A question for you guys, do we want to switch Bakudo Grade 3 out for Hado Grade 1? I'm not opposed, but I would like to continue down the Bakudo Tree. Maybe we should do one level in Hado or Reido for every two or three levels in Bakudo?
I probably should have done this earlier. Regardless, it's time to pick your spells and Blade arts that you'll be learning at this level.
Blade Arts first, you now have Diamond Mind grade 4. Pick two from the following list:
[ ] Insightful strike (Grade 3, make a melee attack and deal damage equal to the result of a concentration check)
[ ] Pearl of Black Doubt (Grade 3 stance, gain +2 defence for a round when any opponent misses an attack against you. Cumulative but ends when you take actions.)
[ ] Bounding Assault (Grade 4, make an empowered charge attack that doesn't need to be in a straight line)
[ ] Mind strike (Grade 4,Hit an opponent's head in such a way that they might take wisdom damage if they fail a will save)
[ ] Ruby Nightmare Blade (Grade 4, make a concentration roll, if it beats your foe's defence roll, you deal double damage on an immediate melee attack you make against them)
Ah, that was the easy part. Now for the spells. Pick 10!
[ ] Bakudo 01: Sai (Binds a weak target's arms behind them)
[ ] Bakudo 03: Han no Shokei Shimasu (Marks a target, they cannot hide from you)
[ ] Bakudo 04: Hainawa (Bind a target with golden rope)
[ ] Bakudo 05: Mabushi (Creates a flash of blinding light, functions as a light source after it's creation)
[ ] Bakudo 08: Seki (Same as 07, but it doesn't scale with you. It also stuns and knocks back attackers who fail a will save that does scale)
[ ] Bakudo 12: Chikyū ni Nezashita (Bonus to avoid being moved, tripped and to balance on earth-based surfaces)
[ ] Bakudo 13: Maināna Teikō (Adds to fortitude saves)
[ ] Bakudo 15: Heiwana Saiken (Peacebonds a target weapon, not useful if the weapon never needs sheathing)
[ ] Bakudo 18: Shibireyubi (Can incapacitate a touched target if they fail a will save)
[ ] Bakudo 21: Sekienton (Smoke Bomb!)
[ ] Bakudo 22: Gunnyarataru (Creates a whip that can paralyse a foe from the neck down)
[ ] Bakudo 23: Chi no Yoroi (Hardens spilled blood into armour, doesn't stack with other magic armours but does give damage mitigation if upcast)
[ ] Bakudo 25: Niku Korikatamaru (Warp an opponent's flesh to limit their ability to fight)
[ ] Bakudo 27: Yoin Zankyou (A good way to make Shinigami break their swords)
[ ] Bakudo 29: Mawatadekubiwoshimeru (Silk to steel, has it ever been useful?)
[ ] Bakudo 30: Shitotsu Sansen (Blasts a target back against a wall, possibly doing damage, and hold them there with beams of light)
[ ] Bakudo 31: Yokote Tsukamaidori Wana (Catches an opponent's attack in a snare when they try to pull back after a successful strike)
[ ] Bakudo 32: Kaze no Koa (Creates a large shield of wind around a larget that blows enemies back.
[ ] Bakudo 33: Dakkaku Nankan (Gives a target a barrier that converts some damage taken into non-lethal damage)
[ ] Bakudo 34: Makibishi Otoshiana (Creates a spiked pit under a target's feet which they can fall in.
[ ] Bakudo 35: Mahō Juban (Magically empower armour or clothing to provide a better armour bonus, stacks with some other defence boosters)
[ ] Bakudo 36: Kaze no Kabe (Creates a wall of wind that can make projectiles miss or repel flying enemies)
[ ] Bakudo 37: Tsuriboshi (Creates a web or net that can be used to trap or slow enemies)
[ ] Bakudo 38: Hakufuku (Mudies the memory of someone you can lock eyes with and makes them pass out)
[ ] Bakudo 39: Enkōsen (Creates a multipurpose shield that can block all manner of things, it can even be cast using your attack of opportunity slot without needing the incantation, but doing that means you can't do much on your next turn)
Remember you can ask about any spell if you want more detail on how it works.
