...Yeah, that logic doesn't hold up. The particular set of dimensions we can travel to may or may not include such dimensions, and how common they are elsewhere wouldn't change that.

Also, I just want to point out that 'elemental planes' don't appear to be a major factor here. As in, the elements we have experience with don't appear to come from such a place. They seem to be more in line with the 'elementals occur naturally in their element' style of elementals.
Fair point. Oh well.
 
So, you don't want to even attempt to get information about our ability from a mage. Because that's what not telling anyone about our super-secret dimension travel means. You're saying the safest thing to do is to let our anchor expire and learn how our ability works that way.

I don't need to explain why willingly leaping into the unknown is a bad idea, do I?

I'd like to tell one person, the mage who is going to be helping us, because that limits the risk as best we can. These people are friendly enough, but chatty, and not mages.
 
So, you don't want to even attempt to get information about our ability from a mage. Because that's what not telling anyone about our super-secret dimension travel means.
No, we tell them that it was probably a magical accident, which gives us more than enough reason to seek a mage. We don't tell them that we've already concluded that we're from another dimension and got teleported here. It's more than possible to provide some information without providing all of it.
 
Going to use this the next post for numerous rolls. Voting isn't locked.
Adhoc vote count started by Alivaril on Jun 25, 2017 at 12:53 PM, finished with 480 posts and 14 votes.

  • [X] Agree to go with Ines and Eugene.
    -[x] You don't mind exploring or treasure hunting though. It's not like delays will make you more lost.
    [X] Ask more questions.
    -[X] They mentioned a guild? You're assuming it's for mages; what sort of things do they do?
    --[x] You're pretty sure you got here in a magical accident of a sort. Your best bet for figuring out what happened would be another mage.
    -[x] Have they ever heard of Alistore before?
    -[x] Just ask whatever comes to mind without worrying about secrecy or concealment, except keep dimensional travel and anchoring a secret.
    -[x] Try to take pointers on wilderness survival / preparations or procedures for trips like this as you travel. Also exploration if you get up to any.
    [X] Agree to go with Ines and Eugene.
    -[X] Although, if you could maximize the time spent sightseeing, exploring, treasure-hunting, etc., that would be nice.
    [X] Ask more questions.
    -[X] They mentioned a guild? You're assuming it's for mages; what sort of things do they do?
    -[X] Do they have any advice for someone who just ended up in a different dimension and has no idea how, why, or what she should do next?
    -[X] Just ask whatever comes to mind without worrying about secrecy or concealment.
    [X] Agree to go with Ines and Eugene.
    -[x] You don't mind exploring or treasure hunting though. It's not like delays will make you more lost.
    [X] Ask more questions.
    -[X] They mentioned a guild? You're assuming it's for mages; what sort of things do they do?
    --[x] You're pretty sure you got here in a magical accident of a sort. Your best bet for figuring out what happened would be another mage.
    -[x] Have they ever heard of Alistore before?
    -[x] Just ask whatever comes to mind without worrying about secrecy or concealment, except keep dimensional travel and anchoring a secret.
    -[x] Try to take pointers on wilderness survival / preparations or procedures for trips like this as you travel. Also exploration if you get up to any.
    -[x] Do they want to tell us where they are from? What's it like? Does it have good food?
    -[x] Do they have any mage friends?
    -[X] Where are we?
    -[x] Where could a girl purchase a 15.24 cm long flute gilded with decorations of elderberries?
    [X] Agree to go with Ines and Eugene.
    -[x] If there are any jobs you could do quickly to repay them, you're certainly willing, but they should be advised that you're on a 5 day time limit. The strange thoughts that aren't your own said so. Yes, you're extremely concerned about that.
    [X] Ask more questions.
    -[X] They mentioned a guild? You're assuming it's for mages; what sort of things do they do?
    --[x] You're pretty sure you got here in a magical accident of a sort. Your best bet for figuring out what happened would be another mage.
    -[x] Have they ever heard of Alistore before?
    -[X] Just ask whatever comes to mind without worrying about secrecy or concealment.
    -[x] Try to take pointers on wilderness survival / preparations or procedures for trips like this as you travel. Also exploration if you get up to any.
    -[x] Share stories about where you're from. You're rather curious about how people in another dimension (you're still in shock over that) live, and you imagine they must be the same.
    -[x] Ask if they have any mage friends.
    [X] Agree to go with Ines and Eugene.
    -[x] You don't mind exploring or treasure hunting though. It's not like delays will make you more lost.
    [X] Ask more questions.
    -[X] They mentioned a guild? You're assuming it's for mages; what sort of things do they do?
    --[x] You're pretty sure you got here in a magical accident of a sort. Your best bet for figuring out what happened would be another mage.
    -[x] Have they ever heard of Alistore before?
    -[x] Just ask whatever comes to mind without worrying about secrecy or concealment, except keep dimensional travel and anchoring a secret.
    -[x] Try to take pointers on wilderness survival / preparations or procedures for trips like this as you travel. Also exploration if you get up to any.
    -[x] Ask if they know any good places to find mana. You're a growing girl.
 
