《The Anvil of the Heartlands》 [0.01] Fifteen Years Before Dawn

~ Prelude: A Blazing Heart ~

Fifteen Years Before Dawn

nothing I can do. If you want to ride out his wrath here in Trella, I will do it with you."
know you have nothing to be sorry for, father. I couldn''t have asked for a better response from you. It''s just¡­ Really, it''s just like you say¡ªeven the skies of Manara are more predictable than the tides of trade."
particular case," she continued with a heavy dose of wryness. Finally, his mouth twitched into something other than a frown. "But¡­ before I have to do too much thinking, can I take a lunch over to Tessia''s? And maybe a dinner too¡­"
maybe¡­"
I brought you some lunch."Royal Road is the home of this novel. Visit there to read the original and support the author.
A little bit."
best weapon you''ve ever made? Was it that one sword the kid from the capital bought?"
most expensive. Let me show you¡­" Carrying his plate in one hand a chunk of bread in the other, he walked her through the door to the old display room¡ªnow a well-cluttered storehouse. After stopping to mop up some of his hunter''s stew before it drooled off his too-flat tray, he walked straight to one corner and gestured with his nose at a gleaming doppelh?nder, well cared for, mounted on the wall.
Perfect.
respect her. Always will."
me."
do need them, and¡­ pretty much immediately."
that at least."
?????
Don''t you die on us!!"
very long life, that was the last time she would ever be addressed as Senna. Interlude: On the Nature of Dragons

Interlude:

On the Nature of Dragons


In the library of the Skyfire Sect, a fire magic lodge based in the city of Arkastor, is a prominent shelf¡ªmade of glittering ebony with golden embellishments¡ªdedicated to the world''s largest repository of dragonlore. On this shelf is a particular book, of modest size, time-worn but surprisingly unabused by human hands. To its left is a series of well-regarded tomes covering the known history of dragons, their powers, the myths of their origins, and so forth. To the right, the books are more recent and largely the same, though tending to focus more on written accounts of human encounters with dragons. Dragons, they all say, are the kings of all reptiles, the sole tier above vyrns. Four-legged, two-winged, one-tailed, with scales stronger than any enchanted armor. Their fangs are sharper than the legendary blades of Tarvis, their jaws crush stone like bread. They breathe fire, spit fire, eat fire, and probably shit fire. They lay their eggs in fire, incubate them in fire, and make sure they hatch in fire. They live almost exclusively in mountain caves, and if they live long enough, their lairs will become so extensive and they will become so powerful that they cause a phenomenon whereby the mountain''s peak erupts in fire and ash. They cannot be truly tamed, like any monster¡ªbut they can be controlled for a time if imprinted upon hatching and promptly broken in, as was done by the ancient dragon riders of Kazra. Though any reader should probably be made aware that the dragons once ridden by the Kazrites ultimately ate them, their families, the very stones of their palaces, and every other living thing in the deep north. Dragons live for millennia and can sleep for hundreds of years at a time. From time to time they emerge from their lairs to raid the lush green lands below their mountain burrows for food, gold, and fun. Being greedy creatures by nature, they will amass great hoards of gold and guard them jealously. Some dragons, it is said, can take on the form of a human, beguiling their kind for the sake of acquiring their gold. So these venerable tomes say. For the most part, they are all wrong. First of all, dragons are not reptiles. Secondly¡ªdragons are the kings of all living beings on this world. Thirdly, vyrns aren''t reptiles either. Fourth, the population residing in mountain caves is only a fraction of the dragons in the world. And fifth¡­ Dragons do not lay eggs. In that tome of modest size are a number of sources considered by modern scholars to be unverifiable and without substance. It begins, for instance, with a passage quoted from the elder of a migrant people who supposedly fled to Nauresia from the lands south of the Wetwoods:
Dragons are born of stone, and return to stone. A dragon''s spirit cannot be severed from its flesh, nor can the void bear its animus; it metamorphoses, as do the riches of the nether kingdoms, into rock of a greater form: an unbeating heart. If you would truly vanquish the king of earth and fire, then shatter this petrified aspect. Yet know that no hammer or pick that has seen any sky is worthy of the task.If you spot this story on Amazon, know that it has been stolen. Report the violation.
The tome continues with a number of theories regarding their origins, all of them¡ªunlike the book''s many shelf-mates¡ªassociated with the utmost depths of the world. Perhaps they are the spawn of Ingvinith, the true Leyline of Fire, and of Deghom, that of Earth. Or perhaps they were birthed at the dawn of the world by the very primordial flames that shaped the lands above and below. In a similar vein, they could be the product of those forces that create the ''riches of the nether kingdoms'', glimstein and diamonds and other unbelievable stones. There is even a theory¡ªwhich the author specified he felt obliged to include¡ªthat they were created by the nether kingdoms themselves, or whatever dwelt in them. You would be forgiven for not knowing what the nether kingdoms are. Only the most learned of the modern world are aware of the "forgotten kingdoms" among and below the netherlanes. The netherlanes themselves are, in many nations, little more than a legend among adventurers¡ªa crisscrossing network of artificial passageways so deep below the ground that there is as little air to breathe as there is sunlight to see with. And yet, this tome contains an account from a human woman who claimed to not only be an experienced deepwender, but also to live well below the surface. The magic-bearing animus of a dragon is so strong, she says, that it is able to hold much of the essence of what makes each individual¡­ individual. Much of their spirit. When a dragon dies, its animus coalesces within its heart, which soon condenses into a petrified form resembling an egg. These heart-stones will sink into the ground beneath the dragon''s very corpse, which itself will petrify over the course of some weeks. After enough time¡ªvery much of it, presumably¡ªthe dragon may reform itself from the surrounding stone, if it is the right kind. If there is too little rock of a suitable kind, it may be birthed again as a youngling, sometimes requiring centuries of growth to reach its former prowess. It''s common knowledge, she says. The tome''s author then meanders for some time, detailing his efforts to corroborate this information and uncover more details. It took him two decades, he claims, but by chance he stumbled upon a strange tower, in which resided an aging wizard who clearly appreciated having someone to talk to. This wizard produced many of the same claims as those above, but he particularly focused on the types of dragons, such as they were. Or perhaps, rather than ''type'', it would be better to describe them as ''phases'', ''stages'', or ''aspects''. A dragon''s color, he claimed, depended on the stone and other minerals surrounding it when it reformed. And these could dramatically affect the dragon''s lifespan, strength, and even intelligence. The wizard had attempted to map out a hierarchy of colors and the materials they spawned from, but admitted that most of it was wild conjecture; it was hard to believe that there was enough available azurite, for instance, to account for the several sightings of blue dragons he claimed to have records of. But one thing was for sure: dragons hoarded gold because a gold dragon was by far the most powerful, most intelligent. Every dragon that supposedly had a human form, indeed, was a gold dragon. It''s a good thing, the wizard said more than once, that there''s never enough gold in one place for a gold dragon to spawn as anything more than a juvenile. After all, A fully matured gold dragon was very likely what caused the Calamity that ruined the two empires beyond the western Aldrim, before the current mage-kings put a stop to it. Hm? What do you mean you didn''t know there were nations over the western mountains? Well, sit down again young man, I can''t let you go without apprising you of some basic geography. After all, it''s all common knowledge. [0.02] Hunger

Hunger


In less than half an hour, she was farther from her home than she''d ever been. She had turned off the western road just a half kilometer from the Trella''s gate, heading south along a creek that was so familiar to her. The sparkle of sunlight over wet stones and the cheerful trill of water as it skipped away from the eastern mountains formed the background of so many of her childhood adventures. And now, when all the sounds and smells and sights of the creek at the end of her world combined, it all hit her at once. She knew it would, didn''t she? But not like this. The uncertainty of not knowing what, where, and when you''ll next eat, sleep, or drink. The constant stress of it, the ever-present awareness that required a whole corner of your mind, conscious and otherwise¡­ a corner that could no longer be used for things like creativity, self-improvement, or empathy. The paranoia of sleeping without shelter, in a world where even small monsters were aggressive and lethal. The unceasing tension of being constantly in danger. Things that were wholly unknown by most settled peoples. But even as all this flashed through her mind in brilliant clarity, her next footstep did not falter. Nor did the one after. She thought of her father, and Tessia, and old man Tesmon, and so many others¡­ Would they even be alright? Her father would be devastated. She almost stumbled as her eyes looked inward at a shadowy vision of his grieving form sitting at the table where they''d shared 18 years of meals. And it would be her fault. And Tesmon¡­ and Tessia, who she hadn''t said goodbye to¡ª The thoughts kept coming, and she realized they would never end. She missed them, missed them all already. Maybe¡­ maybe she didn''t want them to end. Maybe she looked forward to missing them every day until she saw them again. Because that way she would never forget. Even as she moved forward, always forward. And now, as she was about to walk past the end of the dwindling creek-side trail, she knew she had to decide¡ªthose thoughts couldn''t weigh her down if she wanted to keep moving. She was who she was, and no matter how many people she missed, no matter how much she hated why her life had taken this turn, she had no reason to regret the path in front of her. And so she wouldn''t, not ever. Now her footsteps took her to the very edge of the world that was known to her, her toes touching a thicket of grass beyond which she''d never seen. Well, this would be it. After all this time¡­ She doesn''t look back. Rather, a certain desire springs up between her lungs like a vernal shoot from thawing snow. After 18 years of a joyful, love-filled life, she feels the desire¡ªthe hunger¡ªfor a deeper understanding of the world outside her sheltered upbringing. To see things she''d never seen before. Maybe to see things nobody had ever seen before, and to show those things to all the world, that they could know it too. So now, after all this time¡­ ¡­I''m going on an adventure.

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Her first attempt to fill a low-level bounty ended in failure. As did the next. After taking light wounds from just a pair of gribbets, she wisely retreated and re-examined her approach. A merchant''s life was all she knew¡­ She had never swung a sword before, much less one as big as she was. Rare materials and modern bladesmithing could only do so much¡ªthe weapon was heavy, as heavy as everything else she carried combined. Sitting on a sturdy log eating the last of her rationed meals from Trella, she pondered if there were anything else that would suit her better. She knew that she should have picked an easier weapon to wield, maybe an arming sword and a targe¡­ What did all the real adventurers use? Swords, shields, bows, poleaxes, daggers¡­ the Arcane Arts weren''t an option for her, nor were the Divine. But as she looked at the massive greatsword, her greatsword, with the evening sunlight glistening on its dark steel¡­ she could remember the feeling of each swing she had made, the hilt threatening to fly from her grasp with each momentous arc. She felt again each ponderous step and sidestep that she took under its weight, and the load of its worked metal on her hands, on her arms, on her back¡­ she looked at it, and she realized that she liked it. When she thought back to her earlier encounters she developed a fierce conviction that another weapon wouldn''t have been the better path¡ªjust the easier one. She needed more strength, stamina, speed, knowledge of the enemy, better reflexes, timing, and more, she could see that so clearly. But most importantly, for just a couple gribbets, she simply needed better awareness, discipline, and tactics. And those were within her reach. She had nobody to train her, but her determination did not waver, even after she failed the next quest and then the next. But she got better, and she knew it. On the day she forfeited that second quest, the grin that spread from one bunched cheek to the next would last long after she finally fell asleep for the night. She had killed an alglot, a mature one, though small. And it tasted good. But she soon discovered that there was just little profit in adventuring at this low tier; materials were plentiful and competition fierce. After all, even a farmer with a pitchfork could get a lone gribbet if they were quick enough. Quickly running out of money, she resorted to eating anything she could scavenge, including attempting to cook some of the low-level monsters she managed to kill. She still steered clear of gribbets when she could, but the taste of alglots, garmals, and even surlok became familiar to her. She lived for several months this way, hunting monsters that wouldn''t even bring any profit, for the sake of bare survival. For the rest of her life, the sensation of hunger will be one of the things she hates the most. Luckily for her, she soon encountered a group of friendly but similarly inexperienced adventurers who were willing to party with her. And luckily for the lot of them, the first adventurer guild they came across¡ªstill trying to rebuild after the last Crusade¡ªwas not only willing to take them in, but had experienced trainers. For the next few years, based out of that guild in the northern fringes of Manara, she managed to gain considerable worldly experience while maintaining her endless cheerfulness. She would often reminisce about her childhood, much of which was spent exploring the dense forests and creeks surrounding her home. And, just as she wanted, she missed her friends and family day after day. But she found herself well-adapted to her new life, and found a home in the community of the guild and particularly with her new friends. In her heart there was born a burning appetite for adventure, a blazing desire to explore the vast world. She wanted to see how far she could go as an adventurer, and perhaps to help those she encountered along the way. In just five years, her party of six¡ªincluding the same adventurers she had met on her way south¡ªwere officialized as B-Rank adventurers, the highest most people could expect to achieve without exceptional talent. They knew that none among them were particularly strong or powerful, but as a team, they excelled in most every task they were put to. It was rare, they were told, for a party to like each other so much, to be so cohesive and communicative both in and out of battle. It was rare, and something to be prized. Between her party, her guildmates, the trainers, and even the guild''s administrators, it''s a wonder how much good the good-natured people of the world can work, just by doing their jobs well and caring for each other. Not everybody is made to be a hero, nor should they want to be. And living among these many non-heroes, this young woman from Trella truly blossomed. Her strength burgeoned, her spirit blazed, and her determination grew ever fiercer. Perhaps the biggest shame is that none of those people would ever know just how far their kindness and everyday virtue would impact the lives of others. At the very least though, It was apparent that her party had a bright future ahead of them. But it wouldn''t be long before that bright future would be made manifest in fire.

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In the first season of the one thousand five hundred fifty-seventh Year of Grace, a young dragon descended from the eastern Aldrim not far from the border of Geld and Manara. This event is not included among the records of verified dragon-sightings, despite the indisputable fact that a fair many towns and homesteads were razed without any other plausible explanation. This dragon''s name would never be known, its description never to grace that ebony shelf in the venerated Skyfire Sect. The reason being that there was simply nobody left to report it. But it did have a name.

??????

They were on their way back to the guild from a successful quest, taking a lunch at a small inn at a crossroads. They''d had only a few spoonsful of soup when a man ran in, panting and half-dressed. Propping himself against the doorframe, he finally managed to exhale a few intelligible words: "Dragon¡­! Th¡ªth'' mountains¡­ the village¡­ in flames¡­!" The party looked at each other. There was no telling whether this dragon was real, but one thing they could tell: this man''s desperation was very real. In between hurried sips of lunch they tried to get the man to give them more information, but even when he calmed he had little else to say. He hadn''t seen the dragon¡ªjust the fire from the sky. But what he did manage to say was the name of his village, which was less than a half day away from the nearest town¡ªand the home of the party''s Chaplain. They had already picked up their gear and were ready to leave the inn when the doorway was again blocked by a frantic, panting man. "D¡ªDragon¡­!"

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Soon they were headed east at a brisk pace, and their pack lotch was unusually nervous, as if it knew they were leading it into unprecedented danger. Even a young dragon, a small one, would be classified as an Extreme-tier threat, requiring three to four parties minimum of the highest available ranking adventurers to combat. They told themselves that the least they could do was verify the threat and be on hand in case other parties would arrive to form an organized offensive. An organized offensive¡­ They looked at each other, every one of them struggling to believe that there could be any other high-tier adventurers within at least two days'' journey. Meaning, it would take that long just to get the warning to them. Here, in the northeastern corner of Manara, there was little more than frontier towns and the stray peddler. You could be reading stolen content. Head to the original site for the genuine story. They couldn''t imagine any help arriving. But still they went. They arrived at the Chaplain''s hometown before sunset, mere minutes before the howling streams of fire crashed upon the eastern rooftops. Townsmen rushed out of their houses in confusion and panic. And when they did, the dragon landed upon them, burning and clawing and tearing them, letting none escape. It was tiny, for a dragon, little larger than a baravyrn, fitting snugly within the moderately-sized byroads; but its jaws were still large enough to neatly snap up half a man at once, which it now seemed to delight in doing. But, within those alleyways, it could not turn. It didn''t consider this a problem; there was nothing here that a swipe of the tail couldn''t manage. Until six adventurers set upon it at once from every exposed angle. But even then, should it be concerned? There was little in this world that could pierce its mail of golden scales. And yet, something did. More than one, and more than once. It raged, and roared, and then it commenced a delightful game of cat and mouse, taking to the skies and burning the pesky assailants out of one shelter only to chase them into another. Finally, it turned its baleful blaze upon the last intact structure within a kilometer. With glee it watched the storefront fall in upon itself, ready to relish the taste of its triumph. But there was nothing inside. At first the dragon was merely bewildered; even its mythically keen senses could detect nothing. And then it was angry. But, for the most part, it had done what it came to accomplish. Snapping up a few more corpses to fuel its need for rampant growth, the dragon swept one more gaze across its brilliant conflagration. Sensing nothing, it took to the sky and fled to a nearby ridge, eager to digest the meal that bloated it from within the comfortable cavern it had spotted there. Within the submerged stone hollow their Earth Mage had created for them, the adventurers'' adrenaline was wearing off all at once. They dared not emerge yet, and came to the unspoken agreement that they would shelter in place for the night. Eventually, the Chaplain gave in to exhaustion and dropped the Divine Veil he''d held around their enclosure¡ªwhich, incidentally, had blocked the dragon''s spirit sight. The Guardian didn''t last much longer either, and as the glimmering bubble of his Dauntless Aegis faded into darkness, the adventurers'' body heat was once again perceptible by those above. The Earth Mage¡ªwith unusual finesse¡ªformed two small tunnels to provide airflow, and they found that their burrow was not without a degree of comfort¡­ the smallest degree of comfort, but enough that it would make all the difference in their outlook in the upcoming day. In between the weeping of one party member or another, they each were ultimately dragged down into blank-minded sleep.

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They emerged in the gloomy pre-dawn to the still-smoking cinders of the once-lively town. The Chaplain''s grief was spread among them as they looked at the blackened frames and piles of ash, and the scarce remains of the few townspeople who hadn''t been fit into the dragon''s belly. And, in turn, the Chaplain''s will was buoyed by their collective determination. They each had their many private thoughts, staring at the carnage they had lived through. But as a group, a coherent feeling seemed to develop all at once: now was not the time to grieve. They shared a certain exhilaration as they realized just how much they''d learned from the previous night. The Ranger asked, aren''t dragons supposed to be weak to lightning? Then why is this one only weak to ice? Most likely something to do with its golden color, they all agreed. Was it just me, or was the dragon getting sluggish towards the end of the day? mused the Knight. It didn''t look tired to me, responded the Earth Mage. But the Guardian was convinced¡ªit wasn''t tired, it was full. The Blackguard, the party leader, reported that its underside was indeed its weakest part, as the stories all say, along with its inner upper thighs. And with this dragon being especially young, that skin was notably soft and pliant¡ªcomparatively, anyways. Still tougher than anything he''d tried to pierce in his life, by a lot, he had to add. Taking stock of their experiences, they concluded that they had three attacks among them that could reliably harm the dragon: a fully-charged ice-imbued power shot from the Ranger, if he could successfully hit the dragon''s underside when it reared or swiveled; the Blackguard''s costly and difficult Driven Shadows attack; and a well-angled, well-placed upwards power thrust by the Knight''s prized greatsword, masterwork of the smith Tesmon. One more thing, they realized¡ªit was unlikely that any wound they inflicted on any single day would carry over to the next. The regenerative properties of a dragon were legendary for a reason. If they wanted to kill or drive off this beast, they would have to do it all in one day. ''Drive off''? the Guardian asked. ¡­ He received no response. Nor did anyone in the party speak as they gathered up their gear and made their way to the hillside where they''d hidden their supplies, their lotch having predictably broken its restraints and run off in terror the previous evening. By the time they were marching to the next town, still in silence, all of them knew they would be satisfied with nothing less than slaying a gold dragon. And, given the distance it could travel, their one day would have to be today. They couldn''t save that town. Nor the next one. But the dragon still couldn''t kill them. No rational person in this world would ever believe that any six adventurers had done battle with a dragon, no matter its size, three times in the space of twenty-four hours¡­ and lived. But they did. There''s nobody alive to tell the tale of the six adventurers who rallied the townsfolk, organizing those willing to fight and evacuating the rest. The first town burned, wholly, to the ground, and every single citizen defender lost their lives within a half hour. But the very last of them, a grizzled old man still mourning his daughters, let out a wheezing chuckle in place of his last breath¡ªhis glazing eyes were still watching when the dragon limped before it took to the skies. It could be said that the evacuees too played a vital role, as the time the dragon took to devour them all provided the adventurers with the necessary window of opportunity to make it to the next town. And by the time that town burned, the dragon Ragnalos was angry. Infuriated. Insulted. And hurt. These lands were so ripe with life energy, and it had awakened at the perfect time¡­ why couldn''t it pin down these human thorn-bugs? It would take just a few decades of growth at this rate, and nothing within the Aldrim could stop it. But how could these adventurers disappear like that? More alarmingly, how could they hurt it so reliably? Compared to its previous form, it felt like an infant. Regardless of its newly-attained golden composition, the pain it felt from the humans'' attacks emphasized how weak it was at this stage of its evolution. It was still in a phase of rapid growth in mass and stature, and its body reflected that focus. More flexible skin, less developed scales, all easier for its body to scale up in sheer size. It was still years away from crucial stages of development where its energy could be diverted into maturing and thickening its natural defenses. And so it was all too eager to exploit these undefended frontier lands, consuming as many of these energy-dense humans as it could to accelerate its growth, gorging itself until it could hardly move. This strategy was only encouraged after the first day; its increased size was tangible and measurable, particularly so to a creature with a millennia-long lifespan. Now swollen with the life energy of two towns worth of bodies, Ragnalos made its way back to the little crack in the cliffside to rest and digest. And it did so with malicious glee¡ªit had formed something of a plan, one it would perfect with a brief morning survey of the lands. It knew just how to deal with humans who seemed intent on defending others. But the adventurers had no intention of letting it live until morning. The Ranger''s Tracking Shot was unerring, and the dragon''s cliffside haunt was not too far for their exhausted bodies to reach. They''d fought two battles that day already, and marched as far as they ever had on a single day besides. The Chaplain''s strongest spells of refreshment and rejuvenation could only go so far; they''d dropped their supplies to lighten their load just to make it here. But none of them had the space in their consciousness for a single doubt, a single regret. There was exhaustion and fear aplenty though, and they all shared it with each other with nervous gazes. But in each other''s eyes they also saw the mirrors of their own determination, and after just a few minutes of quiet planning, they marched unflinchingly toward the cave in familiar formation.

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The bards have penned a multitude of songs about mankind''s battles with dragons, many of them needlessly embellished. But simply looking at that cave from outside, one could watch one of those songs take place on the stones of its time-smoothed mouth, painted by the flames of a sorely wounded dragon and the silhouettes of six people¡ªperhaps among the most valiant of this world. Seconds after they entered the cave, the crashing of collapsing stone signaled the initial success of their plan and the beginning of combat, briefly trapping the dragon''s front half before it even awoke. The roaring was immediate and surely deafening to anyone inside. Within a minute, smoke poured out from the ceiling of the cave, slipping upwards into the night clouds. Urgent shouting competed with the dragon''s roars, both of them soon outdone by the thunder of more tumbling rock. After ten minutes, the screaming started, outdoing even the tremendous clatter that accompanied the collapse of nearly half the cavern. The screams stopped after three more minutes. But the roaring continued. Five more minutes, ten¡­ it was only a growl now, but more vicious and hateful than ever¡­ Twenty minutes¡­ thirty-five¡­ Almost a full hour after the fight began, the roaring escalated to a sudden crescendo, then faded back into a growl, a groan, and finally a sniveling whimper. And then it ceased for all eternity. The smoke drifting from the cave was replaced by a trickle of steam¡ªthe steam from a dragon''s boiling lifeblood. Some time later, anyone still watching the now-quiet drama on the mouth of the cave would see a figure emerge, darker than the night-lit rock, steaming and as unrecognizable as the charred corpse they carried. The figure began to dig a hole in the soft parts of the earth just beyond the mouth of the cave, slowly and painfully, using mostly the snapped-off half of a shield as a shovel. Burdened by hunger, exhaustion, and injury, all unbearable, they rested often on the hard soil, lying as if dead for a time¡­ But they never gave up digging. Hunger, hurt, weariness, hunger¡­ But before dawn, the hole was just deep enough to cover the broken body of the party''s leader. The figure would then turn back to the black maw of that burned-out cavern. It stumbled over each and every loose stone and craggy ledge as it scuffled into the still-steaming dark. Over the next hour, the steam drifting from that darkness only increased, wafting gently from the cavern floor as it was flooded with spilt dragon-blood¡­ A lot of it. All of it. A full rest later, the blood within the cave was only just beginning to cool. It dripped like viscous acid from the next human-shaped mass of char the figure carried out of that red-painted cavern. And they began to dig, one shallow hole and then the next¡­ It would take all of the next two days, but at their end, five neatly piled totems of stones would mark the resting places of five noble souls. The figure would rest another day inside their gore-strewn lair before shouldering as much useful gear as they could carry and trudging aimlessly out from the shadows of the cave. Unwashed, blackened with cruor and char, and hardly recognizable as human, they kept walking¡ªheading straight, always straight. The cave facing southeast, this figure would eventually find themselves in the shadowy Greenfells, where they would spend a few peaceful and recuperative months in the untouched depths of that ancient forest before leaving southwards again. Seemingly by chance, they arrived in the kingdom of Tavar just as the last of the doomed Third Crusade was about to march. The Crusade''s need for manpower was so great that neither the new arrival''s motives nor their fighting ability were questioned before they were assigned to the rearmost battalion, one of the few that would escape the Cost. In just two weeks, the Crusade would end. For the third time in fifty years, the remaining nations of the known world lost a full fifth of their able-bodied populations. But that figure survived that gruesome day. They would save many lives and meet many people, who would then in turn live to save more lives. And then that ever-bloodied, ever-burning figure¡ªarmed with that gift from the noble-hearted Tesmon¡ªwould continue to live, and continue to meet new people, and continue to save lives. And in just two more years, they would become known across the entire modern world as¡ª Brimrose, the Blazing Maiden. [1.00] Introduction: Seven Months Before Dawn ~ Act 1 ~ Step Into The Shadow

Introduction:

Seven Months Before Dawn


[ Character creation would be here. ] The player can choose their own name and gender, so they will be referred to as [Guildmaster] from this point forward. There is no scene, only the following letters presented against the background of a generic wooden desktop:
Notice of Transfer of Property and Authority
From: The Office of King Eshram, Ordained Ruler of the State of Karsis This notice is to inform [Guildmaster] of the transfer of the Mayika Adventurer Guild and all related properties, accords, and authorities into their ownership. Per the written will of Savron, former owner and Guildmaster, and as certified by Karsian Royal House and blessed by the House of the Nine Virtues and its Seat in Mayika, the aforementioned assets have been ceded to your provisional ownership by virtue of blood relation. Your personal representation is required to finalize this investiture. Present the enclosed Letter of Investiture to the clerk at the Mayika Governor''s Office to proceed with the authorization of transfer. If the transfer has not been certified by the end of this year, the fifteen hundred sixty-seventh Year of Grace, the aforementioned assets will default to the possession of the Karsian Royal House. Stolen novel; please report. The Virtues light your path.

Letter of Investiture An exceptionally fine length of parchment, tightly bound and royally sealed. This letter should be presented to the appropriate officials in the city of Mayika, where your newly-inherited adventurer guild is established.
Letter of Introduction Addressed ''To Whom It May Concern'', this letter bears the seal of the Karsian Royal House and explains your identity and purpose in brief. It appears that Guildmasters still have some modicum of status in this land.
Letter from Savron
[Guildmaster], You should''ve already read the official notice at this point, so you know that I''ve decided to leave the leadership of the Mayika Adventurer Guild in your hands. I know we met only briefly, but I hope I made as much of an impression on you as you did on me. Know that I make this decision not simply because you are of my few remaining kin, but because I believe in both your ability and your virtue. And also because I know that, like me, you''ll all too often find yourself in the field alongside your adventurers¡ªdespite Annessa''s constant objections. Don''t worry too much. Please trust in my judgment and in your own capabilities¡­ But even more so, trust in the guild staff. I can personally vouch for those who remain, and even young Messen shows immense promise. Treat them well, invest in them, and they will keep you on your path. Keep well, and may the Virtues forever light your path and brighten your long life. ?¡ª Savron P.S. Yes, I''m dead. I lasted longer than anyone expected, myself included, and I believe I will soon see my life to a fitting end. Mourn for me a little, eh? Maybe toss a potion or two down in my name from time to time, preferably before killing something good.
[1.01] A Welcome, Or Close Enough

Month 1:

Thus Speaks Your Herald

Scena 1:

