Well if appears we're off to find some seafood.

If there aren't any giant clams around for Eldingar to pointedly spurn, I don't even know Zerban anymore.
Remember people, if Jun-ho is fine with clams on occasion, don't say he's suddenly all about Clams. That's bi-erasure.

(I joke but knowing SV I probably will need to beat that lesson into some fool.)
 
Chapter Twelve - You're Pretty Sure This Is What Mortals Call 'Fly-Fishing' Right?
"Let's go catch some seafood!" you suggest, flicking your head out across the ocean and wiggling your wings to warm them up. "I don't do it that often but I still know plenty of good spots."

"What, you mean like... fish?" Jun-ho asks with a look of distaste.

"What? No we'd be there all day trying to grab enough fish to make it worthwhile. Pain in the ass is what that sounds like. Nah I was thinking with grab an orca or two apiece."

"Oh!" He looks out at the sea. "Yeah I could try an orca!"

"That's the spirit!" You ready yourself for a proper takeoff, wings flapping faster and faster. "Just try and fly straight with me, if I veer off out of nowhere don't worry, I'm just taking a detour and I'll be back. Got it?"

Jun-ho nods with a preparatory pre-flight wiggle. You coil up all four limbs and spring off the side of the cliff, wings spread wide like vast leathery sails as you rise higher and higher into the stormy air. You head almost straight east, glancing back every now and then to check if Jun-ho's still following - if there's one thing he's good for, it's high visibility. You carefully scan the waters below for some sign of your quarry, all the while tasting the air for a hint at the other snack you're so desperately craving.

You catch the scent and off you go without a word of warning or explanation. Time is at a premium when you have to be in just the right spot when-

KRA-KOOOOOMMMM

-good gods you forgot how much more intense it is when you aren't properly grounded. Sure you naturally absorb most of it as it passes through you when you're just standing around to get struck but when you're in mid-air like this the bolt gets trapped, practically doubles back around to hit you again. You buzz like the lightning's coursing through your very veins, jolting your heart to make it beat faster. Your markings shine with teal light, horns orange with heat, and you somewhat-drunkenly veer back on course.

"Wow!" Jun-ho calls up to you.

"I know right?" you shout back over your shoulder. "Why do you think I live here? Storms all the damn day!"

"Are we getting close?"

"Yep! Just give me a second!"

You slow to a lazy glide, letting your momentum and the air currents carry you onward as you devote your attention to scanning the stormy seas below. It's nothing serious really, just enough to form harsher peaks and valleys in the steel-grey water, obscuring the telltale fins from the gaze of anything less than a majestic apex predator such as yourself. You flash a triumphant grin as you spy a pod breaching, checking their surroundings. You're high up but there's still a chance they'll spot you and dive as deep as they can in search of safety. Best act quickly.

"So how do we-" Jun-ho starts.

You flare out your shining wings wide, stopping dead in the air as you drop your jaw open as far as it'll go. Sparks pop from your horns, arcs of power leaping between the points, leashed lightning crawling across your scales as you breathe a storm's fury down at the water below. Your roar is a thunderclap, the seas turn pure white with the reflected light of your breath, if only for a moment. The sea boils and steams from the heat of the strike, a myriad branching and forking tendrils visible for a second or two more at most before it's all over. And then a few moments more sees the pod of orcas quietly bob to the surface, stone dead.

"-oh." Jun-ho comes to a stop beside you, a scaly coil hovering impossibly in mid-air. "I suppose I should've expected that."

"(Please, please, no need to sound too impressed,)" you mumble-grumble. Raising your voice to actually be audible a moment later. "Well, pick a couple and dive!"

You trim your wings and swoop down, the wind rushing past in a dull roar as the sea looms up before you at almost terrifying speed. You level off as best you can, intending to neatly skim the surface and rise up again once you've snatched up an orca apiece in your foreclaws. Instead you misjudge the distance and skim the surface more like a rock somebody threw, flailing and flapping until you manage to free yourself from the icy waters. You rise with an intense grimace, hoping Jun-ho was too preoccupied to see that, clutching a pair of orcas tight. To your relief you realise he outright dove underwater, as he surfaces in a fountain of foaming white water, streaming and steaming from every scale and coil as he wiggles his way back skywards with his own prey in hand. You wheel around and set a course back to your spire, the wingless dragon following close behind.

