Elys firmly deep underwater at the base of the pop culture iceburg. Elys is listening to wavecore bands nobody has ever heard of because they live in a god's palace and their music can only be played by the motion of waves against drums.
It depicts a bearded giant trudging onwards through the ocean, with water up to his knees, clutching a bulging net that appears to be stuffed full of fish, sea monsters, and the remains of shipwrecks.
We shall have to keep this in mind. Simony kinda fits, but... perhaps the cult is up to more than we think. What did they want with Venta's blood anyways?
I'd suspect you of cheating, if it didn't keep happening in circumstances that would require you to be either the greatest wizard or the greatest confidence trickster who has ever lived. And, yeah, I know you're good, but you're not that good."
Telthalus freed Creation from destiny's enforcers, but I think, considering that magic is running programs piggybacking on Creation, futuretelling can just tap into its knowledge of itself and running a reasonable-case prediction based on present and past events. It's not exact but it can get the general idea.
Telthalus freed Creation from destiny's enforcers, but I think, considering that magic is running programs piggybacking on Creation, futuretelling can just tap into its knowledge of itself and running a reasonable-case prediction based on present and past events. It's not exact but it can get the general idea.
Yup, magic making good guesses what is likely to happen can be.
(Although if we ignore the idea the the author wrote the scene for a reason, it could just be a hobby)
So, Catharne comes from the depth of the sea (Mishrak), has a sweet tooth, her life is calm/peacefull but will become less so (positive: Adventurous, exciting), her future will hold a charlatan/ someone who will try to trick her. Her general future will be adventurous.
The charlatan is the only thing not expected. Assuming we will have her part of the adventures in the space gonne city, that could be our issues with the demon that wants to attack the space gonne.
All assuming that it is more than just a random hobby.
We shall have to keep this in mind. Simony kinda fits, but... perhaps the cult is up to more than we think. What did they want with Venta's blood anyways?
The 'Magician, reversed' card has multiple possible meanings. For instance, Catharne is a pupil at a magic school who is actually a dragonling in disguise. Perhaps the card could be interpreted as meaning that she will continue to deceive people into thinking that she is just an ordinary young girl. Or perhaps it means something else. Cartomancy (i.e. using Fate cards to tell people's fortunes) is pretty vague.
Telthalus freed Creation from destiny's enforcers, but I think, considering that magic is running programs piggybacking on Creation, futuretelling can just tap into its knowledge of itself and running a reasonable-case prediction based on present and past events. It's not exact but it can get the general idea.
If he weren't already missing the exact fragment he is missing which is preventing him from making good decisions, I would say that his search pattern is going nowhere quite slowly. Then again, I highly doubt Telthalus actually left it anywhere he could find it to begin with. Why leave the ball under one shell when you could leave it under none?
In preparation for writing the last couple of chapters, I've been researching how real-world tarot cards have been used for divinatory purposes. Can you tell?
"Shall I go next?" asks Jana, with a grin to rival Catharne's.
Everyone else groans. "You always draw skulls," Chantilly complains. "A flush, every single time. I'd suspect you of cheating, if it didn't keep happening in circumstances that would require you to be either the greatest wizard or the greatest confidence trickster who has ever lived. And, yeah, I know you're good, but you're not that good."
"It's because I came so close to death when I was five years old," Jana explains. "By rights, I should be dead right now."
While the other girls are groaning at how 'special' Jana is, you succumb to curiosity and call out, "Could you tell my fortune, Tassin?"
"I don't see why not," she says, glancing at you and giving a small shrug. She gathers her cards together, splits them into several different piles, shuffles them and then gathers them together again, until at last she is satisfied. You can sense that she is channelling magic through her hands, into the Fates deck, but it isn't any spell or magical power that you recognize. Presumably, it has something to do with her ability to tell people's fortunes with these cards.
"All right," she says, laying five cards face down on the table. "Let's do this."
Just like last time, the first card she turns over is 'The Wading God'. "Well, that's no surprise," she mutters. "You two–" She indicates you and Catharne. "–came from the same island, far out in the middle of the sea."
Mishrak is the god of the depths of the sea and all the creatures that dwell therein, which means that he has taken over a substantial portion of the domains that used to belong to Rynn, the elder god who now wanders the seas eternally searching for the missing fragment of his soul. He is called 'the Wading God' and it is clear that the card represents him, but you suspect that it now represents Mishrak just as much. What would happen if he took over all of the domains that used to belong to Rynn? Would the name and image of the card be changed? Perhaps it would be called 'The Sea Dragon' instead?
The second card Tassin draws depicts an androgynous figure clad in a jester's motley, perched on the edge of a cliff, arms outstretched, holding a bindle stick in one hand and a freshly-picked flower in the other. "The Fool," says Tassin, her voice quivering with amusement. "An innocent and optimistic child who has yet to learn the meaning of fear, a sacred fool who is oblivious to danger and can make mock of kings with impunity, or a penniless wanderer who is setting off on a journey through the great mysteries of life. A symbol of hope, new beginnings and endless potential."
"Also, sexual ambivalence or an unconventional sex life," says Jana, with a wicked grin on her face. "I always knew you had it in you, Elys."
"I'm only thirteen!" you cry, burying your face in your folded arms in an attempt to hide your luminescent blush. "I haven't been getting up to… anything like that!"