I really should have gotten this out sooner, but as one of the three needed votes wasn't a plan vote, I didn't want to write it until that had been fixed. I eventually decided to write this chapter a bit early anyway.
[ ] Bakudo 39: Enkōsen (Creates a multipurpose shield that can block all manner of things, it can even be cast using your attack of opportunity slot without needing the incantation, but doing that means you can't do much on your next turn)
I know right? Partially it's because you probably should have learned some of these last level (from spellscore up I think? I didn't check) but that would've been distracting at the time as you weren't gaining a spell grade at the same time.
Enkōsen can be cast either on your turn or as an AoO (Well, not really an attack, more like an interupt that uses up your AoO). If cast on your turn you can upcast it to create multiple shields. By default you only create one shield and you need to pick one direction it protects you from granting you:
+Level (Max 10) to defense and grants +5% concealment per level (Max +50%) to all attacks coming from that direction
Nullfies all Grade 3 and below Kido that is being shot at you from that direction
Blocks 5d6 damage from a area attack (Like a Hollow's Cero) that is fired in your direction.
Kaze no Koa creates a barrier of wind around a target, all ranged shots targeting them take a -4 penalty and Medium sized (or smaller) foes who attack the shielded target must make a fort save or be blown back, taking minor damage if they get blown back into a solid object.
Yokote Tsukamaidori Wana creates an invisible field around you that prevents an opponent from pulling their weapon back properly after hitting you. You do need to get hit to trigger it but when you do, if your opponent isn't that good at escape artist, you basically automatically disarm them, or automatically grapple them if they attacked unarmed.
[X] Raising power
-[X] Mind strike (Grade 4,Hit an opponent's head in such a way that they might take wisdom damage if they fail a will save)
-[X] Ruby Nightmare Blade (Grade 4, make a concentration roll, if it beats your foe's defence roll, you deal double damage on an immediate melee attack you make against them)
-[X] Bakudo 01: Sai (Binds a weak target's arms behind them)
-[X] Bakudo 03: Han no Shokei Shimasu (Marks a target, they cannot hide from you)
-[X] Bakudo 21: Sekienton (Smoke Bomb!)
-[X] Bakudo 30: Shitotsu Sansen (Blasts a target back against a wall, possibly doing damage, and hold them there with beams of light)
-[X] Bakudo 31: Yokote Tsukamaidori Wana (Catches an opponent's attack in a snare when they try to pull back after a successful strike)
-[X] Bakudo 32: Kaze no Koa (Creates a large shield of wind around a larget that blows enemies back.
-[X] Bakudo 35: Mahō Juban (Magically empower armour or clothing to provide a better armour bonus, stacks with some other defence boosters)
-[X] Bakudo 37: Tsuriboshi (Creates a web or net that can be used to trap or slow enemies)
-[X] Bakudo 38: Hakufuku (Mudies the memory of someone you can lock eyes with and makes them pass out)
-[X] Bakudo 39: Enkōsen (Creates a multipurpose shield that can block all manner of things, it can even be cast using your attack of opportunity slot without needing the incantation, but doing that means you can't do much on your next turn)
[X] Raising power
-[X] Mind strike (Grade 4,Hit an opponent's head in such a way that they might take wisdom damage if they fail a will save)
-[X] Ruby Nightmare Blade (Grade 4, make a concentration roll, if it beats your foe's defence roll, you deal double damage on an immediate melee attack you make against them)
-[X] Bakudo 01: Sai (Binds a weak target's arms behind them)
-[X] Bakudo 03: Han no Shokei Shimasu (Marks a target, they cannot hide from you)
-[X] Bakudo 21: Sekienton (Smoke Bomb!)
-[X] Bakudo 30: Shitotsu Sansen (Blasts a target back against a wall, possibly doing damage, and hold them there with beams of light)
-[X] Bakudo 31: Yokote Tsukamaidori Wana (Catches an opponent's attack in a snare when they try to pull back after a successful strike)
-[X] Bakudo 32: Kaze no Koa (Creates a large shield of wind around a larget that blows enemies back.