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Don't get too hyped, mate. Rolls usually occur over the course of multiple OOC hours. :p
Alivaril threw 6 100-faced dice. Reason: Path: (6+y)(1d100-15) Total: 224
16 16 76 76 91 91 8 8 25 25 8 8
Alivaril threw 1 6-faced dice. Reason: Down (1d6+2) M Total: 1
1 1
Alivaril threw 2 100-faced dice. Reason: Path (y) Total: 106
68 68 38 38
 
Don't get too hyped, mate. Rolls usually occur over the course of multiple OOC hours. :p
I DON'T MIND!

MY HYPE BOAT HAS ALREADY LEFT THE DOCK BECAUSE I NEVER GET TO PARTICIPATE IN QUESTS THAT ARE JUST STARTING!


*boom*
E:
*looks up at Alivaril and dice*

Oh wow, looks like the dice are being Tsundere today. Cool!

E2: ACK! Really really Tsun dice apparently! Eeep! #WantSVToHaveTerrifedRating
 
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E:
*looks up at Alivaril and dice*

Oh wow, looks like the dice are being Tsundere today. Cool!

E2: ACK! Really really Tsun dice apparently! Eeep! #WantSVToHaveTerrifedRating
Agreed on the first set, but not on the second. A 1 on a d6 is not that impressive, honestly.
 
Agreed on the first set, but not on the second. A 1 on a d6 is not that impressive, honestly.
That comment was made before I noticed it was a d6.

Still don't like it though.

Unless it's a thing where rolling low is a good thing.
In such a case, yay!
 
How similar is that to Sage or Snowfire dice?

In ignition the players got a 1 in 50,000 result over several dice rolls and the back story got retconned to make them *actual* royalty - as in we rolled so well on bluffing being related to royalty it made jade an ACTUAL space magic princess.
 
In ignition the players got a 1 in 50,000 result over several dice rolls and the back story got retconned to make them *actual* royalty - as in we rolled so well on bluffing being related to royalty it made jade an ACTUAL space magic princess.
Ah yeah Agneyastra.

Why on earth did risk averse SV go for that again?
 
How similar is that to Sage or Snowfire dice?

Sage includes bonuses to bring 1d100 rolls to "crit" levels; in other words, 1d100+20 would lead to a crit on an 80 or above, with anything over 100 being added to the second 1d100 to be rolled. So, a 90 would lead to 100+(1d100+10), a 92 on that d100 would make it 200+(1d100+8), and so on. In addition, it seems like just about any roll (even minor ones) can become ridiculous if they "crit."

With that in mind, I'm pretty sure Jade's luck is better than Sage's; she naturally crits (100 on 1d100) when it really matters. For example, Agneyastra; she kiiiinda broke the quest. In addition, non-standard tables (higher is not inherently better) tend to have the dice home in on the best or one of the best results for Jade anyway. Suffice to say Ignition has the most ridiculous luck I've ever seen among all my years as a GM.

I'm not sure about Snowfire's dice, not familiar with them.



3k words into the update and still not done. o_O I'm not sure if I should finish and post it in the next hour or so or hold off until tomorrow morning. EDIT: I probably should've phrased that as a question. Preferences?
 
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Sage includes bonuses to bring 1d100 rolls to "crit" levels; in other words, 1d100+20 would lead to a crit on an 80 or above, with anything over 100 being added to the second 1d100 to be rolled. So, a 90 would lead to 100+(1d100+10), a 92 on that d100 would make it 200+(1d100+8), and so on. In addition, it seems like just about any roll (even minor ones) can become ridiculous if they "crit."

