I'm thinking of closing the vote in 24 hours, possibly an extension if there are complications. I'll clarify here in case anyone did not get to read the edits/changes I made that the funds/purchase vote is now a plan vote. You may put in as many options with however much Deirdre's wealth can buy, include one option only, or to vote for Deirdre to not buy anything at all. You also do not have to vote on this.
There is also the whoever is calling you vote, which will give a little sidequest throughout Volume 2. Choose whatever sounds most interesting to you at first glance, as it'll be there mostly to add flavor and won't deeply influence the main events in Yashima. While there's a lead, I think there's enough potential voters to overturn it. You can just vote on this choice if you're unsure on the funds one.
Once again, sorry for the confusing vote. Another learning moment for me as QM. If the funds vote is still confusing/inconclusive by tomorrow, I might just work out a minor bonus or something as an apology.
[X] …an old, but familiar number. One of the "therapists" you've seen occasionally in recent decades is calling.
[X] Plan Adventurers for Hire
The amount of people willing to come along the expedition for some credits is staggering, and you obtain more capable bodies that you thought possible. Some had to be turned away, but you weren't too picky. Many of them were groups of disaffected youths or grizzled veterans, both out of place in modern society. Others were more professional forces lacking job offers and opportunities in the past decade. A few were more… political in nature, but were accepted once they proved themselves to not have ulterior motives.
You warned many of them of the dangers and the large probability that they'll likely not be doing anything glamorous, but most stayed the course. It… puzzled you, but you decided to take it as a blessing of the Light instead of thinking about it further. After all, there are still things you need to do. You step into a meeting room, clearly something put together to meet with others without sensitive information being given away, and approach the merman sitting at the desk.
Archie grins as he shakes your hand. "Good work out there. I couldn't think of a better way you could have handled that."
"Truly?" You say, a little skeptical. "I failed to secure a unanimous vote."
He sits back down at his seat and plays with a mini-globe as he says, "It's fine, the nations rarely agree on anything. Sindhu and Wilwatikta have something going on, I think. Mostly just political maneuvering. Would've needed something special to get those bloody politicians on your side."
You file away that information for later. It could just be mundane politics, but there's always the potential for it to spiral into something more. The two nations were low on your list of destinations due to their relative stability. A perspective that might need some mending, but for now you have something more pressing to focus on.
"Anyways," Archie says, his mind operating on the same wavelength as yours. "I promised you assistance, and you'll have it. I'm finally seeing eye to eye with the higher-up pricks. They took the chance to publicly announce the group to ride the wave you've started."
He takes a few files from below his desk and spreads it out in front of you, all of them of moderate length and size.
"They've all shown interest in coming along and gave permission for you to look at some of their files. Like I said before, we'll allow you to only take two along, though… there is a case where you may take three if you choose to do so. Anyways, take a look. You can make a decision now or take them with you to think more."
Carefully taking one of the files, you run your eyes through it and begin absorbing the formal and clinical text describing their capabilities, personalities, and background. As you read further, your estimation of them grows further. This is a force to be reckoned with if ever brought to bear on a foe. More than that, you can see room for expansion. Avista only has so many exceptional individuals. There are many more that could fit this if given more reach…
For now though, you simply have to choose who will aid you on this expedition. While there is a limit to how much two people can truly do, the people from this list certainly risk breaking past it. Simplifying everything you've read into a few short descriptions, you tap the files with your finger as you think. Who shall you bring along…?
Choose two options. The two with the most votes will come along with you.
[] Jellyfish
Name: Classified.
Alias: The "Jellyfish"
Race: Merfolk
Information Summary:
The Jellyfish is a (in)famous special operations member of the Avistan military who has completed many missions thought impossible. On three separate occasions, he has been confirmed killed before resurfacing years later. Many of his missions and personal details are classified, and you suspect that he engaged in what you distantly know are "black-ops", but it is made known to you that the merman has had conflicts with the Avistan government and joined the UP in an attempt to move away from them.
He is skilled with many different weapons, martial arts, and even some magic, though mostly in how to counter it. Having started as an underwater operative, his skills in aquatic environments are unparalleled, which may be useful in a nation surrounded by water. He is effective anywhere however and can adapt to any situation or enemy, mundane or magical. The merman is an efficient and deadly killer who may be the best in the world in leading a small task force, and having someone so experienced in modern conflicts and matters may be invaluable.
There is a question of whether his talents may be more effective than others in defeating monsters and exploring whatever has changed Yashima so drastically, but you conclude you can't go wrong with choosing him. Someone who you suspect might've helped prevent wars from erupting and dangerous regimes from being solidified sounds like the kind of person you can use.
[] Paragon
Name: Willow Mallory
Alias: Hand of the Beholder, Paragon
Race: Human
Information Summary:
Willow Mallory is a Paragon of the Light that lives in Avista, and one of the few with a large focus on combat. Paragons are those seen by the Light as exemplifying a certain ideal or value of the faith, and typically follow a single deity. They enjoy a degree of independence from the institution, but their influence varies depending on how much they care about politics.
This Paragon however worships a… god of darkness and despair, the Beholder. Many divinities have fallen under the umbrella of the Light, even ones whose domains cover darkness, but there is no denying that there remains a stigma on certain gods. The Beholder especially is one with controversial origins, with grisly and horrifying tales surrounding him. Willow, however, proudly displays the symbols of her god and wields his greatest relics, including a divine spear said to pierce through any "veil". Having already been a social activist, supporter of sophontarian efforts, and fighting various threats before she was named a Paragon or joined the group, she has earned a large following despite her divisiveness.
Seeing her picture, you can clearly see the influence of her faith on her appearance with black lips, dark and strange clothing, and skin as pale as humanoid vampires. Symbols of the Evil Eye are painted around her own. As an adherent of the Light yourself, you're a little skeptical… but her resume speaks for herself. She is powerful, determined, and charismatic in her own way. As a Paragon, she also would likely command respect from the many Light adherents accompanying you on your journey, and provide a figure other than yourself they may follow.
[] Alloy and Shift
Name: Hedda and Sigge
Alias: Alloy and Shift
Race: Giant
Information Summary:
Fraternal giant twins born with a love for technology, they quickly made a name for themselves with their inventions and displays in conventions and social media. They were heralded as the future of Avistan technology, able to perhaps compete with Yashima, before the Impact happened. Many tech CEOs and leaders at the time saw it as an opportunity to steal the secrets of Yashiman technology. The twins protested against this, but many saw them as being jealous and naive.
With their support drying up due to many losing their interest in them, they worked in obscurity until suddenly making their debut with new power armor and mech suits. They had a short stint as one of the many activist groups in Avista mostly focused on fighting against big tech corporations until being recruited by Archie and the UP.