"That's so inappropriate, Jana," says Catharne, scowling at her and moving to stand in front of you as if shielding you behind her tiny body. "You're supposed to be her handmaiden."
"Yeah, I suppose it was," says Jana, looking chastened. "Sorry, Elys."
"Funny, though," says Chantilly, sniggering.
"Next card," says Tassin, turning it over. It depicts a green-skinned warrior clad in wooden armour, which is still alive and has new green leaves growing from it. He stands alone in the middle of a dark forest, looking as if he suddenly sprouted out of a patch of bare earth. "The Knight of Leaves. A staunch defender of life and living things. Someone who is gregarious, intelligent and has great plans for the future. Also… uh, just as the suit of coins is associated with the element of earth, the suit of leaves is associated with the element of water. Yet another connection to your island home, I'd guess."
"But it's not all good news," says Opona. "The Knight of Leaves is flighty and easily bored, better at starting new projects than carrying them through to their conclusion."
"So, not like me at all," you say, shaking your head.
Opona looks at you consideringly. "I don't know enough about you to comment."
"Anyway…" Tassin turns over the next card. It depicts a silver city of gleaming spires, domes and ziggurats, floating high up in the sky, above the clouds. However, the card is upside down. "The City in the Clouds, reversed. What once was a teeming metropolis is now a mausoleum. It represents the death of dreams, the end of aspirations, hopes and goals that can never be fulfilled…" She looks away from the cards and gazes at you with eyes filled with compassion. "I'm sorry. This card is a dreadful ill omen."
"Don't worry," you say, putting on a show of obstinate resolve. "I can live with it."
"The 'death of dreams', huh?" says Jana, looking thoughtful. "I wonder…"
"If something bad is going to happen, it's better to know about it in advance," says Catharne. "That way, you can be ready for it."
Wordlessly, Tassin turns over the last card. It depicts a cracked and yellowed skull, lying discarded on a dusty road. A young seedling is growing out of one of the eye sockets. "The Ace of Skulls. New life is born in the midst of death and decay. No matter what has come before, there is always a new hope and a chance to be reborn."
"So… I'm going to die and then be reborn? Well, thanks," you say, trying to make a joke of it. "Maybe I'll have better luck in my next life."
"It doesn't have to mean that," says Tassin. "When used to predict the future, Fate cards always point to possibilities rather than absolutes. And anyway, while the reversed City in the Clouds suggests that something terrible will happen soon, the Ace of Skulls could be interpreted as meaning that you'll overcome it. In spite of everything, you and your hopes will survive and carry on."
"That's very encouraging! Thanks!" You put on your best attempt at a smile, look around at the others and say, "This is fun, isn't it? Who wants to go next?"
How do you want to embark on your plan to free Green Flame from slavery? What's the first step?
I think this is a good place to end it. Let's move on.
You've already voted that this is what you want to do in the next story arc:
[x] Ask Raef how you can free Green Flame from the magical bonds that keep her as a slave.
---[x] Attempt to free her. (Warning: this may be extremely difficult and potentially dangerous)
---[x] Bring Mishrak, Galadan the Mystic, Samaya, and Red Ruin to assist in the attempt
---[x] Use the fact that Galadan the Mystic was never removed from office to bypass Green Flame's forced defense of the seal
Hmm. Raef and Samaya will certainly agree to take part, but I think it would impossible for Mishrak to suddenly appear in Tyrepheum without setting off every magical alarm. You've only spoken to Red Ruin once, so you don't know if he'd be available.
Also, where and how are you going to meet Green Flame? If it's in the middle of the Academy, that could be problematic.
"That's very encouraging! Thanks!" You put on your best attempt at a smile, look around at the others and say, "This is fun, isn't it? Who wants to go next?"
How do you want to embark on your plan to free Green Flame from slavery? What's the first step?
"The Fool," says Tassin, her voice quivering with amusement. "An innocent child who has yet to learn the meaning of fear, a sacred fool who is oblivious to danger and can make mock of kings with impunity, and is just about to set off on a journey through the great mysteries of life. A symbol of hope, new beginnings and endless potential."
So, it could be (sacred fool) that we dare something that is very risky and would be too dangerous for a normal person. Or (innocent) that we are taking risks we do not understand.
"The City in the Clouds, reversed. What once was a teeming metropolis is now a mausoleum. It represents the death of dreams, the end of aspirations, hopes and goals that can never be fulfilled…"
"The Ace of Skulls. New life is born in the midst of death and decay. No matter what has come before, there is always a new hope and a chance to be reborn."
Death of dreams. Rebirth.
In the near future Space Gonne will have its moment of fate.
The goddess imprisoned in the moon, communicating only through dreams, could end (death of dreams) and who she was before could be reborn. (rebirth from death)
Ooooor we fuck up and make something worse, destroy some aspiration/hope, make some goal unachievable. But it would not be the end.
Second interpretation could be trouble for both freeing Green Flame and Space Gonne.
How do you want to embark on your plan to free Green Flame from slavery? What's the first step?
I think this is a good place to end it. Let's move on.
You've already voted that this is what you want to do in the next story arc:
Hmm. Raef and Samaya will certainly agree to take part, but I think it would impossible for Mishrak to suddenly appear in Tyrepheum without setting off every magical. You've only spoken to Red Ruin once, so you don't know if he'd be available.
Also, where and how are you going to meet Green Flame? If it's in the middle of the Academy, that could be problematic.
