Path of Being Evil (Original Fantasy Quest)

Outstanding Offer
"....and that would be all. How about it? Interested?" Asked the middle aged man sitting in front of you. Smiling politely after laying out every benefits and commitments you would have if only you accepted the job. Face showing you nothing of his true intentions at your presence in the room.

You are currently at the end of your talk with somebody belonging to the Guild. Discussing the possibilities of whether you are suitable or not in working with them as a secretary. Somebody who is going to organize, take notes, and filters all sorts of information flowing in and out of the guild. If this is coming from one of the branch guild such as the masonry guild then you wouldn't give it even a single moment of thought, but this job offer comes from THE Guild.

To put it simply, the Guild is a group of people with many different kinds of skills and specialties who all band together to create a system where they all can help each other with their own problems through a private series of informations exchanges which is collected from many different branches throughout Altaria, all completely separate from the nations housing the branches.

The Guild are in possession of all manners of informations ranging from the locations of graded items, a variety of active threats, trade routes used by merchants, ongoing price of items, and even an individual private information. All of course for a price, but as a secretary you would have a free access to those informations! Maybe not all of them, but even the data from around Mavis would still prove invaluable for you.

And this person will give all of those to you with just a couple of scratches on paper.

"....I will think about it." You finally aswered after a long pause. Mind wondering which one of you are actually being robbed.

You may be competent in organizing papers and documents, but the arcane knowledge known as negotiations is still out of your grasp.

Luckily for you, the person who had made this deal even possible seems to be satisfied.

"Hmph! Almost good enough I suppose." She grunted.

Or not.


"Come on Miss Mary. Isn't this actually pretty good? This is almost twice of what I made in a single month!" Pleads Roy. Sympathizing at the man who gives a wry smile the moment he looked at him.


At Roy's claim, the female alchemist, Mary just coughs. "Please. These guys are desparate. They play it big now, but the amount of employers that they have has been decreasing since years. A young talented woman like Vecna is practically heaven sent for them who is on a decline."

Huh, you didn't know that. Is it that different here from Varon?

"Now now. While we do has some troubles in finding capable individuals. We from the Guild are not actually in decline and infact are just waiting for a promising individual such as Miss Vecna here, who is very talented like what Miss Mary had said, to arrive at our humble doorsteps. We promise to treat you exactly what you deserved."

Perking up at the man's promise, Roy began to thank the man but Mary's rebuttal cut him up short.

"Thank you very mu-"

"Just like how you tricked the Michello Caravans with the false trade routes?"

"-ch EHHHH!? It was the Guild who sells that crap to uncle Mich!?"

The man's eyes narrows dangerously. "The trade route we sold to the Michello's are just simply outdated by a couple of days. It is not the Guild's fault that they buyed the information just before we updated them. You better not implying we from the Guild to intentionally endanger our customers Miss Mary."

Mary just raised a single unimpressed eye for a response. "Is that a threat?"

"It is not a-"

"Wait, you're threatening her!? How could you!?"

"No I am not threatening-"

"I won't let you hurt my-"

"We do not condone-"

"-raise your offer or we-"

"-already the highest-"

"-you know-"

"-maybe we can-"

"-this is getting no where-"

"-listen-"

Through all the chaos, you stay silent. Wondering if this death feeling inside you is what the liches has always felt.


***​

"I still can't believe they actually dare to swindle you like that Vecna!" Complained Mary. Still miffed at the.....negotiation which took place only an hour ago.

The three of you are currently on the road. Each walking away from the direction of the Guild Hall with varying amount of exhaustion being shown to one another. Not at all being helped by the sun which is mercilessly cooking you inside out from high above your head.

"I am just glad it was over." You softly replied. Wondering whether your decision to ask your new neighbors to help you in looking for a new cover job is the correct choice. Aside from the complications at the last interview everything else is actually going very well.

Letting out a long sigh full of suffering. Roy just gives you a questioning look at your response. "Their offer are still better than most though. They even got my uncle's shop beat. What do you think? Want to take a go at it?"

At that question, you stopped walking to take a few moment to think. Mind already turning back to the event leading to this little excursion of yours with what amounts to two total strangers.

Your second meeting with the one known as Roy Buckleneer had gone well. Very well infact as once you had mentioned how you are also an Artificer the bestacled boy had practically all but dragged you to meet with the rest of the neighborhood. A close-knitted family like community who called themself the Crafters Union.

From what you had understood about them from your short interaction, the Crafters Union is an unofficial group of people in Mavis compromising mostly of blacksmiths and other crafter like jobs who all had banded together under their shared dissatisfaction of how the city much prefers the mages instead of the crafters. They had once showed an impressive united front for the city to change for the better and was then rewarded for their resolution with a small section of the city for them to live in where they can freely practice their craft. They are a group of bright minded people who are proud in what they had made for themself.

You meanwhile think that there are some omitted and down played details in their story.

Regardless of what part do they play in Mavis section of history however it doesn't change the fact that you are being lumped together with them just by being an artificer who lives close to their area of neighborhood. Something the Crafters Union are very much joyous about by how they choose to politely ignore your main status as both a wizard and a sorcerer.

Roy in his rush for you to meet with the rest of the family had introduced you to Mary. A grouchy red headed woman who is the only one to voice out how you are also a mage. She tried to reasons with the other crafters how a pampered and self entitled bitch mage like you has no real reason to be treated like being one of them.

You told her to rot in her grave.

It all just kind of spiralled away from there. Involving a lot of shouting, hair pulling, and a trampled Roy but it all ends up with Mary somehow deciding you are now one of the family and her helping you scouring the entire city of Mavis for the most lucrative job offers around.

How even....?

Roy's uncle tutelage is only one such offer. Though it is the best one beside what the guild had offered earlier. You didn't remember him very clearly, but Roy's uncle seems to be the gruff old man who didn't speak very much during the meet and greet. He says he didn't have much for wages, but he could teach you blacksmithing as a part for your training to become an adept artificer.

Your idle ponderings however were cut short with a slap on the back courtesy by one smirking Mary. Bringing you back to the cruel real world beside the amused red head. Unconcerned by the death glare you are giving her. "Come now Vecna. Don't sleep on us like that! Tell us what you think."

Worried by his friend behaviors, Roy interjected. "You don't need to answer right now. This is something that you need to think a lot before deciding."

You huffed. Unbothered by his concerns. You didn't have time to waste by hesitating. "No, I need a job as soon as possible and it's almost been two month since I arrived here."

"Why do you need one so urgently?"

"Not one of your business."

Mary leaned in at that remark. "Ohhh? Then just what exactly did you wi-"

"Is that you Mary?"

"-sh to hide? Oh dammed it."

The three of you turned. One in irritation and the other two in curiousity at who exactly had intrude themself into the conversation. A question is already hanging from your lips, but you abandoned it to instead froze in terror at the sight which greeted you.


A chiseled jaw, a long curly brown hair tied on the back of the neck, and a pair of eyes colored silver. You may not be well versed in the art of intrigue, but even you wouldn't mistaken the slouching form with arms folded in front of you for being none other than Wilhelm Keyne. The Master of Mavis Mage Tower and easily the strongest person in the city.

Someone who will have no trouble in killing you the moment he knows you are a necromancer.

"What is it do you want then Wilhelm?" Mary, who is proving herself to be an excellence distraction from your imminent panic, asked the Expert Class Arc-Mage without a single iota of respect for his status.

"Is speaking with you not a good enough reason?"

"You wouldn't be approaching me without a plan."

"Heh, true enough."

"Then beat it."

"Just bear with me. I am interested in seeing what kind of company did you have."

Roy meanwhile just glanced back and fort between the two. Face showing an obvious confusion to their interaction. You can honestly say you also feel the same.

"I am Roy Buckleneer. A blacksmith, and you are Sir....?" Roy introduced himself while offering his hand for a handshake. Somehow not recognizing the last line of defense of his own city.

"Ah, pardon me. I am Wilhelm Keyne. That tower at the city center lording everything else belongs to me. A pleasure." Answered Wilhelm with an easy going smile. Accepting the handshake before offering you the same. You emotionlessly reciprocate it.

"A pleasure meeting you as well Sir EEEHHHHH!?" Exclaimed Roy. Finally figuring out who exactly is he speaking with.

Wilhelm himself doesn't seem to mind the blacksmith ignorance. Instead he decided to just give him an even bigger smile showing a little bit of teeth before swiftly turning to look at your futilely trying to blend in figure. Dashing your hope of being forgotten.

"Not Sir Eeehhh. Just call me Wil. All friends of Mary called me that. How about you lovely lady? You are Miss...?"

"Vecna Iza." You stiffly answered. Trying not to show any reaction of your name being known to the city resident expert class.

"Miss Iza. Now what is this I hear about you looking for a job?"

"I am new to the city and was looking for a paying position."

"Me and Miss Mary was just helping her with an interview back in the Guild Hall. Though not without some trouble." Roy added helpfully, before winching at the memory of what happened at the end.

Raising a single curious brow, Wilhelm then asked for the details which then prompted Mary to snarkily also asked him a question. "I guess Miss Mary had a shouting match with them?"

"What is it to you?"

"Let me ask Miss Iza some questions first. You are a sorcerer then? And an artificer as well?" Asked Wilhelm.

"Yes." You answered in surprise and fear. Thinking the cat is out of the bag. Did he also know you are also a necromancer? "How did you know?"

"I have my ways." He mysteriously answered. Receiving an eye roll from Mary and an amazed ohh from Roy for his troubles. "Now, I have a surprise for you Miss Iza."

"....What is it?" You slowly asked. Mind wondering how fast could you run to escape with your Sister. But his next words just almost knocked you over with it's absurdity.

"What do you feel about working for me?"

"I am sorry?"

"To be clear, I want you to join me as one of my Mage Tower Assistant." Wilhelm explained. Almost bugging your eyes out at the sheer impossibility of his proposal. Your reaction however pale short with those coming from the two new acquintance of yours.

"MAGE TOWER ASSISTANT!?" Cry out Roy in surprise. Mary following swiftly from behind to berate Wilhelm who doesn't seem to give a damm.

"HOLD IT RIGHT THERE, Mister! You can't just randomly gave away one of the Tower's position like that to even someone like Vecna. That thing you have there is one of Mavis main line of defense. Just what are you playing at here Wilhelm!?"

"Meh, I have a free spot availabe and I can do whatever I want with it." Answered the Master of the Mage Tower. "As for you Miss Iza. If you accept then your job description will be you monitoring and mantaining the wards engraved within both the Tower and the City Walls while also investigating any magical incident happening inside the city alongside a senior member. You may also be helping us out with a few high priority teleportations spells and odd rituals here and there, but you will mostly be on spell maintenance duty and helpers for the Mage Tower Observators. What do you say?"

You need a couple of blinks to properly take in the literal surge of information coming out of Wilhelm's mouth. But once you do, you practically jumped in shock at the situation you had found yourself in. Immediately you began to try dissuading the apparantly crazy Tower Master how you are not suitable for the job. As rewarding as it might be for you to join as one of the Mage Tower Assistant, it wouldn't matter if you were caught during one of the many deep testing this kind of position should have with it's importance. Yet the being known as Wilhelm Keyne just brush off every single reason that you gave him.

"I can't accept your offer. I don't think I am suited for it and I need a new job as fast as possible. I also don't like being in debt and you even barely knew me." You spluttered.

"Don't worry you will be fine and you could even join in tomorrow! I don't think I need to worry about someone Miss Mary had approved of."

"The necesary testing-"

"You don't need to do it. You will have my seal of approval."

You can only numbly nod at that. Absently noting how Roy and Mary could only stand beside you gaping at how generous/irrational Wilhelm is right now.

"So? Anymore concerns? I insist you accept it." Thus smiled Wilhelm Keyne. Which seems to finally released Roy and Mary from their petrified state. Causing Mary to start furiously questioned Wilhelms of his true intentions and Roy to both congratulate and lamented you from accepting the proposal instead of being a blacksmith with him.

You however ignored all of that to instead think about your choices. Your best options so far from what you had seen is three.

The first is an apprenticeship with Roy's uncle. This option will not give you a lot of reward due to the unpopularity of the products in Mavis. This job however first and foremost seems to be safe as you can't think of a single reason why a blacksmith will need to check your insides. There is also the help to become an artificer adept to consider.

The Second is the job offer of being the Guild's secretary. The pay seems to be pretty good and you would even got access to some important information. Those intel however are those that you can gain by simply forking money and the Guild in Phione doesn't seems to be doing well right now from what you can glean from Mary. They might even renegade on the deals you made or provide inaccurate data if they keep on declining.

And finally there is the Mage Tower Assistant. You sadly doesn't know a whole lot about the Mage Tower beside what Wilhelm had told you. But, one of your duties seems to be assisting your seniors in any magical incidents happening within the city which should include any necromancer sightings that you could sabotage. Wilhelm also didn't mention it, but there should also be someone inside the Tower who you could ask for help in training you to be either an adept wizard or sorcerer. Any kind of secrets that you might uncover from there is also something that should be even private to the Guild. The problem however you will be working very closely with the people who supposed to hunt you down. While you highly doubt they will be as good as a Church Exterminators, there is no guarantee any magical detectors that they have wouldn't just suddenly pinged on you during one of the cases.

Now, after thinking of all possibilities. Only one question remained.

What will be your cover job while in Mavis?