While both twins are bright minds, they have different fields they specialize in, and it shows in their suits. Sigge prefers an intricate, almost biological suit from what little you understand from the images focusing on transformations and mechashifting. On the other hand, his sister clearly takes a "bigger is better" stance and has created many monstrosities of steel with ridiculous strength and explosive power that can be remote piloted and controlled. Archie has allowed you to take both of them and another if you choose them, and their technical expertise may be very helpful. You have doubts if they are truly reliable in a combat situation however.
[] Omen
Name: Asbolus
Alias: Omen
Race: Centaur
Information Summary:
Taken in as a foal by alerion parents, he did not manage to spend long with his new family before losing them in a disastrous event. His parents were involved in studying the Lost Continent, and perhaps irresponsibly believing their research facility to be safe enough, brought him along. While the details of what caused the facility to be destroyed is still unknown, Asbolus was found in a pod a distance away from the wreckage alone and terrified.
It was soon discovered that the event… changed him in some manner. He seemed to sometimes know when something may happen, and has a strange sensing ability not properly understood with regards to conventional understandings of such abilities. Asbolus was soon taken out of school after certain episodes that caused him and others distress, and he has been taken in and educated by researchers assigned to him ever since.
Several files are classified as to how exactly he joined Archie's group, but it is revealed to you that he is more than an unfortunate seer. He has combat-applicable powers and the ability to cause various esoteric effects on others. It functions like magic, but there is some argument that it isn't, and that the energies and forces he wields is "something else anomalous in nature". To you, he seems untested, unreliable, and probably someone who shouldn't be going somewhere dangerous, but after assurances from Archie that this is all done with his permission, you are forced to admit that there may be some benefit in bringing someone along who may understand something about the Impact no one else can.
[] La Encantada
Name: Beatrice Rossi
Alias: La Encantada, Pedra Moura
Race: Myconid:
Information Summary:
Beatrice is a young adult myconid who recently descended into the Mourama and became the most recent Pedra Moura, and presumably, the only living one. Though her instructors and peers recognized she had talent, many thought her laziness and lack of passion would prevent her from ever realizing her potential. No one knows what caused the apathetic myconid to risk her life in the Mourama nor has she given her reasoning, but as soon as it was known, she dropped out of her academy and easily defeated those trying to stop her.
She now lives with her parents in their basement, seemingly without a career or job. When approached by Archie's agents, she easily agreed to the offer, though seemed mostly interested in the credits they were willing to pay her. Beatrice doesn't seem to be spending it on very much or doing much of anything at all however. She seems to just sit in her parents' basement and contemplate whatever is consuming her mind. However, there is no denying her magic. The perspective and power of the Pedra Moura would be very helpful regardless of her quirks.
While she may not exactly lead the other mages sent by the Magi Society, they may chose to gather around her all the same. With how you know mages tend to work, they'll likely figure something out after a few explosions. As you read further information about her, your eyebrows furrow. Her capabilities are… vast, and difficult to understand. Something to do with particles, splitting and fusion, gravity, electromagnetic forces…?
Therapy. It is a concept you still don't know how to feel about. You are broadly aware of what it entails, as there have always been some measure of guidance in communities, usually spiritual in nature. Such things were usually based in a community however, with troubled individuals going to a trusted and well-respected figure. Either that, or they were explained away as a quirk or fault of a person that cannot be treated. Or as curses and possessions in worse cases.
Either way, people did not just… work through their struggles directly, if they even identified it as a struggle like modern psychology has. To approach a complete stranger and have them identify solutions to the problems in your life is a concept you can't help but shake your head at. What did they know? What gives them the right to comb through someone's life if they've never experienced anything they did? Change and growth… they always came from difficult journeys, where you'd grapple with them and had to overcome them in perilous situations, didn't they? That's what you and your companions always did.
Then why are you still like this? Why are you still here? Why are you still here? Why why why are you still—
You stop, close your eyes, and take a deep breath, loosening the hand you were about to smash into a tree trunk. Right. Perhaps you are the one who doesn't know anything about how to deal with their problems. The problem remains however. How can you find someone who can aid you?
Even with other races, they struggle finding therapists who can understand them. While people generally share many commonalities, there are still many subtleties and cultural differences with each race that differentiates them. From what little research you've done, therapists and psychologists either specialize in their own race or have to study all of them, similar to medical doctors.
There are no elven therapists. There has never even been one before. You attempted going to a few mortal ones out of a mix of curiosity and desperation, but it simply didn't work. Either they didn't understand you at all, or they wished to understand you a little too much, treating you like a research subject rather than their client. This persisted a few times over the recent decades, as you occasionally found the urge to try meeting with various therapists before tiring of it.
In all that time, you've found one where, even if it wasn't perfect, was at least interesting. You rarely meet with him, but the fact that you've met with him more than once says enough. Unlike most therapists you've met, he resides deep in one of the forests in Tarshish. There are clear paths to him and the forest has long been inhabited, so it is not dangerous. Whenever you have an appointment with him however, he likes to make things… strange.
As you go deeper into the forest, mist starts obscuring more and more of your vision. When you can barely see more than a meter in front of you, you stop and stretch your senses, feeling the familiar looseness and airiness that comes with dipping into the Currents. A soothing sensation runs through your body, as if all weariness and aches have disappeared. This isn't the Abyss-charged environment you encountered back in Sumeri. The forest is a carefully tended area with a smoother connection to the Currents than most places in Orbis, serving an important role in maintaining the balance between the two realms.
Basking in the feeling for a bit, you notice a glowing rune form on a tree not too far from you. Stepping towards it, you run your hand over it and watch as a small trail of faint green light coalesces, creating a path. You follow it and go from rune to rune as they form on more trees. Each time it is activated, a tinkling sound echoes through the forest and removes some of the mist around you.
After your first session with him, he's employed this strange method in your recurring meetings. You were doubtful and a little annoyed at first, but was pleasantly surprised at how calming it was. He claimed it was to mimic a "mini-adventure" of sorts, as he theorizes that your psychology not only drives and forces you to adventure, but rewards it as well. Since exploration is often a long-term and broad affair, it's not something you usually notice. In short bursts like this though when you are already troubled, you grudgingly admit that he may have a point.
So it is with a light heart that you rest your hand on what you know to be the final tree, ready to start your session.
"Hello, Dr. Rallis."
The tree rumbles, reverberations running through the ground and your body as he stirs. You can't see his "face" exactly from where you're standing, but you know he's slowly opening eyelids of bark and blinking to get rid of any debris. Dr. Rallis is a sylvan, but one of the rare few who was buried when they passed and underwent a rebirth as a treant. They are unable to move and eventually will regress back into a regular tree, but it is a truly magical phenomenon that still isn't fully understood.
