My Fair Lady: A Salem Quest

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You are Remnant's most powerful Evil Overlady. Or, rather, you've been inserted into her body, which is a bit of a predicament, considering that you're not her.

Ah, well, at least that means you don't have to defeat an immortal, genocidal wizard/demi-goddess in order to save the world. That's good, right?
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Dreamer: 1.1

Misty Raven

Tee Hee
Pronouns
She/Her
/-/-/-/My Fair Lady: A Salem Quest\-\-\-\

The first thing you notice is the reflection in the window. The half-transparent image of a woman stares contemplatively at you, unblinking. Your eyes ghost over her form, taking in the deathly, bone-white skin, the glowing red eyes on black scleras, and the sleek black dress that hugs her figure.

It takes you a few moments, but you recognize this woman as Salem—or at least, a very convincing cosplay of her. Ultimately, it's the hair that gives it away. You don't want to imagine what kind of ungodly magic was involved in its styling. The ludicrously enormous bun in the back is strange enough without taking into account the odd, rope-like strands protruding out to the side, bound tightly with black ribbons. And somehow there's still enough hair left for loose, curly bangs to frame her face. Seriously, someone must have put hours into that hairdo.

There are a few features that don't seem quite right, likely because this cosplayer is an actual human person, and not an animated character. The veins that crawl across the sides of her face and down her arms aren't nearly as sharp or thick as you think they should be, more like faint lines of darkish gray that fade into the background of her pale skin. Her lips are full, painted an alluring reddish purple, and her hair is more the pale silver of old age than the unnatural white you recall. Still, this woman is very clearly supposed to be Salem, and she's done a pretty amazing job of pulling it off.

Embarrassingly, once you've finished staring dazedly ahead into the window, the second thing you notice is that you're standing in front of a window. That really ought to have been the first thing you noticed. It's one of those giant, Gothic-style, larger-than-a-human-adult kind of windows that belongs in a mansion. You know you've never been to any place fancy enough for windows like this one. Also, you're pretty sure you were in your bedroom a minute ago, but your brain feels kind of fuzzy.

Where in the hell…? You think to yourself, blinking rapidly. The Salem cosplayer in the window gapes at you, clearly taken aback. What… Just. What.

As you absently bring your hands to your face, so does she.

Slowly, cautiously, you hold your hands out and stare at them. Bone white. Thin black veins. Unconsciously, you clench them, then return your gaze to the window. Window Salem also has her fists clenched.

Briefly, you entertain the idea that someone drugged you, kidnapped you, dressed you in an extremely elaborate cosplay outfit, and… But before the thought even finishes, you know that it's not true. The jutting crystal spires and whirling red clouds that form the landscape outside the window only confirm your gut feeling.

You don't know how this happened, and frankly it sounds stupid to say it even in your head, but… You're clearly Salem. Real, actual Salem. Presumably on a real, actual Remnant.

No, but seriously, what the hell is up with—

"Y-your Grace?" A timid voice speaks up behind you.

In an instant, you freeze. Then, slowly, carefully, you turn around to see who's there. A gangly man stands slightly hunched behind you, yellow eyes flitting frightfully from you to the floor. An unkempt mop of black hair frames his wild face, and a long black braid curls down his back, swishing anxiously back and forth—no, wait. That's not his braid. It's a tail. A scorpion's tail.

Ahhh, fuck.

/-/-/-/ Dreamer: 1.1 \-\-\-\​

[] "Speak, Tyrian."
-[] Whatever he says, just wing it and pretend to be an Evil Overlady.
[] "Tyrian, leave me at once. I require time… alone with my thoughts. And make certain no one else disturbs me either until I call for them."
-[] Work out some kind of game plan:
--[] Flee. You have no idea what's going on, and the people here are dangerous and powerful.
--[] The people here are dangerous and powerful. You need to figure out some way of killing them off before they kill you.
--[] The people here are dangerous and powerful, but… they're under your command. Maybe you can keep running Salem's little empire and hope they don't notice something's off?
--[] Write-in (under 50 words)
-[] Salem is supposed to have magic, right? So then, maybe you should try to figure out how to be a wizard too.
[] Write-in (under 50 words)

Choose one of the following Paths.

[] Path of the Actor: This route will give you the traits Acting [Medium] and Lying [Medium]. If you want to pass yourself off as the original Salem, this will probably help. Note, though, that skill at lying and acting doesn't necessarily translate to skill at manipulating people.

[] Path of the Mage: This route will give you the trait Magic Affinity [High]. You won't be as magically skilled as the original Salem, who's had ten thousand years to hone her skills, but you'll certainly have as much raw talent as her. Note, though, that skill at using magic doesn't necessarily translate to skill at fighting with magic.

Alright-y, SV, I've finally decided to stop nervously hiding this little pet muse of mine and start posting my own very first quest! Since I'm new to the whole QM thing, please bear with me as I figure out the basics and get a feel for everything. And of course I'm happy to receive any feedback or advice you guys have.

This quest is going to be mostly story-telling with almost no number-crunching involved at all. As QM, I will personally decide how successful an action is based on my feel for the MC's abilities and the obstacles they're facing. I may involve some dice-rolling if I feel undecided about something or if I need to simulate a truly random event for some reason (I will let you know OOC if/when this happens and what the result of the roll was).

Although there aren't any numbers or stats, you will have a character sheet (will be posted soon) that can acquire certain traits. For example, if you do some training, you might gain Combat Proficiency [Low] as a trait, which will make you more likely to win a direct fight against an enemy. More training or experience in combat could eventually raise that to Combat Proficiency [High].

