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QM's Note: I messed up with the first attempt at a Green mage quest several years ago, so this...
Prologue / (Second) Color Selection

Alivaril

On a magically-deficient journey of self-discovery
Location
A single human dimension
Pronouns
She/Her
QM's Note: I messed up with the first attempt at a Green mage quest several years ago, so this is my attempt at a new one. The following will inevitably be rather dry; since the choice of secondary mana color is going to affect the PC's personality, I'm confined to exposition until that's taken care of. It'll pick up in the second story post. Feedback would be greatly appreciated.



Over the last century, numerous religious fanatics have claimed the end of the world is imminent and would occur on a specific day. You've always known they were wrong, but not because you believed humanity would persist forever. Ragnarok is coming, just not quite as quickly as the preachers claimed. The irony of your certainty is not lost on you, but you possess something they don't: a prophec—no, wait, they thought they had that too. Well, yours is a magical prophecy instead of some vague allegedly-divine nonsense, so ha!

Two days ago, the eldritch abomination known as Walpurgisnacht devastated the Japanese city of Mitakihara, killing over ninety percent of its population. Video footage and survivor reports spread through the world like oil through water, coiling outward to grab the attention of even the most secluded shut-ins. The vast majority of humanity has absolutely no idea what they're looking at, but you know it's only a matter of time before a Magical Girl shows up on live television to explain the eye-watering footage of eldritch abominations flying through the city. Magic will become public knowledge, some poor girl will accrue a gargantuan amount of potential from the vastly increased number of coincidentally overlapping wishes, and Kyubey will use her Witch to squeeze one last burst of power from the dying Earth.

At least, that's what would happen if nobody stops him. Contributing to that effort is why you're currently moving into an apartment of your very own years ahead of schedule. The legends of your family claim that a clan friend, a Seer of Blue, learned of Kyubey's future intentions by following the cyclic patterns of his past. Earth wouldn't be the first, the second, or even the millionth world Kyubey's people had sacrificed as part of their continued energy harvesting operations. It might be the first world possessing magic the invaders hadn't granted, though, and is definitely on the shortlist of worlds that knew of his intentions.

Your immediate family is but one part of a larger clan of Green mages, or those wielding the magic of nature, instinct, interdependence, physical strength, and growth. You don't actually know where the other sections of your clan are, nor do you know where the clans of Blue, White, Red, and Black have gotten off to. You suspect many of them were killed during World War I and II, but there's no real way to prove that.

The goal of your particular family line was simple, but effective: occupy an area, dramatically improve its Green mana production, and link it to an appropriately-sized sympathetic gemstone. Individually improved creatures might be killed, but the land would persist forever, right? Right. Things were going great until humanity decided to cut down the wilds en masse, the bastards.

As the youngest child (and the black sheep) of your family, you ended up with the job nobody else wanted to tackle. Or at least, you assume it's the harder one; you don't actually know what the rest of your family is doing. Until the Day of Silver Skies arrives, you need to contact contracted Magical Girls, keep them alive, and turn them against Kyubey without letting him realize your abilities aren't the product of a wish. When the Silver Skies come, you'll need to kill the swarms of super-Familiars created by whatever eats Walpurgisnacht, eliminate the worldkiller-Witch itself, and rally your allies against Kyubey before he can make another.

Admittedly, you're not quite sure how you're supposed to get there. You can sense Witches when they're within 100-200 meters, but Magical Girls are supposed to have a range measured in kilometers. The good news is that you don't actually need the Grief Seeds you'll get from killing those particular abominations. The land and your own reserves provide your daily allowance.

Green magic lets you break weapons, objects, and enchantments. You can also infuse plants and animals with mana to increase their rate of growth or even push them beyond what their species would manage without, say, well over a thousand years of selective breeding to work with. Many of these changes persist across generations, but your family has chosen to instead work toward resistance to Green mana. Or, more accurately, lack thereof. Your innocuous young dogs, birds, and cat will not only violate the contract you signed before moving in, but can also (temporarily) grow to the size of street vehicles with a bit of Green mana to help them along. You would say "the size of buses," but the birds you have with you don't actually get that large. Yet. You once got to see a pyramid-sized puppy and you're eager to sic one on a Witch someday.