"Ms. Pathstrider," he starts, professional with a tinge of warmth in his voice as always. "I'm glad you've decided to make time for this. Did you encounter any difficulties on the way here?"
You shake your head as you sit down and look up at the canopy. "None. It's as peaceful as always."
He chuckles, branches and leaves rustling as he does. "I'm glad. The past few weeks must've been quite tiring for you."
Instead of responding, you lean your head against the bark and close your eyes. Dr. Rallis waits patiently as you collect your thoughts. He quickly learned that you prefer not to engage in too much friendly small talk or answer many questions at first. It isn't that you are unable to or don't enjoy it sometimes, but it still doesn't come very naturally to you. You especially feel awkward about it in a paid session with someone that while you respect, you don't consider a friend.
"Yashima awaits," you say instead. "It's strange. There was so much attention put on opening the way there… but I've already been to Yashima before, several times. It was a place that's always existed in my mind as somewhere I can go whenever I wish to."
"Have you been there many times?"
You shake your head. "No. It's always been a long journey there, and it was not as if Kiengir ran out of things to explore often. It would not be inaccurate to say I've visited realms in the Currents more often than Yashima."
Dr. Rallis hummed, "Yashima seems to still hold a place in your heart. You spoke with passion and fervor in helping them, and from what I watched, it was more than simply duty driving you. And if you wished to simply explore there, you did not need to campaign for long weeks for aid to be sent."
Your head dips. "... there are many I've known who would've haunted me if I continued to ignore Yashima. Who are haunting me."
The ent remains silent for a moment as you sit there and listen to the thrum of life from under his bark.
"Would you be willing to share who they might be?"
You start, a little surprised he asked. Most people simply understood the implicit meaning and decided not to ask further. Put on the spot, you quickly try to recall a few faces.
"There was… a scholar, of sorts, who had encountered some trouble. I helped him and his escort then served as guide. He asked a lot of questions, but there was a clear love for his home in Yashima. That's when I first visited the land. He was very excited to be the one guiding me that time."
"Things are a little misty after that, but I remember an exiled rōnin I once befriended on a journey. I was with a group then, and after a while, we returned to her homeland to settle a dispute with her lord. It was a bloody affair, but she seemed at ease for the first time since I met her when she settled down in a village with a childhood sweetheart."
You wrack your mind for a bit on the last one. "The most recent Yashiman I journeyed with was someone on the run from one of the more historically recent Shogunates before their technological revolution. He was a child daimyo of a clan that fought against the new Shogun and was guarded by the sole survivor of his retinue. There was a terrible sadness within him whenever he thought of his home, and he eventually decided to travel back alone with his guard despite the dangers. I never heard from him again."
"There are more," you conclude. "And many non-Yashimans who would have gone there without hesitation. Yet they are gone, and it is only me here."
"You've done remarkably," Dr. Rallis says softly.
You hang your head further, a mixture of feelings that you've kept from bubbling to surface all this time finally breaking free.
"Ms. Pathstrider… it is clear that the roots of your past companions' influence runs deep. If you would allow me to make a metaphor, they form a great, vast garden within you. It gives you life and nourishment in more ways than one."
The tree rumbles, "But it must be tended for carefully. A garden cannot be like the wilds, allowed to grow or wither on its own. And you cannot constantly be overseeing it, adding and influencing it until it no longer resembles what your original vision of it was."
Raising your head back up, you stare at the small glimpse of the treant's face you can see looking down at you.
Dr. Rallis continues, "And there's more as well. I watched your speech closely. Though I do not doubt your sincerity, you were holding back something, were you not? Something is bothering you internally from this, and I suspect it is something to do with your calling. It is why I gave you a call."
"Tell me to stop if I am wrong," he says, and after a brief pause, goes on. "This Yashima expedition is somehow conflicting with your 'directive' and causing some form of mental stress and anxiety. I have some thoughts on the how, but would prefer to hear you recount what you experienced first. If you are willing, of course."
He does not press you or start listing terms you don't understand after that, leaving you to your thoughts. Your eyes close again as you think on what he said and the growing restlessness you've been feeling. You suspected something similar but didn't quite put it like he did. Your focus, your calling… it's a broad one with flexibility in its interpretation, but it is still a directive. Just because you are moving around doesn't mean you are "exploring" and "adventuring", and it seems your body has been reacting to that more and more. With all the new ways of interacting with the world in these new times, it's been getting worse and worse.
The issue is that it doesn't seem to be the same feeling you get when imprisoned in a cell. There's something else…
"...Dr. Rallis, I have a strange question to ask of you," you finally say, eyes still closed.
A low rumble answers you, the ent giving his affirmation.
"What… what would you consider 'you'? How do you define yourself?"
The hum he lets off echoes for a moment as he mulls it over.
"I am a treant who wishes to see his many great-grandseedlings grow into happy sylvans they can be proud of."
You open your eyes and sit up a bit. "Not your status as a renowned therapist?"
"I don't deny that I am one," he says. "It is my profession, however. One that I take seriously and am passionate about, but it is not what I would consider 'me'."
Eyebrows furrowing, you stare ahead as you ask, "But your family is?"
He chuckles, "My role in it, of course. I understand how it may be seen as similarly external as a career, but the care for my family forms the roots for many of my motivations and other actions. I studied psychology because I wished to help them with the battles I couldn't fight for them. And it was a convenient profession after I became someone who couldn't move, of course."
You… didn't quite understand. Not that you didn't know the feeling of caring for a child, but the idea of seeing that as part of yourself isn't something you can comprehend doing for yourself. Shouldn't someone's identity and image be something a bit more lasting? Not something that changes or can be taken away from you…
"Of course, everyone has their own answer to the question, even if they don't quite know it yet," he muses, before continuing in a casual tone. "What about you? You've given it some thought, it seems."
"I…" you start before trailing off.
Several words bubble to the surface to be uttered, only for you to catch them and throw back down into the depths. Elf, adventurer, traveler, Deirdre, friend, archer… these are all true things about you, but it somehow doesn't feel right. Did you honestly feel like those words described you, or is it the force that drives you to be those things making you feel that way? Your name was always known to you, and you never knew a day where you did not know how to use a bow. You being an elf is why you are like this.
Do you even have free will? You don't know how to answer that question. But if you don't, is it possible for a creation without free will to consider themself a person?
Suddenly feeling something flicker in your head, you raise your hand to it and mumble, "I d-don't…"
"Shh…" Dr. Rallis let's out. "You don't need to have an answer. Ms. Pathstrider, if it's alright, I'd like to share a few of my thoughts."
You nod, a little numb but taking comfort in his words.
