Of Heroics, Love, and Time Travel

Created
Status
Ongoing
Watchers
37
Recent readers
0

Once upon a time.

That's how these stories begin, right? An epic quality, a time never seen and...
OP/Character Generation

Azecreth

Giant Monster All Out Attack
Location
United States of America
Pronouns
He/Him
Once upon a time.

That's how these stories begin, right? An epic quality, a time never seen and a place far away. That's how it is supposed to be anyway. But for you it wasn't just some thing that happened in some place far away. You lived it, all of it. Okay, most of it.

Anyways, the story. Once upon a time there were several Kingdoms that lived together in peace and harmony. They had their differences, but they were able to talk things out and settle their problems without violence. All in all, things were pretty good.

It was not to last. In the Kingdom of Elendia a man rose to high prominence named Amanox. Using his influence and abilities he was able to sow mistrust between the nations, and shatter the peace that had previously existed in the growing spectre of war. It was all to achieve a singular goal, to unleash an army the likes of which the world had never seen, and to conquer it all for himself.

He was able to trick an engineer into developing dangerous weapons, weapons that would be used to ignite a massive war between the Kingdoms. This would cause the chaos that Amanox needed to achieve his plans.

To stop him rose a hero, a champion with a holy priestess at his side. They trekked the world to stop his plans, gathering allies along the way and preventing mass destruction wherever they went. All in the name of stopping what was to come, and with no incentive for themselves.

A hero, brave and bold, to lead the way

A priestess, devout and compassionate

A samurai, loyal and determined

A mage, wild and impulsive

A thief, deceptive and calculating

As one they fought dark hordes, and strove to save the world in spite of whatever troubles were thrown in their way. Separately they were strong. Together they were unstoppable.

Along the way the engineer that Amanox had deluded realized what was happening and defected to the side of Good. With her help they were able to stop the other devices and locate where Amanox was going.

They arrived just barely too late, at a nexus point where Amanox sought to open his portal to a realm of darkness. A mighty battle was fought, and though a rift did appear, the hero was victorious in the end. Amanox was thrown through the portal, trapped amongst what he had tried to summon. And the world knew peace.

Since then the world has gone about the process of recovering. The party broke up, each of its members returning to their lives all the better for the experience. The hero had saved the world, and would intervene should things get tense, but he was content to let the world find its own path forward, rather than forcing it.

And they all lived happily ever after.

At least, that's how the story is supposed to go. Except it didn't, not for you. Oh you went back to your old life, helped to heal the wounds of the conflict, and that was all well and good. But try though you might, you couldn't get it out of your head. That last image of him and her, walking off together at your last meeting.

You know that you should let it go, try to move on. And you have. But it just hasn't worked, and you can't shake that image and the regret that comes hand in hand with it. It could have been you there instead of her. It should have been you. It's selfish, it's stupid, and you don't care.

Then one day it strikes you out of the blue, an idea so crazy as to border on the impossible. But not impossible, at least so you hope. You are going to find a way to go back in time, give yourself a second chance, and do it all over again. But this time it will be you in that picture. You're sure of it.

It takes more time and effort than you would care to admit, but eventually you succeed. Satisfaction at the accomplishment is overshadowed by nervousness and anticipation. This is it, time to step into the past and change things for the better.After all, you had spent all the time to....

[ ] Build a machine
[ ] Find an artifact
[ ] Develop a spell
[ ] Strike a deal
[ ] Discover a portal

You were fairly confident that it went where you wanted to go. Back to the crisis that had taken place, with yourself pretty confident that this wouldn't create a paradox or wind up with you running into yourself. So you hope, at least.

Well you've come this far. Time to take the plunge.



So, welcome to a good old fashioned time travel quest. As you may have noticed, you saved the day but are not entirely happy with how it turned out. So you have the chance to go back and change it for the better. Well, better for you at least. Whether everyone else feels that way remains to be seen.

Initial party members have been noted above, but naturally depending on how things go you may pick up some, you may lose some. It's all up to the whims of fate.

The Quest itself has two win conditions. You don't have to accomplish both of them, technically, but it'd be good to try. The first is to get the guy, preferably the Hero but I'm not going to entirely exclude the possibility that something might happen. But ideally the Hero.

The other victory condition is, also naturally, to defeat Amanox and save the world. You can't exactly enjoy your new fortune and love life if the world is consumed in unending darkness at the hands of a madman with a genocidal horde of demons at his beck and call.

But that's all you really need to know for now. Get out there to do your job, have some fun, get the guy and make your own happy ending. The world is waiting and the Gods are watching
 
Character Sheets
The Engineer


Name: Genevieve Kadwell
Age: 21
Gender: Female
Occupation: Engineer
History: A prodigy at her craft, Genevieve was recruited and deceived by Amanox into building dangerous machines that helped him nearly destroy the world. She eventually escaped his grasp and joined with a band of heroes to save the world. Afterwards she went back to being an engineer, but ended up building a time machine to change the past in her favor.

Skills: Metalworking, Electrical Engineering, Magitech Construction, Repairs
Weapon: Her trusty wrench
Inventory: Leather clothes, some money.

 
Last edited:
1-1: Back To The Past
[X] Build a Machine

It takes a lot of time. Building a time machine is not easy by any stretch of the imagination, especially since no one else has done it before. Still, if there's anyone who could do it it would be you. You aren't exaggerating when you make the claim that you're a pretty good engineer.

A lot of work goes into it. There are plenty of sleepless nights spent working theoretical designs, hammering out prototypes and proofs of concept as you move through the planning phases. You even travel, going to various archives in Elendia, Asatari, and other towns. All to find information that could aid you in what you want to do.