Given what humans have been doing to the environment in recent years, Green-infused plant adaptations tend to be somewhat weirder. Plants are also much more receptive to Green enhancement than even the best animals will ever be. Using your personal daily mana allowance on a dog might give you a titanic animal for all of an hour or two. Doing the same thing to a single tree seed would permanently give you multiple multi-story trees. Vines are even more fun; you could block off an entire street using meter-thick vines without even half your reserves.

The more you use Green mana, the more of it your surroundings will produce. Killing an infused being doesn't halt Green generation, just slows it down slightly; the Green released by their demise will continue to help other life grow and thrive. An entire land would have to be burned to the ground and the ashes salted before Green would be truly wasted.

Unlike the rest of your family, you also possess a second color, one they could only teach you the barest basics for. You're pretty sure that's why they ended up assigning you to outreach efforts; even if Kyubey realizes your magic is an anomaly, it'll still be hard for him to find the rest of your clan.



What is your second color of mana?

[] Black.

You aren't content with merely being one of the mages responsible for saving the world. You want to be known as the greatest mage with all the glory, influence, and wealth that would come with such a title. You're also a bit less of a goodie-two-shoes than other girls your age tend to be; you're not going to kill or torture someone just because it helps your goals, but you suspect some blackmail (heh) and threats will be helpful from time to time. If something is an effective weapon, you might as well use it. Unfortunately, you supposedly also have a tendency to treat conversation as though it's just another kind of fight; you've been told you have a tendency to subtly insult others and generally come across as somewhat cruel. You're working on that.

Witches generate Black simply by existing. As a (partial) Black mage, you can steal that power and use it for your own ends in combat—at a price, of course. The more you draw on in a short period of time, the more exhausted you become and the more susceptible you are to disease. Your resistance to these effects is slowly increasing with time, but you know better than to think you'll ever be able to steal all of Walpurgisnacht's power, let alone that of whatever will eventually cause the Day of Silver Skies.

Your direct magic seems to have been born from the wet dreams of edgelords everywhere. Spells of fear, curses of exhaustion, arrows of instantaneous death (even if yours don't work on targets larger than gophers yet), veils of darkness human eyes unconsciously try to avoid, stealing the life of others to empower yourself… really, with your apparent powerset, you wouldn't be surprised if some third-world dictators were themselves Black mages. You think sacrificing someone just for magical power would be a horrible betrayal of the goal you're fighting for, but if you do end up needing to kill someone anyway, you might as well make sure you get some extra perks out of it.

Your pets miiight be as frightening (to some) as Familiars at this point, but there's no denying their effectiveness. You've been making excellent progress with venom and think you'll be able to harm even Witches soon enough, to say nothing of their current usefulness as anti-human weapons. You also have some ideas for extra natural weapons and maybe extra armoring, but you didn't want to implement either of those under the disapproving gazes of your family. Still, if the notoriously aggressive Magical Girls decide to pick a fight with you, you can hit right back.

You can also raise the dead as Black shades, but your parents tried to ban that. You even came up with a slightly weaker version that doesn't recall/enslave souls and they still said it was off-limits! Honestly, it's like they forget what we're facing. Now that you no longer live with them, you're free to raise as many or as few undead as you want. As cool as it might be, you have to admit Magical Girls might not approve of the whole technically necromancy angle.


[] White.

You've always known your generation would be the one to endure the Day of Silver Skies, the time when Kyubey writes off Earth and prepares to move on. You've grown up well aware of the fact that everyone you'll ever know or could know will die if he isn't stopped. Your suspect this heavily affected your social development; it's always been easier for you to bond with your pets than with those who will die if your best efforts come up short. You're no longer half as morbid as you were when you were younger, but your seclusion has left you shy and unsure of how to handle social interactions more complicated than "Thank you," "You're welcome," and "Do you want any help?" At least you don't necessarily have to talk to people to defend them, and you are trying to make some human friends.

