FiOP Chapter 100.5 (Patreon)
Content
Wives
Tems- Partial kobold. Above average intelligence, but is still getting used to the odd things humans do compared to the kobold warren she grew up in. Her head and body are mostly normal, while her hands and feet taper off into scales and sharp, kobold-like claws. A motherly body from having so many children. Will eat vegetables to convince her children, too. Has five children: Hamy, Niel, Green, Turbo, and Sugar. She is currently pregnant.
Silk- Beastkin with cat and dog-like traits. More cat-like traits than dog. She has an athletic, muscular build from training, and she often leads the wife adventuring group. Has a strong connection to the animals. Has grown much stronger, possibly one of the strongest people in the village. She is a picky eater but loves the new, higher-quality foods that the protagonist is providing to the village. Has two children: Samson and Cotton.
Cherry- Blonde half-elf with the typical beauty that comes with being an elf. Happy socialite of the village who spends most of her time walking around and gossiping with the other female villagers. Is the core of the children raising faction of the family, taking on the ‘matron’ role, and often staying behind. Has one child named Strawberry.
Sarah- Brown hair and hazel eyes. She has larger breasts, which is common for cow beastkin. She is a very horny bisexual, and often initiates sex with the other wives, or with the protagonist and his other wives. Is good friends with Olivia and Delilah, the three of them making a trio that often does things together. Has two children, Trixy and Hall. She is currently pregnant.
Leaf- Dark elf librarian. Her favorite food is garlic bread. She is over one hundred years old and was a virgin until she slept with the protagonist. Stays mostly on the farm, but will sleep in town if she has new books to read. The fastest person in the village, besides the dragon. Has two children, Oak and Orchid.
Delilah- Orange-haired dwarf who is stereotypically good at her job, which is blacksmithing. Thick, busty body with large breasts. Sexually open but more pragmatic than the other wives. Has begun to speak with her thick accent when alone with family. She makes her own alcohol. Her favorite food is corn, her second favorite is wheat, her third is grapes, fourth is honey. They are good friends of the protagonist's wives, Sarah and Olivia. Has one child, Baldur.
Olivia- Pink-haired human. Tomboyish in appearance, she is the most skilled craftsman in the village. Her class gives her a wide variety of knowledge and skills. Her favorite food is anything spicy. Having a child seemed to stabilize her and make her act older after she gave birth. Is good friends with the protagonist’s wives, Sarah and Delilah. Has one child, Marigold.
Sophia- Red-headed paladin adventurer. She is a little ditsy and is bad with money. While she has a healing class, she leans more toward the defense role over the healer role. Hasn’t been allowed to gamble ever since she wasted all the adventuring funds she was given to buy supplies on gambling(which she should have been successful with from her much higher luck, but still failed). Has one child, Damian.
Roka- Orc innkeeper with a subclass in midwife. She is more curvy/chubby than most orcs, who tend to be full of muscles. The second matron of the family and co-leader when it comes to raising the children. She was previously married to the Warchief of her clan, as all female orcs are, but left to find love outside of it. Has three children, Dirk, Gladius, and Shika.
Millicent- Silver-haired gnome alchemist. Has the same level of insanity that most other gnomes have, is sexually open, and often wears nothing but a mask when she’s by herself. Her level has rapidly improved because of the dandedan herb the protagonist created. Has one child, Millhouse.
Potential Wives
Cynthia- Blonde-haired Princess. The first prince is looking for a princess to marry the protagonist, but most are fighting to avoid it, as he is a farmer instead of a nobleman and has a large harem. Cynthia might be the only one to see the silver lining in marrying the protagonist.
Mara- The purple-haired dragon ‘Aunty’ who moved in and is waiting for the protagonist to undergo another status recalibration before she has sex with them. Extremely dangerous and powerful, kind of clueless when it comes to social cues.
Side Characters
Marcus- Mayor/Sheriff of town, either high-level uncommon class or low-level rare. Cherry’s father and he played a huge role in the mission to destroy the corrupted dungeon. Loves how many grandbabies he has, and doesn’t mind that most haven’t come from his daughter.
Berry- Cherry’s mother, a full elf healer, is married to the mayor/sheriff. The village gossip and one of the only reasons the village is still standing. She is the go-to babysitter when everyone else is busy. Loves the better food he brought with him as well, and views him and all his wives and children as part of her family.
Maxwell- An overweight trader with knife-throwing skills, was sent to the outskirts for doing something against the trading cabal's interest. His intervention against the bandits was one of the reasons the town wasn’t overrun. Fully forgiven for what he did in an attempt to get the protagonist to ally with the second prince, but it’s already too late, as the first prince won the throne.
Clay- Trader’s bodyguard, a large man who acts like a homeless person. He is good friends with Maxwell and started training in the dungeon after the bandit attack was a wake-up call for him.
Ernest- One of the guards. Doesn’t like to be called Ernest.
Randy- Knight serving the first Prince.
Luthor- The first prince, now king.
Name: Danial Drizzle
Age: 19
Height: 6’5”
Weight: 188
Health: 1835
Mana: 1429
Stamina: 3670
Class: Dungeon Gardener
Level: 01
Stats
Strength: 16.27 + .25
Perception: 12.89 + .25
Endurance: 18.13 + .25
Charm: 12.34 + .25
Intellect: 14.04 + .25
Agility: 13.88 + .25
Luck: 10.15 + .25
Skills
Lucky Farming- Increases the quality of crops by 200%. Increases yield and experience with gathering jobs by 100%. Decreases the chance of low-quality crops, fatigue from farming, and time for plants to fully grow by 60%. Gives a 1% chance to pick a crop with 1 quality higher than normal.