With that in mind, I'm pretty sure Jade's luck is better than Sage's; she naturally crits (100 on 1d100) when it really matters. For example, Agneyastra; she kiiiinda broke the quest. In addition, non-standard tables (higher is not inherently better) tend to have the dice home in on the best or one of the best results for Jade anyway. Suffice to say Ignition has the most ridiculous luck I've ever seen among all my years as a GM.

I'm not sure about Snowfire's dice, not familiar with them.



3k words into the update and still not done. o_O I'm not sure if I should finish and post it in the next hour or so or hold off until tomorrow morning.
Go read The Practice War here on SV.

Some bullshit rolls have popped up. Like 4 100's in a single turn.
 
1.2: Journey
[X] Agree to go with Ines and Eugene.
-[x] You don't mind exploring or treasure hunting though. It's not like delays will make you more lost.


You finally open your eyes. Both Eugene and Ines are giving you rather odd looks.

"I'd like to come with you, please. That being said, I'm not in any sort of a rush. I don't mind if you want to detour to explore, treasure hunt, that sort of thing. It's not like rushing would make me less lost."

Ines starts to reach up with one hand, visibly hesitates, and lowers it.

"We can't be too far from where you live, sweetie. Our neighbors are the only ones who bother to learn Reinchesh. Does 'Fallow' sound familiar?"

You shake your head.

"I'm pretty sure what I think I'm saying and what you're actually hearing are two entirely different things. I don't know how or why. You both had different accents earlier, and now you don't? And more importantly, I couldn't even understand you. Then I got dizzy, sat down for a bit, and suddenly everything you're saying makes sense; your lip movements even seem to match what I hear. I think it might be some kind of an illusion."

Ines frowns and points toward your earth elemental. It stares back at her with smooth, pupilless grey eyes.

"Are you sure this isn't your Trial? You seem awfully comfortable with that spirit."

[X] Ask more questions.
-[X] They mentioned a guild? You're assuming it's for mages; what sort of things do they do?
--[x] You're pretty sure you got here in a magical accident of a sort. Your best bet for figuring out what happened would be another mage.
-[x] Just ask whatever comes to mind without worrying about secrecy or concealment, except keep dimensional travel and anchoring a secret.


You shake your head.

"What's a Trial? If it's some sort of proficiency test, you should know I don't even know how to properly control mana yet. I'm Talented, that's all."

Ines and Eugene both frown. After exchanging helpless looks with his wife, Eugene turns back to you.

"It's rather like a virtue test for those who wish to be mages. They temporarily give you the kind of power you'd have after a bit of training, then set you loose to see what you do with it. If you abuse the power, they take it away, give you a tattoo with the current year, and tell you to return in a number of years based on the level of abuse. Some people are blacklisted forever, some only for a few years. This?" Eugene waves toward your elemental. "That's a perfect example. The ability to charm spirits isn't something to be underestimated, nor should the gift of tongues be overlooked."

You shake your head slowly.

"Where I come from, we don't have those. They just train any powerful or Talented individuals they can find, provided they agree."

"You'd have to be from someplace far, far to the west. We learned better after—"

Eugene abruptly stops and shakes his head, choosing the perfect time to make you impatience.

"You know what? Let's get going. My legs are starting to ache a bit; we can chat about where you might've come from after we set up camp. Ines, could you lend Melia some of your old clothes? She should save what she's wearing until later."

Eugene deliberately turns his back and starts hacking his way past the tower, probably to give you some distance. You turn a hungry gaze toward your other victim source of knowledge.

"After what?"

Ines grimaces and swings her bow off her back. After a bit of fumbling, she manages to undo the strings at the bottom of her quiver and reveal an extra space built into the bottom. A bundle of wrinkled green clothing is thrust toward you.

"The Second Winter. It's a long story. Essentially, an expert mage was expelled from the Guild of White Magi after he was found selling higher-level foci to students who weren't yet ready for them. There were rumors for a long, long time, but it wasn't confirmed until a student died from it."

You accept the clothes and duck around to the other side of the tree. Ines snorts quietly, but doesn't try to violate your desire for privacy and just continues.