You'll have a pretty easy time pretending to be a Magical Girl. Summoned shining armor? Check. Magical weapon? Check. Resistance against curses? Check again. You can even heal people and make shields. Provided, most of those are pretty expensive and fragile at the moment, but you're positive you'll get better and uncover more abilities with more practice. If a fictional paladin, angel, or priest could do it, you suspect you'll be able to do so yourself.

The true glory of your magic lay in its interactions with your allies (even if those are just your pets right now). Enhancing three animals with a weak effect is comparable in difficulty to enhancing just yourself with with a double-strength version. Your parents have mentioned this trend will continue and even improve as you grow more skilled with White. According to them, Joan of Arc could infuse her entire army with enhanced strength, vigor, and coordination. You believe you'll eventually be able to do the same.

You think you'll be able to resurrect the recently deceased as sentient spirits, but you've never gotten permission to try it on a person. At least Aerie and Silva, your first two birds, worked pretty well as proofs of concept; both of them died almost a decade ago and their ghosts are only slightly less coherent than they were the day you pulled them back.


[] Black.
[] White.
 
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[X] Black

Bitchy characters can be surprisingly fun, plus there's all sorts of fun stuff Green/Black can get up to.

Sidenote: A thousand years of evolution is absolutely nothing. You can shift how common different colorations are, maybe introduce slight resistance to a poison, but that's about it. If you want to get anything significant done, try at least a million years of evolution.
 
Character Sheet

This is you. At eighteen years of age, you're the youngest child of the Eichel family, a family that is itself a single branch of the Clan of Green. You also happen to be one of the few (1 in 50 or so?) family members who possesses both Green and another color of mana—in your case, White.

You grew up with tales of what would inevitably occur in the years after magic is revealed. First, Kyubey will abandon secrecy and form Contracts with as many girls as possible. Within a few years, the higher volume of wishes will produce a girl with far, far higher potential than she has any business having. Kyubey will keep her alive and wait until excessive numbers of Witches would place the world into a state of crisis all on its own, then offer a Contract to this future worldkiller. On any other world, she would subsequently turn into a Witch and wipe out the world. On yours? With any luck, Kyubey is going to have to try a little harder than that.

  • Green Clan: Improve the Green mana production of as many lands as possible and link them to sympathetic gemstones. Meanwhile, breed animal lines with minimal resistance to Green mana. More recently, begin allying as mana Magical Girls as possible to turn them against Kyubey.
  • Blue Clan: Unknown; likely something related to mind control. You'd be surprised if they hadn't involved themselves in politics. You also suspect they might have been carefully deleting single individuals from Kyubey's memories to both conceal colored mages and to let him grow accustomed to "Magical Girls" he has no memory of contracting.
  • White Clan: Unknown; will likely involve generations of honored dead and enhancing mundane armies of the living.
  • Red Clan: Unknown; almost certainly something related to simply burning their enemies. Knowing Reds, some branches would also be working to stall the Day of Silver Skies by making the world a better place, while other branches will just screw around and do whatever they feel like until that day comes.
  • Black Clan: Unknown; likely to involve massive numbers of undead. You give them pretty good odds of having a morally reprehensible "last resort" as well.

Sense Magic [Rank 6]: You can see and feel the various colors of mana in detail. You've also learned how to dampen this sense, thus preventing you from being overwhelmed by extreme amounts of a single color or by being near harmful spells.
Curse Resistance [Rank 7]: You possess far higher curse resistance than that possessed by an ordinary human, if still somewhat lower than the resistance of a Magical Girl.


Green Mana Control [Rank 8]: Larger amounts of Green mana can be a bit rebellious if their sources are unfamiliar with you, but smaller amounts know to offer their nonexistent bellies and behave themselves. After that, it's just a matter of communicating what you want from them.