On the other hand, it's also possible to pick up negative traits. For example, if the MC goes through a horribly traumatic experience, they might gain a phobia, and their actions will be paralyzed if they encounter the phobic trigger. So be careful what you put Salem-chan through, okay?

Aaaand, I think that about covers it. If you have any questions, feel free to ask. I might update this later if I feel like something needs to be added.
 
Dreamer: 1.2
Taken aback by the strange, terrified man before you, you blurt out, "Tyrian!"

Instantly, the scorpion faunus falls to his knees and lays his forehead against the stone floor, shivering and whimpering. You wince at the sudden motion. It's… really just jarring to see a grown man look so helplessly frightened. Frightened of you.

Coughing softly into a hand, you try to find some semblance of composure. It doesn't really work—you're still reeling from the abruptness of this whole weird, fucked up situation—but it does allow you to reorient your attention on the abject man groveling in front of you.

Your mind races in a slight panic as you try to come up with some way to hide how utterly lost you are. Two minutes ago, you were in your bedroom, you're pretty sure. Now there's a deadly superhuman assassin laying prostrate on the ground in front of you, and frankly you think you might be more scared of him than he is of you.

Confidence. Authority. Control. That's what you need to project right now. That's how Salem would present herself, right? You just need to ignore how absurd this all is and roll with the punches. You can deal with all of that when there aren't any psychotic murderers within spitting distance of you.

Confident, authoritative, in control, you tell yourself. Okay, sure, I can do that.

"Tyrian," you say again, this time on purpose, "speak."

"Of—of course! Of course!" he almost shrieks, his head snapping up. "Yes! I did what you asked of me. Came in the night, yes! They were there, just as you said. Came and sliced and ripped and choked them all dead!" His eyes dart wildly around the room, like a cornered animal, before settling back on you.

Jesus Christ, is the only half-coherent thought in your brain. A rush of adrenaline pounds fearfully in your blood, curling together with a faint nausea as you numbly observe Tyrian's insanity.

He continues, suddenly quiet, almost whispering, "No more Team Scarlet. The captain fell first, yes he did. Lost his legs before he hit the ground. Lost his head right after. His friends, they tried to fight back, they did, but they couldn't catch me. The green one, Chloe, wasn't very fast, so I came in quick shot her in the throat until she fell down too. Then the other two tried to run away, but I didn't let them, no, I would never… Caught one by the throat and squeezed and squeezed and squeezed—"

"That's!" you interrupt, pausing, remembering how you're supposed to act. "That's enough, Tyrian, thank you."

"Have I—have I pleased you?" he asks desperately, his face withering into an anxious, pitiful wreck.

"You… you succeeded, I take it?" You probe, trying to mask your uncertainty.

"Yes! Yes!" Tyrian cries out, and you think you start to see tears glisten in the corners his eyes. "Mistral will never find any of them again, not a speck of blood, no, no, no. Vanished into the night, they'll think. Just as you told me."

"I see," you lie. This is… this is profoundly disturbing to witness in person. You don't think you can handle any more of him right now. Even if he wouldn't harm you, your instincts are blaring out at you to treat this clearly dangerous and unstable man with extreme, delicate caution. Slowly, affecting a very deliberate calm, you say, "Yes. You have. Well done, Tyrian."

The pure, delighted elation that breaks out across his face doesn't belong on an adult. It's the kind of expression a guileless child should have on Christmas morning. You can't detect a hint of malice from him, even as his earlier words echo starkly inside your head.

An assassination mission. Of course, what else would you use an assassin for?

"Then, if that is all…?" you say, trailing off, hoping vigorously that he'll just nod and leave.

"No, not all, not all," he says eagerly, and your expression strains a little. "Cinder has finished her mission as well and will return here to Evernight within the day. Sadly," he adopts a caricature of sympathetic despondency belied by gleaming eyes, "she was not able to fully succeed."

"Is that so?" you say, doing your best to look somewhere between contemplative and menacing. "I suppose I will have to… have words with her. Very well, Tyrian, you may leave now."

This time, he bows deeply without a word, picks himself up off the floor, and scampers off, leaving you alone in the dark, grandiose hall. You wait for a few seconds in pregnant silence, half-expecting him to jump back into the room with his blades in hand, screaming at you about desecrating the body of his goddess.

When it becomes apparent that the madman's actually gone, you let out a shuddering breath, your heart still pounding furiously in your chest. Almost drunkenly, you wobble over to the nearest convenient surface, a large table that looks like some kind of jutting rock formation reaching out of the ground, and grip it tightly with your hands, shaking.

You're not sure how long you stay like that, just staring into the polished, obsidian-like surface of the table, breathing hard. Your thoughts whirl together in an incoherent mess of overwrought emotions. Why am I here? What the hell happened to me? I want to go home. This isn't my body. What's going on here!

Then, without warning, something inside of you cracks, and you slam a fist into the table's hard stone.

Faster than you can process, a wave of force ripples out from the blow. With a deafening BANG, you're thrown violently backwards before slamming into the wall behind you. Instinctively, you cover your face with your hands, and it's a good thing too because two jagged shards of crystal and rock dig painfully into them.