A Welcome, Or Close Enough


As you top the last hill north of the Heartlands, the city that is your new home seems to rise at once from the sandy flats before you. First you are greeted by gleaming domes of cyan with gold adornments, then the bright tan stone of squared rooftops, many of which hold small gardens. The streets, which you can barely see in between the many two-story structures, are surprisingly clean and sometimes feature a myriad of greenery. You have to admit to yourself¡ªnever expected to find anything this beautiful, even grand, outside of the Empires. ????? It''s evening. You stand at the gate to Mayika, capital city of the Kingdom of Karsis. There''s nobody else trying to enter at this time but you and the caravan you arrived with. You present your letter of introduction to the guard, hoping it''ll help you avoid some fees or at least speed up the process. To your delight, it does both.
[Guildmaster] Mayika north gatekeeper
GATEKEEPER: Looks good, welcome to Mayika.
[GUILDMASTER]: Do you know where I could find the governor''s office?
GATEKEEPER: South to the main road, then east to the Royal District. It''s in the main square there, but they''re probably closed for the day. If you need an inn, I recommend The Blithe Buffoon. Best rest in the kingdom, and no they''re not payin'' me for sayin'' it. Thrived for some generations now, despite the name¡ªand that should tell you something.
[GUILDMASTER]: Thank you. What about the adventurer guild then?
GATEKEEPER: Didn''t think we still had one ''til I saw the letter¡­ You know, go ahead and ask the sergeant on your way out, he''s in the gatehouse on the right.
[GUILDMASTER]: Thanks again. After getting directions to your new inheritance¡ªdue south on that same road, called the Gate Road as it runs straight from the northern to the southern gates¡ªyou make your way through a modest portion of the city, including a number of merchant''s stalls lining parts of the street; their wares are far from the best the city has to offer, but considerably more affordable. Soon enough, you overhear a pair of voices that are plainly talking about you, and you pause across the way from a humble produce stall where its owner and a cheerful young man are talking to each other.
CHEERFUL YOUNG MAN: What about this person? A newcomer like this is a great opportunity!
HUMBLE FRUIT MERCHANT: As always, young master, I can only rely on your keen sense. The cheerful young man spins around with a smile, and in a flash he''s walked up to you with a fruit in each hand. His clothes are basic in style but made of fine material and clearly well-cared-for.
Cheerful young man Humble fruit merchant
He presents you the fruits, both arms extended to you with a simple but excited smile.
[GUILDMASTER]: What''s this?
CHEERFUL YOUNG MAN: A free sample!
You eye the fruits with curiosity as you lift them from his outstretched hands, and note that they look healthier than you''d expect from a common market. Moreover, they''re of a variety that you don''t recognize.
CHEERFUL YOUNG MAN: Mister Tarsim''s family owns their own little orchard just outside the city. As you can imagine, it''s a very complicated business without adventurers around to keep the alglots out, and not much profit to be made. But look at these! It took two generations to cultivate and another for the new trees to mature, but his family''s efforts have finally, eh, born fruit!
Taking a bite out of one, you can only agree that Mister Tarsim''s family must have both expertise and dedication. You step past the young man and over to the stall, eyeing the selection and prices while the merchant looks at you gently with confidence on his face. [GUILDMASTER]:
<1> Hm. I''ve tasted better, but might as well have been eating gold. Your product is marvelous, Mister Tarsim. With a simple smile and a slight bow, the stall owner accepts your compliment in the spirit with which it was given.
<2> I''m impressed, thank you. I''ll be looking forward to visiting again. MISTER TARSIM: I''m most pleased to hear you say that!
<3> This young man''s tactics are quite persuasive, I''ll admit. As much as your own product, Mister Tarsim. The stall keeper gives a gracious bow, and the cheerful young man grins.
MISTER TARSIM: It''s a fine feeling to have my family''s long-abiding endeavors praised such, I''ll admit. You have my thanks as well, for your kind words. The young man has a mysterious glint in his eye as he addresses you again.
CHEERFUL YOUNG MAN: We shouldn''t keep you, I can see you''ve still got your belongings on you and it''s getting late. They''re not lying when they recommend The Blithe Buffoon, it''s the best place around and not even the most expensive. Best of luck to you, newcomer!
[GUILDMASTER]: This might be the best welcome to a city I''ve ever had. My thanks to the both of you.
After a couple quick nods and bows, you''re on your way again.
Soon enough, you pass by an inn on your left, large but not very impressive. It''s The Holy Harper, not the one you''ve been recommended. Judging by the wagon tracks and the large stables, it''s likely a popular and economic choice for traveling merchants. Even from the middle of the street you can hear the song of a bard¡ªand not a good one. He''s chosen a tale of the Infernal Six as his song of the hour¡­ ever a popular subject. It sounds like an original piece, or at least one you haven''t heard before, focusing on the exploits of the famous adventurers'' party leader.
And dark was the hour, the village besieged! A heinous alliance of monsters, the fiends! But darkness¡ªno matter how thick!¡ªcannot abide the fires of Brimrose, newly arrived!
Well, at least it''s an original. The tune isn''t even that bad for a budget bard. Past the inn, the road''s quality quickly declines. There is little traffic to the city''s southern gate, and less reason to maintain it. With Mayika being the second largest city in the Heartlands, it takes some time before you finally spot the familiar sign of an adventurer guild, the flame-winged shield¡ªthe same emblem used across the known world. Below it is the Mayika guild''s individual emblem, a rising gauntlet within a radiant halo.
Adventurer Guild emblem Mayika branch emblem
But what first catches your attention is a large, elegant house, worthy of being called a small mansion, located directly across the street from the gate to the guild. While not richly decorated, it is clearly much newer and more expensive than the surrounding residences. It has a small yard even, surrounded by a high stone wall whose rounded top looks made of a smooth, ungraspable material. Turning to the adventurer guild that is now technically yours, you knock firmly on the thick wood-and-iron gates. And then again, after a few minutes with no sign of an answer. Eventually you decide that you have no choice but to enter on your own¡ªthe gate is unlocked¡ªand cross the large cobblestone-paved courtyard to the door of the guildhouse proper. This time, your knocking is promptly answered. A smart-looking woman in an unfamiliar uniform opens the door just enough to fit herself through. Her elegant gold-trimmed suit jacket looks worn in places, but its jet-black color still holds. Similarly, her black slacks are impeccably clean and straightened, meeting just at her elegant shoes¡ªrefined, but sturdy enough to be worthy of a day''s walk. She looks you in the eye, firmly but cordially.
Smart-looking woman
SMART-LOOKING WOMAN: Your name and business? Her voice is deep but feminine, and combined with her elegant poise your impression of her is one of implacable serenity and rationality. [GUILDMASTER]: I''m called [Guildmaster], and I''ve received notice that I''m to take ownership and leadership of this guild by the will of Savron, the previous Guildmaster and my first cousin once removed¡ªbeing the son of my great-uncle, Varal. She nods, and you hand her your letter of introduction. She scrutinizes it with a trained eye, then hands it back to you with a slight but elegant smile. SMART-LOOKING WOMAN: Welcome, [Guildmaster]. My name is Annessa, the guild''s administrator. She opens the door fully, welcoming you inside. ANNESSA: There''s much to review, even by way of a simple introduction. But for today I suggest you learn your way around and then make yourself comfortable after your travels. I take it you haven''t been to the governor''s office? [GUILDMASTER]: Not yet, no. I was told they were closed for the day. ANNESSA: We''ll head there tomorrow morning then. Inside the front hall of the guildhouse, your immediate impression is that, though tidy, the place hasn''t been properly cleaned in years. The room is dimly lit, and the smooth, dark wood of the walls only adds to the impression of dimness. The hall stretches the width of the building, with exterior doors on both sides as well as one set in the back, at the end of a hall that starts between the twin staircases that lead to the above two floors. You hear a door open on the upper floor, and footsteps approaching the stairs. ANNESSA: This will be Varant, our most senior staff member. Varant appears on the stairs, his gaze already appraising you as his sure and precise steps carry him down to the hall.
Varant
VARANT: And this is¡­? His deep voice is almost as scarred as his face, and with those few words his inexorable confidence is impressed upon you. Varant''s gaze is judgmental, but not hostile. You immediately feel the need to prove yourself to him, but know that the best way to do that is to not feel like you have to prove yourself to him. ANNESSA: The new Guildmaster. Stepping off the last of the stairs, his eyes never leave yours as his measured paces carry him softly towards you. VARANT: Hm. By what right? [GUILDMASTER]:
<1> The right of law, no less. Varant grunts grouchily.
<2> The right of my distant cousin''s delirious whims, as far as I can tell. VARANT: You a relative of Savron? You got any of his strength in you, eh? [GUILDMASTER]: <1> Remains to be seen¡­ I''ll do my best, that much I can say for sure. Varant grunts neutrally.
<2> A pinch, maybe. Two if I''m lucky. Varant''s grunt carries a hint of amusement. At least, you think.
<3> All of it¡ªbut only of the kind related to eating two Manaran honey pies in one sitting. VARANT: Mighty indeed. He seems amused, but his tone wouldn''t indicate it; regardless, he has nothing more to say on the topic.
<3> Inheritance, apparently. I''m a relative of the previous Guildmaster, granted the position by his will. VARANT: Nepotism, then. [GUILDMASTER]: <1> That''s what I''d normally call it, yes. Varant grunts neutrally. He might even be amused, but you don''t know him well enough to tell.Stolen content warning: this content belongs on Royal Road. Report any occurrences.
<2> That''s just the tip of it. Next, he''ll promote me to advanced maid trainer, then custodian supreme¡­ and finally, the ultimate position: head cook. Varant nods knowingly, as though this were all a tragic but inevitable future.
<3> That''s not exactly fair, in this case. VARANT: You''ve a lot to prove before you can say that much. [GUILDMASTER]: <1> Certainly looks like it. Varant stares at the player with his usual neutral frown, but has no more to say.
<2> And I''m generally good at that part, but if I guess correctly, we''re in too deep for me to be confident in my current capabilities. Varant says nothing, and his expression doesn''t seem to change¡ªthough you''d swear his face isn''t quite as tight as it was a minute ago.
<3> It''s not my job to prove anything. It''s my job to help run this guild. Varant eyes the player with some suspicion but says nothing.
Her face impassionate and her voice serene, Annessa provides Varant with a more thorough introduction as she glances between the two of you. ANNESSA: Varant is our senior trainer, and oversees basic training as well as advanced training for all one-handed combat and master training for guardian classes. He''s probably one of the most experienced fighters in the kingdom. VARANT: Only when it comes to monsters. I''m not training anyone to fight other people, bandits or no. And that includes goblins and lephan. If that bothers you, you should make some decisions immediately. [GUILDMASTER]:
<1> We''ll have to deal with bandits eventually, no way around it. Probably lephan too. You don''t want to prepare them for that? VARANT: Let one of the others do it. I''ll cross swords with nobody. Hell, I don''t even know how.
<2> I can deal with it at least. VARANT: Well, don''t worry too much. The others are better suited for it than I am, anyways.
<3> I approve, thank you. VARANT: You should know that our adventurers must be prepared for it regardless. The other trainers are not only more willing, but more qualified.
ANNESSA: Varant, you should know at least that I''ve triple checked all the relevant documentation and everything is in order. Moreover, Zoergatha has given them the OK¡ªvouched for them, even. VARANT: Zoer¡ªhm. I see. ANNESSA: [Guildmaster], Zoergatha is our master Blackguard trainer. You''ll meet him when he decides to meet you. Without warning, the door to the training yard opens, and a fierce-eyed young noble enters the room with silent and graceful steps. Like Varant, there is extensive scarring across his face¡ªfor his part, including a lost eye¡­ Indications that he''d once spent a long and difficult time without the aid of a healer.
Fierce-eyed noble
Annessa turns to face him, but Varant continues staring impassively at the Guildmaster. FIERCE-EYED NOBLE: ¡­The new Guildmaster. ANNESSA: Yes. [Guildmaster], this is Messen, our advanced two-handed combat trainer and master Knight trainer. Messen walks up to stand beside Varant, the both of them looking straight at the Guildmaster. Messen''s posture is both relaxed and imperious, but his one eye is dark with indiscernible thoughts as he scrutinizes your own. [GUILDMASTER]: Good to meet you, Messen. Savron praised all of you in his letter. And he said that you in particular showed immense promise. Somehow, Messen''s stare becomes even more focused. His voice, however, is utter calm. It is quiet in its confidence, but rich enough to fill the entire room without being raised. And right now, despite the lack of overt harshness in is tone, all that confident calmness condenses into two piercing words: MESSEN: You lie. [GUILDMASTER]:
<1> What do you mean¡­? MESSEN: Exactly what I say. I''ve never met the previous Guildmaster. Needless flattery is one thing, but don''t mix it with outright lies.
<2> You falsely accuse me, but¡­ why? MESSEN: I''ve never met the previous Guildmaster. I''ve received enough flattery in my life, such that I tire of it. But an outright lie is contemptible.
<3> I''m not, and I don''t appreciate your blatant fabrications. MESSEN: You''ll explain how he mentions me by name, then. I''ve never met the previous Guildmaster. Needless flattery is the standard for my birthright, and I thought I''d left both behind.
[GUILDMASTER]: That doesn''t make sense¡­ It''s exactly what he said in his letter, the one I got with the notice of property transfer. I still have it on me, here¡­ Annessa immediately straightens at the mention of a letter, and her sharp eyes follow your hand as you pull it from a coat pocket. You pass the letter to Messen as proof. Messen eyes the letter itself with some wariness as he takes it from you, opening it with his slender fingers. His every motion is made of trained elegance. Annessa steps quickly behind him, almost instantaneously, and then peers over his shoulder without the slightest regard for privacy or personal space. Messen doesn''t seem to notice or care. MESSEN: ¡­And he mentions me by name. Varant simply grunts, but an extra crease in his face indicates some combination of surprise and concern. After a brief time, a subtle change in Messen''s demeanor¡ªfrom intensely focused to simply stoic¡ªindicates that he''s finished reading. ANNESSA: ¡­I''d examined the will and all related documents, but didn''t know there was a personal letter¡­ It''s his handwriting¡­ Messen is still expressionless, but his words betray his confusion. MESSEN: This is¡­ ANNESSA: ¡­I''ll look into it. Messen hands her the parchment and, with her too-focused face lowered halfway to the open letter in her hands, she makes a quick stride forward¡­ only to remember that it doesn''t actually belong to her. ANNESSA: My apologies, Guildmaster. Might I borrow this for a while? [GUILDMASTER]: Sure. I''ll get it back, right? ANNESSA: By tomorrow at the very latest¡­ She seems surprisingly absent-minded at the moment, in contrast to the sharp demeanor she''d displayed until now. VARANT: ''Ey. You forgot me. ANNESSA: Once I finish¡­ I''ll show you, if¡­ She immediately paces off to one of the staircases on the far side of the room. Her face is still bent over the letter, as if she''s physically unable to take her eyes off its contents. She leaves the scene. [GUILDMASTER]: Uh¡­ wasn''t she supposed to give me a tour or something? Varant and Messen grunt in unison. After a second, they give each other a quick look before turning back to the new Guildmaster. VARANT: I think I know what she''s up to, and it won''t take long. Follow us, we''ll show you around the yards at least. She''d probably ask us to do that anyways. They first take you through the door to the training yard, quite large and entirely clear at the moment. The stonework on the ground is noticeably better, providing a smoother surface for sparring and the like. They introduce you to three storage sheds and the supplies kept in each. Everything is old and somewhat worn, but well-cared for. VARANT: Of course. It''s not like we have anything better to do with our time. Then they take you to the front courtyard. It''s a large property, and the three-story guildhouse stands well above the surrounding buildings. It''s surrounded by a high stone wall, in need of some repair but still serviceable. Both Messen and Varant are quite amicable now¡ªfor what you''ve seen of them, at least. Meaning, they are largely silent and ever stoic, but are communicative and thorough as they guide you around. For Messen''s part, the letter provided him with some confidence in both your abilities and intentions. Varant has picked up on this sentiment from both him and Annessa. You notice that they are both thin and worn. You wonder how the guild has been doing all these years¡­ [GUILDMASTER]: How has the guild been holding up? I''m impressed you''re still operational. Neither of them change expressions, but you can definitely sense a dissatisfactory frown from each of them. VARANT: Only barely. It''s been¡­ difficult the past few years. [GUILDMASTER]: My impression is that there''s very little left, even to pay you. Thank you for sticking around. Nether of them say anything, but they each look somewhat somber. [GUILDMASTER]:
<1> You decide not to press the subject. They say nothing, and you wonder if they''ve any real hope left at all.
<2> I''ve known poverty, and I don''t care for it. It''s hard to imagine I''ll be the difference between failure and perseverance, but I''ll do my best to make sure we all earn what we deserve. They don''t say anything, of course. You can''t tell whether they''re grateful, doubtful, suspicious, or all of the above.
<3> Your perseverance is¡­ Well, it''s something to admire. I''m simultaneously impressed and intimidated by all three of you. Oh¡ªsorry¡­ the needless flattery¡­ Again in unison, the two master trainers utter a soft grunt. But you''re pretty sure they didn''t mind your comment this time.
They take you counter-clockwise around the edge of the yard. On the north side is an empty office, almost a house. Next to it, adjacent to the gate, is a large storehouse with a sort of merchant''s booth facing the guild''s entrance. On the other side of the gate is a large lotch stable, currently with a single resident. Beyond that, close to the guildhouse, is a large dormitory for the adventurers. It is shuttered and locked. Behind that is a provisions storage shed and cellar, situated between the dormitory and a stand-alone kitchen in the far corner. Even at a distance, you can tell that they are both regularly used but poorly cared for. Just as you re-enter the front hall of the guildhouse, Annessa comes down to meet you. ANNESSA: I again apologize, [Guildmaster]. The previous Guildmaster was¡­ very important to us. VARANT: Looks like you found something. ANNESSA: It''s less than I''d hoped, but more than I should have expected. She hands the still-unfolded letter to Varant, who starts looking through it. ANNESSA: It''s a simple trick that we found use for from time to time¡­ the juice of Pirpurran rindfruits can be used as an ink, nearly invisible once it dries, but easily revealed by the touch of a flame. He wrote a brief note at the bottom¡­ Varant''s tightened frown is the only indication that he''s finished reading. VARANT: ¡­Well he''s just a right ????ing bastard. MESSEN: I didn''t realize you held the man in such high regard. ANNESSA: It''s true, that might be the best he''s ever spoken about anybody. Varant steps over to hand you the letter back. You inspect the newly manifested writing at its bottom, revealed in a smudgy dark brown.
Annessa, if you''re reading this, you''re a dirty snoop and I miss you. I miss you all. ¡ª Savron
ANNESSA: And yet¡­ She sighs. ANNESSA: Yet, it doesn''t explain anything. [Guildmaster], do you know how or when Savron died? [GUILDMASTER]: All I heard was that he left for the Crusade and never came back. Annessa and Varant look at each other for a moment, and Messen eyes the two of them neutrally¡ªcuriously even, at least you think¡ªwhile gently crossing his arms. ANNESSA: It''s the same¡­ VARANT: I lost sight of him when we scrambled to retreat. All we know is that he was listed as missing in action. Which, in the case of the Crusades, means you''re dead. Annessa lowers her head a bit, pondering something with faraway eyes. ANNESSA: This has been on my mind, but¡­ investigating further would take some effort, and¡­ Well. Apologies. Karsis only recognizes missing individuals as dead if there''s been no official record of them for four years, though a written will may take longer before it goes into effect. I didn''t see any such stipulation in the will like I expected to, and it''s been over nine years¡­ [GUILDMASTER]: Isn''t the postscript rather curious then? It''s like he expected you to wonder¡­ ANNESSA: And he mentions Messen by name¡­ he had to have been here, but for neither Tami nor Zoergatha to notice¡­ MESSEN: Zoer¡ª? ¡­Ah. ANNESSA: He had to have done something to¡­ to reset his missing person status¡­ there should be a record, unless¡ªmaybe he passed a letter to the king''s officials directly? Or even the House¡­? Though her downcast face is expressionless, Annessa''s eyes twitch back and forth as she searches furiously for an explanation that might be even remotely plausible. Messen is eyeing her from the side, his face utterly stoic but his eyes now benign. MESSEN: I can almost guarantee that you''ll think of nothing useful until you''ve discovered something more. If Zoergatha can''t help with an investigation, I might still have some influence. Annessa gives a brief smile in the direction of her unfocused gaze as she returns to the present. ANNESSA: You''re right. Guildmaster, let me show you the rest of the guildhouse, and then you can rest for the evening¡ªor do as you please. After a very brief tour of the guildhouse, you are introduced to your room on the second floor. It''s spacious and tidy and¡ªsurprisingly¡ªalready prepared for you. Just as you wonder what you''re going to do about supper, Annessa returns with a knock on your door and a small platter in hand, setting it on the room''s small table with a vividly nostalgic look on her face and in her eyes. The mental image of Savron, sitting right where you are now, is strong enough to impress upon you the significance of your situation and the importance of your new duties. It''s a modest meal, old bread and cheese and two shriveled fruits, but you get the feeling that what''s in front of you is better than any of them have eaten in months. Once you decide to take your rest, the day ends. [1.02] Starting From Zero

Act I ? Scena 2:

Starting From Zero


It''s midmorning of the next day as you and Annessa leave the Mayika governor''s office, situated squarely in the middle of the Royal District.
[Guildmaster] Annessa
Her uniform is sharp enough¡ªor perhaps unusual enough¡ªthat she draws the gazes of several bystanders, not excluding the local nobility.
[GUILDMASTER]: Thank you for helping me get that done, and for leading the way here.
ANNESSA: It was for the best; I also needed to request that they forward us any complaints that are within our expertise to deal with. It''s also a good excuse to introduce you to the district. You probably won''t be coming here often, but you should know your way around.
First, she walks you around the Highpeal Square, pointing out the offices of officials and and a few mansions belonging to prominent citizens. She doesn''t need to point out the Mayika Chamber, local office of the House of the Nine Virtues, its front adorned with symbols related to the Virtues and their aspects. The square is probably named after its tall bell tower, towering over everything in the city¡ªexcepting the royal palace just to the north¡­ Or rather, the Palace of Governance. Annessa explains that the royal family actually lives in a small manse attached to the western side, and the palace itself hosts suites of administrative offices for national and international matters, while local issues are seen to in the offices in Highpeal Square.
The palace is comparatively modest, but still the city''s dominating feature and visible from nearly every street and alleyway. You pass by its gate as you wander from the square into the well-kept roads of the Royal District''s residential areas. The noble''s mansions are quite grand; in some cases, extraordinarily gaudy. Golden embellishments and silver statues, gemstones set in the doors and windows, unnecessary arches with intricate carvings¡­ all there simply to flaunt the family''s wealth¡ªin a time when so many people are still struggling due to the repeated losses of the Crusades. But it''s a pleasant and interesting walk nonetheless, despite the occasional stares of passing nobles and servants running errands. Annessa identifies the residences of probably every noble family in the city, though you''re sure you''ll never remember them.
By mutual agreement, you don''t stretch the tour more than necessary, and soon you''re both on your way back to the guild.
Passing back through Highpeal Square, there''s now a small group of minstrels in front of the small fountain at its center, performing a spirited but light-hearted piece¡ªpredictably, about the Infernal Six. As much as you might feel jaded about their over-popularity, you remember that they were¡ªand probably still are¡ªan inspiration for you as well. For a moment you reminisce about the time you saw them in person, though far away and across a crowd¡­
It was six years ago in the city of Arkastor, capital of the Arkavian Empire. You''re perched on the roof of a house so you can see over the masses of people¡ªmore than you''ve ever seen in one place. The Infernal Vanguard, more popularly known as the Infernal Six, have arrived in the city and the dukes insist that they make a public appearance. They are standing on the small dais that surrounds the fountain in the middle of the Imperial Square. From salleted head to sabatoned heel, they wear the kind of fantastical gear that every adventurer dreams about. Eagerly, you watch and listen as they are introduced by an imperial herald¡­ IMPERIAL HERALD: ¡­to our grand capital! An inspiration for adventurers everywhere, and a bright hope for we citizens of the Empire! With the blessings of the emperor and the five dukes, I now present to you: the Infernal Vanguard! Brimrose, the Blazing Maiden! The ever-burning knight who rides the flames themselves into battle! Grimlock, the Arcane Ravager! The grim-faced battlemage of unimaginable prowess! Lord of Fire, Ice, and Thunder! Heartshade, the Blood Reaper! The scarlet maiden who walks a carpet of ever-flowing red! Emberly, the Flame Princess! The hell conjurer, whose walls of fire consume entire cities! Tristan, the... uh... it''s Tristan! The audience goes wild. Tristan gives the herald a thumbs-up. The audience goes wilder. And the Divine Herald herself... The white lady, the Saintess of Death! She who named the Ninth Virtue! Her healing prowess is as feared as it is beloved! Tremble, ye wicked! Fear not, O faithful!
¡­You come back to the present as you and Annessa leave the Royal District, heading east to the Gate Road.
You''re halfway back to the guild by the time you ask the question that you need to ask the most. [GUILDMASTER]: So¡­ how bad is it?
Annessa''s expression doesn''t change, and she addresses the issue matter-of-factly.
ANNESSA: We have no adventurers at this time. We''ve trained a few over the years, but without being able to put together a full party, we would eventually refer them to the northern guilds. As far as I know, we''re the only guild in the heartlands still operational¡ªif only technically.
[GUILDMASTER]: Speaking of, how were you able to last this long?
ANNESSA: We were a fairly successful guild with decent savings, and Savron gave his personal assets to the guild before he left for the Crusade. Many of the other staff and even adventurers included the guild in their wills as well.
[GUILDMASTER]: That''s a lot of loyalty¡­
She nods, and sad smile shows briefly on her face before it fades into pensive solemnity.
ANNESSA: We''re not wholly without income. Varant, Messen, and Tami still take care of a lot of low-level quests. The others¡­ can''t really, or won''t, for reasons of their own. We did well enough for a while, but the last couple years have been¡­ difficult.
[GUILDMASTER]:
<1> I''m sorry¡­ I''ll do what I can, for whatever that''s worth. ANNESSA: If it means anything, I believe you. In a way, the future is more uncertain than ever¡ªbut that could be seen as an improvement.
<2> I could tell¡­ It''s not right to have to live on such meager means. For anyone in this city, really. Annessa looks thoughtful, but does not respond.
<3> How difficult is difficult? Varant said the same thing¡­ ANNESSA: We¡­ can''t eat as much as we should. Tami''s occasional hunts help, but¡­ She trails off, and you don''t press the subject.
[GUILDMASTER]: So recruitment is top priority, then. But starting from zero is rough¡­ Especially with little money to offer. We can''t even afford sign-on bonuses, can we?
She shakes her head gently.
ANNESSA: It''s a lot to ask, but I don''t suppose you have any innovative ideas? [GUILDMASTER]:
<1> I can''t think of anything novel at the moment, to be honest¡­ ANNESSA: Hm¡­ Well, I think we should get together with the others later and attempt to scrounge up some ideas.
<2> Taverns are always a good place to start¡­ But you knew that. She nods.
ANNESSA: We''ll definitely start there. But we''ll need more than that, of course. I''ll ask the staff to get together in the next couple days, we''ll start with the basics and hope for some good ideas.
<3> We should at least ask the House for a Cleric or sanctioned healer. ANNESSA: We should have thought of that, to be honest. I doubt they''ll have anyone to spare, at least soon, but that''s a must. But after that¡­ Let''s get the guild staff together. We''ll have to try our best to come up with something more, and soon.
[GUILDMASTER]: It''s a good plan. If we can call it that.
ANNESSA: We might as well.
For the first time, you sense a hint of amusement from her.
ANNESSA: Well, to start with, I''ll probably spend the rest of the day writing recruitment posters¡­
[GUILDMASTER]: Is that something I could help with?
She gives you a cautious stare. She squints her eyes even, as if wanting you to know just how deep her doubts run.
ANNESSA: ¡­I don''t trust your handwriting. [GUILDMASTER]:
<1> But my handwriting is exquisite! Prettier than a merodon''s flower-cap and more majestic than a pirouetting baravyrn! ANNESSA: ¡­That sounds just as legible as a gribbet''s slime trail.
<2> The words of a faithless villain!! ANNESSA: I have plenty of faith. In my own strengths.
<3> ¡­Well. That''s reasonable. ANNESSA: Of course it is.
[GUILDMASTER]: Uh-huh.
<4> You haven''t even seen my handwriting¡­ ANNESSA: I don''t have to. Do you need to see me try to fight a kalrok to be able to guess that I can''t fight monsters?
[GUILDMASTER]: Uhhh¡­
ANNESSA: Don''t worry, I''ll get it done. If you don''t mind, we could continue our tour of the city tomorrow while we post them. [GUILDMASTER]:
<1> I''m looking forward to it. Annessa nods.
ANNESSA: Tomorrow then, probably before noon.
<2> I''m honestly still tired from my traveling, but work is work and I won''t miss this opportunity. ANNESSA: Very good. I''ll find you tomorrow before noon.
<3> Think we could stop at a tavern or even a food stall while we''re out adventuring in the urban wilderness? ANNESSA: Please, Mayika is quite tame! ¡­The part we''ll be visiting, at least. As far as food¡­ well. We can afford something.
She seems quite content with your proposal.
You walk in silence for a while longer, eventually stopping in front of the guild''s front gate, across from that eye-catching two-story house. Then you hear a cheerful voice greeting you from behind, and turn around to find a cyan-haired woman leading a lotch-driven wagon loaded with crates.
Cheerful trader
CHEERFUL TRADER: Hello! Do either of you belong to this guild? You and Annessa both nod but say nothing, uncertain of what to make of this unexpected encounter. Thinking back to the sounds of rumbling cartwheels and the grunting of a lotch, you realize that this person has been following you ever since you stepped onto the Gate Road. CHEERFUL TRADER: Excellent! I''m hoping to sell surplus Imperial arms and armor. From Arkavis, I mean. Who should I talk to?This novel is published on a different platform. Support the original author by finding the official source.
ANNESSA: I''m afraid the guild is unlikely to have the funds to purchase anything from you. I would go so far as to suggest it would be a waste of time on your part, despite how much we might desire your wares.
The cheerful trader looks concerned for a moment.
CHEERFUL TRADER: ¡­I see. Hmmm. Well, I''ll be back tomorrow then.
She immediately turns her cart around and heads back north, without leaving you the opportunity to say anything. You and Annessa look at each other, wondering why she''d think anything would change within a day. Entering the gate, you''re halfway to the guildhouse when a piercing-eyed traveler exits its front door.
Piercing-eyed traveler
She and Annessa smile gently at each other as they approach.
ANNESSA: Guildmaster, this is Tami, our advanced archery and master Ranger trainer.
So, not a traveler then. It''s not your fault, she would''ve fooled anybody.
After a few strides more, the three of you meet and exchange greetings.
TAMI: The new Guildmaster?
ANNESSA: Yes. [Guildmaster] and I just finished getting the transfer officialized.
? Tami smiles at you, but only ever so slightly. It seems the guild staff are a reserved bunch; or maybe their recent hardships have something to do with it. In Tami''s case, her face is ever serene and unreadable, but her tone varies from teacherly to childishly playful (or both) at any given moment.
TAMI: I heard Zoergatha vouched for you.
ANNESSA: It''s true. I was surprised too.
[GUILDMASTER]: I''m not exactly sure what that means, to be honest¡­ How do I even take that?
ANNESSA: It means he thinks you''re capable, in most every way that''s relevant to your role. Which, coming from him¡­
TAMI: It''s fine if you let it swell your ego for a little while¡ªa little confidence could do us all some good right now. But just a little bit, of course. [GUILDMASTER]:
<1> I certainly appreciate the confidence, that''s for sure. TAMI: You know, perhaps I should ask him for a morale booster myself¡­
She feigns giving it serious consideration, her head tilted and her finger raised to her bottom lip.
<2> My ego is already impressively large, thank you. It''s truly a massive specimen. ANNESSA: I can attest to that. [Guildmaster]''s shining self-confidence is like a lit beacon, drawing strange merchants to the guild''s very gates.
TAMI: Oooh?
Annessa waves it off as unimportant.
<3> Any idea when I''ll meet him? I''m curious as to how he even knows that much about me. ANNESSA: Soon. Of course, you''ll need a way to contact him for guild business, he''ll arrange that with you at the time. As for how he knows¡­ Well, he''s our Blackguard master.
She leaves off with that, as if it explains everything. And it probably does.
Annessa turns to Tami.
ANNESSA: Will you be free tomorrow? We need to do some recruitment strategizing as soon as possible.
TAMI: I''ll be here. Just let me know when you have a specific time.
ANNESSA: Of course, thank you. As always, let me know if you need anything. We''ll always be here.
TAMI: Thank you¡­ we both appreciate it, and always will. I''ll see you tomorrow then, the both of you.
[GUILDMASTER]: Thanks Miss Tami, it was good to meet you.
For just a moment, Tami looks a bit confounded. She walks off, muttering¡­
TAMI: Why does everyone always have to call me ''miss''¡­?
After you part, you and Annessa enter the guildhouse. Once inside the deep dim-and-lamplight of the front hall, she stops and turns to you.
ANNESSA: I appreciate your offer to help with the recruiting notices, but please leave it to me. It''s my forte after all. However it does remind me that I should be introducing you to the more formal aspects of your role¡ªincluding the paperwork, and the paperwork for all the paperwork. But you should temper your excitement, as it''s more important for me to get these notices done today. [GUILDMASTER]:
<1> Um¡ªyeah. Looking forward to it¡­ She gives you a knowing smirk.
<2> We''ve still got a lot of daylight ahead of us. I''d actually rather do paperwork than sit around bored. ANNESSA: I''m sorry, I understand the sentiment¡­ Messen''s probably out for the moment, but if you find Varant, why don''t you try convincing him to show you more of the city?
[GUILDMASTER]: That''s fine advice, thank you.
<3> It''s fine. In fact I think you should consider scaling up our goals for the area we can cover with the postings. By a lot. With her closest eye, she pierces you with a look that is both suspicious and amused.
[ only available if you picked option <1> when she said she doesn''t trust your handwriting ] <4> Just leave it to me! After all, remember that magnificent handwriting I talked about? She turns her most sarcastic glower on you, and you know you''ve succeeded in amusing her.
She then leaves you to your own devices for the rest of the day. You''re free to roam the guild property.
[ This marks the start of a player exploration phase. ]
You explore the guild property as you wish. Eventually you run into Varant in the training yard, setting up a small practice area in a corner.
[ Interacting with Varant will end the exploration phase for the day. ] Varant is rummaging around in one of the supply sheds.
Varant
[GUILDMASTER]: You look like you''re up to something.
VARANT: Sure am.
He grunts as he moves another training dummy, as heavy as an armored warrior due to the weights at the bottom of the stand, to its spot against the wall.
VARANT: Well. Just got nostalgic is all¡­
He looks around for a couple seconds.
VARANT: Say¡­ You know where Annessa is?
[GUILDMASTER]: She''s in the guildhouse, writing out recruitment posters.
VARANT: Perfect. So, how about it. Want to show me where you''re at?
You look around cautiously as if worried that Annessa might appear, remembering the mention of her Savron left in his letter.
[GUILDMASTER]: ¡­Let''s do it.
[ This is the player''s opportunity to choose a class and select skills and such, and make some other combat preparations. ]
Varant gestures to the middle of the training yard, and you square off against each other once you''re content with your chosen loadout. Varant has no weapon, but he''s put on an extra vest over his lightly armored coat; you get the feeling that with the practice weapon you''re provided with, you can''t meaningfully harm him. The look in your eyes doesn''t go unnoticed.
VARANT: I''m simply here to see how well you can swing and how well you can hit. Can tell a lot by the feel alone, and I like seeing your technique from this angle as well. At least sometimes.
[ Varant gives you a very basic combat tutorial, making sure you know the basics of combat, the user interface, and any unique gimmicks the game might have. ]
You''re panting a bit after finishing his evaluation, but he seems mostly unaffected by the exertion.
VARANT: Hm! You''re just C-rank at best, but you''ve got potential all right¡ªyou''ve got the mind for it, the will to improve. You''ve already learned how to learn. So, get over here and let''s do some freeform training to get you comfortable.
He walks you over to the training area he set up before.
[ This is an optional opportunity for free, quick combat phases. You can switch class, switch skill loadouts, mess with whatever kind of character building the game might have. When you choose to finish you get a scripted level-up, sending you to 11. ]
Varant turns to stare across the training yard, a strange look emerging on his face¡ªsolemn, doubtful, but also¡­ maybe wistful?
VARANT: ¡­It''s good to be doing work again. Even if it''s not for real. It''s¡­ good to know there was a reason for me to keep my skills sharp all this time. [GUILDMASTER]:
<1> You know¡­ despite all the good reasons why I shouldn''t expect us to successfully revive this place¡­ I can''t help but find myself looking forward to the future. VARANT: To be honest¡­ I just can''t let myself. I''ve been too long with no reason to hope. But¡­ It''s good that you do. Really is.
<2> That''s¡­ good. But¡ªto be honest? I''m scared. Our chances of success are not encouraging. VARANT: Nothin'' new. Welcome to our party. But I''ll say this much¡­ Just the fact that your position is filled means we can move forward again. Or at least try to. Bureaucracy''s a right ????in'' sowbuggin'' ragstuffin'' ass-hoofer, you know?
<3> I''m glad. Personally I''m keeping my expectations low, but¡­ well, like Miss Tami said, we could all use some confidence right now. VARANT: You too? Hahaha. The woman''s cursed to be called ''Miss Tami'' for the rest of her life.
[GUILDMASTER]: Is it a big deal? It just feels right¡­
VARANT: Nehhh. The only problem is you''ll have to put up with her constant muttering about it, heh.
[GUILDMASTER]: Well, forward''s the only way to go. And I feel like today was a real start, partially thanks to you.
VARANT: It''s my job. And I''m good at it. And I like it. Just keep coming back, okay? B-Rank''s in your future, might as well make it sooner rather than later.
[GUILDMASTER]: Absolutely. Messen walks into the training yard, a quest notice in his hand.
Messen
He walks past you and shows the notice to Varant. You step towards Varant yourself, hoping to make it clear that guild business is also your business.
Varant takes the cue and hands you the notice when he''s done with it.
VARANT: I''ve got an idea¡­ Messen, you know that Annessa is holed up in the guild office writing recruitment posters? And probably will be all day?
It''s an extermination request from a warehouse owner on the south side of the city. Aberrats got into their provisions storage, at least two of them. They need a guarantee that there will be none left.
MESSEN: ¡­You want to take the Guildmaster with us?
VARANT: I gauged ''em at C-rank.
[GUILDMASTER]: ¡­.Aberrats? Classic. In a city though?
VARANT: You seen those walls down south?
[GUILDMASTER]: No¡­
MESSEN: Nor have I. Nothing worthy of being called a wall, at least.
VARANT: Heh. Messen speaks truth. This warehouse here is on the very edge of the city. What I''m more surprised about is that there''re aberrats in the Rise at all. The Talus Rise I mean, the stretch of land between the city and the World Wall.
MESSEN: Shrubland is plenty for cunning creatures such as those. I''m not surprised, but I admit I''ve not seen any southside before either.
[GUILDMASTER]: Hm. I didn''t realize you guys took on quests at all. Makes sense, though.
VARANT: Really it''s just us two and Tami who still do it. And the two of us are¡­ well past our prime, in some sense or another. But any income is better than none.
[GUILDMASTER]: Yeah¡­ Well, I''m willing to go if you''re willing to take me.
MESSEN: You should do most of the fighting, but we will be vigilant. Nothing will be able to meaningfully wound you.
You shouldn''t be surprised by how willing he is to help train you¡ªthis is his job, after all. But it does make you look at him in a better light.
[GUILDMASTER]: I''ll do my best.
VARANT: Let''s find you a real weapon, and we''ll head out. Messen, supplies?
MESSEN: Yes. I''ll meet you at the gate. [1.03] Big Rats and Bigger Roles

Act 1 ? Scena 3:

