A Revolution of Mages and The Magicless

Should dice rolls be used in future updates?


  • Total voters
    6
I'm going to close the poll alongside 2016. I'll have the actual tally on January 3rd at the latest. Have a happy new year, and let's hope/pray/whatever that the famous person death count drops.
 
Poll time!

Vote tally:
##### 3.21
-[X] Go after Murdock. You're worried.
--[X] Take Joshua. Get him away from mother.
No. of votes: 5

Shiranui
The Meddler
Nevill
Hannz
veekie

...and I don't know why I bothered using the tally program this time. *shrugs*

I'll begin working on the update now. Something else I also wanted to mention was a list of spells. I'm ironing out a list of possible spells for Lillete and other mages that may join up later to learn, and was hoping to get some input on them. I'll post the list later on as an indexed post, and if anyone wants to recommend a change, then I'll listen. This will also be a great chance for everyone to decide which school of magic they want Lillete to follow next, so keep an eye out regardless.
 
Mechanics update: the magic of Medea
Okay people: let's talk magic! I've divided the eight schools* of magic into their own spoiler pannels. Click on each one for more info. The big thing I want to mention about these spells is that I made them so that A) they would be appealing to use for the quest, and B) they would reflect the climate of the different schools and the spells they would want to develop.

Basic earth lift: can levitate small objects of earth origin such as pebbles and clumps of dirt. These objects can then be launched like a slingshot, but the levitation vanishes. 12 MP. Casting time: 3 seconds.
Soil restoration: revitalizes a patch of soil with nutrients needed to sustain plants. 18 MP. Casting time: 5 seconds.
Advanced earth lift: can levitate medium sized objects of earth origin such as rocks and pots of dirt. These objects can then be launched like a slingshot, but the levitation vanishes. 25 MP. Casting time: 5 seconds.
Earthshift: causes the targeted patch of land to move like a burrowing worm. These waves can be ridden as a transport. 13 MP per 50 ft. traveled. Casting time: 5 seconds.
Land restoration: revitalizes dead patches of land such as deserts or wastelands with nutrients needed to sustain plants. 25 MP. Casting time: 8 seconds.
Earthquake: causes the land to intensely shift around the caster. The deeper down the earth the caster is, the greater the damage. 50 MP. Casting time: 8 seconds.
Expert earth lift: can levitate large objects of earth origin such as boulders and mounds of dirt. These objects can then be launched like a slingshot, but the levitation vanishes. 37 MP. Casting time: 7 seconds.
Open maw: Opens a patch of land, creating a deep pit. The land can then be resealed, crushing everything trapped in the pit. 30 MP. Casting time: 4 seconds.
For Earth magic, I wanted to focus on manipulating and empowering the earth. The Earthen kingdom exists in a desert surrounded by mountains, so I wanted spells that would be used for farming purposes.
Fire barrier: surround a target with a barrier of fire that extends up to 20 ft. 14 MP. Casting time: 5 seconds.
Fireball: create a small ball of fire that can be lobbed 10 ft. 8 MP. Casting time: 3 seconds.
Enflame: set an ember on a target. 12 MP. Casting time: 5 seconds.
Fire blast: create a medium sized ball of fire that can be lobbed 20 ft. 14 MP. Casting time: 6 seconds.
Fireproof: gain a resistance to fire. Does not protect from extreme heat, such as direct contact with magma or lava. 16 MP. Casting time: 7 seconds.
Fire storm: create a large ball of fire that can be lobbed 30 ft. 21 MP. Casting time: 9 seconds.
Grand enflame: set a target on fire. 25 MP. Casting time: 10 seconds.
Lava manipulation: The caster gains control over a stream or body of lava, and can direct in any direction they choose. 50 MP. Casting time: 15 seconds. *Requires training in the fire lands*
Fire magic is simple, yet deadly. Because of its power, only the best mages are allowed to live in the Fire Lands where the magic was first created. If you're magicless or a weak mage, you are banished from the lands. (given that fire magic is dangerous and that the Lands have a volcano, this is more of a precaution than a social Darwinist situation) Outsiders can still learn the magic on their own, but as Murdock said, you can only receive training in lava manipulation by going to the Lands themselves.
Freeze: causes a drop in temperature around the targeted area. Water will turn into ice using this spell. 10 MP. Casting time: 4 seconds.
Water bend: manipulate the flow of water, even in ways that are impossible in nature. 8 MP. Casting time: 3 seconds.
Icicle: produces a small icicle to launch at a target up to 15 ft. away. 12 MP. Casting time: 6 seconds.
Rain: can cause a localized rainstorm to gather water. 20 MP. Casting time: 10 seconds.
Water walker: walk over a watery surface for up to one minute. 16 MP. Casting time: 8 seconds.
Hydraulic: gather water in the area and launch it at a target at high pressure. 20 MP. Casting time: 12 seconds.
Flash Freeze: instantly freeze an area of water up to the size of a lake. 30 MP. Casting time: 15 seconds.
Water breath: allows for breathing underwater. 20 MP. Casting time: 10 seconds.
Water magic manipulates water. Nuff said. The freezing spells are primarily used for a major ritual in the Water Kingdom. I'm talking "if we don't preform this ritual, then shit be fucked" major. To clarify on water bend: when I say that water can be manipulated "in ways that are impossible in nature," I'm talking like in Avatar: the Last Airbender, where the water could be pulled out of the source and whipped around.
Breeze: produces a weak gust of wind. 6 MP. Casting time: 4 seconds.
Whisperwind: create a gust of wind and encode a message onto it. Anyone that the breeze blows by will hear the message. 8 MP. Casting time: 6 seconds.
Current: creates a strong gust of wind. 12 MP. Casting time: 8 seconds.
Tornado: creates a cycle of wind around a small target. 20 MP. Casting time: 12 seconds.
Hurricane: creates a cycle of wind around a medium sized target. 30 MP. Casting time: 20 seconds.
Wind: creates a strong gust of wind. 18 MP. Casting time: 12 seconds.
This is one school of magic that I want to improve on, since it feels a bit anemic compared to the others. Some background on the Wind Towers: the land of the wind mages, the actual, literal land, is uninhabited. The wind mages live in four giant towers, and fly around on gliders and small, boat like vehicles that can be supported by the wind. Think of the Wind Tribes in Avatar: the Last Airbender, and you have a rough idea of what moving around is like. If you have any ideas, even for something as dumb as a spell that ruins someone's hairdo, then I want to hear it.