As you slowly stagger forwards, lowering your arms, you gape at the state of the room. Shrapnel litters the floor, hundreds of fragments of shattered stone and some glass from a few broken windows. Frankly, it's a miracle more of it didn't end up lodged in your body. A massive, jagged schism splits the table into two halves, one of which is tilted to the side, no longer fused to the floor.
Trait Discovered: Magic Affinity [High]
Aspect Unlocked: Telekinesis [Medium]
More in shock than pain, you jerk the shards out of your arms, letting them clatter softly to the stone floor. Thin streams of dark blood begin to leak out of the appendages, but you don't pay them much mind. Instead you glance down at your hand, the one that struck the table. Entirely at odds with the situation, your breathing begins to even out slightly, and your highly-strung muscles begin to relax some of their tension.

Did… did I just do that? You blink.

The room's silence seems to answer you back.

/-/-/-/ Dreamer: 1.2 \-\-\-\​

[] Well, you definitely have Salem's wizard powers. Try to see what else you can do!
-[] More of that telekinesis stuff!
-[] Try to use elemental magic the way maidens do
-[] Write-in (50 word maximum)
[] Tyrian mentioned Cinder would be back tonight. You'd better prepare for her. Tyrian's one thing, but she'll probably notice something's off.
-[] Come up with an excuse for why you're acting differently from how she remembers.
--[] Write-in (80 word maximum)
-[] Just don't bring it up at all, and maybe she'll do the same.
-[] Do something about the destroyed room.
--[] Try to fix it
--[] Go somewhere else to meet with Cinder
[] Explore the giant evil castle you've suddenly found yourself in.
-[] Explore a bit outside the castle too.
[] Write-in

Note: Your time is limited. If you practice magic and prepare for Cinder and go exploring… well, you can do that, but there's a chance you could be a bit late to your date meeting with Cinder. Two of those actions should be fine though.

Also Note: If you've already voted for trying out magic in the previous update, voting for it again won't add to the vote count (but it will allow you to specify what kind of magic you use). Alternatively, if you vote for something else, that will replace your previous vote.

OOC Vote (that I forgot to include in the first post :oops:):
The MC isn't Salem, she's a teenage Self-Insert from Earth. What is her real name?
[] Abigail
[] Jordan
[] Morgan
[] Sasha
[] Write-in
 
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Dreamer: 1.3
You stand there for a few moments, feeling almost divorced from the world around you. A faint ringing builds in your ears, and your mind is a bit fuzzy. Then, in a single coalescing instant, everything snaps back into focus, and your thoughts begin to spin wildly.

Yes, clearly you did that. You punched the table, and then it exploded. Because of course it did.

When you think about it, though, it actually makes a strange kind of sense. If you recall, Salem was supposed to be a magic-user from the Age of Gods, and… well, you kind of are her right now, relatively speaking. So, it's not entirely unreasonable to imagine you might have her magic as well. Well, at least it's no less reasonable than the existence of magic itself, or the fact that you've accidentally hijacked the body of an ancient overlady.

You remember an alien sensation, like something cracking in the pit of your stomach, when you blasted the table. Concentrating, you're able to feel a similar kind of pulsating warmth there, spreading out from your core. It feels a little tender, almost raw. If it were a muscle, you would say you'd stretched it too far.

Instinctively, you give a gentle tug on the wellspring of energy you feel there. It seems to spread through your body in a wave as you do, and you feel simultaneously like you've just stepped out of a warm shower and finished a light jog.

Careful not to strain it too much, you instinctively reach into your magic and… sort of latch it onto a piece of nearby shrapnel. As you flex the invisible energy, the shard of glass rises smoothly into the air. An idea sparks in your head, and you begin to quickly tag all the fragments lying on the ground. Within a few minutes, the air around you is filled with jagged bits of stone and glass.
Skill Unlocked: Multi-Target Telekinesis [Medium]
You can feel the weight of it all bearing down on your core, but it's not so strong that you feel like you're being crushed or anything, so you quickly cast the shattered bits and pieces into some semblance of order, trying to clean up the room a bit.

Unfortuntely, you encounter a problem rather quickly; you have no idea where each individual fragment broke off from. There are some large hunks of crystal and rock that you're able to roughly jam back into place, though the fit isn't perfect. All the myriads of tiny pieces, however? Those are just beyond you. It's like the world's most difficult jigsaw puzzle.

For a moment, you consider just spending the next few hours meticulously reassembling each individual fragment until the room looks the way it did before you blasted it to bits. Even if it would be mind-numbingly boring, a part of you feels guilty for carelessly wrecking what's essentially someone else's living room. That idea is immediately cut down as you finally begin to process the last thing that Tyrian said to you.

Cinder is coming to see you. Today. She had a mission, which she apparently failed, and she's going to come report to you. Fuck, but you should have asked him for a more specific timeframe. "Within the day" could be anywhere from one to twenty-four hours, and Cinder is the kind of person you really need to prepare for.

Interacting with Tyrian was viscerally terrifying, but… when you think about it logically (or as logically as you can anyway), it might actually be for the best that he was the first of Salem's servants to interact with you. His worshipful insanity, disturbing as it is, will probably keep him from noticing much that you're acting differently.

Cinder, on the other hand, is the person who masterfully infiltrated Beacon under the nose of a ten-thousand-year-old wizard and his agents, then successfully dismantled an entire kingdom. More than raw power, that takes a certain kind of social acumen. She will definitely notice that something's off with her boss.

Carelessly, you allow the cloud of assembled debris to fall to the ground and begin to pace around the room, thinking furiously.

Frankly, you just don't have a chance of passing off that nothing's wrong. You don't know enough about how Salem normally acts to ensure you copy her accurately, and even if you did, you don't think you'd have the acting skills to pull it off.