White Mana Control [Rank 6]: White mana tends to harden if it's left alone for too long, but it also needs to harden if it's to form actual spells. You're still working on establishing a balance between getting it to a specific shape soon enough and shaping it late enough that it won't change before the spell is finished.
Hallowed Haven) [Rank 3]: You have no idea what you're doing, but it seems to work.
With a large amount of mana and about an hour to work with, you can (near-)permanently ban physical violence within an area, preventing anyone from following through on any violent thoughts or impulses while they're within its boundaries. This effect targets the concept of violent action itself, preventing living organisms from attempting such; food can still be chopped and open-heart surgery could still be performed, but furniture cannot be broken and foes cannot be stabbed. The casting cost of Hallowed Haven scales with the size of the targeted area; right now, you could barely cover your two-bedroom apartment in one go.

The version you currently know does not prevent threats from being issued, cruel and damaging words from being uttered, magical emotional manipulation from occurring, etc., although you think you'll eventually be able to manage all of those things. You don't know if the negative emotional influence from Grief will be included under the list of banned magical emotional manipulation; Hallowed Haven doesn't police thoughts, and since Grief is contained entirely inside their souls, HH might consider that to be an innate part of them.

Humans sleeping or spending most of their time within a Hallowed Haven will passively generate Green/White mana, adding it to the standard mana generation for whichever land the Hallowed Haven is on. Each living Magical Girl or colored mage sleeping within a HH generates W/G while ordinary humans only produce a small fraction of that amount (less than 5%). Other animals don't seem to produce anything extra at all.

Hallowed Haven can be temporarily or permanently suppressed with sufficient physical force directed at its boundaries, although it should still provide early warning. Barrier strength (and spell cost) scales with the coverage of each Haven. Two touching havens will link to form a single one, enhancing barrier strength.

Unless you resort to force, you cannot dismantle Hallowed Haven once it has been cast; you receive no special treatment when it comes to undoing the effect.

Heal [Rank 4]: You know how to use White to cure minor diseases, mitigate chronic illnesses, and heal small cuts.

Regenerate [Rank 5]: You can rapidly regenerate torn flesh and bone as long as there's still life left in your patient. Your family made extensive use of this to keep its children alive despite their misadventures; you were surprised to learn most (living) mundane kids never broke their necks.

Naturalize [Rank 6]: You can break manufactured mundane objects and magical Enchantments with an unhealthy dose of Green. The more catastrophic the effects of weather or intrusive forms of life would be, the more effective Naturalize is.

Ethereal Equipment [Rank 3]: You can summon ethereal armor and weaponry that's just as strong as what is available on the commercial market. Magical Girls can make stronger versions.
Spring Raiment [Rank 5]: You can conjure magical armor for yourself that scales in protective ability based on how much Green mana is passively contributed by plants and animals within your range (spent and unspent). To your vague amusement, once you exceed a given coverage threshold, Spring Raiment still seems to guard you even if you leave significant parts of your body (such as your head) uncovered. You think your "range" will include areas you can pull on once you understand the basics of Harvest, or the gift of tapping nearby lands. Spring Raiment only seems to include the "default" mana production for its own strength; more plants are always good, but Hallowed Havens don't seem to help.

Blessing [Rank 3]: You can enhance the power and defenses of yourself and your allies by an equal amount regardless of how strong they were prior to the buff.

Nurture [Rank 8]: You can permanently improve the strength, speed, and hardness of a given plant or animal, temporarily giving a massive boost to their rate of growth in the process. These are all more efficient with plants than with animals, but since they're plants, the actual effectiveness of such boosting is a matter of some debate.

Titanic Growth [Rank 3]: You can temporarily give a large increase to the strength, speed, hardness, and size of plants and animals. Once the Green fueling this spell is exhausted, plants/animals will return to their normal size and physical attributes.

Dearly Departed [Rank 2]: You can raise the dead as free-willed ghosts, provided they didn't turn into Witches and you get to them within about ten minutes.