[ ] Blacksmith Apprentice

[ ] Guild Secretary

[ ] Mage Tower Assistant

How the hell did I made a 3k amount of word count interlude when I am barely reaching only 1k a couple of hours ago!? Anyways think carefully of your choices. This will decide a lot of events that will be happening in Mavis.

Also a dramatis personae of noteable characters which had appeared so far in the quest is up on the front page. So check it out.
 
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Turn 1 Mavis News
Great Victory! Acvellan Crypt Dismantled: A great number of people within Phione is currently rejoicing at the removal of yet another Crypt controlled by the hated Undead Cabal from the face of Altaria. This time by the hands of one renowned Master Mardozel of the Mage Tower. The citizens are happy of his success in destroying one of the blighted secret institute which had dared to seek control of the matters between life and death. Though all is not well however as many of the lower ranking undead cultist and necromancers had escaped during the ensuing fight with the Lichlord Acvellan. More worrying is how they also have been seen carrying a number of necromantic and forbidden items in their person. The Council subsequently had issued wanted posters of these Cabal members out of the records they had gathered from the captured crypt and will gladly award those who provided them with the cabal members skull as a proof of their demise as well as the items they were carrying.

Low ranking Undead Cultist and Necromancers on the run. Chance for gaining an Undead related Grade Items and Equipments appeared


Akhti Festival Preparation Underway!:
The construction that can be seen being made throughout the main street of Mavis is rousing it's citizens with feelings of great excitement! Akhti Festival which is being done to commemorate the birth of Akhti the Sun God and Chief of the Six Gods is coming in hot alongside the Summer. Even more, this year festival is going to be extra special by how Mavis City Pharmacy had announced that they will be joining the celeberations with many foods and attractions made by the plants they had personally cultivated inside the city Green House all free for the people to enjoy. There are even rumours of how the Mage Tower will be collaborating with the Pharmacy to safely showcase a rare High Rank magical plant monster at Mavis Central Plaza for the crowds viewing pleasure.

Incoming Event in two turn: Blooming Tender


Rampaging Beastkin?:
Breaking away from the joyous news. Mavis is left blindsided with a stunned silence at the massacre which had took place at the Baskerville Street. With five deceased and many more being injured, the outraged and horrified citizens of Mavis all demands the perpetrator's blood to answer for this horrendous crime. Many eye witness reports also had stated how the culprit seems to be a single Beastkin. Their tales spoke how the Beastkin had suddenly started to unprovokedly attack everyone within the direct vicinity before hurriedly leaving the scene after conducting his ferocious assault, well before the arrivals of both the Soldiers and the Tower Observators. The Authorities still doesn't have anything to say for the general public, but one thing for sure, this incident had sent every citizens of Mavis including it's Beastkin population reeling at the abruptness of the rampage.

Multiple obvious and brutal deaths happened inside the City Walls. Mavis alert level had risen

I am not satisfied with this update. This news section is harder to write than it had any right to be. I now have a newfound respect for those news writers who needs to do this for every single day.
 
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Turn 2: Concerns and Resolve for the Future
You put down the newspaper on the table with a frown on your face, discontent at what you had found to be written inside. You had thought the Beastkin of Phione to be far more disciplined than those from back in Varon. Well clearly you had been mistaken. What that maniac had done could possibly set your research back for months due to the increased vigilance by the people of Mavis. The thought completely ruining your mood for the morning.

You are currently sitting alone in your living room. Having been enjoying a pleasant morning breeze coming from the open window with a nice cup of tea in one hand and the newspaper in the other. A way for you to simply just relax after another night of tirelessly casting ward after ward of anti-detection spells over your entire lab. A precious moment for you that was now gone because somebody couldn't keep their bloodlust checked.

You grit your teeth in anger. This is not fair. Here you are trying to play it safe and not attract any untoward attention from the city folk just yet, only for somebody else with more brawns than brains to just waltz in out of no where and stir everything into a frenzy by their thoughtless action. Why if you could get your hands on them yo-

"Take a deep breath Vec. The problem wouldn't go away if you only yell at them." Said your Sister. Patting your head while smiling at your utter inability to mimic your father skills in making a simple lamp.

You let out a single sigh full of frustration. Heeding your Sister's word even if it was only from a memory. You would gain nothing but a sore throat from screaming in rage. There are many things for you to do beside yelling at how unjust the world is to you. Like for an example figuring out what to do when you arrive at your new place of work.

With that line of thought in mind you glance down at the clothes you are wearing. Something that had been delivered to you last night by a courier all thanks for the one and the only Wilhelm Keyne. Your new boss at the Mage Tower where you will be working for the considerable future.

(Gained a job as a Mage Tower Assistant or M.T.A for short. Will receive a wage which amounts to 15 Material and 20 Reagents for every turn.)

(Received a Mage Tower Assistant Uniform. Item description can be viewed in the character sheet.)

You stroke your hand over the smooth fabric of the dominantly blue and white uniform. It still feel somewhat surreal to you. Just how can a necromancer like you receive a position among the local equivalent of a Church Exterminator? Even now it still sound absurd.

Standing up from your seat, you make way towards the door while nervously biting your nail. Mind filled with doubt whether you had made a reckless decision.

You stopped right before the door. Can you really do this? Fooling the eyes of those who is supposed to hunt your kind from right beside them? Constantly picking your choice of words for hours on end and leading people away from your less than reputable activities for who knows how many years in the future?

It all seems so daunting, but you can't stop now. You already made your choice. Out of all the options available this path will brings you the best of benefits despite the inherent risk that it held. If you keep on shying away from danger then your dream of resurrecting Sister Kas will never become a reality. You would rather die than let that happen and even then your ghost would keep on trying.

With a newfound resolve in mind you stepped through the door. Ready to survive whatever the world will throw at you.

TURN PLANNING
You will be planning your turn from the combination of Four Type of Actions. Each having their own rules and purpose. There is General Actions, Research Actions, Personal Actions, and Mission Actions. You will have Four AP to be freely distributed between these actions unless it specifically stated to be otherwise that all will take place around 2 months time in Quest.

Crits will be on 95-100 range in General and Personal Actions, 19-20 in Research and Mission Actions, and when the number you reach are double that of the required DC such as you rolling a 40 on a DC 20. The last part can keep on accumulating as in if you roll a 80 on a DC 20 you will get triple the rewards and 160 on a DC 20 will get you four times.

Crit fail will be on 1-5 range in General and Personal Actions, and 1 in Research and Mission Actions.

Actions may need to use up a grade item to actually complete them. Once you had assigned a Grade Item to that action you would not need to assign another one to do that action again unless you received a Crit Fail. You can also assign those grade items to actions that doesn't require them to have a special reward. One such example being assigning a Dark Mana Stone to Portable Undead Action will result in one of the critters having a special ability related to darkness. Beware some rewards are not worth it with the example being assigning a Dark Mana Stone to Mavis Underbelly will only result in some random criminals who will thought of you as guillable and give you more information out of pity. Grade items can only be gained from Rare Hunting General Action with high DC, Mission Action, and certain Crits.

Simplified version of the rules above. You have 4 AP you can distribute freely to any of the actions only once unless stated otherwise. Some actions need to be assigned a Grade Item for you to actually do it. Each turn last for 2 Months.

Materials: 95
Reagents: 80
Grade Items:
-None


Actions that you can only complete with either the assistance of another or a long thought out preparation on your part. Success on getting past a DC with a 1d100+Stats. Will require a cost and usually will serve as a minor point in progress to the Quest. You can only assign a single AP to any of the actions.

[ ] Wolf Among Sheep
Martial DC: 60


A Necromancer is never without a need for more corpses. What you need however is not the usual rotting pieces of flesh and bones that are halfway in on being decomposed. No, you need something that is strong and most importantly fresh, and with soldiers guarding each of the way in and out of the city that you know of, there's really only one possible method for you to get what you want. Cost: 30 Reagents

(Reward: A good quality corpse for you to turn into an undead and improve on.)

[ ] Security Concerns
Diplomacy DC: 20


While you have heard of Phione's security protocols through rumours and hearsays. With Phione's biggest reason to be famous being their mages, you found your existing paranoia in suddenly being discovered to be completely justified. Though discovering the security methods of the city seems to be going much easier than was expected. After all, it's not very strange for you to ask some very detailed questions about how to do your job wouldn't it? Cost: 10 Material

(Reward: Knowledge on how to avoid the guards notice. Certain Intrigue DC lowered.)

[ ] Temple of the Six
Diplomacy DC: 35


Back in Varon, the most widely accepted faith was the belief in the Twin Goddesses of Day and Night. Here in Phione it seems that honor belongs to the belief in the Six Elemental Gods. You are not quite familiar with this religion, but maybe that is enough reason for you to go and check for yourself how different this religion is from the one back at your homeland. Cost: 10 Material and 5 Reagents.

(Reward: Knowledge on the faith of the Six. Unlock more actions.)

[ ] Bar Rules
Diplomacy DC: 30


The Clever Owl Outpost seems to be a quite high ranking bar where many powerful and influental people in Mavis had gathered together to either relax or have a nice drink with someone of their peers. A great place for you to do some networking with some important people. Cost: 15 Materials

(Reward: Knowledge on some noteables within Mavis. Unlock more actions)

[ ] Lab Details
Stewardship DC: 40


Before you can actually start on experimenting with the arts of necromancy, you will need to first prepare the necesary tools and equipments. Jars, scalpes, saws, and everything else that you will need to properly disect and preserve a corpse. With Phione being a hot spot for mages from all over Altaria, you should be able to find these items with their very specific uses pretty easily. Cost: 20 Materials

(Reward: Unlock more Research Actions.)

[ ] House Forge
Stewardship DC: 50


The Crafters Union had, with the knowledge of how you are an artificer, offered to turn a part of your house into a forge for you to practice on your 'true calling'. They would also surprisingly cover up the construction fees, though you would still need to pay for the materials being used. When you had asked for the reason why they had said it was as a thank you for befriending Roy and Mary. While you didn't actually considered them to be your friends yet, you also wouldn't look at the gift horse in the mouth. Cost: 25 Materials

(Reward: Unlock more research actions.)

[ ] Rare Hunting
Stewardship DC: 75


In order to conduct your research, you will need to have a constant stream of graded items for you to use. A hard prospect considering how everyone else also wants them for their own reason, but money can always brought you to places. Only if you have enough of course. Cost: 30 Materials and 10 Reagents

You can spent as many AP as you want on this action

(Reward: Generating a choice between three middle grade item for you to pick.)

[ ] Mavis Underbelly
Intrigue DC: 45


If there is any kind of ally that could exist for a necromancer like yourself then it would be those who you could found lurking behind the dark alleyways and the seedier parts of the city. While it would be difficult to actually meet the core individuals who ran the criminal elements around Mavis, it should be easy for you to learn about what kind of gangs that exist and their group dynamics with each other. Cost: 25 Materials

(Reward: Knowledge on the gangs operating in Mavis. Unlock more Mission Actions.)

[ ] Urban Tree Huggers
Intrigue DC: 80


The Green House which belonged to the Pharmacy of Mavis City definitely has a plethora of different and unique graded items inside it according to the news you had read. It would be great if you can steal some of it, but realistically you need to gather some more intel first. But with the festival approaching and a murderer on the loose it seems the Green House had tightened up their security to not let anything slip out. Cost 10 Materials and 30 Reagents.

(Reward: Knowledge on the Noteables within the pharmacy, Green House layout, and the details of Blooming Tender Event. Unlock more actions.)

[ ] Trail of the Beast
Intrigue DC: ??


The Mage Tower you are now a part of is responsible for any kind of magical incident that happened within Mavis City which may include the massacre that happened at the Baskerville Street. As an Assistant you can ask to be sent out on this case along with the Observator who is in charge of the investigation. This will serve as an excellent opportunity for you to see the capability of your seniors while on the field. Cost: 20 Reagents

You will be playing as a support for this action and your Observator Senior will be providing his own dice roll to complete the task.

(Reward: Knowledge on the Rampaging Beastkin. Further action unlocked.)

Actions that you will do in the safety of your lab/cellar. Success in accumulating a number of proggress to reach the research completion with a 1d20+stats die. Will have a cost and usually serve as a method to improve yourself. You can assign as many AP as you want to any of the actions.

[ ] Finishing the Basics
-[ ] Drain Life (0/50)
-[ ] Detect Life (0/50)
-[ ] Undead Whisperer (0/50)
-[ ] Bonemancy (0/50)
-[ ] Fleshcrafter (0/50)

Accumulated Learning


If you truly want to learn a spell to ressurrect your sibling without any kind of abnormalities or defects physically and mentally then you will need to learn everything that necromancy has to offer. You can't exactly do that without first learning about every basic spell in necromancy. Cost: 20 Materials and 5 Reagents.

(Reward: Learned a necromancy spell. Unlock more actions.)

[ ] Mark of a Mage
Accumulated Learning
(0/40)


Every mage that is not dead poor would have something to help them channel their mana into spells more efficiently. A Genius Loci created for their personal use. While difficult, you are certain you can make a decent middle grade genius loci if you spent weeks of your time on them. Cost: 20 Materials, 20 Reagents, and 1 Middle Grade Material.

(Reward: A Middle Grade Equipment focusing on Magic.)

[ ] Portable Undead
Accumulated Magic
(0/20)


You didn't like the notion of being totally alone in any part of the world. By carefully selecting the specimens of small undead critters which you could easily conceal on your person you will no longer be short on minions you can use to distract an enemy in mid combat and can now enter some previously impossible places for you to infiltrate due to the critters rather diminutive size. Cost: 10 Material and 10 Reagents.

