You squint your eyes as you awaken to the first rays of Söll's light stream in from your bedroom window. You hoist yourself up from the cold, wooden floor before surveying your barren room. You have heard tales of noble children with vast bedrooms, full of toys and servants and other such luxuries, but if you were to choose between the life of a pampered prince and the life you lead right now, then you would remain right where you stand.
Going downstairs to the kitchen, you spot your mother, Elma, cleaning her pots and pans. You sit down for breakfast. Gruel, same as always. Its warmth is needed during this time of year, and it tastes quite pleasant to your inexperienced palette. Such is life.
Continuing down another flight of rickety stairs, you encounter your father, Bertrand, hard at work on another pair of leather shoes. He pauses for a moment to notice your arrival. "Ah, Luminoi, you are here. Come, we have plenty of work to do." You waste no time in taking a seat beside him.
Now, it would seem quite odd for a family with the surname Smith to have been cobblers for generations, wouldn't it? Well, there just so happens to be a very good explanation for this:
In a distant age when the Empire was still young, your ancestors did indeed practice the art of blacksmithing. But at some time during the troubled Dark Ages, the Smiths were forced to flee their former home in Sylvania before finding refuge in the frontier town of Eisental. There were more than enough smiths working there for your ancestors to make a good living, however, and so they took the somewhat daring move to change their trade and become cobblers.
This is the story your father has recounted to you time and time again throughout your youth, and upon your entry into the perilous world of adulthood you begin to doubt the authenticity of his tales. It's still a good story, regardless.
There is no question that you will continue to assist your father in his profession - at least, for today. But while you work, carving clogs and sewing shoes, you must take some time to consider the multitude of paths lain before you by your Untethered Magic. There are three choices in particular which stand out to you:
[] Plan of Action:
-[] Escape ASAP
It will only be a matter of time before someone finds out about your special gift, and when they do, they will stop at nothing to do everything in their power to keep you under their thumb. Perhaps the best course of action would be to leave your hometown altogether, and travel to someplace where you may not be at risk of capture as much - although in a world such as this, it may be very hard indeed to find such a location.
-[] Stay in Eisental, but don't tell anyone.
There is no point in running away from the place you have known for so long. However, it would be very unwise for you to simply blurt out your potentially world-shattering powers to anyone just passing by the street. In fact, you should take everything you have in order to prevent word of your gift to be released unto the townsfolk, while still attempting to use it to the best of your ability.
-[] Stay in Eisental, but tell a close friend.
There is no point in running away from the place you have known for so long. However, it would be impossible for you to keep your Untethered Magic hidden from the populace forever. It might be a good idea for you to tell one of your closest friends about this wonderful boon of yours, so that you might have an ally when worst comes to worst. But chances are, such an ally may not be as reliable as you might think...
- - -
In addition to the question of what you will do with your life, there is also the question of what you will do with your powers. The most obvious choice is to improve it as soon as you can; the real decision, however, is determining
what you will improve. There are four immediate options:
-[] Plan of Growth:
-[] Refine Crest (-0.5 mana per ks, total cost 500 mana)
As a reminder: The Magic Crest is the base Structure, from which all others are tethered. It stores Spells, at a rate of one per Crest Tier times the number of attached Magic Cores. The Quality of the Crest determines the maximum complexity, power and efficiency of stored Spells. With each Crest Grade, total magical potency is increased by 1%, a percentage that is doubled with each Tier beyond Terrestrial.
-[] Create New Core (-0.3 mana per ks, total cost 500 mana)
As a reminder: A Magic Core is the second-highest class of Structure, and its primary purpose is to produce and store mana. Each Core increases magical power and throughput. The Quality of any given Core cannot surpass the Quality of the Crest it supports.
-[] Create New Circuit (-0.2 mana per ks, total cost 200 mana)
As a reminder: A Magic Circuit supports a Magic Core, and its primary purpose is to assist in the processes of magical refinement, production and regeneration. Circuits also improve magical efficiency and alacrity. Each Circuit improves the Core it supports by 1%. The Quality of any given Circuit cannot surpass the Quality of the Crest it supports.
-[] Create New Sub-Circuit (-0.15 mana per ks, total cost 100 mana)
As a reminder: A Magic Sub-Circuit supports a Magic Circuit, and its primary purpose is to assist in the processes of magical refinement, production and regeneration. Sub-Circuits also increase magical precision and control. Each Sub-Circuit improves the Circuit it supports by 1%. The Quality of any given Sub-Circuit cannot surpass the Quality of the Circuit it supports.
- - -
So here's the update. It's been posted a little bit later than when you or I anticipated, but hopefully it's got enough information to keep you guys hooked. In the future, I'll try not to leave more than a week between the closing of votes and the posting of a new update, which should be plenty of time for the both of us.
As a final side note, I was looking up the list of Star Signs in WHF and I discovered that Luminoi's Sign is the
Big Cross. Prophetic, perhaps?