"He traveled to the east, captured the Winter Queen's son, and forced the queen herself to cover the land in ice and snow. Not all at once—that wouldn't have been enough—but starting at the east and slowly heading west, driving the creatures and monsters ahead of the storms. The guild had to actually free necromancers so we wouldn't go the way of our eastern neighbors.

"Even after the one responsible was dealt with, it still wasn't over. A few of the necromancers—rather predictably if you ask me—went back to their old ways, so they had to be put down. Then we had more half-trained copycats stealing the eggs of wyverns to enrage them, luring hydras up from the depths, and so on. We even had a few incidents of specific murder-by-monster."

Ines goes silent again.

"Well, I say 'we,' but I wasn't even old enough to remember when it happened. Anyway, to be perfectly honest, your country's method seems downright irresponsible. Even one mistake can have effects lasting for decades; some of those displaced by Second Winter still haven't gotten their lives back together. How are you supposed to know if someone is going to abuse the power if you don't test them?"

You start to shrug, then remember she can't see you.

"It's not like they suddenly start existing when they show up at the academy. And anyway, I've been told being evil just isn't profitable enough to make it worth it. Even if someone does go bad, there are more than enough good adventurers to deal with them. Dragons, too, if they're paid enough. And I think maybe even monsters? Not sure there. I've heard enough stories involving the method that I think releasing basilisks into their homes is supposed to be a good way to deal with them."

"...Huh."

When no further comments are forthcoming, you move on to your next question. "You mentioned a 'Winter Queen'? I don't think I've heard of her before."

You hear a relieved sigh from the other side of the tree. You finish getting dressed, carefully fold your clothes, and step back around its oversized trunk.

Ines appears to size you up before nodding once and gesturing for you to follow her. She starts to head down the path Eugene made before you speak up.

"Um, one second." You look up at the tower and raise your voice. "Everyone, I'm heading out!"

Within seconds, the other two air elementals dart out of the tower and fly down to you. One of them settles down in your hair while the other wriggles into the pile of clothing you were wearing a minute ago.

When you look back at her, Ines is staring at you with an unreadable expression.

"Okay, we can leave now. So, who's the Winter Queen supposed to be?"

Ines blinks twice before shaking her head and setting off again.

"It's a hereditary title. Supposedly, their line passes on all the magical power of one queen or king to their first-born. Stories say they were more versatile a few generations ago, but now they've got so good at using ice magic they're incapable of using anything else. I think. Check it yourself if you care to. Regardless, I think the guild is supposed to have stolen the details of the ritual long ago, but their version just kills both participants. Suffice to say nobody has really been willing to work through all the trial-and-error needed to work out what the problem is; if anything, it serves as a good reminder of how deadly blood magic can be."

"Blood magic?"

Ines stops for just long enough to direct a puzzled frown toward you.

"You seriously don't have that where you come from?"

"If we do, I haven't heard of it. I wasn't even a student before what I think is a magical accident sent me here."

Ines snorts. "Well, suffice to say you should stay away from it. I'm not a mage; ask one when you get to the guildhall if you really care that much."

"Yeah, um, about that? I'm not a member of that guild; they don't have a branch where I come from. Do you think they'd still be willing to actually help me?"

Ines stumbles once and immediately recovers. "Of course? It's their sworn duty to help those who can't safely help themselves. They just won't teach you more than basic control until you're given, and pass, a trial."

"How long does basic control take?"

Ines sighs. "I don't know, I'm not a mage. Do you always ask this many questions?"

"Yes."

Ines stops abruptly, forcing you to stand on your heels and lean back to avoid running into her. Eugene seems to have cut out a small-ish circle around an orange crystal about the size of your arm and is currently crouched next to it.

"What's that?"

Eugene looks up and grins proudly. "Magic detector. Cost us an actual arm and a leg—"

"—And the rest of a suit of runic armor," Ines finishes. "It hasn't paid for itself yet, but we're getting there."

You crouch down next to it and try to look for any obvious markings.

"How does it work?"

"No clue," Eugene says blandly. "Not a mage."

You peer suspiciously over at Eugene's deliberately-impassive expression.

"If you're trying to say that to get me to stop asking questions, you should know that's not going to work. Just tell me and I'll try to cut back a little."

Eugene quickly shakes his head and raises both hands. "No, no, I'm serious. I really don't know. Ask the guild when you get there."