"First, your current condition. I believe something about how you were 'constructed' is unable to fully adapt to modern life, with all the new situations and variables it adds. Do not fear however, I believe the fact that it is struggling demonstrates that it isn't some absolute force dictating how you live your life."
"Second, your thoughts and existence are your own, and nothing else's. You are a living, breathing being of this world with their own feelings and battles you must fight. Do not forget that."
"Lastly, I realize that saying this alone will not make whatever ails you go away, nor do I believe we have discovered everything there is to know about it. Therefore, I 'd like you to keep this conversation in mind during your expedition. Do not dismiss your distress or panic over it. Keep track of it when it occurs and note down everything you can about what caused it. When you return, we may discuss it further."
Breathing in and out, you run your hand through the bark and remain silent as your body slowly releases the tension it just held. He is right. His words don't immediately make you feel better, but he has laid out a path for you to walk on. You don't know where it leads, but you hope it will at the very least provide answers. These are questions you and many other elves have never really asked, but with so much time having passed now, it seems to be only things occupying your mind at times.
"... thank you, Dr. Rallis."
You can feel the treant's smile as he speaks, "I am here to help you through this, Ms. Pathstrider. We will get to the root of whatever is ingrained within your being. This I promise."
You lie down and stare at the evening sky in the clearing you find yourself in. Not long after your session with Dr. Rallis, you scheduled some time for yourself and simply… wandered until you felt like stopping. Clearing your mind of all the worries and stress that have accrued over the weeks, you soak in the atmosphere and take the time to just exist. No one to bother you, no technology you have to deal with, and no decisions you have to make. Just the nature that has always existed around you and the air that you are breathing in, and out.
In, and out.
In, and out.
In, and out.
In, and—
You jump up the instant you feel a flare of magic wash over you, peaceful rest disturbed. Bow in hand, you focus your attention on whatever is coming. Mind racing on what this might be, you don't have much time to figure it out as something appears before you, and sheer, utter befuddlement consumes you.
Choose One:
[] A celestial appears before you, perfect and divine as they manifest and shine a light in the clearing. Two great, metallic wings unfurl from their form and reveal… a surprisingly mechanized form, sleek metal with numerous symbols lining them forming much of their body. Their beautiful, silvery face stare down at you impassively as you gape at the sight.
[] Horrific wails blasts your ears and send you to your knees as spectres stream into the clearing and push past you. You recognize them, banshees! You struggle to stand and take your bow out, but you realize that they don't seem to be attacking you. After a few moments, a path is made through the apparitions to reveal a black hound stepping inside the clearing, eyes peering into you.
[] A flying mechanical suit flies towards you before crashing into the dirt with a powerful enough shockwave to send you stumbling. Keeping your eyes on the short, stout figure figure, your look of confusion shifts into a sneer as the helmet unfurls to reveal a bearded face, teeth immediately clenching as you draw an arrow to pierce through that power armor. Short, stout, bearded, and infuriating, you know exactly what this is...!
AN:
And that is (mostly) the end of the United Peoples arc. This was an arc I was very excited to go through, but now that I have finished it, I'm sort of conflicted how it went down. Combined with the Volume 1 Epilogue, we had almost ten updates with Deirdre moving around the world and talking to people essentially. This was something I wanted to do, and my original vision for the quest was a lot more slice of life/low-key, but I've been feeling as if it's not been very interesting or active.
Of course, the quest format does promote progress and moving forward with things, but I think this is more a personal issue with me in figuring out how to implement slower, worldbuilding parts in the quest. I genuinely have no clue though since I write and edit this alone before posting. Did you like this stretch of updates from the Volume 1 Epilogue to now? Would you want to see more of these kind of updates later, or would you prefer I jump into the core issues of the volume quicker and try to integrate a little worldbuilding with that? Am I just imagining things?
I know asking this is a bit weird, but after the last few updates, I'm a bit wary of trusting what things sound cool in my mind. I would appreciate any thoughts on this, positive or critical. Anyways, despite taking so long, I did enjoy finally getting to let out a bunch of things I've been keeping in my mind during Sumeri, and I hope there were parts you guys enjoyed.
The therapy section took me a while to figure out. It's definitely not what a normal session of therapy is like, but I justified it as being especially tailored to what Deirdre needs and is receptive towards. I spent a long, long time on the hero selection even after having concepts of them ever since the start of the quest, ESPECIALLY their names, and I still somehow feel dissatisfied with it. And yes, that last option on the second choice is exactly what you think it is(I'll clarify later if people don't know). Each option will tell you something different about what's happening with Yashima, so pick whatever sounds interesting.
Also, I'm planning on releasing a little sidestory update on some of the mercenaries you guys just recruited. It should've been part of this update, but it just didn't fit well with it.
Four giants dressed in sleeveless shirts and shorts flex their muscles at you, arms and legs thick enough that you'd struggle to wrap your arms around them. They have some sort of… practiced routine in which they synchronize their poses.
"... are you four aware of the dangers involved in this expedition?"
The leftmost giant grins. "Of course! But we can bear the weight!"
"We will spot each other!" The middle-left giant adds.
The middle-right roars, "We don't skip any days!
"We've got the cardio to go on and on," starts the rightmost giant, and then he winks. "And the stamina to last."
Eyebrow twitching, you briefly consider refusing them right then and there, and sigh internally when you realize you really can't turn away anyone willing to risk their lives for this. Like it or not, strong giants such as these four would be a large boon. You take out a few forms from a cabinet and slowly slide them over the desk.
"Very well. Read this carefully."
"We are the Magi Magi Girls, and we can help dispel the great evil and darkness inflicting Yashima!"
You squint at the three women, not girls, sitting before you. One of them is a human that seems to be entering their fifties and is currently glaring at everything as if deeply dissatisfied with the world. Another is an ogre in her thirties sitting prim and proper on her seat, looking around with an expression that screams she would sniff at the accommodations if she wasn't so polite. And in the center is a gnome with bright pink hair smiling cheerily at you as she stands on her seat and points forward dramatically.
"... really?" You question, trying not to sound too doubtful. "Do you three have proof of your capabilities?"
The gnome's face falls slightly, but the human cuts in, "Bah! The Magi Society are a bunch of stuffy old men with no idea of how magic works!"
"Indeed," the ogre says. "There are many practices and ways of performing the mystical arts that the short-sighted and narrow-minded fools they confer the title of 'Archmage' to do not recognize or comprehend."
"Yeah! We've all got our own ways of helping. With the power of love and friendship, nothing can stop us!" The gnome cries out, enthusiasm restored.
