it usually stays overcast, ranging from a light opacity that still allows sunlight through to a gray and dim shadow. There are sunny days, yes, but they are few in comparison.

The other major problem we faced was truly dangerous. Miriam, the weaver, along with a few companions, was in charge of collecting water and clay from the river. During one of these trips, an accident occurred: a starving wolf emerged from the bushes and bit Miriam's arm. The animal was so weak that it didn't cause as much harm as it might have if it had been in better condition; otherwise, our only woman in the group wouldn't have survived. Luckily, the hunter accompanying them intervened and, with his bow and knife, killed the wolf.

It was a disaster, especially because we thought nature's dangers would be more contained at this initial stage, though clearly not non-existent. Faced with the emergency, we didn't quite know how to proceed. Among our supplies were some rudimentary medical resources, but nothing like a modern first-aid kit. We had to wash the wound and use a third of our limited healing poultice, then cover Miriam's arm with linen bandages. None of us have advanced medical knowledge, just the basics. Although she didn't lose flesh, the teeth marks and the possibility of fractures were there.

With Miriam injured, we lost part of our workforce, delaying some aspects of construction and resource collection. Additionally, the fear of something similar happening again was always present. Groups going to the river were now larger; half of our team would travel together, always in groups for safety.

However, among the good news, I made an interesting discovery. The [Slave] class intrigued me, as I, being a [Slave Master], had the ability to assign this class to others, or rather impose it. I wanted to test and experiment, so, after thinking it over, I decided to see if I could change the innkeeper's class, as it was the least useful at this stage. When I proposed the idea, I noticed he clearly disliked it, but his loyalty to me didn't leave him much room to question it.

Surprisingly, assigning him the slave class was quite easy and without any strange sensation. At first, I thought it hadn't worked, but then I saw an extra slave slot in my status, and he himself confirmed the change. His words, however, revealed something even more important: the innkeeper hadn't lost his original class of [Innkeeper] but had gained the additional class of [Slave]. I assumed that multiclassing would increase the difficulty of progressing in both classes, but it didn't. Thanks to the help system, I was able to understand the situation better.

It seems I have two civilizations simultaneously, but they are not mutually exclusive. The benefits of this duality aren't exclusively mine but extend to everyone in this new realm I am founding. Just as I can hold two classes without disadvantages, those who follow me can also enjoy this benefit. It was a surprising discovery, and I wanted to take full advantage of it.

Typically, classes are acquired by meeting certain conditions, like working in something for a while or being taught by someone who already has that class. Cases like ours, where "foreigners" receive a class by choice, are rare. My people could perform a second job, but each class had specific requirements, and we didn't have time for that. So, I decided to leverage my [Slave Master] class to give everyone this class so they could receive the -Fatigue Resistance- ability, which was very helpful in our construction work.

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Small Leader (Common) [Sub: 2/5]

Lesser Master (Silver) [Slave:6/6][Sub:0/3] [SN:0/2]

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This was my leadership status. I only had six slots to "dominate" slaves, but that didn't mean the other two people who received [Slave] as a secondary class slipped out of my grasp for lack of space; they simply didn't count toward my "slave quota," instead using common slots. I must say that the power of this class is astonishing: once assigned, they seemed more loyal to me and questioned my orders less, no matter how absurd they might seem. Being a slave implied total submission to someone, and this was useful for keeping control of the group. However, the risk of revolt was always present if things weren't managed carefully—a danger inherent in any civilization that relies on slaves. Fortunately, I don't yet have a number of slaves that exceeds the limit of my control abilities.

During this process, I discovered something interesting: the racial attribute [Transylvanian Villager] could be shared with others as long as they met certain requirements. First, they had to be villagers or peasants; and second, most of the group they belonged to had to also be Transylvanian Villagers or reside in the "unknown lands" where we currently are. It was a difficult decision, as this attribute implied that from the age of forty, the probability of death was significantly higher compared to villagers from other regions, and even before that age, the risk was elevated.