What you really need is an excuse, something that could reasonably justify a deviation from Salem's usual behavior—and, if it's supposed to rattle someone with ten thousand years of experience, it needs to be big. Something unusual.

Although… maybe I'm looking at this from the wrong perspective, you muse, and idea begin to construct itself in your brain. Yes, I should be cautious of Cinder. She's pretty fucking dangerous. But I'm starting from a position of power here. Just because she notices something's off doesn't mean I need to immediately play defensively and make excuses. Instead of reacting to her suspicions, if I can be a bit more proactive…

Mid-step, you pause, placing your foot down as your idea coalesces into something resembling a plan.

Cinder is a dangerous person to keep around; you wouldn't last ten seconds playing politics with her. But that means you just need to not keep her around. You have the power to send her out on missions. If you can set her on some kind of wild goose chase… well, it probably won't last forever, but it will at least give you time, which is something you're honestly in desperate need of right now.

And of course, since you're making the whole thing up, there's no reason why you can't make the mission be about something earth-shattering. This way, you can still set up an excuse for your strange behavior even as you push Cinder out for the time being. It hits two birds with on stone.

You have a plan. Now all you have to do is write the story…


In the end, it takes Cinder four hours to arrive at the hall. Four extremely stressful, horribly nerve-wracking hours that you spent constantly second-guessing yourself while frantically rehearsing your lines in your head.

When you hear the sound of the large double doors creaking open, you nearly jump out of your skin. That fearful anxiety you experienced around Tyrian explodes once more into full force, and you have to fight to clamp down on a sudden urge to flee.

The raven-haired beauty enters with surprising self-assurance for someone who failed her mission, a familiar red dress hugging her curves as she saunters almost casually inside. Her eyes widen, however, as she registers the demolished state of the room, and she falters for a second.

"Cinder," you greet her. You can feel the sweat breaking out on your forehead. "How was your mission?"

"I…" she struggles to find words for a second, then breathes in and out deeply, and a mask of calm settles over her face. "I did not entirely manage to complete the goal I had set for myself. While in the process of acquiring my target, I was interrupted by the arrival of one of Ozpin's agents. We were caught on the back foot, and he was clearly at a much higher level of skill than Emerald or Mercury. It was more than we were prepared to face, so I decided to cut our losses and retreat."

"You failed, then," you say flatly.

"Not exactly," Cinder replies, smiling slightly. In a single, smooth motion, she lifts her right hand, palm facing up. A flame suddenly bursts into existence above the appendage, crackling softly as it hovers there, shedding a small orange glow. Something sparks in your magic as the fire manifests, and you know instantly that what you're looking at isn't the result of Dust manipulation. "As I said, I was part-way through the process when I was interrupted."
Trait Discovered: Magic Sense [Low]
You blink, slightly caught off guard. Your mind flashes to an episode of RWBY, Qrow cutting in while Cinder was draining the Fall Maiden's powers from Amber. You hadn't expected Cinder's mission to be quite so plot-relevant. Not that you're complaining exactly; this gives you a good idea of where you are in the timeline.

"I see," you reply, looking for a way to lead this conversation towards your plan. "I imagine you'll want to track down Fall and complete that process later."

"Yes, I do," Cinder responds evenly.

"Unfortunately," you say, clenching one hand into a fist as you narrow your eyes, "that will have to be put on hold."

"I… beg your pardon, Your Grace?"

"Make no mistake," you say. "You will have the Fall Maiden's powers. I made a promise to you, and I do not break my promises so easily. But something new has emerged, which requires absolute priority."

"Something new?" she echoes, casting her eyes once more about the room. "What happened?"

"There is a young man living in Southern Vacuo, who has recently awoken his Semblance. He controls the Grimm."

"The Grimm?" Cinder questions. "I thought only—"

"It should not be possible," you interrupt. "The Grimm should be well beyond the reach of any ordinary man, no matter how powerful their Aura. And yet, he exists. More than that, when he took control of a pair of wandering Beowolves, his Semblance brushed up against my mind. A certain exchange of information took place. I heard his thoughts, and he heard mine.

"What he found in the Grimm he controlled was no less than the total sum of knowledge I have stored throughout millennia within their essence. He knows more about me now than perhaps anyone, save for Ozpin. As he had never controlled the Grimm before, there is comparatively little that I managed to glean from him. You understand now, the severity of this situation?"

"I… I understand," she answers, looking a bit unsteady. "Then… how do you wish for me to deal with the situation?"

"His name—or, at any rate, the name he has chosen to call himself—is 'Linkaria Bloodsworth.' I do not know what he looks like. I do not know where he lives. I do not know where in Southern Vacuo he was when his Semblance awoke. I have since altered my connection to the Grimm in order to prevent any further breaches of information, so it is exceedingly unlikely I will gain any such information from him in the future. Your task will be to find him and eliminate him."

"I see," says Cinder. "Though, if I may ask, Your Grace…?"

"Yes, what is it?"

"Would not Tyrian be better suited for a mission such as this? 'Elimination,' as you say, is rather his specialty."

"I…" Fuck, you hadn't thought of that. "Yes, ordinarily, you would be correct, but this is not an ordinary situation. More than just a pesky Huntsman, what we are dealing with is a breach of information. While Tyrian excels at quick assassination, his skills are not suited to such delicate matters. Naturally, I will also be relying on you to tell me how much information this man leaked, and from there, to deal with it appropriately. It would not do for mankind to begin uniting against a common enemy before we have the chance to set them against each other."