"I thought the water was too cold for you!" you call back, contemplating each killer whale as you try to figure out which one looks tastier to eat first.

"For a longer swim!" he replies from somewhere behind and to the left of you. "It's fine just to dive! Kind of bracing actually!"

"So you're a fire-dragon that likes swimming?" you say as you bite the head off the orca in your right claw. "(s'weird)" you mumble around a full mouth, crunching and chewing and swallowing, bones and all. You hear another splintering crunch in kind as Jun-ho follows suit a moment later.

It's getting properly dark by the time you make it back to the spire, setting down on the grass outside to finish off the rest of your orca. It's not exactly got finely-crafted flavours and textures like the food you get at Söfnun, and the presentation leaves something to be desired, but by the same token sometimes you do miss the simplicity of killing something big and crunching down until there's nothing left. It's all good for you, waste not want not! Jun-ho's a bit picky by comparison, but you happily take all the bony bits he can't force down his neck so it all works out in the end. By the time the two of you are done the only proof an entire pod of four orcas ever even existed is a few bloodstains in the grass. Jun-ho worries at the spaces between his fangs with a talontip, you just roll over flat on your back and rest your claws on your satisfyingly full stomach. You'd be very much tempted to nap the night away right here were it not for a recently-diminished hoard in need of guarding.

"So uh... where do I sleep tonight?" Jun-ho asks from your right.

"Mm?" you crack open your eyes, cock your head slightly to meet his gaze. "Oh. Right. You can use my cave I suppose? I'm using all the gold though so you'll have to sleep on rocks. Are rocks okay?"

"Rocks are fine yeah."

"Good, good. 'cause tomorrow -(ack)-" you grunt and groan as you force yourself to roll over right-side-up again, "I'm gonna get into this map thing right and proper. Treasure to find, treasure to spend, treasure to hoard. And maybe make the spire look nicer if there's enough to go around, I dunno."

You pause, then glance suspiciously at Jun-ho. "Because I want to," you clarify quickly. "Not because Mother said I had to."

"I didn't say anything!" he protests.

"Yeah but you were thinking it."

Jun-ho doesn't really have anything to say to that, and so the two of you decide to turn in. He follows you through the cave mouth and veers off to the other side, coiling up his long snake-with-legs-like body into a pile against the cave wall as you settle down on your brand new gold-pile. You let out a soft groan of relief to feel the coins settle beneath your armoured belly once more, splaying out all four limbs and relaxing down into the slightly-yielding treasure-mound. Coins jingle softly as your swishing tail bats them back and forth, flowing down beneath your angular jaw as you settle.

"mmm. g'night" you murmur.

"Goodnight," Jun-ho replies.

"was talking t'the gold"

"Oh. Uh. Goodnight anyway?"

"g'night"

You've forgotten the exchange before you're even asleep.

You awaken atop a pile of treasure to tall and so vast that you can't actually see where it stops, which is definitely an improvement over last night's debacle. So many shining gold coins, thick and fat as human thumbs, so many cut diamonds and rubies and emeralds and sapphires and topazes and tourmalines and amethysts and lapis-lazulis, so many crowns, so much magic shit, so much wealth everywhere you look! You roll back and forth on top of the pile like a giant ecstatic cat, gathering up great clawfuls of the pile and tossing them into the air, letting them rain back down on you like hail. Shimmy-shimmy-shimmy you go as you squirm your way into a nice you-shaped divot in the pile, perfectly comfortable and happy as anything.

You glance to your left and find a telltale splash of scarlet and black.

"Oi!" you shout. "You said you wouldn't try anything again!"

"mm?" Belial's lying flat on his back down the slope of your pile, talons laced behind his horned head. He cranes his neck to look up at you, blinking sleepily. "Oh. No, this is your dream. I'm just in it."

"If it's my dream then how are you in it!?" The incubus just looks at you. You don't want to admit that was a dumb question so you ask another one. "Why are you in it then?"

"Because I need a place to sleep," he says with a shrug. "Incubi can physically enter the sleep of dreamers and travel between them, s'how I got here in the first place. And you'd be surprised how restful it is to go to bed in a dream."

"I'll... take your word for it," you say haltingly.

"Alright. Be here if you need me. Otherwise, pretend I'm not here."

Well that rather spoiled it for you. You scowl intensely at the crown of his head and settle down within your pile of dream-gold to get comfy, and fall back asleep.