(Reward: A group of small sized undead. Unlock more actions.)

[ ] Sorcerer's Lair
Accumulated Magic
(35/60)


It's not exactly wrong for you to say that your life is inside your cellar. Not only would you be doomed if somebody found all of the evidence proving you to be a necromancer that is inside it, your dear Sister is also there and you would destroy anyone who would dare to even put a single finger on her. Series of lower to middle quality wards should be able to prevent anyone from noticing it was there. Cost: 20 Materials, 40 Reagents, and 1 Middle Grade Item.

(Reward: Cellar being more secure. Raising the DC for people to discover your identity)

Actions that you can complete by doing it alone without any preparation. Success in getting past a DC with a1d100+Stats die. Requiring no cost and usually will serve as a point of interest to progress the Quest. You can only assign a single AP to any of the actions.

[ ] Work Colleagues
Diplomacy DC 20


With your new job as one of the Mage Tower Assistants. You felt like it was imperative of you to immediately began the process of integrating yourself with the rest of the staff. To see what kind of people they are and who exactly you can use for your own gain.

(Reward: Knowledge on any notables within the Mage Tower. Unlock more actions.)

[ ] Forging Bonds
-[ ] Roy Buckleneer: DC 10
-[ ] Mary: DC 10
Diplomacy Check


Connections are important to everyone and you are not an exemption despite being a necromancer. While it would be nice to spent every single day in solitude researching for ways to resurrect your Sister, you know that would only be an idle fantasy. In order to survive you would need allies and people who you could trust. Those who you can be at ease in revealing yourself as a necromancer and confide in your greatest secrets. Something that you can only do by spending time with somebody.

Crit doesn't apply in this action

(Reward: Deepening of the friendship and trust between Vecna and a character. Once it reached a certain threshold you can freely ask them to help you complete certain actions)

[ ] Asking for Help
-[ ] Roy Buckleneer: DC 10
- -[ ] Specify which actions
-[ ] Mary: DC 30
- -[ ] Specify which actions
-[ ] Wilhelm Keyne: DC ??
- -[ ] Specify which actions
Diplomacy Check


Sometimes you would need assistance in completing a task. Asking someone that you know to help you shouldn't be too difficult, though you would need to watch out what kind of problems you are going to bring in front of them. You do not want them to know any of your illegal activities afterall.

(Reward: A noteable stats would be added to the action you had specified. That action would need to be done in the same turn or the turn after. Depending on the noteable, there may be a change in the reward for completing the action that could be either good or bad.)

[ ] Outdoor Foraging
Stewardship DC: 40


When the time is rough you could always go in person beyond the walls to brave in the wild. Avoiding any beast that could pose a fight to you and center your entire focus on getting as many resources as possible. You can assign as many AP as you want to this action.

(Reward: Generates a 3d20 in both Materials and Reagents.)

[ ] Hitting the Liblary
-[ ] Diplomacy: DC 30
-[ ] Intrigue: DC 10
Learning Check


You are very much aware at the few areas where you are noticeably lacking. These weakness of yours are very much unacceptable in your efforts to save your Sister when you knew you could easily do better. Fortunately the Mage Tower seems to be equiped with a liblary which are open to both it's staff and the public at large for them to freely read the books within. A perfect place for you to correct yourself even if it would take you months to do so!

Crit doesn't apply in this action

(Reward: Generating a 1d3 dice roll to improve either of your stats until the number reached or go beyond 10.)

[ ] Covert Stalking
-[ ] Roy Buckleneer: DC ??
-[ ] Mary: DC ??
-[ ] Wilhelm Keyne: DC ??
Intrigue Check


Informations are precious and theres no telling what kind of secret information does someone that you know have. They may not want to tell you, but there is no denying you from what did you desire. Following them for days on end and observing their every single action should be enough for you to uncover what it is they are hiding from you.

(Reward: Knowledge on a noteable secret. Decrease DC of some actions and unlock new actions.)

[ ] Ruined Church
Intrigue DC: 25


The bizarre conditions you had found the Church to be in still hadn't left your mind ever since that day when you had accidentally stumbled across it deep within the slums. Why would Mavis left the Church like that? Didn't they fear the consequences of angering the Twins? You felt like you need to check the place out despite the danger it presented to your kind.

(Reward: ???)

[ ] Novice Curse Caster
Magic DC: 100


Casting curses, or what the common folk like to call Black Magic, had always interested you. It seems to be an ideal partner skill to your necromantic ones. Not to mention how nowadays the nations are more accepting of the curse casters after long years of study to the arts and thus you would be free to use them in the open. Frustatingly however, integrating a new method of casting to someone's magic had always been hard. You would need luck to quickly becoming a novice of this art by studying in the tower's liblary.

(Reward: A Novice Curse Caster Trait.)

[ ] Overtime
Magic DC: 50


Even with a stable job at hand, you still hadn't managed to escape the ever so cruel grip of resources requirements. You need more materials and reagents. If that means you would need to do a double time in the Mage Tower then so be it!

(Reward: Double the wage your job creates for the next turn.)

Actions that can be resolved in multitude kind of ways. Selecting a Mission Action will generate an Interlude sequence spanning multiple updates where you will most likely face foes that wouldn't be very easy to take down. These actions of course has a greater rewards than any other action type due to its dangers with at least 1 graded item for you to gain. You can always choose to retreat during the middle of an interlude though the reward will also diminish. These actions will usually serve as a major point of progress in the Quest.

[ ] A Necromancer in the Graveyard

You now had located the city's graveyard. A place that is choked full death and decay to the point undead would spawn naturally into the area. If there is a place in Mavis where you don't need to worry about the repercussions of unleashing your full necromantic might then it would be in the graveyard. Who knows what kind of advantage you could find in there as a necromancer? It would definitely be dangerous however as you know first hand how death is not something that wished to be controlled. Cost: 25 Material and 25 Reagents.

(Reward: Knowledge on the graveyard layout, and multiple necromancer related advantages.)

[ ] Knife to the Back
-[ ] Roy Buckleneer
-[ ] Mary
-[ ] Wilhelm Keyne NO!


Life is always dangerous for a Necromancer and sometimes you need to kill someone who you know of to survive. These people you had met in Mavis are no exception. You had deemed them to be more useful in death than when they were alive and wouldn't hesitate to take them out. Everything is for your Sister and nothing else matters. Cost 20 Materials and 20 Reagents.

(Reward: Corpse of a noteable.)
 
Turn 2: Result
[X] Security Concerns
Diplomacy DC: 20
Roll: 95 (Crit!) + 11 + 7 = 109
Four Success

You are beginning to think you are under appreciating yourself. Why did you ever think this is going to be difficult? As a recently inducted M.T.A member you have the rights to ask questions about your new position. So asked questions you did.

As easy as you make it sound however you did received some difficulties at the start. Everyone who you had talked to all seems to have been busy or was needed elsewhere, rushing off with a slightly pale face and leaving you with no answer.

Definitely a complication to be sure, but now you considered those to be a blessing as your continued efforts are what had led you to meet with the female Warlock named Kiera and her little blact cat familiar named Blake.



It was hard at first to understand what Kiera is saying with how much she is stammering her words, but as you respectfully wait for her to answer your questions she seems to be able to finally collect herself and then eventually explained to you just how exactly did the Mage Tower are able to regulate and control Phione's magic user population for as well as it did.

The answer was predictably with the tower itself. Apparantly the tower was made by a Master Class individual along with a few other Expert Class, thus the reasons why the tower's owner was called Master, with it's main purpose being to both monitor and analyze every kind of mana readings being given off by any acts caused by the use of magic from within several dozens of kilometers away from the tower's base. Letting the Mage Tower members be able to roughly locate and accurately identify every monsters and users of illegal magic within the towers detection range by cross comparing the readings with previous records. An ability that is completely out of your reach and something that makes it worthy to be considered a Relic.

Just as you were about to start grimacing at the thought of limiting your necromantic skills even further than it was before, Kiera then once again showed you the light. She told you how the towers detection capabilities is appropriate with the leftover mana density that was released by the magic being used. So the stronger the magic, the denser the leftover mana will become and the faster it will be for the tower to detect the act. So if you were to say, immediately disperse away any negative energy you made using your dark magic before they start culminating? All the tower would be able to find then is how you are using a lot of magic within that area. This would still leaves you with just how are you going to explain your vicinity within the area where undeads were being sighted, but you can probably just answer with whatever comes up to mind at the time or just not do the interrogation part ever by making some outfits to conceal the negative presence being emited by your undead.

You really need to thank Kiera later. You would problably need to spent months of your time bashing away your head againts a table to research for ways to avoid the tower's detection, but her telling you the method makes you able to avoid that.

Knowledge on the Mage Tower's detection method gained. Vecna from now on will always try to disperse any negative energy she would make if possible. Knowledge on a noteable gained. More research actions unlocked.

[X] Trail of the Beast

Intrigue DC: 60
Roll: 25 + 5 + 33 + 10 = 73
One Success

An Adept Class was....certainly something else.

To be continued in the Interlude: New Team and the First Task.

[X] Sorcerer's Lair

Accumulated Magic: (35/60)
Roll: 16 + 29 + 5 = 50

People had always said how searching for a sorcerer's place of residence was just a fruitless task and now after you had one for yourself you are definitely inclined to agree. By using the dark ever so hungry nature of the mana stone you had made into a processor, you had managed to hide away your lab from those with mundane and even supernatural senses by essentially devouring any kind of stimuli that is going to be made inside. Whether it be sound, smell, vibrations, or even negative energy. All would be smothered by the dark magic running through the multiconnected wards covering your entire lab. Giving you confidence how, unless you are going to suffer through a house raid sometime soon, your Sister and lab would be safe for long, long time.



Sorcerer's Lair completed. Your Lab would be very unlikely to be discovered in accident unless an Adept Class noteable or above are intentionally looking for it inside the house.

[X] Work Colleagues

Diplomacy DC: 20
Roll: 48 + 7 = 55
Two Success

Before leaving for your first time in the field together with an Obervator, Wilhelm had ordered you to go and meet with what is supposed to be your new 'team'. Other M.T.A's who you will mostly be working together with and be assigned to when there is emergencies. You think you had managed to give a good first impressions to most of them. The rest? Not so much.

To be continued in the Interlude: New Team and the First Task

Random Event Rolls
70 (Passed)
14 (Fail)
74 (Passed)
 
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Interlude: New Team and the First Task, Part I
If someone would have asked you to describe the Mage Tower then your answer would first be 'Big' and then 'Practical'.

You are currently striding through one of the many hallways of the Tower, silently observing with critical eyes at the mostly stone structure of Mavis's Obervators HQ. The corridor you are in is grand, but not in the lavish manner which you had been expecting. It's ceilings are high, it is wide enough to let half a dozen Humanoids to walk through it side by side, and the lack of any furniture that you can see only just enhance the mystifying image the walls gave off due to the many different types of wards and runes that covered them all and how they are glowing with highly condensed mana. Anything luxurious inside the Relic seemed to only be there if it fulfilled some kind of reason or another. A reflection to the utilitarian lifestyles of most mages you presume.


You stopped by at one of the windows, letting your gaze wanders through the scenery below you. Up here, many storeys above the ground, everything seems to be so small. A glimpse to the height of power attained by the Master who had created this monument. Is this the world which could be seen through the eyes of the strong? Will you be able to reach your goal if you also gained a similar level of strength?

You shake your head and dismiss the thought, already continuing your walk to your destination. That is something for far into the future. You need to focus in on the now.

A team Wilhelm had told you. You don't know what you should feel about it, but it's definitely not a pleasant one. The more people you need to interact with will just increase the likelihood chance of them finding out your true nature.

You would very like to just arrive late at the meeting and only report yourself for duty to the commanding Observator, but doing so would only brings you too many risk. The circumstance of how did you even become an Assistant is already bizarre enough, you don't need to also bring the ire of your teammates by not greeting them properly.

Eventually, your feet brought you to the room where the meeting would took place. A simple gray oak door somewhere on the seventeenth floor.

You were just about to open the door when it suddenly does so by itself. You widen your eyes while withholding a gasp. Inside the room you can see the one who had opened the door just moments before you did. A Beastkin. With a sub-species from somekind of a Blue Wolf.


The Beastkin narrowed his eyes, nose twitching. "Are you the new girl?"

"I am." You replied cautiously. "Is this the waiting room for the M.T.A team 8?"

"Yeah, come in." Invited the Beastkin, making way for you to enter. "Name's Cobe by the way."

You slightly nodded at the gesture. "Vecna Vera. A pleasure." And with that you finally entered the room by following behind the Beastkin. Inside you can see the others who you presumed are members of the team you are going to be a part of.

There are four of them if you discounted the Beastkin. All watching you with a variety of different expressions on their faces. You can already tell this is going to be exhausting.

The first to greet you was a woman with a long brown hair. There is a happy expression on her face as she bounds her way towards you. "Ahh! You are right Cobe, she is here!"

Stopping in front of you, she extends her hand for a handshake. Her smile never once wavering even when being met by your frown. "It's nice for having you here. My name is Dawn Dankworth. What's yours?"


While a bit discomforted by how she is inside your personal space, you chose to not comment on it and put up a slightly forced smile instead. Promptly accepting her offer of a handshake without a slightest bit of hesitation. You were just about to introduce yourself to Dawn before stopping due to the surprise of something appearing out of nowhere right in front of your face.