You can't resist sighing as you lean back and stare up at the ceiling. While you wish you had never heard of these people, you distantly remember Clara telling you of these "Magi Magi Girls" who recruited many "witches" and "magical girls" around the world, though they go by several names. Apparently they share a love for astrology and various herbal remedies, forming communities that they can connect with each other in.
That is all well and good, but it's a different story taking these people with unknown magical prowess and knowledge to an actually dangerous location. You do sense magic from them, and the manner in which they control its flow around them speaks to some expertise, but that doesn't tell you much. Still, you have quite a few capable people already, and whatever differing perspectives you can bring to the table may help. Taking out three forms, you slide them over to the three women.
"Very well," you say, ignoring the happy squealing from the gnome. "Please read this carefully, and know that you may back out at any time."
"Excuse me, but are you really the age you say you are…?"
"Huh!? Well, yeah! Look, it says so on my ID!"
You take the "ID" from the very young-looking lacerta and look over it. Not only does it not have a proper magical seal or signature, the physical details are all wildly inaccurate. You highly doubt that he is in his early thirties, and it seems he was very generous with recording his height. Setting it down, you look over him and his crew, all nervously looking at each other as your skepticism becomes clear.
"Young one, I do not know what possessed you to do this, but this is a very dangerous expedition. There is a real possibility that no one may come back alive."
He growls, "Listen, lady, I'm old enough to look after myself and—"
"Why?"
"—I can, huh?" The lacerta pauses. "W-well, we all need the money. We ain't got people to look after us."
You raise an eyebrow. "And this is the opportunity you've chosen to make some?"
He looks at his fellows and seems to hold a silent conversation with them before turning back to look at you.
"Uhh, well, yeah," he says, stuffing his hands in his pockets. "Ain't nothing for us dumb kids. We've been street scum all our lives, but we still got those who have a chance of getting out of that if we can make bank with this. And you pay half of it before it all starts, yeah?"
"Yes…"
"Look, we didn't finish school, but we can do things. Whatever you and the Yashies need. We can fight too. I beat the shit out of a buncha larger guys before. Please, this is a once-in-a-lifetime chance…"
You lean back, conflicted. If Clara was handling this instead of you, she would've refused them flat-out. It's probably what you should do too. Whatever their situation, they are still young. Who knows what lies in store for them in the future?
Still… you look at these people on the cusp of adulthood or slightly beyond it, and faces from the past flicker in front of theirs. Life doesn't wait for a predetermined age for it to strike someone's gut, and you've known many who have journeyed with you at younger ages for all sorts of reasons. Modern sensibilities tell you that this is wrong, but when have you, as an adventurer, ever listened to sensibilities? They certainly didn't save these young ones from a life of poverty and hardship. And it's true, a chance like this doesn't come often…
You take out a pile of forms and slide it over to them, "Read this, carefully. I won't let any of you take up any combat roles if I can help it, and you are to listen to what others say, understand?"
For a moment, the lacerta boy just stares at you in shock, until he jumps for the pen and form.
"Thank you so much, Miss! You won't regret it!"
You aren't sure about that, but perhaps to ease your conscience, you take out a few credits from your bag and slide it over to them.
"Buy some food and do what training you can. Whatever work you'll find there, you'll need to be as fit and sharp as possible."
Hoping this isn't a terrible mistake, you watch as the young ones chatter excitedly amongst each other, sharing what they'll do with their money. There have always been the poor and destitute, but you wonder…
You resist the urge to put your head in your hands as you take in the sight before you. To your left, a contingent of myrmidons stand at attention, their every movement perfectly coordinated. The chitin of their carapace is shined to perfection, with their upper half standing upright holding firearms while their bottom half's four legs all rest on the same exact angle.
To your right, a myceli delegation waits patiently for you to start off the meeting. They look mostly similar to regular myconids, but have spores and cordyceps covering various parts of their body and lack a certain… active awareness their cousins have. These are myconids who willingly became part of the "Mycelium", led by sovereigns that linked their minds and emotions together.
Oh, and the two peoples hated each other.
"... greetings, honored delegates. Am I correct in assuming that you have answered my call for aid?"
The myrmidon in front, a significantly taller one compared to those behind her, steps forward immediately and speaks, mandibles twitching.
"Yes. Empress-Queen praises your wisdom, Lone Queen. Empress-Queen willing to offer many children of the empire to aid expedition for reasonable price."
"Bodies to be sacrificed… no doubt…."
Quickly turning to the myceli who just spoke, she does the closest thing to a sniff you've heard a myrmidon do and retorts with, "This one recommends you dismiss mushrooms. Slow and useless. Will only waste resources."
"Lone Sovereign…" the purple-green myceli at the front speaks up, ignoring the myrmidon. "The Grand Sovereign was touched by your message of unity. In these times… the United Peoples brings all peoples and races together into... one great union. We wish to do… our part."
"By spreading disgusting spores everywhere they go."
He turns around this time. "We abide by the accords… unlike you…"
"Border patrol disagrees."
You raise your hand. "Enough."
They fall silent as you mull over their words. For a long time, the myrmidons were seen as little different compared to the other monsters that once roamed the land. Worse than the orcs and trolls, they represented a mindless, all-consuming swarm. Many found the myceli unsettling as well even if they stayed in their courts most of the time, especially after seeing some of their "conversion" rituals and processes. The myconids who broke away from the circles certainly thought so.
If the two collectives were not embroiled in a bitter conflict for millennia, you suspect some king or emperor would've called for an "extermination" at least once. Instead, many kingdoms and polities carefully chose to steer clear of the never-ending war. It was only when the two sides appeared as if they would create another Mana Scar that the newly-formed United Peoples stepped in to mediate and ease tensions. It was the UP's first major success, and partly why the organization still maintains significant influence despite their increasing skittishness to get involved in matters of politics.
Regardless, if the two peoples can be convinced to cooperate and come along this journey…
"Due to the… unique nature of this situation, I would like to know if both sides have something official for me to verify your offers?"
You highly doubt this is a deception of any kind, but it lets you move past their bickering. The two of them hand over letters with an official seal, its authenticity proven when you feel for its magical signature. Breaking the myrmidon's letter open first, you run your eyes through the extremely neat and elegant cursive writing of Common, something no doubt a worker myrmidon was specially trained to write in.
Dear Lone Queen,
We are moved by your words and quest to reintegrate Yashima into the world's nest. Orbis should stand united against threats seeking to create a second Lost Continent and the slothfulness seeping into our leaders. In our lands, we would depose such queens swiftly, but we understand the need for moderation in a larger community of separate minds to foster harmony.
As a gesture of good will between nations, we have embassies containing a colony representing our interests and demonstrating how we may aid in matters between individuals. Yashima was no exception, and we are deeply concerned with the fate of our lost colony there. Normally, we would demand a fair fee or exchange in order for others to loan our services, but we shall give a significant discount in this case.