You awaken in the real world, and immediately cast a suspicious eye around for a sign of any wandering unwanted incubi. You do a few passes of the cave and the coast seems to be clear, for now at least. Jun-ho's still all coiled up on the other side of the cavern, rising and falling with the telltale deep breaths of a sleeper. You lift all five limbs off the pile and stretch out with a soft groan, joints clicking dully to your ear, and slowly roll onto the cold stone floor. A small cascade of coins follows you with an audible jingle but you pay it no mind - if that were enough to wake Jun-ho he wouldn't have slept at all. You just shift down to bipedal form and retrieve the map-case from where you shoved it into the pile yesterday morning like a sword in a stone, popping the cap and unfurling it to check the locations.

Hm. It's changed a bit. Not dramatically, but enough to take notice and feed a few implications. Your spire is still lit up, even more brightly if anything - must be because you actually let Makram out of his lamp and now he's ready to grant some wishes. The marker that used to be at the heart of the Plutocracy capital has migrated east a couple miles, into one of the suburbs, and the marker that used to be at the crossroads has turned coastward and deeper into Arosan territory. Treasures being transported? They must be very slow, it's been two days since you checked. Perhaps they can only be moved in secret, such is their worth.

Hmmm... which entices more? Which location promises the most riches?

[ ] Söfnun. It was there when you last checked too so it's probably not just some seasonal trinket at the market, nor is it something you'll have to steal from Mother. Of course if it's in a merchant prince's vault, stealing may still be involved. You'll have to use a mortal guise too. This one may call for a little more finesse.
[ ] The forest estate. Buried deep within the ancient boughs, forgotten by some, feared as haunted by others. You're not afraid of eating some skeletons if it means getting ancient aristocracy treasure.
[ ] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
[ ] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
[ ] The travelling treasure. You haven't been watching long enough to tell if it's actually following the road or randomly through the wilderness, but it doesn't much matter with this magic map and compass. Plenty of open space means you get to use your true form, too!

But then... hrm. Mrgh. You've got all these people hanging around your spire now, and courtesy of Issachar's arrival for even the briefest moment you consider whether up and leaving to chase treasure alone would be... rooeeed. And you suppose you did kind-of-sort-of already make an offer to Jun-ho to treasure-hunt with you. If he wanted. Which he might not. Because he doesn't like gold. The weirdo. And depending who you pick the others might get all jealous over nothing or something. Living alone is so much easier.

[ ] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
[ ] Take Jun-ho. He's another dragon so you have a much better grasp on what he can do, and you've kind of got the measure of his priorities by now.
[ ] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
[ ] Take Issachar. He did offer to help you do basically whatever, and he's got his own ambiguously magical abilities you're still resolved to studiously ignore until he cracks and spills the beans on his own. He may try to make you learn things again, but that's just a risk you'll have to take.
[ ] Go alone. You want treasure dammit and you don't want to share or put up with any potential whining. Besides, at least this way nobody's getting favourable treatment. When you think about it really this is the fairest option for everybody.
Adhoc vote count started by ZerbanDaGreat on May 9, 2018 at 4:25 PM, finished with 36 posts and 22 votes.

  • [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
    [X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
    [X] Söfnun. It was there when you last checked too so it's probably not just some seasonal trinket at the market, nor is it something you'll have to steal from Mother. Of course if it's in a merchant prince's vault, stealing may still be involved. You'll have to use a mortal guise too. This one may call for a little more finesse.
    [x]The island
    [X] The travelling treasure. You haven't been watching long enough to tell if it's actually following the road or randomly through the wilderness, but it doesn't much matter with this magic map and compass. Plenty of open space means you get to use your true form, too!
    [X] Take Jun-ho. He's another dragon so you have a much better grasp on what he can do, and you've kind of got the measure of his priorities by now.

Adhoc vote count started by ZerbanDaGreat on May 9, 2018 at 4:28 PM, finished with 36 posts and 22 votes.

  • [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] Söfnun. It was there when you last checked too so it's probably not just some seasonal trinket at the market, nor is it something you'll have to steal from Mother. Of course if it's in a merchant prince's vault, stealing may still be involved. You'll have to use a mortal guise too. This one may call for a little more finesse.
    [X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
    [x]The island
    [X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
    [X] The travelling treasure. You haven't been watching long enough to tell if it's actually following the road or randomly through the wilderness, but it doesn't much matter with this magic map and compass. Plenty of open space means you get to use your true form, too!
    [X] Take Jun-ho. He's another dragon so you have a much better grasp on what he can do, and you've kind of got the measure of his priorities by now.