-[X] Bakudo 35: Mahō Juban (Magically empower armour or clothing to provide a better armour bonus, stacks with some other defence boosters)
-[X] Bakudo 37: Tsuriboshi (Creates a web or net that can be used to trap or slow enemies)
-[X] Bakudo 38: Hakufuku (Mudies the memory of someone you can lock eyes with and makes them pass out)
-[X] Bakudo 39: Enkōsen (Creates a multipurpose shield that can block all manner of things, it can even be cast using your attack of opportunity slot without needing the incantation, but doing that means you can't do much on your next turn)
Ruby Nightmare blade is really strong with Kalina's concentration. Bakudo 35 is nice for defense, 38 has tons of utility and 39 is another great defense.
Bakudo 39: Enkōsen (Round Lock Fan) [Conjuring]
Normal Casting Time: Full round Action
Incantation: Unknown (Meaning I haven't decided on it yet)
Level: Bakudo 3
Save: none (harmless)
Spell resistance: no (harmless)
Range: Personal
Target: Self
Duration: 1 round
Eishohaki casting time: standard
Reiatsu Cost: 225
The practitioner raises their hand or weapon before them, twirling it round as sparks of dull yellow light form. This becomes a circular shield that dulls an enemy's strikes, protecting the user.
This spell creates a shield of energy that protects the user. Pick a direction, the shield increases the users defense by their caster level (maximum 10), and grants concealment +5% per caster level (maximum 50%) from all attacks from that directionThe shield is also designed to neutralize energy-based attacks of the same intensity or less. The shield protects from level 3 or lower Kido from the chosen direction. It also negates 5d6 damage from an area effect (line/cone/burst), and any secondary effects. If the effect is entirely negated, then it's progression stops past the caster (though a burst/cone will continue spreading, save for a direct line from the user to the shield will be unaffected) if the shield is used to block an attack like this, it does not provide the defense/concealment bonus this turn as its energy is used negating the area attack
Special: This spell can be cast incantationless as an attack of opportunity. It counts as using the Full Round action for the next turn unless this spell has Eishohaki on it, in which the spell consumes the normal action time granted by Eishohaki.
Boosted: For every extra 50 Reiatsu spenton this spell, you may produce anotherbarrier around yourself granting you thesame benefits as the primary shield. Youmay do this until each direction is covered.
With how you'd look back on it later, your last week actually started quite well.
As so many teachers had gone off to fight the rebels, the last week was just one long stretch of free periods.
You spent as much time as you could around the capital city. Taking in the sights one last time.
Parks, Museums, Restaurants. You'd spent a lot of time around here. You would be sorry to see it gone.
No, wait, that was the wrong way round. You'd be sorry that you'd be gone from it. It wouldn't be gone. It would still be right here, just out of your reach.
…You really shouldn't upset yourself like this.
Your banishment would push you out of most of the empire, that would even cover your home village of course so you had plans to stop by there on your way out of the empire.
You had talked with the principal about it (As he was advising you on much of what the actual procedure would be like.)
The basic overview was something like this; you'd have your graduation and then you'd all be offered postings. There was one specific posting that had been set up for you.
"Surface Agent." Typically a posting for spies and the like who'd keep an eye on the comings and goings of humanity.
While you would take that posting, they would legally consider you AWOL as soon as you actually departed for the surface. But only when you depart. So if you decided on a posting in the east, there was nothing stopping you from visiting your home village one last time. You could even visit Helenria as she'd almost certainly take up a posting near her home city.
Well, that would be the case if you went that far east at least. If you were going all the way to Japan, you could visit them all on the way. Strictly speaking you could head round to the new world that direction too, even if it was a very slow route.
Sadly that would mean you wouldn't get the chance to go to Africa or Romania as your first stop like you had thought about, unless you were prepared to leave without saying a final goodbye to your parents. Both of them would make a good second spot though.
The days seemed to move agonisingly slowly now that it was almost time. However it was Friday soon enough, Graduation would be on Saturday and Sunday would be when you'd set out for your home village.