Get our allies, convince who needs to be convinced, share our plan
we go to to the academy
we find Green Flame
we try to get her somewhere private
a disused part of the academy, her office, something like that
open a portal to where our allies are waiting (preferably open the portal in front of the only door)
Galadan the Mystic steps through and asks her to acompany him
dependent:
if it worked: they go to the undersea palace with the other allies and Galadan asks her to let Mishrak work on the seal (who then breaks it)
if it doesn't work: Run. She was created to be a weapon and may be forced to attack. Raef and Samaya (+ possibly Red Ruin) may be able to save her, but elf on elf fight is above Elys paygrade.
If we're luring Green Flame someone, I'm iffy on including Cadre 1F in this since if a fight starts they'd be the most vulnerable.
I remember that Green Flame runs an illegal pyromancy club for students after the old one got banned, which is probably somewhere isolated, so if we find out where that is we could get her on the way back.
In preparation for writing the last couple of chapters, I've been researching how real-world tarot cards have been used for divinatory purposes. Can you tell?
What would happen if he took over all of the domains that used to belong to Rynn? Would the name and image of the card be changed? Perhaps it would be called 'The Sea Dragon' instead?
"But it's not all good news," says Opona. "The Knight of Leaves is flighty and easily bored, better at starting new projects than carrying them through to their conclusion."
"The City in the Clouds, reversed. What once was a teeming metropolis is now a mausoleum. It represents the death of dreams, the end of aspirations, hopes and goals that can never be fulfilled…"
I know her leash doesn't extend that far, but... I am not sure how far it extends, for that matter. @Chandagnac dear QM, did we ever get a good gist on how far she could go and what happened if she went too far? I recall thinking the punishment was distressing.
I remember that Green Flame runs an illegal pyromancy club for students after the old one got banned, which is probably somewhere isolated, so if we find out where that is we could get her on the way back.
Sounds like a good idea to me, as long as that is outside of school grounds. We can gather our allies (inquire with Red Ruin, maybe Bellona), enter the city surreptitiously, set up with Raef as Galadan the Mystic, and lead her into what is essentially an intervention, but for things entirely outside of her control. And I think if she's not dagger-in-the-back ambushed she can employ her self-delusion techniques to help us out as best she can.
I know her leash doesn't extend that far, but... I am not sure how far it extends, for that matter. @Chandagnac dear QM, did we ever get a good gist on how far she could go and what happened if she went too far? I recall thinking the punishment was distressing.
(@Chandagnac)
And if that was part of the spell put on her or part of a command enforced by the spell.
If it is the latter then being told to do so by Galadan the Mystic should overwrite that, shouldn't it?
Because 'Happy Birthday, Elys!' and the next story arc take place in the same month, I was planning to have them flow together. The end of the birthday party will take place at the beginning of the next update, just before Elys sets out to free Green Flame from slavery.
She can go a few miles before suffering unbearable pain.
(However, in School of Sorcery, she was able to go far enough to confront the Elm King in the heart of his domain without suffering any ill effects from her bonds. It may be worth investigating how/why.)
I mean instead of projecting himself directly, he projects or incarnates himself somewhere else, then walks into the warded zone like a regular person. I am not sure if that would circumvent the wards, but it might help.
However, in School of Sorcery, she was able to go far enough to confront the Elm King in the heart of his domain without suffering any ill effects from her bonds. It may be worth investigating how/why.)
I recall the leash being post-facto, and the elm king chapters (and the post where you introduced the idea) don't contain the reason. GF was originally going to go alone to return the kobolds, so it can't be the presence of students... maybe it's something to do with where she's going and why? If it's on school business she can convince herself?
Yes, well... it shouldn't be surprising that I've reused similar themes, motifs and ideas multiple times throughout my work. (And I'd forgotten that 'the Crown' in Sorry, Your Time-Traveling Privileges Have Been Revoked was a miniature city in the sky because I've got used to thinking about it as 'the Crown'.)
I mean instead of projecting himself directly, he projects or incarnates himself somewhere else, then walks into the warded zone like a regular person. I am not sure if that would circumvent the wards, but it might help.
I suppose it's possible, but it would take a long time for him to walk. I don't know if he has any domains near the city of Tyrepheum, which is quite far inland. Alternatively, maybe he could fly somewhere quite close to the city but outside the range of detection and walk the rest of the way.
I recall the leash being post-facto, and the elm king chapters (and the post where you introduced the idea) don't contain the reason. GF was originally going to go alone to return the kobolds, so it can't be the presence of students... maybe it's something to do with where she's going and why? If it's on school business she can convince herself?
Yes, well... it shouldn't be surprising that I've reused similar themes, motifs and ideas multiple times throughout my work. (And I'd forgotten that 'the Crown' in Sorry, Your Time-Traveling Privileges Have Been Revoked was a miniature city in the sky because I've got used to thinking about it as 'the Crown'.)
It was the Crown to its maker, but to its enemies, it was Heaven. Quite fitting, I would think, for a city in the clouds.
I suppose it's possible, but it would take a long time for him to walk. I don't know if he has any domains near the city of Tyrepheum, which is quite far inland. Alternatively, maybe he could fly somewhere quite close to the city but outside the range of detection and walk the rest of the way.
Sounds good to me! Walking or flying is immaterial for the general idea, except time spent in transit. The point being, avoiding wards that detect the act of manifesting by doing it elsewhere and then moseying in the effect zone.