Eventually you finish the designs, and get to work on the actual production. It is a complicated process, involving some apprentices that you'd been training since taking on your new position after the war. It also requires a lot of exotic materials, which involves more traveling to gather them. Also lots of fighting, though not as much as there would have been before.

Then follows the long hours of back breaking work, welding metal, rigging wiring, circuits, crystals, and other bits. There are plenty of cuts and bruises to go around, and more than a few close calls even with the precautions that you have in place. It's to be expected in dangerous work like this, especially as the days stretch out into weeks and then into months.

"All done." At last you finish, delivering a final blow from your hammer before stepping back to wipe off your brow and view your achievement. No one else is around for this, you having sent them away before putting the finishing touches on your labor of love (Literally). That way they wouldn't be able to stop you if they had figured out what you wanted to do.

For a few minutes you can only stand there admiring your creation. It is a magnificent piece of machinery, built exactly to your specifications. It is located in the back of your lab, a large structure about five meters tall, with an opening in the center large enough to fit a couple people. A bunch of wires run to it, providing power, coolant, and connecting it back to the control mechanism. Smooth steel and hammered iron made up the outside of the structure which looks like a large pentagon with the point at the top. From the top two sides protruded several lights and diodes, currently inactive. About halfway down the machine protrusions emerged, which were the generators to run the machine. And lastly the interior of the machine, a chamber with tubing at the far end of it, large enough for a person to step inside. The walls of the interior chamber are lined with electro-coils and reflective crystal lattices to create and focus the exotic energy into one point. It's a marvel of engineering, that's for sure.

You step over to the control console, doing a few checks before actually beginning. Power looks good, the core looks stable, and all other potential readings are in the green. As long as you've done your calculations right, you are good to go.

Green goggles are slipped into place before your hand comes to rest on the lever. "Alright. Date locked in, starting initiation sequence. You pull the lever, press a couple buttons, and let the machine get to work.

The lights begin to flicker all across the lab, pulsing and dipping lower until at points it seems like they might barely be on. In turn a hum begins to fill the air, starting small but growing in volume as machinery activates. You can even feel the vibrations filling the room and growing in intensity every second. It's doing something, that's for sure.

In front of you the lights flare on the machine, at first wavering before settling into a constant, bright glow. Gears spin and pistons hammer away, channeling energy electricity into the crystals positioned in carefully arranged lattices to activate the properties within. Slowly a bluish aura begins to appear, arcs of electricity jumping the gap in the interior of the machine.

"Come on, you can do it," you mutter aloud, anxiously tapping the console. Your gaze switches between the console and the machine, watching for fluctuations or other signs that something if going wrong. If this goes badly you can probably kiss the whole building goodbye.

At last you are vindicated. The crackling energy concentrates and expands, creating a rippling vortex in the center of the machine. If you're correct, then theoretically this will transport you back in time to the indicated date in the past. Once you're there, you can go about changing things for the better.

You burst into laughter before even realizing, grinning like the madwoman that you are. "Haha, I did it! And they said that it was impossible. Ah, I just wish you guys could be here to see this." Then again they would probably try to stop you from what you're about to do. You can just imagine Sanvia going off about how you'd get in trouble for mucking about with time, how the gods would stop you, yadda yadda yadda. You'd come this far, there was no stopping now.

A last check of the console confirms that you won't have to worry about it shutting off while you're halfway through the portal. Your goggles are lifted away, your wrench is secured, and you step forwards. Whatever they do with this thing afterwards isn't your problem. They can't follow you, and they can't stop you.

The portal waits, beckoning for you to proceed. You've done everything you need to here, and there's nothing to wait for. Goodbye present, off to save the world.



The feeling of time travel is....actually, you don't remember how it feels. One moment you're in your workshop, stepping through the portal, the next you're somewhere else. With a massive headache to boot. "Okay, so there are downsides," you mutter to yourself before freezing. Did it work?

Your gaze drops to look yourself over, not the best look but still good enough. You can quickly confirm that yes, it worked. You're younger, less well dressed, but still good enough to clobber some fool with your wrench when it comes down to it. Which you're going to need, sooner or later. But hey, Genevieve Kadwell is looking good.

Returning your focus to the room, you are where you expected. It's a laboratory, cluttered, with parts an tools scattered about in the sort of organized mess that only an engineer like yourself could manage. There are some tables, and an open space in the back for experimentation. There are also metal walls, door, no windows, and you now know that it wasn't just a lab, but also a cell. This is where you worked for Amanox, building those damn machines.

That reminds you of something you need to do, and you hurry to the back of the lab to see if there's still time. Your hopes are rapidly dashed as you find that there is nothing but an empty space, which earns a scowl. It appeared the machine wasn't as good as you thought it would be. You'd been aiming to go further back, to stop Amanox by sabotaging your machines before he could use them. It's too late to do that though.

So, now you're here. Amanox has no idea that you've gone back in time and know how to stop his plans. From what you remember there is a guard outside the door (ostensibly to 'provide anything you might need', but really to keep an eye on you), and there's probably more along the way. And you're on a flying fortress, so you'll have to find some way to get off this thing.

You shake your head, sighing. Right then. Don't let yourself get daunted by the odds. If anyone could escape this, it would be you. You just need to take it one step at a time. Which means getting out of this room first. So, how are you going to do that?

[ ] Make a distraction
[ ] Knock out the guard
[ ] Wait for a better opportunity
 
1-2: Breakout
[X] Make a distraction

Right, so application of blunt force trauma might not be the best idea. Even if you can overpower him, someone will notice when he isn't at his station, and then the game will be up while you're in the middle of the flying vessel full of enemy soldiers. That just mean that you'll have to do what you do best and create a distraction. It should be easy enough for someone of your skill.