Adhoc vote count started by ZerbanDaGreat on May 9, 2018 at 10:02 PM, finished with 49 posts and 31 votes.

  • [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] Söfnun. It was there when you last checked too so it's probably not just some seasonal trinket at the market, nor is it something you'll have to steal from Mother. Of course if it's in a merchant prince's vault, stealing may still be involved. You'll have to use a mortal guise too. This one may call for a little more finesse.
    [X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
    [X] The travelling treasure. You haven't been watching long enough to tell if it's actually following the road or randomly through the wilderness, but it doesn't much matter with this magic map and compass. Plenty of open space means you get to use your true form, too!
    [X] Take Jun-ho. He's another dragon so you have a much better grasp on what he can do, and you've kind of got the measure of his priorities by now.
    [x]The island
    [X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
    [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [x] Take Issachar. He did offer to help you do basically whatever, and he's got his own ambiguously magical abilities you're still resolved to studiously ignore until he cracks and spills the beans on his own. He may try to make you learn things again, but that's just a risk you'll have to take.
    [X] The forest estate. Buried deep within the ancient boughs, forgotten by some, feared as haunted by others. You're not afraid of eating some skeletons if it means getting ancient aristocracy treasure.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.

Adhoc vote count started by ZerbanDaGreat on May 9, 2018 at 10:37 PM, finished with 49 posts and 31 votes.

  • [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] Söfnun. It was there when you last checked too so it's probably not just some seasonal trinket at the market, nor is it something you'll have to steal from Mother. Of course if it's in a merchant prince's vault, stealing may still be involved. You'll have to use a mortal guise too. This one may call for a little more finesse.
    [X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
    [X] The travelling treasure. You haven't been watching long enough to tell if it's actually following the road or randomly through the wilderness, but it doesn't much matter with this magic map and compass. Plenty of open space means you get to use your true form, too!
    [X] Take Jun-ho. He's another dragon so you have a much better grasp on what he can do, and you've kind of got the measure of his priorities by now.
    [x]The island
    [X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
    [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [x] Take Issachar. He did offer to help you do basically whatever, and he's got his own ambiguously magical abilities you're still resolved to studiously ignore until he cracks and spills the beans on his own. He may try to make you learn things again, but that's just a risk you'll have to take.
    [X] The forest estate. Buried deep within the ancient boughs, forgotten by some, feared as haunted by others. You're not afraid of eating some skeletons if it means getting ancient aristocracy treasure.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.

Adhoc vote count started by ZerbanDaGreat on May 10, 2018 at 2:20 AM, finished with 54 posts and 34 votes.

  • [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] Söfnun. It was there when you last checked too so it's probably not just some seasonal trinket at the market, nor is it something you'll have to steal from Mother. Of course if it's in a merchant prince's vault, stealing may still be involved. You'll have to use a mortal guise too. This one may call for a little more finesse.
    [X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
    [X] The travelling treasure. You haven't been watching long enough to tell if it's actually following the road or randomly through the wilderness, but it doesn't much matter with this magic map and compass. Plenty of open space means you get to use your true form, too!
    [X] Take Jun-ho. He's another dragon so you have a much better grasp on what he can do, and you've kind of got the measure of his priorities by now.
    [X] The forest estate. Buried deep within the ancient boughs, forgotten by some, feared as haunted by others. You're not afraid of eating some skeletons if it means getting ancient aristocracy treasure.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [x]The island
    [X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
    [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [x] Take Issachar. He did offer to help you do basically whatever, and he's got his own ambiguously magical abilities you're still resolved to studiously ignore until he cracks and spills the beans on his own. He may try to make you learn things again, but that's just a risk you'll have to take.
    [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [X] Take Jun-ho. He's another dragon so you have a much better grasp on what he can do, and you've kind of got the measure of his priorities by now.

Adhoc vote count started by ZerbanDaGreat on May 10, 2018 at 3:07 AM, finished with 55 posts and 35 votes.

