I wouldn't make visiting Buckingham a secondary thing. Rather make the magic the secondary one. After all, in the interlude one of the Tower's ravens, the magical birdies who are tasked with the protection of the crown, was at the palace which might be an indication something risks happening there. Though I may be only paranoid, but, hey, prepare for the worst...
Don't really see the point of the flashbang spell though. If we want a flashbang effect, we can simply ask the Clocktower to give us flashbangs and learn not to make everything we carry burn with the ignition aura or have one of our escorts throw them. Not to mention that we would then have
another spell to level up after that which would cut either into our xp or into the time training our other more important abilities for an effect that can be replicated by a piece of equipment. Especially since it seems like once we hit lvl 5 in an ability or spell it becomes much harder to level and seem to require more time, like shown with this week where we didn't make any visible progress with Reinforcement or Regeneration while we had a much harder training regime during the week, so time is likely to become a much more important resource in the very near future and using it on this seems kind of a waste. Though,
@Rukia, a flashbang effect may be an idea to add to another spell into the shop though, like to plasma sphere which would make sense since it would make it a blinding explosion or push to make it a more disabling spell adding to knockback. I'd rather work on our existing lack of base stats with Plate Armour instead and try to make all our fundamental abilities lvl 5.
[X] Visit Buckingham Palace
[X] Magic
-[X] work on Plate Armour by channeling magic into your magical girl outfit when at home.
Just curious, what do you guys think of the story from your perspective?
It's really hard for me to look over my story and see it from the eyes of someone who doesn't know about all of the things happening in the background.
Rather nice, I think. The feeling of being some kind of lost lamb who was dropped into the magical world is rather well transmitted.
It is rather frustrating that we seem to advance without knowing anything about where we go with either the world or our magic, but that's something kinda like a feature since the quest takes place before magic was well-known in this world and the fact Cerys is one of the first magical girls. So in this case the fact that we need to work to get things makes sense. Though the fact that we have CWMGQ as reference helps
a lot. Without it, the situation would be much more frustrating and could risk making the quest a bit of a slog. May be something to keep in mind if you begin another quest with a similar premise.
I'm a bit worried about the pacing, since you plan on having the quest extend on years, a slow pace seems natural, but it also runs the risk of becoming a bit boring, so I'd advise to be careful about that.
I like the characters and how they are presented, though there isn't a lot of them atm. Taking into account Cerys's personality, not much socialization is normal, but adding more character interactions with secondary characters might be a good idea to flesh a bit the background which seem kinda empty ATM even though we are part of an organization.
On a somehow related note, though that's just my own opinion, I don't really care much for the shipping between Cerys and Morgan. First because it is advancing much too fast to be really credible IMHO, though that can be attributed to Cerys's entering puberty, and especially the fact that she is 13. Wouldn't bother me much if she was 16-18, but right now, her youth is just rubbing me the wrong way.
Overall I like the quest a lot and as I wrote before, I'm quite astonished at your writing speed.