Fortunately there are some things you have in your favor. Amanox doesn't know that you're already disloyal, so his men should still have at least a little bit of trust in you. Most importantly though, you're in a fully stocked laboratory/workshop with plenty of materials. Exactly the sort of thing you need to create a distraction.

"Alright then, time to have some fun," you remark to no one in particular as you look around. How should you do it? You don't want it to be too bad, if only because you're currently on this ship too and you'd like to get off of it in one piece. On the other hand though it also needs to be serious, otherwise it won't have the effect that you want.

It shouldn't be hard to make something that falls in that sweet spot though. You have plenty of time to make this work. So you put your imagination to work in coming up with a plan.

After a solid fifteen minutes or so you come up with a plan, and you waste no time in getting to work. Tools are collected, and soon enough the workshop is filled with the sound of hammering, fire, and your own exertion. Admittedly you might have gone a bit overboard, but it can't hurt that much. This has to look authentic.

When your work is complete, you heft your newly created device in your grip. The top is a metallic sphere with a lid on top in which the blast of an explosive can be amplified, while extending below the sphere is a central column lined with tubes lining it. Wires run from the sphere to the tubes, terminating in a small control panel that you've worked up. It isn't the most elaborate, but it'll be hard for them to deal with.

"Here we go. And then...." Carefully positioning the device near you, you set to work prying up some of the floor panels to position your distraction. It's the best way to make it look serious to the uninformed observer, of which your guard outside is a dubious member.

Soon enough the panel is out of the way, revealing old conduits running along towards wherever they need to go. It's tough construction, but there's plenty of space for some explosives to rip through the thing. Getting past the armor is good for that sort of thing. With that you can set up your diversion.

The first that the guy outside knows about it is the sound of an explosion, and then another and another in quick succession, followed by angry expletives from you (Which may be a bit more real than intended. You overdid it a bit on the explosive). At least it gives off the impression of being authentic, which is good enough.

Quickly you run over to the door, prying it open as you cough for breath. Your face is streaked with soot and dust, though that's a sensation you are used to by now. "Hey, big guy. Come in here and give me a hand if you don't wanna blow up with half this ship," you warn him before hurrying back to the newly widened hole.

He is quick to join you, and a glance determines that he probably believes the device lying in the smoking crater is active, ready to blow up at a moment's notice. "What were you doing," he asks in disbelief.

"Working on weapons for our boss," you reply in an annoyed tone. "You know, the thing he brought me here to do. Now I need you to take this clamp and hold these two wires together. If they separate it could cause the entire thing to explode and then we'll all die." You hand him a blue clamp tool and gesture to the barely connected wires that he needs to work on.

He quickly does so, and you pat his shoulder before stepping away and heading for the door with your wrench in hand. "Where are you going?" he calls after you from where he's crouched.

You turn back to gesture once again, acting like you're in a hurry as anyone would be. "I need some stuff from one of the materials storerooms. I'll be back in a bit. You stay right there and hold that clamp." With that you head out the door before he can second guess you. And why would he? He's not the genius mechanic after all.

Slamming the door shut behind you, you grin and have to suppress a laugh at your success. There's no time, though that will keep for a while. You've rigged the device so it will occasionally spark, emit more smoke, and let out all sorts of nerve wracking sounds to keep that guy in place. Eventually though he's going to realize it's a ruse, or it'll set off some alarm and people more competent than him will show up. You should be well on your way to gone by then.

A determined step carries you away as you head towards other parts of the fortress. So long as you act like you're on a mission no one bothers you, for which you can be grateful. It would definitely be hard dealing with the various armored soldiers and knights that walk past you along the way.

Fortunately you know the layout of this place fairly well even if the memory has been dulled by time. You've had more important things to remember, all things considered. So you move along fairly rapidly towards your ultimate destination. There are a couple ways you can get out of this place after all.

Yet as you move along a thought occurs to you. Sure you could just escape, but right now you have an opportunity that you'll never have again. Amanox doesn't know that you're a traitor, so this could be the chance you need to disable or take down this Fortress entirely. Sure that isn't supposed to happen until you meet the group when they've boarded this thing to take it out, but it could save a lot of lives and it could give you some more credibility with everyone that you're a real defector. Otherwise people who shall go unnamed Kendra, might think that you're planning to sell them out or something.

If it's something you're going to do then you'll have to do it quick. That alarm will go off any second and soon this place will be swarming with people trying to find you. You'll have to make every moment you have left count.

[ ] Sabotage the Fortress
[ ] Steal a ship
[ ] Find the escape pods
[ ] Rob the Armory
 
1-3: Time to Fly
[X] Steal a ship

After a moment of consideration you shake your head, returning your focus to your immediate problems. You're going to take down this fortress eventually anyways, so there's no point in putting yourself at risk in a move that might not even succeed in the first place.

No, the best course of action fr you is to get out of here and link up with the others before Amanox moves on to the next stage of his plan. Besides, the more time you have with everyone else, the more time there is to ensure that you actually achieve what you set out to accomplish here in the first place.

Of course as far as escapes go that makes your destination easy. You need to be able to travel, and the best way to do that is with a ship. So you quickly shift towards the route that will take you to the hangars, so you can liberate a plane for yourself. Hey, it's not stealing when you're stealing from the bad guy. Saving the world taught you that.

There are a few patrols to dodge, but you quickly arrive at one of the hangar bays in the fortress. It's an open expanse filled with people going about preparations, supplies being moved about, and most importantly lots of aircraft to hijack. Just what you need.