There is a moment of silence as Cinder contemplates. Finally, she answers, "Very well. I understand the situation. The Fall Maiden can wait until this… unhappy matter is settled."

"Good," you say, relaxing in a burst of relief. She seems to have bought your story. "Then you may spend the next day recovering from your last mission. Afterwards, I expect you and your two agents to make way for Vacuo. This cannot wait for very long."

"As you say," Cinder agrees. "Then, if that is all…?"

"That is all," you answer. "You may leave now."

With a nod, she turns and exits the room with the same catlike grace with which she entered it. The doors groan and then thud as they swing closed behind her.

Releasing a long breath that you hadn't realized you were holding, you plod over to the crystalline throne that sits at the head of the wrecked table and sink into it. The cold stone isn't nearly as comfortable as you'd prefer, but it's very nice to sit down.

No doubt Hazel and Watts will raise new issues when they finally pop around to see you, but for now, it seems you've dealt with all of your immediate problems. You have a conference hall that's still half-demolished, magical powers that you only barely know how to use, and absolutely no idea what the hell you're supposed to be doing.

What you do have, thankfully, is time. If only you knew what to do with it...

/-/-/-/ Dreamer: 1.3 \-\-\-\​

Vote: immediate action (choose two, not including sub-choices)
[] [IA] Explore the castle.
-[] [IA] Explore outside the castle
-[] [IA] Write-in (50 word max)
[] [IA] Practice more magic.
-[] [IA] Telekinesis
-[] [IA] Maiden-style magic
-[] [IA] Write-in
[] [IA] See if/how you can control the Grimm

Vote: create a somewhat long term goal (may be held in abeyance)
[] [LT] Take over the world.
[] [LT] Make Salem's evil organization into a force of good. Somehow.
[] [LT] Safely dismantle Salem's organization and get some friends that aren't psychopaths and/or megalomaniacs.
-[] [LT] Create a new organization that doesn't want to end the world.
-[] [LT] Join normal society.
--[] [LT] Become a Huntress!
---[] [LT] Magical Girl Sparkling Salem-Chan will fight for love and justice!
[] [LT] Write-in

Hi, guys. Sorry for the week-long delay. I suddenly fell rather ill, which kind of messed up my schedule. As a result, writing this was kind of a slog, so you have my apologies if the quality was a bit low. Nonetheless, I'm now doing much better, so hopefully I'll be able to get back on track here!
So, about D&T's vote on how to deal with Cinder. It had a couple holes in it. For one thing, it would raise the question of how the hell Salem even knew who the hell this person was and where they were. Ordinarily, I would just leave it and let you all deal with the natural consequences, but since this is the beginning of the quest, I thought it would be a bit mean to immediately have you lose Cinder's trust. Thus, the part about the information leak.

I know that's a bit railroad-y, sorry, but don't worry: This isn't designed to be an easy quest. You'll have plenty of opportunities to crash and burn spectacularly, and I promise not to interfere with any of them going forward. Expect lots of chaos.

EDIT: You'll notice that some of the long term goals are more long term than others. If you pick "take over the world," then that sets up "be in charge of the world" as the completion condition for the quest. On the other hand, something like "dismantle Salem's organization and get some better friends" isn't really endgame material. Keep that in mind as you vote.
 
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Dreamer: 1.4
It's a bit embarrassing to admit, but you spend somewhere in the realm of an hour just sitting on your uncomfortable throne, staring off into space. The part of you that isn't a jibbering mess is overwhelmed by a strange kind of numbness. It's like waking up from a nap that you took at an odd time, where even if you can tell that you're awake, everything still doesn't quite feel real.

Eventually, once you realize that you've spent the past hour doing absolutely nothing, you try to jolt yourself out of your reverie, blinking your eyes rapidly and shaking your head. It doesn't quite erase the hazy surreality of being inside an evil castle from fiction, but it does finally propel you out of your stupor.

Forcing yourself to your feet, you walk steadily to the grandiose double doors at the front of the room and yank them open. With a bang and a whoosh, the doors swing rapidly apart, and you lose your balance, tumbling to the floor with an undignified yelp.

Why is it that literally nothing is going my way today?

With a groan of frustration, you push yourself back to your feet, muttering a few choice words under your breath. For such enormous doors, they sure weren't very heavy. Seriously, it's like someone installed slabs of foam and then just painted it over to look like wood!

Breathing in a deep sigh, you clamp down on the half-formed rant before it can build up enough momentum to derail your train of thought. Not that you really have a train of thought beyond "stop sitting around, doing nothing." Brushing a bit of dust off of your dress, you straighten your back and stride with false confidence out of the room, emerging into some kind of overlarge vestibule.
Room Discovered: Reception Hall
The atmosphere of the room is still dreary, but not nearly as sinister as the throne room you just exited. Red light still streams in through more Gothic windows, but the ominously glowing crystals have been replaced by simple candles. Wide stone pillars reach up from the black tiled floor, decorated with ornate carvings that spiral around them.

You can see several hallways that lead out from the room in different directions, so, lacking any information, you opt to simply head down the one directly in front of you. As you peer through its doorways to the adjacent rooms, part of you expects to find lots of empty chambers; it just sort of seems to fit the general atmosphere of the spooky castle.

As it is, you're surprised to find that most of the rooms are actually well stocked. Most of them appear to be various sitting rooms, furnished with rugs, chairs, and small tables. A few are built more like offices, with a single large desk and a few empty bookshelves. Through one particularly grand set of double doors lies what you want to call a dining room. It's a pretty massive space with tall, arching windows and three long tables spread across the length of the floor
Room Discovered: Dining Hall
Eventually, at the end of the corridor, you find a staircase descending to a lower floor. Sparing one last glance behind you and trying to burn the path you've taken so far into your memory, you turn and advance down the steps.