Animal command: use mana to influence a small animal's actions for up to one minute. 10 MP. Casting time: 6 seconds.
Nature growth:
accelerates the growth of a plant by using mana as a nutrient. 6 MP. Casting time: 3 seconds.
Familiar bond: use mana to make a pact with an animal, turning them into a familiar. 20 MP. Casting time: 8 seconds.
Plant control: manipulate a plant like a puppet. 12 MP. Casting time: 6 seconds.
Animal shift: give the caster or a target the properties of an animal. The animal in question must be near the target. 25 MP. Casting time: 12 seconds.
Nature control: manipulate all types of trees and vegetation like a puppet. 30 MP. Casting time: 10 seconds.
Revert: undo the effects of animal shift. 3 MP. Casting time: 1 second.
The druids are loners through and through. They scorn outsiders, and believe that their connection to nature makes them better. As such, getting access to tomes of druid magic is rare. Even then, if you want to use druid magic with skill, you would have to train under the druids themselves. Their magic does control the forces of nature, but is only used for preservation instead of domination. Something that I want to work on for the druids is an improvement to the familiar system, since I feel that their isn't much to it, and I have no idea what direction to go with it.
Basic enchant: engrave a rune into an object that casts a spell when triggered. The rune lasts up one month. 12 MP + original spell's MP. Casting time: 6 seconds + original spell's casting time.
Metal detection: can detect metal up to 50 ft. ahead or below ground. 8 MP. Casting time: 5 seconds.
Metal skin: Enchant a target to give its surface increased durability. 15 MP. Casting time: 4 seconds.
Advanced enchant: engrave a rune into an object that casts a spell when triggered. The rune lasts up to 1 year. 25 MP + original spell's MP. Casting time: 10 seconds + original spell's casting time.
Merge: combines the properties of two or more metal objects into one. 18 MP + 9 MP for each additional metal. Casting time: 10 seconds.
Unrust: removes rust from a metal object. 20 MP. Casting time: 5 seconds.
Expert enchant: engrave a rune into an object that casts a spell when triggered. The rune lasts up to 10 years. 100 MP + original spell's MP. Casting time: 1 minute + original spell's casting time.
Metal bend: alter the shape of a metal object that the caster is touching. 30 MP. Casting time: 4 seconds.
Restoration: repairs damaged metal objects: 40 MP. Casting time: 8 seconds.
You know that fire axe Joshua has? That icicle-shooting crossbow Murdock is packing? You can thank these guys for those. The Metal Forges is a kingdom sitting on top of a large metal supply, and they have been mining and manipulating metal to make all of Medea's tools for ages now. Enchantments are a relatively new school of magic, but one that has increased demand for Metal Forge's tools in magicless colonies.
Basic healing: can heal simple cuts & bruises. 10 MP. Casting time: 3 seconds.
Magical barrier: can generate a barrier that repels magical attacks. Only works on spells that attack with magical energy and not environmental manipulation. 12 MP. Casting time: 1 second.
Physical barrier: can generate a barrier that blocks physical blows. 12 MP. Casting time: 1 second.
Advanced healing: can heal gashes and broken bones. 22 MP. Casting time: 5 seconds.
Duality barrier: casts a barrier that protects from all attacks. 22 MP. Casting time: 2 seconds.
Remove illness: can ward off disease and cure a sick person. Holy magic. 20 MP. Casting time: 3 seconds.
Spirit repel: generates a light that wards off spirits. Holy magic. 15 MP. Casting time: 5 seconds.
Expert healing: capable of reattaching freshly severed body parts and restoring lost fluids such as blood. 35 MP. Casting time: 5 Seconds.
Extend life: places a ward on a living being that casts basic, advanced and expert healing when a severe enough wound is placed on the being. Lasts up to 24 hours. 67 MP. Casting time: 10 seconds.
Unholy repel: generates a light that repels spirits, demons, and the undead. 35 MP. Casting time: 7 seconds.
Here's something you should all be familiar with. Holy magic is used for healing and protection these days, but it used to be a repel for all kinds of evil such are sinister spirits, the undead, (remember how Murdock mentioned "legal" magic, necromancy is an illegal magic) and demonic forces (more on demons in a future World of Medea segment). Holy mages are present in all of the kingdoms, as healers are always a welcome sight no matte where you live.
Spirit commune: calls upon a spirit to commune with the living. The summons may not work depending on the spirit's will. 10 MP. Casting time: 4 seconds.
Spirit pact: Creates a contract between a summoned spirit and the summoner. This spirit can be used as a familiar of sorts. Requires consent from the spirit. 20 MP. Casting time: 0 seconds.
Shade sight: allows the enchanted target to see in the darkness for up to one hour. 12 MP. Casting time: 3 seconds.
Anti-magic: creates a ward that negates all magical energy that comes into contact with the enchanted target. Lasts up to one minute. 18 MP. Casting time: 12 seconds.
Carry spell: transforms a spell into a magical rune and transfers it to a spirit familiar. The familiar can trigger the rune at any time. 10 MP + spells original cost. Casting time: 3 Seconds + casting time for original spell.
Knowledge reserve: taps into the knowledge and ability of a spirit familiar, granting those skills to the summoner. 25 MP. Casting time: 10 seconds.
Physical form: the caster uses mana in order to give a spirit familiar a physical body to interact with the world. Lasts for 1 minute. 20 MP. Casting time: 8 seconds.
Shadow wave: creates a barrier of darkness that repels physical matter and magical energy. 30 MP. Casting time: 15 seconds.
The shadow lands are home to scholars of the dead. While the magicless can summon spirits with rituals, mages have found spells that act as a shortcut and improvement on the rituals. The aforementioned necromancy came from this land, although they have outlawed it due to how it profanes the dead. The people believe that the cycle of life and death should not be twisted, which is reflected in how their spells do not force a spirit to obey their will, but instead gives the ghost an option to opt-out.