I did several tests and found that the attribute was actually quite convenient, so I decided to apply it. Now, everyone here, excluding myself, has the racial attribute [Transylvanian Villager]. The reason for this choice was the additional loyalty they developed after the change. Although they were already loyal, they became even more so. Transylvanian Villagers show indifference toward many discomforts; even Miriam, after this transformation, complained much less about her wounds. Moreover, with this attribute, resistance to becoming slaves was significantly lower, and once enslaved, their loyalty increased even more than if they were merely Transylvanian Villagers or slaves individually.

I began to notice that I was truly becoming a [Slave Master], as the level of this class rose faster than [Leader]. It made sense; now I understood why [Slave Master] offered more subordinate capacity than [Leader], even when both were at a similar level. While [Leader] has less capacity, it is easier to level up. In contrast, [Slave Master] barely receives experience without having slaves.

As for job synergy, I must say that [Slave] and [Worker] work very well together. One improves efficiency in any task, while the other allows for longer endurance in work. Additionally, both gain experience by performing similar activities, so each task contributes to advancement in both classes.

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CLASS:

[Worker (14/100)]

[Slave (12/100)]

[Leader (9/100)]

[Slave Master (16/100)]

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I felt satisfaction seeing my progress. I don't know how others fare in this world, but I am certain I have an advantage. As I mentioned before, we foreigners have an easier time leveling up classes. Perhaps this advantage is tenfold—I'm not sure, but I'm convinced I have a unique edge over others.

...

With the house completed, rudimentary as it may be, I've marked an important milestone in the development of my empire. Two notifications appeared before me, signaling a second crucial step. By accepting both, as happened the first time, several crates and containers appeared in the camp, filled with resources, though this time in greater quantity and variety.

"My lord, people are approaching," one of the lumberjacks shouted, having spotted a group heading toward our camp.

"I know; continue with your work," I ordered, and moved to an open area to receive the newcomers.

There were two large groups, each with clearly distinct characteristics. Each group brought two large horse-drawn carts, much bigger than those we'd seen previously, along with three riders. Upon reaching me, the representatives of each group greeted me with respect.

"Greetings, leader. We heard you had established camp, and we journeyed here to join you," said the representative of the larger group.

"Master, we received your command to present ourselves to serve you. We are all those who managed to make it here alive," replied another man, bearded and haggard, like many of those who accompanied him.

This was the second arrival of followers, planned from the start, and also the last. First, five initial people were to arrive, and only after building a house or upgrading the camp's rank would this larger group be allowed to arrive.

I had to quickly organize and take a census of the people to know what resources I had, as the two different civilizations generated distinct resources and items. But before that, an interesting notification appeared.

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[Upgrade Requirements Met]

Small Camp → Medium Camp

Small Leader (Common) → Medium Leader (Common)

Lesser Master (Silver) → Intermediate Master (Silver)

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It seems that, with the arrival of these new subjects, I met the requirements to raise the camp's rank, and with that, there was also a new notification. But I'd leave it for later; right now, I had to attend to these people.

The requirements for this upgrade included having a total of five tents and reaching a population of 25 people. Thanks to the two initial resource shipments, I already had five tents, so there was no need to set up the new ones to elevate the camp.

Now, regarding the numbers of the new people:

Neutral Civilization: 20 people (13 men, 7 women)

Civilization ???: 17 people (12 men, 5 women)

While counting, I assigned each person the characteristics of [Slave] and [Transylvanian Villager] whenever possible, as they were beneficial at this stage. With that, I completed a full count of the people who now make up our camp.

Roles:

Farmer: x3 | Milkman: x1 | Builder: x2 | Shipbuilder: x1 | Trader: x1 | Militia: x3 | Thug: x2 | Troubadour: x1 | Cook: x2 | Weaver: x2 | Hunter: x3 | Innkeeper: x1 | Rancher: x2 | Agriculturist: x3 | Fisherman: x1 | Mason: x3 | Lumberjack: x4 | Barber: x1 | Blacksmith: x2 | Carpenter: x1 | Potter: x2 | Shoemaker: x1

There they are, with the secondary class [Slave], except for the militias and thugs. Speaking of them, they represent the combat class: the militia is the lowest military rank, while the thug belongs to the criminal category, with combat skills superior to a civilian's, though lower than a soldier's.