A good thing too, as it is about that moment that tinny alarms go off throughout the fortress. A cal to arms, telling guards to get out and go handle whatever problem may have arisen. Except in this case the problem is you, and judging from the message they don't care if they have to be a bit rough with you in the process.

"So close," you grumble to yourself. Though really you suppose it's more fortunate that you made it this far in the first place. That guy must have been dumber than you thought.

For the moment you stand crouched behind some stacked up crates, clutching tightly to your wrench. The alarms have kicked the hangar into a beehive of activity as armed guards either exit to the interior of the facility or move to lock the place down. It's still a work on progress though, which means there's still an opportunity for you.

That opportunity is fairly simple though. They're still shifting into their alert procedures and there's confusion on top of it. You're just going to have to run for it and clobber anyone who gets in the way. Sometimes the simplest solutions are the best.

You take a deep breath before moving out of cover at a rapid walk. Your vision is a bit obscured with goggles lowered to cover your face, but that seems like an acceptable sacrifice if it gets you a bit farther. Here's hoping that everyone is as dumb as that guy guarding your lab was.

No such luck, unfortunately. A bit of distance is made, but not before a cry of 'Hey you, stop right there!' rings out and the sound of feet headed your direction accompanies it. The jig is up, so now there's just the hope that it was enough.

You break into a sprint, running for the nearest unoccupied craft that looks to be in one piece. The last thing you need to do is to ruin your escape attempt by picking the wrong bird. Your wrench feels heavy in your grasp as you pound forwards against the metal surface of the floor, but it is nonetheless held with confidence. You've faced worse odds, and you won't be stopped by someone like this.

When it comes to escapes a distraction never really hurt though. It only takes a slight diversion in your rout to pass by a loaded pallet, and your wrench swings out to slam into the stacked contents. The heavy blow sends several boxes tumbling to the ground, and a few shatter and spill their contents all over the floor. That'll delay them a bit, if they don't want to go spilling acid all over the floor.

Leaving that mess behind you are quickly able to get to your destination without anyone right on you, though they are close. The cockpit is open and you hop in, sealing the canopy before someone can haul you out. It won't stop them for long, but it will buy you the time you need.

Quickly you look over the controls of the machine. These ornithopters might not be the top line stuff that they're putting out these days, but they are dependable and fast, which is what you need right now. Taking the best plane in the hangar won't matter if you can't get anywhere. The fact that you've only got two guns on it doesn't matter that much either.

Suddenly a bullet slams into the fuselage, dragging you from your examination. Right, you have to get out of here. Something that will be easier if your ship isn't filled with a bunch of bullet holes. Switches are flipped, buttons pressed, and a hum soon fills the air as the engines begin working. To your sides the wings start moving, first at a slow pace but accelerating rapidly. Soon enough you can feel the lift as the ornithopter rises off the ground.

"Here we go," you say to yourself with a grin. Technically you aren't a trained pilot but you've had plenty of experience piloting your own developed prototypes. Compared to that this should be a piece of cake, right?

Rotating the ship, you swiftly notice a problem. Apparently someone was on the ball here, because the doors are already closing on you. There isn't a moment to spare as you spin your craft around before throwing the controls forward to take you out of the hangar before you get locked in. You can practically feel the tips of your wings tearing as they collide with the hangar doors, but in a burst of motion you slip out into the blue sky beyond.

For now you can breath a sigh of relief. They'll have to get those doors open again, and presumably the rest of the ship doesn't know what happened. So you won't have to worry about pursuit for a while.

Bang

The craft rocks as smoke flares nearby, reminding you that you do have to worry about the big guns on the flying fortress swatting you out of the sky like a mosquito. At least you're a small target, but it takes you a couple minutes before you can get clear and vanish behind the cover of the land below.

Once you are clear you bring the ornithopter to a halt, letting your body release its tension with a sigh. "Heh, how's that for an escape Kendra?" The thief had always claimed that she could escape any situation, but you'd just waltzed out of Amanox's lair, aside from a few complications. Though it might be more impressive if you had snuck in first, but you'll just accept the compliment as it is. It bodes well for your time here in the past.

"So, what now?" you muse to yourself as you look around. You can't just sit around here after all. The world is in danger, and Amanox will probably try to kill you as payment for this treachery. Which means that finding the rest of the group is a natural place to start.

There's a few places they could be. Kiton is one such place, one of the biggest Free Cities where you can find anyone or anything if you know the right person to ask. It's the perfect place to get information, and you know that they'll have to pass through eventually. You can also get plenty of materials and information on what Amanox is doing there.

There's also Karashu, the seat of the so named 'Holy Kingdom of Deiya'. It's the first place that Amanox used your machines on, and even if that destruction has already happened you know that the group will have been through there at some point. It's where Aiko is from after all.

Or you could go to Mauzon, the capital of the Kingdom where Amanox rose to power. It could be risky if he still has sympathizers there, but it would be a good place to mastermind a resistance and find everyone. It is an important kingdom for a reason.

You've just about worked through the possibilities when a last idea occurs. It's insanely risky and promises a lot of danger, but if it works then it would deal quite the blow and give you a lot of credit with everyone else. You could always go to the Dark Temple where this all began, and rob the place blind or try to destroy it. Interfere with the ritual that Amanox wants to do and it will go a long way towards saving a lot of lives. You could even ruin his plan entirely.

Sitting around here isn't an option though. So with all the potential choices worked through you set your ornithopter into motion once again, pistons hammering away. Time to go save the world (or something like that)

[ ] Kiton
[ ] Karashu
[ ] Mauzon
[ ] Dark Temple
 
1-4: Arrival at Kiton
[X] Kiton

Kiton is a large city situated in the valley between two large flowing rivers. Those rivers originate at different points in the distant mountains, and intertwine as they run to the sea. This makes travel along them much easier, facilitating its role as a trade city. It also sits at the junction of several nations, which means that it is a piece of real estate that has been long fought over and heavily invested in by whomever has possessed it at the time.