...and that's it. Once again, I am both open to and looking for feedback on how to improve this system. Even if you think that it is fine, then I would like to hear that anyway.
 
Ooooh, so much information and so much magic to work with. ...We'll proceed to fight for hours in regards to what magic somebody gets, aren't we...?
 
Ooooh, so much information and so much magic to work with. ...We'll proceed to fight for hours in regards to what magic somebody gets, aren't we...?

More like have a short brawl. :p Just remember that there is nothing stopping you from being jack-of-all-trades. Focusing on how to use a weapon instead of another school of magic is also another option.
 
Suggestions for Wind Spells:

Haste: What it says on the tin. Classic speed boost.
Silence: Prevents sound waves from travelling through the air. Useful for secret conversations and sneaking around.
Levitate: Causes the target to float. Useful for cushioning falls.
Wind Wall: Create a stationary wall of wind that throws solid projectiles off course.
Wind Blade: Throw high-speed blades of wind at targets.

As for Earth Spells...

Transmute: Changes a non-organic solid into base-earth for a set amount of time. Can be used to crumble steel blades into clumps of dirt. Requires physical contact.
Clay Shaping: Allows the caster to stick objects into vertical surfaces and/or the ceiling. Can be used to aid in climbing cliffs, walls, and such.

Just for fun:

Smite and Ignite: Holy and Flame Magic. A combo of Unholy Repel and Grand Enflame. The target is set aflame, it's light and blaze holy in nature, before exploding in a blaze of Holy Light and Purging Flame that inflicts a lesser version of the spell on those hit.
 
I ended up turning Lillette into Erina Pendleton in my mind. Also, Murdock has been given Matt Murdock's face and glasses. By the way, how old is everyone?

"Alright," Murdock said, "say no more." Murdock gave Joshua the axe.
Lucky you, Joshua! Now you don't have to buy a new ax! :D
Penelope marched over to Joshua, her face red with fury. "Why did you not try to warn a
guard first? You should not have come in here, you piece of filth! Especially if all you did was stand here whimpering like the dog you are!"
I wouldn't be surprised if Joshua did try to warn a guard and got ignored. He tries to help and this is the thanks he gets.
 
I disappear for a short while, and a talking Getter-2 Thinks that the merchant is Chirrut from Rogue One.

As for your question @Dead Pann, Lillete is 26, while Joshua is 20. Murdock is in his thirties, and Lady Penelope is [REDACTED. IT'S RUDE TO GIVE AWAY A LADY'S AGE]. In other words, her early 50's.

Okay, I didn't place that there. What the hell?
 
Blood and Carnage
Apologizes for how long this took, but here's the update!

Also, regarding the magic spells, keep sending in suggestions. I'm alread adding in Hannz's ideas, and will take more.

---

Delacroix Mansion, Peninsula Town, Holy Land
12th day of the harvest season, 10th hour

A unknow man – maybe an assassin – broke into her home.

"Worthless slob!"

A merchant turned out to be an armed and skilled fighter.

"Why did you not do anything!?"

And now her mother was hurling insults at a young man whose horrible crime was having no mana flowing in his blood.

"Useless! Absolutely useless!"

There was a lot that happened within the past hour, so much tension in a single moment, more than Lillete ever expected to deal with in her life.

One thing was certain, though: she was a Delacroix. Her father was a soldier, and the blood of a man who could keep himself collected in times of strife flowed through her veins.

"I swear, if it was not for his last wish-"

Tapping into that reservoir of strength, she ran forward and grabbed Joshua by the wrist, ignoring her mother's cries for an explanation. "I knew this was a bad idea." Joshua lamented. Fear was visible on the face of the otherwise stoic young man. Lillete continued on anyway, determined to join the hunt.

"Come on," Lillete said, "we must find Murdock, and that man."

Lillete ran through the two doors of the mansion's entrance, and appeared quickly enough to witness the wave of destruction.

Surges of overcharged energy erupted from different points in the town. Chunks of ground flew in the air alongside splinters of wood and dust, as a path leading to the end of the town was lit up by the blasts of overcharged runes.

As the dust settled, Lillete ran forward into the chaos and was horrified. There were people on the ground that were either dead or wounded. Blood and guts were scattered on the ground as people screamed in pain. Those who were not caught in the blast were running into the wake of the destruction, helping those who were hurt.

The town guard were soon on the scene. The captain of the guard, a stern man with a long beard, was shouting orders towards the guards. Lillete ran towards the captain, hoping to help control the chaos. "Excuse me!" She shouted.

"What is it!?" The captain shouted. The rage on his face vanished as he realized who he was talking to. "Miss Lillete," he said, trying to gain his composure. "Is everything alright? Was the mansion attacked?"