You squint at Eugene, still not sure whether or not you should believe him.

"...Riiiight. Okay. Well, what does the guild do besides 'help those who can't safely help themselves?'"

Ines answers before Eugene can. "Buys and sells magical items and services, trains new mages, performs research, hunts monsters, and so on and so forth. They're closer to a group of friends with similar ideals than anything else."

-[x] Have they ever heard of Alistore before?

"OK. Have you ever heard of Alistore?"

Ines and Eugene lapse into silence, appearing thoughtful. Eventually, they both look at one another before Ines answers for both.

"The name doesn't really kick anything. I wouldn't worry too much about that fact; neither of us is a mapmaker. I don't even remember the name of the town we're headed to or the village we just came from."

Eugene clears his throat. "Strausile and... something. I admit I can't remember the village either."

Right on queue, the orange crystal turns significantly darker. Or, more accurately, it's no longer glowing from the inside. You didn't even realize it was until the light vanished.

Eugene sighs and carefully picks the detector back up.

"Nothing. I'll go find somewhere which isn't too exposed, I guess. Melia, uh... could you give me your hands for a second?"

You press your clothes to your waist with both elbows and hold them out for him to look at.

"Why?"

Eugene tucks the detector under one elbow and turns both hands over several times. You're not sure what he's looking for, but he doesn't appear too unhappy with whatever he finds. He ultimately nods and turns away.

"Do you know how to safely collect firewood?"

You cross your arms to better hold your clothing, still not sure what that was all about.

"Um, yes and no? I'll need an axe and to check each tree for elementals first."

Eugene grins, raises his hand, and appears to think better of whatever he was going to do with it. He lowers it and gestures for you to follow him.

"Let's fix that."



-[x] Try to take pointers on wilderness survival / preparations or procedures for trips like this as you travel. Also exploration if you get up to any.
Two and a half days later, you're more than ready to call it quits. Whenever you tried to ask a question which wasn't immediately relevant, you were usually told either "I'm not a mage" or "Save your breath for walking." You admit the latter might've been good advice, but still, bor-ring! It doesn't help that you weren't really comfortable spending too much mana summoning your friends, not yet. You just summoned one fire elemental, one water elemental, and two dirt elementals.

You feel like your caution paid off; summoning all four after you woke up ate a bit more than half your reserves, but you didn't need to use any more mana after that. Your anchor did deteriorate overall, but if you keep your mana topped off, you think it'll last for another five days. You're pretty sure your original estimate was correct; "shielding" your anchor just really did make a big difference.

[] Override Permitted (Write-in number and type of extra summons; max +12 total elementals)

Ines and Eugene still answer some of your longer-term questions. You were able to get in a few over dinner and around bedtime. Apparently, the country you're in, Reinche, was part of a larger empire before its component states decided to break themselves off via a long, bloody, and magical civil war. The empire in question has since collapsed, its official name purged from records and discouraged from speech to avoid others following in their footsteps. You think that measure is more than a little excessive, but you weren't exactly among those "enslaved."

In the distant past, obscenely powerful mages seem to have ruled over much of the world while commoners were used as pawns in pointless wars. You weren't able to pursue that line of questioning without making it clear you're not from this world at all.

If you travel about a week to the north, you should reach Fallow, a bustling trade city built along a massive river leading into the ocean. Ines took one look at your apparently-insufficient funding and bluntly told you not to even try getting a spot on a ship. Apparently, you can expect to spend about three of your tiny silver coins for each day of the voyage. Settling down in a town or city would be even worse; Eugene claimed prices in cities and towns can be twice as much as what they are in villages or more. On the bright side, people also apparently have higher wages there. You're confident your elementals could help you get and hold down some sort of job if you should need it.

Speaking of jobs, if you—when you get back home, you think it would be a good idea to study healing. Only a few people seem to know how to do it on this one, and judging by Eugene's description, you're pretty sure those individuals are Talented.

Your path toward Strausile might've actually taught you a lot about the mana distribution of this world; their water seems to have much, much higher concentrations of it than you're used to, but the only place with a higher-than-minimal level of ambient mana was a broken-down stone hut. What's more, Eugene's little detector found something about four meters underground at said hut. Teaching your dirt elementals to actually get it for you wasn't too difficult; you just had to bury one of your coins a few times and praise them when they got it back for you. When you moved to burying your coin directly above the object in question, they retrieved it and the small silver ring below. Ines and Eugene said your fourth-tenths share of the proceeds would likely take care of you for a few extra days once they'd actually sold it.