"It's Vecna Vera. It is nice-"

"Kyung?"

"-Gah!?"

"Zephyr!?"
It's appearrance is very similar to an Elf, but if it was somehow shrunken down to the size of your palm and was see through according to how you are still able to see the rest of the room through it. Also green. Very green with an ability to fly. You only need a few moments to realize how the being in front of you was actually a Spirit. A Wind Spirit to be exact.

The Wind Spirit, Zephyr your mind noted, is currently watching your face very closely. Something seemed to trouble it judging by the frown on it's face. If it's something about you then it must be-, a shot of fear run through your spine and before you could even ask "Is there something wrong?" Zephyr had already left you behind to go towards the last woman who occupied the waiting room alongside you and Dawn. An Elf. A real one this time.


She is a beautiful person, just like the other Elves who you had seen inside Mavis. There is an ethereal quality to her figure, as if she comes out straight from a painting. You ignored them however as the look on her face is what concerns you more.

She is currently listening very intently to Zephyr, apparantly understanding fully the various sounds of wind whistling the Spirit is making. Her face bears an expression approaching that of a scowl as Zephyr keep on speaking. Which then ends up with her openly throwing you suspicious looks by the time the Spirit is done whatever it is it was doing.

It seems the rumours are just mistaken. It's not the Elves, but the Spirit's they commanded is the one who you need to watch out for. You need to divert their attention, quick!

"Is there something the matter?" You nervously asked the Elven woman. Completely failing to switch up the topic.

"Nothing." The Spirit user said smoothly. "Zephyr just thought they sensed death coming out from you. Any ideas as to why?"

Damn it, damn it, damn it. "Maybe it sensed the rusted sword I touched in the market this morning? I am just browsing the availabe merchandise when it's appearrance caught my eye and I can't resist to give it a check. From what I can understand from it the sword seems to be plundered from an undead somewhere. Some of it's presence must have been lingered" You explained. Mind scrambling for random trivias where someone could get close to something which emanated undead presence without leaving the city. People selling the ruined weapons carried by undeads for cheap money being one of them.

"Perhaps." If the Elf buys your story however, she doesn't show you any sign of it. "My name is Elisen Alberad. Welcome to our team Miss Iza."

"I-I am glad." You stiffly answered, smile almost cracking with pain due to agitated negative energy inside your body. You will need to prepare for something to hide them even more than it was before when you come back to your lab. Altering your newly gained uniform to passively circle through your dark mana should be easy enough to do.

Fortunately, before the lull in the conversation could become an uncomfortable silence, Dawn briskly steps in between Elisen and you. Managing to swiftly change up the topic unlike your previous pathetic attempt.

"Aaanyways! Like I said it's nice for having you here Vecna. Don't mind Elise, she doesn't usually act like this. You mentioned checking a sword. Does that mean you are a Crafter?"

You let out a faint sigh. Glad to be inside a familiar area once again. "Yes, I am indeed a Crafter Miss Dankworth. It is something which had been passed along by my Father."

"A family business then? That's delightful! I myself is a Potioneer who specialize in herbology. Ah, though you don't need to call me Miss, Vecna. Just call me Dawn. We are all going to spent a lot of time together in the future after all."

"Y-Yes we do Mi-Dawn. Yes we do." You nervously laughed. No matter how much appreciation you had to Dawn for her interruption, you are still wasn't used to talking with such an enggaging person.

It was around this time when the rest members of the team had finally decided to chime in. Apparantly satisfied with what they have gathered from your short interaction with Dawn, Elisen, Zephyr, and the Beastkin.

The one who approached you now is a young man with a brown skin and blue hair. You don't recognize the style of clothing that he wears, but it seems to be similar to those from the Kanion Kingdom at the south-west of Varon. He seemed to be friendly and playful.

The last one was just a step behind him. He is also a young man, but he seems to be local. The first thing you noticed about him was red. His long smooth hair and eyes are colored in the likeness of a refined glass of red wine. There is a certain air of nobility around him though it is now marred by how he is currently frowning at you.

"Hooh? A Crafter you say?" The first man asked you smoothly with an inquisitive tone. "Just what kind of crafter are you then Miss Vecna?"

"A Novice Artificer to be exact, and you are?"

"Ah pardon my rudeness. I am Aaron Marudeva, and just like what Dawn had said, it's nice for having you here Miss Vecna. Isn't that right Alan?"


At Aaron's words, the red man just scoffed. "We first need to see just what is so special about her to be able to attract Wilhelm's eyes to even such degree. Though I can guess why considering how she is also an artificer."


"You know the reason for Master Keyne's decision then Alan?" Elisen asked in curiousity. Though you can honestly say you also feel the same. Even now you still doesn't understand the reason for why did Wilhelm even made you into an Assistant and why through the way he did it.

Alan unfortunately doesn't seem to be interested in answering. "Answer me this first. Did you know Mary?"

"I do."

"Tch. Of course you are." Alan said in irritation. His scowl growing even fiercer after hearing your answer. "That old man needs to stop meddling in the business of others. It is unbecoming of him."

The resident Elf doesn't seem to like hearing that. "Master Keyne must have reasons-."

"Now let's calm down before things get heated." Interjected Aaron, stepping between the two and trying to bring the converstation back on tract. "We are better off continuing to introduce ourself to Miss Vecna. Let her know what the team is actually like."

Aaron's words seems to have mollify Elisen seeing how she is currently taking a few deep breaths, but you are not so sure about Alan judging by how he is folding his arms while maintaining his expressions to appear aloof.

Dawn is the one who speaks up next, explaining to you her abilities while also bringing attention to the mostly silent Beastkin.

"That's right! Let me start. I am a Bright Wizard who is specializing in healing. So if you are injured while on the field you can come to me." Said Dawn cheerfully before taking a slightly dejected tone. "But I am not really good in a fight unlike the others. So I don't know how much can I actually do to make you count on me when we are in a difficult situation. Cobe however is great in fighting! He is also a Hunter who is specializing in tracking. Isn't that right Cobe?"

The Beastkin perks up by being mentioned. For some reason speaking up with a slight smile on his face. "Yes I am. My nose and ears are quite sharp and I am confident in my Frost Claws. Though Dawn is underselling herself. She has lightbeams that can pack quite a punch when it matters."

You nodded in understanding while silently watch on how Dawn bashfully denies the Beastkin praise. Compiling the information for when you might actually need it in the future if they ever become your enemies.

Aaron meanwhile seems to enjoy the show. Chuckling softly at the sight of Dawn lightly slapping the Beastkin to stop him from praising her before turning to you to explain his capabilities.

"As for me, I am an Earth Wizard who can manipulates sand as well as the resident curse expert among the group. As the one who handles curses of course and not an actual Expert Class." Aaron described, gaining your curiousity at his mention of using curses.

"Ah I am interested in curses myself Sir Marudeva. Will you mind in guiding me to become a Novice Class with that?"

"Please, call me Aaron and of course. I will be glad to." Aaron beamed at your request, before turning a wry expression towards the only elf in the room. "Is that enough time for you to get your bearings oh our glorious leader? Isn't this the time for you to actually welcomed Miss Vecna to the team?"

"Yes, thank you Aaron." Answered Elisen. Approaching you with steady steps alongside Zephyr who is floating beside her head. Her face is still cool, but her suspicious looks was now replaced a downcast one. Zephyr however is still giving you dirty looks as if you are a shit which has somehow gotten it's way to his dinner plate.

You glare at it.

It just gives you an eye lid and a tongue.

If the Spirit user noticed the exchange between you and the will of wind personified however, she doesn't show any signs of it. "Please forgive me for my previous behavior Miss Iza. It is unsightly for me to treat you with such hostility."

"It is fine. Just don't do that again."

"And I will." Elisen promised while straightening her form. Prompting various positive reactions from the other members even including Alan. "My name is Elisen Alberad. I am the leader of M.T.A team 8 and it is my duty to make you feel welcomed to it properly. As you might have noticed, I am an Elf so that means I don't use magic the same way you human wizards do. Instead, we Elf's communes ourself with the collective will of Altaria. Asking them for help in battles and other tasks which may require their specialties. It doesn't mean I am defenceless by myself however as I have learned the ways of a sword and is also a fairly skilled ranger. You can depend on me in your times of need."

You devoured the information being given. Seriously examining the most dangerous person to you in the team while also planning for the best methods to take her down if, no, when she becomes a problem. You can already tell that Elisen is the kind of person who will stick her nose to where it doesn't belong because of her sense of duty. It won't be long before your activities will garner her attention and you want to be prepared for when the time comes. As long as you stayed in Mavis together with her it is only a matter of when.

Elisen, completely unaware of what you just had been thinking about her, now turns towards Alan who is the last person who hadn't introduced themself. But before she could even utter a single word, the red head speaks up his mind that

"Why should I? It is clear she doesn't belong here. We don't need to waste our time with props that is only useful to be pretty."

"Alan!? You can't just say that!" Cry out Dawn. Others following swiftly from behind her.

"Oh dear." Uttered Aaron. Glancing at your direction for a brief moment before backing up at the sight that is happening right beside you.

"This won't be good." Winced the Beastkin. Forming a crouching posture in response to the building whirlwind which is being made by the angry Spirit User in the room.

"That is an unacceptable behavior from you! Alan from the House of Meurdac! I understand the reason for your displeasure, but you shouldn't have brought Miss Iza into it!"

Alan meanwhile only raised a single unimpressed brow at Elisen. Looking utterly unconcerned by the display of dominance being performed by his team leader. Yet his reply to the challange being given makes you wish that you were in someplace else than here.

"You understand? Then how about YOU COME HERE AND SHOW ME, ELISE!!" Shouted Alan. Drawing out a blade from his hip which he then promptly shrouded it in fire. Releasing a blazing wave of heat into the room which then being sucked out by Zephyr who is now becoming one with the speeding wind.

The situation is now tense. Both Elisen and Alan seems like they could go off at each other in moments. Others are also not far behind. The Beastkin feature now is becoming more animalistic, you can see something that looks to be a wave of sand moving around Aaron's feet, and there is now a shield made out of light in front of Dawn which she is using to get closer to the glaring duo while also yelling at them to stop.

You also do not stand idly by while this is all happening. Spheres of black consuming darkness formed around your hands while you you took a couple of steps back from the area of immediate violance, wishing to not enggage in a confrontation especially in a tight place like this. Just what in the Inferno had happened? Alan seems so calm the entire time he is speaking. There is some irritation and annoyance which could be seen, but not to the point where you expect him to blow up just like that. Elisen too for that matter. Why is she reacting so strongly to Alan offensive behaviours when she also did the same to you not too long ago!?

"Alright, I think that's enough."

Any other thoughts that you could have however was cut short by a massive gale of wind that hits the inside of the room. Something Elisen obviously hadn't created as it completely scattered her whirlwind and also extinguished Alan's flame. Attracting everyone's attention, including you, towards the now open door where it had came from.

There, in front of the door, now stands another Beastkin. He is a large individual with a medium lenght brown hair. The front of his uniform is open to show his bare muscled chest and he wears a headband made out of cloth on his forehead. There is also a very intricate looking spear he is supporting in his tight grip that you want to get your hands on. In terms of eye catching however, all of his traits is beat by the massive gigantic wings which is sprouting from behind his back.

The Beastkin is now looking at each of you. Surprisingly instead of anger you can see wry amusement on his face. As if he is seeing a group of squabbling children in front of him which you could all might be if the Beastkin is somebody who you are suspecting himself to be.

Giving away a big wide smile, the Beastkin adressed your dumbfounded team. "The moment we gave you a new member you are all at each other throats on day one. Just what happened to the perfect Team 8 that I have remembered?"


"Sir Observator Rick!" Exclaimed everyone, which then followed by a series of bow that you hurriedly immitate. It seems you are correct. This Beastkin is indeed an Observator. So that must mean....

You wordlessly see the exchanges being made between Team 8 and the Beastkin Observator. Something about how a newly promoted Observator will be sad seeing them acting the way they just did. An interesting detail you would like to follow on at a later date, but all that you wanted to do now is to finally get started on your first assigntment. You had wasted too much time chatting already.

"Sir Observator Rick?" The Beastkin turn his eagle like eyes towards you for being called. "Would it be correct to assume you are the Observator responsible for handling the Beastkin incident at the Baskerville street?"

The Beastkin nodded his head at your words. Confirming your suspicion before gesturing toward the others. "That's correct. Wilhelm did say you want to join in on the effort. We would be better off starting soon then. Now, as you had met with the rest of Team 8 and even had a glimpse of what they are capable of, I want you to pick who is it that is going to be your partner in this case. Field operations protocol for the Mage Tower is usually one Observator and two Assistants. I will let you decide who do you want to be going with."

You nodded your head at the order. Examining the rest of your teammates to see their willingness to join the operation with you. Alan is obviously not interested, but you are dissappointed to see the look of caution is now back on Elisen face. She must be wondering just why are you wanting to go and join such a serious case this early into the profession.

The others fortunately is much more amicable. Dawn, while looking a bit worried, is giving you an encouraging smile. Aaron just nodded his head to you in confidence, telling you to "Take your time." The Beastkin Cobe meanwhile is giving you a very intense gaze that you weren't able to discern, but you at least understand how he also wants to have a piece on the case.

You weight on the advantages and disadvantages of working with each members, and then opened your mouth to say you wants to be with....

[ ] "Dawn Dankworth." She is the nicest people in the group.

