Walk of a Phantasm

[X] Continue on to the Temple

I can't believe that almost forgot to vote. I'm quite interested in the current goal we heading towards.
 
Aw crap, another tie. *sigh* I'll leave it for now to see if we get any more votes and will update tomorrow when I get home from work, even if I have to flip a coin.
 
First Steps Part 11
You make your way over to the gathering crowd, gently pushing past a couple of people so that you can see whats going on. As you do, a soft gasp comes up from the crowd and many within it bow, with some even fully prostrating themselves as a procession rounds the corner that led down to the harbour.

The first group is clearly composed of soldiers, clad in white robes and leather armour and armed with gleaming spears with wicked looking curved blades and sheathed swords at their belt that you recognise as Khopesh, a type of curved sword used in Ancient Egypt. Fittingly enough, they appear Egyptian, with dark skin eyes lined in black Kohl and shot cropped, jet black hair that matched the tall, pointed ears and short tail every one of them sported.

Behind them walked a group of women in garb that could best be described as dancer costumes that bore a lot of skin and hid the lower halves of their faces behind veils. They also wore a fair amount of jewellery, mostly gold and blue stones that you hesitantly identify as lapis lazuli and had large knives sheathed at their hips, which served to dispel the idea that they were anything but mere dancers. Like the first group, they have dark skin and hair and sport the same canine features.

Behind them is another group, this one composed of both men and women and as heavily armed as the first group, but instead of normal steel, this groups weapons are made of a deep, black metal that seemed to suck in both light and heat. Their clothing and armour is black as well and their faces were hidden behind jackal masks that anyone with even a passing familiarity with Egyptian mythology could instantly identify as representing Anubis.

This group surrounds a rather impressive palanquin that is being carried on the shoulders of four huge men, each one at least seven feet tall and apparently made of solid muscle, with dark ebony skin, shaved heads and clad in nothing but short kilts. They are also Beastkin and the curved horns all four sport on their foreheads makes it quite clear what they are. Behind them is a repeat of the front groups, all equally well armed and vigilant.

As the procession draws level with you, you see the occupant. It is a gorgeous young woman, sharing many of the features of her guards and clad in revealing white robes that display a large portion of her stomach and chest that you are certain are made of silk, a golden circlet with a rearing cobra on the front and even more jewellery than her guards that she somehow manages to make look classy rather than ostentatious. A golden staff with an Ankh shaped head rests beside her and something about her stance makes you think that she really doesn't need all the guards to keep her out of trouble.

Suddenly, her head snaps around and you freeze as her bright golden eyes lock onto you, making you freeze. For a moment, the two of you stare into each others eyes, before she inclines her head slightly and returns her gaze forwards. You watch as the procession vanishes into the Egyptian style area, feeling more shaken then a simple bit of eye contact should have made you, so much so that when a hand lands on your shoulder, you nearly jump out of your skin with a yelp. You spin around, your ears flat and tail low and find yourself looking at a slightly amused looking William.

"Are you quite alright Alex?" he asks.

You swallow and nod. William raises an eyebrow and glances in the direction the procession had gone, his face lighting up in realisation a moment later.

"Ah, I see," he says, "Yes, I imagine she would have sensed you fairly easily. I imagine you will recive a summons at some point in the near future."

He smiles at you.

"But don't worry about that, I assume you are here to see me?"

You nod, the strange tenseness already fading.

"Well then, let us retire to the Temple," said William, "We are blocking the path here."

He turns and heads back in the direction of the Temple of the Phantasm.

Ask who that was and what just happened.

Follow quietly for now.
 
First Steps Part 12
You follow William into the Temple, looking around with interest and no small amount of awe. The entry way was a massive hall, although it was clearly still just a small part of the whole, lined with enormous statues of men and women with animal features, all armed and armoured in an eclectic mix of gear.

"This is the Hall of Heroes," says William as you make your way down the echoing hall, "The statues here are of Phantasms who performed feats that changed the world. This place contains records of every Phantasm who ever set foot in a Temple of the Phantasm, but these are the greatest of them."

You can only nod as you look up at the statues, suddenly feeling the weight of their stares. Perhaps it is your imagination, but in a world like this, you cant be entirely sure that they aren't actually staring down at you from wherever they are.

Eventually, William turns, passing between a statue of a man with wolf ears and tail, clad in furs and carrying a spear, and a woman with what appears to be a dolphins tail and staff, and enters another hall. This one is also lined with statues, but these are smaller and not all of them are warriors. Some even hold pitchforks and other farming implements.

"This place is connected to Anima," says William, "There are many like it around the world, places where Phantasms can record their stories. Every one of these statues depicts a Phantasm who has entered one of these places."

"There are so many," you say softly.

"Yes, there is," says William, "This place is a reminder. A reminder that, for all our power, we are still just one small part of a whole. We are not Heroes by right or divine providence, we do not have to fight. We are just people of this world, no different than anyone else."

He finally comes to a stop in front of a statue that seems newer than the rest and, unlike the others, has empty hands held out as if begging. You are somehow unsupervised to see that it is a statue of you.