I suppose it's possible, but it would take a long time for him to walk. I don't know if he has any domains near the city of Tyrepheum, which is quite far inland. Alternatively, maybe he could fly somewhere quite close to the city but outside the range of detection and walk the rest of the way.
Sounds good to me! Walking or flying is immaterial for the general idea, except time spent in transit. The point being, avoiding wards that detect the act of manifesting by doing it elsewhere and then moseying in the effect zone.
I'm going to create a reference guide for the various cards in the 'Fates' deck just in case I ever need to refer back to them:
THE MAJOR ARCANA
1. The Fool1
An androgynous figure clad in a jester's motley, perched on the edge of a cliff, arms outstretched, holding a bindle stick in one hand and a freshly-picked flower in the other. An innocent and optimistic child who has yet to learn the meaning of fear, a sacred fool who is oblivious to danger and can make mock of kings with impunity, or a penniless wanderer who is setting off on a journey through the great mysteries of life. A symbol of hope, new beginnings and endless potential. Also, sexual ambivalence or an unconventional sex life. 1The Fool is sometimes considered to be an entirely separate card, not one of either the major or minor arcana.
2. The Magician
Represents wisdom, guidance, and control over one's own destiny. Or, it could represent a wise and patient mentor figure.
Reversed, it means uncertainty, hesitation and failure to make a choice. Or, it could represent a charlatan, someone who is not what they appear to be.
3. The High Priestess
4. The Empress
5. The Emperor
6. The Hierophant
7. The Lovers
8. The Champion
9. Strength
10. The Hermit
11. Fortune
12. Justice
13. The Hanged Man
The Hanged Man. Something must be sacrificed if something else is to be gained. Also, the Hanged Man can represent a period of waiting and indecision, a time for careful consideration, during which you shouldn't – or perhaps there is no way to – take a step forward or back.
14. The Wheel
15. Balance (or 'Temperance')
16. The Demon Lord
17. The Lightning-Struck Tower
18. The Soothsayer
19. The Moon
20. The Sun
21. The All-Devourer
22. The World (or 'The Sleeping Goddess')
23. The Wading God
It represents the deep sea and all that dwells within it. Or, it could represent a ceaseless, pointless, impossible task. The image on the card often depicts a bearded giant trudging onwards through the ocean, with water up to his knees, clutching a bulging net that appears to be stuffed full of fish, sea monsters, and the remains of shipwrecks.
24. Fortitude
25. The City in the Clouds
It represents goals, aspirations and ambitions to be achieved, which could mean that a summit may soon be surmounted or that the end of a long journey is drawing near. Alternatively, it could represent a teeming metropolis. The image on the card often depicts a silver city of gleaming spires, domes and ziggurats, floating high up in the sky, above the clouds.
Reversed, this card is a dreadful ill omen. What once was a teeming metropolis is now a mausoleum. It represents the death of dreams, the end of aspirations, hopes and goals that can never be fulfilled.
26. The Herd (or 'The Flock')
27. The Unchained Beast
28. The Hourglass (or 'The Water Clock')
29. The Gate
THE MINOR ARCANA
The Suit of Coins (associated with the element of Earth)
This suit represents the material world and physical reality: everything that can be seen, heard, tasted, smelled or touched. It is associated with the foundations and limitations of real life.
30. The King of Coins
31. The Queen of Coins
32. The Knight of Coins
33. The Page of Coins
34. The Ten of Coins
35. The Nine of Coins
36. The Eight of Coins
37. The Seven of Coins
It represents wealth and success, which may be undeserved, stolen or inherited instead of rightfully earned. Also, it can be interpreted as meaning greed and gluttony. The image on the card usually depicts a wily thief running away with several large bags of money.
38. The Six of Coins
39. The Five of Coins
40. The Four of Coins
41. The Three of Coins
42. The Two of Coins
43. The Ace of Coins
*
The Suit of Swords (associated with the element of Air)
This suit represents the realm of thought, abstract situations and mental states. However, it is also associated with conflict, disharmony and ill luck.
44. The King of Swords
45. The Queen of Swords
46. The Knight of Swords
47. The Page of Swords
48. The Ten of Swords
49. The Nine of Swords
50. The Eight of Swords
51. The Seven of Swords
52. The Six of Swords
53. The Five of Swords
54. The Four of Swords
55. The Three of Swords
56. The Two of Swords
It can represent balanced forces, a period of peace with tensions running underneath, or the calm before, during or after a storm. Often, the image on the card depicts two men fighting a duel, their blades locked together, neither of them able to gain an advantage over the other.
57. The Ace of Swords
It stands for excessive power and force, like a hurricane that sweeps away everything in its path. It represents swift and forceful change, which can be destructive but can also be the spark that leads to progress and renewal. Also, it is linked to 'Justice' because it represents punishment for wrongdoing. As you have sown, so you shall reap. If one has sown misery and discord, it will be returned to them, tripled in size and ferocity. On the other hand, those who've lived blameless lives have nothing to fear.
*
The Suit of Leaves (associated with the element of Water)
This suit represents the realm of emotion, feelings and intuition. Also, it is strongly associated with living things and the natural world.