Big Rats and Bigger Roles


You, Varant, and Messen quickly prepare to embark on the low-tier quest they''ve picked up before the day runs out of sunlight.
[Guildmaster] Varant Messen
Soon, armed and armored with some rudimentary gear, you travel south on Gate Road alongside Messen and Varant. It''s not long until you reach the city border, where you see a row of toppled stones that were probably once a wall. Maybe. The warehouse is only a little ways west along the stone rim that marks the border of the city proper, and it takes you only fifteen minutes before you reach the quest location.
You can see why they might have an aberrat problem. You suspect that the owners should be more worried about total structural collapse rather than a few aberrats, but that''s not what you''re being paid for.
[GUILDMASTER]: So if I remember the stories correctly, the typical advice for these things is to fight them somewhere they can''t get the jump on you. I also remember that that''s notoriously difficult to do.
VARANT: Good! I was just going to send us in there, but since you''re thinking so hard about it, how would you approach this situation if your life or livelihood depended on it?
You blank out for a moment, but eventually stumble on what sounds like the start of an answer at least.
[GUILDMASTER]: Light is a good place to start. If luring them out isn''t viable or is needlessly time-consuming, we could attempt to light up the interior of the warehouse to such an extent that they can''t make use of the darkness. And, if I remember correctly, they don''t see well in bright lighting.
VARANT: I''d say that''s a fair way to go! But an easy fight isn''t all we''re after¡ªremember, we need to guarantee that we got ''em all. And if they got in without an open door, they can get out without an open door.
[GUILDMASTER]: Should we start by checking the perimeter, closing up any gap we might find?
MESSEN: We''d be fortunate indeed if it is that easy. But it''s the best place to start.
VARANT: If there is an obvious entrance, it''s a safe bet that''s all we''re looking for. But it''s not a bet you should make. Our job isn''t just to knock out a few giant shrew-monsters, it''s to make sure the problem is solved for good.
MESSEN: The Monstrums don''t emphasize enough that aberrats are burrowing creatures. We will have to check for tunnel entrances in a considerable radius. Unfortunately¡­ this is a city.
VARANT: Bah. I one time had to clean out an aberrat colony that was so entrenched I had to check every cellar in every house of the village to make sure I got all their exits. And there were five.
You shudder at the thought.
MESSEN: Don''t worry too much¡ªI checked with the questgiver. They''ve only been here two days, that they''re aware of.
So, the three of you parade around the wall of the warehouse, knocking at loose planks and trying to decide which gaps are potential entrances. Eventually, on the south-facing side, you stumble upon a hole in the wall that has clearly been gnawed wide. Varant stays to monitor the hole, and you and Messen venture out into the knee-high brush south of the city, looking for more tunnels as well as loose materials to plug up the hole.
You succeed in the latter but not the former, thankfully. With some effort the hole in the wall is adequately filled with a boulder, some loose stones, and bright clay-like soil. You were sure you heard a nasty squeak coming from the other side during the process¡­
You continue your route around the warehouse, plugging up anything slightly suspicious, but in the end you conclude that there was likely just the one entrance.
[GUILDMASTER]: Do you think we could get a few lanterns from somewhere nearby?
VARANT: Heh heh heh, I like your plan, I do. But it''s not what we''re going to do today. Today, you''re going to fight them on their home ground and you''re going to win. As far as you''re concerned, you succeed today if you walk in there with zero aberrat corpses, and walk out with at least two.
[GUILDMASTER]: ¡­
VARANT: Hey, just be glad I didn''t blindfold you!
MESSEN: You should be very glad he didn''t blindfold you.
[GUILDMASTER]: ¡­
Aberrats are a classic benchmark for a starting adventurer. Killing one by yourself might as well be a rite of passage in some places. This is precisely because they''re notorious for being difficult to kill¡ªnot because they are sturdy, far from it¡ªbut because new adventurers find them impossible to hit. You''re fairly concerned, but it helps that Varant claims you''re already at C-rank, whereas even D-rankers should be able to handle these monsters. Well¡­ one of them, at least. [ This would be a player combat phase, the first proper one. It''s tons of fun I promise, and you''re missing out. But I''ll write out a scenario for it just for you. ]
You take a minute to check your gear, and then march to the warehouse without letting your apprehension get the better of you. You go in the front door, relieved to see that it''s not entirely dark inside. But there are definite patches of pitch-blackness mixed with the normal gloom of a poorly lit room. In a few lucky places shafts of evening sunlight streak down to the floor from the rickety ceiling. Frankly, you''re not sure if you''re more worried about aberrats coming from the dark or beams falling from above.
But it''s the first that gets you, not fifteen seconds after Varant closes the doors behind you. With no warning, it lunges at you from nowhere, gouging your shoulder guard. And then it disappears. Almost by luck, you''re looking in the right direction when it comes at you again, and with your fear spiking you leap out of the way like a cat scared by a spider.
You remember all the advice given by your father and Savron, but putting it into action is another thing entirely. It''s just the one aberrat so far, so you''re caught off guard but not pressured too hard. It''s a meter long, two meters including its tail, and it tries to leap at you from the dark before scurrying away out of your reach. It seems to be trying to get you to follow it to the other side of the warehouse, but you hold your ground. And you''re not wholly without experience, having accompanied your father on not just his hunts but also a few low-tier monster exterminations when the Crusades left the nearby villages without the help of adventurers. So first you focus on avoiding its attacks, and then you focus on learning its movements, and then you focus on finding opportunities to fight back.
It''s almost a couple minutes before you do, but when your attack lands, the meter-long monster dies outright. You land another attack just to be sure, then warily turn your eyes to the darkness beyond. Nothing comes.
Varant and Messen have been crouched in front of the door, poised to launch themselves forward but trying to seem as small and unthreatening as possible, allowing the monster to focus on you.
VARANT: Good!
MESSEN: Very good.
[GUILDMASTER]: It took me minutes just for a small monster¡­
MESSEN: The way you learned to fight it was very methodical. This is what you will need to do with every new monster you encounter. And it''s one of the hardest things for some adventurers to learn.
VARANT: Like I said, you''ve already learned how to learn. And let''s not mention that you were able to down the bugger with a single hit. For my part, I''m excited to get you as much training and experience as possible¡ªI''d like to see how far you can go! But keep an eye out now, there''s¡­ well. Find out for yourself.
Too late old man, you already spoiled it. Clearly that means there''s more than one of them left.
You warily move forward into the dark, trying to figure out how you can avoid getting hit when you just can''t see enough of the room. But you hear just the softest little scratch of claw on wood, and you launch yourself to the ground, skidding forward on one knee. You''ve moved so far out of the way that it has time to turn around and jump at you again before you spot it. Just a quick sidestep this time, well-timed, does the trick, and you''re back on your feet again¡ª
Only to feel another one latch onto your shoulder with a hateful screech. It hasn''t hurt you through the armor yet, but its claws and fangs both are trying to find a weakness and it''s only a matter of time before they do¡ªor before they simply bite through the low-grade armor entirely. Perhaps worse, you won''t be able to dodge effectively, and just moving around with the creature''s weight on your back will drain your stamina. In a panic, you try to ram it into a nearby stack of crates, and immediately realize that was a very bad idea¡ªthe side of the crate you slammed sags inward and the entire stack shudders, threatening to spill their contents over the room. Which would be worse than the aberrat biting you, as you''d surely have to pay for it after. So, you try the next best thing¡ªyou spin your aberrat-infested shoulder to face the other one just as it jumps at you.
To your absolute delight, it works wonderfully, and they both fall to the floor with hideous, gurgling screams. Even better, they start chattering angrily at each other as they hit the ground. It only takes you a moment to recover from the impact and another to exploit their vulnerability, and one of them soon dies under your well-aimed attack. The other skitters over to the hole you filled, trying to dig its way out, but can''t make any progress against the boulder. You bring your next attack down on its back, but It barely manages to dodge it, much to your frustration; you know you can''t hit it if it''s watching your movements. So you wait. But it doesn''t come at you. And you wait, and it doesn''t come at you, eyeing you and your trainer masters warily, looking for an opening or a way out.
At this point you have enough awareness to spare that you can see Messen and Varant in the back. The old master trainer is still snickering, and even the stoic Messen wears a minor smirk after witnessing the sight of the two aberrats colliding. You try not to let it distract you. You decide to bait the aberrat into another pounce, and you scamper behind another stack of crates next to the wall, out of its sight. There should be only the one direction it can get to you, so it has two choices: Messen and Varant, or you. You aim your attack at the ground by the corner of the crates. And, as you''d hoped, it speeds around the corner and lunges at you.
You almost weren''t fast enough. Almost. But now, it''s dead. After another attack, you can officially declare it very dead. Usually you feel at least some degree of remorse when killing a creature, but these monsters are notoriously vicious and hateful, and their looks don''t do them any good either. Eyeing the lifeless face on the ground before you, blood running out from between its fangs and a portion of its scalp chunked off where your last attack landed, you decide that it resembles some kind of hideous boar more than a rat. It''s even got the tusks.
Ignoring the two trainers for now, you cautiously examine the rest of the room. You slowly pick up confidence that it''s empty of more pests, and start to move quicker. After the first pass, Messen and Varant walk up, but you continue on to a second pass¡ªthere''s just not enough light here for you to be comfortable that you didn''t miss anything. They nod and help you with your search.
[GUILDMASTER]: That was too close¡­ real touch-and-go for a moment there¡­
VARANT: Eh? You were fine! Just some nicks in the ol'' ironshirt!
No, I mean the crates¡­ How much would we have to pay if they toppled?
Messen nods understandingly.
VARANT: Well. This one''s got their priorities straight, for sure.
You find nothing, and the Messen and Varant both say they''re satisfied that we''ve completed the quest. Just to be on the safe side, you make another run around the outside, checking for fresh sign of animal passage. There isn''t any, and Messen heads off with a cart full of monster corpses to turn in the quest while you and Varant head to the guild. ?
[GUILDMASTER]: Thanks again for taking me with you. I''m sorely lacking in real experience.
VARANT: You are, for sure, and don''t forget it. But like I said¡­ well done, Guildmaster. Well done today.
Haha, thank you. How often do you think I''ll be able to sneak out on real quests?
VARANT: Well, eventually you''re going to have to bully Annessa into letting you go whether she likes it or not. That''s what Savron was, a big bully.
His gravelly chuckle seems almost too loud now that the sun is almost set and the street is clearing.
I feel like I''d just be putting more work onto her¡­
VARANT: Well, yes, but that''s exactly what her position is for. You know most guilds don''t have such a thing as a guild administrator?
[GUILDMASTER]: No¡­
VARANT: Savron created the position just so he could become the Guildmaster errant of his dreams. She could handle things in his absence, and not just in his absence. He always said being a leader was different from being an administrator. But that the leader needs to at least know how to be an administrator, get the feel for it and know some of the details¡­ and the same for just about every other position under him besides, for that matter. It''s just that, when it comes down to performance and efficiency, being an administrator is an entirely different skillset than being the leader.If you find this story on Amazon, be aware that it has been stolen. Please report the infringement. [GUILDMASTER]:
<1> I''m not sure I understand what he meant by ''leader''. VARANT: The person who guides the guild''s direction. Makes sure it stays on track. Who brings everything and everyone together, makes ''em communicate, and who takes in all that information and uses it to direct the guild towards the future they want.
[GUILDMASTER]: ¡­And someone worthy enough that you could really believe in the future they want¡­
VARANT: ¡­Yes.
<2> ¡­Did it work? VARANT: What do you mean?
[GUILDMASTER]: The way he led the guild. The role he gave himself.
VARANT: Well, I can''t say it''d work for everyone or for everywhere. But¡­ You know how much we miss him, yeah? It''s true that we''ve been stuck in a hole without a real Guildmaster due to the governor''s needing his signature for everything. But really, we just didn''t have that direction anymore.
[GUILDMASTER]: ¡­
VARANT: And it''s not any fault of any of ours, I truly believe that. You already got a glimpse at how good Annessa is at what she does. But leading, it''s not her strength, and it''s not her role.
[GUILDMASTER]: I see¡­
<3> I don''t think I''ll ever be strong enough or knowledgeable enough to be that person¡­ VARANT: Don''t misunderstand me. You don''t have to be. We don''t think you have to be. Well¡­ we just don''t know what else to expect. But as long as you keep trying, we''ll be alright. I know we came across as harsh when we met, and¡­ I meant it. Still do.
[GUILDMASTER]: ¡­
VARANT: So believe me when I say you''ve made a good first impression, if you can overcome that skepticism. Just keep it up, Guildmaster. Keep trying.
[GUILDMASTER]: Thank you¡­
You''re just about at the guild gates, and it''s almost fully dark. Distantly but distinctly, the tenth bell rings from the House in Highpeal Square. You didn''t realize you were so far into spring, for it get dark this late. Then again, you''re a fair ways south of what you''re used to.
VARANT: Sorry if I gave you too much to chew on for one day. For training, or discussion. I don''t mean to tell you how to do your job. Though I do mean to tell you how to become an adventurer, heh.
[GUILDMASTER]: No worries. I''m always eager to hear more about Savron, and not just how he was as a Guildmaster. I only met him once, you know? He stayed with us for a week, and he taught me so much¡­
Varant scans you from the corner of his eye as you enter the guild''s front courtyard.
VARANT: I can see that. I don''t want it to sound like I''m recommending anything when it comes to what you choose to do as our Guildmaster or what you choose to become, I just don''t know enough about the job. But¡ªafter a day like today, I do have something to recommend you: Get some rest!
[GUILDMASTER]: Heh, thank you. Thank you very much, Varant.
VARANT: Right¡ªnow let''s get your gear off and keep it in the storehouse, we''ll probably just scrap that armor and use something better next time. And then, like I said, rest!
?
After storing your equipment, you head straight up to your room. Only to head back down to the pantry in the kitchen because Annessa is still busy and hasn''t brought anything up.
After that realization, you grab two plates of supper¡ªthe same old bread, cheese, and wrinkly fruits you had the previous night.
The guild office is on the second floor, just up the stairs on the right of the entrance hall. You intended to surprise her, but you knock softly out of sheer habit.
ANNESSA: Come in. You walk through the door to find her hard at work at one of the room''s two large desks.
Annessa
[GUILDMASTER]: I''m assuming you haven''t eaten yet.
She blinks in surprise as you bring a plate over to her.
ANNESSA: ¡­It''s true. Hah¡­ Usually I''d be the one telling Savron that.
You hold the plate in the air at desk height until she clears a spot for it on a corner of her working surface. You run an eye over her work so far, and you have to admit¡ªher handwriting is as good as anything you''ve seen. The posters are quite attractive, for having such bland content.
[GUILDMASTER]: Thank you for doing all this. Your work looks great.
She smiles wearily. You can safely assume that working in this light for hours on end would tire her eyes all too quickly.
ANNESSA: To be honest, I''m not even sure how effective these will be. But we have to start somewhere, you know? And I don''t know¡­ I really don''t know what else to do¡­
You suddenly feel all the weight of your responsibility.
[GUILDMASTER]: I''ll be shouting our cause from tavern to tavern if I have to. I''m sorry I can''t think of any better ideas¡­
ANNESSA: You know¡­ for years now, I''ve been¡ªwe''ve all been¡ªdreaming of and dreading a new Guildmaster. It could be someone who just led us wrong, or someone who hated us, or just someone we couldn''t stand. Have you ever worked under someone like that¡­?
[GUILDMASTER]:
<1> I''ve never known it, but¡­ my father and friends had plenty of stories. ANNESSA: I hope that one day, many more people will be able to say that¡­
[GUILDMASTER]: I think of that as part of my job here. One of my goals.
ANNESSA: That''s good¡­ Savron would be proud.
<2> Once¡­ ANNESSA: I hope that one day, many more people will be able to say that¡­
[GUILDMASTER]: I think of that as part of my job here. One of my goals.
ANNESSA: That''s good¡­ Savron would be proud.
<3> It''s my lot in life, feels like. I''ve never known better. ANNESSA: I know the feeling¡­ but just keep on moving. There''s someone better out there¡ªhaha. Though I guess now''s your turn to try to be that someone better.
[GUILDMASTER]: I will. I definitely will.
ANNESSA: I know you''re not the most experienced, or the best leader. But I don''t know if anyone other than Savron could save us now. But when it comes to it, if it couldn''t be Savron here today¡­ I''d pick you.
It eases your anxiety, knowing you have her support. But you can''t manage to feel complimented¡ªthere''s just so much that you can''t do yet, and you''re all too worried that you''ll fail in a matter of days.
ANNESSA: I¡­ I didn''t mean it to sound so rude! I really meant that to be¡­ helpful¡­
[GUILDMASTER]: Right¡­ haha, I didn''t even realize it sounded that way until after you said it. Don''t worry, it really helps to hear that¡­ Thank you.
ANNESSA: I just meant¡­ You''ve been here a day, [Guildmaster]. And you haven''t changed anything yet, and maybe you won''t be able to. But we can all see you''re trying, and that you want to. And that''s all we ask of you, all any of us will ask of you. I''m sorry your first meeting with Messen and Varant was¡­ less than welcoming¡­ [GUILDMASTER]:
<1> It''s fine, it turned out alright. They''ve been very helpful, even. I know I can rely on them. Her shoulders relax as a thankful sigh leaves her lungs.
ANNESSA: That''s exactly what I wanted to hear¡­ Thank you¡­
<2> I honestly wasn''t even bothered. In fact I''ve found that I quite enjoy their company. ANNESSA: That''s good¡­ [Guildmaster], that''s so good to hear¡­
Her whole body seems to relax a bit, and her eyes become more focused.
<3> Technically it''s part of their role to welcome a new Guildmaster, and under normal circumstances I might count it against them. But if I were in their place, I couldn''t blame myself. And so I don''t blame them. ANNESSA: I feel better knowing that¡­ Thank you, Guildmaster.
[GUILDMASTER]: So please don''t worry about that, at least. I''m eager to meet the rest of the staff. In the meantime, is there anything I can do to help you with all this?
She looks around as if coming back to her senses, and spots the plate on the desk corner.
ANNESSA: The food is exactly what I need!
To demonstrate, she takes an inordinately large chunk out of one of the fruits, then goes right back to writing while she chews it. One hand holding a fruit and the other a quill pen, her face is lowered halfway to the parchment on the desk, her body and mind both entirely absorbed in the effort of neatly copying her template.
You get the feeling she''s already forgotten about you, so you slink out of the office to enjoy your own plate in the comfort of your room.
It takes very little time after for you to reach that blissful state of proper sleep. ?
You sleep late the next morning, still tired from your journey here and your training yesterday. Eventually, you are awakened by a subdued knock on the door.
ANNESSA: Guildmaster. There''s a letter for you. [GUILDMASTER]:
<1> Can it wait¡­? ANNESSA: ¡­Yes. But you probably won''t want it to.
<2> Alright, I''ll be right there. ANNESSA: It''s not too urgent. But you''ll want to see it sooner rather than later.
<3> Give me a little bit, if you could¡­ ANNESSA: It''s fine. It''s not urgent¡­ but you''ll want to see it, first thing.
Fully dressed and mostly refreshed, you make your way downstairs to find Annessa, Varant, Messen, and a dignified female mage you haven''t met before.
Dignified mage
Annessa watches you descend, and the others quickly follow suit. It appears they''ve been waiting for you, though only Annessa knows why.
You acknowledge the mage with a nod, and she returns it with thrice the grace.
[GUILDMASTER]: Good to meet you.
ANNESSA: [Guildmaster], this is Ethi, our advanced magic trainer and master Elementalist.
Ethi assesses you with a stare that is somehow completely unintrusive. She says nothing, and eventually turns expectantly to Annessa.
Tami enters through the front door, lowering her hood and looking over the silent assembly. Without saying anything, she joins the circle of staff members, all of whom are now looking at Annessa.
Annessa is holding an official-looking letter, its seal already broken.
ANNESSA: [Guildmaster] should read this first¡­
She hands it to you with surprising cautiousness, as if she is desperate to keep it from spontaneously disappearing.
It''s addressed to ''The Administration of the Mayika Adventurer Guild''. It bears the royal seal, and the parchment is appropriately fine. It''s an acknowledgement of a deposit of funds in the name of the Mayika Adventurer Guild, by a "concerned citizen". Held in the safekeeping of the Karsian Royal Treasury, the funds can be withdrawn at any time, or used anywhere in Mayika by presenting the attached Affirmation of Custody in lieu of direct payment.
The amount: thirty thousand gold coins. [1.04] Alms and Almery

Act I ? Scena 4

Alms and Almery


When he finishes reading the letter, Varant simply grunts and passes it on.
Messen grunts in agreement.
Ethi utters a gentle "Hm."
Tami''s bewilderment is made evident in her "Mmm¡­"
[GUILDMASTER]:
<1> *grunt*
<2> Hmmmm¡­
<3> Hrm.
Annessa looks at the bunch of you and lets out a long sigh.
ANNESSA: Well, to be fair, I don''t know where to start either¡­
[GUILDMASTER]: ¡­For my part, my first thoughts are ''who'' and ''why''. But I propose that we put aside the hopeless speculation for now, as well as any worries about the legitimacy of it¡ªif it''s in the crown''s keeping, only the crown can take it away.
Small nods of agreement skip around the circle of staff members, but you can sense that they''re still not sure what to do next.
[GUILDMASTER]: We need to put this gift to use immediately and effectively in order to bring this place back to life. Obviously. Since we''re not sure where to start¡­ well, here''s one idea at least¡ª
<1> Recruitment is our focus right now. We should save as much as we can for that purpose. Annessa nods. Ethi raises her hand.
ETHI: I request food.
<2> Food. For the adventurers we''ll be hiring, but also for us. Right now. ETHI: A glimmer of wisdom from our new Guildmaster, yes, yes.
<3> Clearly we deserve our own palace. In fact, let''s skip the gold ornaments and just make the whole thing out of gold. ETHI: But what use is a palace if it''s not full of food?
TAMI: We should heed Ethi''s wisdom, Guildmaster!
Annessa''s eyes dart to one side and off into an unseeable horizon as she gives it some thought. Messen and Varant say nothing but by the anticipatory stares they direct at Annessa, it''s clear where their hopes lie.
But it''s not Annessa''s choice to make, and you know that.
[GUILDMASTER]: First will be food, then. We all need the energy and attitude a proper meal brings, but you all in particular need your vigor back. Annessa, I don''t mean to splurge, but I think we should make tonight''s dinner more than just a proper meal.
To your surprise, a grateful smile appears on her face. In fact, everyone''s mood lightens considerably at the idea.
ANNESSA: We''ll make some arrangements on our outing today, then. Tami, do you know where we could get some decent carves of¡­ hrm, probably hog? Is Binten''s still open?
TAMI: Hog would be the best choice around here, yeah. Binten retired a few years back but a new crew from Parvia showed up not long after, they know what they''re doing. I''ll talk to them, would you two get something for the rest of the meal? I''ll put a list together¡­
VARANT: You guys going to do the cooking?
TAMI: I''ll handle that too, it''s been too long.
MESSEN: Let me know if I can be of help. The two of you, as well.
He gestures to you and Annessa. Annessa acknowledges his offer with a gracious nod and her slender smile.
VARANT: Let''s get something quick for this morning and noontime, if I can get some energy I''ll start on getting the kitchen ready. Actually I''ll just grab some stuff from the stalls up Gate Road.
[GUILDMASTER]: Try some of the fruit from that stall on the western side, Tarsim''s I think it was. I''ve never tasted better for anywhere near that price.
VARANT: Will do. There''s only the one Affirmation of Custody though, yeah?
Annessa nods.
ANNESSA: We should withdraw some of it for exactly this reason. Varant, let''s go up the road to get some quick provisions, then you can return while I continue on to Highpeal. I''ll ask the treasury to send us a courier with, say, five thousand gold. When that gets here, we''ll store the bulk and split what we need for the next week. Tami can then go to the butcher and [Guildmaster] and I will make our planned trip to the Maker''s Marlock.
With some nods and waves, your little meeting circle begins to disperse. Sensing their mood, you realize it''s probably been years since they''ve even made a plan of action for the day.
You turn to better introduce yourself to Ethi before she leaves, but her crystal-eyed gaze stops you in your tracks. It''s all too easy to interpret that look: "After food, please." She then takes the stairs to the upper floors, leaving you and Messen alone in the hall. Messen is standing by the door to the training yard, as if he were about to exit.
MESSEN: Guildmaster.
He points behind you.
MESSEN: Zoergatha wants to talk to you. You spin around to find a cheerful young man standing right in front of you, already extending his hand in welcome. It''s the same cheerful young man as before, in fact.
Cheerful young man
CHEERFUL YOUNG MAN: Hello again, newcomer!
You shake his hand. He is surprisingly weak, despite his merriness. [GUILDMASTER]:
<1> You snuck up on me on purpose¡­ CHEERFUL YOUNG MAN: Of course! that''s my specialty, after all! I hoped you''d appreciate a demonstration of the abilities I''ll be teaching our adventurers.
[GUILDMASTER]: Fair enough¡­
<2> ¡­How long have you been there? CHEERFUL YOUNG MAN: Just long enough to make you imagine that I''ve been here longer!
[GUILDMASTER]: You''re a devious one¡­
CHEERFUL YOUNG MAN: Thank you, Guildmaster!
<3> You do NOT look like a Blackguard trainer. I suppose you enjoy that fact. CHEERFUL YOUNG MAN: Not only do I enjoy it, but it''s exceptionally useful.
[GUILDMASTER]: ¡­How could it possibly be useful to you these days, when you have no guild assignments?
CHEERFUL YOUNG MAN: I still have to provide for my family, you know?
He shrugs.
[GUILDMASTER]: Wait¡­ if that means what I think it means¡­ am I to understand that I have a criminal in my employ?
CHEERFUL YOUNG MAN: Not by my definition.
[GUILDMASTER]: ¡­
[GUILDMASTER]: So¡ªYour name is Zoergatha¡­?
CHEERFUL YOUNG MAN: It is! It''s a very useful name, I''ve always liked it. But not very practical¡ªplease, call me Zoel. When we''re not on a mission, at least.
[GUILDMASTER]: You still run missions?
ZOEL: When necessary. I will not fight, however. I have a family, you see.
[GUILDMASTER]: I get it. I''ve a few questions to ask you, but you should go first.
ZOEL: Well then! Firstly I''d like to thank you for taking up this role. I''d congratulate you, but I can''t help but wonder if we''re just taking you down with us. [GUILDMASTER]:
<1> Well, I''ll do my best¡­ ZOEL: That''s all I''d ever ask of anyone.
<2> I''m eager to at least try to help, though I''ll agree that things look hopeless. ZOEL: That eagerness alone goes a long way, believe me!
<3> You ever heard that story about the lotch and the parsnip? Because that''s you guys right now, and I''m the panicked farmer. ZOEL: I have! But sometimes I feel more like the parsnip rolling off that cliff¡­
[GUILDMASTER]: You know, I always wondered why the farmer didn''t just roll down the hill himself. A few cuts and bruises and broken limbs seems worth his livelihood!
ZOEL: I guess now''s your chance to find out! Problem is, there''s no healer at the bottom of our hill¡­
ZOEL: But as you''ve noticed, the last few years in particular have taken a real toll on our morale, and I''ve no doubt you''ve encountered some suspicion from the rest of the staff. [GUILDMASTER]:
<1> It wasn''t very pleasant, but not unexpected¡­
<2> Given the circumstances, they''ve actually been quite amicable, at least after our initial meeting.
<3> I can deal with it. I''ve seen plenty of times how people react to someone placed in authority by virtue of bloodline alone. I know I''ve been there myself.
[GUILDMASTER]: But it seems the fact that you vouched for me has smoothed things over greatly.
ZOEL: That was my intent.
[GUILDMASTER]: I was going to ask how you know so much about me, but¡­ Did you perhaps do that purely to give me a chance, even without knowing for sure whether I''m fit for the job?
ZOEL: ¡­
He stares at you for a moment, his face still cheerful but without any particular emotion.
ZOEL: You''re not entirely wrong. But I''m thinking that the fact that you see through that is a sign that I might have been right.
[GUILDMASTER]: Well, I want you to know that I appreciate it, and I think it''s made a big difference.
ZOEL: Thank you, Guildmaster.
The small, somber nod of his head that he gives you feels far more significant than his previous cheerful bows.
ZOEL: Now, as I''m not usually present at the guildhouse as much as the other masters, I need to make sure you know how to reach me. You can always ask Annessa to pass me a message, but typically the easiest thing to do is use the board out back.
He points to the narrow hall between the staircases, which leads to the back door that opens onto an alleyway of sorts between the back side of the guildhouse and the property''s western wall.
ZOEL: There''s a message board there specifically for myself and any other Blackguards active in-city¡­ Don''t ask, Guildmaster. No, we don''t do anything that''s not sanctioned by Karsis or the House. Anyways, light the torch on its right if there''s a message for your rogues. The torch on its left if there''s a message for me. And the topmost torch if it''s urgent. [GUILDMASTER]:
<1> This is some real cloak-and-dagger shit¡­ Zoel''s cheerful grin makes a full return.
ZOEL: I''m glad you understand, Guildmaster! [GUILDMASTER]: ¡­
<2> Okay you said not to ask, but I mean¡­ Aren''t we here purely to kill monsters?Reading on this site? This novel is published elsewhere. Support the author by seeking out the original. ZOEL: Monsters come in all too many shapes, unfortunately. You know well enough how dangerous the hostile peoples can be; it follows reason that if you must be prepared to fight against lephan, goblins, and the like¡ªyou must also be prepared to fight humans.
[GUILDMASTER]: I suppose you''re not wrong.
ZOEL: I''m not, Guildmaster.
<3> ¡­Alright. When we get your rogue division running properly, what kinds of tasks would I be assigning you? ZOEL: Before the changes brought about by the last Crusade, the guild would assist both the Royal Watch and the Mayika Guard Corps with specific tasks when directed. It''s unlikely that you yourself would have the authority or the reason to sanction a mission within the city.
[GUILDMASTER]: That makes a lot more sense, thank you.
ZOEL: But that''s all from me for now! What questions did you have? [GUILDMASTER]:
<1> So do you know who''s responsible for our life-saving gift? It lasts for just a second, but you notice several shades of concern and chagrin cross his face in succession. The contrast with his otherwise cheery demeanor makes you realize that everything about his appearance, from his poise to his clothes and even his voice, is intended to make him seem as unthreatening as possible.
Then his seeming cheerfulness returns and he provides you with the very answer you expected, but didn''t want.
ZOEL: It was very unexpected and I''m afraid I am behind on certain goings-on within the city. I certainly can''t say anything for sure and what''s worse, I''m not confident I can provide an answer at all without further clues.
You can only nod in acknowledgement.
<2> How long have you been with the guild? You catch a sly gleam in his eye, but he continues on in his chit-chatty tone.
ZOEL: I was one of the first, actually! Your great uncle had just become Guildmaster when his predecessor was killed in the Second Crusade. Besides Ethi, who doesn''t fight, he was the only surviving trainer¡­ in fact it was Varant who had to step into his own previous role¡ªthough I''m pretty sure Savron had intended that much all along. Meanwhile, I had just arrived in the kingdom and saw an opportunity for my own survival, only to find it was a better fit for me than I''d ever expected. That was ten years before Annessa joined, even!
You know you''re staring, but you can''t stop yourself. The last remnants of the Second Crusade returned roughly twenty-eight years ago¡­ you triple-check your eyesight to confirm that he appears twenty years old at the very most. Your incredulous look only makes him grin mischievously.
ZOEL: I''m sure you have some very good questions, Guildmaster. Ones that I have some very good answers to! Unfortunately, they''re not answers that you''re going to know for quite some time.
Even if you were inclined to, you get the feeling that pushing him on the matter would not only be fruitless but also counterproductive.
<3> Now for the most important question: Will you be here for tonight''s dinner? Zoel gives his widest grin yet.
ZOEL: Wouldn''t miss it, Guildmaster!
[GUILDMASTER]: That''s all I have for now, Zoel. Thank you very much for coming to speak with me.
ZOEL: It''s my responsibility Guildmaster, and I acknowledge that I should''ve spoken to you earlier. Well, officially.
He grins.
ZOEL: Right¡ªBefore I leave, let''s go over my immediate tasks: I want to look into our mysterious benefactor of course, but as you''ve said, recruitment is top priority. Unfortunately it''s also not my area of strength. I''ll prioritize scouting for suitable recruits and apprise you of anything I find. Other than that, I need to re-establish contacts among the Watch and the Guard Corps, as well as other organizations that might be useful either as clients or resources. I think that will be my primary approach, and I''d then use those to assist with the scouting. [GUILDMASTER]:
<1> I''m grateful to have such a competent rogue master. He bows with exaggerated formality.
<2> Could you prioritize looking into who''s behind the donation? I just have a feeling¡­ He shrugs nonchalantly.
ZOEL: It can be hard to know when a feeling is worth paying attention to. But I''d be happy to do that, though I''m not sure it will affect anything. [GUILDMASTER]: Please do, thank you.
<3> Actually, please shift your focus to finding a suitable source of good cheese, for both tonight and the future. As in actual, proper cheese. Nothing on this side of the city seems worthy of the name¡­ He grins.
ZOEL: My cheese expertise is ever at your disposal!
ZOEL: If we''re all set, may I disappear now?
[GUILDMASTER]: You''re welcome to. Will it happen in a spectacular fashion? Do I get a show?
ZOEL: Of course! Follow me, and you''ll see exactly what your Blackguard master is capable of.
He leads you to the door to the adventurers dorm, and you follow him out the guildhouse. But the very moment you walk through the doorway, you lose sight of him¡ª
You look around, up, and even down, but there''s no sight or sound or other salient sign of his presence. You take a step backward, noting the print your foot leaves in the bare dirt. There are no prints but yours.
[GUILDMASTER]: Spectacular fashion, all right¡­
Well, you walked right into that one, didn''t you? ?
An hour later, after eating perhaps too much of the modest provisions brought back by Varant, you''re waiting impatiently by the guild gate for Annessa to return. Finally, you hear someone arrive. But instead of opening the gate, they beat soundly on the door with the one remaining decrepit knocker that you suspect nobody has used in a decade.
You can''t shake the feeling of precipitous import as you steadily open the doors. You chide your heart for beating too loudly and your lungs for skimping on your breath. The thick slabs of aging wood swing open all too slowly¡­ but the face you find behind them is familiar¡ª CHEERFUL TRADER: Hello! I''d like to sell some arms and armor. Is there anyone here I could talk to?
Cheerful trader
She is startlingly pretty, you realize. Her cheery voice overflows with natural determination and self-confidence, as if she''s eager to share some of it with you. [GUILDMASTER]: Uh. Yes, that would be me¡­
CHEERFUL TRADER: Amazing! Can I drive my wagon in, show you what I''ve got?
A minute later, she''s got her wagon pulled up beside the storehouse, with its back opened towards the guildhouse.
CHEERFUL TRADER: So! Army surplus from Arkavis, all crafted within the last two years and meeting minimum condition requirements for active use. Note that this means they are standard steel without enchantments, and suitable only for low-tier monsters. Or other people, I guess¡­
[GUILDMASTER]: Yes¡­ Well, we''re in the exact situation where this would be of use to us¡­ Uh, not the part about other people I mean. You hear the guildhouse door open and close behind you, and turn to see Messen scanning the newcomer as he walks over.
Messen
[GUILDMASTER]: Messen. She''s selling arms and armor, military surplus. Could you help me make some decisions?
Messen nods. As he approaches, the cheerful trader starts removing the lids from her crates and beckons the both of you to take a look. You climb up onto the wagon followed by Messen, appreciating the innovative little ramp she has in place. You glance over everything, not noticing any glaring issues, but you know you don''t have the expertise to properly appraise their quality. Messen takes quite a while longer, and you find it reassuring that he seems to know what he''s looking at.
MESSEN: This is surplus?
The trader nods and shrugs. Though Messen can''t even see her with his face half-buried in her crates.
CHEERFUL TRADER: I don''t know how much attention you''ve been giving events up north, but¡­ well, the Arkavian Empire is gearing up big-time. The Emperor has pulled in so much money I heard he might actually outfit some companies with low-tier enchantments¡­
Messen gives a concerned grunt, but he continues peering through the crates.
For your part, the topic hits close to home. [GUILDMASTER]:
<1> I just can''t help but feel like¡­ I mean, he already won, you know? The dukes have no chance anymore. What''s he doing it all for now¡­? MESSEN: He doesn''t need to say anything other than "Geld" and in the eyes of the people, he would have all the justification he needs.
[GUILDMASTER]: True, heh. It''s just that, when you actually look at Geld these days¡­
<2> It''s not surprising¡­ Well, except for the part about enchanted armor. MESSEN: It''s foolish. He needs nothing more than he already has should he ever want to become the only emperor in the north.
[GUILDMASTER]: If you ask me, the Geldin wouldn''t even be able to rally a real defense before their capital was under siege¡­
<3> It''s all just such a waste¡­ There''s so many other things he could be putting that money into. Especially in these times¡­ MESSEN: Yet if he did, you know the dukes would rile up half the population under the guise of "defense of the citizenry". As long as Geld stands, the dukes will have power. Ironic as it is.
[GUILDMASTER]: I hate that you''re so on-point. But I''ll be honest¡ªI can''t see Geld making any moves for generations at least.
CHEERFUL TRADER: I agree, I don''t think Geld is a big enough threat to justify anything. You''d hope the Arkavians were gearing up for another Crusade, but. Really.
[GUILDMASTER]: It''s not impossible that the Emperor would actually contribute next time. After all, it was mostly the infighting among the dukes that they blamed for not helping.
Messen''s grunt is sharper this time, and you''re not sure how to interpret it.
The cheerful trader looks pensive for a moment, and then just shrugs.
CHEERFUL TRADER: We''ll see. But nobody''s got a bright outlook on the world these days, so it''s hard to look forward to finding out. But anyways¡­ that''s why we''ve got all this surplus!
MESSEN: Well. Even then, it''s of good make. And consistently so¡­
CHEERFUL TRADER: The crafting guilds in the capital are going through some kind of revival with all the money flowing through, and you''re looking at the results. Perhaps the one praise I can give that man is that he knows how to pay his people¡­ Even if it''s mostly at the expense of the dukes, hahaha.
MESSEN: Those poor fools deserve worse. And they''ve deserved it for a long, long time.
From what you''ve seen of Messen, he''s being downright chatty. You reassess the trader, and notice her smiling sadly at him in knowing agreement.
Messen seems to come to some conclusion, and turns to you with distinguished decisiveness.
MESSEN: These are well worth your consideration, at the very least.
So, quality wise, the gear has Messen''s full approval. You think for a moment¡­
[GUILDMASTER]: Shouldn''t we be making purchases per adventurer, according to both their roles and their unique strengths?
Messen gives a nod, with a tightness on one side of his mouth that you suspect is his equivalent of a smile.
For some reason, the cheerful trader also has an appreciative smirk on her face.
MESSEN: Very true. Unfortunately, we are far from the point where we have the means to do so, or even the need. It''s important to have gear prepared for our newcomers to be able to take on incoming quests without undue risk, and frankly, army surplus is perfect for the purpose. For now, we just need to be able to kill aberrats and alglots.
[GUILDMASTER]: If we want to be able to supply a healthy amount of future adventurers, we''ll need to make sure we have all fits covered¡­
CHEERFUL TRADER: I should have you covered then! As far as armor goes, both heavy and light, I believe I not only have stock for standard sizes, but also some that can be fitted for unusual frames. My weapons are all what''d you''d expect, however. Here, take a look at my full inventory¡­
She hands you the folded parchment she''d pulled out of one of the crates. It is thoroughly detailed and impressively specific. The various weapons and armors and armor pieces, their sizes, their conditions, their sources¡­
[GUILDMASTER]: With these prices¡­ Messen, I''m not familiar with the local economy, but in the Empire I wouldn''t expect to find a deal this good. Would it be a bad idea to make a bulk purchase now?
Messen turns to the cheerful trader.
MESSEN: How long do you intend to stay in Mayika? I doubt you will have other clients here.
CHEERFUL TRADER: Until I sell my stock, or decide that I can''t. The sooner I sell, the sooner I''ll return with more! If you want better quality standard gear at that time I can oblige, but the timeframe for custom orders would be too large to be practical for either of us. [GUILDMASTER]:
<1> It sounds like you''re expecting a long-term relationship with this guild¡­ CHEERFUL TRADER: It doesn''t have to be formal, but I''d be a poor merchant if I didn''t take up this opportunity. Moreover, if you ask me, everyone in the Heartlands should have a vested interest in seeing the guilds up and running again.
<2> Explain about the custom orders¡­ CHEERFUL TRADER: As you said, your adventurers will benefit from¡ªrequire, eventually¡ªcustom-made gear according to their abilities. Their current abilities. And especially at first, your adventurers will be growing their abilities quickly¡­
[GUILDMASTER]: Ah, I see what you''re getting at.
CHEERFUL TRADER: Yup. As they train their anima they''ll be able to equip more and stronger enchantments, and as they acquire more materials you''ll have access to better armors. By the time I travel to Arkastor, wait for the custom order to be crafted, and travel back again, they''ll probably have outgrown whatever they ask for. And I don''t recommend trying to make predictions.
MESSEN: I agree, though I''ll admit I find it unfortunate if we would be getting a similar deal as we could with these.
She shrugs at that.
<3> Will you even be able to get better quality surplus? CHEERFUL TRADER: Remains to be seen. But like we were talking about¡­ don''t underestimate the emperor''s ambitions, or his coin purse. Or the many armorers in the imperial capital.
His arms comfortably crossed, Messen turns back to you.
MESSEN: Guildmaster. Frankly I would take the deal, but we should consult with Annessa. And if you''re going to Maker''s Marlock today, you should also note the products and prices you can find there.
[GUILDMASTER]: I think we ought to wait for tomorrow then, yeah. Would that be satisfactory?
CHEERFUL TRADER: That would be great! In fact, I''d like to encourage you to make the bulk purchase¡ªI''ll do some numbers today and offer you a deal tomorrow.
With strong arms and deft hands, it only takes her a matter of seconds to close and re-secure her crates.
[GUILDMASTER]: Thank you. What time can we expect you?
CHEERFUL TRADER: I''d prefer mid-morning or early afternoon.
[GUILDMASTER]: Hmmmm¡­
You can''t think of any particular reason to pick a time. Meanwhile, the trader is already leading her lotch to the guild''s gates.
CHEERFUL TRADER: You know what? Just make it early afternoon, you should have a better feel for the direction of things by then.
This strikes you as an odd thing to say, and suddenly you remember how she parted with you the day before¡ª
[GUILDMASTER]: ¡ªWait, what do you mean by that?
CHEERFUL TRADER: If you need me before then, you can find me at The Blithe Buffoon!
Her wagon is out the gate before you even know what else to ask, and she closes the doors behind her.
MESSEN: ¡­
[GUILDMASTER]: Hmm¡­
MESSEN: Guildmaster¡­
[GUILDMASTER]: Hmm¡­?
MESSEN: ¡­We forgot to ask for her name.
[GUILDMASTER]: Hmmmmmmmm¡­ [1.05] A Marlock Unearned