"This statue appeared the moment you solidified your existence in the world," says William, "It marks the first step of your journey. The path you chose now is entirely up to you."

You stare up at the statue, slightly creeped out by how accurate it is.

"I'm going to join the Guild," you say softly.

William nods.

"Most do," he says, "But remember, you do not need to remain on the path of the Adventurer if you do not wish to."

You nod slowly, still staring up at the statue.

"I have said what I need to, so I will leave you now," says William, "Feel free to find me if you have any other questions."

He bows slightly and leaves you alone. You remain for a moment longer, before turning to follow, but before you can, you catch a glimps of something gleaming out of the corner of your eye, tucked away behind the plinth that holds your statue.

Investigate.

Leave quickly.
 
Eventually, William turns, passing between a statue of a man with wolf ears and tail, clad in furs and carrying a spear, and a woman with what appears to be a dolphins tail and staff, and enters another hall.
"dolphin's"
You are somehow unsupervised to see that it is a statue of you.
"unsurprised"
You remain for a moment longer, before turning to follow, but before you can, you catch a glimps of something gleaming out of the corner of your eye, tucked away behind the plinth that holds your statue.
"glimpse"
"Most do," he says, "But remember, you do not need to remain on the path of the Adventurer if you do not wish to."
And what would be our options?

[x] Investigate
 
And what would be our options?
That was more for fluff and world building since I dont think I could build an interesting story if we decided to become a farmer or something. Besides, that would require enough money to buy land, so we're stuck on the adventurer path for a while, at least until we get enough cash to retire.
 
First Steps Part 13
Curious, you crouch down beside the statue to try and get a better look. Unfortunately, the gap is to small and whatever is reflecting the light to far to properly see what it is. After a moment consideration, you press yourself to the wall and reach into the gap. It takes a bit of stretching, but you manage to get your fingers on whatever the object is and pull it out enough to get a proper grip. You pull it out and stand, rolling your shoulder to get the inevitable kinks out as you examine what you have found.

It is a crystal of some kind, about the size of your palm and cut in a rough circular shape. It is pitch black, but flashes red as it catches the light, which you don't think is entirely normal for crystals, but considering this is a world with literal Magic, you decide not to question it. Other than the colour, there doesn't seem to be anything to special about the crystal, so you put it in your pocket and head out. It might be worth something after all.

Once outside the temple, you stop and look up at the sky. While you aren't entirely sure, it looks about noon. If you are going to become an Adventurer, you still have a fair amount you need to do, from registering at the Guild, to getting some actual equipment, unless you plan on adventuring with no armour or weapons. However, you have no idea how best to go about it. You could head back to the Guild for advice, or go shopping and hope for the best. After a moments thought, you decide to...

Head back to the Guild. You can kill two birds with one stone.

Go shopping. Better to have something before you register.
 
[X] Head back to the Guild. You can kill two birds with one stone.

The merchants will bilk us for every copper if we let them.
The Guild...at least wants us capable of being productive adventurers
 
[X] Head back to the Guild. You can kill two birds with one stone.

This would be the best idea I think, we don't know if hellhound-wizards would have a higher affinity for magic staves, swords or wands or some combination of those three.
 
First Steps Part 14
You return to the Guild Hall, an easy task as it towers above most of the other buildings in the city. You enter the hall and approach the bar where you wait for the large Dwarven woman behind the counter to finish with her current customer, before she turns her attention on you.

"So, your the new Phantasm, eh?" she asks as she looks you up and down, "Eh, bit skinny, but some real work'll soon toughen you up."

She smiles, her face crinkling into a craggy portrait of wrinkles that suggests that she is a lot older than she appears.

"So what'll it be?" she asks.

"Um, I was wondering how to go about signing up," you say.

"Ah, say no more!" says the woman, ducking under the bar and retrieving a wooden box with a handprint on the top, "Mama can help you with that."

Mama drops the box onto the table and indicates to the handprint on top.

"Stick your hand on there luv."

You do as you are told and feel a brief tug on something deep inside you. You pull your hand away as the box starts making noises and vibrating slightly, before, with a sound that is suspiciously similar to a dot matrix printer, it spits out a card. You pick up the card and are surprised to see that it is an ID card, not unlike one you'd see back home, with your name, a decent picture, a few dates that don't really mean anything to you and a large letter E stamped onto one corner.

"Thats your Guild Card," says Mama, "It grants you access to free lodging at any Guild Hall around the world, keeps track of your jobs and ranking and serves as identification in the event that you are stopped in the course of a quest. Most places have exemptions for Adventurers who have to bend the rules on quests, although its not a complete blanket immunity. If you kill someone who isn't a target, you will be arrested, so try not to do that. It will also get you a discount in most inns as well."

She points at the stamp on the bottom corner.

"This is your rank," she says, "Everyone starts at rank E and works their way up. Its a good way to determined what quests would be best for you to take."

She points at the massive Job Board.

"All Quests are ranked from A down to E, as determined by their difficulty. Obviously, the harder the quest, the greater the reward in return for greater risks. Technically, anyone can take any Quest from the board, but a general rule of thumb is to not take any that are more than one rank higher than yours, unless you are going with a party. With me so far?"