[ ] "Aaron Marudeva." He seemed to be the most professional.

[ ] "Cobe." The Beastkin has a determined look on his face.

Juggling this many people is hard. I even need to cut it short at the end there. This vote will not only decide who is going to go with you during the Beastkin incident, but also who you are going to be paired up the most because they are your first partner on the job.
 
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Interlude: New Team and the First Task, Part II
"....and that's all that I know Sir, sorry." Answered the Beastkin shopkeeper apologetically. Rubbing the back of his head with his large hand which is fitting for his extra Bear features.

Observator Rick, who you had found by this point to be a great conversationalist, merely smiled warmly at the answer he received. "No problem at all Sir Barney! You helped us greatly even with this. Thank you for your cooperation."

"You think so?"

"Absolutely! Now then, for those who you thought might know something-" Thus continued the subtle interrogation being conducted by one Beastkin to another. The Hawk smoothly playing the Bear like a fiddle after what you can only assume to be years of practice in the art. Making you almost feel sorry for the portly Beastkin who is unknowingly selling away his accomplices to the authorities.

After your introduction to the members of Team 8 a few hours ago, Observator Rick had agreed to your choice of a partner and has then subsequently taken both you and Cobe to the place he had called 'Old Beastkin District'. An area occupied mostly by Beastkin that was only a couple of roads away from the slums where you had found the Twin's Church. You think there might be some connection between the two, but as they are unrelated to the current case you reigned back the questions that you had wanted to ask.

You break your gaze away from Observator Rick's work to instead observe the buildings in your immediate surroundings. It is now nighttime and even when being covered by shadows you could still see how the area is in poor state. He had said how this place was considered to be the worst one to live in between the three Beastkin districts in Mavis and you can understand his reasoning behind it.

Simply put, the place looks like a dump. Sure, the slums are worse, but that place looks more like it was destroyed rather then being long neglected like what you are currently seeing here. The buildings looks old and dreary with homes being stacked onto each other, the road is narrow and cracked in many places, and those two lamps are the only ones which you can see are still functioning. This district looks as different as day and night compared with the other districts in the city.


Yet, somehow this is still far better than the ones you saw back in Varon.

While old, at least the buildings looks steady and firm due to them being made out of bricks instead of used up woods. There was actual roads instead of simple plain dirt and the fact that there is even any power being channeled here shows how it's residents were not being forgotten. For the supposed worst, this place has a far better living conditions than the towns of Varon. Shows how even the least desired of the most advanced nation in Altaria was still better than your homeland.

Your depressive musings however was cut short by a soft tap from your current partner. Giving away a brief glance to your side, you can see the inquisitive looks on the Beastkin's face. His tall hunched form staying a respectable distance away from you.

"Are you okay?" He whispered. Problably not wanting to interrupt the other ongoing conversation. "Didn't you want to do some questioning yourself?"

"No." You immediately replied, turning around to once again scan the surrounding. "Beside, we need someone to keep a lookout incase there is an attack."

Obervator Rick and your partner were the only ones who has been talking to the locals so far. You meanwhile had decided you are going to be more useful in watching the perimeter for any possible interruption.

Ambushing from the shadows are Beastkin's favorite after all.

The Wolf Beastkin just tilted his head at your words in response. Apparantly not understanding your reasoning. "The people here wouldn't just attack someone for no reason and our uniforms will serve as a good deterrent. I don't think you would need to be that cautious."

"Better be safe than sorry." You emotionlessly replied.

For a short moment, all the Wolf did was just stare at you in silence. Seemingly deep in thought. Then he divert his gaze towards the talking Observator Rick and the Bear Beastkin. You don't know what is going on inside his head, but his next words did manage to cause a reaction out of you.

"Beastkin are also people too you know."

"I am sorry?"

"Just because of our origin is barbaric, it doesn't mean we hadn't changed along with our new form. The Spell worked and now Beastkin can think clearly unlike before. It is unfair of you to think of us to still be living like savage beast. There can be goodness in Beastkin." He reasoned calmly while still looking at the two conversing Beastkin. Sounding so genuine to the point all that you could do was to give him a smile. A cold deathly smile.

"You are wrong in that front Cobe. I did not view the Beastkin unfavorably because I didn't thought of your kind as people."

"What?" He turned to you. Raising a single curious brow.

"It is because I am from Varon."

"....Oh." Is all that he could say. How could he say anything more? There is nothing that he could say when he knows how Varon has been besieged by Beastkin raiders for seemingly centuries. How your homeland had always being forced to keep on spending everything that it has for constant rebuilding of fortifications and training for new soldiers even to this very day.

If it weren't for Beastkin then maybe Father and Mother wouldn't die. Then Sister Kas wouldn't also be forced to run herself ragged to support me. You thought deep within your mind. An irrational hate, this you know, but it is still one that you had. It would take a miracle for you to let this grudge go. Everything that you blamed for your Sister death were also the same. Including yourself.

Even then, you could still see the steel in Cobe's eyes. Somehow, you know he still want's to prove to you how Beastkin can be trusted. He didn't know the details behind your hate, but he is still willing to try and befriend you. He opened his mouth and began to say his response.

"Heeey! You both alright there?"

But there is nothing else that he can do tonight as it seems Observator Rick has finally done his interview with the Bear Beastkin. Both you and Cobe turned towards the Adept Class and can see how he is jogging towards the both of you in a slight run. His trade mark smile still on his face.

"Well, this one is also a bust." Observator Rick said once he is close. "Sir Barney knows nothing but rumours and whispers just like the others we had questioned."

Cobe gives you a brief glance, but he quickly focuses back towards the core of the matter. "There being a new drug circulating among Beastkin that makes them mad, Sir?"

Observator Rick nodded in confirmation. Folding his hands with a down cast expression. "That's the one. He told me how he found a couple of his friend suddenly supporting some strange green blemishes on their face that smells sweet along with them acting a lot happier and angrier at the same time. Then just when he was about to call either a doctor or the guards, he found their homes empty in the next day with claw marks on the walls. Scaring him off to silence. Same as the others."

"How about the reports of some strangers who has been asking people around recently?" You chime in about some of the testimonies being given that you had heard while on watch.

"I don't think they are the guys we want." Observator Rick shakes his head. "They are definitely suspicious, but after hearing more of what they had been doing I am convinced those are the Machettes. They are problably here for the same reason we are."

"Machettes?"

"They are a gang who operates around the city center and many of the business district. They mostly handle illegal item transactions and white collar crime. Drugs and narcotics are not the field they had hands on. The Machettes oppose it infact, to the point they had some wars going on with the gang who mainly deals with it called the Rainbow Heads. It got so bad, we from the Mage Tower needs to do a city wide search to make them stop some years ago."

You silently gulped at the mention of a city wide search. Hopefully this case wouldn't go as bad. "How are they still around then?"

Cobe decided to adds in to the conversation. Confidently speaking about what he know before tapering off in the end. "For the Rainbow Heads it's because most of them are the lowest of the low filled with drug addicts and desparate people. Their number just naturally rise up even when the past leader get caught. As for the Machettes...."

"They had the local Guild in their pockets." Observator Rick casually said. So casual, you need to blink a few times to make sure you heard him correctly. "We have no evidence of course, but it is just so obvious it basically become an open secret to the important people of Mavis. All we had to do now is to play a waiting game to see when they would slip. Then they would be gone."

Is it really that simple? "Okaaay....then how about the Magitech you had used to guide us here? Any more response?"

At your inquiry the Hawk Beastkin then pulled an item hanging around his belt. Some device made out of tubes, metals, and a single crystal screen. There are some sickening looking green gas that swirled inside one of the tube, but you blinked and then it changed to yellow. Another blink and now it was red.

"Still nothing new. The trail from Baskerville Street definitely leads back here, but the problem is our main offender here has been going around this part of the neighborhood for forever. His trail is everywhere, both new and old. Not at all helped by what the drug is doing to the man's mana pathways. His mana signature is changing back and fort as if it doesn't know what it wants to do with it's life career. It's all confusing the system badly. I had hoped we could get some good data if we take a look around the district and ask the residents for what they know, but still nothing so far." Observator Rick explained which prompted a frustrated sigh out of the Wolf Beastkin standing beside you. Though the older Beastkin is quick to cheer him up.

"So we got nothing?"

"Not true. At least now we know what happened at Baskerville is not actually a sole incident and how this case has something to do with magical drugs instead of something more serious. Imagine if it was actually a demonic possession."

The three of you let out an involuntary shake at that. The notion of there being an actual demon inside the city is far too horrifying for even a necromancer like you. You had heard rumours of how they could revive someone back to life, but even you are not crazy enough to trust any of the Infernal Beings with the Soul of your beloved Sister.

Cobe recovered first and while he still sounded frustrated, it is not as obvious as before. "Thank the Six for that. So what should we do now Sir?"

"At the moment we will keep on searching the district. Something is definitely happening here so I will call the control room for a search permit on the houses belonging to those missing and then the guards to do a more through search on-"

DUAARRRKKHH!!!

All of you hear it then. The sound of an explosion. Followed swiftly by the sounds of multiple objects crashing fast into hard surface along with screams of pain.

Someone is fighting nearby.

"Hold on tight!" Shouted Observator Rick.

Instantly, you felt yourself being grabbed and then immediately yanked into the air. Traveling even faster than the Wind Horses nurtured by those from Slyveon Kingdom. You can barely hear yourself screaming alongside that of Cobe, but you are way too panicked to care. There was a flash of pain from the inside, and just moments before the negative energy inside your hand lashes out, your mode of transport suddenly stopped. You can then felt a great gust of wind suddenly appearing from Observator Rick's wings which then followed by the sounds of people yelping in surprise. A brief sense of falling momentarily engulfed you and then you were finally on the ground. Safe, unharmed, maybe a little bit nauseous, and was completely surrounded by enemies.

There appeared to be two different groups. One on the left and another on the right. It is clear from the debris and cracks on the alley walls that your team had just interrupted their fight. No one had died yet, but around half a dozen people had already fainted with double that number of people being close to joining them.

The left group was composed of a dozen or two people ranging from Humans, Elves, and a single Dwarf. They are all wearing nice clean clothes and was using various different steel weaponry. Clearly outsiders from somewhere not around the Old Beastkin District and who you will assume to be the reported Machette gang. Most of those who had fainted seems to be from their group.

The right group however was definitely locals. Their clothes are dirty and was torn in various different places. Most of them are unarmed, but that wouldn't matter to them as they are all Beastkin. Their group barely reached a dozen people, and around a third of them had fainted.

"Hooh? Well well well. What do we have here? It seems we are being party crashed by the Mage Tower pets, kitty cat. It's the featherly Sir Rick Charming himself along with a few helpers!" One of the people from the left suddenly said haughtily, and if your experience up to till this point meant something then that means the young man with the short black hair is the leader. He is currently smiling expectantly at both your group and the Beastkin group while moving his arms with an exaggerated gesture.


"Stay out of this Mages! This doesn't concerns you!!" Shouted the apparant leader from the Beastkin group. He is also a young man, but you aren't very sure of his features because of the heavy clothing he is wearing. From his waist you can see what it looks like to be a feline tail swaying threateningly left and right.


If Observator Rick is in anyway nervous about the situation then he doesn't show it. He spoke calmly and clearly. Obviously in control. He first regarded the Machette leader for what you assume to be familiarity as they apparantly knew each other. To what extent? You don't know.

"And just what exactly had happened here? I hope the 'party' my people had crashed wasn't of the lethal variety Herman."

'Herman' widen his eyes, appearing genuinely shocked. "Lethal? How could you say that my friend? Why, we are just a couple of concerned citizens who had came here to find the truth about the new drugs sneakily creeping under the Mage Tower watchful gaze. The same as you are! You are looking for the drug source right?"

"That is a classified information. Now can you tell me why did more than a dozen concerned citizens are brandishing weapons inside the city?"

"For protection of course! You know how the animals around here was a little bit....unstable." Herman taunted. Eliciting a swear from the Beastkin leader which seems to also been a target.

"FUCK YOU!!"

"I don't swing that way!"

"GRAAAAAHHH!! Can't you just SHUT UP!!?"

The Panther was just about to lunge at the smirking Herman, but the closest Adept Class in the area was having none of it.

"ENOUGH!!" Observator Rick shouted, releasing a strong burst of green whirlwind with marble sized specks of red surrounding him. Throwing everyone including you and Cobe a couple of steps back. You can't clearly see it from this angle, but your Senior seemed to grow larger? There is also a weak feeling of dread emanating from him. As if you are suddenly being in the near presence of a slumbering predator. "Anymore signs of violence from this point on will be considered as intentionally interrupting an Observator while on duty. Then I will be obligated to drag every single one of you back to the tower!"

That seems to finally did it. Herman smile is now very subdued and while the Beastkin leader is now glaring hatefully at Observator Rick there is a certain degree of wariness into it. Both of their underlings were also cowed though you can see some strange expression being shown by the Beastkin, including from even the Wolf beside you.

Seeing how both of the parties are now unwilling to continue the fight while he is still close by, Observator Rick finally stopped whatever it is he was doing. Returning the friendly persona from before back on his face and then began to question his newest source of information.

"Now then, just what had happened here and what did you all know about the Baskerville incident?"

