More intrigued than you are anxious, you decide to give the preacher a shot first, and sidle your way over to where she's talking animatedly with a group of other pyromancers. As you approach, they turn to look at you as one... before smiling politely. Looking around the room to see if anybody else new joins. However, you are the only one, at least one newbie looking nervously in her direction.
"Ah! A guest, really nice of you to stop by, you've made an excellent choice of first stop. Are you one of the faithful?"
You decide on being honest enough, here, given that the fewer lies you have to juggle the better.
"No, not yet at least. I'm actually curious about how divine magic works with fire and what your religion is like. I'm kind of from an isolated spot and I never learned about a lot of that."
You quickly realize that one of the effects of religion is being able to smile unsettlingly wide.
"Oh, now THAT is lovely to hear! Well, there are a lot of people here right now, and while I always like to open with a little sermon, this isn't the actual Kharian church in town so I'll try not to take too much of your time," she nods.
"Kharian religion is most often shared through anecdotal stories, with gods and mythological heroes almost all being nameless, instead, they are archetypes. The thousand-faced sorcerer, the maiden of tragedy, the parasitic fool... and its three highest Goddesses are The Warrior, The Witch, and The Waif."
She looks into you with a fiery gaze that seems to bore through you, her expression suddenly VERY intense.
"They absolutely exist. They are real, they act, and they are powerful. I say this now because I respect what you actually asked enough to answer your other question from a more academic perspective."
"In the broadest sense, regular magic is about holding the entirety of a spell or some facet of reality inside your consciousness, while divine magic is about putting your entire consciousness into a spell or some facet of reality. While mortal magic requires some degree of understanding and precise thoughts, divine magic requires some degree of determination and precise emotions. TECHNICALLY some divine magic can be used without the help of the gods at all, but it is much weaker and most theorize that it's actually lesser gods fueling it because when a god provides a... never mind, getting off track."
"Point is, pure, unwavering FAITH can fuel divine magic. And that's what makes Kharian religion especially interesting. The Warrior is associated with fire. Actually, she's associated with THREE fires. The black flame of the future, the bright flames of the present, and the gold flames of the past. Because of this, it's actually been proven that Arterites - Arterism is the religion's actual name, sorry, got ahead of myself - can use spells that affect time as fire spells based entirely upon the true certainty that they really are associated."
Your eyes widen at that, and possibilities start to run through your mind...
"Now, every time I tell somebody about this, they always think it's going to be easy to exploit, but the truth is you can't really just 'make up' a religion and clap your hands if you believe until the spell works. For starters, all sentient races are social creatures and can't believe something if none of their peers support it - and narcissists and sociopaths who CAN do that have an ego so inwardly focused they can't use divine magic in the first place."
"I wasn't!" you protest. You hadn't gotten close to that far.
"Suuure~ But that's not to say it isn't still incredibly useful! I teach a few spells to the society around holidays when it's easier to learn. Probably just something simple to start, though, like, around the harvest festival I teach a spell to cook and shell shellfish. Which isn't much but it's weird specificity makes it good for getting a handle on things."
That actually doesn't sound half bad. You remember hearing complaints from some of your neighbors complaining that shellfish were plentiful, but inedibly terrible, and a way to cook them properly would be fairly relevant. Plus, a start's a start.
"But that's in the future, and there it shall remain until I master the black flame~" she sticks her tongue out, clearly teasing you at this point.
"For NOW, I've got a sermon to tell!"
She does even more talking, and you do a lot of listening. If there's a next time, though, you won't be the newbie anymore.
[For pacing, the sermon will appear in a supplementary post]
You approach the dungeoneering team already a bit discombobulated from your… semi-religious encounter, only to quickly find yourself split off.
"You, over here," a tall human man with a black crew cut immediately directs you to a group of three other people, one of whom is also without a pyromancer's robe, wearing a set of overalls making you both stand out.
"Thank you all for your interest in this season's dungeon run," the… director… continues. "I'm David Miller, and I'll be supervising the first years this time. If you have any questions, please come to me before doing something reckless, as dungeoneering is always most dangerous at exactly two times: when you first start out, and when you master it."