Act I ? Scena 5

A Marlock Unearned


The Maker''s Marlock, sometimes erroneously called the Maker''s Market by newcomers, begins at a large market square in sight of the lower manors of the Royal District, the residential wards of which take up the bulk of the city''s west-northwest corner. It then covers a street lined on both sides with shops and crafter guilds and splendid stalls, which winds down a gentle slope to the center of the city. Properly, the Maker''s Marlock then ends and the Market''s March begins, heading straight south until it hits the city walls. Such as they are.
But technically, it''s all the same street. And though Mayika''s residents are all adamant that the Marlock ends at the city center, nobody can quite agree on where that is. One thing is for sure though¡ªthe farther south you go, the dirtier the streets become, the more drab the passersby, the lower quality the wares on display, and the harder you have to hold on to your coin purse. ? You find the street before you even more impressive than Highpeal Square. Standing in the middle of the High Market, where the Maker''s Marlock begins, you can see all the way down the subtly winding road to the city''s center, where it bends out of sight to the south. And the sheer amount of goods on display, and the colors of the shops and the decorations lining the street, is a splendid sight to behold¡ªand one you didn''t think you''d see outside the Northern Empires.
Mayika, it seems, is a trade hub of sorts between Dursia and Parvia to the west and Tavar and Manara in the east. This also makes it an ideal destination for northern traders, especially as there''s a direct route from Mayika to Arkastor, which is almost due north of Karsis. Annessa notices the look on your face and can''t help but smirk just a bit.
[Guildmaster] Annessa
ANNESSA: It may not be the most impressive market in the world, but¡­ how do you like it? [GUILDMASTER]: ¡ª
¡ª<1> No, this is¡­ In its own way, it really does rival Arkastor. She raises an eyebrow.
ANNESSA: Assuming you''re being sincere, I''m surprised to hear that.
[GUILDMASTER]: I am. Here, it''s all on display in one place, with a kind of pride even the imperial capital doesn''t have. Not genuinely, at least. The guilds in Arkastor are¡­ organized?¡ªInto separate districts. You just don''t get a sight like this one.
She nods with a contented smile.
¡ª<2> If you ask me, this kind of liveliness is far superior to the richness of the Royal District. Her lips twist into a variety of smirks, as if she thinks she shouldn''t be thinking what she''s thinking.
ANNESSA: It certainly has its own splendor. And¡­ better distributed.
Now it''s your turn to smirk.
¡ª<3> I''m surprised to see you have a sense of pride in the city. Did you grow up here? She visibly ponders for a moment.
ANNESSA: No, I grew up in southern Geld¡­ Now that you say it, I suppose I''m surprised at myself right now¡­
You give her a small shrug and a sympathizing smile.
ANNESSA: I do have many good memories here, and I suppose¡­ it''s my home now.
[GUILDMASTER]: I like to hear that¡­
¡ª<4> I''ve heard the market has only grown, even after the Crusades. Do you think¡­ maybe one day, it could stretch all the way down to the bottom? If only the slums could look like the houses up here¡­ You can''t interpret the look she gives you. Suspicious? Doubtful? Chiding, even? But then she softens considerably.
ANNESSA: It''s a worthy hope¡­
Then she turns nostalgic.
ANNESSA: You should know¡­ Savron would be proud of that hope.
You are silent. You don''t know what to say, and can only hope she can sense just how much you appreciate that she shared that.
¡ª
You''re surprised to hear the voice of a royal crier on one side of the square, something you''d never seen in the Empire.
ROYAL CRIER: New today! New today! Arkavian Emperor forbids adventurers from attacking other humans! No more bandit-hunting for Arkavian adventurers!
Dragging Annessa with you, you angle through the crowds for a closer look around. As it was in Highpeal Square, her attire draws more than a few admiring looks.
ROYAL CRIER: New today! New today! Lord Mathers dies of incurable cholera! First son Tellic to become new Lord!
You notice that behind the crier''s usual spot a private news broker has shrewdly set up a stall, and a surprisingly large one. You''re surprised he could even keep business in these times, but his prices are posted large on each side of the stall: 3 coppers for all of today''s news in written form, 4 to 5 for a day''s worth of past news, another 3 for more info on current news. That''s a third of a loaf of bread these days and while it explains why the people of this market are willing enough to approach him, you wonder how he keeps in business after taxes. The thought crosses your mind that perhaps he has a noble client.
ROYAL CRIER: New today! New today! Mayika House soon to welcome new priest from the Arkavis hall! Bishop Asthon set to retire!
You look at Annessa, and she knows what you want to ask.
ANNESSA: He knows his business, and how to stay in it. He sells pointless dirt and gossip between nobles and offers his regular services at a lower price than his predecessor. If you look at the setup of his stall, you can see that people can approach it discreetly from the direction of the Royal District. Moreover, he has his own scribe¡­
[GUILDMASTER]: You know, if we can get an established income, I''d be tempted to arrange for a daily bulletin¡­
She actually chuckles at that. A giggle even, and with her low voice it''s just extra charming.
ANNESSA: That''s exactly what Savron kept saying, and we all thought it was senseless. The previous broker was a contact of ours, but he never had a scribe¡ªa daily bulletin was inordinately expensive. We''ve never approached this one¡­
[GUILDMASTER]: Well, that''s a thought for later anyways. Where should we start?
You look around the chaos of the square and feel decidedly overwhelmed.
ROYAL CRIER: New today! New today! King Kathok issues formal dispute over ownership of the Alderfens! Denounces Manara for grievances of old!
Annessa points to a town board right next to the crier¡ªwhich you''ve somehow overlooked in the anarchic bustle of the crowd. It''s large, massive even, and filled with postings of all kinds, including some that should really be quests in an adventurer guild. But you see a blank spot¡ªa miracle, right at eye level, near the center of the board. Before you know it, Annessa has sidled up to it with sense-defying speed, and drives an iron tack through one of her posters with a small hammer you had no idea she was carrying.
* thunk! thunk! thunk! *
And she''s done. You look appreciatively at the precisely drawn and perfectly placed poster, complete with your signature at the bottom. It took you half an hour to sign every single one of them, but the governor''s office wouldn''t recognize them as legitimate if you hadn''t, and according to Annessa they would be taken down within a week.
ROYAL CRIER: New today! New today! Warden Issimir promoted to General, shares rank with General Krial!
It takes a moment before she makes her way back to you, and now she has to speak loudly over the growing afternoon din.
ANNESSA: The Blithe Buffoon. Then we''ll make a circuit of Maker''s Marlock, and follow with the Market''s March on the morrow.
Once you''ve made your way out of the square, she can speak normally again.
ANNESSA: Many of the shops should let us post a notice, at least the ones we''re interested in. More adventurers means more business for them, after all.
The Blithe Buffoon is only a short ways down, on your left side. You appreciate the caricature of an oafish man dancing across its street sign, which you find to be both genuinely amusing and artful enough to be eye-catching. The inn''s front is of a different style than its neighbors, modest but homely yet somehow very elegant.
You follow Annessa through the double doors in the front and the noise of the crowd behind you immediately dims, along with the afternoon sunlight. She speaks briefly with the assistant at a small desk near the front, then makes her way to the common room. The exterior wall features several parallel nail-pitted wooden planks on which a myriad of community notices have been posted, soon including your own.
* thunk! thunk! thunk! *
And she''s done! Your precisely drawn guild notice sits right between ''Lotti For Sale - Healthy Adult - Strong Lineage - Unbred'' and ''Seeking Shift Hires for Hard Labor'', looking perfectly out-of-place beside their crude ink and wrinkled parchment.
ANNESSA: All right, I think you should lead the way now. Feel free to just explore, and I''ll follow behind with the posters. [GUILDMASTER]: ¡ª
¡ª<1> Are you sure? I''d hate to leave all the work to you. ANNESSA: It''s hardly work, and this is your chance to learn your way around. Besides, with how much you enjoyed the sight of it all, I''d hate to have you spend your time staring at walls for good posting spots.
[GUILDMASTER]: Well¡­ thank you.
You feel a little confused by how much she seems to want you to enjoy this errand.
¡ª<2> Do you have any recommendations on where to start? ANNESSA: I''d head back up to the bottom of the square and take the right side all the way down to the city center, then run back up the other side and ultimately here to the inn.
[GUILDMASTER]: Sensible, I might try that.
¡ª<3> Didn''t we have some dinner preparations to make? ANNESSA: We''ll get to that. Just make sure to visit the general store, Gremmon''s. There''s also a grocer''s right across the way, and we can compare their stock to what we could find on Gate Road. Other than that, there are a couple spice traders in the High Market we can talk to if there''s something on Tami''s list we can''t find.
[GUILDMASTER]: Why not ask the innkeeper or their kitchen master here if they have anything basic we can take off their hands?
Annessa''s face presents you her skepticism in full. You can tell she wants to shake her head but assumes you have at least some reason to think it''s a plausible option.
[GUILDMASTER]: My father used to do that with a nearby inn, but he was a friend of the innkeeper. Well, acquaintance. When he came back from a hunt he''d pass by their kitchen and buy some of their surplus that was in danger of perishing, sometimes at cost even.
Her skepticism leaves her face but not her eyes as she gives it a quick thought.
ANNESSA: No harm in asking. I leave it to you.
¡ª
[ This marks the start of a player exploration phase. Annessa joins your party in an auxiliary position, and you''re free to roam around the entirety of the Maker''s Marlock. ] ?
[ There are several simple objectives for this phase and several ways to complete them, but for this narrative we''ll follow your Guildmaster as they take Annessa''s advice and make a loop around the accessible portion of the market district. You start the phase in the Blithe Buffoon, so that''s where we will start our scene. ]
?Objectives:
(New!) ? Put up at least four more recruitment notices. (0/4)
(New!) ? Acquire the following ingredients: (0/4)
? Honey
? Assorted spices
? Assorted vegetables
? Flour ¡ª The Blithe Buffoon ¡ª You approach the assistant at the front of the inn.
Blithe Buffoon desk clerk
BLITHE BUFFOON DESK CLERK: Anything else I can help you with? [GUILDMASTER]: ¡ª
¡ª<1> A contact of mine told me I could meet her here. Cyan hair, cyan eyes¡­ BLITHE BUFFOON DESK CLERK: I know who you mean! Best I can say is that I haven''t seen her in the common area recently. If you''d like, I could ask for her in her room.
[GUILDMASTER]: ¡ª
¡ª<1> No, that''s fine. You''ll see her soon enough, and you''re not sure what to ask anyways.
¡ª<2> Yes please. The attendant picks up a slender chiming rod and knocks it on one of several different-sized bells mounted on his desk. The low tone it generates is very distinct, but not piercing enough to reach the common area. Seconds later, another assistant appears. The front attendant mutters the request to her, and she disappears up the stairs after a brief smile in your direction.
She''s gone for a couple minutes, but it feels like only an instant to you. Upon return, she gives you all an apologetic shake of her head.
BLITHE BUFFOON DESK CLERK: I apologize, but we''ve received no answer. Would you at least like to leave a message?
[GUILDMASTER]: No, it''s fine. I appreciate your help.
You''re still trying to figure out exactly what to ask¡­
¡ª<2> Hypothetically¡ªIf I were a guest here and someone asked after me, what''s the extent of the information you''d be able to give them? BLITHE BUFFOON DESK CLERK: You can always ask for extra privacy. But if you don''t, we''re free to report any personal sightings of you on inn property within the last day¡ªmeaning, after the sunrise before last. Of course, officials or any other agents on a sanctioned investigation are privy to any and all assistance we can provide.
[GUILDMASTER]: And if I did ask for extra privacy, would you inform the requestor of that fact, even if asked directly?
BLITHE BUFFOON DESK CLERK: No. [GUILDMASTER]:
¡ª<1> Nod in approval.
¡ª<2> Give it some thought¡­
¡ª<3> Complain loudly! ¡­In your head.
¡ª<3> I don''t know if this is a common request in this city, but I wanted to ask if your kitchen master has any ingredients to spare. I''d be happy to purchase a few things that are close to expiration. Grains, vegetables, legumes¡­ BLITHE BUFFOON DESK CLERK: It''s certainly not a request I''ve ever heard before. The innkeeper is here now, should I fetch him? [GUILDMASTER]: ¡ª
¡ª<1> Well, if it''s that unusual, I probably shouldn''t expect much. Thank you anyways. The attendant nods, and you return to your business.
¡ª<2> Please do, thank you.
The attendant returns with the innkeeper after just a relative moment, and then the innkeeper runs back to fetch his kitchen master, and you repeat your request a second time. You''re not too surprised that he likes the idea, but what does surprise you is the freshness of the vegetables they''re willing to part with, and so early in the day¡ªyou suppose the Blithe Buffoon''s reputation is upheld by its high standards.
By the end, you walk away with 2000 grams of wholemeal flour¡ªenough for four loaves, good through tomorrow¡ªand an armful of vegetables bought just yesterday. You doubt you could''ve found a more cost-efficient deal anywhere else.
With an application of your immense willpower, you manage to avoid giving Annessa a triumphant smirk as you heft your newly acquired goods.
¡­But for some reason, she elbows you in the side anyways.
?Objectives:
? Put up at least four more recruitment notices. (0/4)
? Acquire the following ingredients: (2/4)
? Honey
? Assorted spices If you spot this tale on Amazon, know that it has been stolen. Report the violation.
? Assorted vegetables
? Flour
¡ª
When your business is done, you leave the Blithe Buffoon. ? ¡ª Cart Services ¡ª At Annessa''s advice, you return to the High Market and make use of a peculiar but much-appreciated business¡ªcart services. For a matter of slim silvers, you can rent a cart, attendant, or even courier. For a cart, you pay much of its cost up front, and receive the bulk of it upon return. A courier could deliver a cartload of goods to your specified destination, and an attendant can stay with and manage your cart as you shop anywhere within the Maker''s Marlock. It''s a full two silvers for the cart and attendant, but you''ll get three-quarters of that back when you return the cart.
When it comes to purchasing adventuring equipment, this is a service you''re going to want to take full advantage of. So without wasting time, you find the cart station''s proprietor and present yourself as the new owner of the Mayika adventurer''s guild with the desire to make a long-term arrangement. A ten percent discount is what you get, and frankly it''s more than you expected; it''s not like they have any direct competition to sway you from.
So you promptly pick a cart and hire an attendant and [assuming you acquired them] dump your load of almost-fresh vegetables before gallivanting off to whatever your next destination might be.
Annessa doesn''t say anything, but you are positive that she''s entirely too amused by how excited you are about cart services.
ROYAL CRIER: New today! New today! Lord Kerrington to wed daughter of Lord Judicator Kastus! Rite of Matrimony to be announced this week!
Next you decide to visit the News Broker since you''re in the area. ? ¡ª News Broker ¡ª With some caution, you walk over to the large stall in the northwest corner of the High Market square.
News Broker
He''s a very large man, and very broad besides. Hair-free and careworn, he attends to several customers at once, delivering information by mouth and by written account simultaneously. Despite his intense expression and rough demeanor, there''s an intelligent glint in his eye that you can''t help but respect, and an aura of world-wise rationality that you can''t help but like.
His stall is large and has a back room where his scribe is hard at work. You notice the back corner in the direction of the noble residences, which can be approached without being seen from the street or even easily noticed by other customers. His stall front is lined with desks and behind them are some peculiar cabinets, presumably for holding documents¡ªthey look like the kind of thing a noble might own. All in all, it strikes you as more of a governor''s office than a market stall.
He doesn''t take the time to look at you as you approach, but greets you nonetheless.
NEWS BROKER: Welcome, Guildmaster.
His voice is appropriately deep and rich¡ªyou''d be disappointed if it weren''t.
[GUILDMASTER]: I appreciate that you make a point of knowing who I am. May I ask how, though?
NEWS BROKER: Ah, you know what they say¡­ It''s my business to know! But really it was that guard who welcomed you to the city. Ran over as soon as he was off shift, knowin'' it''d net him a week''s worth of meals. But don''t blame him too much¡ªwe''re all excited to have the guild up an'' runnin'' again.
His accent is distinct and somehow familiar, but you can''t place it¡­ it strikes you that it may well be fabricated.
[GUILDMASTER]: It''s nice to hear that, I''m not sure I expected it. May I ask why you''re excited about it, though? I don''t see how it''d help your business any.
NEWS BROKER: I have no idea how it''d affect my business. All I know is there are monsters as need killin'' an'' trogs as need stompin'', an'' the Watch hasn''t done near enough of either.
[GUILDMASTER]: Well, we are very much looking forward to doing both.
NEWS BROKER: And that''s why we''re excited! Now, what would you like to know today? ¡ª¡ª ¡ª¡ª<1> (About Prices) [GUILDMASTER]: ¡ª
¡ª<1> Not to take advantage of your excitement, but could we arrange any kind of long-term deal? The money-saving kind? NEWS BROKER: O noble soul! I weep for your financial misfortunes. Alas, I cannot give a fractional discount on the two coppers I receive after taxes.
[GUILDMASTER]: Well, yeah, but that''s not¡ªand there''s also¡ªUgh. You know what, fine. You''re right, and all that.
NEWS BROKER: You flatter me with talk like that, you do.
His grin only forms along half his massive jaw.
¡ª<2> I know you''ve got it posted, but I''m trying to wrap my head around your terms. Could you walk me through your prices? NEWS BROKER: Very well. A compilation of the crier''s announcements from today is 3 coppers. From yesterday or earlier in the week, that''s 4 coppers. From before that¡­ if I can find it, it''s 5 coppers. A full weekly is a full 25, drafted Mondays. If you want more details about any particular announcement, it''s 3 coppers. Well, if I think it''s worth it. Sometimes the good crier just doesn''t include all the necessary parts, you know? If I have tasty tips or dirty details on somethin'' good, I''ll advertise that fact along with whatever price I think it''s worth. Investigations are a minimum of twenty coppers each, and that''s if they''re local. You can ask after any person, place, or event. But know that I might not be able to get you any information you don''t already know¡ªand that there are no refunds.
[GUILDMASTER]: How long does it take to complete an investigation?
NEWS BROKER: As long as it takes to gather the information. A week minimum¡ªIf the object is local and I have a profile on hand, I''ll still do routine checks on them. If I need sources from outside the kingdom, expect a month. In those cases, you''ll be slappin'' me a spitter or even two up front. I''ve never had to ask for an additional fee once the investigation is complete, but I reserve the right to do so. At least if you want the full report.
[GUILDMASTER]: Thank you.
¡ª<3> How much would it cost to get a news bulletin delivered to the guild daily? NEWS BROKER: Ah, you don''t want it daily. What you want is a curated weekly summary, includin'' anythin'' that might be relevant to the guild on top of your regular newsworthy events. Now, the curated part will cost extra, and a delivery would double that. But I''ve got the feelin'' you''ll be down here once a week anyways, eh? Just swing by and save yourself twenty clinkers. So yeah¡ªthree dekkers for the curated weekly, compared to the two for each delivered daily.
You turn to Annessa.
[GUILDMASTER]: We can afford that.
She shrugs.
ANNESSA: Make your great-uncle''s dear son''s dream come true, if you wish. [GUILDMASTER]: ''Dear'' does not describe their relationship¡­
Annessa''s face turns solemn at your muttered aside, and you realize she is unaware of Savron''s family history. The News Broker finishes helping another customer just as you turn back to him.
[GUILDMASTER]: You are supremely helpful, sir. But what about the rare case where something urgent occurs, and we need to know about it? A weekly would not be sufficient¡­
NEWS BROKER: A good thought, that is. How about¡ªa twenty-copper urgent news pre-purchase, includin'' the delivery. Or rather, a signed agreement that you''re willin'' to pay the coppers each time you get the delivery, with an additional one-time ten copper fee up front.
[GUILDMASTER]: I''ll be trusting your judgment as to what''s urgent and what''s of interest to me.
NEWS BROKER: Feel free to complain if you get something banal. But you can trust my judgment.
You nod thoughtfully. He has no reason to sabotage the deal by trying to milk it.
[GUILDMASTER]: Let''s make it happen.
It takes him no time at all to draft up an agreement, and with a borrowed pen you proceed to make it happen.
¡ª

¡ª¡ª<2> (Recent News) [GUILDMASTER]: ¡ª
¡ª<1> Being new to the city I don''t know any of the noble families here. Is there anything in today''s tidings that I should know about? NEWS BROKER: No. Well, you should probably at least know that Lord Judicator Kastus exists, and that marryin'' his daughter¡ªas the young Lord Kerrington is likely to do¡ªis the kind of increase in status that the other families will admire, envy, and gossip about.
[GUILDMASTER]: Yep, sounds about right.
¡ª<2> What do you have on the Empire? The real one, I mean. NEWS BROKER: The only interestin'' bit of news from this week is what you''ve already heard. It''s now illegal for adventurers to attack another human while on Arkavian soil, bandits or mercenaries or no. The only exceptions are self-defense and Faithless.
[GUILDMASTER]: Hmmm¡­ What''s he after¡­?
NEWS BROKER: ¡­Want a heads-up if more info comes my way?
[GUILDMASTER]: Sure¡­ no additional cost, right?
NEWS BROKER: The info costs, not the heads-up. But if it''s what I expect it to be, you''ll be interested for sure.
[GUILDMASTER]: I''ll take the heads-up. Full price.
You mimic the gesture of tossing him a coin, and even though he isn''t looking at you, he pretends to catch your offering in his giant hand even as he hands a bulletin to a customer with the other.
¡ª<3> Do you have anything on the Infernal Six? The bards haven''t had anything new for a while¡­ NEWS BROKER: And there''s a reason for that. Six sickles for all I know. [GUILDMASTER]:
¡ª<1> I''ll have to save these ones for something more important, I think. He nods understandingly while handing a parchment to another customer. ¡ª<2> Please. You hand him the clinkers. He turns to you and leans in, his massive face giving you its full attention for the first time since you arrived.
NEWS BROKER: It''s because they''ve been lyin'' low for some eighteen months now. They had a fallin'' out of sorts with King Kathok of Tavar. Most people in the know think it had to do with their failed mission in the Shoals, but from what I understand it''s a bit more complicated than that. The Six are awful upset about what the King did when they took on all those quests for him to make up for failing their hunt¡ªfelt he took advantage of them in order to make that power play against Manara. And if you ask me, he very much did.
As for why they feel they have to keep in cover? I can''t fathom.
Now, I have only rumors about where they might or might not be. Too many of them, but I''ll give you the ones that are at least slightly plausible:
Firstly, there''s rumors of heroes showin'' up in the Arkavian Empire. Lots of ''em. Rumors, that is. Everyone says it''s probably the Six, and maybe it is them, but incognito. I keep doubtin'' it, but then I hear that when they do show up, they''re not tryin'' to make a show¡ªjust gettin'' the savin'' done without the hero act. And that''s exactly what they''d do in these circumstances, I think.
Then there''s another one about them makin'' their way up to Laria to be officialized as Heroes of the House. Finally. And these two fit together, you see, kind of¡ªit''s a bit of an indirect route, but they could''ve had a reason for the detour. But all the same, I personally can''t see them doing it. It''s been eight years, why bother now? Except¡­
This ought to cost you even more coppers, so I''ll keep it light. The House is a mess these days. They''ve been without a real leader for almost ten years. Something needs to change, and everybody knows it. Even the people not in the know know it. So¡­ Maybe the Ninth finally decided its Herald needed to play their role for real, you know? Maybe it wants the whole party to make a stand in the House, the way it is these days. I mean, the House needs real heroes right now, and you can''t get better heroes than the Infernal Vanguard.
The other rumors are a mess of wishful thinking and misinterpretations, I''d say¡ªsightin''s in the Tanglewoods of all places, the eastern Geldin frontiers, and even the Mirelocks in southeast Manara.
Some say they went back South to continue their hunt for Bazakh. Some say they went west, venturin'' back to the shrine of the Ninth or even beyond. And some say they''re headed East to rally the nations over there, speculatin'' we''ll need ''em for the next Crusade. Which makes too much sense, you ask me. Yet I can''t find any substance to any of ''em, certainly not enough to rival the most popular theories. Honestly the only thing I haven''t heard is that they went down, but then again most people don''t believe in the netherlanes anyways.
That''s all I''ve got for now. Want me to let you know if somethin'' else comes up? It''ll be coppers the time of, you realize.
[GUILDMASTER]: Sure, let me know at least. Thank you very much, that was a lot for six clinkers.
NEWS BROKER: Well, it''s my absolute pleasure to talk about the Six, even if it''s just for six!
[GUILDMASTER]: Aha¡­ I see¡­ ¡­This is clearly a dangerous, dangerous man.
¡ª

¡ª¡ª<3> (Investigations) [GUILDMASTER]: So, for the investigations. I see the pricing, but¡­
NEWS BROKER: Up to three per week, don''t overwork me. See these parchments here, and the pen there? Write the name of what you want, any details you might already know, and anythin'' in particular you might want to know about.
[GUILDMASTER]: Thanks¡­
On a whim, you pick up all three. You immediately feel Annessa''s eyes on your back, roving to the parchments. You decide not to say anything yet.
The first name you write is: [Guildmaster], Guildmaster of the Mayika Adventurer Guild. It''s always useful to know what other people know.
The second name you write is: The Mayika News Broker
Then you turn to Annessa.
[GUILDMASTER]: Mind if I use you for an experiment?
ANNESSA: Yes.
[GUILDMASTER]: How mad would you be if I did it anyways?
ANNESSA: Moderately.
[GUILDMASTER]: What can I do to make you less mad?
She ponders a moment.
ANNESSA: Recruit a whole party of adventurers.
[GUILDMASTER]: ¡­Anything more immediate?
ANNESSA: Nothing in particular.
[GUILDMASTER]: A head scratch? Foot massage? I could bring breakfast to you for once¡­
You fully enjoy the glare she gives you. Even more so because you get the odd feeling she''s halfway to accepting. [GUILDMASTER]: ¡ª
¡ª<1> Hahaha. I can pick something else if you really want, but I don''t have anyone else''s permission either. ANNESSA: No, it''s¡­ well, it''s not fine, but I understand the purpose. I''ll find a way to get back at you, don''t worry.
¡ª<2> Well, I''m not giving you the chance to refuse. Be prepared to wake up one day with a full breakfast alongside a full report of your own public reputation. You don''t think you''ve seen anyone fit as much chagrin and fluster onto a single face as she is managing now.
Then you fill in the last sheet: Annessa, Mayika Adventurer Guild Administrator.
But your entertainment isn''t done yet, and you pass the investigation requests to the News Broker with as steady a face as you can manage. It only takes a moment before he turns his face to you and asks the question you''re expecting.
NEWS BROKER: Now why would I want to tell anyone about myself?
[GUILDMASTER]: You won''t be. You''ll be telling me what other people know about yourself. And you''ll be interested in it for the same reason I asked after my own name.
NEWS BROKER: ¡­Fair enough. You''re a devious one, you know.
[GUILDMASTER]: I''ve known you for five minutes and I already feel that that''s a level of praise most people could never hope to achieve.
This gets you a genuine chuckle from his forceful lungs.
NEWS BROKER: Heh heh heh! But now, about Annessa¡ªyou know you''re practically a local legend, right? People will always report sightin''s of you whenever you go out in that uniform. Want me to hire a bard, make it official? What''ll be your soubriquet?
For a moment Annessa looks rather horrified, but with some deliberate effort she reclaims most of her dignified poise. ANNESSA: The bard will be unnecessary for today, thank you. [GUILDMASTER]: ¡ª
¡ª<1> For today, you say. Can you promise me you''ll think it over on our next visit? ANNESSA: I could, but I won''t.
[GUILDMASTER]: The one after then.
ANNESSA: I''ve no need or want for a bard, thank you, for as long as Grace lasts.
[GUILDMASTER]: Okay, but you''ve still got to present your sobriquet at our next guild meeting.
She takes a fair few seconds to glare at you while she figures out exactly how serious you''re being, and you realize she must have taken Savron''s authority quite seriously. Eventually she decides to just ignore your statement, and you can''t help but smirk as she deliberately stops looking at you.
¡ª<2> This seems really important, actually. Tell me, how much will it cost to find out¡ªis there an Annessa Support Group I can join, and where would I find it? NEWS BROKER: Hahahaha!
ANNESSA: For the purpose of destroying it from the inside, I assume?
[GUILDMASTER]: For the purpose of taking it over, I say. I will make it thrive!
ANNESSA: I''m afraid you don''t have enough of a track record to claim that much.
[GUILDMASTER]: What are you talking about? Within a day, strange merchants will show up at the door and we will receive miracles from above!
Annessa does not roll her eyes, to your surprise. But after a moment, she steps up beside you and elbows you below the ribs. Just enough to hurt, but not enough to wind you.
The News Broker, even though he''s turned to attend to other patrons, still manages to catch the act¡ªhe snickers in the middle of his interaction, confusing his customer greatly.
¡ª<3> This is an outrage! Who are these people and where can I find them? For¡­ totally virtuous reasons, I assure you. NEWS BROKER: Nope, don''t believe you.
[GUILDMASTER]: But look at my face! This is the face of a virtuous, virtuous citizen, devoted to the Nine!
NEWS BROKER: To the Fourth, I can tell. But unless you wanna meet the Seventh, there''ll be no client info for you.
[GUILDMASTER]: It''s fine, I''m already well acquainted with Suffering himself. So about that info?
NEWS BROKER: Well then. For starters, find a mirror.
[GUILDMASTER]: ¡­
ANNESSA: ¡­
[GUILDMASTER]: He''s lying, you know.
ANNESSA: ¡­
¡ª¡ª When you have nothing left to ask about, you give the man a quick wave before you and Annessa head back into the crowded square. [1.06] But Well Deserved