While we regret not simply lending you members of our nest, we prefer to act under the pretense of still needing to, in some way, barter for our services to other powers. We take great pride in our capabilities in building infrastructure and combating our enemies, but the myrmidons cannot be seen as convenient laborers. As Empress-Queen of all myrmidons, we recommend not spurning this offer.
The price is as laid out….
You skim over the small details and set it down, slightly bewildered but satisfied. Economics aren't your forte, but you know enough that this is an extremely generous offer. It's with genuine interest that you break open the myceli's offer and read over its contents.
Dear Lone Sovereign,
The Circle of Sovereigns respect the wisdom that you have displayed at the United Peoples. We too are deeply troubled by the Impact and its implications, and our long meditations on the matter have yielded little information on its nature. It is as you said in your speech, we must confront the fear in order to overcome it.
We have always wished to spread peace and share our perspective with others, and so we have established several circles in other nations. Yashima is among them, and we have learned much from our connection to their culture and people. It would be remiss of us to not aid them in their time of need when an opportunity like this presents itself. Our severed connection with our fellows in Yashima concerns us greatly as well.
It is with our deepest regrets however that we must ask for monetary payment. Though worthy, this expedition is a risky endeavor, and we are not so keen on putting so many from our circles in danger without some incentive. We shall ask only slightly more of the costs needed to make our own preparations to examine the effects of the corruption we have heard of, as well as doing what we can to heal the land. The Circle of Sovereigns hopes you appreciate our concerns and find our offer to still be generous.
Here are the various…
Setting down the letter, you look over the two delegations as you think. From what little you know of the many laws in the accords between them, you know that many matters involving one side have to involve the other. You suspect that one of them took the initiative here and the other quickly followed suit to not be left behind. Still, the thought of only taking up one on their offer is only given a second's consideration before you dismiss it. The question is how to handle this…
"I find the offers generous and am inclined to accept them. However…"
You lean in and stare hard at both of them. "This is an expedition to aid the Yashimans, not an opportunity for the both of you to compete against each other. Know I will not be silent if I see any signs of our mission being sabotaged by bickering. Am I clear? Pass this message along to your leaders if you must."
The myrmidon and myceli turn to face the other, their expressions indecipherable to you, before turning to you with a nod.
"Of course, Lone Queen. We understand need of greater good."
"You have our… word, Lone Sovereign. We are here… to help."
With that settled for now, you start going through the boring minutiae of the meeting before sending them back to their leaders. Now free to put your face in your hands, you think on the people you've gathered. Adherents from the Light, ISO members, mages from the Magi Society, various people sent by the UP and nations to crew the ships, the Yashimans set on returning home, and employees from Lumen Corp.
Those were a lot of groups and experts, but looking at it further, it didn't actually include that many people altogether aside from the Yashimans. There is widespread support for the expedition, but few people who actually want to go on an extremely risky venture with no expectation of reward. Aside from the few independent volunteers, this last initiative to pay anyone willing to risk their lives for credits has helped alleviate many worries on your numbers, especially with these last two additions.
You can only hope it'll be enough.
Hope you all like this. It was going to come sooner, but I got busy with family the last few days. The myrmidons and myceli is the sort "bonus" I came up with as I didn't plan on introducing them at this point, but saw a good opportunity to do so. I don't plan on any of these characters having a major role in this volume, but let me know if you'd like to see more of these characters.
[X] Paragon
[X] La Encantada
[X] A celestial appears before you, perfect and divine as they manifest and shine a light in the clearing. Two great, metallic wings unfurl from their form and reveal… a surprisingly mechanized form, sleek metal with numerous symbols lining them forming much of their body. Their beautiful, silvery face stare down at you impassively as you gape at the sight.
Over a thousand years ago, you saw celestials roam the land alongside mortals, battling against the endless tide of evil and sin pouring from the cracks in reality. Virtue personified, resolve unbending, and righteous fury unleashed, in every possible way they existed on a different plane compared to even the most saintly individuals. It is not a matter of resisting temptation and rising above their weaknesses for them. They simply do. There is no temptation, no weakness or flaw.
You have seen the wonders of the realms and terrors from beyond, and yet even after a millennium, your body has not forgotten what it is to stand next to an angel from on high. A powerful celestial at that, whose sheer presence feels as if it is drowning your own meager existence. It even appears as if they are reining it in, with how certain parts of their body become blurry and hazy from the energy emitted.
There is awe. Your eyes drink in the sight, entranced by the motes of light their form is releasing and the wings of unvarnished steel shimmering in the evening sky. Sleek metal lines their body and blurs the line between armor and skin, golden engravings etched into them. Their flawless, perfectly smooth face, made of that strange material as well, is framed by stylistic wings on either side of their head.
There is terror. That unblemished face stares into your own, and your legs shake as you struggle not to avert your eyes. Motionless, orbs of sunfire sear your own, and you almost flinch even if you feel no pain. A perfect being free of sin stares into you, and you know not if they find you wanting. Your every weakness, your every flaw, your every fault, it is laid bare before this implacable judge.
This is no merciful angel.
"Deirdre Pathstrider. Last of the Elves and Vessel of the Seven's Legacy. I come bearing a message from The Promised Lands."
Their voice resonates across the clearing with a metallic tinge to it, imposing and soft at the same time. It presses into your mind without any discomfort unlike with Ophelia, yet you still feel more unsettled. Swallowing, you clench your hands and attempt to shake off the effects of their aura. You are Deirdre Pathstrider! You have faced more demons and monsters than a hundred heroes! You have survived over four thousand years of conflict and chaos! You have seen Heaven falter and the Abyss choke this land! You still stand here today even as mortals surpass the wildest of their dreams!
You take a step forward.
"Divine one… I am honored to receive a message from the heavenly hosts," you say, voice wavering but not stuttering. "But did not the celestials and all forces of good and order forbid our realms meet?"
If the celestial is bothered by you questioning them, you can see no sign of it.
"Correct. The Veil remains strong, and all must still abide by the pact. However, if a matter arises that may affect the integrity and stability of the realms, action must be taken."
Your eyes widen. That can only mean…
"The Promised Lands have taken notice of your planned expedition to the Demiurge's realm, Deirdre Pathstrider. Such an eventuality was not unexpected, but your actions did not align with our predictions."
"What?" You question, slightly bewildered. Is it really that shocking that you led this initiative? And the Demiurge?
"Change and possibility are the realms of mortals," they begin saying. "We have prepared for the endless paths that may have been taken in confronting the Demiurge on Orbis. You do not fit within this paradigm. Therefore, we must adjust."