58. The King of Leaves
59. The Queen of Leaves
60. The Knight of Leaves
A staunch defender of life and living things. Someone who is gregarious, intelligent and has great plans for the future. However, the Knight of Leaves is flighty and easily bored, better at starting new projects than carrying them through to their conclusion. The image on the card often depicts a green-skinned warrior clad in wooden armour, which is still alive and has new green leaves growing from it. He stands alone in the middle of a dark forest, looking as if he suddenly sprouted out of a patch of bare earth.
61. The Page of Leaves
62. The Ten of Leaves
63. The Nine of Leaves
64. The Eight of Leaves
65. The Seven of Leaves
66. The Six of Leaves
67. The Five of Leaves
68. The Four of Leaves
69. The Three of Leaves
70. The Two of Leaves
71. The Ace of Leaves
*
The Suit of Stars (associated with the element of Fire)
The suit represents the realm of myth, legends and fairytales, stories and nightmares. It is associated with passion and clever new ideas.
72. The King of Stars
73. The Queen of Stars
74. The Knight of Stars
75. The Page of Skulls
76. The Ten of Stars
It represents excitement, adventure and gleeful chaos. The image on the card usually depicts a fiery conflagration.
77. The Nine of Stars
78. The Eight of Stars
79. The Seven of Stars
80. The Six of Stars
81. The Five of Stars
82. The Four of Stars
83. The Three of Stars
84. The Two of Stars
85. The Ace of Stars
*
The Suit of Skulls (associated with the element of Spirit)
This suit represents everything that is hidden, unknown or forgotten, secrets to be discovered and mysteries to be solved. It is associated with endings and stagnation but also with new possibilities and opportunities.
86. The King of Skulls
87. The Queen of Skulls
88. The Knight of Skulls
89. The Page of Skulls
90. The Ten of Skulls
The end is inevitable, but there is one last obstacle you must surmount: a pile of grinning skulls in a pool of blood. They represent a final ordeal you must overcome before you can achieve the goal you seek.
91. The Nine of Skulls
92. The Eight of Skulls
93. The Seven of Skulls
94. The Six of Skulls
95. The Five of Skulls
96. The Four of Skulls
97. The Three of Skulls
98. The Two of Skulls
99. The Ace of Skulls
It represents new life born in the midst of death and decay. No matter what has come before, there is always a new hope and a chance to be reborn. The image on the card usually depicts a cracked and yellowed skull, lying discarded on a dusty road, with a young seedling growing out of one of the eye sockets.
These cards were heavily inspired by the real-world Tarot deck, but I've added several new cards, changed the number of suits, and in general I've changed them to fit the Hedgyverse.
Several of the above cards (actually, all of them) have multiple possible meanings. Much depends on how they are interpreted. Also, remember that the order in which the cards are drawn is important in determining their meaning.
(I'll fill the details of the rest of the cards in when they are mentioned in the story, if they are ever mentioned.)
Sounds good to me! Walking or flying is immaterial for the general idea, except time spent in transit. The point being, avoiding wards that detect the act of manifesting by doing it elsewhere and then moseying in the effect zone.
All right, so he could do it, quite easily (especially since there is already a portal between the undersea palace and Tyrepheum's goblin town), if you persuaded him that it was necessary. However, I'm not sure that it would be worth his time.
"So… I'm going to die and then be reborn? Well, thanks," you say, trying to make a joke of it. "Maybe I'll have better luck in my next life."
"It doesn't have to mean that," says Tassin. "When used to predict the future, Fate cards always point to possibilities rather than absolutes. And anyway, while the reversed City in the Clouds suggests that something terrible will happen soon, the Ace of Skulls could be interpreted as meaning that you'll overcome it. In spite of everything, you and your hopes will survive and carry on."
"That's very encouraging! Thanks!" You put on your best attempt at a smile, look around at the others and say, "This is fun, isn't it? Who wants to go next?"
Late in the evening, after the other girls have gone, you make sure to wrap your arms around Jana and Catharne, pulling them both into a warm hug. "Thank you for today. You didn't have to, but I'm glad you did," you say. "I hope you enjoyed it too."
"It's been fun," says Jana, with a nod.
"It's your birthday as well," you remind her. "Has it been everything you wanted?"
She pauses, considering for a moment. "I can't complain," she says, with a crooked smile. "Does anyone ever get everything they want?"
"I don't know," you say, feeling foolish. "But would that really be desirable? I mean, you'd have nothing left to strive for."
"Words of wisdom," says Jana, with a nod.
"I enjoyed it. But then I always enjoy our birthday," says Catharne, who is a sweet and uncomplicated person.
"Considering that… ah, card game we played, I'm looking forward to the future with some trepidation." Jana grimaces. "But I suppose there's no point in worrying about it now. Enjoy life while you can, that's what I always say."
"Now who's being wise?" you tease her.
Another nod, but she appears lost in thought and doesn't reply.
Finally, you release them from your loving hug, yawn and stretch, and say, "Here's to another year. Let's make it a good one!"
They both assent to that.
Almost a week later, you interrupt one of your lessons with Raef by saying to him, "I want to free Green Flame from slavery. Will you help me?"
"Hmm. A worthy cause," he says. "Of course, I agree with you that it must be done, sooner rather than later. But have you thought this through?"
"I have a plan. I'm putting together a team to help me carry it out," you say. "And I was hoping that you and Samaya would join me."