"This school is built on top of the World's End Ravine, and while many of you know it as an enormous, impassible cliff, it is -also- notable for the many, many smaller caves built inside the cliffside. Even if the crafting district didn't do their hardest to keep the dungeon replenished, we would be nowhere near far enough into this school's lifespan to have it cleared out."
"Fortunately, through the use of powerful barriers, we don't have to worry about monsters in the school proper, but there are still many benefits to fighting them," he concludes his speech with confidence… but it's a bit tautological. You try to bite your tongue, you don't want to question what everybody knows… but you have to ask.
"Like what? Why should we fight monsters?" You say, trying very hard not to sound confrontational.
David looks at you and raises an eyebrow, "Well I assumed you wanted to light things on fire given that you came over here, and monsters are obviously better than most, but I suppose I could mention the specific rewards. Dungeons are always full of treasure. This is a known fact. It used to be considered a blessing from the gods to reward fighting evil, but recent research has shown that the same phenomena that create monsters - that being an excess of wild magic in an area - also creates natural magic items. And all of you will, of course, be allowed to keep any items you find in the caves."
You hear a snicker and something that sounds suspiciously like "Phat loot" from one of the robed figures in your group and decide not to push it by asking anything further. Starting to tune the director out as you muse.
You get the gist, anybody who goes on the expedition will be split into teams of four - although you miss why exactly that is. You will get to know your group, love them, rely on them, buy them a pony… that last one might have been you conflating two things when you realized the other new girl smelled kind of like horses. The trip begins in three weeks, hold the magic gubbins passed out so you don't die…
But you're kind of distracted by your own thoughts. Is it fair to go slay monsters for loot? You are a monster, after all, and you're still not entirely sure what that means, except that apparently magic just spontaneously generated you at some point.
That might explain why you had a dad but no mom.
"Hey," you're attention is grabbed by the new girl next to you, an enormous mane of shaggy red hair trailing down her back and catching the corner of her glasses. "I get what you mean about monsters. Back on the farm we had some sandworms, we wouldn't dream of getting rid of, there's a lot you can do besides murder, right?"
That wasn't what you meant at all… but it is the first bit of monster-friendly sentiment you've heard.
"Yeah. Yeah, they were never particularly aggressive where I was from, and were better neighbors than some humans, so it feels weird to me," you whisper back.
"Hah! Yeah. When the whole town found out I had Wilder powers, it weren't the MONSTERS that chased me out with pitchforks," the girl coughed, before looking down.
"I'm sorry, you didn't deserve that," you answer automatically.
"No… no I did. I burned a lot of stuff down, cost a decent portion of the harvest. People could have died. That's why I'm here. I want to do everything I can to CONTROL magic, not just experience it," she grinned sadly.
You weren't sure what to say to that, but were immediately distracted by David looming over you and clearing his throat.
Apparently, if you wanted dungeoneering with safe oversight to be an option, you'd better shut up and spend the rest of the time learning the basics.
Studiousness check Learning Catch Flame Breakpoints 20/40
38+13=51
Catch Flame is mostly used for lighting torches or campfires but in a pinch, the flames it makes are hot enough to burn most monsters should they be close enough to be hit by it.
It comes to you naturally, as true flame burns within you, so letting out a spark takes almost nothing to master.
[Spell Learned Catch Flame
School: Generation
Cost: 1 mana
Cast Time: 1 second
Creates an intensely hot burst of flame from the casters's hands. Lasts only for a moment before fading away though any mundane fires it starts will remain.]
Still, throwing fire with somebody who felt about as warm as you did… it made it easier.
As you practice, you realize you never properly introduced yourselves.
"Jackie Bright," a tanned, calloused, and currently on-fire hand, shakes your own.
"Macabre. Er, no last name," you return the grip.
It's a little tricky finding the right squeeze when having a real hand is new.
But you don't mind it.
[The three members of your assigned dungeoneering team will get a chance to introduce themselves each week before your first excursion if you continue this route. For now, Jackie is added as a friend with a relationship of 2/10
Known traits: Commoner, Open-Minded]