Eventually after a particularly heavy round of violence the nations involved decided to set up Kiton as a 'Free City', one that was preferential towards none and that might hopefully forestall the return of violence. So far it has worked out, which means that apparently your ancestors had a good idea going.

Of course that doesn't mean nothing happens here. As Kendra will quite willingly tell you the place is crawling with spies, and the Thieves Guild knows all of them. Normally that would be something of a problem, but with Amanox the various Kingdoms are less likely to fight with each other rather than facing the common threat. Presumably, anyways.

It's a relief when it finally comes into view, both verifying your direction-finding ability and bringing an end to your trip. It was a bit longer than you would like, but with Amanox being a bit pissy about you escaping his clutches there's no helping it.

Drawing near the city, you do your best to appear as non-threatening as possible. Hopefully that is easier with the damaged wings and such, so they won't try to blow you out of the sky as a potential attacker or scout for Amanox. Wouldn't that be a mood whiplash?

Perhaps not enough, as a couple rickety propeller planes rise up from the ground to meet your incoming flight. You wave as they pass by before thumbing the radio, which should still work at this point. "...You look like you have a few holes there...." The crackling response issues from the transmitter with a grin on your part as you roll your eyes.

You reach over, activating your microphone to respond. "Oh, you know? I like to think it gives it character. Mind if I land before one of the holes starts leaking something important?"

There is silence for several moments, leaving you to assume that your new escorts are checking with control on the ground beforehand. Sensible, and you are willing to be patient until the radio crackles to life once again. "...Follow us, don't go off on any jaunts, and try to not crash into any buildings." With that they head off, one plane leading the way while the other hovers behind to wait for you to get on the move

"I'll do my best," you reassure them before following after the leader, moving for one of the landing fields situated away from the rivers. Drawing closer reveals that there is some activity going on, which frankly is unneeded but understandable given that they don't know who you are. But you're sure that you will be able to convince them that there's no trouble in no time at all.

None of the damage is serious, and you come in for a relatively smooth landing at the indicated spot on the field. You wait for the wings to stop flapping before hopping out to face your hosts. Of course the first thing you do upon exiting is take some deep breaths, to dismiss the stale air of the cockpit that you were just subjected to.

Your attention is rapidly drawn away by the older fellow who approaches you, wearing glasses and holding a clipboard. He has some guards with him, who are clearly expecting trouble. "Hello Miss, welcome to Kiton. Is this your ship?"

The guy is unfamiliar, but that's reasonable. Kiton is a big place after all, so even you can't know every port official. "Yeah, pretty much. The previous owner owed me a favor or two," you explain quickly. It is basically true after all.

An eyebrow rises in clear skepticism as he marks that down on his clipboard. "I see. And should we be worried about the previous owner coming to collect?"

"Nah." You shake your head, flashing him a confident grin. "I guarantee he's got more of those." Amanox wouldn't come here for the ship, he'd come here for you. Though somehow you don't think that would ease his worry very much.

"Very good, very good." There is a bit of silence as he writes that down before returning his attention to you. "Apologies for the response, but things have been a bit hectic in recent days. Now then, you'll be charged the standard berthing fee, and if you want us to patch up your ship or provide fuel that will be extra. If we do not hear from you in a reasonable time frame your ship will be impounded and sold off to cover your docking fees. Do you have any questions?"

It's all stuff you've heard before, so you don't have any questions at the moment. Not for some bureaucratic dockworker anyway. Instead you choose to focus on that first statement. "Yeah, I get that. I think that's everything."

More writing, before the man looks past you. "Okay. And what's your name?"

You quickly think up an alias to use, not that you expect it will fool anyone who knows what you look like. But maybe announcing that the head engineer for Amanox walked into town might not be the best idea. "Gertrude Simmons."

He nods, taking that down. "We will have to search your vessel for contraband before we can allow access to the city. I hope that isn't a problem?"

"Go ahead," you reply with a shrug. You've got nothing to hide, unless Amanox was doing really sketchy stuff with that one particular plane. But given that his people were willing to shoot you down, it's doubtful that that is the case.

The official trio step forward, one guard keeping an eye on you while he other two examine the ornithopter for anything suspicious. On your part it's just a lot of waiting an hoping that they will be done soon, since your guard doesn't seem in the mood for idle chit chat. Not that you would have much to talk about anyways.

At last the inspection is finished, and the man returns. "Everything checks out. Enjoy your stay in Kiton." He hands you a receipt which has your name and berth number on it, so you'll be able to find your ship later. With that he heads off to go handle some other business, leaving you free to enter the city.

You do that, moving onto the bustling city streets. Even now, with the crisis going on, the place is still full of people going about their day. Carts are pulled along by animals and there is a general hubbub of people talking that makes it difficult to hear anything else. There's clothing of all styles, and the buildings you walk past are all fairly modern and well maintained. It varies depending on where in the city you are, but right now you're close enough to the places where merchants and such go that things still look good.

"Hmm, where to first?" you mutter to yourself as you look around. You could always just go to one of the many marketplaces to talk with the people there. They're sure to have information of some kind or other. Or you could go to one of the churches, probably the Church of Erathis where Sanvia is a priestess. They might have information on her.

As a more radical idea you could always go visit the thieves guild. There might be info on Kendra there, though they might not appreciate you dropping in. Fortunately though you're in Kiton. If it's possible, you can probably do it.