From what you've seen and heard, ghosts keep their soul and mind intact and automatically phase through most physical matter, but can still use their senses, voice, and (dramatically weakened) magic to affect the outside world. With practice, they'll also be able to interact with nearby physical matter, although even the slightest touch usually takes a few months. Ghostly Magical Girls can use their own magic without corrupting themselves, but it rapidly exhausts them. The longer someone has been a ghost, the stronger they'll get, but it supposedly takes over a century for someone to be as powerful as they were in life. You don't know if Witches can interact with ghosts, but you wouldn't be surprised.

Shield [Rank 4]: You can quickly make free-floating protective shields of solidified, glowing White mana.


Animal Bond? [Rank 0]: Many of the people in your family have a supernatural talent for understanding nonsapient animals. They insist it's just a matter of listening, but since no mundane can do it and you've tried to listen, you're convinced it involves magic somehow.

Harvest [Rank 0]: You know that it should be possible to pull from nearby lands and you've practiced trying it. You just aren't there yet.

Personal Mana Production: [GGGWW]
Central Park, NYC: [WGW/GW/G]
 
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Reserved. (Continue, it's just been a while since I last made a quest and I forgot to at first >.>; )
 
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[X] White

Because the fury of light is far more terrifying than the cruelty of darkness.
 
When picking a color, be aware that the PC will never become a real Magical Girl. Letting Kyubey tinker with the soul of a mana-based mage has never seemed like a good idea to you or your family.
 
[X] Black

I'll admit 90% of my interest comes from seeing what can be done with some of Jade's least-used colors, but might as well give this a try.
 
Oh this would be hilarious! Like imma join Walpurgisnacht, because i she doesn't die, no Ragnarok so we best keep her alive and happy as long as possible.
Also probably extremely bad. But hey, the ends justify the means, right ? Right.

[X] Black

Meh, hardly any characterization here.

What about Blue and Red ?


Sidenote: A thousand years of evolution is absolutely nothing. You can shift how common different colorations are, maybe introduce slight resistance to a poison, but that's about it. If you want to get anything significant done, try at least a million years of evolution.
That's not true. Modern day breeders, with no magic, can create a new race of dogs in as little as twenty generations (of dogs).
(russian iirc) Scientist managed to domesticate a wild species like foxes in a few decades.
 
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[X] White.

Play Swords to Plowshares on Walpurgisnacht.

As amusing as that would be, the costs and exact spells in this quest will differ from those found in the MTG card game. The mana costs found on cards are intended to be viable and balanced in the context of a card game, meaning you can summon knights for one mana, cause a boardwiping firestorm with three, and summon an Eldrazi titan with nine. That's before we get into the silliness of six 1/1 squirrels being able to kill a dragon. :p


What about Blue and Red ?
Green/Blue felt like it'd overlap with Sanctioned to the detriment of both, to say nothing of how using mind control to get human allies would bite you in the long run. Jade (Ignition's PC) is already exploring Red.
 
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Sidenote: A thousand years of evolution is absolutely nothing. You can shift how common different colorations are, maybe introduce slight resistance to a poison, but that's about it. If you want to get anything significant done, try at least a million years of evolution.
Note that it wasn't a thousand years of evolution, it was a thousand years of selective breeding, which can give some pretty significant changes.

[X] Black
Adhoc vote count started by lightningowl15 on Mar 3, 2019 at 8:09 PM, finished with 19 posts and 14 votes.
 
Note that it wasn't a thousand years of evolution, it was a thousand years of selective breeding, which can give some pretty significant changes.

[X] Black

I actually edited that in once I realized "directed evolution" wasn't actually the same thing as selective breeding. As someone majoring in Biology, I have no excuse for making that mistake. :oops:
 
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[X] White

We're meant to reach out, seek allies, and turn them against Kyubey this quest right? A more friendly personality will probably help with that.
 
[X] White.
I don't want to be an anti-hero, so only option! Also, it makes blending in way easier.
Curious about Green personality stuff, which I feel like is something I have seen perhaps too few of.
EDIT: Maybe include a note that Green can be used for self-enhancement? It's unclear from phrasing and I think that there was an example in Ignition of it being used that way.
 
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