Act I ? Scena 6

But Well Deserved


It''s early afternoon, and you and Annessa have embarked on a quest to put up as many recruitment posters as you can in the thriving market known as the Maker''s Marlock. And also retrieve tasty, tasty ingredients for tonight''s dinner.
? Objectives:
? Put up at least four more recruitment notices. (0/4)
? Acquire the following ingredients: (2/4)
? Honey
? Assorted spices
? Assorted vegetables
? Flour But most importantly, you''ve now acquainted yourself with the wonders of cart services! Now, it''s time to leave the High Market and venture onto the street that makes the Marlock famous, lined with crafting guilds on either side¡­
[Guildmaster] Annessa
You and Annessa, followed by your cart and its attendant, take to the right side of the Maker''s Marlock, headed down toward the city center. The street is lined with greenery, healthy and recently trimmed¡ªseveral greenskeepers are employed by the governor''s office for this purpose, Annessa says. Looking at the crowds flowing all the way down to the city center, you notice that unlike the nobles in the Royal District, the crafting guilds here in Mayika have no qualms about hiring hobgoblins. A meter to meter-and-a-half in height, they skip in and out of the Marlock''s storefronts, often by private entrances, before scuttling away between the larger figures of the crowd. Some of them are liveried, and some are clearly temporary hires from the Rise, but all of them shoot through the crowds with an eagerness that belies the laborious nature of their tasks.
You keep to the right as Annessa suggested, but there''s plenty enough to occupy your observations on this side alone. You pass a novelty store, displaying old heirlooms and exotic furniture; something you''d only expect to see in a district catering to the most wealthy, but here its prices seem aimed towards prosperous merchants and the like. Then you pass a store dedicated to grooming and personal cosmetic supplies, something you''ve only seen in the imperial capital. The real one. You take your eyes from the rows of potted blossoms in front of the cosmetics store; once again, the prosperity of this relatively small trade hub in the middle of what most Arkavians view as a wasteland is enough to stun your imperial sensibilities.
The next store on your right is the Blackhammer Steelworks, its fa?ade framed with ornate ironworks and tastefully placed greenery, and you enter without delay. ? ¡ª Blackhammer Steelworks ¡ª The Steelworks storefront has a distinct smell¡ªyou can''t quite place it, but it''s cleaner and lighter than any forge smell you''ve experienced before. You look around, remembering to check their wares for the purpose of comparing them with the Cheerful Trader''s, but to your dismay half the displays are empty.
You can hear the universally recognizable clanging of a blacksmith pounding on hot metal¡ªtwo blacksmiths, by the sound of things¡ªbut it''s surprisingly distant, and you wonder how far back the workshop goes. You notice that as you enter the door, there''s a large room on your left that connects to the Singing Silversmiths guild beyond¡ªa sort of shared fitting room. And even the workshop behind it appears to be shared. You recognize this as a fairly efficient setup, considering the amount of overlap between their specialties that even a single suit of armor would require, adventurer armor more so. You approach their store clerk. She appears very young, childish even, but her demeanor is seriously professional and precociously serious.
Blackhammer Steelworks storefront clerk
Which, for some reason, just makes her especially adorable. STEELWORKS CLERK: How may I help you? [GUILDMASTER]: ¡ª
¡ª<1> Good afternoon! I''m the new Guildmaster of the Mayika adventurer guild. Would we be able to post a recruitment notice somewhere in your store? STEELWORKS CLERK: Our guild officer just stepped out, but I believe I can speak in her stead. I think we''d be happy to support your guild. Look behind you and you''ll see our own advertisements¡ªany open spot on the board will do.
Startlingly, the combination between her adorable appearance and professional demeanor is just too cute. You''d never understood why people pat children on the head, but now you find yourself having to hold your own arm down.
[GUILDMASTER]: Thank you very much.
In just a few seconds, Annessa has her notice perfectly placed.
* thunk! thunk! thunk! *
? ? Put up at least four more recruitment notices. (1/4)
¡ª<2> It looks like you guys are low on products¡­ STEELWORKS CLERK: I apologize, we are extremely busy at the moment. You''re welcome to place an order, but it may take some time to complete.
[GUILDMASTER]: Sounds rough. Are you guys low on staff?
She shakes her head with pristine gentleness, but even so it causes her bangs to drift from side to side.
STEELWORKS CLERK: We simply have far more work than usual.
She doesn''t offer more, and you decide to press her. This strikes you as very odd¡­
[GUILDMASTER]: Could I ask what''s keeping you so busy?
She purses her lips, and again you have to hold your arm down.
STEELWORKS CLERK: ¡­We have a reliable client who values their privacy. I don''t think I can offer much more than that.
¡­Well now you just have even more questions.
[GUILDMASTER]: ¡­Hm. Thank you.
¡ª<3> Since I don''t see what I''m looking for on display, could I ask some questions about pricing for low-grade gear? You query her about the kinds of gear you expect to need in the upcoming months, and compare her information to what you remember of the Cheerful Trader''s prices. The Steelworks gear is anywhere between 10% to 30% more expensive, and from the impression Messen gave you it''s not likely to be of significantly higher quality.
You are very impressed by how much she knows, and your arm again becomes restless.
[GUILDMASTER]: Thank you very much, that was extremely helpful.
STEELWORKS CLERK: I''m happy to hear it.
¡ª
[GUILDMASTER]: That''s all, I think. Thank you for your time. STEELWORKS CLERK: Your business is appreciated, please come again. You decide you probably shouldn''t take the shortcut through the fitting shop if you have no business there, so you leave the Steelworks through the front door. You turn to Annessa as the glare of the sun and clamor of the crowds fall on you at once.
[GUILDMASTER]: Okay I need to know if this is just me¡ªbut that store clerk¡­ For some reason I felt the need to pat her head, you know? Like every ten seconds I had to restrain myself.
ANNESSA: Don''t worry, it''s not just you¡ªTami is vulnerable to it as well.
You make sure she can hear your relieved sigh even over the crowd.
[GUILDMASTER]: It''s good to know I''m not alone¡­ But what about you?
ANNESSA: I am possessed of an iron will and unyielding restraint. Such temptations have no hold on me¡ªstrong as they might be.
[GUILDMASTER]: Very impressive. It seems I have much to aspire toward.
Your next stop might as well be the Silversmiths, just a dozen meters down the street on your right. Your cart services attendant follows you with your vegetables, and you take the time to thank him for his help, to which he responds with a smile and some kind of salute.
There are several benches along the wall on the way, framed by trellises and potted plants. One of these benches is occupied, and as you walk you can''t help but exercise your bad habit of listening in on other people''s conversations.
WEALTHY WOMAN: Hmm, you think that one''s good?
WEALTHY SON: Of course, it''s so cool!
WEALTHY WOMAN: But will it be good enough for his standards¡­?
WEALTHY SON: It doesn''t have to be! It''s just for the wedding anyways!
WEALTHY WOMAN: Unghhh¡­ It''s going to cost so much to get them to make it in time¡­
WEALTHY SON: But this is his chance! When''s the next time there''s going to be a wedding like this?!
WEALTHY WOMAN: ¡­Well, yes¡­ And it does look quite dazzling¡­
Soon enough, you''re underneath the sign depicting an etched silver hammer overlaying a vibrant halo. ? ¡ª Singing Silversmiths ¡ª The Singing Silversmiths guild is the city''s best choice for enchanted leatherworking products and mail armors, and enchantments in general. Annessa quickly notes that their name references their specialization in runic inscriptions, rather than jewelry making. While they do a considerable amount of goldsmithing, the Marling Jewelers is where you''d want to go for that specific purpose.
The unmistakable smell of rune dust rushes into your nose as soon as you open the door, tingly and¡­ silvery, somehow. The lighting is different from the storefront of the Steelworks, and not even deliberately¡ªthe sheer amount of enchantments in the area, crafted or stored or even just recently passed through, leaves a lingering ambient gloom that you won''t see anywhere else.
Again, you notice that there''s frustratingly little in their storefront displays. For sure, most customers would be placing custom orders rather than purchasing stock enchantments, but you''re sure that isn''t the cause of this. You approach their storefront assistant.
Singing Silversmiths client associate
SILVERSMITHS ASSOCIATE: Welcome! You are new clients? What can I assist you with?
You explain to him that you''re the new adventurer''s Guildmaster and will likely be a frequent customer in the coming days.
SILVERSMITHS ASSOCIATE: That''s wonderful! I mean, we''re incredibly glad to hear that, you know, for business and all. But also because¡­ well, we lost a member to a monster attack on their caravan just last year¡­
[GUILDMASTER]: Ah¡­ My condolences. I lost my father in a similar way. We are very eager to begin our work again, believe me.
SILVERSMITHS ASSOCIATE: Thank you. We really do wish to support you. Ah, but¡­ Uh, excuse me. I''m afraid that our services are currently unavailable due to previous commitments. The wares on display are all we have available at this time.
Yeah. So. Something is definitely going on here. You glance at Annessa and notice the hint of concern on her face, but she doesn''t know any more than you do.
[GUILDMASTER]: Okay. May I ask why?
SILVERSMITHS ASSOCIATE: Previous commitments! We''re really quite busy, with the previous commitments and all! But our low-level enchanters should be available quite soon, so please do let us know if you need anything!
[GUILDMASTER]: Alright, we''ll do that. In the meantime, we''re hoping to recruit new adventurers as soon as possible. Do you have a space where we could post a public notice?
SILVERSMITHS ASSOCIATE: Oh yes, please! Right over there on the wall next to door to the fitting shop. Here, let me take something down to make some space¡­
The young client associate hurries over and takes a moment to struggle with one of the little nails in the board. As soon as he is successful¡ªno seriously, literally as soon as he pulls his hand away, Annessa has replaced the poster with her own.
* thunk! thunk! thunk! *
? ? Put up at least four more recruitment notices. (2/4)
The Singing Silversmiths client associate is quite pleased by this, and even compliments the quality of the notice and its handwriting. She returns his compliment with a pleasant smile and tiny bow of utter grace. You get the sense that she is very pleased¡ªmostly just because you were here to witness it. [GUILDMASTER]: ¡ª
¡ª<1> Alright, alright. You did well. I mean, I admit that your handwriting is quite superior. She says nothing, but flashes you a smug smirk.
¡ª<2> Hmm¡­ your S''s need a little more curl I think, and the spacing between your letters is off in some places. Have you thought about taking a lesson in calligraphy from the House curia? The glare she gives you is the most hostile thing you''ve ever felt in your life. You make sure to savor the moment.
You thank the Silversmiths associate and leave their store. Continuing down the road, it''s not long before you and your faithful cart follower reach the Royal Carpentry Guild, marked by a sign showing a crown set upon a tree stump. You have no particular business here yet, but you have a few things in mind down the road that would require their services. ? ¡ª Royal Carpentry Guild ¡ª The smell of woodworking is pleasant to you as always, and something about the interior of the storefront, likely the combination of warm lighting and the stacks of processed lumber on display, feels quite cozy. Their assistant could easily be mistaken for a noble, though lacking the unnecessarily ornamented clothing.
Royal Carpentry Guild assistant
CARPENTRY GUILD ASSISTANT: Greetings and welcome! Please let us know what we can assist you with, but be aware that we are very behind schedule. You are free to place a reservation for a custom order, but otherwise our services are mostly limited to the stock you see on display today. ¡­Okay. You don''t even need to look at Annessa to feel her apprehensive gaze survey the room twice over and the assistant thrice.
[GUILDMASTER]: ¡­Okay. Thank you for the welcome. I''m curious though, what has you behind schedule? CARPENTRY GUILD ASSISTANT: We have been commissioned for a large project and thus we are currently unable to assist most of our customers. My apologies. [GUILDMASTER]: ¡ª
¡ª<1> A large project? Larger than usual? CARPENTRY GUILD ASSISTANT: I am sorry but it would be bad form for us to freely speak of other client''s orders. But please, let me know if there''s anything you need.
¡ª<2> So what kind of services do you usually provide? CARPENTRY GUILD ASSISTANT: We''re one of two carpentry guilds in this city, and while I would speak well of Tower Top''s crafters, our materials, craftsmanship, and repertoire are second to none in the Heartlands. Our clients include Mayika''s noble class, in its entirety, and even the royal family. But not just¡ªwe are constantly working to expand the availability of our services to those of any means. Toys, furnishings, scabbards and scoreboards, signs and sortments¡ªall are our trade and joy. Construction, coaches, carriages, carts and wagons, even vehicles of war¡­ Anything that involves woodshopping¡ªquality woodshopping¡ªwill come and go through the hands of our guild''s craftsmen.
[GUILDMASTER]: That is quite the list¡­
CARPENTRY GUILD ASSISTANT: It is, and I''m sure I wasn''t thorough.
[GUILDMASTER]: It was certainly thorough enough for my needs, thank you.
CARPENTRY GUILD ASSISTANT: Of course! May I help you with anything else?
¡ª<3> The Steelworks and Silversmiths said something similar, about being busy and out of stock¡­ CARPENTRY GUILD ASSISTANT: Well. I''m not too surprised¡­ We work closely with the Steelworks for many of our products and services, and the Silversmiths on occasion as well. But I''m simply not informed enough to be able to help further.
[GUILDMASTER]: Well. Thanks anyways.
CARPENTRY GUILD ASSISTANT: Just let me know if I might be able to do anything else for you!
¡ª
[GUILDMASTER]: Alright¡­ Well, as the new Guildmaster of the Mayika adventurer guild, we are trying to intensify our recruitment efforts. May we post a notice somewhere on your property?
CARPENTRY GUILD ASSISTANT: Oh! I''m quite sure that would be welcomed! Here, place it on the front side of the desk with the others¡­ just be gentle with the nail!
Before you know it, Annessa is crouched in front of your knees with her hammer in hand.
* thunk! thunk! thunk! *
? ? Put up at least four more recruitment notices. (3/4) Your business done, you leave the Carpentry Guild to rejoin the stream of afternoon shoppers.
As you shuffle into the crowd, Annessa steps up beside you and you share concerned looks.
[GUILDMASTER]: So¡­
ANNESSA: No, I''ve never seen this happen before. Sometimes the Steelworks will be behind schedule, yes, and you''ll hear nobles shouting for their orders to be jumped in line. But this¡­
[GUILDMASTER]: It''s downright suspicious, though not necessarily in a bad way¡­ I guess. But I can''t think of anything that would cause it. Some royal project, got to be¡­
She nods.
[GUILDMASTER]: But what even¡­ I mean, if it were just the smithy and the Silversmiths, I''d say the kingdom was gearing up a new company or two. But I doubt that could escape the notice of the public¡­
ANNESSA: They''d need an outside source of reliable personnel. I just don''t see it.
You decide to ask the cart attendant if he knows anything.
CART ATTENDANT: Nothing you haven''t heard, I''m afraid. Been like this for almost a month now, though. The nobles are up in arms about it, but most of ''em can still get what they need, if at a steep price.
[GUILDMASTER]: Thanks¡­
You and Annessa both sigh, and decide to leave the subject be for now.
Passing a couple novelty stores and a few other uninteresting shops, you soon find the Northwater Grocers. ? ¡ª Northwater Grocers ¡ª An interior storefront for fresh goods is an unfamiliar sight to you, and with the bright lighting and clean displays you can see why the nobles prefer it. A number of uniformed assistants are located around the store, some of them already assisting customers as if assigned to them, and you get the distinct feeling that you''re going to have to pay more than you''d like for anything you need here. One of the assistants approaches you immediately, seemingly appearing from nowhere to greet you. If her disposition weren''t so gentle, you would have jumped in surprise.
Northwater Grocers assistant
NORTHWATER GROCERS ASSISTANT: Greetings. Can I help you today? Her voice is faint, but not at all timid. [GUILDMASTER]: Yes, please. Firstly, I''m looking for a couple jars of honey as well as some spices¡ªblack pepper, cloves¡­ Having already obtained vegetables and flour at the inn, your list is fairly short.
NORTHWATER GROCERS ASSISTANT: Of course. Follow me.
With a soothing grace that any noble girl would aspire to, she leads you around the store, confidently picking out choice goods from each relevant shelf. Despite your repeated offers, she insists on carrying them herself until you leave the store. Soon enough, she has two jars of honey and several pouches of spices.
[GUILDMASTER]: Thank you so much, that was very quick.
NORTHWATER GROCERS ASSISTANT: It was no problem¡ªconvenience is important, you know. Even for simple things like shopping.
You can''t help but smile and agree.
NORTHWATER GROCERS ASSISTANT: But is there anything else you''d like me to help with?
[GUILDMASTER]: This is a bit of an odd request, but¡­ the Mayika adventurer guild is recruiting again. We''d like to post notices in as many places as possible. Is there someplace on this property where we''d be allowed to do so?
NORTHWATER GROCERS ASSISTANT: Oh! It''s so good to hear that the guild is back! My father always talks about how things have gone downhill since everyone¡­ well, everyone died¡­
You honestly expected Annessa to be unaffected by just a mention, but her now-solemn face tells you that the emotions of the time have yet to fade completely.
[GUILDMASTER]: Yes¡­ Well. We''ll do our best.
NORTHWATER GROCERS ASSISTANT: Let me find our supervisor. He''ll know if we can help.
He did not, in fact, know if they could help. He went to fetch their groundskeeper, who went to fetch the owner. In the end however, you were able to place two more notices, one inside the store and one out front.
* thunk! thunk! thunk! *
? ? Put up at least four more recruitment notices. (4/4)
* thunk! thunk! thunk! *
? ? Put up at least four more recruitment notices. (5/4)
Moreover, the assistant was delighted to hear that you were the Guildmaster. And by the way she looked at Annessa, she had a new role model.
NORTHWATER GROCERS ASSISTANT: Thank you so much for coming!
She leads you back to the entrance.
NORTHWATER GROCERS ASSISTANT: It''s fifteen coppers for both jars of honey, two dekkers for the black pepper, two-and-two for the cloves, and another two-and-five for the nutmeg. Eight-and-two in all. This story originates from Royal Road. Ensure the author gets the support they deserve by reading it there.
Yep, definitely more expensive than you''d like. Well, as long as enough of it goes to the workers themselves, you suppose it''s a worthy fee.
You count out the eighty-two coppers, which she places it in a pouch clearly marked as belonging to Northwater Grocers. You note that her uniform is pocketless.
[GUILDMASTER]: We really appreciate your help, thank you.
NORTHWATER GROCERS ASSISTANT: I really hope you come again! Feel free to ask for me if you do! My name is Arietta!
Annessa smiles at her, clearly taken in by her charms. That ''iron will'' can indeed by bent, you notice¡ªand it''s only your own ''unyielding restraint'' that keeps you from smirking.
ANNESSA: We''d certainly like to. Thank you, Arietta.
Arietta''s glowing face might be your favorite part of the day.
You part at the doorway and step back onto the busy road. Your new purchases promptly go into your beloved cart.
? Objectives:
? Put up at least four more recruitment notices. (5/4)
? Acquire the following ingredients: (4/4)
? Honey
? Assorted spices
? Assorted vegetables
? Flour [GUILDMASTER]: Well, at least this mysterious reliable client isn''t buying out all the food.
ANNESSA: I think there''d be a riot if they did.
You''re still a ways above the city center, but Annessa says none of the shops further down are of interest to you. You make your way across the street¡ªcausing some commotion with your cart, but that''s hardly unusual¡ªand approach the door of the Quillfin Fletchers. ? ¡ª Quillfin Fletchers ¡ª You appreciate the store''s bright lighting, but what you don''t appreciate is the total lack of wares on display. You walk up to the vendor, who stands behind a low table with a desk to her side¡­
Quillfin Fletchers vendor
¡­and you ask her the question. QUILLFIN FLETCHERS VENDOR: Gree¡ª
[GUILDMASTER]: Why the lack of products?
QUILLFIN FLETCHERS VENDOR: ¡ªOh. Uhhh¡­ I mean, our craftsmen are all occupied at the current time. Would you be able to return later?
[GUILDMASTER]: And¡­ why are they all occupied at the current time?
QUILLFIN FLETCHERS VENDOR: ¡­Uh.
Not again¡­
QUILLFIN FLETCHERS VENDOR: We¡­ we''re quite busy at the moment, you see¡­ We''re all occupied! At the current time! Perhaps you could inquire with Darlon''s Hunting down the road?
She clearly isn''t going to tell you anything else. You make sure your sigh is audible throughout the store, which is lacking in other customers.
[GUILDMASTER]: And would Darlon''s hunting be able to provide what we need?
QUILLFIN FLETCHERS VENDOR: Uhh¡­ mostly! Not at the same quality or the same materials, but they''re good! But they don''t have the custom services¡­
[GUILDMASTER]: Well. As the new Guildmaster of the Mayika adventurer guild, I''d like to request that we be able to post a recruitment notice on your premises. You know, for all the customers you''re getting these days.
You know it was a bit mean, but you can''t help but enjoy the chagrin on her face. Then she fully takes in what you said, and recovers in genuine excitement.
QUILLFIN FLETCHERS VENDOR: Oh! You''re the Guildmaster! Well¡ªyeah, I think we can do that much for you! Over here¡ª
She only has to point, and in an instant Annessa is there.
* thunk! thunk! thunk! *
? ? Put up at least four more recruitment notices. (6/4)
QUILLFIN FLETCHERS VENDOR: Oh¡­ she''s fast¡­
[GUILDMASTER]: One of the world''s marvels¡­ QUILLFIN FLETCHERS VENDOR: But oh, let me know if I can do anything else for you! [GUILDMASTER]: ¡ª
¡ª<1> What exactly do you usually sell? Does your guild make the bows, or would that be the Royal Carpentry''s realm of expertise? QUILLFIN FLETCHERS VENDOR: For the bows themselves, they will do the crafting and we do the stringing and selling. In fact, they provide all of our wood, including the shafts for our arrows¡ªit''s one of the reasons our products are so superior. Another being the assistance of the Steelworks and Silversmiths, who provide many of our specialty arrowheads. You might think the remaining tasks are simple¡ªthe fitting and the fletching, and so on. And they are, in a sense, but the precision required is extreme. Every arrow must be able to hit its mark. Our other hallmark, which also sets us apart from Darlon''s Hunting down in the March, is our custom services.
[GUILDMASTER]: Thank you.
¡ª<2> You mentioned ''custom services''. What does that include? QUILLFIN FLETCHERS VENDOR: To truly master their craft, any bowman will want to adjust and fine-tune their equipment to suit their needs and their person. Here, we have the tools and expertise to produce and customize archery gear on demand. Custom fletching, arrowheads, bow stringing and maintenance, we can get it done¡ªuh, pending availability¡ªwhile you wait, even! Yes. Usually.
[GUILDMASTER]: ¡­
¡ª<3> I don''t think we need anything right now, but how soon would you estimate that your services will be available again? QUILLFIN FLETCHERS VENDOR: Ummmm¡­
[GUILDMASTER]: ¡­
QUILLFIN FLETCHERS VENDOR: Uhhhhhh¡­
[GUILDMASTER]: ¡­Not soon?
QUILLFIN FLETCHERS VENDOR: Wellll¡­ I don''t know!
[GUILDMASTER]: ¡­
¡ª
[GUILDMASTER]: Thank you. That will be it for today.
QUILLFIN FLETCHERS VENDOR: I''m really sorry we can''t help you further¡­
[GUILDMASTER]: There''s no reason for you to feel bad about it, don''t worry. We very much appreciate your willingness to help. We''ll ask again when the need arises, thank you.
You leave the store¡ªwhich, you have to admit, had a rather pleasant feel to it¡ªand continue back up that side of the street.
You''re very excited about your next two stops, the first of which is the Marling Jewelers. Every child dreams of having enchanted jewelry, after all¡­ ? ¡ª Marling Jewelers ¡ª Interestingly, one half of the shop is dark and the other half quite bright. At first you wonder if a lamp had broken, but after a moment of staring you realize it''s a deliberate effect for showing off their wares. Which they have plenty of, thankfully. You and Annessa both let out tiny relieved sighs as you approach the Marling Jewelers associate.
Marling Jewelers associate
MARLING JEWELERS ASSOCIATE: Welcome! We''re excited to have another visitor. Would you like my assistance for anything?
First, you turn to Annessa.
[GUILDMASTER]: Even a couple low-grade accessories would make a huge difference for a starting adventurer. Would it be worth the investment?
To your surprise, she doesn''t even have to think before responding.
ANNESSA: Yes. They''ll surely be passed down to newer recruits as we get better gear, and as your adventurers grow their anima to be able to handle more enchantments. You''ll have to use your own judgment as to which and how many to buy. Make sure you account for a balanced party when doing so.
You glance around the store. There''s a lot to look through. Turning back to the Jewelers associate, you ask her to give you a summary of their low-grade products fit for adventurers. She is surprised and impressed to hear that you''re the Guildmaster, and doubles her efforts in detailing their accessory stock.
[ You now have the opportunity to buy an assortment of common-grade accessories. You may have plenty of money for now, but don''t overdo it! But don''t underdo it either, they make a big difference! ]
You pay with the Affirmation of Custody. Not the original one, but an updated one Annessa received when she withdrew the five thousand. According to her, you can now use both¡ªthey''re good for thirty days, and merchants won''t bother questioning your purchase as long as it''s reasonably within the amount that you''re listed as owning. Because if you pay with more than you actually have, you''ll just be in debt to the crown. And nobody wants to be in debt to the crown.
MARLING JEWELERS ASSOCIATE: Thank you for your purchase. Is there anything else we can do for you?
You decide to inquire about the cost of higher grade accessories and custom enchantments. The prices are about what you''d expect, but¡ª
MARLING JEWELERS ASSOCIATE: As far as custom orders and high-grade accessories go, please note that our services may be slower than usual due to high demand.
¡­Wait. Really? You can just barely hear something like a stifled squawk coming from Annessa''s direction.
[GUILDMASTER]: ¡­Why would that be?
MARLING JEWELERS ASSOCIATE: Our crafters and enchanters are currently occupied with a¡ªproject. It is a considerable task and may take us some time. However, our lower tier guild members are expected to be able to replenish our stock accessories some time next month.
[GUILDMASTER]: ¡­And this ''project'' is¡­
MARLING JEWELERS ASSOCIATE: As a rule, we don''t discuss the orders of other clients unless you have sufficient authorization. You understand.
[GUILDMASTER]: I do. But I have to ask¡­ Why are all the crafting guilds in the Marlock busy with some project?
MARLING JEWELERS ASSOCIATE: ¡­All of them?
Her previously unflappable decorum is replaced by remarkable surprise.
MARLING JEWELERS ASSOCIATE: I knew the Silversmiths were behind schedule, but¡­
[GUILDMASTER]: Apparently it''s been like this for almost a month. Is there no communication between the guilds?
MARLING JEWELERS ASSOCIATE: There''s a monthly meeting for the guild officials and shopkeepers on the Marlock, but¡­ I haven''t heard anything¡­
[GUILDMASTER]: ¡­Well. It certainly seems strange, even suspicious¡­
MARLING JEWELERS ASSOCIATE: It''s unprecedented, that''s for sure¡­ I''m very sorry I can''t be of more assistance.
[GUILDMASTER]: But you can! We''re hoping to recruit as much as possible in the upcoming days, and we''d like to put up a notice wherever possible, redundantly even. Is there somewhere suitable in your storefront?
MARLING JEWELERS ASSOCIATE: There is, it''ll be right over¡ª
* thunk! thunk! thunk! *
? ? Put up at least four more recruitment notices. (7/4)
You both stare in awe at Annessa''s raw speed, her supersonic grace, her precise and dignified swings.
You look back at the associate.
[GUILDMASTER]: Well. That will be all for today, I think! Thanks again. You part with appreciative smiles and you leave the shop, depositing your purchase of accessories into the cart.
CART ATTENDANT: ¡­You some kind of adventurer or something?
You explain your current situation, and the cart attendant is impressed when he learns of your identity.
CART ATTENDANT: You know, I''ve always wanted to be an adventurer¡­ Though Mammy would kill me for it, faster than any monster for sure.
[GUILDMASTER]: It''s dangerous work, it''s very true. Especially if done without proper preparation.
ANNESSA: I''d like to note that, before the Crusade, our guild had the lowest casualty rate of any in the Heartlands. Our trainers are excellent and our leadership will make sure you are more than prepared for whatever quests you take on.
She doesn''t even glance at you. Somehow you know that she''s speaking with confidence, and not trying to throw you hints. You appreciate that.
CART ATTENDANT: Well¡­ maybe I''ll think about it, after all. It''d be¡­ nice to do some good in the world, you know?
[GUILDMASTER]: You''re doing good in the world right now, believe me!
Annessa grows a twisted smile.
ANNESSA: Please excuse his excitement about cart services, he''s new to the city.
CART ATTENDANT: Hahaha. But thank you, Guildmaster!
The next door is the Tellingsworth Guild. Alchemy stores are always the most colorful inside and out, and each one has its own unique brews to inspect. You can only imagine what awaits you in the most distinguished alchemy guild in the Heartlands. ? ¡ª Tellingsworth Guild ¡ª You enter the famous alchemy guild''s storefront, and your excitement is immediately replaced by dismay. There is NOTHING on the shelves. You approach the Tellingsworth Guild representative, trying your best to hide your frustration.
Tellingsworth Guild representative
[GUILDMASTER]: Excuse me, sir¡­
TELLINGSWORTH GUILD REPRESENTATIVE: Greetings.
The man is perched comfortably on a stool behind his ornate desk, puffing on something resembling a pipe. His utter nonchalance only serves to magnify your frustration.
[GUILDMASTER]: Sir. There''s nothing on your shelves.
TELLINGSWORTH GUILD REPRESENTATIVE: Unfortunately so.
[GUILDMASTER]: Sir, there is NOTHING on your shelves. Why is that?
TELLINGSWORTH GUILD REPRESENTATIVE: Business.
He puffs.
TELLINGSWORTH GUILD REPRESENTATIVE: We have a large order to fulfill and are unable to take new requests at this time.
REALLY? You look at Annessa and are surprised by the volume of concern that has fallen over her face.
ANNESSA: Guildmaster, this is¡­ it''s dire. Potions are a necessity, especially for quests that take place outside the city. Our stock is too low¡ª
TELLINGSWORTH GUILD REPRESENTATIVE: Ah, I''m familiar with you, Lady Annessa, but did the adventurer guild finally get a new Guildmaster?
ANNESSA: I''m no lady, but yes¡ªthis is our new Guildmaster.
TELLINGSWORTH GUILD REPRESENTATIVE: Greetings again, and welcome to the city.
[GUILDMASTER]: Thank you. But it''s imperative that we be able to supply our new adventurers with enough potions to keep them safe. Do you have any backup stock, or¡­ Do you know where else we could look¡­?
He doesn''t shrug, but the look in his eyes basically means the same.
TELLINGSWORTH GUILD REPRESENTATIVE: Try Gremmon''s or Hale''s. If you need higher grades, you''ll have to reach out to the guild in Jarana. I can assist with that.
You and Annessa look at each other with worrying eyes. The Tellingsworth representative enjoys another puff.
[GUILDMASTER]: Let''s see what we can get our hands on. Then we''ll come back and ask about what we might be able to get from Jarana.
TELLINGSWORTH GUILD REPRESENTATIVE: Very good. Let me know if there''s anything else we can help you with.
[GUILDMASTER]: One thing, actually¡ªwe''d like to post a recruitment notice here, if you''re willing.
The representative gestures with his pipe at a spot on the wall across from you, and then returns his ever-unconcerned gaze to yours even as Annessa demonstrates her poster-posting expertise.
* thunk! thunk! thunk! *
? ? Put up at least four more recruitment notices. (8/4)
TELLINGSWORTH GUILD REPRESENTATIVE: My apologies once again, but our work truly is important.
[GUILDMASTER]: And you won''t tell us what that work is, will you?
Now the representative gives a shrug¡ªthe tiniest, laziest shrug you''ve ever seen performed by mortal man, but it''s the most you''ll get out of him today.
TELLINGSWORTH GUILD REPRESENTATIVE: Client confidentiality.
You don''t even bother sighing.
Until you''re outside the store that is, at which point you''re joined in chorus by Annessa.
[GUILDMASTER]: So Gremmon''s we''ll be reaching soon enough¡­
ANNESSA: It''s next, yes. But Hale''s Apothecary is in the March. After we finish that route tomorrow, we can come back here. If all goes well, we can get an order sent out then.
[GUILDMASTER]: And that''ll give me time to look over our current stock, see what we''re working with¡­
ANNESSA: Don''t worry about that, I''ll do a full inventory and have it ready for you by morning. I also have numbers on estimated usage.
[GUILDMASTER]: You are supremely helpful.
ANNESSA: Thank you, Guildmaster¡ªbut remember, this is literally and specifically my job.
[GUILDMASTER]: Sublimely helpful, even.
She gives you that suspicious squint-eyed glare that is her equivalent of rolling her eyes. Gremmon''s General Supplies is only a dozen or so meters up the road. ? ¡ª Gremmon''s General Supplies ¡ª The shopkeeper, Mister Gremmon himself, wears a decidedly disgruntled expression. But, as Annessa made sure to tell you before you entered, he''s popular for being very friendly and outgoing despite his outward appearance. Apparently he very much likes his job, especially the part that involves talking to customers. He just never looks like it.
Mister Gremmon
MISTER GREMMON: Greetings, Miss Annessa and newcomer!
You''ve barely made it through the door when he calls out to you. He finishes up with his current customer by the time you draw near, and he waves at you cheerfully. But his grumpy mien remains unperturbed.
MISTER GREMMON: What do you two need from us today?
You survey the products around you, noting that you could obtain both flour and honey here in the future. But more importantly, a display of bright-colored potions covers half the wall behind him.
[GUILDMASTER]: Greetings, Mister Gremmon. I''m the new Guildmaster of the Mayika Adventurer Guild, and frankly¡­ we''re desperate for some health potions. Mana potions to a lesser extent.
MISTER GREMMON: You''re not alone, and I''ve never been so grateful to have suppliers outside the city. So help yourself for today¡ªbut mind that all I''ve got is common grade. [ You now have the opportunity to browse his inventory, consisting of the lowest tier of potions available, including some status remedies. It''s up to you how many to buy, but Annessa recommends at least two dozen to start with. ]
[GUILDMASTER]: Thank you so much, Mister Gremmon. That''s a huge relief for us.
MISTER GREMMON: Of course! It was a huge relief for me to hear that the guild is back in action! I''m glad to be able to help.
[GUILDMASTER]: Could I ask for one more thing? We''d love to be able to post a recruitment notice around your store¡­
MISTER GREMMON: Ah! A good idea! Right down here, on the counter itself! Just put it right over my little advertisement, that one''s old.
* thunk! thunk! thunk! *
? ? Put up at least four more recruitment notices. (9/4)
MISTER GREMMON: Miss Annessa, you''re a madwoman with that hammer!
ANNESSA: My talents aren''t limited to buying tea, you know.
MISTER GREMMON: Speaking of, it''s been so long since I''ve served up your favorites! What''s kept you?
ANNESSA: Our funds have been¡­ limited.
Mister Gremmon''s expression changes for the first time, overcome with genuine worry.
MISTER GREMMON: Ohh¡­ You guys doing alright nowadays¡­?
ANNESSA: We are, but by no virtue of our own.
MISTER GREMMON: A blessing from the Nine, then!
With a sigh of relief, he returns to his normal scrunchy grumpface.
[GUILDMASTER]: We might just make it, Mister Gremmon. Annessa¡ªwould you please direct me on how best to refill the guild''s stock of tea? And feel free to make a personal purchase as well, as a form of backpay.
A combination of gratitude and excitement flows over her entire body, causing her mouth to involuntarily form a smile. Without any hesitation she picks out a selection of her favorites, as well as one of both Varant''s and Messen''s, and additionally a new blend recommended by Mister Gremmon.
It''s no small amount of money for the majority of people in the world. But you have no doubts in the virtues of your decision. Or the virtues of tea. After all, Annessa didn''t object in the slightest even after seeing the price. You personally believe that tea isn''t just a comfort, but an asset when it comes to doing intensive work¡ªand in keeping your employees happy. You can only appreciate the blessing that allows you to afford it.
[GUILDMASTER]: Thanks again. We''ll be sure to visit in the future¡ªyou keep your store well!
MISTER GREMMON: Ahaha, that''s just my assistants! I''ve never known anyone so good at cleaning and sorting! Hopefully you''ll meet ''em yourself one day, it''d please me if you thanked ''em in person!
[GUILDMASTER]: I definitely will! Until then!
You and Annessa leave the shop and deposit your little crates of potions in the cart, making sure they''re secured. Despite the lack of wares in the shops you''ve visited, the cart is over half full, and you can''t help but wonder if you''ll have need of wagon services at some point in the guild''s future¡­
You''re both quiet as you mull over these mysterious buyers¡ªor buyer? And how it could become quite a problem for the guild as it begins to grow again. You''re determined to start working on contingencies sooner rather than later¡ªeven if you have to visit the markets in Tavar yourself. But for now, between Gremmon''s and the cyan-haired cheerful trader, you should be able to welcome your first wave of recruits¡­ If there will ever be any.
The last notable shop on your side is Tempernik''s Imported Herbs and Spices, which surely would have been another option for several of your purchasing objectives, honey included. But the both of you are feeling restless from the day''s events, and seeing as you already have the spices you need, you head straight back up to the High Market and review your progress.
? Objectives:
? Put up at least four more recruitment notices. (9/4)
? Acquire the following ingredients: (4/4)
? Honey
? Assorted spices
? Assorted vegetables
? Flour
[ Leaving the High Market on the east road will end the exploration phase and send you back to the guild. ]
It''s been a full day and you''re eager to get back to the guild, and you both set your feet on the road toward the east. You''re ashamed to admit that today''s walking has taken its toll on you. You insist that you be the one to carry the cart back, though you suspect that Annessa might be even more fit than you are¡­ Something you mean to address with more training. Her shoulders are straight and her strides dignified as usual as you walk back across the city, taking a direct route that cuts through a moderately fortunate residential district before emerging onto Gate Road. In time you find yourself back home¡ªback at the guild¡ªstoring your purchases while waiting for Tami''s return. ? The front door of the guildhouse opens, and you can see the silhouette of Tami and her hooded cloak in the doorway. Behind her, you catch a glimpse of a well-loaded cart before the door claps shut again. She seems as calm as ever as she steps into the hall, but then the lamplight falls on her and you notice something off about her demeanor¡ªher shoulders are stiff, her face even more frozen than usual, and her eyes¡ªwait, is she feeling guilty?
Guilty Tami
Annessa steps up beside you, and immediately reads her good friend''s body language.
ANNESSA: Tami¡­
Tami stands impossibly still, her hood unlowered, her eyes looking at nobody in particular.
ANNESSA: ¡­Tami. What did you buy?
TAMI: ¡­
ANNESSA: I know how much you took with you. How much do you have left?
TAMI: ¡­
ANNESSA: Tamiiiiiiii¡­
TAMI: It¡­
Varant and Messen have found their way into the hall, and the four of you now form a semicircle around your Ranger master like a council of judgment. You think she might actually start to tremble under the pressure.
TAMI: It was on sale¡­
ANNESSA: ¡­Okay. But what was it?
TAMI: It was the only one left! I had no choice!!
ANNESSA: ¡­
TAMI: Pl¡ªplease believe me¡­
ANNESSA: Tami. What was it?
TAMI: ¡­¡­A W¡ªWes¡­
ANNESSA: ¡ªYou didn''t¡­
TAMI: ¡ªA Westwoods garnost rump cap¡­
ANNESSA: ¡­
[GUILDMASTER]: ¡­
MESSEN: ¡­
VARANT: ¡­
TAMI: With a Pirpurran Prime sauce base included¡­
ANNESSA: ¡­
[GUILDMASTER]: ¡­
MESSEN: ¡­
VARANT: ¡­
TAMI: And¡­ and a topping of Esthalian skylimmen bulbs¡­ Imported¡­
ANNESSA: ¡­
[GUILDMASTER]: ¡­
MESSEN: ¡­
VARANT: ¡­
TAMI: ¡­
The silence is broken by the commanding clack of a light-plated boot on old hardwood. In three slow, elegant steps, Messen stands over her, his face unreadable. His ever-imperious presence dominates the room. He raises his gloved hand above her head¡ªand pats her.
MESSEN: You did well, Tami. You did well.
* pat.?pat.?pat. * ?
Varant gives a low chuckle as Annessa mutters something to him when she passes the apricot mash, and Ethi is smiling as she chats with Zoel, who she hasn''t seen in weeks. On your left, Messen is practicing utmost restraint as he goes about the process of emptying his plate with all the decorum expected of his lineage. For your part, you''ve given up on the idea of cleanliness and are relying heavily on your napkin to protect your favorite set of clothes. You can''t help but grin at Tami''s unique expressiveness¡ªher face is still as ever, but her eyes reflect unseen moons whenever she sets them on some new dish.
For you and especially Messen, the grilled skylimmen bulbs are a taste of the luxuries of home. For your part, you''ve never had the opportunity¡ªor the coins¡ªto try them over roast garnost, and you have to agree with Messen''s educated appraisal: it is most excellent.
But as far as the roast goes, it''s the Westwoods spices that dominates its flavor¡ªand the essence of the entire meal¡­ and the air of the entire guild property for the last two hours as Tami dutifully prepared it. Westwoods goods are rare¡ªhighly limited in availability, as they can''t be obtained in human lands, and you suspect that Tami had managed to seize upon an opportunity you might never see again.
As for the Pirpurran Prime sauce¡­ well, Pirpurra doesn''t exist anymore. As with the other Southern Suzerainties, it was overrun by troglins before your father was born. Some of their famous exports are still produced in a remote corner of Manara, where the climate is similar enough for their unique flora to survive, though not necessarily thrive.
You and your guild staff remain at the table long after your stomachs have been over-filled, and at some point during the conversation your last ounce of guilt over spending so much on this one meal vanishes entirely. And, you realize, you''re actually glad to be here¡­ in this struggling guild, with these very people.
You know you had nothing to do with this opportunity. But you also know it''s your responsibility to make the most of it, and guide the guild back to prosperity¡ªand to a place where it can truly make a difference in the world again. You take a moment to appreciate the cheerful faces around you, and look with optimism on the future ahead. [1.07] From Zero To One

Act I ? Scena 7

From Zero To One


The next morning, you walk into the front courtyard to find Annessa and Varant standing on either side of Tami, who''s hugging a young but seasoned-looking soldier wearing nondescript gear.
Seasoned young soldier
Annessa Tami Varant
Annessa turns to you when she hears you close the guildhouse door behind you.
ANNESSA: [Guildmaster]¡­
Her expression is something you''ve never seen before¡­ excited, happy, and very, very confused.
You walk up to stand beside Annessa. Tami steps back as you approach, taking a place between you and Varant.
ANNESSA: Guildmaster, this is Kani, a knight currently in the service of Karsis.
KANI: Hello, new Guildmaster! I was trained here actually, and I''d like to come back!
Her voice is strong, confident, and playful. For some reason, she salutes you.
VARANT: Didn''t we refer you to that guild up in Geld, kid?
Varant''s arms are crossed and he looks at her with exaggerated suspicion.
KANI: I decided¡­ at the last moment, I just¡ªI didn''t want to leave Karsis after all¡­ I mean, I was born here¡­
VARANT: And you didn''t tell us?
KANI: I¡ªI was busy!
TAMI: Classic¡­ But I''m still angry! I could''ve come visit you!
Kani doesn''t look particularly guilty, but she does purse her lips as she reconsiders her life choices.
ANNESSA: But I''m confused, Kani¡­ We''ve barely just put up the recruitment notices¡­
KANI: Well, I was invited¡­ There was a letter, and¡­ I thought¡ªI mean, wasn''t that you?
You and the other staff all look at each other. You don''t need any communication other than eye contact to know that it was none of you.
[GUILDMASTER]: Zoel¡ª?
Annessa shakes her head slowly before you can even finish your question. Then she turns back to Kani.
ANNESSA: A letter? It wasn''t signed¡­?
KANI: Well¡­ well, look at it.
She pulls a small letter from the bag at her feet and hands it to Annessa. It takes just a moment for Annessa to read it, and she shakes her head in confusion. Then she pulls out another letter and passes them both to you without saying any more.
Kani''s invitation is brief, the parchment is plain, and the handwriting is without any distinguishing features. It is unsigned.
Kani, The Mayika adventurer guild finally has a new Guildmaster. A new phase of recruitment has just begun, and you''re welcome back at any time. There aren''t any others yet, but given the circumstances I''m sure it will take just a week to get a party together.
The other letter is on a finer parchment and with neat handwriting. It is also unsigned.
To the Mayika Adventurer Guild, Kani is a skilled knight whose experience includes bandits, troglins, and even a couple mid-tier monsters. I''m sure she would make B-rank in little time. Her abilities are very well-rounded and she has the aptitude for several adept-tier classes. I recommend her particularly because she will do an excellent job bringing her party together, which will be especially crucial in these early stages.
Please invest in her!
ANNESSA: I received it this morning¡­ minutes before Kani arrived¡­
Now with a bewildered face yourself, you pass the letters to Tami. She takes a minute to read them twice. She passes them to Varant, who does the same.
TAMI: Well, at least they''re right, so there''s that.
When Varant finishes, he raises his eyes to Kani.
VARANT: ¡­You''ve killed mid-tier monsters?
KANI: Yes sir! A mirenask and a maddened high varodon¡ªthough with a whole platoon of soldiers, sir!
Varant frowns deeper with each ''sir''.
VARANT: You pull that soldier shit on me any more and I''ll dunk you face-first in the governor''s bathwater.
Kani only grins at his threat, and salutes him.
KANI: But sir¡­ how are you going to enforce that, sir?
She knows all too well his policy on not ''crossing swords'' with other people. But now, the evil grin that creeps onto Varant''s face far outmatches anything Kani will ever be able to give in her life. He raises two fingers.
VARANT: Two malrithes.
Kani''s eyes go wide, as if she thinks it''s totally within his power to capture two notoriously terrifying mid-tier monsters and set them upon her.
KANI: Eeeeep! She darts away from him and takes cover behind the newly arrived Messen, of all people. Varant eyes Messen warily as they face each other. Your master knight trainer now stands like a proud bastion of hope and might, with Kani peeking out from behind one elbow.
Messen the Protector of Innocents
MESSEN: I accept your challenge.
Messen gives an elegant bow, one foot in front of the other and both arms outstretched. You notice his impeccable poise, his adroit footing, knees bent with grace and fingers splayed in eminent elegance, his chest bent just deep enough to be supremely gracious but not groveling¡­ it''s the perfect Imperial bow, one that any of the nobles in your home city would be impressed by¡ªeven envious of.
VARANT: ¡­You eager to lose your other eye, noble sir?
MESSEN: If I must.
Kani again grows fierce at Varant''s words, and launches herself in front of Messen as if trying to shield him. She virtually bares her teeth at Varant in her protective fury.
KANI: I won''t let you!!
Varant is supremely amused by the both of them and is having a difficult time holding his threatening glower.
VARANT: So. Two malrithes, then? How about tomorrow night?
Eyes widened in desperation, Kani looks around for a way out¡ªand spots you.
KANI: Guildmaster! Help me out here!! [GUILDMASTER]: ¡ª
¡ª<1> Alright¡ªbut on the condition that you leave the sirs and salutes behind. Especially for me. KANI: But that would defeat the point!!
[GUILDMASTER]: Think about it. This is your cleanest way out.
KANI: Unghhhhhh¡­ fiiine¡­
TAMI: Don''t worry Kani, you can still do it for me!
KANI: But¡­ But I could never do that, Miss Tami!
Tami looks flabbergasted, but Kani doesn''t notice.
¡ª<2> *hold up three fingers* Three malrithes. Varant laughs outright. Even Messen has a small, twisted smile.
MESSEN: Heh.
KANI: NO FAAAAAAAAAAAAAAAAAAAAAAAAIR!!!
¡ª<3> Do you promise that you''ll salute me, and only me? Kani looks at you suspiciously.
KANI: But it would just be work if you actually want it!
[GUILDMASTER]: Well, it''s a shame then. Malrithes it is.
KANI: N¡ªNOOOOOO!
ANNESSA: Ahem. There will be no monsters on guild grounds. Without my permission.
KANI: So that means¡­!
ANNESSA: There will be no saluting, either.
KANI: Annessa noooooooooooooooooooo¡­!
TAMI: But¡­ well, maybe I shouldn''t say this, but isn''t that technically the Guildmaster''s decision now? Did you know this story is from Royal Road? Read the official version for free and support the author. [GUILDMASTER]: ¡ª
¡ª<1> Nah, it''s fine. I''m too new to trust myself more than I do her just yet.
¡ª<2> Technically probably, but with her seniority combined with her authority as our administrator¡ªespecially where things related to guild grounds are concerned¡ªmeans that I''d leave it to her most of the time.
¡ª<3> Absolutely! And I say: No monsters on guild grounds without Annessa''s permission!!
Kani is utterly defeated, and she shows it.
VARANT: But let''s look at you now. Brought your old armor, eh?
KANI: Yeah, but I''ll need a new weapon¡­
VARANT: And, platoon or no, you''ve fought mid-tier monsters. Proud of you, kid.
Kani''s face brightens so much you''d swear her dark tan skin was actually a lantern in disguise.
VARANT: As for the weapon¡ªwe don''t have too much¡­ but for what you need, I have just the thing.
At the mention of a new weapon, Kani''s eyes somehow light up even more.
VARANT: Don''t get too excited now, it''s just my old friend''s leftover second-hand emergency backup! It is nice though, for all that¡­
Seeing her expression only intensify, he can''t help but give in.
VARANT: Heh heh heh, fine. Let''s go get you sorted. Sorry Guildmaster, I''ll be swiping this one before you can even give her a proper orientation.
[GUILDMASTER]: What orientation? Oh, you mean the part where she shows me around the adventurer''s dorm? Well, that can wait ''til later.
VARANT: Fair point!
Varant leads the way to the storage building with Kani eagerly following behind. Messen steps in alongside her and they start to chat quietly. Tami glances at you quickly and then runs to catch up, falling in on Kani''s other side. You and Annessa watch them happily catch up with each other, enjoying the sight more than you should, until they disappear into the doorway.
You turn to each other but before you can speak, there is a loud knocking at the front gate. You give each other a look, and make your way over. The knocking comes again and before you can reach the gate, a courier opens it with noted impatience. He spies the two of you, drops a letter in your hands, and slides back out with a hurried "Good day!"
You open the letter without delay and sense Annessa''s head appear over your shoulder. Something about the fine parchment and neat handwriting is familiar¡­
To the Mayika Adventurer Guild, Marlond is an exceptional hunter and survivalist. As his normal hunting grounds have been claimed by the Tavarian Royal House, he has arrived in this city without many options. I''m not the best judge of rangers, but I have very high hopes for him. He will have to try hard to adapt to fighting as a team and surviving as a party, but with his quick mind, his talent for shooting, and his incredible perceptiveness he will surely make for a top tier adventurer in time.
Please give him a place to call his home!
You look over your shoulder to meet Annessa''s thoroughly bewildered gaze. And then there is another knock at the gate, gentler, almost timid this time. You both take a breath and step over to the gate. In unison, each of you takes a door and swings it open. A keen-eyed hunter stares soberly into your eyes, then slowly shifts his gaze into Annessa''s. He hands a letter to the space in between you.
Keen-eyed hunter
You take the letter. You open it, looking up again at the keen-eyed hunter before examining the plain parchment. Annessa''s chin brushes your shoulder, and you read:
Marlond, If you desire food and shelter and steady work that is not only within your field of expertise but will also challenge your abilities, seek out the adventurer guild here in the city of Mayika. They are recruiting once more, and you would be among their first. You must learn to trust your teammates and fight together as a party, but I believe you can once again find a place you would call home.
You and Annessa sigh in grateful disbelief, and move to stand before your new adventurer. With slight but sincere bows, you both welcome him to your guild. ? The guild staff dining hall takes up the back right corner of the guildhouse''s ground floor, with an exterior door directly across from the kitchen. Your lunch today wouldn''t be called sumptuous by any objective standard, but to you and your staff and apparently your adventurers as well, it''s a delightful improvement over your recent fare. Seated around the large table are you, Varant, Tami, Kani, Marlond, and Evylie¡ªyour third adventurer.
Evylie
Like the two arrivals before her, Evylie''s appearance was preceded by a courier with an unsigned letter:
To the Mayika Adventurer Guild, Evylie is a strong and imposing Guardian-class fighter with a rare amount of experience for her age. She''d hate me for saying this, but she has an almost supernatural talent for taking damage, both physical and arcane. But her impulsive nature and distrust of authority has kept her from forming loyalties with her previous lordly and mercenary employers. In your guild, however, I believe she will blossom!
Please give her the trust she needs to be able to believe in you!
Conversation is light and slightly awkward; for your part, you''re not at all worried whether they''ll get along in the end, though you''re still disappointed in your own social abilities. Surely Savron would have had them laughing together by now. Thankfully, Kani is already fulfilling her promised role in bringing the team together.
KANI: Evylie! You said you were a mercenary?
EVYLIE: Yes, I was¡­
KANI: Details please! Where did you grow up? Who did you fight for?
EVYLIE: Valengrove, in southern Geld¡­
KANI: Explains the mercenary life! Oh. Sorry if that was offensive.
EVYLIE: It hit too close to home, for sure, but that''s exactly why¡­ It''s why my life turned out this way.
KANI: I''m sorry. Should I avoid the topic?
EVYLIE: No, no. My home and my family are fine. Unfortunately, the city''s lord is as well.
KANI: Ha! Heh heh¡­ I mean, I''ve never had to work under a noble like that myself, but I appreciate your humor.
Evylie seems to have run out of things to say, and Kani seems to sense that. She turns to Marlond, who already ran out of things to say the moment he stepped through the door.
KANI: Marlond! Guildmaster said you were a hunter, but not like¡­ a village hunter. But I''m not even sure what that means. Like¡­ who are you? What was your lifestyle like?
MARLOND: I hunted, for food.
KANI: That was¡­ revelatory! But did you live in a forest? Did you have a tent? Please tell me you had a treehouse!
MARLOND: A tent. The forest is now owned by King Kathok of Tavar. As are all the others. So I came here.
KANI: Ah. I''m sorry. Did you have family?
MARLOND: No. I''ve been alone for a long time.
KANI: Maybe it''s just me, but that sounds really rough, Marlond. But I really hope you like it here¡ªI came back for a reason, you know. And not just because I liked the adventuring life. I was a pretty good knight, and I was treated well for it, so that''s not why either. But the people here¡­ ooh, I can''t wait ''til you meet Tami! She''s our Ranger master. But even besides her, all the others here, this old monster included, have been really great. Even the new Guildmaster seems pretty cool! [GUILDMASTER]: ¡ª
¡ª<1> Don''t you dare put me on a tier with this ''old monster.'' VARANT: You couldn''t be a monster if you tried. [GUILDMASTER]: Even with you doing the training? VARANT: ¡­ KANI: Nice one, Guildmaster!
¡ª<2> ''Cool''? You mean to say that I''m not hot in the slightest? Kani glares at you.
KANI: But if I said you were hot, you''d just complain that I didn''t think you were cool in the slightest.
VARANT: Heh, I hope you''ve gotten as quick on your feet as you are quick on the uptake.
KANI: Just you watch, mister Two Malrithes! I''ll be A-Rank before you can even grow the other half of your face back!!
VARANT: So¡­ two thousand years then.
KANI: Yeah¡­ just about¡­
[ only available if the player chose at least one ice magic ability ] ¡ª<3> ''Cool'' isn''t even the start of it. The last time I tried using my ice magic, King Eshram had to come down and specifically forbid me from doing anything that might turn his kingdom into a second Laria. VARANT: Bah. Best you can do is keep your wine cool in the summer.
[GUILDMASTER]: But that''s even better!
KANI: Now I''m impressed!
MARLOND: Thank you for the encouragement. I do intend to try my best.
VARANT: That''s all we need from you. But it''ll be a lot, believe me. Skilled as you probably are as a hunter, adventuring is a whole different beast. And the worst part? You''ll have to talk.
[GUILDMASTER]: We don''t mean to dissuade you, but it''s very true that working as a party is very different from living solo as you have been. But we''re telling you this up front because¡­ well, because we hope that in the end, you''ll actually like it just the way it is.
He just nods, and you have no idea if your message was received the way it was intended. Maybe you and Varant shouldn''t have been so forward¡­ Nah, that''s just the way things are going to be by the looks of things, he''ll have to get used to it quickly anyways.
You''re not quite finished with your lunch by the time Annessa steps into the room, quietly but urgently. It only takes her a moment to appear next to you. She hands you three letters, and your eyes go wide. In a half second, you break the seal of the first to find that familiar parchment and nondescript handwriting.
To the Mayika Adventurer Guild, Maya is an overly-talented fire mage associated with the Sun Lodge. She has a bright spirit and mind both, but her combination of curiosity and impatience can lead her into dangerous situations. Thus, her recent suspension from the Sun Lodge (probably soon to be expulsion). Please make sure Ethi oversees her training as much as possible! (Sorry Ethi! I know you can do it!) Her blazing talent and fiery enthusiasm will make her both a driving force and a guiding light for the guild¡ªand for her friends.
Please give her a place to let her skills mature in safety!
From the Sun Lodge?! From a quick gauge of their abilities, your party will be able to take on low-tier quests as soon as it can find its last two members¡ªwhich could easily be filled with staff if needed. You had expected needing a month to train people from scratch just to be able to safely handle even the easiest monster exterminations¡­
But your eyes widen further when you read the next letter.
To the Guildmaster of the Mayika Adventurer Guild, The House of the Nine Virtues has received your request and it has been approved by the High Table. The House has decided entrust you with the abilities of Faithspeaker Tarrian, Cleric. The Faithspeaker was recently beatified in the Arkavian hall and approved to become a Priest in this very hall. He is a talented young man and a valued resident of the House, and he will now be in your care. You can expect his arrival by the ninth bell on the day this letter reaches you. Please have accommodations prepared for him, as he will surely be wearied by the journey to Mayika.
In Purity and Faith,
Bishop Asthon, Seat of Karsis
[GUILDMASTER]: I''m not accustomed to getting letters from Bishops¡­ ¡­Is all you can think to say. ANNESSA: I heard earlier today that Bishop Asthon was forced to remain in his position, even though preparations had already been made for his retirement. Now I understand why; Tarrian was the Priest sent to fill the position of whatever Priest was to fill his. Do you know what this means? That the High Table themselves took on our request?
You don''t, at least not fully, and you shake your head in bewilderment.
ANNESSA: Whoever our mysterious benefactor is, they have enough power to sway the House in its entirety. Power at least on par with an Archbishop.
You shake your head again. Why us? Why go so far for a derelict guild in the Heartlands?
You open the next letter, which is exactly what you think it is.
To the Mayika Adventurer Guild, Tarrian is a remarkable priest with not only a true desire for doing good, or even just the skill set for doing the doing, but also the intelligence and wisdom to follow through and create long-lasting results. On the other hand, he is still (and always probably will be) idealistic and impatient¡ªtraits that I hope you will be able to turn into strengths in their own way.
Please give him a place to exercise his beliefs! Without being taken advantage of by Archbishops or nobles!!!
It''s only now that you realize¡­ something might be going on. [1.08] A Handshake, A Fate Shaped