Rather than a hallway, what greets you at the bottom of the stairs is an enormous, breath-taking library. Massive, multi-story walls of bookshelves fill your vision, surrounded by a skeleton of wooden catwalks and ladders.
Room Discovered: Library
Eagerly, you rush to examine some of the titles in the nearest shelf, only to find that they're all written in German. As you amble down, scanning spines, the languages continue to shift. French, Spanish, Greek, Arabic, Korean… and those are just the ones you recognize! Some of them are written in strange runic scripts, or characters that might be Chinese or Japanese or something else entirely. You don't see any books written in English, though you've barely explored a fraction of the shelves here.

As you take in the sheer size of the room, the thousands upon thousands of tomes that it contains, you realize that it would take you hours to even glance at all of their titles. Silently, you make a promise to yourself to come back here at some point and find where all the English volumes are. You wonder what kind of books Salem likes to collect.

Still, for now, you reluctantly make your way to what looks like the library's main entrance and leave, coming into another hallway that looks identical to the one upstairs.

All of the doors in the corridor, aside from the library's entryway, are closed shut. Cracking one open, you discover something that reminds you a bit of a college dorm room, albeit a rather lavish one. Certainly, it's more spacious than any college dorm you've ever seen, but most of that space is occupied by two large beds and a desk. A window lets the red glow of outside stream into the room. Not exactly spartan, but not the height of luxury either.
Room Discovered: Guest Quarters
Clicking the door shut, you crack open another one across the hall. The room inside is identical down to the color of the sheets. As you close that one, you move to open another before freezing as a thought strikes you. If these are the living quarters, then what happens if you open a door to wherever Cinder or her minions are staying?

"Hello, Your Grace, was there something you needed?"

"Oh, don't mind me. I'm just wandering around, opening random doors for some completely unsuspicious reason."


Just imagining the awkwardness is enough to make you shudder. Quietly taking a step back and removing your hand from the doorknob, you opt to continue on with your exploration and leave the rest of the rooms in the hallway uninspected.

Eventually, the corridor takes a sharp turn to the right, and you're presented with several interesting sights. For one, there's an enormous staircase straight ahead leading further downwards, but that's honestly the least attention-grabbing of what you see.

To your left is a doorless archway that leads into a room of truly absurd size. The floor appears to be one huge slab of polished marble, and massive pillars stretch out of the it like intricately carved trees. It reminds you a bit of the vestibule attached to the conference hall upstairs, only much larger. Aside from some glowing crystals and flickering candles for lighting, it appears to be empty.
Room Discovered: Ballroom
To your right is another archway leading into a smaller but still impressive room. It's carpeted in a deep, purplish indigo, and filled with… well, you're not entirely sure, but it looks a bit like a museum exhibit. Swords, spears, some pieces of clothing, and a few other odds and ends are displayed in clear glass cases. A pair of antlers are hung on a wall rack. You really hope they're from an actual deer, not a faunus.
Room Discovered: Trophy Room
Disturbed by the ostentatious display of what you think might be blood trophies, you hurry down the stairs and find yourself in some kind of outdoor courtyard. Well, something like a courtyard at any rate. There isn't any greenery, instead replaced by arrays of glowing crystals in various patterns and colors. It's quite beautiful, if a bit eerie, and you enjoy taking in the scenery as you continue on your way.
Room Discovered: Courtyard
As you reenter the castle's interior, your eyes are drawn to an anachronistic mixture of images. An open door reveals a collection of weaponry and armor, and although some of it seems to fit the classic Medieval mood of the castle, most of it appears to be high-tech. Silver-painted suits of armor with sleek black visors stand in one corner, and several very complicated-looking guns adorn an entire wall. A few bulky, bladed abominations of engineering that you think are supposed to be Mechashift weapons are stored on shelves.
Room Discovered: Armory
The hall branches off to the side, but you opt to continue forward. A few more steps brings you to what has to be a mad scientist's lab. Perhaps it's Dr. Watts'? Regardless, piles of half-assembled machinery are scattered all about the place, and a tangled spiderweb of wires coats the entire floor. A few colored LED lights blink out at you from the dimly lit room, and strange noises whir and hum from inside.
Room Discovered: Science Lab
You consider entering the laboratory, but your mind conjures up a vivid image of one of the wires electrocuting you through your bare feet, and you hastily decide to move on from it. If you really need to know what's going on in there, you're sure Watts will probably know the answer.

The next room you encounter is quite thematically different. Several wooden tables occupy the sides of the room, covered in loosely scattered papers that appear to contain hand-written notes. Pressed to the back wall of the room are several tall shelves, some of which contain books, and others of which contain small glass vials with colorful substances in them. There aren't any windows, but the entire room is well lit by a myriad of candles that twinkle from every available surface, including the floor.

And on the floor… you hesitate to say "ritual circle," but there's some kind of strange geometric design etched in chalk, all inscribed within a large circle. Candles and colored vials are arrayed on it at points where lines intersect. If you were back home, you'd say this was the basement of some pimple-faced fifteen-year-old with chuunibyou, but considering the setting...
Room Discovered: ??? Lab
Slowly, you tiptoe into the place, careful (just in case!) to keep your feet outside the mysterious circle. As you examine the papers on the tables, you find that they're written in a combination of English and one of those runic scripts you think you remember seeing in the library. As such, there's very little to glean from them, though you catch a theme that they seem to mostly talk about experiments, and you think you see a few equations in them as well? It's difficult to tell, since there's so much written in runes.