[ ] Visit a marketplaces
[ ] Go to the Church of Erathis
[ ] Find the Thieves Guild
[ ] Wander around
[ ] Write in
 
1-5: Looking for Thieves
[X] Find the Thieves Guild

After some consideration you decide that there's really only one option where you are sure to get the information that you need. The Thieves Guild would be tapped into rumors from all the kingdoms, so even if the group isn't here you'll still be able to find them. This way you don't waste any time either.

Having made up your mind, you set on your way. It's a good thing that Kendra showed you where the Guild is once upon a time, or else this would have been a lot less feasible. Of course, Kendra herself isn't as nice a person at this point in time in all likelihood, so hopefully you won't be running into her right now. That will save you some trouble.

It's a nice day to go for a walk at least. You move through Kiton with a smile, passing by busy travelers, merchants hawking their wares, and a hundred other things that vie for your attention. If you weren't here on a mission then there would be plenty to do. Exactly what you would expect from a place like this.

Things aren't exactly the same as the last time you visited though. There are more people with weapons for one, not to mention the additional guards handling criminals and making sure trouble doesn't rear up unexpectedly. These have been rough times, and Kiton has had to adjust accordingly to ensure that they aren't attacked.

As you move along though your surroundings begin to shift a bit. Things become a bit more worn down, a bit dirtier as you leave the immediate environs of the ports and the markets. The people become a bit more disheveled and less well dressed, and many give you a suspicious or cautious look as you pass by.

"You think they'd pick a better spot for their hideout," you mutter to yourself, hand resting near the handle of your wrench as you walk along. Sure they need to be circumspect, but with the amount of influence the Guild has you'd think they would have some classier digs anyways.

Well, that isn't your problem. The streets you walk down begin to grow smaller in size, and the crowds die down as well. You pass by inns, by raucous taverns and shops with various products and services to be offered. For the moment you don't give those any mind, not with the task at hand. You can come back and shop later, if you'd even want to go to some of these places.

But at last your destination comes into sight. It's not a very fancy building but it could be worse, with a squat shape and a bit on the isolated side as far as space between it and the surrounding buildings goes. There are some people loafing around out front, leaving you to wonder if they're just unemployed or if they're actually lookouts for the Guild.

Either way it does not stop you from entering the store with a smile on your face to at least appear friendly. The inside is about as remarkable as the exterior, with some old guy working behind the counter up front while various other figures mill about. It's an old furniture store, which means plenty of large obstacles to hide behind. Which is useful for thieves, and now it's useful for you.

You wander around for a bit, appreciating some of the craftsmanship that has gone into a few of the items that they sell. Leaving aside how many of these might have been stolen, you can tell that some serious work has gone into some of these pieces, enough that you would not have been surprised to see them at a high end shop. Too bad you're not looking to outfit a house.

Eventually though you make your way over to a grandfather clock that rests against the back wall, away from the eyesight of anyone else in the store at the moment. You glance around to make sure before reaching up to adjust the hands of the clock. Once set to a specific time you can push a secret switch hidden next to the edge of the clock, allowing the entire thing to swing to the side and open an entrance barely wide enough for you to slip through. Not bad, as far as secret entrances go.

Past that is more clandestine and 'secrety', if that's a word you can use. Immediately you are confronted with a set of stairs that lead downwards to the underground, which naturally you follow to what lays past beyond. The white walls of the building fade for cold grey stone, and you can feel the temperature begin to dip towards a chill at the same time.

Arriving at the bottom, a gated door heralds an area that initially looks like a regular old storeroom. You just need to get further back and things start to change. Of course an area like this isn't locked, so you can enter and begin weaving amongst the crates as you walk on. Light is a bit hard to come by, but you do your best.

The relative darkness has another effect though, one that is more unwelcome. 'Unwelcome' would be one way to describe it as you pass by the crates and around a corner into a tunnel, only to find two figures standing at your sides, with daggers poised to strike.

"You're trespassing," one of them says in a low tone, though you can identify it as a guy. Not that that matters at the moment.

You raise your hands, flashing them both a grin. "I guess you could say that, though I'm not sure it's possible to trespass on the ground of the thieves guild. It's kind of a secret after all."

They do a good job not reacting to that, though you know that you're spot on the money. "You're not welcome here," the same guy tells you. They probably prefer to have meetings set up in advance, or maybe not have random strangers drop in on one of their secret bases. Probably.

Well this is a situation. They won't hesitate to kill you when it comes down to it, so you'll need to think quickly to get out of this before anything bad happens. The clock is ticking.

[ ] Tell them Kendra sent you
[ ] Try to bribe them
[ ] Fight
[ ] Run away
[ ] Write in
 
1-6: The Thieves Guild
[X] Try to bribe them

Quickly you think over your options, trying to devise the one that best achieves your goals. Fighting is out automatically, not with the position you're starting from. That would just be the best way to end up dead, which is not exactly the best way to top off a daring escape like the one that you pulled. That also removes running away as an option, though it's slightly more likely to succeed.

The next option you come up with is name dropping Kendra in the hope that that gets you somewhere, but that's risky as well. At this point she isn't the most liked person in certain elements of the underworld, so it could just make your situation worse if they think you're an associate of hers. Guilt by association is not great.

Which leaves one option; bribery. Now your ship isn't worth much, at least to a thieves guild, but there is something you have in your possession that you're sure would be very useful to them. Even if at the moment it is something of a limited currency, but if it gets you what you want then it's best to spend it while you have it.

That thing is very simple, yet very powerful. It's information.

"Hang on guys," you say quickly before they can strike. "If you kill me now, your boss is gonna be pretty disappointed that you killed one of the few people that knows where the Ring of Karrakh is."