Herman once again seized the opportunity. Answering the Hawk Beastkin with his own series of events with a 'what can you do?' tone to his voice. "Not much to be honest. My friends had told me how there are some new people in our neighborhood who is trying to take something that's belongs to us. They apparantly came from around these parts, so they send me here along with a few others to give them a stern talking. We are still trying to locate them when suddenly these savages attacked us out of nowhere."

The Beastkin leader flinced when Observator Rick's gaze falls onto him, but he surprisingly stood his ground. Growling in retaliation to the Hawk's scrutiny without fear. "They are a bunch of armed strangers who suddenly comes around here asking strange questions. I will not say sorry. Especially to the bastard smiley."

"Awww. You do care~."

"CARE HOW!?"

A single loud tap to the ground from the Observator's spear is all that it took to make them calm again, but frustratingly both groups kept a tight lip from further questioning. Even you can tell both of them are hiding something judging by the amused eye roll from Herman and the hesistance in the Beastkin leader's posture, who you had learned was named Char. But even a brief body search doesn't bring anything substantial out of them.

You want to keep on questioning them more. Maybe even put them in prison without food until they cracked, but the leading Observator had decided to let them go instead. Your confusion must be pretty obvious as he quickly explained to you how there really isn't anything on them that would make it legally possible to detain them for more than a day.

He also said how there will also be troubling repercussions if the Mage Tower decided to take them in that wouldn't be worth it if they managed to get away scot free afterwards. For the Machettes, the Guild will just send in a very large amount of paperwork that will burden everyone back in the Tower. As for Char and his group, capturing this many Beastkin in a single night to only let them go in the very next day will only cause a lot of unneeded heat if the Baskerville incident repeated itself later on which seems to be very much likely. There are just way too many detriments in capturing them now and the best that you could do is only putting their faces to the list of people being watched. You hands are tied with an irritating maze of politics and legal bindings which doesn't exist back in Varon, but one you had to follow as an M.T.A even if only begrudgingly.

The night had proved itself to only produce a middling result for the Mage Tower. All you had learned from it was the general situation of the incident with not even a single peep out of the culprit, only suspects who might be connected. At the very least, you now had a very close look at how the Mage Tower operates, and some proven methods capable of befuddling them, so it's not a total waste for you. Obviously there still exist more ways for them to safeguard the city that you are not aware of, but this knocks one of them out of your list to worry about.

Magical drugs specifically targeting Beastkin and it's supplier who makes the consumer's dissappeared. The Machettes with Herman. Char and his croonies. Observator Rick's dominating presence and then your talk with Cobe which is far too emotional for you to feel comfortable. A lot of things had happened in this short night and that doesn't even counting the day. You are beginning to see the true face of Mavis and even then it is only the very tip of the iceberg. There are still many things left for you to discover in this city.

You need to survive them all. Gather every single advantage that you can while hiding your true self. Climb to the top and obtain the strength that you needed to fix everything.

You can do this. You need to. There is no other choice. Everything will be worth it in the end.

This chapter fucking RAN away from me. I want to focus more on Rick and the confrontation so how the hell did Cobe of all people had managed to make me write an entire section of himself talking with Vecna!? I want to save the bits with her parents for later!

Anyways. Sorry for the lateness. I got hit with the character-write-themself-off syndrome and no matter how much I want to change it my hands just won't listen to me. Even worse, I actually like the change being made dammit. I hope you all enjoyed the chapter! Next will be Mavis News.
 
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Turn 2 Mavis News
Rumbling in the Old District?: People have been wondering why there are many signs of combat that can be seen inside the Old Beastkin District. Well, it seems our ever capable Mage Tower had managed to uncover the truth of the matter. For months there have been series of disappearances happening in one of Mavis Old Districs, specifically targetting Beastkin who lives in and around the area. The Mage Tower also had concluded how the appearrance of a new kind of drug called 'Boil High' in the streets was also connected to the series of disappearances happening in the Old District as well as the Baskerville incident.

The Mage Tower had stated how the substance will increase both the Beastkin aggression as well as putting them into the state of bliss upon use. The culprit behind the Baskerville incident is being suspected to have been ingesting Boil High at the time, before mysteriously dissappearing just like the other consumers of the vile drug.

The authorities up to this point had managed to discover dozens of yet to dissappear Boil High consumers as well as a few of it's sellers off the streets, confiscating many Boil High drugs in the process. Many of the users had shown symptoms of unease and tendency for violence when being separated from Boil High for a long periods of time with only the early users being able to be treated back to normalcy. The sellers sadly seems to be just a set of random people being picked by the supplier to sell the drugs in exchange for easy money on their part. They now have been put under Mavis City jail and will serve their sentence for a decade.

As for the signs of combat. During the early investigation, one Observator Rick along with his two Assistants from the Mage Tower had interrupted an ongoing fight between the locals of Old Beastkin District and a group of people suspected to be the Machettes gang. They managed to resolve the conflict peacefully and discovered the reason for the brawl was due to the Beastkin feeling threatened by the presence of so many armed outsiders during the time of disappearances. The local combatants and specifically their leader Char seems to be one of the party involved with the series of battle being done in the Old Beastkin District, both before and after his encounter with Observator Rick. The Mage Tower then released a capture order for Char to be taken in for questioning, but so far Char has been able to escape his pursuers.

Restricted Festival: Many citizens of Mavis let out an outcry of dismay when they heard of the newest decision made by their Mayor. Following the newest set of information regarding the Baskerville incident, Mayor Linnaeus from the House of Neeladri had declared the state of high alert to the entire city. This in effect had massively reduced the citizens capability to participate in the approaching Akhti festival, limiting the attractions and vendors on the street to only those from the goverment and a select few others. Fortunately the highly advertized Fire Plant Monster attraction from the Pharmacy and the Mage Tower collaboration will still proceed as per schedule.

Traveling Dwarves: The people of Phione was left pleasantly surprised upon hearing they are going to house many Dwarf tourist for an entire year! It is rare to see the forge loving race and rarer still for their country, the Cragmar Kingdom, to officially sent their people for an exchange of culture in the name of friendship. Their ruler, High King Horrak Irongift, had said how they are interested in the festival which commerate one of the Six Gods birth and so wished to see it for himself. Thus he bemoans his incapabilty to do so because of his duty to Cragmar and instead will sent his son, Prince Hornur Irongift, to the capital of Phione in his place alongside at least a single Dwarven caravan to every Phione city. Everyone expect this momentous occasion to end with a tighter bond between the two nations.
 
Turn 3: A lull in the day
"So how is it working for the Tower? Did they really have fire breathing statues?"

You give a nod of confirmation to Roy this time, eyes focusing straight ahead to not collide with the evening traffic. Among his many questions, that one is maybe the tamest of them all.

"It's pleasant enough. Apparantly they were called Gargoyles. I did not know whether they breath fire or not, but my teammate Dawn told me each of them are at least Novice Class combat wise."

Roy's eyes widen. His next words is laden with awe.

"And they got hundreds of those?" You give another nod. "That's crazy."

You aren't sure why it's crazy. Despite the Tower main function as an analyzer and detector, with it's size, it is just cost-effective to add in more functions inside it that has minimal to even almost no connection with the Tower magical system. The Gargoyles being just one of them which you had found out by asking the Potioner about the menacing looking statues littering all over the structure.

You are currently walking back home alongside Roy after a quick trip to the market. Your food supply is almost running out and you took the young blacksmith offer of guiding you when he saw you pass by his window a few hours ago. Delegating him the task of carriying most of the groceries in the process.

"But, man. I still can't believe that Alan guy called you useless Miss Vecna. Are you really alright? Are you sure this Dawn lass actually means well?"

At that, you took another look at the slightly panting Roy beside you. He has been asking you a lot of questions about your life at the tower and you haven't figured out why. Some of them seems from genuine curiousity like the one with the Gargoyles, but most are just random inquiries such as "Did they leave you alone doing task?" or "Did anyone asked to escort you back home?". Is any of that has anything to do with Phione's Mage customs?

Well, you will learn of the truth eventually.

"She has been nice to me this entire two month."

"Just like that Cobe guy?"

"Not....quite." You hesistantly answered.

Ever since that first night in the Old Beastkin District the Blue Wolf has been trying to make a talk with you whenever it is possible, even more so than Dawn. You know somehow that he has good intentions with you, but by Layla's endless night hair it makes you uncomfortable.

You are not a social person no matter how much you try to fake it, and having someone as genuine as Cobe trying to help you felt like a stab to your still weakly beating conscience. You do not want to be too close with anyone when you will eventually burn down the bridge with your public persona.

You need to change the topic. "Did you know what exactly is wrong with Miss Mary? She seemed pretty down in the past few days I had seen her."

"Ah, Miss Mary is feeling slumped because of the festival restriction the Mayor had pulled. We are some that didn't make the cut."

"I would assume she didn't take it well?"

"Yeah, Miss Mary is pretty angry when being told we can't shoot our firework cannon at the night of the festival. We almost didn't manage to stop her from smashing her way through the Mayor's office."

"She seems to care about it immensely." You note.

"She did. All of us spent so much time building the cannon together afterall." Roy's reminiscent fondly.

You did not speak for the remainder of the trip after that. Silently mulling over the word 'Together'.

TURN PLANNING
You will be planning your turn from the combination of Four Type of Actions. Each having their own rules and purpose. There is General Actions, Research Actions, Personal Actions, and Mission Actions. You will have Four AP to be freely distributed between these actions unless it specifically stated to be otherwise that all will take place around 2 months time in Quest.

Crits will be on 95-100 range in General and Personal Actions, 19-20 in Research and Mission Actions, and when the number you reach are double that of the required DC such as you rolling a 40 on a DC 20. The last part can keep on accumulating as in if you roll a 80 on a DC 20 you will get triple the rewards and 160 on a DC 20 will get you four times.

Crit fail will be on 1-5 range in General and Personal Actions, and 1 in Research and Mission Actions.

Actions may need to use up a grade item to actually complete them. Once you had assigned a Grade Item to that action you would not need to assign another one to do that action again unless you received a Crit Fail. You can also assign those grade items to actions that doesn't require them to have a special reward. One such example being assigning a Dark Mana Stone to Portable Undead Action will result in one of the critters having a special ability related to darkness. Beware some rewards are not worth it with the example being assigning a Dark Mana Stone to Mavis Underbelly will only result in some random criminals who will thought of you as guillable and give you more information out of pity. Grade items can only be gained from Rare Hunting General Action with high DC, Mission Action, and certain Crits.

Simplified version of the rules above. You have 4 AP you can distribute freely to any of the actions only once unless stated otherwise. Some actions need to be assigned a Grade Item for you to actually do it. Each turn last for 2 Months.

Materials: 75
Reagents: 40
Grade Items:
-None


Actions that you can only complete with either the assistance of another or a long thought out preparation on your part. Success on getting past a DC with a 1d100+Stats. Will require a cost and usually will serve as a minor point in progress to the Quest. You can only assign a single AP to any of the actions.

[ ] Wolf Among Sheep
Martial DC: 40


A Necromancer is never without a need for more corpses. What you need however is not the usual rotting pieces of flesh and bones that are halfway in on being decomposed. No, you need something that is strong and most importantly fresh, and with soldiers guarding each of the way in and out of the city that you know of, there's really only one possible method for you to get what you want. Cost: 30 Reagents

(Reward: A good quality corpse for you to turn into an undead and improve on.)

[ ] Temple of the Six
Diplomacy DC: 35


Back in Varon, the most widely accepted faith was the belief in the Twin Goddesses of Day and Night. Here in Phione it seems that honor belongs to the belief in the Six Elemental Gods. You are not quite familiar with this religion, but maybe that is enough reason for you to go and check for yourself how different this religion is from the one back at your homeland. Cost: 10 Material and 5 Reagents.

(Reward: Knowledge on the faith of the Six. Unlock more actions.)

[ ] Bar Rules
Diplomacy DC: 30


The Clever Owl Outpost seems to be a quite high ranking bar where many powerful and influental people in Mavis had gathered together to either relax or have a nice drink with someone of their peers. A great place for you to do some networking with some important people. Cost: 15 Materials

(Reward: Knowledge on some noteables within Mavis. Unlock more actions)

[ ] Lab Details
Stewardship DC: 40


Before you can actually start on experimenting with the arts of necromancy, you will need to first prepare the necesary tools and equipments. Jars, scalpes, saws, and everything else that you will need to properly disect and preserve a corpse. With Phione being a hot spot for mages from all over Altaria, you should be able to find these items with their very specific uses pretty easily. Cost: 20 Materials

(Reward: Unlock more Research Actions.)

[ ] House Forge
Stewardship DC: 50


The Crafters Union had, with the knowledge of how you are an artificer, offered to turn a part of your house into a forge for you to practice on your 'true calling'. They would also surprisingly cover up the construction fees, though you would still need to pay for the materials being used. When you had asked for the reason why they had said it was as a thank you for befriending Roy and Mary. While you didn't actually considered them to be your friends yet, you also wouldn't look at the gift horse in the mouth. Cost: 25 Materials

(Reward: Unlock more research actions.)

[ ] Rare Hunting
Stewardship DC: 75


In order to conduct your research, you will need to have a constant stream of graded items for you to use. A hard prospect considering how everyone else also wants them for their own reason, but money can always brought you to places. Only if you have enough of course. Cost: 30 Materials and 10 Reagents

You can spent as many AP as you want on this action

(Reward: Generating a choice between three middle grade item for you to pick.)