Act I ? Scena 8

A Handshake, A Fate Shaped


The cheerful trader arrives soon after the seventh bell. You are waiting by the gate.
[Guildmaster] Cheerful Trader
[GUILDMASTER]: Excuse me, miss trader¡ª
CHEERFUL TRADER: Greetings, Guildmaster! I''ve got that deal for you!
[GUILDMASTER]: Much appreciated. But we''ve got a lot of questions¡ª
CHEERFUL TRADER: No worries, I should have everything right here.
She hands you a folded sheet of finely treated parchment. You open it¡­ You look at the numbers¡­ and your eyes unwittingly go a bit wide. The gist of it is, if you buy her entire stock, she''ll reduce the total price by fifteen percent. Of what was already a good deal.
Annessa appears beside you.
Annessa
[GUILDMASTER]: Annessa¡­ Do you have any objections to this arrangement?
You don''t even bother handing her the document, knowing she''ll just hover over your shoulder. And you don''t even have to look at her to sense one of her eyebrows twitch.
ANNESSA: None¡­
You look up at the cheerful trader and take a step forward, ready to shake her hand.
[GUILDMASTER]: We''d be happy to accept this deal and make the entire purchase, miss, uh¡ª
CHEERFUL TRADER: Magda!
She shakes your hand with delighted vigor. Her strength is very controlled, but you can tell¡ªher muscles are denser than Varant''s.
MAGDA: Call me Magda. No ''miss'' required!
[GUILDMASTER]: Thank you, Magda. But we have so many questions¡­
MAGDA: I thought the document explained everything?
[GUILDMASTER]: ¡­
ANNESSA: Excuse me Magda, but¡­
[GUILDMASTER]: ¡­How did you know we were going to receive enough money to purchase this? How did you know we would even have adventurers to equip?
Her smile doesn''t disappear, instead it becomes extremely sly¡ªalong with her entire face.
MAGDA: Heh heh hehhhh. Because I''m the one responsible, of course! I was hoping you wouldn''t catch on so quickly, but I guess I couldn''t help but make it easy after all.
[GUILDMASTER]: How¡­ and why¡­
ANNESSA: Miss¡­ excuse me, Magda¡ª
[GUILDMASTER]: ¡ªAbout the Priest, Tarrian. How did you convince the House to send him here?
MAGDA: Hmm? I didn''t. I just invited him like the others.
You and Annessa look at each other.
MAGDA: Is something a big deal?
[GUILDMASTER]: ¡­The High Table diverted him to us, instead of staffing the Mayika Chamber to allow Bishop Asthon to retire, as was the original plan¡ªthe entire reason he was sent down here, from what we understand.
Magda''s eyebrows scoot a centimeter up her face.
MAGDA: I''m not from around here, so I wasn''t aware¡­ Well. I had nothing to do with that. But I know you want your other questions answered. In a nutshell¡ªyou can just consider me a concerned citizen. Tell me¡ªhow many years has it been since the last Crusade? [GUILDMASTER]: ¡ª
¡ª<1> I kind of hate rhetorical questions, but I''ll give it to you: Nine years, closing on ten. Magda looks sheepish at your response.
MAGDA: Sorry. But yes. Actually I''ll go ahead and throw you the other one: After the first and second Crusades, how many years did it take for the next to be announced?
¡ª<2> Sorry, I forgot how to count when adventurers kept showing up at my door in quick succession. MAGDA: Heh heh hehhh. I do not apologize. But it''s been well over nine years, as you well know. Now think of this one: After the first and second Crusades, how many years did it take for the next to be announced?
¡ª<3> Just get to the point¡­ She tries to make a petulant face, but she''s not very good at it.
MAGDA: Nine years! More than nine years, you fun-hater! But, for the point: After the first and second Crusades, how many years did it take for the next to be announced?
[GUILDMASTER]: ¡­
Ten. Ten years.
MAGDA: Something has to change, Guildmaster. Skeptical as I may be, I don''t think the House is lying when they call the Crusades The Cost of Our Future. Sure, the troglins have been held back for five decades. Do you think it will last? Do you think they''re doing anything but getting stronger? How would you say the last Crusade went, compared to the first two? ¡­Sorry, rhetorical question.
[GUILDMASTER]: ¡­Your point is made. But the adventurers¡­ How did you find them? How do you know so much about them?
MAGDA: Alright, I was going to wait to tell you this one too, but I''ll go ahead and spoil it. Before the last Crusade, I was an adventurer. I still have contacts. And I still care. That''s about the gist of it. Well¡­
She hesitates. Then she leans in, her good-natured cheer replaced by grave concern.
MAGDA: Something''s happening, Guildmaster. Lady Annessa. And I''m not even talking about the Empires. Manara is facing internal chaos, Dursia might as well be in an all-out war with the lephan, and Parvia is in talks with the Emperor to become a vassal state. And Kathok¡­ he''s been making moves, you know that, and eyeing everything south of the Empires. And that might even include the Shoal, believe it or not. Except¡­ the troglins aren''t sitting still either.
ANNESSA: But we''ve been doing well on that front¡ªGeneral Issimir has secured a considerable amount of resources in and around the Tanglewood¡­
MAGDA: ''Secured'' is the wrong word. The Crier will find out about it tomorrow. If nothing changes, mankind will lose every foothold beyond the World Wall¡ªand that may just be the start.
You and Annessa find it hard to believe the direness of the situation, but¡­ you can''t deny it, either.
MAGDA: Something big is coming, Guildmaster. And you have less than a year to prepare for it. Make sure you survive, okay? That''s what I want from you. And that''s why I''ll keep helping you. However¡­
[GUILDMASTER]: We¡­ we do appreciate your assistance, Magda. I feel bad that we have nothing to give back.
MAGDA: But you do! That''s just what I was about to get to!
At first her sudden excitement cheers you up, but then you grow suspicious¡­ what does she want from you in exchange for 30,000 gold coins and her invaluable recruits? Have you been forced into some involuntary soul pact?
MAGDA: You should already guess how well-connected I am, and you can assume that I have detailed and up-to-date information on the situation in the Shoals. When you''re ready¡ªand not before¡ªI''d like to make some requests to the guild. In fact, I''d like to make it some kind of semi-formal agreement. I''ll post quests for missions into the Shoals¡­ In short, I want you to unofficially assist with Issimir''s Southern Mission. Invasive forays to keep the troglins off-balance, maybe a few judiciously chosen targets to keep their aggressive edge from growing too sharp. It''ll be dangerous. But, combined with the Royal Watch, you might just be able to keep the troglins at bay¡ªfor a while, and in just a few areas that count. Help support creative writers by finding and reading their stories on the original site.
Out of the corner of your eye, you can see Annessa''s face scrunched with concern. You yourself are not sure what to think.
[GUILDMASTER]: Annessa¡­ I''m not familiar with the situation down here in the Heartlands. Just how important is the Tanglewood?
ANNESSA: ¡­It doesn''t even matter.
[GUILDMASTER]: What do you mean?
ANNESSA: Guildmaster¡­ Please accept this deal.
You blink.
ANNESSA: Nobody else is going to fight the troglins. Magda is right, the other countries won''t even be paying attention, and Tavar will take advantage of that. As will the Arkavian Empire. General Issimir is the only one in the world who''s had any success south of the World Wall, which is why we can claim resources all the way to the south of Dursia, including the Tanglewood.
The gravity of her voice, the anxiety on her face¡­ You can''t help but think that somehow this has something to do with Savron. But she surprises you.
ANNESSA: I say ''we'', and I mean the Kingdom of Karsis. I care about¡­ about our independence. You''ve seen it now, the greenery on the streets and the information provided to the citizens for free¡­ The governor''s office actually tries to enrich the city. I may criticize them relentlessly, but it''s because they''ve done enough that I can actually expect more. That I can expect something at all is a thing that I won''t take for granted. And Eshram himself¡­ I''ve seen him at work before, you know? He actually tries, Guildmaster¡­ Can you say that about any other monarch in the world right now? If Tavar wins, or if the Emperor uses the troglins as an excuse¡­
[GUILDMASTER]: ¡­Magda. I propose a deal. We will take on whatever quests you give us, with or without reward, as long as they are within our ability and the scope of the law. In exchange, you will continue to provide us with quality recruits¡­ at a pace that allows us to do so, and allows the guild to survive. I will leave those specifics to your judgment.
With a somber face, Magda reaches her hand to you again. You shake it¡­ her grip is far stronger than before, as if she''s afraid to let you slip away. Then she relaxes and smiles again, lighting up the whole courtyard with her eagerness.
MAGDA: I''ll be happy to help, Guildmaster. But now¡­ let''s get these wares into your storehouse! Um, alsooo¡­ do you have anything I could snack on? ? The equipment deal takes place in the guild office, with signatures and seals made by each party. The process is a learning experience for you, as the documents, procedures, and terminology involved are mostly unfamiliar. The longest part of it is waiting for the Sphere Grade seal to set¡ªsomething that intrigues you, especially as watching the mana-infused wax shimmer and flare as the imprinted runic equation sorts out the ambient mana is rather delightful to watch. A Sphere Grade signet and its accompanying specialized wax are generic and commercially available items used alongside identifier seals such as your (also magically inscribed) Guild signet for purposes like this; the seals along with your signatures make for an effective form of verification. Once the setting process is complete and the mana is stabilized within the inscription, mages trained for the job can track both the time and the location at which the imprint was made.
You find that having a trustworthy method of verification is quite handy. In addition to signing off on the legal details of the trade, you have to arrange the payment of five thousand gold, which you don''t have at the guild with you right now¡ªand Magda can''t accept payment through the Affirmation of Custody, as she isn''t based in Mayika. But a simple notice to the Office of the Royal Treasury, signed and sealed at once by both parties, will allow her to retrieve the money within the established deadline. The deal technically isn''t complete until Magda receives her funds, but no worries, she says¡ªit''s time to get those crates into the guild storehouse.
[ You lose 5000 gold, but now have an effectively unlimited stock of basic-tier weapons and armor, ensuring that none of your recruits will ever have to go without. ] ? Varant had opened up the dorm before Magda arrived, and the guild staff and adventurers have been inside tidying it up. It falls to you and Magda to unload her cart¡ªbut it takes no time at all, as Magda tirelessly slings crates from wagon to warehouse, stacking them neatly in an empty corner for Varant and Messen to sort out later. Annessa meanwhile fetches some cheese and fruit from the freshly filled almery, and Magda works twice as hard after savoring some of each.
It''s a quick and cheerful endeavor with her help, and you and Annessa both find yourselves a little dejected when she rolls her wagon out the gate. At the last moment, she pulls out a sealed letter and flings it through the closing gate doors. It spins through the air until it lands flat on the cobblestone between your feet. You pick it up with a wry smile, and it''s exactly what you expect:
To the Mayika Adventurer Guild, Ruvienne is a tricky one, which I know you will appreciate the value of. Having left her former group of thieves due to their ever-increasing ruthlessness, she has few options when it comes to putting her skills to use in the civilized world. She''s going to try to use this guild to cement her new identity, rank up, and then negotiate a better position at one of the big northern guilds. But you won''t let her because you''ll value her too much. And she won''t leave because she''ll find friends here, for perhaps the first time in her life.
Please give her a place to grow up properly!
Annessa gives you a small, happy grin, and hurries off to talk to the others. The guild is coming back to life, and it shows in her face, her eyes, her eager pace. Suddenly you notice Marlond on your left, glaring at something in the front corner of the courtyard. You scan the area but note nothing new beyond a lone worn crate parked against the wall. You''re about to ask him what concerns him when Zoel steps up soundlessly beside the lone hunter and joins him in the glaring contest with the crate.
Marlond Zoel
ZOEL: You know, I was thinking it was just about time for some basic rogue training. And I mean basic. Because everybody knows about the box trick by now, and nobody with an ounce of self respect would let themselves be caught out in a courtyard in broad daylight. So I was thinking maybe it was time to teach you some self respect, miss thief.
PETULANT FEMALE VOICE: WHAAAAAAAAT?! From inside the crate comes a triple-time series of batters and bumps, followed by an encore in the form of a distressed squeal. Then the crate jiggles and then it jumps, and it topples over with an alarming clatter. A young woman crawls out of an opening in the bottom.
Miss Thief
She''s still on her knees, looking rather miserable. [GUILDMASTER]: ¡ª
¡ª<1> I''m going to need some explanations here¡­ ZOEL: It''s simple, Guildmaster. This one stole some of my cheese.
[GUILDMASTER]: Ah, well, it''s over for you then, miss thief. Nothing I can do.
MISS THIEF: WHAAAAAAAAAAAAAAAAAAAAAAT?!
MARLOND: The cheese. You stole it. And you also ate it.
[GUILDMASTER]: The death sentence, then.
¡ª<2> A thief and a crate makes an aberrat. Though pretty enough¡ªfor an aberrat. MISS THIEF: So rude!
ZOEL: And a cheese-thieving aberrat, at that.
[GUILDMASTER]: She stole WHAT?!
MARLOND: She stole the cheese. And ate it.
[GUILDMASTER]: ¡­She WHAT?!!
¡ª<3> Aha! Our charming new rogue recruit! And what an entrance! ZOEL: She makes a better harlequin than a rogue, I''d say.
MISS THIEF: EXCUSE ME?!
MARLOND: ¡­She stole the cheese.
[GUILDMASTER]: The¡­ the CHEESE?! We must get it back! Immediately!!
MISS THIEF: I didn''t do anything!!
ZOEL: You didn''t mean that, did you, miss thief? Because if you did, that was a lie. And we don''t take liars.
[GUILDMASTER]: This is your last chance. If you don''t give the cheese back, we''re not giving you any more cheese.
MISS THIEF: But¡­ but I already ate it!¡ªwait, what?
[GUILDMASTER]: If you don''t apologize, and mean it, we will remove all cheese from your meals as well as from any rations. In fact, that goes for any thieving. You thieve, you lose cheese privileges.
MISS THIEF: Wh¡ªWha¡­
[GUILDMASTER]: First offense is a three month cheese suspension. It doubles each time. Now, I believe the others are still in the dorm? Do we have another room ready for her?
MISS THIEF: I¡­.
[GUILDMASTER]: Now''s your chance to apologize, Ruvienne.
MISS THIEF: ¡ªHow¡­?!
[GUILDMASTER]: Now''s your last chance to apologize, Ruvienne.
MISS THIEF: I''m¡­ I''m really sorry¡­ if you''ll let me join, I''ll never steal again¡­ uh, from you.
[GUILDMASTER]: The cheese suspension counts if you steal from anywhere. Got it?
MISS THIEF: Al¡ªalright¡­
[GUILDMASTER]: Excellent! Then let''s move on to the introductions. Ruvienne, this is Zoel, our master Blackguard trainer. And the lone wolf here is Marlond, a Ranger-to-be and likely your fellow party member.
MISS THIEF: Wow¡­ uh, hello. Please call me Ruvi though.
[GUILDMASTER]: Now! Dormitory first, or would you like more cheese? And the fruits are great too.
RUVI: I¡­ I would very much like some food! I''m so hungry¡­
MARLOND: I can show her to the kitchen, Guildmaster.
[GUILDMASTER]: Thanks, Marlond. Please eat your fill, Ruvi¡ªcourtesy of the same person who sent you that invitation.
RUVI: Thank you¡­ thank you so much¡­
Ruvi gets to her feet, then she and Marlond leave for the kitchen in the far corner of the guild.
ZOEL: This is quite the turn of events! I''m rather fond of the way you deal with things, Guildmaster!
[GUILDMASTER]: I was given a heads-up, and have reason enough to believe in her character. It''s Magda you should be complimenting. Let me fill you in¡­ [1.09] Fire and Light

Act I ? Scena 9

Fire and Light


You and Annessa have moved a pair of stools to the front of the storehouse and chat aimlessly as you wait by the guild''s gate for the ninth bell and its promised visitor. The sun is halfway toward the horizon, and only its top rim is able to peek over the three-story guildhouse, streaming its angled orange-gold rays directly onto the gate next to you.
[Guildmaster] Annessa
You hear footsteps and a knock seconds before the peal of the bell sweeps across the city. At this point, you''re not too surprised to see two faces behind the guild doors.
Serious-looking fire mage Lighthearted Priest
It''s easy enough to recognize your new arrivals. In accidental unison, you and Annessa give slight bows in greeting.
LIGHTHEARTED PRIEST: The Guildmaster and Miss Annessa, I''m hoping? [GUILDMASTER]: ¡ª
¡ª<1> You are correct, Faithspeaker. I''m hoping, then, that you are Tarrian, and your accompanying mage is Maya? LIGHTHEARTED PRIEST: That would be corr¡ª
MAYA: Wrong! We are to be addressed as Firelord Maya and Lightmaster Tarrian, respectively! LIGHTHEARTED PRIEST: ¡­Well, what can I say. It''s not like I can deny it.
¡ª<2> Could you please hope for a hundred thousand gold as well? Your record is flawless so far. LIGHTHEARTED PRIEST: Sorry Guildmaster, but I''ve been hoping for that since I was eight¡­ No luck.
[GUILDMASTER]: Ah, well. Next best thing then: Could you start hoping that you are Tarrian, and she is Maya?
LIGHTHEARTED PRIEST: Aaaand done. Guess what¡ªIt worked!
MAYA: Wrong. It''s Firelord Maya and I refuse to be addressed by anything less!
¡ª<3> Indeed. You''re very welcome to our guild¡ªMister Tarrian and Miss Maya, I believe? LIGHTHEARTED PRIEST: I''m sorry to disappoint you Guildmaster, but that wouldn''t be correct. I''m just Tarrian, and this is the wicked and evil Firelord Maya.
MAYA: And you would do well to remember to address me as such. Including the ''wicked and evil'' part.
You stare at Maya for a moment, struggling to determine how seriously to take her. [GUILDMASTER]: ¡ª
¡ª<1> I can do that for you, Maya¡­ on occasion. MAYA: Ah, well. Better than I''d expected. It''s good to meet you both!
¡ª<2> But Firelord Maya, these lands are dangerous for one so prominent as yourself. Perhaps we might call you by something a little more¡­ discreet? MAYA: Well¡­ I cannot deny the wisdom of that. From time to time, I have been known as¡­
She makes a dramatic introductory bow.
MAYA: ¡­Maya.
TARRIAN: What a twist!
She rises again and reaches out a hand. As you shake it, her intense expression finally fades away into a simple smile.
MAYA: It''s good to meet you¡ªGuildmaster, Miss Annessa.
¡ª<3> Fair greetings, Firelord Maya. But if you insist that we know you only by title, then please call me by my own: Star-Stealing Celestial Breaker Luminous Guildmaster, Eternal Champion of the Seventh Plane and Lord High Guardian of the Astral Gates. MAYA: Uhhhh. Can we start over?
[GUILDMASTER]: Of course! So, Tarrian and Maya?
TARRIAN: That''s me.
MAYA: That''s me! Glad to meet you.
TARRIAN: It is! But let''s not stand in the door any longer!
They both start to squint as the setting sunlight hits their eyes directly. You and Annessa stand to the side and gesture for your new adventurers to make way into the courtyard. Taking up positions on either side of them, you guide them toward the alley on the right side of the guildhouse, where the adventurer''s dorm, kitchen, and door to the staff dining room are located.
ANNESSA: We''re glad to have the both of you, and have already prepared rooms for you. You are also welcome to join us for dinner. Our other adventurers are taking theirs in the dormitory dining hall, and you''d be welcome to join the guild staff in their own dining room as well.
TARRIAN: It would be best to meet with the others, and acquaint ourselves with the staff tomorrow. We''ll be headed to the dormitory, then!
MAYA: Hey, speak for yourself mister grace-and-light! I''m going to go tooooooo¡­ the adventurer''s dorm!
Her face retains its expression of intense seriousness even as she jokes with her comrade. You remember Magda''s note about her, and realize for the tenth time since you''ve arrived here that you can''t take things¡ªor people, apparently¡ªat face value.
TARRIAN: See, I meant no disrespect, I''m just a bit prescient is all.
MAYA: Suuuuure. I won''t forget this, archnemesis!
ANNESSA: Haha¡­ how long have you two known each other?
TARRIAN: Oh, about two hours.
MAYA: Two and a half! The man can''t even count!
These two personalities will surely light up their party.
[GUILDMASTER]: You met on the way here, then?
MAYA: It was an accident, but yeah.
TARRIAN: There were some bandits involved, and this one girl thought I needed saving¡­
MAYA: Most Priests are old men who can only heal! How was I supposed to know you''d cast Purifying Rain on the whole crowd!!
[GUILDMASTER]: I''m quite concerned to hear about bandits¡­ but we''re here at the dorm, and you two should get some food and rest!
TARRIAN: Thank you so much, Guildmaster! We''re glad to be here.
MAYA: Speak for yourself, you light-blinded faith-for-brains! But don''t worry Guildmaster, I''m more glad to be here than he is!
They quickly enter the dormitory and greet the others, the dining hall being adjacent to the entry hall. And you can already tell that the place has just become three times as lively. ? You and Annessa both have smiles on your faces when you enter the dining room, and the others can''t help but share in the mood.
VARANT: So. Heard we''ve got a full party now.
[GUILDMASTER]: We do. And not only is it well balanced, but I''d bet each and every one of them is already C-rank.
VARANT: Normally I''d call you out for assuming what it''s my job to assume, but I''d not take you on that bet.
MESSEN: They''ll still need to learn to work together, of course. But they have strength and experience, if not necessarily against monsters.
VARANT: Give me a week and I''ll start giving them experience in the field¡ªby which I mean, they''ll be clearing every low-tier quest around the city, heh.
ZOEL: It''s so exciting to have recruits again! And it doesn''t always look like it, but I think they really get along.
TAMI: Kani seems to really like them! But then again, she''d probably like anybody.
ETHI: Guildmaster, about the one you mentioned to me¡­ You''ve met her, yes?
[GUILDMASTER]: She''s very lively, I can say that much. But there''s nothing I could see that would be of any interest to you.
She nods thoughtfully, and you sense an air of anticipation about her. You weren''t sure what her reaction meant when you told her about Magda''s letter, but right now she definitely seems¡­ interested. Excited, even.
After more quiet but cheerful chatter, you''ve all finished your dinner.
[GUILDMASTER]: This might not be the place for it, but if you don''t mind, I''d like to get some discussion done since we''re all together. We''re long overdue for a proper meeting after all.
ZOEL: It''s fine. I''ll be here as long as you need me.
ETHI: Now is good. Here is good.
The others nod.
[GUILDMASTER]: First I want to make sure everyone knows about Magda and what she''s done for us. It might not be too early to say that this guild is back up and running. And the best part is, I didn''t have to do any of it!
To your disappointment, only Zoel smiles at that. But Tami seems amused at least.
[GUILDMASTER]: But I don''t want to rely on her endowments. As far as recruiting goes, the only progress we''ve made has been the notices in the Maker''s Marlock.
VARANT: Extending that to the March would be worthwhile. Lots of people down there who would take the chance at the adventuring life, if I had to guess.
[GUILDMASTER]: I hope so. And I hope it will be better for them. But I assume it would take a considerable amount of time to train them from the beginning, correct?
VARANT: I''d want two months minimum. Just for an aberrat.
Messen and Tami nod.
[GUILDMASTER]: So there''s another thing Magda said. She believes¡­ and frankly, I suspect she''s onto something¡­ that something big is going to happen by the end of the year. Something we need to be prepared for.
Messen stares at you stoically. Tami too, but in her own way. Ethi is gazing at nothing but clearly paying attention and Varant is rubbing the scarred side of his face. Well, the more scarred side.
VARANT: The ones we get this month¡­ they should hit C rank by then¡­
[GUILDMASTER]: But frankly, that won''t be fast enough. I want at least three parties at B-rank by the tenth month. And I know that''s not realistic without more miracles, but I''m still setting that goal here and now.
ANNESSA: To start with, we should set up two divisions of adventurers, like we had before. A beginner, or "in training" tier, and an advanced or "active" tier. What you''re saying is, you want three trained and geared parties in the active tier.
You nod.
[GUILDMASTER]: Sensible. Yes, I like that.
VARANT: Guildmaster, do it. It''d also allow you to focus your efforts on managing the active adventurers. Leave the beginners to us trainers and maximize the effectiveness of the people you can use. Can I ask though¡­ You think we''ll be getting more of these quality recruits?
ANNESSA: Magda has promised to keep scouting them for us, yes.
TAMI: That''s wonderful¡­
MESSEN: Her picks so far have been impressive. Some of it seems like luck at first glance, but¡­
Ethi nods sagely.
ETHI: The new girl. I can feel her animus from here. We''ll need to be careful with that one¡­
You shoot her a glance from the side. From everything you''ve heard, it takes a lot of training to be able to sense other anima even from within a few meters. It''s an ability that''s supposed to only be useful for training other mages. You remember what Zoel said, that she''s been here for thirty years at least¡­ And looks just as young as he does.
[GUILDMASTER]: Can you keep her under control, Ethi?
She''s still looking at nowhere, and the smile she gives is outright mischievous.
ETHI: Yes.
[GUILDMASTER]: Thank you. Well, to start with, Annessa and I will take our recruitment notices to the March, probably tomorrow. But I don''t want to stop there¡ªI''m just out of ideas. I''m hoping I can scrape some out of you all.
To your surprise, it''s Ethi who comes up with a suggestion.
ETHI: Get the bards in on it.
A series of thoughtful nods and shrugs parades around the table.
[GUILDMASTER]: I could pay them to give an announcement a couple times a day, or ask them to include us in a song or two¡­
ETHI: And the Royal Crier. Go through the governor''s office if you must.
The thoughtful nods make another round, with more intensity this time. [GUILDMASTER]: ¡ª
¡ª<1> Well. That''s enough for us to get started with, for sure. Thank you so much, Ethi. She turns her head to you, for the first time tonight, and smiles.
¡ª<2> Annessa, would the governor''s office even be willing to do this for us? ANNESSA: It''s not unprecedented. It''s worth asking.
[GUILDMASTER]: Excellent. Thank you for the suggestion, Ethi.
Her faint smile, though facing nobody, is directed at you¡ªand you can feel it.
¡ª<3> From what I''ve heard of how the governor''s office operates, I''d be surprised if they let private guilds advertise like that. ANNESSA: We''re a different situation. We''re a matter of public safety, [Guildmaster].
You nod thoughtfully.
[GUILDMASTER]: Ethi, I think you''ve just given us more ideas than Anessa and I could scrounge up for days.
ANNESSA: It''s true.
Ethi smiles at the both of you.
[GUILDMASTER]: Alright. Zoel, do you have any updates for us?
ZOEL: I''ve made better progress than I expected on establishing contacts. It''s as if people have been missing the guild''s presence all these years. Interestingly, the News Broker has been particularly helpful, and has greatly accelerated my progress. On the other hand, I haven''t discovered anything about Savron, or about our benevolent benefactor¡ªother than what [Guildmaster] has told me.
MESSEN: I will make a formal request for information on Savron to the governor''s office, using my family name. If it means my father finds out where I am, so be it.
ANNESSA: That''s not¡­ You don''t have to, Messen¡­
MESSEN: I will. This content has been unlawfully taken from Royal Road; report any instances of this story if found elsewhere.
He speaks with utter simplicity, allowing her no further room for argument.
You give him a respectful nod, which he returns. You don''t know his family situation, but¡­ well, it''s not hard to guess at the gist of it. Then you turn back to Zoel. [GUILDMASTER]: Zoel. Our new arrivals said they were attacked by bandits on the northern road. They seemed content to shrug it off, but I am very concerned. Could you put your new contacts to use and find out what you can? ZOEL: Certainly! I can bring you a preliminary by noontime tomorrow. If you''ll be around? [GUILDMASTER]: Yes, thank you. I should be in the guild office with Annessa by then. We''re postponing the trip to the March; more adventurers means more paperwork, and it''s time for Annessa to teach me the trade. Which reminds me, there was one last thing I wanted to cover. Annessa¡­
She turns to you expectantly.
[GUILDMASTER]: I want to have Varant officially rank me as an adventurer. I believe I can, and should, accompany our active parties going forward.
A series of emotions washes over her face, too fast for you to distinguish each from the next.
ANNESSA: [Guildmaster]¡­ Savron was already A-rank by the time he became Guildmaster. I didn''t have to worry so much about him¡­
VARANT: Right. You heard that, Guildmaster. No taking on high-tier quests, alright? Just stick to your tier, and you''ll be safer than any A-ranker fighting at their own.
Annessa gets the point, and her shoulders slump in defeat.
[GUILDMASTER]: Whatever''s coming, Annessa, we''re going to be prepared. All of us. I''ll make sure of it.
The resolve in your voice brings a slight, nostalgic smile to her crestfallen visage. But she still looks down into her lap. ? You ask Ethi to stay for a bit while the others file out, and you''re relieved that she seems glad to oblige you.
[GUILDMASTER]: It feels a bit late, but I never had the chance to properly introduce myself, or learn about you. Pretty much anything about you, to be honest.
ETHI: It''s true. Late it may seem, but for my part I''m grateful that you gave me the time to get used to all the changes. [GUILDMASTER]: ¡ª
¡ª<1> Don''t worry, it was hardly deliberate on my part. Your grin makes her narrow her eyes, but she knows you''re being playful.
¡ª<2> I could''ve needed it too, to be fair¡­ ETHI: I think everyone deserves to have the time to think a little more before they have to speak.
[GUILDMASTER]: It''d be nice, wouldn''t it¡­
¡ª<3> I won''t always be able to, but now I know to be sure to try. She bows her head gracefully.
ETHI: Thank you, Guildmaster.
[GUILDMASTER]: May I start with the blunt questions, then? I''d be happy to trade if you have some of your own.
ETHI: It''s fine, please ask away. I have plenty of my own, after all. [GUILDMASTER]: ¡ª
¡ª<1> How long have you been here? ETHI: I am, as you probably surmised, the oldest among the staff who remain. I have seen three Guildmasters come and go before you. To each Crusade, we lost our leadership, and so many of our best people¡­
[GUILDMASTER]: Ah¡­ I can only say that I''m sorry. To lose so many like that, repeatedly¡­
She nods sorrowfully.
[GUILDMASTER]: But the numbers behind that don''t escape me. If you lost a Guildmaster to each Crusade, and the first Crusade was fifty-nine years ago¡­
She nods again, gravely. But doesn''t offer any more.
[GUILDMASTER]: Haha. You leave me no choice but to continue with the blunt questions. How old are you?
ETHI: Old enough. [GUILDMASTER]: ¡ª
¡ª<1> I had no idea it was even possible to extend your lifetime with magic¡­ ETHI: This isn''t something you should be asking about. But I can see your potential, so I''ll go ahead and answer your questions¡ªit''s not attainable with just magic, it''s not something I can do for others, and it''s not something anyone should expect to be able to do themselves.
[GUILDMASTER]: Got it, thank you very much.
¡ª<2> "Old enough," you said¡ªmeaning¡­? ETHI: Old enough that the House doesn''t need to know about it. For both our sakes, I recommend that you pretend I''m simply as old as I look.
[GUILDMASTER]: Ah. So¡­ old enough.
ETHI: Indeed. You are an apt student.
¡ª<3> Will I ever learn to be as mysterious as you? ETHI: It''s not impossible, Guildmaster. First, you must begin to believe that you are more mysterious than you really are.
[GUILDMASTER]: Your wisdom, as always, is appreciated.
ETHI: Yes, yes!
¡ª
¡ª<2> As a trainer, how much can I rely on you? I sense that you''re powerful, but you also like to hide in your several haunts on the third floor. ETHI: You''re asking about my capabilities both as a mage and a teacher?
[GUILDMASTER]: That''s what I meant, yes.
She smiles thinly and shakes her head.
ETHI: I''m much, much older than I look. Old enough that I''ve long since tired of having to distinguish myself before each new generation. [GUILDMASTER]: ¡ª
¡ª<1> I understand¡ªyour own bearing certainly has enough weight to back your words. ETHI: I appreciate your words, and the genuineness behind them, Guildmaster.
¡ª<2> I''ll take your word for it. Instead of a nod, she gives you a sad smile, of the faint kind that you''ve come to expect from her.
¡ª<3> And yet, it''s still my responsibility to ensure that our adventurers are being trained as best as possible. ETHI: Eghhhhhh. Just sit in on a session or something, you''ll see soon enough what I''m about. You''ll learn a thing or two in the process as well, I can guarantee it. You smile unintentionally. She''s actually quite cute when annoyed. [GUILDMASTER]: That would be perfect, actually. I''m looking forward to it. She smiles back.
¡ª<3> Why are you here? After all this time¡­ ETHI: Because I want to be here, Guildmaster. I believe I''m also supposed to be here, but that doesn''t mean so much to me.
[GUILDMASTER]: Somehow that was a very meaningful but also useless answer¡­
ETHI: I appreciate your praise, Guildmaster, especially as it is so genuine.
[GUILDMASTER]: Yes, praise it was, yes.
It''s not quite a full smile that forms on her face, but for her, it might as well be a grin.
ETHI: Yes, yes.
¡ª
[GUILDMASTER]: My interrogation is over, I think. ETHI: My turn, then? [GUILDMASTER]: Go for it. ETHI: Do you want to be here, [Guildmaster]? [GUILDMASTER]: ¡ª
¡ª<1> I don''t think I ever would have realized it if you hadn''t asked, but¡­ yeah, I think I do. I do¡­ ETHI: That is good for all of us, Guildmaster. But I''m especially glad for your sake. If you''re right, the times ahead are likely to challenge you. [GUILDMASTER]: Yes¡­ I get what you mean¡­
¡ª<2> Well¡­ I miss home, but in the end¡­ I don''t have anything to return to, not anymore. I''m willing to give this city, this guild, a shot. ETHI: Thank you. An open mind and an open heart will help you greatly, and therefore all of us.
¡ª<3> I haven''t decided yet¡­ ETHI: I shouldn''t pressure you, but¡­ in the long term, you will only succeed if you like where you are. Perhaps¡­ make sure to start with liking who you are. And most of all¡­ Guildmaster, could I request that you keep an open heart for this place and the people in it? [GUILDMASTER]: I can do that, yes¡­ thank you, Ethi. She gives you her favorite smile and nod.
ETHI: Next. What do you want to do with the guild, now that you own it? [GUILDMASTER]: ¡ª
¡ª<1> I want to see it thrive. She smiles.
ETHI: Sometimes, the best good you can do in the world is just to help those around you live their best lives.
¡ª<2> I want to use it to make a difference in the world, for the better. ETHI: That may be more ambitious than you think. But it''s a worthy goal. If you would truly set your eyes upon that distant peak¡­ I will be here to help you climb.
¡ª<3> I just don''t know yet¡­ ETHI: I''m pretty sure it''s something you should figure out sooner rather than later, but don''t worry too much¡ªit''s not worth rushing. You might first have to learn what you want to do with yourself, after all.
ETHI: Lastly. When the next Crusade comes, where do you expect to be? [GUILDMASTER]: ¡ª
¡ª<1> I''ll be right where Savron was. But hopefully stronger. ETHI: Worthy. But wise?
[GUILDMASTER]: I won''t let the Heartlands fall to the swarm.
ETHI: And so you''d march out from your walls to fight them where they''re strongest?
[GUILDMASTER]: ¡­
ETHI: It may well be the best option, Guildmaster. And, like I said, it''s a worthy choice. But keep an open mind as well as an open heart. That''s all I ask.
¡ª<2> I don''t intend to die like my predecessors. The cost is just too high¡ªnot my own life, but the loss of the guild yet again, for the people around us. She nods.
ETHI: I understand you. I understand that that decision is its own kind of valor. You believe now that it''s the best way for you to do good for the world¡ªbut when the time comes, will it be?
[GUILDMASTER]: At least for now, I have every reason to believe so.
ETHI: For now, good. Just keep an open mind. Sometimes the greatest strength is the strength to choose the better path, even when you''re halfway down the other.
¡ª<3> Something has to change. I''ll join the Crusade if I must, but I''ll use all the time in between now and then to give us a fighting chance. Ethi smiles.
ETHI: Your ambition surpasses your predecessors, even. It may well be foolish, do you realize that?
[GUILDMASTER]: Like I said, I''ll march if I have to.
ETHI: And if you kill yourself before then, trying to ''find a better way''?
[GUILDMASTER]: ¡­
ETHI: You may have noticed that I have no answers for you. Only questions.
[GUILDMASTER]: That''s about the only thing my head can make sense of right now, yes.
ETHI: Hehe. Get some rest, Guildmaster. You''ll think more clearly in the morning light.
[GUILDMASTER]: Yeah¡­
ETHI: Speaking of, I have one last warning for you. Please beware¡­ sometimes the light that guides you is a burning pyre. Your own, even.
[GUILDMASTER]: ¡­I will take your poetry to heart, Ethi. ? It''s still too early to turn in, you tell yourself. But before you realize it, you find yourself back in your guild chamber, sitting on the side of your bed and trying to make sense of what has probably been the most eventful day of your life.
The conversations of the day swirl around your mind like a tenacious eddy dancing in the muddied late-summer streams around your childhood home. Magda''s every warning, Ethi''s every question, every word you said at the guild table¡­ How seriously should you take any of them? How seriously can you possibly take yourself, in this position? Three parties at B-rank¡­ three parties¡­
And Ethi¡ªright now, you just can''t bring yourself to believe it. To have been here all this time¡­ It''s not like you don''t believe her words, but your mind just can''t accept the implication. You can tell she''s no charlatan, it''s just that¡­ Age extension? How many nobles, how many royals would steal and lie and cheat and kill for that¡­
Zoel was one thing¡­ but he''s a trickster of his own sort, after all. Could Ethi also be some kind of prankster? You recall her peculiar but particular playfulness, and suddenly the idea seems all too believable.
But now your rational mind rejects it. You''ll double check the guild records, of course, but you have every expectation that they''ll prove consistent. Because the only other explanation is that the entire guild is playing a prank on you.
Ethi''s every warning, your every question, every word Magda said in the guild courtyard¡­ It all spins round your skull as you watch the wax of your lantern''s candle drip, drip, drip¡­
You''ve been dumped into a situation where you''re well in over your head, and you''ve had no chance to do anything but swim with the flow of the current. Too many strange things have happened, too many odd patterns have emerged, and you haven''t had the opportunity to properly evaluate them. But for now, you decide, the most reasonable course of action is to take everything exactly as it has been presented to you: Magda''s warnings have merit, the adventurer guild has a future after all, the guild staff are what they say they are, and Savron is dead.
You still sit on the edge of your bed as the evening hour closes. Finally your mind calms enough, just enough for you to steady your breathing and bring your thoughts to a stand-still.
You remind yourself to think it over again in the morning light. You wonder if you can talk about it to Annessa. If you should.
You reach over, put out the lantern, blink away the afterimage of its flame¡ªand that''s the last thing you remember of the day, except for the vague but tumultuous dreams that follow¡­
Dreams of dancing fire and vengeful light¡ª ??? Peeking around one side of the World Wall, the world''s sole moon looked over the dusty badlands of the Pauper''s Shoal, its placid gaze shooting jagged shadows over shattered ridges and toppled peaks. The lifeless stretch of wasteland now shimmered and crawled at the pace of the climbing moon, each rock and crag casting its own dancing shade under the uncaring regard of that ancient satellite.
It was a land that had been bared to the ungloved touch of this world''s many aeons and their elements. The deep-ocean drifts once forged the texture of its bedrock, even as its shape was wrought by the ever-advancing landmasses. Then the coastal currents had their say, then the crashing waves. And even when lifted fully from the tides, the abrading touch of water did not relent¡ªrivers and rivulets meandered over those coastal plains for an age or three, leaving them striped and pitted. And now, when moisture of most every kind had fled from this side of the Wall, the heavy winds still ground rock to sand and scuffed away at this bitter land.
Now the moon was setting, creeping across the sky alongside the black silhouettes of those impossibly tall mountaintops, its pale shine bringing shadows to life with its ever-inching angles. And the dance of these skittering shadows was the only movement that could be seen in this portion of wasteland¡ªno creature, no monster, not even the stray troglin that so often blemished its unloved surface would dare show an inch these last few moons. But in time, as the waxing moon toppled back toward the horizon, there was something¡­ something moving quickly, quickly but very carefully. It weaved between large shadows along an ancient riverbed, making its way northwards as if chasing the desiccated waterway toward the sheltering obscurity of the steep canyon that loomed there.
It was a tiny carriage of sorts, drawn by two lotch; a large-wheeled buggy with space for only the driver and a passenger. And it was fast¡ªeven empowered by divine blessings, a well-bred lotch would be hard-pressed to keep up that pace on that kind of terrain. But these two were hardly winded as they raced across the last band of moonlight that separated them from the shadows of the canyon mouth.
?
The carriage wheeled into the canyon, quickly coming to a stop upon the smooth, level sands at its base. The darkness should have been total, but a pair of lanterns off to one side illuminated two awaiting figures, as well as two identical carriages parked by the rock wall.
A third lantern now poured out into the darkness as the new arrival stepped off the carriage, illuminating a masculine figure clad in fitted plate. The Storm Emissary stepped down onto the cavern sands, sweeping a measured gaze over his surroundings. Despite the lack of visible embellishments, the lightning-imbued nature of his armor was plain with every crackling step as purple-white sparks and streaks threatened to fly into the surrounding darkness. Lightning mana continually and visibly coursed throughout whatever exotic material his equipment was made from, surely worth several small towns in gold. The jagged shapes of his vambraces and sharp overlapping shoulder plates completed the theme, and the faint purple glow from the eye slits of his close helmet made it all too obvious that this being was not on a tier with any human soldier or adventurer.
But, plainly visible in the lamp light, the two figures awaiting him looked even more extraordinary.
Perched upon a small rock, the presence of the Flame Emissary dominated the scene, not least because of the warm incandescent glow of his scarlet light plate. A gold-horned helmet of exotic style was met by a tall, sturdy collar-guard forming the top of his breastplate; nothing was visible through the generous visor of that gold-embellished helm. His double-layered shoulder guards were swept like soft flames, and in this dim lighting it would be an easy mistake to assume they were still forge-hot. He sat upon a shoulder-high ledge in what should have been a casual posture, but his confidence and authority radiated brighter than his lantern and hotter than the blaze of his flame-enchanted plate. A case of theft: this story is not rightfully on Amazon; if you spot it, report the violation.
While his figure was lithe and noble, the blue-clad warrior standing to his side was burly and war-born. Adding to the contrast, the Ice Emissary''s accoutrements were covered in a fine but ever-present rime, and his breastplate itself wore a veil of thick frost even in the torrid air of the Shoals. His custom-shaped bascinet bore a gloomy aura of blue light, accentuated by shifting shimmers of cerulean that escaped its eye slits.
The Storm Emissary''s long strides quickly brought him before his awaiting comrades.
The figure in red spoke first. Whether it was a deliberate effect or the result of the many layers of enchantments on the helmet, the voice that came through it was heavily modulated¡ªsounding anything but human. It was an ominous roar, and simultaneously an echoing, raging howl. "Shadow''s late, but let''s not delay. Where''s Earth?"
The Storm Emissary''s voice was like a storm in the distance, serene but inevitably threatening. "Shadow took my place with Earth. The wards were not finished yet, and Earth wanted to stay. You said you wanted me here."
"I do," came the reply¡ªrumbling with deadly portent. "Or so I expect. Let''s get to that later. It''ll just be us tonight, then¡ªIce?"
The frost-encrusted figure took a moment to speak, all too aware that his words had a weight he was reluctant to share. When his voice came, it was smooth and massive, like a cruising glacier grinding over mountainsides.
"¡­Groz is willing to work with us."
The other two Emissaries took in the news with a silent breath.
"And the gift?" the Flame Emissary pressed.
"Not needed," the Ice Emissary rumbled. "The victory at the Tanglewood was enough¡ªhe''s been seeing blood for the past few years. The Southern Mission has both frustrated and fueled him¡­ But like you said, I doubt the others will be so eager."
"Regardless, well done," the Storm Emissary interjected. "I did not expect success tonight, much less a resounding one." "So you still have the gift¡ªand they don''t know about it?" Flame asked urgently.
The Ice Emissary''s nod was slow and certain. "It''s at location C."
Whereas Ice''s masked voice seemed to roll from beneath the very ground, the Storm Emissary''s might have been coming from the skies beyond. "You''ve saved us a month at least, I''d say," he said evenly.
The Flame Emissary turned to Storm. "And the plan? What about Earth?"
"It''s¡­ well, I''ll quote: The Leyline should cooperate." The Storm Emissary''s voice echoed from behind his visor like thunder breaking on the horizon.
They both stared at him, allowing themselves another breath.
The Flame Emissary grunted. "¡­Hm. That''s as close to a ''yes'' as we''re going to get, I assume."
Storm gave a simple nod.
"So, that''s it, then¡­" The Ice Emissary said solemnly.
The Storm Emissary''s reply thundered with rational serenity. "¡­Yes. That''s it."
In silence, they shared a moment of heavy thoughts. Then the Flame Emissary stood up, towering over the others from on his rocky perch.
"We will do this. We do this right, we do it all the way, or we die in the trying. That''s the promise we made, the path we chose, and tonight that path is nailed to our future." He hopped down onto the sands beside the others, the light of the three lanterns flaring along the outlines of his armor. "Storm. You and I will finalize the details here, over the next few days. Ice, stay with me tomorrow while I rest from the journey¡­ then take Shadow''s place with Earth. Tell Shadow to report to the leadership in the north, then come straight back to me. Their turn will be up first¡­"
[1.10] Temporary Developments, part 1