Something felt strange though on Friday. You were lazing around the dorm but an awful feeling was creeping over you.
As you sat there, you began to hear a ringing sound. Not from the bell atop the academy, but a different bell. The Imperial City Alarm bell.
You jumped to your feet and ran out of the room.
That bell was rung only for one real cause. Enemies were here and they'd caught everyone unprepared. In that case the procedure was to rally towards the main hall.
There, crowds of students were gathering, but there weren't any teachers. Instead there was a Terra Knight you hadn't seen before, on his chest he wore the crest of Imperial Guard.
"I don't have much time so I'll be brief." He noted "Rebels have arrived at our city. They appear to have made use of the magma chutes to manoeuvre past our forces in the field. We managed to seal the capital's chute before too many got through and those that did make it through have been dispatched already."
He took a breath "However, that also means we are cut off from the rest of the empire on all fronts. And it looks like the rebels are strong enough to damage our gates. They will be through in an hour at most. Many of you-" he indicated the first through third years, "Are unprepared for this, however we need every trained gaian ready to fight, at minimum you are to aid the militia. This has been what all the time you spent training was for. Show your courage."
He looked to the older students "For all of you, your task will be to help hold the gates when they break. The enemy will try and rush through. Your job is to stop them before the can do serious damage. They are numerous and we have reports from the field about rebels with the skills of full Terra Knights, so we need to put everything we have into the defence."
Rebels with the skills of full knights? How?
Some part of you suspected this was the abyssals at play, but you'd need to see if they had those horrible black weapons first to be sure.
"I will now break you up into teams!" The guard announced "You will each be assigned to a different gate. I have some notes here from your principal, the guard commander and the high advisor to help make these teams."
As you were sorted, you were given a very important duty.
"You're the top of your class and everyone is vouching for you." The Imperial Guard noted "You're going to the main gate, with two of your classmates, they will be-"
Right, a bit of OOC spoiler stuff. This is the final gauntlet for this section of the story. I'll give you a little warning, you're going to be involved in five back-to-back fights, the third and fifth could be considered boss fights.
You have eight classmates I've made character sheets for (I never made one for Kryako, Frisob or Myrshai as you barely interacted with them and never trained with them).
During this final gauntlet, you'll be shifting up who you're fighting with for each step of the journey.
You'll pick who's with you for each fight, out of the pool that's left over after previous rounds. During the final boss, you'll get four allies, one from each previous team.
So, let's start. The first round, which two classmates will be with you?
[ ] Sigubert (Mounted fighter and user of Blade Arts)
[ ] Mariannerie (Healer and creator of walls)
[ ] Helenria (Mistress of plant bindings and wielder of a big axe)
[ ] Endymad (Holy Sword Duelist)
[ ] Adamus (Dragon and Bone, user of Blade Arts)
[ ] Hesiodio (No special ability, can fly though and is really strong)
[ ] Tuilendra (Healer)
[ ] Seoihilda (Fire-enhanced Spear Duelist)
Sorry for the delay. I wasn't even really getting stuff set up. I just forgot that you'd all voted until I thought to check. This final gauntlet is certainly going to be something. Granted, I do expect you to win. You are still broken after all.
You spent as much time as you could around the capital city. Taking in the sights one last time.
Parks, Museums, Restaurants. You'd spent a lot of time around here. You would be sorry to see it gone.
No, wait, that was the wrong way round. You'd be sorry that you'd be gone from it. It wouldn't be gone. It would still be right here, just out of your reach.
"Surface Agent." Typically a posting for spies and the like who'd keep an eye on the comings and goings of humanity.
While you would take that posting, they would legally consider you AWOL as soon as you actually departed for the surface. But only when you depart. So if you decided on a posting in the east, there was nothing stopping you from visiting your home village one last time. You could even visit Helenria as she'd almost certainly take up a posting near her home city.
He looked to the older students "For all of you, your task will be to help hold the gates when they break. The enemy will try and rush through. Your job is to stop them before the can do serious damage. They are numerous and we have reports from the field about rebels with the skills of full Terra Knights, so we need to put everything we have into the defence."