"Before I accept, there are a few questions I want to ask. Bear in mind that I hate slavery. I hate the fact that the Sambian Empire practises slavery and that all elves within their borders are automatically taken as slaves. I hate that slaves are treated as if their lives had little or no value. However…" He pauses, gathering his thoughts. "Ah. Green Flame is in an unusual position. She is safe and comfortable, in a relatively privileged position – even if many of the pupils and members of the faculty despise her for being a slave and an elf, there are many others who admire and respect her – and her ostensible 'master' gives her a surprising amount of leeway and seems willing to turn a blind eye to some of her more suspicious actions and decisions."
"I don't trust Prentigold," you say. "He's creepy."
"As I understand it, he has survived by playing off many different sides against each other. You can trust him to do whatever will benefit him the most, even if in all other respects he is untrustworthy."
You pause, carefully considering what he just said, which doesn't seem quite right to you. "I've read Green Flame's journal, in which she describes his interactions with Dumar and some of the other members of the Mystic Path. Although they seemed keen to recruit him, he was rather standoffish with them, despite the rich rewards they had to offer."
"No reward is worth dying for," says Raef. "Prentigold has a strong survival instinct. He wouldn't get involved in something that would likely get him killed, no matter what they offered him."
"How do you know so much about Prentigold?" you ask. "He became headmaster after Dumar deposed you, didn't he? Did you know him before?"
"Back when I was headmaster, Prentigold was already a famed battlemage. Despite his reputation as a patriotic hero of the Sambian Empire, many of his actions were those of a cautious pragmatist, an intelligent and sensible man who… Well, it doesn't matter now, but at one time I thought he might be an acquaintance worth cultivating." He hesitates, shakes his head, and says, "Anyway, that's beside the point. I apologize for getting distracted. What I meant to say is this: before you put your plan into action, you should consider what the likely consequences will be for Green Flame. You want to free her, to make her life better, but what if you end up making things worse? What about her four little ducklings, the members of Cadre 1F? They adore her and she adores them in return. Do you think she'd be willing to leave them? If so, what will happen to them? Would she thank you for rescuing her and leaving them in danger?"
"You don't think I should rescue her?" you ask, eyes wide with surprise.
"I didn't say that. Just that you should consider the consequences of your actions. You have good intentions, but if you aren't careful you will cause havoc, spreading pain and misery among those you wish to help. I agree with you that freeing Green Flame from slavery would be a noble thing to do. Just don't ruin her life in the process."
As he speaks, he looks solemnly down at you. Currently, he appears to be a grey-bearded old man, dignified and stately, which makes his acting like a 'wise and experienced mentor' much more credible than if he was wearing the form of a young and coltish teenage girl like he did the last time you visited Tyrepheum. You look at him wide-eyed and nod your agreement, unsure of how else to respond.
"You could join us in our attempt to free Green Flame," you tell Mishrak, a few days later. "Even if she is compelled to fight any attempt to free her, she could not withstand your might."
"My power is not easily contained. As soon as I appeared in Tyrepheum – or anywhere for miles around – everyone with even a smattering of magical talent would sense my presence," he points out. "I would attract too much attention."
"You rescued me from there once before," you point out. "And I don't remember anyone making a fuss about that."
"That's because I went there and was gone almost in the same instant. By the time anyone came to investigate, there was no evidence left behind. Besides, it happened in the middle of the Academy, so – after they made sure it wasn't the kind of bizarre occurrence that leads to disaster – I'm sure they wrote it off as yet another magical accident in a place where such things are exceedingly common."
"So, you won't help me?" You look at him with eyes welling up with disappointment.
"I didn't say that," he replies. "You are my Chosen. It's time to show the world what that means. When you have most need of help, you may draw upon my power. You will be my avatar; godlike strength will be yours, for a short time at least. In that way, I will be there to aid you." There is a pause while you consider this startling offer. "I trust you will only do this during times of direst need?"
"Oh, yes," you assure him. "You can trust me."
Red Ruin isn't difficult to find. Most of the time, he's aboard a ship, serving as a marine and seeking battle against the Aspitis. Otherwise, he will often spend time with his orcish friends in the underwater palace, laughing, joking and reminiscing. On this particular day, that's where you find him.
You wait for a lull in the conversation he's having. Then, when he and his friends fall silent, you march boldly over to him and say, "I have a proposal for you."
"Even if I was interested, you're much too young for me," he replies, looking pleased with himself. Immediately afterwards, he spoils the moment by nudging one of the orcs closest to him and saying, "That's right, isn't it?"
"Yes," says the orc, in the deepest and gruffest voice you've ever heard. You suspect that he'd roll his eyes at Red Ruin's 'witticism' if he could. His face is a mass of scar tissue and he appears to have been designed to look as grotesque and fearsome as possible: a hulking brute with thick dark hair sprouting in matted clumps all over his body, except where yellowish pustules and scaly scabs have sprung up in between. The Betruri Empire wanted their orcs to be horrific. In your eyes at least, they succeeded.
"Not that kind of proposal!" you scoff, shaking your head and putting on a disgusted grimace. "I want you to help me free an elf from slavery."
"I'm interested," he says, after a moment's consideration. "When, where and under what circumstances?"
"Her name is Green Flame. She works as a teacher in the Sambian city of Tyrepheum, which would be nice if she got paid for her work. I'd free her myself if I could, but I suspect she'd be forced to attack anyone who attempted to do so."
"Ah… before I commit to anything, I'd like to know more," says Red Ruin. "I've been warned that I can be rather impetuous, but I'd like to avoid that if at all possible."