[ ] Mavis Underbelly
Intrigue DC: 55


If there is any kind of ally that could exist for a necromancer like yourself then it would be those who you could found lurking behind the dark alleyways and the seedier parts of the city. While it would be difficult to actually meet the core individuals who ran the criminal elements around Mavis, it should be easy for you to learn about what kind of gangs that exist and their group dynamics with each other. Cost: 25 Materials

(Reward: Knowledge on the gangs operating in Mavis. Unlock more Mission Actions.)

[ ] Urban Tree Huggers
Intrigue DC: 60


The Green House which belonged to the Pharmacy of Mavis City definitely has a plethora of different and unique graded items inside it according to the news you had read. It would be great if you can steal some of it, but realistically you need to gather some more intel first. But with the festival approaching and a murderer on the loose it seems the Green House had tightened up their security to not let anything slip out. Cost 10 Materials and 30 Reagents.

(Reward: Knowledge on the Noteables within the pharmacy, Green House layout, and the details of Blooming Tender Event. Unlock more actions.)

[ ] Join the Search
-[ ] For the Boil High Supplier
-[ ] For Char the Feline Outcast
Intrigue DC: ??


You did not expect your very first job to be big, but it very well did and now the entire city is being affected by it. You need a safe and stable environment to kickstart your research so this needs to stop. Participate actively with the Mage Tower investigation to the Rampaging Beastkin incident. Cost: 15 Material and 20 Reagents.

Actions that you will do in the safety of your lab/cellar. Success in accumulating a number of proggress to reach the research completion with a 1d20+stats die. Will have a cost and usually serve as a method to improve yourself. You can assign as many AP as you want to any of the actions.

[ ] Finishing the Basics
-[ ] Drain Life (0/50)
-[ ] Detect Life (0/50)
-[ ] Undead Whisperer (0/50)
-[ ] Bonemancy (0/50)
-[ ] Fleshcrafter (0/50)

Accumulated Learning


If you truly want to learn a spell to ressurrect your sibling without any kind of abnormalities or defects physically and mentally then you will need to learn everything that necromancy has to offer. You can't exactly do that without first learning about every basic spell in necromancy. Cost: 20 Materials and 5 Reagents.

(Reward: Learned a necromancy spell. Unlock more actions.)

[ ] Mark of a Mage
Accumulated Learning
(0/40)


Every mage that is not dead poor would have something to help them channel their mana into spells more efficiently. A Genius Loci created for their personal use. While difficult, you are certain you can make a decent middle grade genius loci if you spent weeks of your time on them. Cost: 20 Materials, 20 Reagents, and 1 Middle Grade Material.

(Reward: A Middle Grade Equipment focusing on Magic.)

[ ] Portable Undead
Accumulated Magic
(0/20)


You didn't like the notion of being totally alone in any part of the world. By carefully selecting the specimens of small undead critters which you could easily conceal on your person you will no longer be short on minions you can use to distract an enemy in mid combat and can now enter some previously impossible places for you to infiltrate due to the critters rather diminutive size. Cost: 10 Material and 10 Reagents.

(Reward: A group of small sized undead. Unlock more actions.)

Actions that you can complete by doing it alone without any preparation. Success in getting past a DC with a1d100+Stats die. Requiring no cost and usually will serve as a point of interest to progress the Quest. You can only assign a single AP to any of the actions.

[ ] Forging Bonds
-[ ] Specify who from Dramatis Personae
Diplomacy Check


Connections are important to everyone and you are not an exemption despite being a necromancer. While it would be nice to spent every single day in solitude researching for ways to resurrect your Sister, you know that would only be an idle fantasy. In order to survive you would need allies and people who you could trust. Those who you can be at ease in revealing yourself as a necromancer and confide in your greatest secrets. Something that you can only do by spending time with somebody.

Crit doesn't apply in this action

(Reward: Deepening of the friendship and trust between Vecna and a character. Once it reached a certain threshold you can freely ask them to help you complete certain actions)

[ ] Asking for Help
-[ ] Specify who from Dramatis Personae
Diplomacy Check


Sometimes you would need assistance in completing a task. Asking someone that you know to help you shouldn't be too difficult, though you would need to watch out what kind of problems you are going to bring in front of them. You do not want them to know any of your illegal activities afterall.

(Reward: A noteable stats would be added to the action you had specified. That action would need to be done in the same turn or the turn after. Depending on the noteable, there may be a change in the reward for completing the action that could be either good or bad.)

[ ] Outdoor Foraging
Stewardship DC: 40


When the time is rough you could always go in person beyond the walls to brave in the wild. Avoiding any beast that could pose a fight to you and center your entire focus on getting as many resources as possible. You can assign as many AP as you want to this action.

(Reward: Generates a 3d20 in both Materials and Reagents.)

[ ] Hitting the Liblary
-[ ] Diplomacy: DC 30
-[ ] Intrigue: DC 10
Learning Check


You are very much aware at the few areas where you are noticeably lacking. These weakness of yours are very much unacceptable in your efforts to save your Sister when you knew you could easily do better. Fortunately the Mage Tower seems to be equiped with a liblary which are open to both it's staff and the public at large for them to freely read the books within. A perfect place for you to correct yourself even if it would take you months to do so!

Crit doesn't apply in this action

(Reward: Generating a 1d3 dice roll to improve either of your stats until the number reached or go beyond 10.)

[ ] Covert Stalking
-[ ] Specify who from Dramatis Personae
Intrigue Check


Informations are precious and theres no telling what kind of secret information does someone that you know have. They may not want to tell you, but there is no denying you from what did you desire. Following them for days on end and observing their every single action should be enough for you to uncover what it is they are hiding from you.

(Reward: Knowledge on a noteable secret. Decrease DC of some actions, revealing DC of some actions, and unlock new actions.)

[ ] Ruined Church
Intrigue DC: 25


The bizarre conditions you had found the Church to be in still hadn't left your mind ever since that day when you had accidentally stumbled across it deep within the slums. Why would Mavis left the Church like that? Didn't they fear the consequences of angering the Twins? You felt like you need to check the place out despite the danger it presented to your kind.

(Reward: ???)

[ ] Private Digging
-[ ] For the Boil High supplier
-[ ] For Char the Feline Outcast
Intrigue DC: ??


You can join the search along with others from the Mage Tower, but no one said you should. There are many opportunities for you to gain alone, and you can even break loose your necromantic skills without worrying being seen by others. Others that soon would no longer matter anyways.

(Reward: Progress on the Rampaging Beastkin incident. ????)

[ ] Novice Curse Caster
-[ ] Ask Aaron for help.
Magic DC: 100


Casting curses, or what the common folk like to call Black Magic, had always interested you. It seems to be an ideal partner skill to your necromantic ones. Not to mention how nowadays the nations are more accepting of the curse casters after long years of study to the arts and thus you would be free to use them in the open. Frustatingly however, integrating a new method of casting to someone's magic had always been hard. You would need luck to quickly becoming a novice of this art by studying in the tower's liblary.

(Reward: A Novice Curse Caster Trait.)

[ ] Overtime
Magic DC: 50


Even with a stable job at hand, you still hadn't managed to escape the ever so cruel grip of resources requirements. You need more materials and reagents. If that means you would need to do a double time in the Mage Tower then so be it!

(Reward: Double the wage your job creates for the next turn.)

Actions that can be resolved in multitude kind of ways. Selecting a Mission Action will generate an Interlude sequence spanning multiple updates where you will most likely face foes that wouldn't be very easy to take down. These actions of course has a greater rewards than any other action type due to its dangers with at least 1 graded item for you to gain. You can always choose to retreat during the middle of an interlude though the reward will also diminish. These actions will usually serve as a major point of progress in the Quest.

[ ] A Necromancer in the Graveyard

You now had located the city's graveyard. A place that is choked full death and decay to the point undead would spawn naturally into the area. If there is a place in Mavis where you don't need to worry about the repercussions of unleashing your full necromantic might then it would be in the graveyard. Who knows what kind of advantage you could find in there as a necromancer? It would definitely be dangerous however as you know first hand how death is not something that wished to be controlled. Cost: 25 Material and 25 Reagents.

(Reward: Knowledge on the graveyard layout, and multiple necromancer related advantages.)

[ ] Knife to the Back
-[ ] Specify who from Dramatis Personae


Life is always dangerous for a Necromancer and sometimes you need to kill someone who you know of to survive. These people you had met in Mavis are no exception. You had deemed them to be more useful in death than when they were alive and wouldn't hesitate to take them out. Everything is for your Sister and nothing else matters. Cost 20 Materials and 20 Reagents.

(Reward: Corpse of a noteable.)
 
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Turn 3: Result
[X] Temple of the Six
Diplomacy DC: 35
Roll: 55 + 7 = 62
1 Success

Your investigation towards the main religion of Phione Council State by asking passersby has reached it's limit and it is met with mixed result. Many of the intel you acquired are just simply outlandish even for Gods and in often cases conflicting with each other. You wouldn't gather anything conclusive at this rate, though many of those who you had questioned seemed to agree with how unlikely it is for the Temple to have anything to detect Necromancer. Something about not being it's main purpose. In any case you had enough dilly dallying. It is time for you to get answers straight from the source.

To be continued in the Interlude: The Six Elemental Gods

[X] House Forge

Stewardship DC: 50
Roll: 52 + 14 = 66
1 Success

The Crafters Union had made true of their word. It took a month and half for them to transform a part of your house into a forge with your strict supervision, but they had still done it. Some of the younger Crafters complained a bit with how strict you are being, but the old timers just laughed at the whining children in their eyes and said how this would build up character. You can't exactly helped it. You need to be very careful on this little renovation of yours to make sure they would never discover the cellar.

In the end it took a lot of work, but the deed is done. You now have a forge of your own inside your house. With this you should be able to start working on metals and other magical trinkets. You wonder what a Zombie with blades for arms would be like?


House Forge gained. You can now craft yourself graded items. Further actions unlocked.

[X] Hitting the Library
-[X] Intrigue: DC 10

Roll: 98 + 5 = 103
Success

You spend the rest of your time not guiding the rambunctious group of smiths by reading in the silence of the liblary. There are many kind of books here you realized, more books than you had ever seen in your life. From simple language books to complex magical theories. If you didn't know any better how the largest liblary is obviously inside Mystogan then you would have though you are inside one. Your realization however just can't stop the wonderous tone to seep into your voice as you wordlessly appreciate the home of knowledge you are in.

While you are also deeply interested in the restricted section of the liblary, you are here on a mission and it is to fix your flaw of being unsubtle. You wouldn't rest until this weakness of yours is gone!

It took you half a month of tirelessly reading many literature of being sneaky and by the end of it you are convinced the bags under your eyes has grown. At least you are certain your inability in being not obvious has lessened. Just at the right time too. You want to try some of the techniques being written in your outing tonight after visiting the temple.

Intrigue Raised by 2. Now your Intrigue is 7. Further action unlocked because of Crit and PITY.

[X] Ruined Church

Intrigue DC: 25
Roll: 1
Failure


It, it did not work.

To be continued in the Interlude: House of Twilight

Random Event Rolls
88 (Pass)
96 (Crit Pass)
59 (Pass)


All I had to say is, your dice hates you.
 
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Interlude: The Six Elemental Gods
The Six Elemental Gods. The beings worshipped in the religion that could be considered as the main belief of Phione Council State. You had seen some of their temples back when you are in Varon, but in your homeland the Twin Sisters of Day and Night was still the Gods most people are devoted to which also includes you and Sister Kas. You only known the barest amount of facts about this foreign religion which is unacceptable considering one of their Gods apparantly reigns over Dead. What if they also had their own forces specializing in hunting abominations like you similar to the Exterminators from the Church?

For the moment however you put those concerning thoughts of yours at the back of your mind with a quick shake of your head. While thinking about all the possibilities is all well and good, it would only become a detriment if you stopped moving forward because of the fear it brought.

You instead took another long assessing look at the temple and it's surrounding. For some reason it was build on top of the river flowing between the city, requiring you to use the availabe boat just to take a step in this supposedly Holy ground. The house of worship in front of you is definitely grand, but something about it feels lacking. It looked like it was build for the purpose of venerating only one kind of God, and not Six like what you had been told. Is this why the people called it the Water Temple? Because it sure does looked the part.


In any case I can just ask the availabe Priest for answers. You thought with a frown, stepping between the row of massive pillars holding the roof together and entering the Temple proper.

The insides also looked grand from the first glance. The room where you are in is large and spacious with small canals on the sides for water to flow. The marble floor you are walking on is covered in a long royal blue carpet leading further into the temple and you can see many pieces of art depicting what you assumed to be the Six Gods adorning the walls. All clearly shows how deep rooted this religion is in the hearts of Phione people.

You are not daunted however. Almost half a year living in this wealthy country had already acclimatized you to the feeling of being slapped in the face with symbols of luxury such as this. Dear Goddess, your workplace is much more extravagant than this place without even trying!

"Hello? Is there anybody inside? I came here to pay my respects to the Six Elemental Gods and to learn more about them." You said loudly to the empty temple, not forgetting to put some money on the donation box along the way.

"Oh? A visitor this late into the evening?" A female voice sounded out from within after waiting for a few moments, and it also didn't took her long to appear.

Your first impression of her was 'She is gorgeous'. Many people in the city is actually, and you blame their higher living standards for it, but there is something about her that is just enthralling to you. Her knotted blue hair is long and looked smooth to be touched, her bright blue eyes gleamed like water from a clear lake, and the voice she made to speak with you flows smoothly like a river to almost make you feel breathless.