You nod, eyeing the massive board and noting the much smaller, gold edged board that had far fewer notices stuck to it, all of which have massive red stamps on them.

"Whats that for?" you ask, pointing at the other board.

"Those are S ranked Quests," says Mama, "Only A and S ranked Adventurers can take those, so don't even think about it. They involve Monsters that could squash you without even looking at you."

You gulp and nod, making a mental note to avoid that board for a good long while.

"Speaking of which, lets talk Monsters," says Mama, "Like Adventurers, they are ranked from S to E, with an additional Unranked section that is basically just normal animals. E Ranked monsters are typically just animals who, due to living in or eating something with a large amount of Mana, have developed the ability to use Magic in some way. They can be dealt with by an ordinary person with a sword or basic Magic. D ranked Monsters are more dangerous, usually requiring an Adventurer or trained warrior to deal with, but aren't really all that dangerous. They tend to keep to themselves and avoid towns. C Ranked Monsters are typically more intelligent and can be a real threat if angered, but are also typically fairly passive."

Her expression darkened.

"B Rank is where we get into the real threats," she continues, "These are Monsters that can do real damage to a community and can match single Adventurers, often requiring parties to deal with them. A Rank are city busters, Monsters that can destroy entire cities if they go on the rampage. Fortunately, they tend not to live in inhabited areas. S Ranked Monsters are things like Elder Dragons and high ranked Demons, creatures capable of destroying entire countries if they so desire. Thankfully, there aren't many creatures in the world that rank at S class and most of them are asleep and unlikely to wake up unless someone is stupid enough to do it deliberately."

She sighs and shakes her head.

"But enough of the serious stuff," she says, her smile returning, "I think thats all the information you need for now. Since you don't seem to have any equipment, I'll give you some basic armour and a sword if you'll make a delivery for me. It'll be perfect for your first Quest for the logs as well."

She pulls a quest flyer out from under the table and places it on the bar between you.

"Its not hard, just a messenger job for the Guild Hall in Coirceoga in the Lost Woods."

Accept the Quest

Decline the Quest

Ask about the strange crystal you discovered(NOTE, you still need to choose whether or not to accept, this is extra)
 
[X] Accept the Quest

[X] Ask about the strange crystal you discovered(NOTE, you still need to choose whether or not to accept, this is extra)
 
[X] Accept the Quest

[-no-] Ask about the strange crystal you discovered
(let's wait until we're a little more established and can also defend ourselves)
 
First Steps Part 15
With the quest accepted, Mama directs you into a back room where she picks out a set of simple leather armour and longsword, the sort of thing that most newbee Adventurers would start with, and leaves you to change. It takes a bit of fumbling, but you are soon heading back out to rejoin Mama at the bar.

"Alright, you've got your gear, so all you need now are these," says Mama, handing you a leather pouch and a folded up piece of parchment, "The bag is enchanted to hold large amounts of stuff and can store basically anything and this is a map of the surrounding nations."

She unfolds the map on the bar and points at a city located on the southern coast of the continent.

"We are here in Crossroad Keep," she says, "It serves as the capitol for the Crossroads Barony, located between the Holy Empire in the North, the Underground Kingdoms to the East and the Lost Forest to the west."

She points out each on the map as she mentions them.

"Your destination is here," she continues, pointing at a city located deep in the woods, "If I were you, I'd stop by Sett Village and get a guide first since the forest often lives up to its name and the Elves can be a little testy towards uninvited guests. Best to avoid risking getting a spear somewhere painful."

She folds up the map and hands it to you, along with a sealed letter.

"This is for the Guild Master, Evelyn," she says, "Make sure you give it directly to her. Oh, and while your at it, I suggest you ask her for some tips on using your Magic. Regular training wont work very well for you I'm afraid, but shes a Sorcerer and should be able to give you some idea of how to draw out your latent talent."

You nod as you take the proffered papers and tuck them away.

"Alright, that should be everything, do you have any more questions?" she asks.

"Actually yes," you say as you pull out the crystal and put it on the bar, "I found this at the Temple and I was wondering if it was worth...any...thing."

You trail off as you notice Mama staring at the crystal with wide eyes.

"Oh my, you are a lucky pup, aren't you?" she says as she slowly picks up the crystal and looks it over, "This is an Anima Crystal, one of the purest forms of Magic Crystal out there. Under normal circumstances, one of these would be worth a Kings Ransom, but their very nature means that they quickly react with any living Magic that comes into contact with it. This one has bonded to you, which makes it basically worthless to anyone else. Normally, these things are kept in anti-Magic containers to keep something like that from happening until after they are sold."

She hands the crystal back.

"If I were you, I'd bind it to your sword," she says, "If you do that, you'll never need to buy a new weapon again as it will grow with you and even be able to repair itself if damaged. It can be bound to armour as well, but thats generally not as expensive as a good weapon./

You stared down at the crystal with new appreciation for the apparently normal sparkly rock.

Take her suggestion and bind it to your new sword.

Hold off for now.
 
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