Act I ? Scena 10

Temporary Developments, part 1


ROYAL CRIER: New today! New today! General Issimir loses two outposts to trog attacks! Contact lost with troops in the Tanglewood! Your eyes meet Annessa''s for a slow moment, your faces somber.
[Guildmaster] Annessa
Losing yourself in thought, you don''t hear the next couple announcements. When you look up again, the early morning light catches your face in a frown. [GUILDMASTER]: I didn''t doubt it, to be honest. But I really, really wanted to. Annessa says nothing. ? ¡ª Highpeal Square ¡ª NEWS BROKER: They say they have contacts in the Shoals? Mm.
News Broker
[GUILDMASTER]: Yeah. Turns out they were right, too.
NEWS BROKER: Mmm¡­ Even I can''t get info apart from what the Watch is willin'' to split with me. Want to sell me their name?
[GUILDMASTER]: Well¡­
You hesitate. Is it right to share other people''s information without their permission?
NEWS BROKER: ¡­Fine. But you let them know I want to know, alright? And you let them know there''s money in it.
[GUILDMASTER]: I can do that. But now I want to know¡ªthe Watch, the Tanglewood, Issimir¡­ What''s going on? How important is all this?
ANNESSA: And I want to know¡­ as much as I can. Enough to be able to help¡­
NEWS BROKER: Mmmmm¡­
He turns the entire breadth of his body toward you, leaving the other customer to themselves for a moment. He wraps one large hand around his stubbly jaw and subconsciously wags his head as if to wipe his chin on those massive fingers.
[GUILDMASTER]: Is it hard-to-get info? Or expensive?
NEWS BROKER: ¡­No. You''ve just got me overthinkin'' things a bit. Myself, I haven''t been puttin'' much stock into news from the Shoals¡­ Frankly, I consider everything that happens south of the Wall as temporary developments.
[GUILDMASTER]: The morning''s tidings would seem to prove you right.
NEWS BROKER: But¡­ well, there''s a lot of reasons the Marlock''s been thrivin'' even after the Crusades, and if you ask me now, one of the big one''s the Tanglewood.
ANNESSA: The tarxyle?
NEWS BROKER: Not just. The reagents too. Look, if you''re payin'', I''ll tell you what I can, but it''s pretty basic. Nothin'' you wouldn''t hear from the guilds themselves.
You shrug.
[GUILDMASTER]: Worth the clinkers to have somebody else do the research for me, I say.
The News Broker''s hand drops from his jaw, which now splits into a grin.
NEWS BROKER: Aye it is. Now give me two moments.
He finishes up with the other customer then calls his scribe from the back to attend to anyone else who might approach. Then he leans one weighty hand on the counter while with the other, a quill pen tucked behind its thumb, he slides a blank parchment in front of him¡ªin easy viewing distance of you both.
NEWS BROKER: Just ask, and I''ll answer. You can pay at the end; four sickles for each topic unless I saw otherwise. I''ll tally it here as we go.
You and Annessa nod in agreement. [GUILDMASTER]: ¡ª
¡ª<1> So, start with the Watch. Remember, I''m not from around here. NEWS BROKER: Right then. The Royal Watch is the closest thing the Kingdom of Karsis has to a standin'' army. Back in the first millennium, King Utan was the only monarch of the time to accept the third Herald''s proposed Treaty of Tenancy, and the House granted Karsis several major economic boons for followin'' through¡ªones it still enjoys today. Sure, Karsis can''t adequately defend itself with its own forces if another kingdom wants to play the old games, but Duvar bet tall on the fact that with the House on his side, nobody would dare. You look at the city today and tell me if that man was good with the dice.
[GUILDMASTER]: Well, yeah, maybe. But have you seen the southern wall? The northern districts are nice and all, but¡­
NEWS BROKER: Fair point, fair point. Though the pauper''s district is its own matter. But if you''re wonderin'' why the city walls ''re shit, it''s because there''s not enough in the budget to rebuild ''em, on account of one of the stipulations of the treaty. But you''d better believe that the Watch gets preference when it comes to getting the healers they need, and not just because of the Treaty of Tenancy; the House takes the Southern Mission¡ªthat bein'' King Eshram''s term for his efforts beyond the Wall¡ªquite seriously.
¡ª<2> Right. Now why''s the Tanglewood so important? NEWS BROKER: Well. The scholars''ll tell you it''s because it''s the only real forest in the Shoals. The only one south of the Wall until you hit the Wetwoods, even. And they''re right, but it''s the practical implications of that which continue to make Mayika as wealthy as it is¡ªenough to hold its own against Tavar, certainly. Bein'' the only forest in that part of the world means it''s quite the unique environment, you see. And a unique environment means unique materials, which means lots of money for the folks who can harvest those materials¡­ and also for the folks who can work ''em.
uniquely flexible timber of the tangrove tree. Found only in the Tanglewood, of course. It''s used in craftin'' tarbillet, a magicked composite wood stock that can be made in varying grades of flexibility and firmness. Among its many uses, it''s considered the top tier lumber material for high-end equipment of any kind, but particularly the adventurin'' kind. And you can believe that both the Royal Carpentry Guild and Manara''s Greytallow Guild have built not only their fortunes, but also their reputations on being able to work the difficult-to-handle materials involved with makin'' tarbillet.
white tar¡ªtanglesap. And this is somethin'' you should know about, Guildmaster, because it''s used in sintack. That''s right¡ªthe wyrwick, the sinpowder, you know¡­ that stuff your fire mages use up like a prince eats up sweetbread¡­ it''s allll made with sintack. And of course, handling that stuff has made the Tellingsworth Guild known as the best in the Heartlands, and probably second best in the Monarchies.
¡ª<3> Tell me about Issimir¡­ NEWS BROKER: General Issimir, formerly Warden Issimir. Promoted from Corporal to Captain and awarded honors some seven years back upon leading his invasive scouting unit back to safety after the ranking officer died in a troglin ambush. Promoted from Captain to Warden two years later when¡­ well, let''s just say that he and Eshram are in cahoots as far as the Southern Mission goes. His successes, and the successes of the Mission as a whole, are the reason he got promoted again despite the never-ending dissent of balky ol'' Krial and all too many prominent noble families.
[GUILDMASTER]: But General Krial, and those nobles¡ªI mean, why all the dissent, if the Tanglewood has been as profitable for the kingdom as you say? Is Krial just unhappy with sharing leadership over the army¡ªer, the Watch, with Issimir?
NEWS BROKER: Good reasons, actually. Because everything comes with a cost. The Watch''s victories in the Shoal¡ªI called ''em successes, and they are, from humanity''s point of view. But for the units that fought ''em, they were bloody and they were tragic. Too many families got holes in ''em now, too many empty places at the dinner table. Including some of the nobility. And it doesn''t stop there¡ªthose units, all of ''em some would say, were still needed here when they were out there. It''s inarguable truth. The leading cause of death for a Karsian citizen right now, excepting age-related causes? Monster attacks. Before the Southern Mission, it was incurable illness. The Watch just doesn''t have the people it needs to do its job.
[GUILDMASTER]: And that would hurt trade, too¡­
NEWS BROKER: Right. Very right, that''s the same argument Lord Tashir puts forward at every Convocation¡ªTravelers an'' traders just aren''t comin'' through Karsis like they used to, they''re goin'' direct from Arkavis to Dursia and Parvia. He doesn''t have the numbers to show that the benefit lost is anywhere near what we gain from havin'' the Tanglewood, but the sentiment sticks.
not happy about sharin'' leadership and everythin'' that comes with it. But don''t you dare speak ill of the man, because he''s sayin'' what he''s got to say. And because nobody else could do his job with the meager means he''s got. You could say he''s the reason Issimir can keep doing what he''s doing¡­ And Issimir knows that, he and Eshram both.
[GUILDMASTER]: Well, I suppose not¡­
¡ª [GUILDMASTER]: Hm. Thank you.
ANNESSA: Excuse me, but I wanted to ask¡­ Is there any evidence that the troglin threat has been increasing since the last Crusade? Or since the first?
The News Broker almost opens his mouth, but then finds himself with is hand around his jaw again.
NEWS BROKER: I''d have to say that you''ve caught me out on a topic that I don''t feel comfortable making such speculations on. Best I can say is, I''d bet the average citizen would tell you that of course the troglins are gettin'' stronger¡ªhow else could they have killed the last Herald? They have free play over half the continent after all. Just because we don''t know how they breed doesn''t mean they aren''t. But as for a military analysis? Out of my reach, out of my depth.
ANNESSA: What about the other countries? Our¡­ contact¡­ mentioned that Parvia was considering vassalage to Arkavis. And that Manara''s government was in some kind of chaos.
You notice a flicker of surprise in the man''s eye when Annessa brings up Parvia, but he gives a firm nod at the mention of Manara''s difficulties.
NEWS BROKER: Right, Manara''s in a mess and no mistake. And it''s an odd one. The top two positions on the Council of Commerce, functionally the kingdom''s primary governin'' body, are vacant. But instead of fightin'' each other over the positions as usual, the merchant princes are¡­ silent. The gist of it is, the first of ''em that makes a move is the least likely to nab the top spot. We can safely bet that they''re each amassin'' their political forces while starin'' down the others, hopin'' the trouble they''re causin'' is enough to choke the weakest of ''em into makin'' the first move.
Always.
[GUILDMASTER]: That''s what we''re trying to figure out, I guess. So how is Manara¡­ and the other Heartlands kingdoms¡­ dealing with the troglins? You said Issimir is the only one who''s had success against them¡­?
NEWS BROKER: And it''s true. Karsis is the only nation who can claim to have "territory" in the Shoals, even if the reality is it''s just a narrow corridor¡ªa single trade route¡ªstraight to the border of the Tanglewood. Right under Dursia''s nose, even. Because they couldn''t take five paces out of Fort Kyrsian without losing more men to the troglins than their king could stomach. If you spot this tale on Amazon, know that it has been stolen. Report the violation.
Annessa nods solemnly.
ANNESSA: Our contact did say that Tavar would try to grab territory, including on the Shoal. But they also said the troglins were moving as well¡­
NEWS BROKER: Again, information like that is out of my reach. Before today, I''d have said it was out of anyone''s reach.
[GUILDMASTER]: They also suggested that Tavar would try to grab territory elsewhere, as well.
NEWS BROKER: Well, it''s true they''ve been bullying Manara over the Alderfens and other valuable regions for a while now, but¡­
He looks uncomfortable for a moment, even guilty.
NEWS BROKER: Look. I came here to Mayika so that I could be small fry again. I''m just a news man, I''m no skeleton dealer. If the House doesn''t want me to know somethin'', I don''t know it. If the Watch won''t tell me somethin'', I won''t know that either. And frankly, when it comes to the Shoals, I haven''t pried.
You spend a few moments trying to put the pieces together in your head. You still can''t see what Magda''s so worried about, but something about it all nags at you regardless¡­
ANNESSA: Guildmaster, it occurs to me¡­ One of the best things we can do to support General Issimir is to support General Krial and the Watch here at home. By doing exactly what adventurers should be doing.
[GUILDMASTER]: Killing monsters.
ANNESSA: More than that. Savron always said¡ªAdventurers, the ones with a good guild behind them at least, are investigators. We won''t just wait for quests to be posted. We don''t wait until somebody has already been hurt. Varant would agree¡ªhe''s made it part of the basic training regimen¡­ It''s not just tracking, it means knowing your enemy well enough that you know where he''ll want to go and where he''ll want to strike and then getting there before they do.
You nod thoughtfully. Something she said must have stuck with the News Broker, too; he''s standing straight now, arms crossed, his eyes flicking critically between the two of you as if seeing you anew.
NEWS BROKER: Well. If you''re to stick to that, it''d seem our jobs are more similar than one would have guessed. So when it comes to monster sightin''s, consider myself and my service a part of your information network. I''d like to share whatever I get, no charge¡ªassumin'' I don''t have to make deliveries, of course. [GUILDMASTER]: ¡ª
¡ª<1> We''ll take you up on that. Thanks.
¡ª<2> You''re not willing to go so far as to hire a courier for something urgent? NEWS BROKER: Oh I will, but for a fee. Look, a lot of folks don''t want to think of adventurin'' this way, but you''re runnin'' a business the same as me. If you''ve seen how the big northern guilds operate, you know exactly what I mean. Adventurers wouldn''t exist if there weren''t profit in it; not just in the killin'', but the carvin'' too. Adventurers couldn''t exist otherwise¡ªit''s just too expensive to invest in the proper training and gear without that payoff. It''s why you don''t see soldiers runnin'' around with sunscript coverin'' every niggling corner of their gear. You''re not a public service, and neither am I¡ªbut since you are a matter of public safety, I''m willin'' to play my part and maybe a bit more.
[GUILDMASTER]: I understand. Thank you for the offer.
He gives you both a nod before leaning on the counter again, quill pen reappearing in his hand.
NEWS BROKER: Now what else can I apprise you of today?
Annessa has nothing. You hesitate a moment, but there''s one thing that still stands out to you.
[GUILDMASTER]: Well¡­ How big of a deal would it be if¡­ Eh, I''ll put it this way. Didn''t the crier say Bishop Asthon was to retire?
NEWS BROKER: Right, he''s apparently changed his mind. Bit odd, given it was already set, but some folks are like that¡ªdon''t know what to do with themselves without their life''s work.
[GUILDMASTER]: Okay. So let''s say we submitted a request to the local Chamber for a Cleric to join as one of our adventurers. And instead they sent a Priest.
The News Broker raises an eyebrow but waits to see where your story is headed.
[GUILDMASTER]: Now that request would normally have only been seen by the local curia and should have been handled by the Bishop or his office, right? But for some reason it got all the way to the High Table, and the Priest they ordered to be sent to us was already on the way here¡­ presumably because he was intended to reinforce the Mayika Chamber.
The News Broker''s entire face scrunches into a frown. Something between worry and anger flashes between one eye and the other.
[GUILDMASTER]: ¡­How big of a deal would that be? What would that mean for us?
NEWS BROKER: Look. I said I''m no skeleton dealer. If there''s one thing I don''t trade in, it''s House politics. That said¡­ information is information.
With his overly-large hands he picks up the parchment he was using to tally your questions and tears it in half and half again before folding the remnants together and dropping the mass on top of a neat stack of waste paper.
NEWS BROKER: You''ve paid well enough today, I''d say. Now is there anything else I can help you with?
You and Annessa look at each other with blank faces.
[GUILDMASTER]: I hate to leave on that note, but frankly you''ve given us our fill of things to mull over. Business or no, you have my thanks. One last thing, though¡ªif he hasn''t been by already, one of our staff should be here to ask about the local bandit situation, particularly on the north road¡­
NEWS BROKER: Right. Young fellow, yellow-gold hair, cheery disposition? We met the other day, I''ve already verified him with the Governor''s office. Mentioned he''d probably be my primary contact with the guild. [GUILDMASTER]: ¡ª
¡ª<1> Uhhh¡­ He did? I mean, yeah!
¡ª<2> Yes, that would be ideal.
¡ª<3> Well, I''d like to do as much as I can myself, but¡­
NEWS BROKER: You seem like the hands-on type, so I''d be surprised if I don''t see you down here yourself every so often. But for routine information exchanges, monster sightin''s or whatever else he asks for, I''ll be passin'' my part to him and it''s his report you''ll be readin''.
[GUILDMASTER]: That sounds good enough to me.
After a cordial farewell, you and Annessa make towards the Highpeal Square''s southern exit, where the Maker''s Marlock begins its run down to the city center. Your primary goal for the day is to post your guild recruitment notices in the Merchant''s March¡ªthe city''s lower market, located beyond the Marlock¡ªbut upon seeing the brightly colored sign of the Blithe Buffoon, you decide you should make a quick stop beforehand.
You turn to Annessa.
[GUILDMASTER]: I know we just talked to her yesterday, but let''s see if Magda''s available. She seems to want a long-term relationship but we never set up a means of contact, especially for when she''s back in Arkavis.
The early morning crowds are thinner than what you''d experienced the other day, and you''re grateful you don''t have to raise your voice for her to hear you. She nods. ? ¡ª The Blithe Buffoon ¡ª As before, the walls of the inn offer respite from the hum of the burgeoning crowd outside. This time though, instead of the din of a high-hearted common room, you''re greeted by the sound of a duo of bards playing a gentle but spirited instrumental. You approach the clerk at the desk, the same man you remember.
Blithe Buffoon desk clerk
BLITHE BUFFOON DESK CLERK: Greetings. How may I help you? [GUILDMASTER]: I''m here to ask about the same person as before¡ªcyan hair, cyan eyes¡­
BLITHE BUFFOON DESK CLERK: I remember, yes. Actually¡ªyou''re the adventurer guild''s Guildmaster, and Miss Annessa, correct? She left a message for you, saying she would be away for the week. The two of you watch with some anticipation as the desk clerk unlocks a small drawer and retrieves not just a letter, but also a small package attached to it. You take them gently from his hands, examining the letter first. It is unsealed but neatly bound, and her clean handwriting is presented on that recognizably fine but unornamented parchment.
one per adventurer. Needless to say, that''d take a lot of scribes and a lot more money, but that''s why I''m doing what I''m doing!
Magda
temporary! A placeholder!!
You wait until Annessa finishes reading before turning your attention to the cloth-wrapped parcel. The clerk graciously takes the rags from you as you unbind them to reveal an extravagantly bound book. Its cover bears no title, but rather a steel ornament shaped in a stylized rendition of the universal adventurer guild emblem: a winged shield.
You lift the front cover, and upon the first page you discover what Magda has tentatively titled her little tome: Magda''s Mighty Worldbook
The pages behind it are filled with all kinds of information that she saw fit to make sure that every adventurer knows. There are sections on the places and peoples of the known world, from the human kingdoms to the many non-human peoples to the House itself; further sections on the plants, animals, and especially the monsters of the world; and even short guides to crafting materials and adventurer classes. "Incomplete" it may be, but it is still an impressive project. [ Magda''s Worldbook is the in-game glossary, which will be updated by Magda as time progresses. ] You hand it to Annessa, who continues paging through it with eager eyes while you address the desk clerk.
[GUILDMASTER]: Thank you. Your name is Arton?
ARTON: It is indeed. I''m pleased that she mentioned me. I assume that I was volunteered to be her primary means of contact when she''s out of the city?
[GUILDMASTER]: That is exactly what you were volunteered for.
ARTON: Well, I will happily take up the role. But if I''m ever not available, please don''t hesitate to leave messages with the other employees here¡ªbut if Miss Magda is away, make sure they know to pass your message to me, or else it might end up stored until she returns. Secure, no doubt, but late.
[GUILDMASTER]: Thank you very much, Mister Arton.
Annessa, you notice, is quite enamored with the little book.
ANNESSA: Look at these pictures¡­ All these years and I''ve never had a chance to see what these monsters actually look like¡­
It''s true, there''s proper illustrations for many of the entries. You wonder who Magda''s accomplices are in this little project, or if she somehow did it all¡­
UNFAMILIAR VOICE: Excuuuse me. Lady Miss Annessa? Guildmaster person?
From behind and below a raspy voice addresses you. You quickly turn around, and look down to find a hobgoblin in unfamiliar livery¡ªan overcoat and flat-topped cap patterned in dark cendr¨¦e-grey and bold tenn¨¦-orange. He stands patiently before you, some 120cm tall, with a folded paper held tenderly in his claws. You can tell it''s a ''he'' by the dark, neatly trimmed beard that frames the grey-brown skin of his angular face. You''ve only ever met a hobgoblin once before, as they''re quite rare in Arkavis these days, and you''re surprised by how smartly he fits his uniform.
Annessa must recognize what''s going on, as she pulls out a clapper and exchanges it for the letter in his hands. Then the hobgoblin pulls a slender wood-bound booklet from his coat. Its pages are thick with wax seals, two on each row, and he opens it to a specific point. Suddenly he has a Sphere Gauge signet in his other hand, and with a stamp of magically heated wax he completes another pair, the two seals on a row with an almost-legible scribble that probably notes the sender and recipient for that message.
Annessa dutifully places a finger on the cooling wax for a few seconds, allowing it to absorb her mana signature.
When he''s satisfied, the hobgoblin gives her a quick salute¡ªafter the style of the Karsian Royal Watch¡ªand then scampers up to Arton to ask him whether he''s seen any other of his intended recipients for the hour. Apparently this is fairly routine for him, and by Arton''s gentle smile he''s quite familiar with the little fellow.
ANNESSA: A messenger from the Clearwing Couriers. If I had to guess, around half their members are hobgoblins, and not just local ones. The letter is from Messen¡­
She moves to your side as she unfolds the letter (it''s addressed to both, or maybe either of you) and you read it as one.
Messen
[GUILDMASTER]: Well. Seems we''ll have to cut our excursion short.
Annessa is showing more excitement than you''d ever expect of her.
ANNESSA: Three! Three recruits already¡­! ? By the time you get back, there are five.
Two recruits from merchant families, a third son and a daughter, who each realized they had little to inherit and wanted to make their own way in the world.
The younger brother of a man who died to a recent monster attack on a merchant caravan.
A cousin of the cart attendant you''d hired on your first tour of the Marlock, who himself decided not to join but referred his over-eager relative.
And a young man from a secondary branch of a noble family, an al Tashir, who wanted to sign up for the Southern Mission but couldn''t because of his father and uncle. However, he managed to present the idea of becoming an adventurer as a "compromise" and has arrived today with their blessing.
None of them have any real combat experience, excepting perhaps the young nobleman''s self-defense training. But this is what you expected, what the guild was prepared for; Magda''s miracle referrals were the exception.
But more adventurers means more paperwork, and soon you find yourself cooped inside the guild office on the second floor with Annessa hovering over your shoulder, walking you through the registration process for each new recruit. Internal record-keeping was one thing, but the Mayika Governor''s Office, the Royal Watch, the House, they all demanded up-to-date information on every adventurer. The process is outright painful until you familiarize yourself with the forms and with the needed information, and then it is simply tedious. But Annessa insists that the details are important¡ªinsufficient or incorrect information, she claims, will inevitably cause someone a bigger headache than just filling it out properly in the first place. And so you do, if for no better reason than out of a desire to meet her high standards. [1.11] Temporary Developments, part 2