"Good evening Miss. My name is Zarya Lynn and I am the Head Priestess of this humble temple. How can I be of service?"


You need to take a couple of blinks to realize she is speaking to you, and once you do, you gave her a well formated and well thought out reply as of why did you need her.

"Aueya-service! Yes, I service you explain stuff Six Gods!"

For a moment everything is silence. Priestess Zarya gives you a couple blinks of surprise before softly smiling. You can hear the mirth in her next words to you. "I take it you want to learn about the Six Elemental Gods?"

Actually you want to die.

"Y, yes. Yes I do." You shakily said to her instead before continuing. "I am from Varon and was not familiar with the Gods of this land. I thought it is only appropriate of me to learn more about them in order to further integrate myself with Phione's custom. Will you mind helping me in this? Ah, also my name is Vecna Vera."

"I wouldn't mind, Miss Vecna. In fact it would be my pleasure. It had always been a joyous occasion to introduce another to the faith I believed in. Please, follow me." The Priestess told you in response, giving you a motion to follow her which you abide by.

In your journey to her destination, you can see more and more arts representing the Six Elemental Gods the further you go inside the Temple. You realized however that most of them are only portraying a single God among them, or more correctly a single Goddess. What was her name again? Was it Cordelia?

You can also see more people of faith along the way. Most of them are Humans and of the female gender, but there are also some Elfs and surprisingly Beastkins among them. They swiftly stepped away at your approach and gave a warm nod to Zarya which the blunette returned. It seems she is well liked in this Temple. Fitting for the Head Priestess you suppose.

"So, should I call you Sister, Mother, or....?" You asked Zarya sheepishly after a while. It wouldn't do to let the silence continue after all. Fortunately, she seemed to agree with you and before long you are chatting amicably with each other.

"We do not use those honorifics here so you can simply call me Zarya, Miss Vecna. Though you can use Sister Lynn if it makes you comfortable."

"Zarya then." You nodded in confirmation before switching to another topic. "Is there a reason why one of the Gods seems to be more worshipped here than the rest? Wasn't her name Cordelia?"

Zarya beamed at your question. Looking quite pleased at the subject. "That is correct. Goddess Cordelia is the one we mostly pray to in this temple. The reason for that is because at each city in Phione we have different temples set up to pay our respects to mainly one of the Six Elemental Gods. This one in Mavis is for Cordelia the Goddess of Water."

"Only one God for each city? Is it alright to divide the Gods like that?"

"We do have rooms within the vicinity for believers to pray towards the other five Gods and the capital has a large one build for all of the Six, but it is alright because the purpose of this arrangement is because there would be a time of pilgrim being done once a year for a religious activity. At that season, devoted people will begin their journey by visiting various city temples housing different Elemental Gods until they had reached the number Six before going to the Grand Temple in the capital. Sacred Text said it was to follow the footsteps of the Six in their journey across Altaria to save the world from the Elemental Lords. It had always been like this ever since the time of the religion's founding 300 years ago."

"300 years? This faith is that young?" You said in surprise. The Twin Sisters has been around for basically forever and the only other religion that you know of, the Island Guardians, at least had lived for more than a millenia. It is surprising to hear of such a noteworthy faith to only had lived for an entire Elf lifespan. Though, there is another detail in her explanation that had caught more of your attention.

"Wait, Elemental Lords? Who are they?" You questioned the Head Priestess in contemplation. They sounded pretty important, and judging by how Zarya expressions had suddenly turned solemn, it is not in a good way.

"The Elemental Lords are a group of four very strong Elemental beings who had brought untold calamities upon Altaria 400 hundred years ago. In the past, they had commanded massive elemental armies and had murdered countless people in their rampage. Tearing lands apart with neither care nor mercy for anyone. Many believed if they weren't stopped then, they would eventually have destroyed the world. These beings are called Igneous, Lord of Ruinous Flames. Baraq, Lord of Chaotic Storm. Grimes, Lord of Bottomless Mud. And Gliss, Lord of Eternal Blizzard. The disasters these Four had made are so devastating that even now, centuries later after their demise, remmants of their influence can still be seen on the face of Altaria."

You silently hears the explanation Zarya had given you, mind trying to comprehend the scale of disasters that was being told. In fact, hadn't you heard of this tale before? Could this possibly be-!?

"Disasters....are you talking about the Convulsion of Nature? A time when many different kind of magical disasters had happened all over the world? The insane disasters such as the Flipped Mountain and the Still Hill? I had thought they were just merely legends. You are not only telling me how they were actually real, but also how the Elemental Lords are the cause behind these events?"

"I assure you Miss Vecna, the Elemental Lords are very much not a legend. Such a horrifying show of power is indeed very difficult to imagine during a time like this, when there are none who wields the title of a Legendary, but their defeat is what had made the Six to be so special among the people eyes. Back then, it was said the concepts of Elements are so prevalent to the point where the people who had bested the Elemental Lords during the Convulsion are called the Six Elemental Heroes by the masses. These Six then will later on become the Six Elemental Gods after their ascension to Godhood. It is a very important event which narrates the beginning of the faith I believed in."

"I see." You said in abject wonder. The religion sounded like it had started off strong. No wonder it had become so prominent in such a short time. "You seemed to regard your faith very highly Zarya."

"Fitting for a Head Priestess am I not?" Coyly smiled Zarya towards you. Making you splutter in to utter an apology, but the blunette just laughes it off. "I am kidding, I am kidding. I guess I did lay it off thickly for a moment there. I hope I didn't bore you with my ramblings, Miss Vecna."

"Not at all! It is very interesting Zarya. Thank you for letting me indulge in my curiosity." You assured the woman of faith and you actually mean it. If the Convulsion of Nature is true then maybe you can learn something useful about the Elemental Lords to help you in your journey to become a full pledged Necromancer. Not now when you are still very weak, but maybe when you became an Expert you can pursue the remmants this legend had left behind.

"I am glad for you to say that." Softly said Zarya, oblivious to your sacrilegious thoughts, before perking up at the sight of an artwork up ahead. Stopping right before it alongside you. "It seemed we also had arrived. Tell me Miss Vecna. What did you see?"

You turn your gaze up at the artwork. It is a picture made out of colourful threads. Was it called needle painting? It depicts a group of six people in an inspiring pose, and having them seems ready to face off againts a demonic looking giant made out of fire. It is easy to tell that this picture means to portray the mortal forms of the Six Elemental Gods during their battle againts an Elemental Lord, who is most likely Igneous. What is interesting however is how there seemed to be at least a single person for each of the race among the Six.

"I take it these are what the Six looked like? They are not all Humans?" You voice out your thoughts to Zarya, who then explained to you the meaning behind the picture while having an air of melancholy around her.

"They aren't. It is quite rare in a religion doesn't it? But, it is what makes them beautiful in my eyes. In a time of hardship, these six had managed to work together despite the differences that they had. Uniting in a single goal to help everyone. I will now tell you about each of them to the best of my abilities."

At that, you set your eyes firmly on the blue haired Head Priestess beside you. Ready to hear about the Gods she believed in.

She started it off with the Goddess of Water. Zarya expressions when describing her is cheerful and full of pride. Make sense considering for whom this temple has been build.

"First, there is Cordelia, the Goddess of Water and the patron of this Temple. As a mortal Human, she was and still is considered to be the greatest Sorceress of this Era. With wisdom and compassion, she is often being seen giving aid to others before her time as one of the Six. She helped farmers by bringing rain to the lands suffering from drought, she helped sailors by calming the raging seas to give them a safe passage, and she helped the ills by curing them with her blessed water. Among the Six, she is considered as the Goddess of Agriculture, the Goddess of the Sea, and the Goddess of Healing. Phione mainly worshipped her because Goddess Cordelia is very well known to be a native from here."

She then explained about the God of Wind. While less than Cordelia, she seemed to also favor this God judging by the excited look on her face.

"Secondly, we have the freedom loving God of Wind Gildor. He was a famous traveling Elven artist in his mortal life, enamoring many people through his mesmerizing songs, dances, and paints. Old tales said of how he is both curious and friendly, always sharing and seeking every wonders the world could offer. Most only thought of Lord Gildor as an eccentric and handsome Elf in the beginning, but time had ensured his works to be among the greatest arts you can found throughout Altaria. Among the Six, he is considered as the God of Beauty, the God of Arts, and the God of Connection."

The next God is one of Earth. Here, Zarya's stance became firmer and you think she is trying to make her voice sounds confident to help you easily visualize the God in question.

"Next, we have the ever reliable Hardrak Irongift. If you find the name familiar then you must have recognized it from the recent news about our soon to be Dwarven guests. Hardrak the God of Earth is the uncle of Cragmar Kingdom's current High King Horrak. He was the best Dwarven blacksmith in Cragmar while also being it's fiercest fighter. He is famous for his action of jumping out of the mountain alone to save Akhti and the rest from hordes of drakes, the story had practically been retold countless times in many bars and taverns. The people loved Lord Hardrak, the Dwarf's even more so as he is the first Dwarf to had ever ascended to Godhood in known history. You can see signs of him inside forges with Dwarven influence. Among the Six, he is considered as the God of Strength, the God of Mountain, and the God of Craftmanship."

Now, Zarya expressions became troubled. She spoke slowly and carefully. As if she is uncertain in how to best describe the Goddess of Light to you.

"After that, there is Athanoss the Goddess of Light. She is a Serpentine Scalekin who eludes many including us from the Temple with her actions. According to the Sacred Text, Goddess Athanoss was the most vocal of Scalekin who wished for Akhti and the rest to leave the Serpentine land yet when they do so she for some unknown reason followed. She was described as both calming and chilling, always patient to hear about people's unreasonable opinions yet will not hesitate to kill a child. Strangely she was also being associated with aspects of Law and Order which can be seen in the Snake themed Court Rooms of Phione. Among the Six, she is considered as the Goddess of Truth, the Goddess of Redemption, and the Goddess of Justice."

This time you can clearly tell how Zarya had mixed feelings about the next God. She doesn't seem to hate him, but she also doesn't sound like she is comfortable with something about the God. Is the God of Darkness existance was also full of controversy like the Night Twin?

"Then, we also have the God of Darkness Cormac. He is the most fearsome God among the Six and arguably the oldest. He is a Crow Beastkin who had fought during the Beast Wars. Akhti and the rest sought out his help because he was the only one who had known the way to stop the immortal Elemental Lords. If you had ever wondered why us people of Phione buried money alongside our dead then it is because of him. Lord Cormac was known to appreciate worldly possessions thus the reason for the Crow image in our coins and why we buried them. Among the Six, he is considered as the God of Hunting, the God of Fortune, and the God of Dead."

The last God she explained is the God who ruled over flames. Her mood is now up again. Describing the apparantly Chief God among the Six with nothing but positivity.

"And finally, last but not least we have Lord Akhti himself, the God of Fire and the one we will be celebrating the birth of tomorrow. Just like the Goddess Cordelia, Lord Akhti is a Human God. One who embodied Courage, Martial Prowess and most importantly the Sun. He is a wandering Hero during the Convulsion of Nature. Traveling from place to place and saving people from the rampaging Elementals. He is the one who banded together the rest of the Six Elemental Gods and is the God Chief of their Pantheon. Among the Six, he is considered as the God of Bravery, the God of the Sun, and the God of Battle."

And that was all. At the end of it Zarya looked like she needed to take a couple of breaths due to the small exposition she had just aired out, but for the most part she just looked content.

"That was very interesting Zarya. Thank you for spending your time with me." You said to her after you finished digesting the information being given. There's a lot to unpack from her explanation, and you would need to review some of them more throughly when you returned back home. This Cormac in particular sounds dangerous. You would very much like to ask a few more questions about him.

Sadly however it is starting to get late. You did not want to bother Zarya too much and you really do want to investigate the church tonight if at all possible.

The Head Priestess seems to notice your intention and thus began to retrace her steps back the way you both came from. Seemingly wanting to escort you out.

"Leaving so soon? It does approaching the time for dinner, but I can't exactly stop you. I do hope you find my faith to be worth following?" Zarya said to you with an eager smile.

"I will think about it." You replied in a noncommittal tone. You don't think any Gods will ever accept a Necromancer like you. "It has been a pleasure Zarya."

"The pleasure is all mine, Miss Vecna. Though can I ask you something before you leave?"

"What is it?"

"Would you like to spend your time at the festival with me?"

"What? Why?" You asked her. Surprised at the invitation that came out of nowhere. Her reply however just makes your heart ached.

"You looked like you can use a company."

"...."

You can't say anything for a while. Are you really just that obvious? You know you hadn't been exactly open to others as of late, but that was intentional. You can't be making true connections with anyone when you need to always keep up your facade. No matter how exhausting it is to you at times.

You thought you had been hiding it pretty well behind your indifferent persona, but has it really been affecting you that much?

Zarya is still waiting.

"I..."

[ ] "Accept." Maybe it's okay to loosen myself up for once?

(Will spend the Event: Blooming Cinder with Head Priestess Zarya. Relationship with Zarya Lynn will begin at ☆☆☆.)

[ ] "Decline." While I could try to open myself up more to others. It doesn't meant it has to be with Zarya.

(Will spend the Event: Blooming Cinder with Team 8 while on guard duty. Relationship with Zarya Lynn will begin at ☆☆.)

Again I need to cut an interlude down, but unlike before I am quite satisfied with this one.

The reason for her invitation is because of your timing. If you had picked this a turn earlier then she wouldn't have given it.
 
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