Smart Minor spell user- Increases the speed of acquiring new minor spells and reduces the cost of using those spells. Utility spell specialization. Gain .5 intellect boost.
Harem Bond- You and your wives gain 25% of each other's stats, able to more easily satisfy wives, and recover 25% of resources from climaxing. Wives gain a skill that is helpful for farming.
Bloody Magic specialization (utility)- Animation- Gain instinctive knowledge on the animation school of magic. Freshly bloodied golems have their stats boosted even further until the blood dries.
Familial connection- You and your wives gain 10% of the stats of your children once they reach adulthood, while your children and wives gain 25% of your stats. Your children gain 10% of their mother's stats, increased proficiency and stat ratio, and have a much higher chance of inheriting skills.
Perennial Golem growth medium- Can plant mushrooms, moss, or vine-type plants into a golem. Golems gain bonuses depending on what type of plant is added. Items planted will regrow after winter.
Strengthening Wicker quality- Crops grown on wicker golems now also have an increased quality by 50%. The potential bonus doubles if higher-quality fertilizer is used. Fertilizer used also increases the defense of the golem by an equal amount.
Sonar Elemental affinity- Earth- Gain instinctive knowledge on casting Earth-based magic. Gain a tremor sense, allowing you to feel large creatures or groups moving from miles away.
Finest Potion seller- Your potions are too strong for mortals to consume. Applying created potions to dirt will make a perfect growth medium for herbs that require that potion. Increases the quality of herbs grown in the growth medium.
Shared Comfort zone- Increases health, mana, and stamina regeneration by 100% while on the farm. The bonus is applied to everyone on the farm.
Homeopathy Magical specialization- Healing- Gain instinctive knowledge on casting healing magic. Your weakest healing spell heals twice as much.
Syphon Magical field- Increases the odds of developing a magified crop. Pouring your mana into the field to increase the chances even further. Can pull mana from the field to replenish your mana.
Enriching Mini Planter Golems- Gain knowledge on how to create mini planter golems. Passive golems that will allow you to more easily transport plants. Soil placed in golems will slowly improve.
Ping Herbdar- Gain an innate feeling when near a wild herb, can somewhat tell which direction it is in. Detection distance is doubled, but the feeling is reduced to three seconds every minute.
Newby Accumulated research- Gain a 5% boost to quantity and quality of herbs for every different type of herb you’ve grown. Bonus is doubled if it’s the first time growing that herb.
Warrior in a Garden- Gain a 100% boost to stats while fighting on your farm.
Dungeon farmer- Gain instinctive crop and herb knowledge of dungeons. Farm bonuses are applied while in a dungeon.
Dungeon link- Able to intuitively know what is wrong with a dungeon upon entering. As you correct the wrong things with a dungeon, the dungeon will grow to trust you more and more until it no longer attacks.
Friend of the dungeon- While actively fighting to protect a dungeon, the dungeon will view you and your allies as friendly
Safe Zones- Create safe zones inside a dungeon that will provide resource regeneration to those inside.
Dungeon manipulation- Your magic can more easily make changes to the environment of a dungeon.
Magic fountain- Create a fountain on mana-rich water that will help in mana recovery, must be created from a water source in a dungeon.
Core protector- Create a golem that will naturally protect the core of a dungeon. The golem will grow stronger along with the dungeon.
Thriving ecosystem- Herbs grown in your safe zone, or near your magic fountain, will grow naturally with no need for your care.
Magical boost- Easier to learn new magic, all instinctive magic strengthened further, while the cost of all magic is reduced.
Resource manager- Gain a very small portion of the dungeon's resources to use.
Plant/Herb symbiosis- Gain 50% of farming effects toward your herbs and 50% of herb effect toward your crops
Unlearned skills
Dungeon miner- Doubles the amount of ore you can gather from dungeon nodes.
Dungeon crafter- Gain instinctive knowledge on how to create items for the dungeon to use.
Core destroyer- Destroying a dungeon core will give you a huge boost to stats based on the rarity of the dungeon core. One-tenth of the stat boost is permanent after the boost wears off.
Aged golems- All golems' stats continuously improve with age.
Planty McPlantface- Choose a single herb to name. That herb becomes a perennial, ever-growing herb.
Puzzle dungeons- Creating laybrinths, puzzles, non-offensive traps, and secret passageways takes fewer resources
Dungeon teleport- Create a portal that your party can use to traverse the dungeon. Can only be used once per week
Dungeon designer- Reaching friendly reputation with a dungeon increases the starting reputation with other dungeons
Landmark creation- You can add one landmark per dungeon; each landmark will also function as a safezone, and will provide a landmark-specific bonus
Resource crystals- Learn to create health, stamina, and mana crystals from the energy of the dungeon. The crystals will slowly dissolve outside of the dungeon
Lay on hands- Use a large portion of mana to heal significant injuries
A.T. Golem- Learn how to create an all-terrain transport golem
Gathering
Herbalist- Apprentice 75%
Miner- Beginner 70%
Lumberjack- Journeyman 11%
Fisher- Beginner 55%
Animal Harvesting- Apprentice 44%
Farming- Journeyman 50%
Butcher- Beginner 22%
Item Creation
Alchemist- Apprentice 10%
Blacksmith- Beginner 60%
Crafter- Apprentice 84%
Painter- Beginner 11%
Baker- Beginner 26%
Chef- Apprentice 41%
Carpenter- Beginner 47%
Miller- Beginner 76%
Stonemason- Beginner 27%
Tailor- Beginner 11%
Town Service
Adventurer- Beginner 55%
Worker- Journeyman 10%
Guard- Beginner 44%
Executioner- Apprentice 11%
Trader- Beginner 30%
Tutor- Beginner 70%