"It was," Lillete said, "but everything is fine there. Please, let me help with the rescue effort. I can heal wounds-"

"That will be unnecessary." The guard said. "We already have healers ready to tend to the wounded."

"It wouldn't hurt to let her take care of the less severe cases." Murdock appeared from the path leading out of the town, holding an unconscious person in his hands. He didn't have a scratch on him, and his crossbow was on his back. "She knows her magic, and you can use all the help you can get."

The guard hesitated before nodding at Lillete. "Very well," he said. "We're taking the injured to the guardhouse. Go there and tell them that I sent you for help, Miss Lillete."

"Thank you," Lillete said. "Come with me, Joshua." Joshua followed Lillete without another word. Before she was completely out of earshot, she was able to catch something that Murdock said to the captain: "Did you guards see anyone that looked…strange?"

Guard House, Peninsula Town, Holy Land
12th day of the harvest season, 14th hour
The smell of death and blood filled the air in the guard house. Those who did not pass on were asleep.

*Lillete -> multiple spells (440 Mana). 548/1,000 Mana remaining*

Lillete was resting on a chair. As a holy mage, she was always aware of what the sick and injured looked like, although applying aid to such a large group was still exhausting. Next to her, Joshua was leaning on the wall, unsure of what to do. The next room over, Penelope was in the captain's office, talking about the attack. Murdock was there as well, finishing up his testimony of the day's events.

"…and after that, the explosions occurred. When the dust settled, I tried to find the culprit, but he was gone. After that, I began helping the victims."

The captain shook his head. "I thank you for the help," he said to Murdock, "but I wish your first shot managed to hit the man. We lost too many lives today in that attack."

There were over 400 people living in the town. Thanks to the actions of the brown robed man, 80 of those people were dead, with another 100 injured and resting. About half of the town guard was either killed or heavy wounded due to the explosions and pursuit. As for the culprit, he kept slipping past the guards, knocking them out with sneak attacks. The guards were eventually able to corner him, but then the explosions occurred, and he disappeared while the guards were distracted.

"We lost most of our guardsmen." The captain said. "There aren't enough people left to defend the town and send a message to the capital."

"Focus on the town's defenses." Penelope said. "I can send someone from the mansion to personally deliver news of the attack to the royal family."

"You should go yourself," Murdock interjected.

"No," Penelope said, glaring at Murdock. "I must stay here and lead the efforts for restoration. Peninsula Town needs me."

"Which is why you need to leave." Murdock said. "Your life is in danger. That man was obviously trying to kill you, judging by the weapons he used. But why?"

"How am I to know!? He gave away nothing of his motives or his identity, other than that he had to be a magicless." Penelope shook her head. "That would explain it, actually. He was a magicless, mad at his lot in life, and instead of accepting it, he tried to lash out at a mage! Pathetic!"

Murdock shook his head. "Well," he said, "back on topic. I'll wait around in town for a bit, make sure that everything is safe, before heading out. If you don't want to go, then maybe I can deliver the news to the capital?"

"Hmph!" Penelope said. "I… acknowledge your help, merchant, but the King or Queen would not see someone without any magical power to their name."

"I will go, then." Lillete entered the room, having enough of her mother's attitude. "You will be needed here, mother, leaving me as the only person who can go to the capital."

Penelope shook her head. "Lillete-"

"Please, mother." Lillete said. "Most of the townsfolk will be too busy with repairs and grievances to make the trip. Murdock is the only person willing to travel right now. And am I not father's daughter? Even if he left the capital on bad terms, I can still gain an audience on my name alone."

The sour expression on Penelope's face gave away her true feelings. "Tomorrow." She said. "You will leave in the morning to travel to Luce. Make sure that the royal family grants us promises of extra guards and supplies to rebuild."

Lillete smiled. "Thank you, mother." She said. "I promise you, I will succeed!"

"I know you will." Penelope said with a smile. "If you would excuse me, then." Penelope left the captain's office followed by Lillete and Murdock. Along the way, Penelope stopped to glare at Joshua. "Well," she said, "do not stand there, you idiot. The mansion has to be rebuilt, and someone must perform the menial labor!" Penelope walked away, while Joshua followed her from a distance.

"Yeesh," Murdock said, "I got the impression that she doesn't like magicless, but she treats that kid like he's dirt."

"She hates him the most." Lillete said. "She sees him as a reminder that she was able to produce a magicless child."

"Wait," Murdock said with shock, "you mean he's…"

Lillete nodded. "Joshua is, or at least was, my younger brother before mother disowned him."

Delacroix Mansion, Peninsula Town, Holy Land
12th day of the harvest season, 18th hour

*Lillete -> Rested (416 mana restored). 1,000/1,000 Mana remaining*

Lillete got out of her bed, feeling rested after the day's events. She thought about where everyone was at the moment – her mother was in the office, organizing the restoration effort. Joshua was helping with repairs at the mansion, and Murdock was resting at the guardhouse, partially out of gratitude by the captain of the guard, partially so that his wagon could be inspected before you went on it. While the town guard was trying to restore some semblance of order, they were also keeping an eye open for the brown-robed man, fearing his return. Lillete took her new staff – Murdock said she and Joshua could keep their new items – and decided to head out on her way.

What will you do? (choose two)

-[] Talk
--[] Joshua
---[] Write in up to two subjects
--[] Murdock
---[] Write in up to two subjects
--[] Penelope
---[] Write in up to two subjects

-[] Study
--[] Restoration
--[] Duality Barrier

-[] Other (Write in)


---
As it says, for the next vote, you get to choose two activities. Depending on how the tally program works, either the two individual options with the highest votes or the combined pair with the highest votes will win.