Rebels with the skills of full knights? How?
Some part of you suspected this was the abyssals at play, but you'd need to see if they had those horrible black weapons first to be sure.
As you were sorted, you were given a very important duty.
"You're the top of your class and everyone is vouching for you." The Imperial Guard noted "You're going to the main gate, with two of your classmates, they will be-"
Kalina's basically going to be in a very vague position. Technically they can just remove that AWOL status at any time if they want her to actually do something, they'd just reinstate it when the mission was over.
It's just to explain "Officially" why she's exiled.
On one side they need everyone they can get, on the other as I said above (but certainly could have explained better in the chapter as I'm now realising) she's still going to be part of the Terra Knights, just one that's Officially "Not where she's meant to be" (So anyone that wants to use her as a figurehead should find it difficult to find her)
Kalina's basically going to be in a very vague position. Technically they can just remove that AWOL status at any time if they want her to actually do something, they'd just reinstate it when the mission was over.
It's just to explain "Officially" why she's exiled.
So what does Kalina get out of her answering them when the want her to do missions? Not getting assassinated? Or does she get some learning resources to keep her happy.
On one side they need everyone they can get, on the other as I said above (but certainly could have explained better in the chapter as I'm now realising) she's still going to be part of the Terra Knights, just one that's Officially "Not where she's meant to be" (So anyone that wants to use her as a figurehead should find it difficult to find her)
So what does Kalina get out of her answering them when the want her to do missions? Not getting assassinated? Or does she get some learning resources to keep her happy.
So she's part of the Terra Knights but is mostly meant to be a roving observer and information gatherer so people can't find her easy.
Near unlimited paid time off. Okay, strictly speaking she'll still have a job that she has to do but it boils down to "Be outside of the empire so you're not causing any political turmoil, don't stick around anywhere that rebels could reach easily and check in with us now and again, in return: Not only do we not send assassins after you (As we would be forced to by political necessities, not our call, sorry) but we'll pay you when you check in and if anyone who isn't a Gaian asks, you still work for us so you should be treated with a certain amount of respect."
Plus they might throw you special missions now and again that they trust you to do specifically because of your position out of the normal structure.
After all, if you're worried about political infighting messing something up, just send the Terra Knight who has been entirely exiled from all forms of Gaian Politics.
Near unlimited paid time off. Okay, strictly speaking she'll still have a job that she has to do but it boils down to "Be outside of the empire so you're not causing any political turmoil, don't stick around anywhere that rebels could reach easily and check in with us now and again, in return: Not only do we not send assassins after you (As we would be forced to by political necessities, not our call, sorry) but we'll pay you when you check in and if anyone who isn't a Gaian asks, you still work for us so you should be treated with a certain amount of respect."
Unlimited Pay Time off is a really good gig, it lets her pretty much do whatever she wants as long as she follows those rules. The only thing I'd consider lacking is the ability to gather more books and use that money for stuff. But I imagine there's ways she can buy stuff while checking in.
Plus they might throw you special missions now and again that they trust you to do specifically because of your position out of the normal structure.
After all, if you're worried about political infighting messing something up, just send the Terra Knight who has been entirely exiled from all forms of Gaian Politics.
Helenria and Tuilendra ran at your side as you made your way to the main gate. Helenria already had her oversized wood axe drawn but Tuilendra hadn't bothered to draw her spear yet.
Speaking of Helenria's axe, you were sure the last time you had seen it, it had been made of the same mix of stone and metal that Gaian spears were typically made of, now though it seemed to be made of wood.
You quickly ran through the plan with them.
"If they haven't broken through yet, we offer our support to reinforce the gate, if they have broken through we push them back and protect the gate."
You had a few new spells that might be useful for that after all.
Before you even reached the gate though, you heard a loud crash and the cracking of stone. Seems you'd need to employ the second plan. You were also hearing stranger sounds though. Blasts of some sort, like explosives. Maybe they were using something like that to blast through the wall.