Anyway, if this were your homeword, you're pretty sure you would've had to take at least one or two detours around higher-mana or monster-infested areas. Here? You just traveled in a relatively straight line.

Asking questions related to what you're doing goes over much better. By the time you actually reach Strausile, you've learned the basics of surviving in "warm or cold forests" and towns, including how to make your own basic tools out of stone and wood. Unfortunately, while you're positive you'd be able to take care of your basic needs, you still don't like your odds if you actually encounter anything which wants to eat you. Climbing trees apparently just slows most predators down and doesn't really stop them.

As for towns, you've been told you should divide your money among multiple places if you ever have too much of it, should always bar your door and window when you're sleeping in an inn, should really secure your coinpouch with something sturdier than leather cord, and shouldn't go out after dark. Avoid beggars even if they seem sympathetic. If you don't see any other people around, get somewhere else quickly but without running or looking panicked. Ignore comments which might seem rude; they often are, but confronting the people responsible never really helps. If a man gets in a fight with you, kick him between the legs and run.



Looking at Strausile, two things immediately sprang to mind.

One: The variety of skin colors is significantly larger than you'd expected. Almost one in every four people have skin colors which really don't seem natural to you, like green and blue-black. You force yourself not to stare too much.

Two: It's smelly and loud. Even from outside the gates, it feels like a wall of sounds and smells is blocking your way.

Glancing down at your air elementals, you find they agree with your assessment. One is sticking her tiny tongue out while the other seems determined to stay hidden in your original clothes. You bathed, changed back into your own clothing, and gave the loaners back to Ines a few minutes ago.

"Melia?" Eugene prompts. He waits to continue until after you turn to him. "Keep one hand on your coin-purse as long as you're in there, alright? And don't leave the guildhall until we get the ring appraised and your share to you."

You nod silently, still feeling more than a little dazed.



Once inside the city itself, you end up adding another observation to your list: Everyone is rude. Admittedly, it's not like they're singling you out for special treatment; not respecting the personal space of other people seems to be expected here. You don't like it, especially when you need to be careful not to let your fire elemental hurt anyone.

Despite your discomfort, you're able to make it to the guildhall without incident. You feel like the term guildhouse might be more accurate, or maybe guildchurch? The three-floor white stone structure seems huge, larger than twenty other town buildings put together.

The entryway to the guildhall is a significant improvement over the crowds outside; you can only see two dozen or so people chatting among themselves, waiting in cloth chairs, or both. A young, black-haired woman with dark purple skin (which still seems weird to you) sits behind a large wooden counter and in front of a pair of wooden doors, reading through a single sheet of yellowed parchment. Glowing white orbs illuminate the room which, while relatively large, is only about half the size of the community hall back in your own village.

You let Eugene and Ines go first. You haven't even settled on what you want from this place.

Your elementals look around with obvious interest, interest which seems to be mirrored by several other people in the room. You can't tell if they're staring at you or your elementals.

Either way, you turn to the closest one, a grey-robed young man with normal brown skin, and smile brightly. "Do you know how long it usually takes someone to learn the basics of controlling their mana?"

"Uh-" he quickly looks around the room. "To make it twitch a little? A bit less than a week. Why?"

"Personal interest."

This time, you're sure he's staring at one of your air elementals when it peeks out from your hair. You think his interest might be related to how you have yet to see any new elementals on this world; your friends seem to be the only ones, which is really odd.



As usual, options aren't necessarily mutually exclusive, nor are they all-inclusive. No base option will initiate a timeskip.

[] Tell the receptionist you have a bit of a private (magical) problem you'd very much like help with and would honestly be shocked if nobody was interested.
-[] It's teleportation-related. Your own homeworld thought it was borderline impossible, so that should be enough to get them interested.
-[] It involved a gaping tear in reality. You're not kidding.
-[] Refuse to elaborate further until and unless they bring you someone who A, knows how to keep secrets, and B, actually knows what they're doing.
--[] If they actually cooperate, tell the individual in question about how you got here.