Also, I'm still debating on something. I was originally planning on not including dice rolls for this quest, but as I think about how to conduct battles and magic learning among other activates, I thought that it would be better to trust the RNG than to make up results off my head. I'll make a poll for people to decide how they want the quest to work from here on out, so go vote!​
 
-[X] Talk
--[X] Murdock
---[X] About those books and merchandise we could purchase.
---[X] About the man who attacked us.

-[X] Study
--[X] Restoration

Gotta get that Cure Sickness effect if we're to travel. Also, get some more utility and offensive spells from Murdock the merchant, maybe even a weapon to defend ourself with if we ever run out of mana.
 
-[X] Talk
--[X] Murdock
---[X] About those books and merchandise we could purchase.
---[X] About the man who attacked us.

-[X] Study
--[X] Restoration
 
-[X] Talk
--[X] Murdock
---[X] About those books and merchandise we could purchase.
---[X] About the man who attacked us.

-[X] Study
--[X] Restoration
 
How am I to know!? He gave away nothing of his motives or his identity, other than that he had to be a magicless." Penelope shook her head. "That would explain it, actually. He was a magicless, mad at his lot in life, and in
There's no proof that he has magic or not, lady. Christ, it's like she wants to get sacked.
Lillete nodded. "Joshua is, or at least was, my younger brother before mother disowned him."
That explains Penelope's attitude. Not that I forgive her.

-[X] Talk
--[X] Murdock
---[X] About those books and merchandise we could purchase.
---[X] About the man who attacked us.

-[X] Study
--[X] Restoration
 
G'day! I will close the poll at 10 pm this coming Saturday. Also, updates may come at a slower rate for the next few months due to real-life circumstances. I apologize for these delays.
 
Who loves poles? Well, we don't have large columns to climb. But we do have polls:

Vote tally:
##### 3.21
-[X] Talk
--[X] Murdock
---[X] About those books and merchandise we could purchase.
---[X] About the man who attacked us.
-[X] Study
--[X] Restoration
No. of votes: 4
Hannz
veekie
Nevill
Dead Pann


And so it has been decided. Time to study and get shines! Oh, and there's the attacker too, I guess.

A note about this previous update: I had intended to make each conversation between the characters count as one action (In this case, talking to Murdock about the attacker and the merchandise would have counted as two actions). Since there was some confusion, possibly due to formatting, I decided to count both topics as one vote for simplicity sake. In the future though, each conversation/spell studied/other sub-votes will count as one action. I promise to make this clearer next time.
 
Talking with Murdock, Part 1
Coming this Winter...

He started a quest in hopes of participating in the greater community, then he suddenly vanished.

Now, RYNO Ross has returned, and he's brought what they were all waiting for...

UPDATE, EPISODE SEVEN, THE THREAD AWAKENS!

---

Delacroix Mansion, Peninsula Town, Holy Land
12th day of the harvest season, 18th hour

Lillete pulled the book out of the library, determined to get some practice in before the day ended. Even with the chaos of the past few hours, Lillete was relaxed enough to focus on her studies once again. Rather than trying to master the duality barrier again, Lillete though it would be more practical to study a spell she was close to completing: restoration. The trip to the capital, Luce, was a long one. Even with the carriage to accelerate the trip and the town of First Colony in between, there was still a risk of someone getting ill on the trip, so being able to cure aliments was a boon for traveling. Lillete took a seat, adjusting her posture for better focus, and began studying…

*Lillete -> studying: remove illness. Status: success!*

*Lillete -> remove illness. 980/1,000 mana*

"Let the mana flow through you. Focus on controlling the sickness." That is what Lillete told herself. Even without someone to cast it on, Lillete was able to focus her mana as the book instructed. The resulting burst of magical energy left a bright purple glow in the air – a sign that the spell was cast correctly. The smile on her face reflected the feeling of success that Lillete had. Lillete looked out the window to see how much time had passed, and saw the familiar orange glow of another sunset. Lillete ran out of the library, not even giving a second glance to the books that were lying on the table, in order to meet Murdock before nightfall.

Guardhouse, Peninsula Town, Holy Land
12th day of the harvest season, 18th hour
The captain of the guard was at his desk looing over paperwork. "Ah, Miss Lillete," he said, getting up to bow. "My apologies, I didn't see you come in."

"It is alright," Lillete said. "Is Murdock available?"

"Ah, yes," the captain said, "I was just going over his paperwork, actually. I'll admit that I was nervous about him, at first, but everything checks out."

"What do you mean?" Lillete asked.

The captain pushed forward a collection of papers to show Lillete. "It's all here on these documents he provided. Turns out the reason that our merchant is good at firing that crossbow of his is because he was an ex-guard. Worked for the border patrol in the Shadow Lands before retiring and becoming a traveling merchant. All the documentation has the official seals of the Shadow Lands and everything."

Lillete looked at the papers. She recognized the official seal on them, proving Murdock's legitimacy.

"There are some things about the guy I'm curious about, such as those bandages on his arm," the captain said, "but he has the evidence to back his case up, so I'll trust him with your protection. That being said, I would rather you consider bringing someone else with you, just in case."

"I will think about it," Lillete said. "If you do not mind, I would like to speak to Murdock, if he's available."

"Of course," the captain said, "he's over at the resting quarters."

"Thank you," Lillete said. With a curtsey, she walked away to see Murdock. As she walked away, she got a glance of the impromptu resting area for the injured. Some of them were awake, complaining about their injuries and cracking jokes about the situation.

Lillete knocked on the door to the resting quarters. From the inside, she heard someone tell her to come on in. She entered the room and saw Murdock sitting on one of the beds, examining his crossbow. "Ah, Lillete," Murdock said, "come to talk?"