Making your way to the far wall where the shelves are, you realize that the contents of those glass vials are all powders, the firelight glinting off of their vibrant colors. Dust. Recalling a certain incident between Weiss Schnee and Ruby Rose, you make certain not to disturb the shelf or its glassware as you continue on to the bookshelves.

Disappointingly, you notice immediately that the book titles are written in the runic script. You grab a few of them and flip through their pages, but you don't find a single English word in any of them. You're about to turn away when the spine of one especially thick tome sitting on the bottom-most shelf catches your eye.

English to Bav'li: A Reference Dictionary

A smile curls up across your lips as you quickly bend down and easily snatch the book from its resting place. Sure enough, as you turn it over to look at its cover, there seem to be two titles, one in English and another below it in the other language. Bav'li, you suppose it's called.

As you open it to a random page and start leafing through, you're delighted to find that it's exactly the kind of goldmine its title implied it was. Essentially, it seems the entire book is just one long list of alphabetically ordered English words, each followed by one or more words written in runes. You still have no idea how to pronounce any of the foreign words, but you have no doubt that this book will help immensely if you need to read through any of these other books.

It's a bit unwieldy to carry with you, though surprisingly not at all heavy, so you set it back down on the shelf where you found it. You'll definitely make sure to come back here and collect the dictionary when you have time to sit down and read.

For now, however, it's time to move forward with your exploration. Backing out of the odd, occult-ish room (once again careful not to cross over the chalk circle), you make your way to the stairs at the end of the corridor. Interestingly, though you hadn't noticed from the far end of the hallway, this staircase is labeled with a metal sign:

Grimm Dens

You pause as you read that, letting its meaning sink in. Your first instinct is to immediately turn around and avoid the deadly monsters, but… well, you are supposed to be the Queen of the Grimm, aren't you? And if it so happens that you didn't inherit Salem's command of the Grimm the way you inherited her magic, you can always just do to them what you did to your conference table, right? Then again, your magic does feel a bit strained, and you don't know if you have Salem's immortality, and who knows how many Grimm could be down there…

Curiosity and paranoia war in your brain for several moments as you stand there. Eventually, curiosity ekes out a victory as you try to reassure yourself that the Grimm probably won't pose you much of a threat anyway. Nonetheless, you step down each stair with bated breath, eyes alert for any hint of danger.

As you make your descent, a strange smell, like some odd mixture of smoke and petrichor, begins to seep into your nostrils, growing stronger and sharper. It takes several flights until you reach the bottom of the stairs, leading to a stone brick tunnel whose lack of windows gives you the distinct impression that you're underground.

The tunnel eventually opens into a wide, circular chamber lit by four enormous braziers that hang from pillars. A steel dais sits in the center of the room, covered in strange patterns. Dozens of tunnels, each slightly smaller than the one through which you entered, snake off at even intervals from the chamber's wall. Most of them are barred by thick, black gates, but three of the gates are wide open. The only thing you can make out from within those tunnels is a faint purple glow.

Once more, you hesitate. You feel like you've just entered the Chamber of Secrets, and a Basilisk Grimm is going to suddenly pop out from one of the tunnels and snap you in half with a single bite. Hell, for all you know, there might actually be a Basilisk species of Grimm that happens to inhabit Salem's castle down here, seeing as a lot of Grimm tend to be inspired by Earth mythos.

Again, however, you push past that paranoia. Knowing if/how well you control the Grimm is important, and you're not going to find a better environment for that than here, where you can run away and shut the gates behind you if something goes amiss. Taking a deep breath in and steeling yourself, you steadily walk into the nearest open passageway.

The tunnel curves downward at a fairly steep angle, at least for walking, and the entrance quickly disappears as you travel further through it, brick turning into smooth stone. Luminescent crystals line the walls, casting the purple glow that you caught from the main chamber.

You walk for nearly a full minute until the tunnel opens into a vast cavern. Stalactites and stalagmites reach from the floor and ceiling like massive fangs. Huge crystal spires jutt out from the stone at every odd angle, painting the room with their eerie glare.

And you are not alone.

A sea of black flesh and white bone writhes and undulates before you, spangled with pinpricks of deep, burning red. Nearer to you, you can see a few dozen individual Creatures of Grimm away from the horde below, claws clinging to the rock formations as they stare directly at you.

You tense, prepared to unleash a blast of telekinetic force at the monsters nearby and bolt back up the tunnel, but they don't attack you. After a few seconds of staring, they simply return to prowling through the cavern by their lonesome, and you release a shaky breath. You don't recognize all the species here (though you see what you think might be Beowolves and Ursai), but you're pretty sure you wouldn't want to wind up at the business end of all of their claws, teeth, horns, or God knows what else.

As you calm down and continue to take in the sight of all the Grimm before you, something strange wells up in your gut. It feels similar to your magic, but… strangely older, wilder. Curious, you grab hold of the energy and let it rush through your body. Immediately, your vision sharpens, sounds become louder, your muscles tighten, and your body starts to thrum. It's like someone injected you with five shots of caffeine and dialed your senses up to fifteen.
Trait Discovered: Grimm Affinity [High]
Aspect Unlocked: Imbue Self [High]
Almost instinctively, you release a pulse of this new energy, and you can feel it ripple quickly out across the entire cavern in a wave, almost too quickly for you to process. In an instant, the sea of Grimm ceases its movement, and thousands of glowing red eyes fixate on you. This time, however, you aren't afraid.