  • [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] Söfnun. It was there when you last checked too so it's probably not just some seasonal trinket at the market, nor is it something you'll have to steal from Mother. Of course if it's in a merchant prince's vault, stealing may still be involved. You'll have to use a mortal guise too. This one may call for a little more finesse.
    [X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
    [X] The travelling treasure. You haven't been watching long enough to tell if it's actually following the road or randomly through the wilderness, but it doesn't much matter with this magic map and compass. Plenty of open space means you get to use your true form, too!
    [X] Take Jun-ho. He's another dragon so you have a much better grasp on what he can do, and you've kind of got the measure of his priorities by now.
    [X] The forest estate. Buried deep within the ancient boughs, forgotten by some, feared as haunted by others. You're not afraid of eating some skeletons if it means getting ancient aristocracy treasure.
    [X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
    [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [X] Take Jun-ho. He's another dragon so you have a much better grasp on what he can do, and you've kind of got the measure of his priorities by now.
    [x]The island
    [X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
    [X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
    [x] Take Issachar. He did offer to help you do basically whatever, and he's got his own ambiguously magical abilities you're still resolved to studiously ignore until he cracks and spills the beans on his own. He may try to make you learn things again, but that's just a risk you'll have to take.
 
Last edited:
[X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
[X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
 
Wait a minute... the map pointed us to Makram, our spire is lit up even brighter now, and the other dots are moving around?

is... is it a husband-radar?
 
... So just to be clear, the chances of there being a Gold Golem/Elemental husbando in the running are almost zero, right?
 
Jun-ho nods with a preparatory pre-flight wiggle.
Oh noooooooooooooooooooooooooooooooooooooooooooooo...


[X] Söfnun. It was there when you last checked too so it's probably not just some seasonal trinket at the market, nor is it something you'll have to steal from Mother. Of course if it's in a merchant prince's vault, stealing may still be involved. You'll have to use a mortal guise too. This one may call for a little more finesse.

[X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
 
[X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
[X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.

A perfect combination, I'm sure.
i... maybe have naively assumed it was actually pointing us towards gold and shiny stuff? :oops:
Love is the real treasure, of course.

Ignore the enormous groans Eldingar just gave. :V
 
[X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
[X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.

I'm curious what we'll turn up. Watch it turn out to be Issachar's house.
 
[X] Söfnun. It was there when you last checked too so it's probably not just some seasonal trinket at the market, nor is it something you'll have to steal from Mother. Of course if it's in a merchant prince's vault, stealing may still be involved. You'll have to use a mortal guise too. This one may call for a little more finesse.

[X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
 
[X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
[X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
 
[X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
[X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
 
[X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
[X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
 
Jun-ho nods with a preparatory pre-flight wiggle. You coil up all four limbs and spring off the side of the cliff, wings spread wide like vast leathery sails as you rise higher and higher into the stormy air. You head almost straight east, glancing back every now and then to check if Jun-ho's still following - if there's one thing he's good for, it's high visibility. You carefully scan the waters below for some sign of your quarry, all the while tasting the air for a hint at the other snack you're so desperately craving.
ELDINGAR CONFIRMED FOR NOT INTO JUN-HO, DID NOT ADMIRE HIS WIGGLES.
You trim your wings and swoop down, the wind rushing past in a dull roar as the sea looms up before you at almost terrifying speed. You level off as best you can, intending to neatly skim the surface and rise up again once you've snatched up an orca apiece in your foreclaws. Instead you misjudge the distance and skim the surface more like a rock somebody threw, flailing and flapping until you manage to free yourself from the icy waters. You rise with an intense grimace, hoping Jun-ho was too preoccupied to see that, clutching a pair of orcas tight.
Oh Eldingar, same as ever <3

[X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.

Reminder:
The damage wasn't quite so bad as you feared at first - it's noticeably smaller, true, but there are plenty of coins that just got a bit singed, once you shuffle them around to the lower layers and core of the pile it looks quite presentable. It's the bigger items you'll have to work out a replacement for, or just get shitloads more coins and jewels to balance it out, but hey that's for Future Eldingar.
Our hoard has been a bit depleted, particularly of Special Things. Also note that Jun-Ho was just asking about living arrangements, while an earlier update described the wizard's tower as the sort of place he could live, and it's chock full of magic items to replenish our hoard in the ways it most needs. It's the perfect combo.

[X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.

Honestly, I'm voting for Makram because this is gonna be a plan vote and a couple people already voted for this combo. I'd be happy with anybody, although Makram is certainly a choice it'd be nice to see more of. It's been a while since he's really had a scene of his own.
 
[X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
[X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.

This is a great combo tbh.
 
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