And so, over the next several minutes, you explain to him and his friends everything you know about Green Flame's situation as well as your plans for how to free her.
"To be honest, I'm not sure why you need me," he says. "You seem to have the situation well in hand."
"If she is compelled to attack me, I'll need someone who can fight back against her," you say. "Someone as skilled and capable as she is. Someone like you."
"Flattery will get you everywhere." He smirks. "Very well, I agree to your proposal. Together, we will free my kinswoman from bondage."
"Is she your kinswoman?" you ask.
"I consider all of Keron's elves to be my kin," he informs you. "Now… I'm sure my friends can do without me for a few days – isn't that right?"
The orcs around him nod, growl or mutter their agreement.
"With or without your help, we can fight," says one of them.
"You'd only get in our way," says another, baring long sharp fangs in a mocking grin.
"Excellent," says Red Ruin. Then, nodding at you, he continues, "I am at your disposal. When you need me, let me know."
As you are turning to leave, another thought occurs to him: "I had thought that the life of a princess must be dreadfully boring, but perhaps I was wrong. Is this sort of thing normal for you?"
"Yes, perfectly normal," you assure him. "Every day, a new adventure."
"How marvellous!" he cries, looking very impressed.
So, what will Elys do next?
Red Ruin has agreed to join you and Mishrak has given you a powerful new limit break, but Raef may need a little more convincing. (In this instance, Samaya will go along with whatever Raef decides.)
"I didn't say that," he replies. "You are my Chosen. It's time to show the world what that means. When you have most need of help, you may draw upon my power. You will be my avatar; godlike strength will be yours, for a short time at least. In that way, I will be there to aid you." There is a pause while you consider this startling offer. "I trust you will only do this during times of direst need?"
This is super sweet of him, if it was only his power we needed, not his expertise. Sadly, it is the latter - his practice and knowledge of removing elven slave brands - that is a critical piece of this plan. I recall Bellona was discussed as an alternate in this plan, but I don'tthink we've seen her do that kind of thing onscreen? I am not wholly sure that Teryn has done it either, though I would not be surprised if he had.
As you are turning to leave, another thought occurs to him: "I had thought that the life of a princess must be dreadfully boring, but perhaps I was wrong. Is this sort of thing normal for you?"
"Yes, perfectly normal," you assure him. "Every day, a new adventure."
I am not sure how viable that is. I suspect she would have to drown such thoughts out lest the brand punish her, or conceal them in a journal she is reasonably sure that no puzzle-hubgry princess is going to sniff out.
Basically, it comes down to this:
This is Operation Save Green Flame's Free Will. We can't solve slavery in a night, we can't fudge Prentigold too much, and we don't want to bust Green Flame's life into a million pieces, like Raef is cautioning us against. This is an operation with the sole purpose of removing the brand that constrains her free will and leashes her in place. No more, no less. What she chooses to do with her freedom is her choice, and hers alone.
Ideally, we'd like to do this without Prentigold catching wise until it's too late. As Raef said, GF has a lot of things she cares about in her current life. I suspect she will pretend as if nothing's changed on the outside. And as long as she does so, I think Prentigold will do nothing. He is, as Raef said, a cautious pragmatist. With us pouring money into the school's projects, and eventually the scholarships, it would not benefit him in the slightest to upset Mishrak, even if the particulars of everyone's involvement becomes known to him. In short, it's of no benefit to him to rat us out, unless he needs to do so to save his own skin, which he will likely only need to do if GF goes mega-rogue. But, as stated before, I find that unlikely.
In terms of the plan rather than the rationale, we have muscle and plausibility enough to overcome GF's command to protect her brand. We need to make sure we have an expert brand remover. Ideally Mishrak, but if there's anyone else on his level in that particular art...
If we bring up the issue with Greenflame, she'd be compelled to stop us.
A better approach might be to try to solve the issues that Cadre 1F has, so that if Green Flame has to leave, she won't have to worry about them suffering in her absence.
We've already cured Dorian's father, and discovered the truth of his parentage, which were the existing quests we had related to him.
Venta's issues are related to the cult murdering goblins and potentially her patron deity, which will be resolved after the moon gonne plotline finishes in a few months.
Philander's issue is with his father and the bindings he has him and his family under. We have an action available to get Bellona to check him out, and if it's successful we can free the rest of his siblings. We'll probably end up having to kill his father to stop him from starting over with new kids, and he's well placed in Sambian society, so that will be tricky.
Isolia's issue is how trustworthy her patron Hygmalion is, since he's ruined children he's mentored before. She was homeless before she met him, so he has a lot of power over her and she has a lot to lose in defying him. We're setting up a Mishrak scholarship fund to help needy students in part so that she isn't so dependent on him. We probably need to investigate Hygmalion to figure out further issues.
So in terms of Cadre 1F's loyalty quests:
Dorian (Done)
Venta and Isolia (In Progress)
Philander (We Haven't started yet and it may take a while)
@Chandagnac
Mishrak is onboard with removing the slavemagic, just not the coming along to cath her part, right?
Maybe we should ask Samaya what she thinks.
She did this before, so maybe she has good ideas about how to deal with an elf with loved ones that may be forced to fight back against being freed. (risk minimization)
She could also have experience with elves in comfortable (compared to average slaves) positions.
Just caught up. I really like the worldbuilding. Everything feels very organic.
I just hope the mc gains some power for herself.