Lillete shook her head. "I was willing to let it pass earlier," Lillete said, "but you really should address a lady by her proper title, Mr. Guardsman."

Murdock grinned. "You know," he said, "for someone who's complaining about manners, you sure are rude, trying to pry into my past without my permission."

"Hmph!" Lillete pouted, surprising herself with her sudden attitude. "Excuse my unchecked curiosity," she said, "but you were comfortable sharing the information with the captain of the guard. Besides, after your actions at the mansion, anyone would be curious about your past."

The grin on Murdock's face went even wider. "Say what you will," he said. "Still, I doubt you came here without good reason, MISS Lillete, so if there's something that you want to ask, I'm willing to listen."

Lillete went straight to the point, "first, regarding the matter with the assailant, what did you think about him?"

"How so?" Murdock asked.

"Just anything you noticed about him that would give a clue to his identity."

Murdock nodded. "Well, despite your mother's rather…skewed logic, I would have to agree with her: he was likely a magicless."

"Do you think so?" Lillete asked.

"There's no way to prove it without giving him a staff to hold," Murdock said, "and if he is a mage, then I wouldn't want to give him such a weapon in the first place. But even then, he used runic tools, which mages don't normally use."

"Is that not relying on stereotypes?" Lillete asked.

"Admittedly, yes," Murdock said, "but it is a stereotype for a reason: mages see the tools as pointless since they have access to the actual thing, and I doubt a mage would deliberately cripple their powers if they're trying to kill someone. It's conjecture, but there is reason to believe it."

"And the weapons he used…"

"That club had an anti-magic rune on it," Murdock said. "Normally that rune is used on armor to stop magic on contact, but it still has its uses on a weapon, as you saw today."

"When he pierced the barriers…"

"Exactly. As a holy mage, I'm sure you realized that your spells are not exactly geared for offense. Traditionally, most holy mages fight using a weapon and their barriers. That assailant was equipped to kill a holy mage like your mother."

"And he was able to set off those explosions."

"Overcharged runes," Murdock said. "It's a common tactic for magicless. You take a rune, damage it so that it doesn't work anymore, activate it and keep it going so that all the magical energy just piles up in once place, and boom! Only happens with a rune. Nobody from the Metal Forges have figured out how to work around that problem yet."

"But how could he have set off that explosion-" Lillete gasped. "The robe!"

"What?" Murdock asked.

"Do you remember earlier today, when we first met at the plaza? You tried to pawn your wears off at some man in a cloak?"

"Yeah." Murdock said, "Why – son of a bitch!" Murdock said. "Sorry," he said to a shocked Lillete. "But yeah, I remember. It was him, wasn't it?"

Lillete nodded. "He was wearing a robe over his cloak. He probably hid the other overcharged runes there."

"Crafty," Murdock said. "That man had to be a professional assassin."

"But why would he try to kill my mother?" Lillete asked.

"Who knows," Murdock said. "Maybe your mother's attitude towards magicless attracted some enemies."

Lillete shook her head. "She was never vocal about it," she said, "if that was the case, then I imagine that someone from the capital would be attacked first. Word would have reached Peninsula Town by now if that were the case."

"So we have a trained killer, likely magicless on our hands, and no idea why he would target your mom." Murdock sighed. "We won't know anymore until we can interrogate him, so let's stop for now."

"In that case," Lillete said, "I would like to talk about something else, then."

"Oh," Murdock said, "what else?"

To Be Continued…

---

Apologies for the late update, but like I said, real life circumstances, and by that I mean the great institution known as college, have made it difficult to find the time to write an update. There's more to come before the next poll, but I wanted to leave something here so this quest wouldn't get any more neglected than it already has. Good news, though, we can get new magic soon, and maybe even WEAPONS! A word on weapons, though: weapons can be modified to channel magic like a staff, but for one-handed weapons, their structure makes it difficult to do so, and results in penalties (such as increased costs and casting times). A staff can still be held for a one-handed weapon, but dual wielding comes with the obvious problem: lack of power and aim. Two handed weapons do not have this problem, but you cannot gain any bonuses from them, and you cannot hold a staff for obvious reasons. More on this during the next update.​
 
Yay! An update! :D

Speaking of weapons, our staff could probably be turned into a spear. Just put a pointy metal bit at the end. Though, Spears are the weaponry of your common soldoer so learning how to fight with a quarter-staff ia probably for the best for someone as regal and noble as Lillete.
 
"Who knows," Murdock said. "Maybe your mother's attitude towards magicless attracted some enemies."

Lillete shook her head. "She was never vocal about it," she said, "if that was the case, then I imagine that someone from the capital would be attacked first. Word would have reached Peninsula Town by now if that were the case."
She's not?! o_O But she screeches like a banshee if Joshua so much as looks at her the wrong way!
 
She's not?! o_O But she screeches like a banshee if Joshua so much as looks at her the wrong way!

They were talking about people whose actions have a large scale effect, such as publishing writings on the subject, pushing for anti-magical laws, ect. People who actively influence the world and how others think. Compared to the royal family that rules the Holy Lands, or one of the noble houses that rubs elbows with said royal family, the Delacoix's are low on the totem pole, only notable because of Francois, Lillete's father, being a ex-knight of renown.
 
Talking with Murdock, Part 2
(Last time...)

"So we have a trained killer, likely magicless on our hands, and no idea why he would target your mom." Murdock sighed. "We won't know anymore until we can interrogate him, so let's stop for now."

"In that case," Lillete said, "I would like to talk about something else, then."

"Oh," Murdock said, "what else?"


"Would you still be interested in selling your wares to me?"

Murdock readjusted himself. "You're really still interested in that?"