You don't fit…? If it were any other moment with any other speaker, you might've reacted sharply to that statement. Your therapy session and recent struggles have left you feeling especially raw however, and those words coming from a revered celestial…
"... if my presence affects the divine's plan—"
They interrupt, "You misunderstand. This is not an error on your part, but ours."
Though their voice does not change cadence or tone, it does feel as if they've softened their presence.
"In fact, many believe this to be an opportunity. The Demiurge has been a troubling opponent for us to face. Their goals and actions are an enigma, yet are not random or sporadic like the demonic scourge. Unlike the Abyss, where the many demons give a terrible, but emergent, intelligence to their home, there is undoubtedly an active mind behind the Demiurge."
"What does this mean?"
"It means they have a reason behind every act and the capability for long-term planning. We cannot afford to sit back and contain the threat like with the Abyss. The space they reside in the Currents blocks our efforts to divine their intentions and confounds any who step into it. It is a distinct possibility they do not share our disadvantages."
As your body starts releasing the tension that has built up the past few minutes, you consider their words. The celestial's claim that they could not foresee your actions feels ridiculous, but you know a celestial does not lie. There must be something more to that. Yet your thoughts do not linger long on that matter, and instead what they seem to be alluding to.
"The celestials believe I may be an unexpected element that this… Demiurge will not expect?"
"An astute observation. The Demiurge was not present during the age of the elves, and it has proven to be a force that needs to learn. But I would advise caution in holding onto that assumption. It learns, and in ways we do not predict."
"For the Demiurge is a corruptive force. It has taken celestials, devils, fae, mortals, and even demons alike. As an elf, you are a unique creation that only your gods know the secrets of, but do not doubt the Demiurge will find a way given time. While you may be resistant to its corruption, I would not test it."
You take the warning in stride, already planning on taking measures to protect yourself. What makes the air catch in your throat and your heart pound isn't that, but the almost off-handed remark they utter.
"Divine one… if I may be so bold as to ask, do my gods still live? Do they still perform their work in the Everlasting Glades?"
For the first time, the celestial moves. Not by much, but your rapt attention on them lets you catch the slight tilt of their head.
"I understand your curiosity, but those are not secrets to which I can share or have great knowledge of. The Convergence of Divinity has left many deities unmoored in the Currents, the status of some we still remain uncertain of."
"I see…" you mutter. "I've long pondered on their fates. I… shall pray for their survival."
They remain silent for a moment, as if deciding whether to share something with you. It is then that you realize that you have settled back on the ground sometime during the conversation. You must have fallen down...
"The realms are in flux," they say eventually. "More has happened in the past thousand years than the previous five thousand, even if it must not seem like it here in Orbis.The Currents usually moves both fast and slow, with much happening but overall change being difficult to maintain. That has changed, and is complicated by the rate of development mortals have undergone since the Incursion."
They gesture at their body. "The Currents stabilize Orbis, while Orbis shapes the Currents. So it has been, and so it shall ever be. As our enemies seek new ways to upend reality, we too must adapt. The Abyss sought to end life on Orbis like they did millennia past from the Currents, while the Demiurge seeks to do the opposite."
"The opposite," you start, thinking on their words. "Are you implying that they are not acting from the Currents?"
"It is something we still do not understand fully," they admit. "The Demiurge certainly came from outside both the Currents and Orbis, but while they have a presence in the former, their focus on maintaining a foothold on the latter is undeniable. Their continued presence in Orbis would be impossible otherwise."
You run everything you've just learned in your mind. There is finally a name you can put behind the cause of everything that's happened to Yashima, even if you don't understand what the "Demiurge" is supposed to mean. They are an active, malicious intelligence whose main work seems to be in Orbis, and despite their best efforts, the celestials and many of the other forces in the Currents do not seem to be doing very well against them.
This is a battle where Orbis must lead the charge. While the demons wreaked havoc across the entire continent of Kiengir for decades, they had been contained for millennia before in Currents and have mostly been kept out since the Incursion. The Demiurge has only stayed within Yashima for the past decade, but their control and influence over the area is unparalleled compared to any other otherworldly force in history, preferring to invade the Currents instead.
And the few pieces of the puzzle the celestial gave on your elven nature… it is not nearly enough for your liking, but there is nothing for it.
"Thank you, divine one," you say, standing up once more and bowing your head. "I am grateful to finally know the name and nature of our foe, even if much still remains unclear. Orbis will stand strong against this Demiurge and persist, like we always have.
They incline their head in acknowledgment. "Our paths are inextricably linked but rarely meet. It will be some time before the two sides shall see each other, and so I have come bearing more than a message. As it is the domains and followers of the Amatsu-Kami that have been affected the most, they have spent the most time studying the Demiurge. They bid me give the one who would go to their faithful's aid a gift they have crafted."
With a simple motion of their hand, a shimmer forms in the air and forces you to avert your eyes for a moment. As the light dies down, you look back to see… a sword in the style of the Yashimans, along with a scabbard decorated with various symbols and characters of their language. The blade itself is astonishingly clear, so much so that you can see your reflection from a distance. Underneath the orange and white wrappings of the hilt, a strange curved jewel in the shape of a magatama acts as the pommel.
As they descend and you take the sword and scabbard into your hands, the celestial suddenly begins to flap their wings and take off from the ground.
"The Amatsu-Kami has given you free reign to use the gift as you see fit. Wield it in battle, give it to one you deem worthy, or simply carry it as a symbol of their trust. So long as it is on your person, the corruption of the Demiurge shall not reach you."
You avert your eyes from the increasing brightness, but manage to keep your composure this time.
"I must go now," they say as they ascend into the air, their voice the only thing you can hear amidst the noise of their exit. "Several have noticed my entry to Orbis already, and my companions struggle to fend off their response. Farewell, Deirdre Pathstrider. May the Light guide you."
"Give the Amatsu-Kami my thanks!" You yell over the din. "I will not betray their confidence in me!"
"For the realms. For the Light." They intone, before disappearing in a flash of light.
You catch a small peek of their reentry into the Currents, however. Of a group of other celestials battling strange monstrosities on the other side, and the angel you just conversed with going to their aid. It seems that even the celestials cannot enter Orbis easily. No wonder The Promised Lands sent such an imposing being to be their messenger.
So much rides on this expedition, on your shoulders. It feels different this time however. Looking down on the blade in your hands, a storm of conflicting emotions wells up within you. Excitement and determination, yes, but also that familiar nausea and uneasiness that has plagued you the past few weeks. Remembering Dr. Rallis's words, you note down this experience mentally and resolve to look into it at a better time.
For now, as you sink back down on the ground, you need to sleep. Who knew conversing with an angel can be so exhausting?