The portal magic is a very good start, but 80% of this quest is asking people for aid. Which is a good ,efficient , way to help. But the mc seldom directly seeks out the enemy. And when she does every allied npc gives heavy warnings. Feels off to recruit for a war we wont fight in. We are still young but you put all the important things at such a short timeframe. I want her to grow up but i dont want all those bad events to happen in the meantime. Its a good sign that your quest can make me so conflicted.
Edit: i dont like how the npcs always say "so many month ago you wanted to." It feels like they are asking us what we are doing and why we dont hurry and the reason is that we never tell them all the stuff we have to do and you only let us do one thing a month.
Which is good for getting to adulthood but not so good when we have to hurry around the world cause our allies are making no progress without us.
Also we shouldnt have to explicitly have to write: "before we hurry of to wherever to safe whoever, we take some time to ask our parents for advice and study some material concerning the newest subject." It feels like we should write that at the start of every monthaction. Because if we dont and no friendly npc tells us to research, our mc would have run headfirst into several walls.
I really like this story.
I know what i wrote above is negativ, but thats honestly all the negative things i can say about your writing. After reading 2 and a half storys. Thats very little.
None of these are no sells to me, but annoying points in an otherwise creative, interesting and well planned story.
This is super sweet of him, if it was only his power we needed, not his expertise. Sadly, it is the latter - his practice and knowledge of removing elven slave brands - that is a critical piece of this plan.
If you knock Green Flame out (or otherwise incapacitate her), you should be able to carry her through a portal to the underground palace or somewhere else Mishrak can operate on her without being disturbed. I had assumed that was your original plan.
I recall Bellona was discussed as an alternate in this plan, but I don'tthink we've seen her do that kind of thing onscreen? I am not wholly sure that Teryn has done it either, though I would not be surprised if he had.
This is Operation Save Green Flame's Free Will. We can't solve slavery in a night, we can't fudge Prentigold too much, and we don't want to bust Green Flame's life into a million pieces, like Raef is cautioning us against. This is an operation with the sole purpose of removing the brand that constrains her free will and leashes her in place. No more, no less. What she chooses to do with her freedom is her choice, and hers alone.
A better approach might be to try to solve the issues that Cadre 1F has, so that if Green Flame has to leave, she won't have to worry about them suffering in her absence.
Venta's issues are related to the cult murdering goblins and potentially her patron deity, which will be resolved after the moon gonne plotline finishes in a few months.
Maybe we should ask Samaya what she thinks.
She did this before, so maybe she has good ideas about how to deal with an elf with loved ones that may be forced to fight back against being freed. (risk minimization)
She could also have experience with elves in comfortable (compared to average slaves) positions.
That's partly what the 'Mishrak offering to let Elys borrow some of his power at times of dire need' section of the latest update was about; I kinda want to have megazord battles between Dragon!Elys and giant monsters.
Who says she isn't going to take part in it? (Btw, I hope that sometime soon people will vote for the 'join Sildar and Jorantul in their attempt to destroy the Aspitis' fleet of ghost ships' option. Then you'll get to see Elys face off against some powerful enemies, alongside powerful allies.)
We are still young but you put all the important things at such a short timeframe. I want her to grow up but i dont want all those bad events to happen in the meantime. Its a good sign that your quest can make me so conflicted.
Edit: i dont like how the npcs always say "so many month ago you wanted to." It feels like they are asking us what we are doing and why we dont hurry and the reason is that we never tell them all the stuff we have to do and you only let us do one thing a month.
Which is good for getting to adulthood but not so good when we have to hurry around the world cause our allies are making no progress without us.
Also we shouldnt have to explicitly have to write: "before we hurry of to wherever to safe whoever, we take some time to ask our parents for advice and study some material concerning the newest subject." It feels like we should write that at the start of every monthaction. Because if we dont and no friendly npc tells us to research, our mc would have run headfirst into several walls.
Your complaints are valid and you're not the first person to make them. I think a big problem is that Elys is still only thirteen years old, barely more than a child, and therefore she is somewhat limited as to what she is able to do. Which is one of the reasons why this quest involves so much diplomacy.
I want time in-story to keep moving forward, which is why I've restricted all of you to only one action per month. However, some of those actions have taken a long time to complete, to the extent that even though this quest has been running for about a year and a half, Elys has only lived for two years during that time (although, admittedly, that's partly because I fell into a depressive funk and abandoned it for several months). So, it feels to you like lots of time is passing and you're not able to do very much, but at the same time I feel like Elys isn't growing up quickly enough.
One of the problems with several of my previous quests has been that far too much action and adventure has been crammed into much too small a time space. For instance, the entirety of A Hedge Maze Is You (AHMIY) seems to be crammed into a period of time no longer than a week, despite everything that happens in it. Similarly, the story of School of Sorcery is stretched over only a month, largely because I made it absurdly detailed and really should have reworked it from the ground up. I'll admit that in this quest I may have gone too far in the opposite direction, but I still don't plan to slow things down until Elys is at least sixteen years old. Or possibly even later.
I've leaned into the whole 'videogame sandgame rpg' thing, which is why it seems like none of the NPCs can get much done unless Elys is there to see it. Mainly because a lot of things happened in AHMIY while Hedgy wasn't there and couldn't take part, and I've always kinda regretted that.
Anyway, thank you for posting. I'm pleased to see that this quest is still occasionally picking up new readers.