[] Ask if they could help teach you the basics of controlling your mana. You're not from around here and can't afford to go through a full trial, but you're mortally certain you'll be needing it sooner or later.
Basic mana control is required to use any non-Talent, non-ritual magic.

[] Follow Ines and Eugene to the appraiser. Who knows, you might learn something.
-[] Afterward, ask if there's any sort of community board for job listings. You feel like it would be a good idea to get some more money while you still can. Is there is, look at it.

[] Write-in



I ignored my standing policy of not posting new chapters after 7:00 PM for this. In the future, would you guys prefer I keep it intact and wait until the next day?
 
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[X] Tell the receptionist you have a bit of a private (magical) problem you'd very much like help with and would honestly be shocked if nobody was interested.
-[X] It's teleportation-related. Your own homeworld thought it was borderline impossible, so that should be enough to get them interested.
[X] Ask if they could help teach you the basics of controlling your mana. You're not from around here and can't afford to go through a full trial, but you're mortally certain you'll be needing it sooner or later.
 
[] Tell the receptionist you have a bit of a private (magical) problem you'd very much like help with and would honestly be shocked if nobody was interested.
-[] It's teleportation-related. Your own homeworld thought it was borderline impossible, so that should be enough to get them interested.
-[] It involved a gaping tear in reality. You're not kidding.
-[] Refuse to elaborate further until and unless they bring you someone who A, knows how to keep secrets, and B, actually knows what they're doing.
--[] If they actually cooperate, tell the individual in question about how you got here.
[] Ask if they could help teach you the basics of controlling your mana. You're not from around here and can't afford to go through a full trial, but you're mortally certain you'll be needing it sooner or later.
[] Follow Ines and Eugene to the appraiser. Who knows, you might learn something.
-[] Afterward, ask if there's any sort of community board for job listings. You feel like it would be a good idea to get some more money while you still can. Is there is, look at it.

So can we do all the things? I can't decide what to do they all look good.

On another note I'm torn because I'm pretty happy you updated right now but I think it'd be better on principle to wait for the morning.
 
[] Tell the receptionist you have a bit of a private (magical) problem you'd very much like help with and would honestly be shocked if nobody was interested.
-[] It's teleportation-related. Your own homeworld thought it was borderline impossible, so that should be enough to get them interested.
-[] It involved a gaping tear in reality. You're not kidding.
-[] Refuse to elaborate further until and unless they bring you someone who A, knows how to keep secrets, and B, actually knows what they're doing.
--[] If they actually cooperate, tell the individual in question about how you got here.
[] Ask if they could help teach you the basics of controlling your mana. You're not from around here and can't afford to go through a full trial, but you're mortally certain you'll be needing it sooner or later.
[] Follow Ines and Eugene to the appraiser. Who knows, you might learn something.
-[] Afterward, ask if there's any sort of community board for job listings. You feel like it would be a good idea to get some more money while you still can. Is there is, look at it.

So can we do all the things? I can't decide what to do they all look good.
I think that combining the "gaping tear" and "refuse to elaborate" moves is extremely unwise, especially since the "refuse to elaborate" option is openly insulting to the person we're talking to.

Furthermore, staying here to talk to wizards and following Ines and Eugene to go somewhere else are mutually exclusive. If we tell the wizards we teleported though a rip in space, that we need to learn to control our mana, then leave, it's likely to leave some local wizards thinking World War III is about to start.
 
[X] Tell the receptionist you have a bit of a private (magical) problem you'd very much like help with and would honestly be shocked if nobody was interested.
-[X] It's teleportation-related. Your own homeworld thought it was borderline impossible, so that should be enough to get them interested.

[X] Ask if they could help teach you the basics of controlling your mana. You're not from around here and can't afford to go through a full trial, but you're mortally certain you'll be needing it sooner or later.

I'm not quite completely sold on "It's teleportation-related." but I don't really know what other option there is. Basics of mana control is essentially why we're here too. I don't want to go too much farther than meeting the person we'll be dealing with because probably best to evaluate him or her before spilling the beans.
 
This time, you're sure he's staring at one of your air elementals when it peeks out from your hair. You think his interest might be related to how you have yet to see any new elementals on this world; your friends seem to be the only ones, which is really odd.
Well then. That's interesting.

No elementals on some planes.

Weird. Good to know though.

Need to think on my vote a bit.
 
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