Lillete nodded. "I thought that, with the attack today, I should be better equipped to fight again in the future, in case there are no ex-border guards within the vicinity."

Murdock grinned. "Alright, Lillete," he said, "follow me."

Lillete followed Murdock to his cart. He pulled a piece of cloth off of the cart, revealing a group of weapons. "Magic is nice and all," he said, "but between you and me, a smart mage keeps a weapon on hand, especially if their repertoire of spells aren't combat oriented." Murdock pulled a stack of tomes out of the cart. "And of course," he said, "my original deal still stands: an entire collection of magical tomes for one gold coin. Now then, what are you buying?"

[] Choose up to one school of magic and one weapon.

Basic earth lift: can levitate small objects of earth origin such as pebbles and clumps of dirt. These objects can then be launched like a slingshot, but the levitation vanishes. 12 MP. Casting time: 3 seconds.
Earthshift: causes the targeted patch of land to move like a burrowing worm. These waves can be ridden as a transport. 13 MP per 50 ft. traveled. Casting time: 5 seconds.
Soil restoration: revitalizes a patch of soil with nutrients needed to sustain plants. 18 MP. Casting time: 5 seconds.
Advanced earth lift: can levitate medium sized objects of earth origin such as rocks and pots of dirt. These objects can then be launched like a slingshot, but the levitation vanishes. 25 MP. Casting time: 5 seconds.
Land restoration: revitalizes dead patches of land such as deserts or wastelands with nutrients needed to sustain plants. 25 MP. Casting time: 8 seconds.
Transmute: Changes a non-organic solid into base-earth for a set amount of time. Can be used to crumble steel blades into clumps of dirt. Requires physical contact. 20 MP. Casting time: 4 seconds.
Earthquake: causes the land to intensely shift around the caster. The deeper down the earth the caster is, the greater the damage. 50 MP. Casting time: 8 seconds.
Expert earth lift: can levitate large objects of earth origin such as boulders and mounds of dirt. These objects can then be launched like a slingshot, but the levitation vanishes. 37 MP. Casting time: 7 seconds.
Open maw: Opens a patch of land, creating a deep pit. The land can then be resealed, crushing everything trapped in the pit. 30 MP. Casting time: 4 seconds.
Fire barrier: surround a target with a barrier of fire that extends up to 20 ft. 14 MP. Casting time: 5 seconds.
Fireball: create a small ball of fire that can be lobbed 10 ft. 8 MP. Casting time: 3 seconds.
Enflame: set an ember on a target. 12 MP. Casting time: 5 seconds.
Fire blast: create a medium sized ball of fire that can be lobbed 20 ft. 14 MP. Casting time: 6 seconds.
Fireproof: gain a resistance to fire. Does not protect from extreme heat, such as direct contact with magma or lava. 16 MP. Casting time: 7 seconds.
Fire storm: create a large ball of fire that can be lobbed 30 ft. 21 MP. Casting time: 9 seconds.
Grand enflame: set a target on fire. 25 MP. Casting time: 10 seconds.
Lava manipulation: The caster gains control over a stream or body of lava, and can direct in any direction they choose. 50 MP. Casting time: 15 seconds. *Requires training in the fire lands*
Freeze: causes a drop in temperature around the targeted area. Water will turn into ice using this spell. 10 MP. Casting time: 4 seconds.
Water bend: manipulate the flow of water, even in ways that are impossible in nature. 8 MP. Casting time: 3 seconds.
Icicle: produces a small icicle to launch at a target up to 15 ft. away. 12 MP. Casting time: 6 seconds.
Rain: can cause a localized rainstorm to gather water. 20 MP. Casting time: 10 seconds.
Water walker: walk over a watery surface for up to one minute. 16 MP. Casting time: 8 seconds.
Hydraulic: gather water in the area and launch it at a target at high pressure. 20 MP. Casting time: 12 seconds.
Flash Freeze: instantly freeze an area of water up to the size of a lake. 30 MP. Casting time: 15 seconds.
Water breath: allows for breathing underwater. 20 MP. Casting time: 10 seconds.
Breeze: produces a weak gust of wind. 6 MP. Casting time: 4 seconds.
Levitate: Causes the target to float. Useful for cushioning falls. 10 MP. Casting time: 2 seconds.
Silent wind: Prevents sound waves from travelling through the air. Useful for secret conversations and sneaking around. 8 MP. Casting time: 6 seconds.
Whisperwind: create a gust of wind and encode a message onto it. Anyone that the breeze blows by will hear the message. 8 MP. Casting time: 6 seconds.
Tornado: creates a cycle of wind around a small target. 20 MP. Casting time: 12 seconds.
Wind: creates a strong gust of wind. 12 MP. Casting time: 8 seconds.
Wind dash: A spell that enhances the target's running speed, allowing them to move as fast as the winds. 18 MP. Casting time: 8 seconds.
Current: creates a strong gust of wind. 18 MP. Casting time: 12 seconds.
Hurricane: creates a cycle of wind around a medium sized target. 30 MP. Casting time: 20 seconds.
Wind Blade: Throw high-speed blades of wind at targets. 20 MP. Casting time: 10 seconds.
Animal command: use mana to influence a small animal's actions for up to one minute. 10 MP. Casting time: 6 seconds.
Nature growth:
accelerates the growth of a plant by using mana as a nutrient. 6 MP. Casting time: 3 seconds.
Familiar bond: use mana to make a pact with an animal, turning them into a familiar. 20 MP. Casting time: 8 seconds.
Plant control: manipulate a plant like a puppet. 12 MP. Casting time: 6 seconds.
Animal shift: give the caster or a target the properties of an animal. The animal in question must be near the target. 25 MP. Casting time: 12 seconds.
Nature control: manipulate all types of trees and vegetation like a puppet. 30 MP. Casting time: 10 seconds.
Revert: undo the effects of animal shift. 3 MP. Casting time: 1 second.
Basic enchant: engrave a rune into an object that casts a spell when triggered. The rune lasts up one month. 12 MP + original spell's MP. Casting time: 6 seconds + original spell's casting time.
Metal detection: can detect metal up to 50 ft. ahead or below ground. 8 MP. Casting time: 5 seconds.
Metal skin: Enchant a target to give its surface increased durability. 15 MP. Casting time: 4 seconds.
Advanced enchant: engrave a rune into an object that casts a spell when triggered. The rune lasts up to 1 year. 25 MP + original spell's MP. Casting time: 10 seconds + original spell's casting time.
Merge: combines the properties of two or more metal objects into one. 18 MP + 9 MP for each additional metal. Casting time: 10 seconds.
Unrust: removes rust from a metal object. 20 MP. Casting time: 5 seconds.
Expert enchant: engrave a rune into an object that casts a spell when triggered. The rune lasts up to 10 years. 100 MP + original spell's MP. Casting time: 1 minute + original spell's casting time.
Metal bend: alter the shape of a metal object that the caster is touching. 30 MP. Casting time: 4 seconds.
Restoration: repairs damaged metal objects: 40 MP. Casting time: 8 seconds.
Basic healing: can heal simple cuts & bruises. 10 MP. Casting time: 3 seconds.
Magical barrier: can generate a barrier that repels magical attacks. Only works on spells that attack with magical energy and not environmental manipulation. 12 MP. Casting time: 1 second.
Physical barrier: can generate a barrier that blocks physical blows. 12 MP. Casting time: 1 second.
Advanced healing: can heal gashes and broken bones. 22 MP. Casting time: 5 seconds.
Duality barrier: casts a barrier that protects from all attacks. 22 MP. Casting time: 2 seconds.
Remove illness: can ward off disease and cure a sick person. Holy magic. 20 MP. Casting time: 3 seconds.
Spirit repel: generates a light that wards off spirits. Holy magic. 15 MP. Casting time: 5 seconds.
Expert healing: capable of reattaching freshly severed body parts and restoring lost fluids such as blood. 35 MP. Casting time: 5 Seconds.
Extend life: places a ward on a living being that casts basic, advanced and expert healing when a severe enough wound is placed on the being. Lasts up to 24 hours. 67 MP. Casting time: 10 seconds.
Unholy repel: generates a light that repels spirits, demons, and the undead. 35 MP. Casting time: 7 seconds.
Spirit commune: calls upon a spirit to commune with the living. The summons may not work depending on the spirit's will. 10 MP. Casting time: 4 seconds.
Spirit pact: Creates a contract between a summoned spirit and the summoner. This spirit can be used as a familiar of sorts. Requires consent from the spirit. 20 MP. Casting time: 0 seconds.
Shade sight: allows the enchanted target to see in the darkness for up to one hour. 12 MP. Casting time: 3 seconds.
Anti-magic: creates a ward that negates all magical energy that comes into contact with the enchanted target. Lasts up to one minute. 18 MP. Casting time: 12 seconds.
Carry spell: transforms a spell into a magical rune and transfers it to a spirit familiar. The familiar can trigger the rune at any time. 10 MP + spells original cost. Casting time: 3 Seconds + casting time for original spell.
Knowledge reserve: taps into the knowledge and ability of a spirit familiar, granting those skills to the summoner. 25 MP. Casting time: 10 seconds.
Physical form: the caster uses mana in order to give a spirit familiar a physical body to interact with the world. Lasts for 1 minute. 20 MP. Casting time: 8 seconds.
Shadow wave: creates a barrier of darkness that repels physical matter and magical energy. 30 MP. Casting time: 15 seconds.