Separate into species, you order, instinctively infusing the idea into your energy and discharging another pulse. You're certain that if you tried to throw arround your magic like this, you'd quickly exhaust it to the point of impotence, but the Grimm energy doesn't seem to abate in the slightest, like you're drawing water from a bottomless well.
Aspect Unlocked: Command Grimm [High]
The effect is almost instantaneous. The Grimm horde bursts into riotous motion, sometimes trampling over each other in their haste. Half a minute later, there are several distinct crowds of them assembled throughout the cavern, like evil splotches of paint on a stone canvas. They continue to stare at you. Awaiting more orders, you realize.

Coughing softly into your fist, you draw yourself out of your reverie. Certainly, it's good news that the Grimm won't try to attack you, but you wonder how far your control extends. There have to be some kind of limits to it, right? You should probably run some tests to figure that out. Well, from what you can see, all of them are quadrupedal, so…

All of you, raise your right foreleg.

Simultaneously, every Creature of Grimm lifts up the directed appendage like a saluting army.

Half of you, lower your right foreleg.

In roughly even distribution throughout the cavern, half of them let their leg drop back to the ground. You grin, watching the thousands of evil abominations heed your every word.

Do the Macarena.

Your jaw drops. You meant it as a joke and kind of expected them to just stare at you in confusion, but… well, they're trying. They really are. It's just, they aren't super great at it. Many of them aren't built for bipedal motion, so they keep tumbling over midway through the dance and heaving to start over. Even the ones who can reliably keep upright, like the Beowolves and Ursai, don't quite have the flexibility needed to perform all of the motions. Particularly, they seem to struggle with crossing their arms to touch their shoulders.

You snort at the ridiculous scene. Then, you start to giggle. Eventually, unable to help yourself, you break into full blown laughter, clutching at your sides. If you were back home, this would make for such a great Youtube video.

Eventually, your mirth dies down into chuckles as the novelty starts to wear off. It's still really funny, but you have more important things to do. Stop, you command, and they freeze. Many of them, stuck in odd positions, topple over, but they otherwise stay motionless. You allow yourself another few seconds of snickering before you forcefully calm yourself.

So, you know that they can perform fairly complex tasks as long as they're physically capable of doing so. Your range encompasses the entirety of the cavern, so you'll have to wait for later to test that. Maybe there are some specific details you could test for, though? For example, what if you gave contradicting orders?

You quickly order several Beowolves to separate from their pack and come closer to you. As they bound over, you consider what commands to give them. By the time they've arrived, you already have several in mind.

Lie down and don't get up, you order one, and it quickly sinks to the floor. To another, you say, force that other Beowolf to its feet.

The second Beowolf quickly rushes over and digs its snout into the first one's belly, trying to push the beast upward. The first quickly snaps back at the offending Grimm, biting viciously in an effort to dislodge it without getting up.

Stop! You order them both. That became rather violent.

Lie down and don't get up, but more importantly, don't attack anything or anyone, you try. Then, Force that Beowolf to its feet.

As you watch those two orders play out, you're intrigued to see that the second Beowolf eventually manages to push the first into a standing position. Seemingly satisfied with its work, the second Beowolf leaves the first alone, which immediately returns to lying on the ground.

So, the Beowolf failed its first task in order to fulfill its second, which you marked as being a higher priority. Interesting. You wonder how it would have prioritized if you didn't explicitly say which task was more important.

When you test that scenario, the same scene plays itself out, with the Beowolf refusing to defend itself. So then, you suppose that means it prioritizes the latest order?

Finally, you turn to the Beowolf still lying down and order, Don't get up even if I tell you to. You wait a few seconds, watching it lie there listlessly. Get up. The creature rises to its feet. Well, you expected that, but it's good to know you can't lock yourself out of command.

Thoughtful, you place a hand to your chin. Clearly, you have some pretty impressive control of the Grimm, but you're not quite sure what else there is to do here.

What to do, what to do…

/-/-/-/ Dreamer: 1.4 \-\-\-\​

[] Test something else (write in)
[] Leave
-[] Bring some Grimm with you
--[] How many?
--[] What kind?
--[] Any orders for them?
[] Do some reading
-[] Pick up that translation dictionary
--[] Pick up some other books from the same room
-[] Get some books from the library
--[] Search for English books
-[] Look for books elsewhere
[] Go outside
-[] Test the range of your Grimm control
[] Look for other people in the castle
-[] Hazel
-[] Watts
-[] Mercury
-[] Emerald
-[] Write in: what do you want to say to them.
[] Write in

Note: you don't have time limit anymore, so you can literally vote for all of these if you want.

Ongoing vote: long term goals (new options from write-ins are in orange)
[] [LT] Take over the world.
[] [LT] Make Salem's evil organization into a force of good. Somehow.
[] [LT] Safely dismantle Salem's organization and get some friends that aren't psychopaths and/or megalomaniacs.
-[] [LT] Create a new organization that doesn't want to end the world.
--[] [LT] Keep the people from the old organization who aren't too far gone.
--[] [LT] Enforce peace and equal rights across the world.

-[] [LT] Join normal society.
--[] [LT] Become a Huntress!
[] [LT] Keep to Salem's original plans for now because without a powerful enemy, society would collapse in on itself.
-[] [LT] Work behind the scenes to get society to the point that you can safely remove the Grimm.

[] [LT] Write in
 
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