The two exchange wordless glances, but to your satisfaction they don't try to kill you just yet. Seems the promise of lost relics is as enticing as ever. "How do we know you're telling the truth?" That's the other guy, revealing that he can speak after all. For some reason you had actually wondered that.

You flash the speaker a grin as you gesture around. "Well, I managed to find this place didn't I? I know a bunch of other places too, like how to get into the secret vault beneath the Arsenal for example. So unless your bosses want to lose out on this opportunity, you'll leave me alone. Besides, you can always finish me off later if you feel like it."

Admittedly that isn't exactly a reason as to why they should believe you, but apparently the opportunity is enough to make them back off for the moment. They don't go far of course, gesturing for you to head forwards before falling in alongside you. "You guys need to work on your people skills," you note as you begin moving forward once again.

The stone tunnels run on past where you were stopped, twisting and turning in the beginning of what you know to be a maze of catacombs that extend beneath the city. A lot of stuff falls between the cracks here, which makes it the perfect hiding spot for a lot of people. It's no coincidence that the guild is down here too.

A damp chill continues to grow as you move along, letting your escorts guide you from the rear. Things seem mundane enough, but you wouldn't put it past them to have plenty of traps that you could wander into. It isn't hard for your mind to devise some for these tight corners and enclosed spaces as you walk along.

Soon you arrive in a dead end, one that looks like many of the various sealed halls that exist in this place. But you know better, and step to the side so your escorts can shift two bricks, causing a hidden door to swing back. Impressive, if only because of what it must have taken to install this down here without anyone noticing.

"And here we are," you say, more to yourself than anyone else as you move on through. The following tunnel is a bit more cramped but is also comparatively shorter, and you are forced to lead the way once again. Fortunately it doesn't go on for too long and you soon emerge into a much wider space beyond it. What purpose it used to serve you can't say, but now it's been modified into a thieves den with a high vaulted roof, surface entrance, and various rooms for sleeping, storage, and even some training. As far as secret lairs go it isn't half bad.

The guards nod, taking up a looser formation as you look around at the others already present. Right, they don't have to be as alert because there's a whole lot more people here to deal with you if you do something suspicious. "He's on the second level," they tell you, though you wonder how they know that. They've been with you, haven't they?

Well there's nothing to be don by it, so you head around and move up stone stairs to the second level. And indeed their leader is waiting there, standing next to a wooden table near the center of the facility as he looks over some forms laid down in front of him. "So, you're Jericho," you call out with a grin, not expecting to get away with sneaking up on him.

Jericho is a taller individual, sporting a stubble that is on its way to becoming a full goatee. He's got a cloak on with the hood up, a tunic, boots, and bracers on his arms. If he's going for the stereotypical look then he's definitely doing a good job at it.

He turns to face you, though the direction of the light from above combined with the cloak makes it basically impossible to see the upper portion of his face. But that's alright, you'll manage somehow. "And you must be the great Genevieve Kadwell. I heard you'd arrived in town." His sources must work fast if he's heard that already.

You grin, bowing as you accept the compliment. "The one and only. I see my reputation precedes me."

Jericho shifts into a smirk, which doesn't quite put you at ease. "Indeed it does. I'd ask what business Amanox wants with me, but the fact that you showed up in a ship full of hols indicates that that relationship isn't very strong at the moment."

A shake of the head conveys your opinion of that assessment. "I decided that working for a genocidal maniac wasn't best for my long term career prospects," you inform him. With that explanation out of the way you move on to the reason that you're really here. "I need to find Evander and the other champions. Do you know where they are?"

"I may have some idea," Jericho admits as he glances over to the your escorts. "What makes you think they want to meet you though?"

That's a thought you are unwilling to entertain. "I have information they want if they're going to stop Amanox. I mean, I did work for the guy and all."

"She knows where the Ring is," one of your guards interjects, leaving you to shrug and wait to see what kind of reaction that gets. You'd hoped to hold on to that a bit longer for if he proved difficult, but there's no helping it after all.

That smirk he has on doesn't diminish, leaving you to impatiently wait for some kind of response. "Is that so? She wouldn't be the first one to make such a claim, but I suppose working for Amanox might have given her some information that we don't have yet. Do you know how to get it?"

You nod, crossing your arms over your chest whilst resisting the urge to tap your foot in annoyance. "A general idea." Well, you did have to go and get the damn thing as part of the original plan to stop Amanox. The Ring strengthens the bond between the user and more spiritual planes, giving you a greater access to magic which you used in the final battle.

Jericho audibly hums, scratching his chin in silent consideration. "Alright," he says at last. "I can give you what you need to know. But you have to help me out in turn. Go with some of my people and get the Ring from wherever it is, and bring it back here."

A possibility, though not one you relish all that much since you'll probably need the Ring at some point. "What if I don't want to do that? It's a bit much just for some map info," you point out.

"Fair enough," he cedes without argument. "Otherwise, I have a different problem you can help solve. One of my smuggling routes has been cut off, and with how the city is doing I know it wasn't the authorities. Go find out why and fix it. Then I'll tell you what you need to know."

Dangerous, but a lot less difficult than going to retrieve a long lost relic. You might even be able to get something out of it besides information in the process. Who knows what smugglers might have left behind?

For now Jericho stands waiting. It isn't the only option you have, but he's going to want a decision soon regardless of what you choose.

[ ] Go retrieve the Ring
[ ] Investigate the smuggling route
[ ] Try to work out a different arrangement
[ ] Refuse and leave
 
1-7: The Thief's Mission
[X] Investigate the smuggling route

Normally while you might like the help, leaving a potentially valuable and necessary relic in the hands of the Thieves Guild doesn't sound like a winning proposition. Given they're all a bunch of thieves, you don't feel confident that you can steal it back, at least not with how things are. But you can't just leave here without what you came for, which means pursuing the other option.