When you all skidded to a stop next to the gate, what you saw was quite a sight. The Rebels were flying, it was the same trick that you'd seen Hesiodio do before. They also seemed to be wearing some kind of armoured vest and carrying… what were those, they got mentioned in the class on humanity…
Oh right. Those were guns.
"For freedom!" They were yelling.
To start this battle, you had a counter battlecry in mind.
"For the imperial house!"
That drew their attention.
Initiative:
Helenria: 10+14
Kalina: 4+18
Tuilendra: 5+14
The first five rebels: 2+9
Helenria charged forward first, but there wasn't much she could do when all the enemies were at least 10ft above her. Or at least, that's what you had assumed.
"Boost!" Helenria yelled and you felt her reiatsu flow increase as a slight red aura flowed around her.
As she ran, she kicked off the ground into the air.
You raise your hand, as Helenria's the one who's going to be taking most of their fire, you can at least try to help her.
"Great Winds swirl around, Divine wind the hurricane, Shield from far attack! Bakudo number thirty two: Kaze no Koa!"
A wind suddenly blew through the street and out the gate, it twisted and became a shield of wind around Helenria.
Apparently Tuilendra had the same idea.
"The Origin comes, A hero forged in a fire, A true champion! Reido number Zero-Three: Shukufuku Kamiwaza No Dageki Oo"
Her kido further amplified Helenria's strength.
The rebels apparently realised she was their main opponent so they tried to rise higher into the sky. As they did, they opened fire on her.
Rebel attacks: 1d20+8-4 (Your spell)
Helenria is going to take a 10 against all of these and with a defence of +14, the rebels need to crit to hit her.
Their rolls: 9,13,3,18,9
A standing jump twenty feet straight up? She knew she'd need to charge a lot of reiatsu to make that work. When she jumped it was an explosion of power.
Shockingly that wasn't enough to take out the rebel in one attack. Landing softly, Helenria looked up with frustration.
That said you weren't going to let them escape. You summoned your orbs of light and had them scatter amongst the rebels. One orb to strike into them now, another to catch them if they try to ascend again. That said, you didn't assign one to stop the one Helenria had attacked from Ascending. To be honest, you didn't think it would be needed.
Tuilendra didn't have much to do but she did tell you something when she saw your orbs.
"I can stop them moving next time, just send the orbs directly at them."
You kept that in mind as the rebels began to move. They had noticed the orbs above their heads so they didn't risk ascending, just scattering about for now.
Rebel reflex saves. They roll at +9 so they need to roll 17 or more to take half damage.
Their rolls: 6,13,19,7,2. One passes, the others dont.
Damage: 1d4+2, 4
Barely enough to finish the one Helenria had attacked before.
The Rebels continued to open fire on Helenria from twenty feet above her.
Rebel attacks: 1d20+8-4 (Your spell)
Helenria is going to take a 10 against all of these and with a defence of +14, the rebels need to crit to hit her.
Their rolls: 15,9,14,3. No hits, though if the last one had still been alright, he would have hit with a 20.
"Boost!" The red aura was growing thicker with time. You had heard of the boost technique. It was a way of improving an aspect of yourself by channelling reiatsu in a specific way. Based on the colour and the effect… you'd assume she was using Boost to increase her strength.
Something flashed right in the rebel's face and he froze, dazed. The other rebels did try to move though to escape your orbs as they flew.
Rebel reflex saves. They roll at +9 so they need to roll 17 or more to take half damage.
Their rolls: 9,6,18. One passes, the others dont.
Damage: 3d4+6, 4
Her normal reiatsu must be running low too, or at least you suspected as much after this many jumps and attacks.
It would get even worse after this though as it was likely that they would try to ascend again. You and Tuilendra's would have to stop that. You sent all your orbs after one of them while Tuilendra's chanted the same spell again.
"Blinding sun and moon, a strobe flash of blinding light, Until you see naught! Reido number Seventeen: Tenmetsu Suru Sakkaku."
And she landed softly again, but it appeared she was quite fatigued now.
As you recovered though, Tuilendra ran over to her and chanted another Kido.
"From the mountain down, The spiritual water, flows to the soul's lake. Reido Number Zero-One: Tairei!"