You stand at the bow of the ship and let the sea breeze brush past you, taking in the sharp, briny scent of the air as you do. It has been a long time since you have sailed on a ship. Conflicting feelings and memories bubble up to the surface, and you take a deep breath as you process it all. Traveling on a ship is perhaps one of the most traditional ways to adventure and explore, a vessel with which people may use to go off on their own and chart their own destiny. You can't deny the thrum of excitement coursing through you now, even if you are not very fond of the sea.
Yet… the last time you journeyed with a crew…
Not all adventures end happily ever after.
Shaking away those thoughts, you busy yourself with running through the details of the expedition now that it has officially gone underway. The question of whether to travel by sea or air was answered a while back by observing the data collected over the past decade. It is possible to fly an airship or plane through the miasma surrounding Yashima, or as many have been calling it nowadays, the Yamikiri. However, the chance of complications or mechanical failures are often much higher for aircraft, with protections against it being difficult to implement in an air vessel. Traveling by sea is slower, but will be safer, easier to defend, and able to carry more supplies. Escaping from the ship is more feasible as well.
They aren't military vessels, one of the things that would have required an unanimous vote from the UP Council on, but all the ships traveling in the expedition are of the highest quality. Avista, Tarshish, and Zhonghua each prepared a ship that can carry passengers and cargo. Lumen Corp sent over two ships, one specialized in transporting Lumen and other substances with another to carry all the infrastructure to use it. There is actually a vessel from The Light, where most of the donations and independent sophontarian aid are placed. Lastly, the UP provided two vessels, one to act as the "flagship" and another mostly for cargo.
You are standing on that flagship right now, and though it isn't meant to be used for military matters, it has a few weapons installed like the rest. The oceans and seas occasionally had to deal with monsters from below after all, being one of the few places where they still exist in significant numbers. There was some quibbling over who should actually lead the whole expedition but most settled on you, if only to act as a figure to rally behind and overall representative to the Yashimans.
A ship built today may carry nearly ten thousand people, but due to the unique situation and trying to skirt past UP regulations on military vessels, your ships are a rough fit for the amount of people on the expedition. Namely, nearly two thousand. That number shocked you for a moment, as it had been only close to a thousand with most being Yashimans wanting to go home. The various groups you've hired have swelled your ranks however, especially with the myceli and myrmidons.
One of the largest obstacles however was handling the protections against the corruptive effects of the Yamikiri. The ships are fine with Lumen Corp's help, but it was difficult determining how to protect the members with diverse body shapes through the typical suits. Not only that, but full suits offering complete protection are expensive, few in number, and unsuited for various physical activities that everyone undoubtedly will be performing. Various gadgets were floated around as a potential solution, but were deemed too limited since they only protected a single area.
In the end, it was a collaboration between the Light's priests and the Magi Society that eventually came up with a solution. Everyone was given a blessed amulet that would ward off the Yamikiri while carrying tiny orbs that can be thrown and shattered to create a stabilizing effect in a certain area. It isn't a perfect solution, and you have a few people on hand to check on anyone experiencing anything worse on each ship, but you'd have to make do.
If there are Yashimans in significant numbers left on the island, it either means the corruption is not as potent as feared, or they've developed a way to counteract it. Hopefully both. And if there are surviving Yashimans, there's only one likely city as a candidate. The city which most of the initial evacuation efforts centered around due to it being the closest to the continent.
Tsukishima.
Some of the people you've gathered are on your ship to discuss things in more detail, with others spread around to guard and make sure everyone knows the various rules and goals of the expedition. You of course meet with all of them, but there are some you chat with regularly before running into the Yamikiri. Who are they? Choose up to three.
[] Aoki Junko
The leader of the YRRA has decided to come along with the expedition, and you have noticed a strange energy and mood overtake her the few times you've conversed with her since the UP vote passed. As someone who was there during the Impact and has connected with the many Yashiman refugees, it would be a good idea to discuss various matters with her such as the Yashimans on the expedition. She would know better than most what might await you.
[] Paragon
The Hand of the Beholder is a strange woman, and her introduction to you did little to change that perception. She carries herself with a rare confidence and openness, utterly fearless of what others think of her. As the unofficial but clear leader of the Light attachment of the expedition, it would be good to get to know her better and discuss what exactly the priests and other adherents of the faith will be doing in the land.
[] La Encantada
Beatrice Rossi is… not what you expected, even after reading her files. You half thought she didn't show up until she unceremoniously appeared in the line along with her sylvan girlfriend, a druid from the forests of Tarshish who decided to come with. She didn't seem outright reluctant to be here, but you can only charitably describe her as unenthusiastic. While she doesn't bring much else besides her magic, it might be prudent to discuss things in more detail with an extremely powerful, seemingly unreliable magician you know very little about.
[] Lumen Corp Representative
The energy corporation didn't just send over a few workers. A representative, and high-up one at that, has been assigned to the expedition to oversee everything and make decisions on the corporation's behalf. From what you've seen of him, he seems quite energetic and excited about something. Finding out what that is seems prudent, especially since you still aren't entirely trusting of them. Discussing their infrastructure plans would be good too.
[] Diplomatic Corp
The UP and many of the nations on Kiengir have sent delegates over on the expedition along with the sophontarian workers. As it is your main duty, it would be good to discuss just how you'll present yourselves and the various situations that may arise depending on the state of the population in Tsukishima. There are also the representatives from the various ISO organizations, like WATCH, who will be observing the process. Communicating with all of them often would be doing your due diligence, and see if there is anything you need to watch out for from them.
[] Freelancers
A word with less negative connotations than mercenaries. You were the one that hired and brought them over, so it's best you oversee them and make sure nothing goes wrong with them. Besides, they are in a way the closest things to you here. People staking their lives on an adventure to a land with unknown dangers and rewards… it makes you feel a bit nostalgic.
Additionally, you have considered bringing Ophelia over during the expedition. Do you? Choose one.
[] Yes, bring Ophelia
If anything goes wrong on the way there, a likely possibility, she might be very helpful in resolving various issues. The Yamikiri around Yashima is a strange thing, and a fae might perceive things you and the others don't.
[] No, don't bring Ophelia
Even with the most optimistic predictions, there must be countless dangers in Yashima that you should save her for. If you can't even get to Yashima without her help, this expedition is doomed. Ophelia won't just be asking for simple food eventually as well...
AN:
It feels so good to finally write Yashima on the update title. We are here everyone! This chapter was supposed to come out a day or two earlier, but family stuff delayed me. I hope the meeting with the celestial was to everyone's liking, it was surprisingly very difficult for me to get the right feel and tone for them. The exact numbers on the expedition is also something I randomly came up with, so if anyone thinks it's too low/high, feel free to voice it. I'm terrible with numbers haha.