"Fine," you say at last. "I'll help you reopen that smuggling route. And in return you give me my information. Got it?"

Jericho shrugs, taking a step back. "Of course. I am the one who suggested it after all, and I am a man of my word." You have to assume that that's true, if only because you don't have many other options when it comes down to it. Finding someone else will take time, time that you might not have anymore.

Well, with that settled there's only one thing to do. You aren't going to solve this problem just sticking around here. "So where am I going?"

A gesture is given to your escorts, who step to your sides once again. "They'll show you the place. I figure that way you won't get lost. Good luck out there," he says before turning back to the nearby table, indicating that the conversation is over.

Eh, they're probably there to keep an eye on you, again, but you don't mind the help. Their route had to get closed off by something, and having some extra muscle around couldn't hurt in dealing with it. Or to serve as a distraction. Whatever ends up happening you suppose.

You mentally shrug before turning on your heels and heading away from the hideout. "Alright, where do we go first?" you ask your escorts, looking to them for direction. You still don't know the layout of all these tunnels leaving them as your only guide.

They don't answer you at first, waiting until you have left the hideout. "This way." The one on your left gestures down another tunnel, and you resign yourself to getting the silent treatment the entire time. Naturally you head that way, moving towards the location of their route.

Of course, walking along poses all the same problems that coming here in the first place did. It's cold, on the damp side, and all these tunnels look the same. There have to be some hidden signs around for your guides to keep everything straight, and this is coming from someone who is good with following directions!

"So, do you guys have names?" you ask as you walk along, trying to break the silence as best you can. Having some connections in the guild couldn't hurt even if they don't seem to like you that much at the moment.

"Alera," says the one closer to you at the moment, the one with a hood of a slightly lighter shade of brown.

"Trevor," the other replies. His clothing seems to be a slightly better quality, though it does seem to be the same to some degree. "This way." He gestures down a side tunnel before heading that way himself, leading onwards without pause. So far so good, though your effort for conversation may have fallen a bit flat footed.

Eventually you draw close to your destination, and the tunnels begin to take on a different demeanor. There's more moss and cracked stone, an indication that these tunnels are older than the ones directly beneath the city. You'd guess that you are somewhere near the outskirts of Kiton, though you aren't sure without looking up above ground to see what you might find. Ultimately it doesn't matter that much though.

You look around, trying to locate the source of the problem. "So I'm guessing it's not just a collapsed tunnel," you say aloud. They would have been able to deal with it if it were that simple. You aren't that kind of engineer anyways.

Trevor shakes his head, producing a dagger as he moves along. "People moving along this route and vanished. Or shown up traumatized and unable to remember what happened." That doesn't exactly sound like a promising sign, to be honest.

Looking over, you find that Alera has pulled out her weapon as well, which leaves you increasingly nervous as time goes by. After a few moments you pull out your wrench and thumb the button that extends the prongs of the head to their most open position. It's actually a crescent wrench, but far larger and much more useful than its mundane counterpart, a dark grey mixed with orangeish plating to give it an appearance that is distinctly yours. It also makes it more durable and resistant to corrosion. "Why didn't you guys do this earlier?"

Still watching your guides, you find that the duo have altered their step and posture, becoming more 'stealthy', or at least making a conscious effort to dull the amount of noise they're making. "I don't know," Alera admits. "Not my decision. But we're going now." She doesn't seem very bothered by it. At least you're close to the problem spot.

Your conversation is interrupted as a strange sound emanates from one of the nearby tunnels as you pass by. It's strange, almost like a scratching sound against the stone that the tunnels is made of. A glance doesn't reveal anything though, leaving your mind wondering. Is it a rat? A water spirit? It's possible.

Illumination comes quickly, as something springs out of the water running through the nearby channel and attacks with a hiss. It comes right at you without hesitation, only to be struck in the side by a thrown knife. If that doesn't finish it then your wrench slamming into the side of its head does, sending it crashing to the ground.

You don't have time to look at it though as more hissing fills the air, accompanied by the crash of metal as you find that you're basically surrounded by more of those things emerging. Trevor and Alera seem to have their particular flanks covered, so you decide to just chip in wherever needed with your wrench. These two look like they're used to fighting together, and you know how group combat works.

"Guess we know what keeps happening to your people," you grunt as you swat aside another [url=https://vignette4.wikia.nocookie.net/realm-of-midgard/images/7/76/Grick.jpg/revision/latest?cb=20140329015536]Grick[/url] with a powerful blow. Normally these things would just be considered nuisances, but the crisis above must have let them grow and expand more than normal until they became a real problem.

At least they aren't that strong individually, so their only real advantage is their numbers. At least that's negated in these tunnels a bit as your group pulls back from the intersection, so thy can only hit you from two directions. The one in front of you is finished off with a powerful overhead blow that caves its head in before you turn to help your guards.

They're handling themselves well, and with your help the small group of attacker sis finished off. That wasn't much of a problem, but if there were a lot of them you could see how someone might get overwhelmed.

As they're busy retrieving and cleaning their weapons, you look around to make sure your surroundings are secured. That just leaves you with the question of what to do next. Technically you've accomplished your mission, but this could be unrelated to what's happening to the travelers. And who knows how big the problem actually is, which means you might just be walking away from a major crisis in the making. And that's if the two of them even let you walk away.

Well, somehow you get the impression that your excitement isn't over just yet.

[ ] Do nothing, make sure you aren't about to get attacked
[ ] Report back to Jericho
[ ] Continue down the tunnels
[ ] Try to find the source of the Grick
 
Back
Top