Tuilendra shivered and you saw Reiatsu flowing from her into Helenria, restoring her strength.
Helenria stood up and you all looked to the open gate. Helenria stepped forward.
"I'll fix this hole."
She knelt down, pulling what looked like seeds from her axe's base and planting them in the ground. Then she walked up to the gate and slammed her axe into the ground. Vegetation sprouted forth from the ground and a great wall of vines and thorns sprouted up to cover the open hole.
Behind her, where she had planted those seeds, sprouted humanoid plant creatures with claws.
"These will be my soldiers until the militia can come reinforce us.
Hearing all of this, Tuilendra turned to you "We'll be able to hold here, the other gates might need help too. You should go check on them."
With a nod, you turned and charged off towards the next gate, your orbs floating behind you.
Who was guarding this gate again? It was-
(pick two)
[ ] Sigubert (Mounted fighter and user of Blade Arts)
[ ] Mariannerie (Healer and creator of walls)
[ ] Endymad (Holy Sword Duelist)
[ ] Adamus (Dragon and Bone, user of Blade Arts)
[ ] Hesiodio (No special ability, can fly though and is really strong)
[ ] Seoihilda (Fire-enhanced Spear Duelist)
To help you picture the fight, the rebels are wearing light duty vests and carrying desert eagles. And they're yelling about freedom. I didn't intend them to be a flying 'murica reference but that seems to be what they've become. As a note: Non-magical desert eagles. They aren't enchanted in any way, the rebels are trained to channel reiatsu through them to do more damage but even without that a desert eagle does 2d8 damage.
Speaking of Helenria's axe, you were sure the last time you had seen it, it had been made of the same mix of stone and metal that Gaian spears were typically made of, now though it seemed to be made of wood.
When you all skidded to a stop next to the gate, what you saw was quite a sight. The Rebels were flying, it was the same trick that you'd seen Hesiodio do before. They also seemed to be wearing some kind of armoured vest and carrying… what were those, they got mentioned in the class on humanity…
You kept that in mind as the rebels began to move. They had noticed the orbs above their heads so they didn't risk ascending, just scattering about for now.
Barely enough to finish the one Helenria had attacked before.
To help you picture the fight, the rebels are wearing light duty vests and carrying desert eagles. And they're yelling about freedom. I didn't intend them to be a flying 'murica reference but that seems to be what they've become. As a note: Non-magical desert eagles. They aren't enchanted in any way, the rebels are trained to channel reiatsu through them to do more damage but even without that a desert eagle does 2d8 damage.
Sprinting along the streets, you headed to the south gate. It was quite the marathon. Or a half marathon maybe. Running around a quarter of the city was quite the run after all. Thirteen to seventeen miles depending on which path you used.
It took you over an hour to make the run, but you made it just as another group of rebels was trying to break through.
"Why are you even doing this?" You heard Hesiodio call out, only to be met with one word:
"FREEDOM!"
"Don't try and reason with them." Sigubert advised "Regardless of anything else, they're making their intentions clear- this is treason, and traitors must pay their price."
…You remembered as you turned the corner towards the gate that Sigubert's father was truly high up in the imperial knights. Leader of special forces, or something like that.
By the gate, Hesiodio hadn't yet taken to the air but Sigubert was riding his mount. If it hasn't been described before it looked like a cross between a horse and a mole.
They looked back as you approached and their eyes lit up.
"Kalina!" Hesiodio called "Just in time!"
Sigubert nodded, looking towards the enemy "Come, these ones need to be made to fall!"
Initiative:
Hesiodio: 14+16
Kalina: 9+18
The next five rebels: 10+9
Sigubert: 6+10
He stumbled as he fell and landed badly but he stood again quickly, nothing was broken as his reiatsu had absorbed the injury.
Protecting both Sigubert and his mouth would be tough so you just gave your support to Hesiodio for now.
"Great Winds swirl around, Divine wind the hurricane, Shield from far attack! Bakudo number thirty two: Kaze no Koa!"
You were already making good use of that spell. Wind formed a shield around Hesiodio as the rebels opened fire. Three were shooting at him and one each at you and Sigubert.