They will be the warriors and defenders of our camp at this initial stage. The militias have the skill [Militia Strike], although none of them has it beyond the copper rank. The thugs, on the other hand, do not have an active skill; instead, they have the passive skill [Pain Resistance].

Besides the people, we have a total of seven horses, though only three to four are fit for riding. As for resources, with the sum of both groups, we have provisions for 50 people for six months, in addition to the initial provisions for 10 people for three months.

With the camp's capacities known, I began distributing orders and assigning temporary tasks, such as setting up the remaining tents. Although I wanted to be more detailed, there was something more important to check in the house we built.

I went to the humble mud house. Although it was dark and uncomfortable, a box served as my seat, though I plan to ask the carpenter for a chair if I'm going to spend so much time here. I don't plan to make this place my home; the tents are much more comfortable and secure. No, the importance of this house lay elsewhere.

As I sat on the box, a screen appeared before me, displaying various options. Here's the thing: our arrival remains a trial, and all of us who chose to establish an empire are disconnected from the rest of the world until we build our first house, at which point certain conveniences are enabled. Not building it means we are unfit for the imperial path, as if to remind us that every empire begins with the basics.

Another feature unlocked with the house is the second screen of the status panel: attributes. This information was accessible at the start, when choosing your land, but when I first reviewed it, I was disappointed. However, now it has changed a bit.

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Attributes

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[Physical]

S (Strength): 8 = 7 + 1 (Slave Master)

D (Dexterity): 6

C (Constitution): 9 = 8 + 1 (Worker)

E (Endurance): 9 = 7 + 1 (Slave) + 1 (Worker)

[Mental]

I (Intelligence): 9 = 7 + 1 (Leader) + 1 (Slave Master)

P (Insight): 8 = 6 + 1 (Leader) + 1 (Slave Master)

W (Will): 8 = 7 + 1 (Slave)

[Spiritual]

Faith: 37 (Low Talent)

Spirit: 42 (Low-Medium Talent)

Luck: 0

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Yes, there they are: the classes provide bonuses that enhance my stats, which still don't make them even mediocre, but I know there are many like me with similar or worse attributes. The natives of this world, classified as "Common," have their main attributes between 8 and 10, some even between 11 and 12 in their best trait.

This is why those who develop initial classes tend to surpass those who rush into advanced classes from the start. Although the latter offer better bonuses, they lose the advantage of cumulative increases from basic levels. However, lower classes also have limits: you can't accumulate bonuses infinitely. Simple classes can only raise attributes up to 20; beyond that, you need to choose classes that offer higher bonuses. Additionally, these improvements are temporary; classes only provide bonuses while active, and they only become permanent upon reaching level 100. That's why it's essential to maximize a class before switching.

Oh, and if anyone is curious about the spiritual characteristics, here's the explanation.

Faith measures the ability to channel beliefs and divine power. It's like the "conversion" of divine power into applicable power. If we quantified divine power, in my case, for each unit of divine power, I could only use about 37% of it, which is why I have low talent. By choosing the priest class, this attribute could increase, though not notably. Priests are classified as Unsuitable (less than 50), Suitable (50-99), True Priests (100), and Geniuses (above 100). Faith also determines which sacred arts you can learn and to what rank they can improve. Moreover, advancing in clerical classes with low Faith is much more challenging; some even stall, and you couldn't progress in that path.

Spirit measures how well you utilize your inner power. Even with low Faith, a high Spirit could allow you to excel in the church, not as a common priest, but as a paladin or templar, or a similar role. A high Spirit enables skills like battle cries or fortifications. Although many have low Spirit and Faith, they still try to join religious bodies seeking supernatural abilities, however weak, as they still surpass worldly skills.

From what I've read, there should be a third spiritual attribute called Soul, although I don't know if it's a hidden attribute or if it even exists.

Lastly, Luck. This is a subjective attribute; I don't know if it truly exists, but from what I understand, it is essential for those who wish to ascend from standard to heroic classes through the traditional method.