Steel sword: a two-handed sword perfect for cutting. Requires sword training to use properly. (Increase Mana cost by 5).

Iron Rapier: a rapier ideal for thrusting. Requires sword training to use properly. (Increase Mana cost by 5).

Steel lance: a long lance like the ones the knights of the Holy Land use. Requires lance training to use properly. (Increases Mana cost by 3).

Iron axe: simple and easy to use. (Increases Mana cost by 5).

Wooden club: a club made entirely out of wood. (Increases casting time by 2).

Iron dagger: weak, but small and easy to use. (Increase Mana cost by 10).

Wooden bow: a bow that can shoot arrows a far distance. Requires archery training to use. (Increases casting time by 3).

Crossbow: a plain crossbow that can fire far. Requires archery training to use. (Increases casting time by 5).

"Hmm, come to think of it, can I turn my staff into a weapon?"
 
HOLY CHOCOLATE BUFFET ON A WEEKEND, IS THIS AN UPDATE!?

You bet! After numerous delays due to a trip to Ireland, finals, work, video games about giant robot crossovers and Jungian-style thieves, and general procrastination,* I have finally gotten off of my rear end and posted the rest of the update.

Now then, choose wisely, as your pick of spells and weapons will likely be the ones that Lillete will rely on in the coming updates. If you can't decide now, then feel free to choose later, although you might not have immediate access to the Delacroix treasury in the future, and Murdock won't keep that deal up forever. Also, as I said before, if you pick an actual weapon and Lillete is using it when casting magic, there will be a penalty. Obviously, the penalty is moot as long as you have the staff in your hands, but can Lillete master dual wielding?

Since I don't know how may people will bother voting at this point (Pessimism powers go!:(), I'm keeping the voting deadline indefinite for now. Let's hear your choices, people!

*surprisingly, those last three are not related in any way.
 
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