Enemy attacks. To hit Hesiodio they need to roll 18-20. To hit you they need a 20 and Sigubert would need a 17+.
VS Hesiodio 1, 2 and 3: 14,15,19. One hit, 4d8+1 damage, 17
VS You: 8.
Vs Sigubert: 16
A powerful blow that took an enemy off the battlefield, though Sigubert looked like he was already tired. Hesiodio did too actually. They'd probably been fighting here for a while, their reiatsu dropping slowly over time no matter how quickly they try to recover it.
Before Hesiodio moved, you called to him.
"Please Dio, don't waste energy pretending!"
He hesitated and then nodded, kicking off into the air, not in a jump but the start of some flying. The same ability the rebels were using. Sigubert seemed surprised, as did the rebels for that matter.
"Who- Who taught you that?"
"Traitor!"
"You're meant to be on our side!"
Hesiodio grit his teeth as he struck forward with his spear.
"You're not meant to be here at all!" He countered "You say you're fighting for freedom, but you're hurting innocent people with this invasion!"
"As citizens of the capital, they're basically nobles too!" The rebel yelled as the spear swung towards him.
The spear attack was blocked by the armour that the rebels were wearing.
"Your blade is weak due to your lack of true freedom!" The rebel continued "Come, join us and help bring freedom to the Gaians!"
Hesiodio spat "Not while you're all blinded by madness! I want to actually help the poor and downtrodden, not burn down their home and claim their better for it!"
You took a moment to summon and throw your entire group of orbs at the Rebel that was speaking.
He leaped away in a panic but…
That one rebel's reflex save: 10+9, fail.
Damage: 9d4+18, 43
It only took an instant to burn him down to defeat. The Rebels did split up their fire again amongst the three of you.
Enemy attacks. To hit Hesiodio they need to roll 18-20. To hit you they need a 20 and Sigubert would need a 17+.
VS Hesiodio: 7.
VS You: 8.
Vs Sigubert: 1
The mole failed to do meaningful damage with the long horn on its head. That was a thing all horses had right?
Hesiodio flew around your orbs and towards another rebel.
"Why can't you understand?" The rebel demanded of Hesiodio "We need to burn it all down to rebuild it better. You clear a cavern before you start building anew, this is no different."
"Of course it's different." Hesiodio remarked, slashing for him "Innocents live here!"
That took out the last rebel in this area for the moment.
Hesiodio descended to the ground, exhausted and Sigubert looked at him with a mix of apprehension and betrayal. You spoke up before he did though.
"Sigubert, Hesiodio is our ally. Okay?"
There was a pause before Sigubert nodded "Okay, but I do want to hear the story, later."
"Sure." Hesiodio remarked "I need a moment to rest anyway."
You nodded and noticed one of the defeated Rebels was laughing.
"Stopping us doesn't matter traitor, our leader has already gotten inside and is making his way to the throne room to kill the Emperor."
Sigubert looked up in surprise but you, again, spoke first.
"I'll go check it out, you two stay here and guard the gate."
Hesiodio nodded "We'll come help you when we think the coast is clear, and when I've recovered a bit."
You nodded to them both before heading towards the center of the imperial city, back towards the imperial palace."
One the way you met up with two more of your classmates, they were-
[ ] Mariannerie (Healer and creator of walls)
[ ] Endymad (Holy Sword Duelist)
[ ] Adamus (Dragon and Bone, user of Blade Arts)
[ ] Seoihilda (Fire-enhanced Spear Duelist)
I didn't mention it in this chapter, but as this was your first fight alongside Sigubert in a while, his ageing penalties have finally dropped off. He's now somewhere between 12 and 14, (You started your schooling at 12 for reference) and that means he's not a child anymore. He was taking penalties due to his youth before but now he's finally using his full stats.
Also, for reference, the next battle is going to be one of the two boss fights in this gauntlet, choose your team with that in mind. Though also keep in mind that during the final battle, you can only pick one member of each two-man team, so don't bring two fellow students if you want both of them to be in the final fight.