Act I ? Scena 11

Temporary Developments, part 2


[GUILDMASTER]: Well. With that, it''s time for a break.
ANNESSA: There''s just the regulatory assignments left. Keep it up and we can be through with the whole thing in less than an hour.
The Guildmaster Annessa
[GUILDMASTER]: Sure, but given how many mistakes I made on that last one, you wouldn''t want to see the results if I did. Besides, it''s smart to take a quick break every now and then. My father always said taking off a third of an hour on the bell was the best way to keep his intensity up, especially if he was working on something that demanded his full attention.
ANNESSA: Well, if you want¡­
[GUILDMASTER]: How about that third of an hour, then? Which, if I had to guess, would be¡ª
You reach toward one of the candles on the desk, trying to gauge where to notch it.
ANNESSA: We have a clock.
[GUILDMASTER]: Oh. Right!
It''s in the entrance hall on the ground floor.
The both of you now in a sprightly mood, you quickly close up the guild office behind you before making your way down the stairs.
[GUILDMASTER]: Whatever happens, I''m looking forward to seeing what this place is like in a few months.
ANNESSA: I can''t tell you how much it means to us to have other people here, other voices¡­ other warm spirits¡­ [GUILDMASTER]: ¡ª
¡ª<1> It''s plain enough to see, heh. ANNESSA: I''m sorry if we''re that obvious, but nine years is a long time¡­
[GUILDMASTER]: It''s fine, it''s rubbing off on me as well, believe me. Makes me want to keep it all going.
¡ª<2> And other people who''ll benefit from your work. ANNESSA: I¡ªYes, that really is true, isn''t it¡­ I''d never thought of it that way, but after we¡­ lost everyone¡­ all these years with just us few remaining staff, it was like most of my skills didn''t even matter¡­
[GUILDMASTER]: I imagine it feels much the same for Varant and the other trainers.
ANNESSA: Probably more so¡­
¡ª<3> Well, on the other hand, I can''t tell you how much it motivates me to see how eager you and the other staff have been. ANNESSA: Well, I think I can speak for all of us when I say that you''ll have plenty more motivation to come.
[GUILDMASTER]: I believe it.
The Chamber bell chimes in the distance, its gravitas piercing even the walls of the guildhouse.
ANNESSA: The seventh bell¡ªtoday the adventurers will be doing their first formal lessons. The newest ones wanted to join as well, so Tami¡­ You reach the ground floor just in time to see Maya enter timidly through the front door. Before she notices you, Ethi approaches her from the direction of the staircase on the other side of the hall.
Maya Ethi
Maya is stuck staring at the master Elementalist in a combination of shock and admiration, as if she was just gifted a glimpse of the gap in knowledge and ability between them.
Ethi approaches her directly, her eyes never leaving Maya''s, but her gaze all-seeing. She stops in front of her new disciple for a long moment, and Maya seems to have been carved in the pose she entered in. Finally, Ethi seems satisfied with what she sees.
ETHI: Greetings, young magus. You may call me Instructor Ethi.
MAYA: G¡ªGreetings! Instructor Ethi!
ETHI: I''m told you''re quite talented when it comes to fire magic, but somewhat lacking in discipline. Is this accurate?
MAYA: I¡ªI suppose it is, Instructor Ethi!
ETHI: Very well. We''ll begin at once. Guildmaster, Annessa, please keep the third floor clear for the time being¡ªthis young one will need as much focus as she can get.
Then she turns back to the nearly-petrified Maya.
ETHI: Follow me to the study upstairs¡ªand please, be comfortable.
MAYA: Yes, Instructor Ethi!
Maya looks anything but comfortable as she tries to keep up with Ethi''s graceful but expedient pace, and the two disappear up the stairs opposite you and Annessa.
[GUILDMASTER]: I''d be rather tempted to sit in on that session, if not for Ethi''s request¡­
ANNESSA: I hope everything will be okay with her. To be suspended from the Sun Lodge¡ªshe must have done something serious¡­
[GUILDMASTER]: We''d have taken her with or without Magda''s recommendation I''m sure. But both Magda and Ethi seem confident with the situation, so we shouldn''t spend any energy fretting about it.
Annessa nods.
ANNESSA: Agreed. But let''s make use of that break you suggested.
She points to the clock. You''re not used to telling time by the minute, but the seventh bell should ring at two in the evening, which makes this easy.
ANNESSA: Let''s be back upstairs in twenty minutes then. I''ll be in my room if you don''t see me.
She goes back up the stairs and you''re left to spend the next twenty minutes as you see fit. ? [ This marks the start of a player exploration phase. You can end the phase as early as you see fit by interacting with the door to Annessa''s room on the second floor of the guildhouse; otherwise, after you have viewed at least two events, she will be waiting for you in front of the door to the guild office. ] Right, time to stretch your legs a bit. Your first thought is to see what kind of lessons the adventurers would be getting today, so you set your feet toward the doors to the training yard. ¡ª Training Yard ¡ª You emerge into the early afternoon light to find all five of this morning''s recruits clustered in the middle of the yard, as well as Marlond and Ruvi.
Marlond Ruvi
The newest adventurers are all facing Ruvi, and she''s simultaneously flattered by the attention and flustered by their nonstop questions. You get a glance from Marlond, but the others haven''t noticed you and you prefer it that way; you move to the rear end of the yard, near the storage sheds. Tami enters the training yard from the front courtyard. With smooth, silent steps, she approaches the cluster of standing adventurers as she scours them each with her emerald-green eyes.
Tami
She stops a few meters away, her gaze meeting with Marlond''s. They each appraise the other for the space of almost four seconds, their eyes ranging from head to toe and back again. Their faces are both impassive, as if this is normal behavior or even a common greeting.
Then she turns to the group as a whole. All at once the others seem to notice her, as if her presence were a lantern she''d just set alight.
TAMI: My name is Tami, master Ranger trainer. Archery courses have long been a part of basic training here at the Mayika Adventurer Guild. Don''t underestimate their usefulness even if you have already chosen another class; they''re an opportunity to grow your dexterity and perception, and to discover talents you might not otherwise know you have. It''s also important to help you understand your teammates in the future, that you can work and fight alongside them that much better. After all, an adventurer''s greatest strength is their party, and the party is only as strong as its teamwork.
She''s a confident lecturer, and has no problem holding the adventurers'' attention. She continues with a brief run-down of her goals for today''s session and what exercises they''ll be performing. Then she directs them to set up targets and shooting lanes using supplies from the shed, and reviews a number of safety measures.
Soon enough she has them each take up one of the guild''s stock bows and begin to string it.
Marlond begins to do the same, but stops when Tami turns to him.
TAMI: Your name?
MARLOND: Marlond.
TAMI: What do you need to help you train today?
MARLOND: Dense brush and a difficult target.
TAMI: Hm. As a hunter, that''s exactly what you''re used to, and therefore exactly what you don''t need right now. Everything you used as a hunter, you will need as an adventurer¡ªthe discerning eye, the patient shot¡­ dancing fingers, deft steps and an unfailing sense of direction. But you''ll also need so much more.
Marlond looks thoughtful.
TAMI: You''ll need to fight multiple enemies at once, sometimes while under fire from multiple more. You''ll need to urgently discover the weaknesses of enemies you''ve never even heard of. And none of your worthier targets will be more than pricked by your strongest shots. You''ll have to exploit every opportunity¡ªor no, every second of every opportunity¡ªif you want to help your party succeed. If you want to help them survive.
Marlond wears his usual stoic face, but his attention¡ªwhich is usually divided by his ever-present alertness of his surroundings¡ªis focused entirely on Tami.
TAMI: And that''s the hardest part, for you especially I think¡ªlearning how to work within the party format used by adventurers for a millennium. A format that really is the most effective that I know of for the task.
Marlond nods, and he looks genuinely grateful for her knowledge.
Tami thinks for a second or so, her lips pressed together and head tilted just slightly.
TAMI: Live training is what you want right now, even if it starts with only pitiable monsters. But for sessions like today, I have an idea¡ªlet me speak to Annessa about it¡­ now, actually. In the meantime, could you watch over the others here as they train?
MARLOND: ¡­I don''t know how to teach, Miss Tami.
He looks decidedly uncomfortable.
TAMI: That''s excellent! Because this is the perfect place to start. Please watch your comrades as they follow my instructions. Move from one to the other, pointing out what they could do better. Focus on one thing at a time, don''t overwhelm them. Because you''re clearly self-trained, please focus on the principles¡ªthe reason behind what they''re doing, not just the specific techniques you use.
MARLOND: Miss Tami, I¡­ I don''t have the authority¡­
TAMI: Nobody should need authority to help their comrades. Don''t worry about doing a poor job, Marlond¡ªjust worry about not trying.
She turns to face the small group of adventurers as a whole.
TAMI: You heard our conversation, adventurers. Know that Marlond is as skilled a hunter as I could claim to be, and his advice will be very useful! Please ask for his help if he''s too shy to tell you what you''re doing wrong. Because you will be doing it wrong¡ªeven you, miss Ruvi-anna.
Ruvi, in the back of the group, gives her a look that is both petulant and somewhat amused. If she were even a year younger you''re sure she''d be sticking out her tongue.
Tami turns to the guildhouse door but is then reminded of your presence. She makes for you instead, giving a quick smile in greeting as she gets closer.
TAMI: Guildmaster! I thought you''d still be with Annessa.
Her voice is very different when she''s not in teacher mode¡­
[GUILDMASTER]: We''re taking a quick break.
TAMI: A break? Annessa too?
[GUILDMASTER]: Well, she''d better be. She did go to her room¡­
TAMI: Wow. Savron always had the hardest time convincing her to put the pen down from time to time¡­ [GUILDMASTER]: ¡ª
¡ª<1> You''re not really going to leave the adventurers without staff supervision, are you? Wait¡ªYou don''t expect me to¡ª TAMI: Of course not! Zoel''s here, everything''s fine.
[GUILDMASTER]: Zoel¡­?
You look around. No Zoel in sight.
But should you really have expected there to be?
TAMI: Besides, this is the perfect chance to test Marlond. It''s just the sort of thing Zoel would do, so I''m sure he approves.
[GUILDMASTER]: Huh. So what''s your take on him?
TAMI: Socially deficient. A common problem with adventurers who start as hunters. It''s just¡­ He already has such a great attitude, and I feel like he has potential, so I can''t help but want to push him¡­
[GUILDMASTER]: Well, as long as you don''t run him off, okay?
TAMI: Of course not! Don''t worry about us, Guildmaster, we know what we''re doing!¡ªit''s just been a while¡­
[GUILDMASTER]: Mmhmm.
¡ª<2> How are you so confident in Marlond''s skills? You didn''t even know his name¡­ TAMI: I mean, it''s kind of easy to tell¡­ The awareness, the poise¡­ Something about a bowman''s stance tells you which hand and which eye they favor. And when he picked up that bowstring, you could see just how many thousands of times he''d done it before¡­
You guess it''s something similar to how Maya could instinctively recognize Ethi as a powerful mage.
[GUILDMASTER]: Well. I guess I have much to learn, myself.
¡ª<3> So what were you going to ask Annessa about? TAMI: Something I''ve been thinking about since¡­ forever! A few things, actually. It just depends on which of them I can get you and Annessa to agree to¡­
[GUILDMASTER]: Such as¡­?
TAMI: Oh, I have a great idea involving new, mobile training dummies!
[GUILDMASTER]: But that''s not the one we would object to.
TAMI: ¡­
[GUILDMASTER]: Tamiiiii. Your other idea. What is it?
TAMI: Um¡­ Live monsters in the training yard¡­?
[GUILDMASTER]: ¡­
TAMI: You''re not saying no.
[GUILDMASTER]: Well, if you can convince Annessa¡­ Love what you''re reading? Discover and support the author on the platform they originally published on.
TAMI: So I have a chance!!
[GUILDMASTER]: ¡­Do you really though?
TAMI: W-well¡­ It''s just¡­ just alglots¡­
[GUILDMASTER]: ¡­
TAMI: They''d be muzzled and harnessed! I just need them to, you know, skitter like they usually do!
[GUILDMASTER]: ¡­
¡ª [GUILDMASTER]: Alright, I guess I shouldn''t keep you then.
TAMI: See you later then, Guildmaster!
She leaves the scene through the guildhouse doors.
You watch Marlond interact awkwardly with the other adventurers for a bit before deciding to continue your walk. You turn to the back of the guild property and make for the alley behind the guildhouse. ¡ª Behind the Guildhouse ¡ª With a quick step around the corner, you find Tarrian and Evylie crouching in front of one of the herb gardens, poking at something on one of its border stones.
Evylie Tarrian
You look around, finding nothing else of interest. The Blackguard''s notice board is empty as usual and the packed dirt alley is barren of any other occupants. Besides the distant din of the city''s busier districts, Tarrian''s and Evylie''s voices are the only things you can clearly hear.
TARRIAN: And I''m telling you, it''s a big-horned bulb bug! Every child in Arkavis can tell that much!
EVYLIE: Oh come off it. I know a battlebuck beetle when I see one, and I''ve seen scores of them!
TARRIAN: In Geld, maybe. But this isn''t Geld!
EVYLIE: This isn''t Arkavis, either!
TARRIAN: Okay, but look here¡ªTwo horns, facing forward, positioned on either side of the head¡­ Brown head and undersides¡­ Fat body, black, with glossy wing-shield things¡ª
EVYLIE: Shards. They''re called shards! And that''s exactly what a battlebuck beetle looks like!
You decide to make a full circuit around guild property, so you make your way through the alley and leave around the corner by the kitchen. As you do, the voices of the two adventurers fade away¡­
TARRIAN: ¡ªWait. So¡­ have you ever actually heard of a big-horned bulb bug?
EVYLIE: ¡­No¡­
TARRIAN: Because to be perfectly honest, I have never heard of a battlebuck beetle¡­
EVYLIE: ¡­You think¡­
TARRIAN: They''re probably¡­
EVYLIE: ¡­The same thing.
TARRIAN: ¡­
EVYLIE: ¡­Well, battlebuck beetle sounds cooler! So it''s a battlebuck beetle!!
TARRIAN: Well¡ªwell¡­ Huh. You know, I can''t argue with that.
The northern guild yard features more of the same packed dirt before it transitions into the cobblestone courtyard. You poke around a bit, but there''s nothing going on on this side of the guild hall. The kitchen is empty and the dormitory bare.
Though you can hear scuffling and panting around the corner to the guildhouse''s front¡­
¡ª Guild Courtyard ¡ª Kani and Messen are facing off against each other, massive wooden practice swords in their hands.
Kani Messen
But neither of them are swinging. They dance aggressively around each other, feigning advances and retreats, with Messen frequently halting and giving critique. They''re doing footwork exercises, you realize.
Kani''s face is stoic during the exercise, but she takes the opportunity to vent her frustration during one of their quick breaks.
KANI: Urgh¡­ fighting other people is so much more complicated than fighting monsters. And how come you''re barely even winded?! So unfair!!
MESSEN: I''m spending half as much energy as you. Not just in each individual movement, but in deciding which move to make.
KANI: How¡­
MESSEN: It''s a difficult skill for me to teach; else I would emphasize it more. Perhaps it''s my failing as a teacher. But I can at least demonstrate¡­ To me, it''s about optimal movements, precision, and practice. Here¡ªprecision is grace. Grace is efficiency. Efficiency is strength.
KANI: I''ll never¡­
MESSEN: With more practice, the movements will become natural to you, as did the basic forms. Likewise, you''ll instinctively know how to react to your opponent''s every movement. Of course, to truly excel, you''ll have to think ahead as well¡ªsomething else that''s difficult to teach¡­
Kani purses her lips in exasperation but continues to give her all to the training.
Even though they''re not swinging, they''ve used a length of old rope to cordon off a large circle around them for safety reasons. You don''t really have the opportunity to interrupt their training even if you wanted to. But you wonder if maybe the guild doesn''t need a second training yard, if they''re forced to set this up out here.
With a loop around the courtyard you finish your lap of the guild''s environs, and you''re sure your twenty minutes are about up. The pair of them are talking again as you pass by on your way to the guildhouse.
KANI: Alright¡­ but Messen, how useful do you think all this will be for me, you know, as an adventurer?
MESSEN: Very. I''m considering adding it to core Knight training. Or rather, I''ve already decided upon it¡ªBut I''m still trying to¡­ determine¡­ how best to teach it. You could say that''s the true purpose of today''s exercises.
KANI: But even in the Watch I''ve only ever had to fight bandits twice, and none of them had greatswords. I don''t think any of the other peoples use swords either¡­
MESSEN: It matters little what weapon they wield, or whether they wield one at all. These very exercises will help you move better, fight better when fighting any small-sized monsters and anything that attacks in packs¡ªfurloks, wulgasts¡ªincluding and especially troglins. But the principles apply regardless of what you''re facing. Your opponent''s eyes and feet will tell you as much and more about their intentions as the way they hold their weapon.
KANI: That makes sense¡­
MESSEN: Over the years I''ve come to better understand just how true this is, for large monsters as much as anything else, and I regret that I didn''t teach it to you or the others earlier¡­ Regardless. Thank you for your help today¡­
You enter the guild hall''s front doors and make your way up the stairs to the second floor.
¡ª Guildhouse, 2F ¡ª
You briefly consider returning to your room for a proper break, but there''s really nothing in there other than the bed, wardrobe, and a small wooden table and chair for taking meals. Did Savron really spend nothing on luxuries for himself? It is a nice bed though¡­
So you head to the guild office, where Annessa waits in front of the door. [ Interacting with Annessa will end the day''s exploration phase. ] ? [GUILDMASTER]: Thanks for waiting. I should be able to focus better now¡ªa bit of walking always helps to steady the mind.
ANNESSA: Like I said, we''re most of the way through¡ª
Suddenly you feel a surge of power from the floor above, accompanied by a blast and then a cacophonous roar. Eyes wide, you and Annessa spin towards the staircase. An abrupt crash fills the guild hall, and within a second the roaring and the flow of mana dissipate as a gust of wind flows past you.
You take the steps three at a time and emerge onto the third floor to find the study door blown off its hinges and smashed upon the opposite wall. Through the doorway you see Maya, pleading and almost in tears, her face sweeping in horror across the utterly disheveled study. Ethi, meanwhile, is cackling with mad glee.
ETHI: Hee hee hee ha haaa!
Her usual decorum has vanished completely; her hood is thrown back, her hair and cloak are in unseemly disarray, and the grin that spreads across her face is colored with excitement, childish joy, and long-awaited satisfaction.
Maya, on the other hand, is fighting her own panic.
MAYA: I¡ªI''m so sorry, please, I didn''t mean to¡ªI couldn''t¡ª
ETHI: Hee hee heh heh hehhh¡­!
MAYA: I never¡ªplease, I''m so sorry¡­
ETHI: Hee hee ha ha haaa¡­
MAYA: P¡ªplease¡­ Instructor Ethi¡­ Instructor Ethi, what¡­
Annessa arrives beside you, holding her breath as she looks at the scene. [GUILDMASTER]: ¡ª
¡ª<1> Um. MAYA: G¡ªGuildmaster, I''m so sorry!
ETHI: Hah hah hahhh¡­ Ahem. Hello.
¡ª<2> Excuse me ladies, but could we please have an explanation? MAYA: I couldn''t¡ªI''m sorry, I''m so sorry¡­
ETHI: Hee hee hee heeeee¡­
[GUILDMASTER]: ¡­
¡ª<3> Is everyone safe? ETHI: Hrm? Oh yes, no problems here.
MAYA: Please, I''m sorry Guildmaster, I really didn''t mean to¡­
ETHI: Hah hah heh hehhh¡­
ANNESSA: Ethi, please¡­ what happened here?
ETHI: Ah¡­ Greetings, Annessa, Guildmaster. Something momentous has happened here! You see, to start off her training, I was trying to see what she was capable of¡­
MAYA: D¡ªdoes this mean I failed the test¡­?
ETHI: Test? Yes, right. Well, I was trying to make you fail, so it''s not so much that you failed as much as I succeeded!
MAYA: W¡ªwhat¡­
ETHI: I''ve been wanting to test that out for a decade! And it worked, yes! Too bad Orlin and Savron aren''t here to see how wrong they were, this has immense potential!
ANNESSA: Ethi¡­
MAYA: But¡­ but you were so serious¡­
ETHI: Well. Nobody would ever voluntarily try to spark so much mana at once¡­ even the ones that were capable¡­
MAYA: Y¡ªyou distracted me on purpose¡­!
ETHI: Hee hee hee¡­
MAYA: You¡ªYou''re mean¡­!
ETHI: Hee hee heee¡­! [GUILDMASTER]: ¡ª
¡ª<1> So let me get this straight. This¡ªthe exploded room, the scattered papers, this door stuck in the wall¡ªwas all planned? ETHI: Well. Yes? Of course, the damage was simply incidental. Before you get mad, I made sure there was nobody else on this floor.
ANNESSA: Ethi¡­ please, explain. What was this all about?
¡ª<2> Can we get to the explanation already? Annessa nods in agreement, her face somber and severe.
¡ª<3> What exactly were you testing? And was it worth¡­ all this mess and alarm. ETHI: Yes, yes! My apologies for disturbing you!
ANNESSA: Ethi. Could you please explain from the beginning?
ETHI: I was simply trying to accomplish two things at once, you see. As you''ve noticed, the young magus here recognizes her error and is highly unlikely to reproduce it. Simultaneously, I have completed an experiment of sorts¡ªtested a proof of concept¡ªmade a valuable discovery!
[GUILDMASTER]: So you were putting Maya through some kind of stress test and deliberately caused her to fail. Is that what caused the¡­ well, it looks like there was some kind of explosion.
MAYA: I¡ªI don''t know¡­ It should have been all fire, but she¡­
ETHI: So you saw it! What did it look like to you?
MAYA: You¡­ You wrapped it in ice mana and then guided it around somehow.
ETHI: And the result?
MAYA: It was like a whirlwind¡­
ETHI: Yes! Yes!! Young magus, today you and I have created wind magic!
MAYA: ¡­What?
[GUILDMASTER]: ¡­What.
ETHI: The very thing the elders of the lightning lodges have sought for millennia! But it''s not the domain of Venu-Veyu, and never was!
MAYA: I don''t understand¡­ When you combine fire and ice mana, they either negate each other or cause a blast if the difference is strong enough¡­ That''s the rule.
ETHI: But they were negating each other. And that was a blast.
[GUILDMASTER]: Even if you''re right, I find it hard to believe that nobody else would have figured this out before¡­
ETHI: Oh, I''m sure many have observed the results of this same reaction before. But not on this scale, not large enough or organized enough to recognize that that blast of "force" is wind. This may have seemed a, hm, crude experiment, but I would like to assert that are relatively few mages in the world with the throughput for fire mana that this young one has, and even fewer with the combination of control, power, and reflexes to do what I just did. Namely! Not only did I extinguish a large-scale manifestation of fire before it could proliferate¡ªand in a harmless fashion by any knowledgeable standard¡ªbut I also shaped the negation reaction into a pattern that was demonstrably wind magic! That is, a whirlwind. [GUILDMASTER]: ¡ª
¡ª<1> That''s¡­ wow. If I''m to believe what you''re saying, it was certainly impressive enough. ETHI: Yes, yes!
ANNESSA: But Ethi, we must treat this seriously. The potential for injury¡­
ETHI: Indeed. I did make sure this floor was empty.
ANNESSA: But what about you and Maya? If you''d failed¡­
ETHI: Yes, there would have been either a fire or a proper explosion. Either would have been contained to the top floor of the guild hall, and in either case I could guarantee the survival of both of us. I understand your concern, Annessa¡ªplease believe that I''m not foolish. Overly, at least.
¡ª<2> That''s great and all, but could I please, please get an assurance that this will never happen again? She looks you straight in the eye.
ETHI: I can almost guarantee it.
[GUILDMASTER]: Not good enough.
ETHI: I can probably most certainly guarantee it.
[GUILDMASTER]: ¡­
ANNESSA: Ethi¡­
ETHI: I''m neither soothsayer nor fortune teller, Guildmaster. The best I can say is that I intend to make sure that it doesn''t happen again.
[GUILDMASTER]: ¡­Fine.
¡ª<3> If it took that much mana and two people, it seems a rather impractical art¡­ ETHI: It may well be! But that itself is part of the discovery, and it is a valuable discovery all the same!
ANNESSA: Discovery or no, there was simply too much potential for injury. Ethi, we really shouldn''t allow this to happen again.
ETHI: Ah. Please believe at least that I did take precautions for safety¡ªour survival, at the minimum, was certain. And as I said, this was a once-in-a-decade opportunity¡­
ANNESSA: And I insist that it doesn''t happen again, even in another decade.
ETHI: I understand¡ªI will take measures to ensure that I won''t have to cause another, er, incident on this scale.
ANNESSA: Thank you.
[GUILDMASTER]: Well, at least there were no injuries. But even if she technically caused it, I insist that you apologize to Maya for making her an involuntary accomplice.
ETHI: ¡­Ah. It was rather inconsiderate of me. Please forgive my overexuberance, young mage. And though I do intend to review your every error and miscalculation, I do not hold you at fault for anything today.
MAYA: Y¡ªYes Instructor Ethi¡­ Thank you¡­
[GUILDMASTER]: Excellent. And now, about all this mess¡­
With a flick of her hand Ethi makes as if to wave away your concern.
ETHI: A temporary development! A short-lived inconvenience.
Sure, maybe to somebody with more years on her than the Grand Regent of Geld has rings.
[GUILDMASTER]: Oh really? And who, exactly, was supposed to clean it up again?
She freezes.
ETHI: The Guild doesn''t currently have a caretaker in its employ¡­ does it¡­
You shake your head.
[GUILDMASTER]: That responsibility is currently shared among the rest of the staff. Equally.
ETHI: You are a cruel, cruel master¡­ [1.12] Rise to Adventure

Act I ? Scena 12

Rise to Adventure


To the south of Mayika is a large, sloped shrubland that stretches all the way from the city''s walls to the Heavensfoot, the cliffs in front of the World Wall that forms the southern border of the Heartlands. This rocky shrubland, called the Talus Rise, could be said to be the foothills of the Heavensfoot, which could be said to be the foothills of the World Wall.
Covered with low-lying plant life, the Rise''s topography might be compared to a rumpled blanket tossed on the sand of a gently sloped beach¡ªmight, if anyone in the remaining nations of the known world knew what a beach is. It is characterized both by its own rolling slopes as well as its continual gradual rise from the rugged lower flatlands of the Heartlands proper to the edge of the World Wall.
It is also characterized by the many low-tier monsters that have dominated its ecosystem since the last Crusade. ?
¡ª the Talus Rise ¡ª the Talus Rise in spring, facing West
Locale properties: Talus Rise, NW Quadrant - Spring - Favorable
It''s been a week since you''ve arrived in Mayika and only a few days since the guild returned to life. You''re marching by foot along a sandy trail to the southwest of Mayika, accompanied by Varant and your six active adventurers alongside the guild''s sole remaining lotch. It''s a two hour trek to the nearby village, and you''re grateful that the old pack lotch is in good health and high spirits. He didn''t complain when saddled with the party''s supplies, and even seems eager to travel after years of borderline neglect. But you have to wonder why they haven''t given him a name even after all this time! It''s an injustice that you will have to remedy as soon as possible.
Active Party
Evylie, Kani, Ruvi Marlond, Maya, Tarrian
Party Reserves
the Guildmaster, Varant
Despite the thin bands of sandy soil overlying the harsh rocky slopes, life of many sorts still thrives. Shrubs, weeds, and tough grasses encroach upon the narrow path you follow, as much an obstacle as the many stones and crags¡ªjagged ledges of rock uplifted by the frost that settles underneath them after the thick autumn fogs. The spring and summer, however, are notoriously dry in the Rise, enough that wildfires are a seasonal calamity, reducing the low-lying foliage into a rich ash that is then immediately repopulated by region''s the hardy vegetation.
But to you and the others who hail from north of the Heartlands, what dominates the trip is the World Wall, looming over the world from your left. Though it was visible from Mayika on clear days, appearing as if from nowhere as the atmospheric haze thinned enough to see its sheer red-and-brown slopes stretch into the clouds, the experience here is wholly different. It fills a full third of the horizon, and at this time of year it occludes part of the sun at all times. You can see it rise through the low-lying stratus, you can see it soar above the high-flying cirrus. It seems to darken the entire world with its presence, and even when you look away from it you can feel it at your back.
But you realize that to the residents of these lands, the World Wall has become a comfort¡ªan impermeable barrier against the threat that destroyed every nation in the south: the troglin swarm.
?
KANI: So. The sand, the shrubs, the shrublets, and even the shrublings. Would you rather hunt here, or in a forest?
MARLOND: Depends on the target.
KANI: ¡­
MAYA: Yeah okay but¡­ if you needed to eat, just in general?
MARLOND: Depends on the forest.
KANI: Now you''re just doing it on purpose¡­
MAYA: It''s an improvement, I say!
MARLOND: ¡­I don''t know enough about the creatures here. This would also be true of any forest far from mine. Here, definitely, visibility is better. But that goes for me and the target both. But in thicker brush or even dense woodland, I have as much of an advantage in stealth as any prey¡ªeven including scent and hearing if properly prepared. So it depends on the strengths of the target, as well as many other conditions¡ªwind, elevation¡­ the season¡­
KANI: ¡­Wooooow.
MAYA: I''ll admit, I wasn''t even listening to what he said, just the fact that he was saying something.
KANI: But he explained it so well!
MARLOND: I''ll choose to be complimented.
MAYA: A good choice!
KANI: And he''s so wise!
RUVI: But the important question is¡ªis this whole kingdom this boring to look at?!
KANI: I love this place, and I will fight you for that comment.
[GUILDMASTER]: ¡ª
¡ª<1> It''s very pretty. At first. But then it just keeps on going¡­ KANI: That''s one of the great parts about it! There''s just so much prettiness! Especially now in the spring!
MAYA: I''ve seen more shrubs today than I have in my entire life¡­ Lightmaster Tarrian, do the Divine Arts have a cure for boredom?
TARRIAN: Not yet, Firelord Maya! But it is my ambition to be the one who discovers one!
MAYA: I knew you were secretly a noble soul, arch-nemesis!
¡ª<2> Sand and shrubs¡­ Not much to look at if you ask me. KANI: I''ll fight you both!!
MAYA: And I''ll grab the snacks!
EVYLIE: I really want to know who would win¡­
¡ª<3> It''s marvelous¡ªnot just the sight but the feel and smell of the air. I didn''t think anywhere this far south would have such a cool climate outside of winter. KANI: Right?! We never really had any missions down here when I was in the Watch, we just crossed through on our way to Loran Pass. And I can''t get enough of it!
MAYA: Lightmaster Tarrian, does that mean they''re both crazy, or are we just blind?
TARRIAN: Oh, that''ll be easy to check¡ª
Tarrian casts Divine Sight on the entire group.
TARRIAN: ¡­Well, Firelord Maya, it doesn''t appear that we are blind¡­
MAYA: I knew it!
Your journey stops being uneventful after the first half hour, and you encounter a variety of small monsters¡ªgarmals and alglots primarily. Aggressive creatures that have little sense for when they''re outmatched. They''re hardly a challenge with a party of six, but you feel that it''s an excellent way for the team to get a feel for fighting beside each other.
The six-person party format exists for a reason, Varant says. In most cases, sending out more than six is simply a waste. Having too many adventurers focus on the same small- to medium-sized monster can lead to chaos, so often one or two will end up sitting out anyways. For larger monsters, six is enough for a diverse and flexible team. It is preferred to set up static parties of six that can learn to work intimately with each other; party teamwork is one of the most important aspects of being an adventurer.
For the largest monsters, it''s simply a matter of fielding multiple parties.
So, when traveling in groups larger than six, some individuals are designated as being in the "active" party and others in the "reserve". Reserve members can keep the party''s gear safe and prevent ambushes. They can also switch out with active members as needed, even during combat if the situation allows for it. [ Now the player is introduced to the switch-out mechanic. Up to eight adventures, excluding support personnel or escorted persons, will be deployed on a typical quest or expedition. Only six adventurers are fielded for battle at a time, but within certain limitations, they can tag out with those in the reserves mid-combat. However, more adventurers means less space on your lotch for rations, consumables, and loot. It''s hardly a problem right now, but it may be a meaningful trade-off down the road. Varant excuses himself from active duty, so for now, it''s just you and your six fellow C-Rank adventurers. ]
You''re immediately grateful for these easy encounters and, having plenty of opportunities to spectate, you get to observe each of your adventurers in turn.
Maya is clearly an impatient personality, and the first few skirmishes begin with her slinging firebolts at any alglot that aggressively sniffed in the party''s direction. Varant quickly put a stop to the fire spells however, as he demanded that she put out each and every fire she started before it could spread¡ªwhich she quickly realized was more work than killing the alglots. Now she''s using ice magic despite the conditions¡­
[GUILDMASTER]: Ice magic though? Here? You''re the one who did the locale reading, even.
MAYA: Yeah, but earth magic is hard¡­
VARANT: And very, very useful.
[GUILDMASTER]: Now''s the perfect time to practice. Why not let your teammates get some kills for a change?
MAYA: But I''ve got to have some fun, you know?
VARANT: And earth magic isn''t flashy, it''s true. I know you''ve only had all of two days of party training, but treat this as your third. Right now you''re causing every monster on the field to run straight for your juicy light-armored rump, before your Keep can get ahold of them even. That''s poor form, even for easy fights, and deadly for the hard ones. If you''re up for a challenge, try using your ice and earth to help Evylie out, and group up the enemy in positions where they''re mostly harmless. It''s harder than it sounds, from what I hear.
Maya perks up a bit at the word ''challenge'' and takes to it immediately. Between Magda''s warning and the incident a couple days ago, you can''t help but view her as some kind of prodigal apprentice. But Ethi assures you you have nothing to worry about on this expedition. According to her, "The young one simply needed to see where her limits were. And now she has. I''ll see to it that she is able to push her boundaries in a safe manner."
[ You discover a trait of Maya: Child of Fire ]
Child of Fire
Fire mana surges effortlessly through this character''s anima, as though they were kin to the Leylines themselves.
  • This character''s fire-element abilities cost 20% extra mana and gain 20% extra damage and effectiveness.
Marlond performs excellently in certain situations, but is struggling to learn what to target and when. He seems to be taking his time and learning very deliberately, so you hope you have little to worry about there.
[ You discover a trait of Marlond: Fast Learner ]
Fast Learner
This character has always been quick to get the hang of things.
  • This character gains class and weapon proficiency at a 20% increased rate.
You notice that Evylie and Tarrian are both very aggressive, unusual for their roles. Tarrian seems to have the hang of balancing each aspect of his role¡ªparty healing, defensive support, and offensive support. He does make mistakes¡ªand winces when he does¡ªbut a lot of that is due to him learning how each of the other party members act. You wonder if he isn''t trying a bit too hard too soon, but then again, easy monsters like this are the best time for it. [ You discover a trait of Tarrian: Aggressive ]
Aggressive
This character believes in striking hard and fast and, above all else, first. Stolen content warning: this content belongs on Royal Road. Report any occurrences.
  • On this character''s first turn in combat, they gain 20% more damage and effectiveness but can only use offensive abilities until the end of turn.
Evylie though is an interesting case. She takes her role as ''Keep''¡ªthat is, the party''s protector¡ªvery seriously, and grows fierce if a monster tries to challenge anyone but her. But her style is beyond aggressive¡­ it''s like the only thing she knows how to do is put herself, her sword, and her shield in the monster''s face. Which she is very good at; but she lacks situational and strategic awareness, and her impatience sometimes sabotages her own role. She seems to understand this, and it frustrates her.
Varant doesn''t say anything, but being the guild''s master Guardian trainer, you''re sure he knows exactly what''s going on and is content to let her experience these moments for herself today. [ You discover a trait of Evylie: Headfirst Nature ]
Headfirst Nature
This character thinks with their head, sure, but only once it''s in front of the enemy.
  • When this character enters combat, they gain 100% more initiative until the start of their first turn. However, they start combat with -1 AP.
Ruvi on the other hand seems hesitant to engage¡ªwhich is one of the most common difficulties in her role, after all. You can only hope it''s something she will overcome with training and experience. With Zoel around, you suppose you shouldn''t worry. [ You discover a trait of Ruvi: Flighty ]
Flighty
Maybe a bit skittish on the offense, but you can''t blame them for playing it safe.
  • This character has 10% reduced accuracy but 5% increased evasion and 10% increased movement.
But Kani is shining, keeping the team together and filling a very flexible role. Even better, she seems happy to do so¡ªit''s like she''s in her element, bouncing between offense and defense, making meaningful offensive dives and then hanging back to ensure the safety of the party at the expense of personal opportunities to get action. And the fact that she''s enjoying this little adventure, regardless of any and every mistake made along the way, lifts the mood of the entire party. None of you realize it, but it makes you all the more willing and eager to work together as a team. [ You discover a trait of Kani: Adaptable ]
Adaptable
This character excels at being where they need to be¡ªand what they need to be.
  • This character has +1 and a 5% increase to the primary and secondary attributes of their current class.
And so, even though things are a bit awkward at first, you make short work of any and everything that comes your way¡­ ? [GUILDMASTER]: Evylie, you seem like you''ve a lot more experience fighting monsters than I''d expect, at least given the tiny bit I know about your history.
EVYLIE: The southern parts of Geld don''t have much in the way of adventurers.
[GUILDMASTER]: Huh, didn''t realize they were hit that bad by the Crusades up there. Guess that means you had plenty of opportunity to pick up that kind of work, then?
EVYLIE: It''s better than fighting other mercs. At least until you get to something big. [GUILDMASTER]: ¡ª
¡ª<1> Any interesting stories you''re willing to tell us? Kani says hers are all too boring. EVYLIE: Stories about the big ones? They are too boring. It''s all chaos.
¡ª<2> So how does a bunch of mercs take down a big monster? EVYLIE: Same way any professional soldier does, pretty sure.
¡ª<3> Why''s fighting monsters better than mercenaries, in your opinion? EVYLIE: Because you don''t have to care as much when you watch them die.
The ensuing silence is very awkward, at least for some of you. You decide not to let it linger.
[GUILDMASTER]: ¡­And when you get to something big?
Evylie shrugs.
EVYLIE: Just chaos, every time. And death.
EVYLIE: We''d hit them somewhere flat and open, surround them with everything we had. Shields and pikes in front, bows in the back, swords at the flanks. Chaos¡­ The monster would have no chance, but people still died. Even though our unit was lucky enough to have a healer¡­ They still died¡­
KANI: We basically did the same, in the Watch. We had three healers and some thirty soldiers and we still had a casualty, each time.
VARANT: Gah¡­ We thought many times about offering our services as trainers to the Watch, but we''re apparently "unqualified" due to our lack of soldiering experience. They didn''t realize at the time, I bet¡­ just how much of a problem fighting monsters was going to be.
RUVI: Like¡­ how big though? The monsters you''re talking about. We''re not going to be fighting the same kinds of things though, are we?
[GUILDMASTER]: When you''re ready for it? Absolutely. And you won''t be dying, either.
VARANT: Adventurers exist for a reason. Soldiers¡ªor mercs¡ªaren''t supposed to have to do an adventurer''s job. They don''t have the right gear, the right skillset, or the right tactics. Still, the way things are right now in the Heartlands¡­ somebody''s got to.
KANI: When we fought that mirenask, most of the other soldiers could barely hurt it at first. Even the vets, the ones who''d fought mid-tier monsters before. They surrounded it with halberds but couldn''t do more than prick it. The archers did basically nothing. Thankfully the commander hired some mages from the Sun Lodge to assist, but even they weren''t wearing more than a couple enchantments. So when they sent the Knights in at the flanks, I just did what the guild here taught me. Turns out a well-placed Power Strike will cut mirenask hide like it''s dried leaf, but it''ll shred your sword if it''s not enchanted. The other Knights figured it out pretty quick, mostly, and between the six of us we cut it down before the mages ran dry¡ªAt the expense of some good steel.
MAYA: I''m not quite sure what you mean. The other soldiers couldn''t hurt it?
EVYLIE: There''s a reason why a lot of the good armor is made out of monster materials¡­
KANI: And soldiers are really only taught how to fight other soldiers, which thankfully includes learning Power Strike¡ªjust not much else. Not that they have the mana to use much else¡­
TARRIAN: My mentor¡ªback in the Arkastor Chamber¡ªwas an adventuring cleric, and before that an army chaplain. He said soldiers are trained and outfitted not for quality, but for cost efficiency. It already takes too long to train a recruit from scratch in the ways of fighting a war. Adding another six months to a year of basic anima training on top of that? The dukes and kings and emperors are more likely to spend their coin on more soldiers instead.
KANI: Yup, and like you said, it''s the same thing with their gear¡­ Enchanted armor is just too expensive to equip more than a small portion of your soldiers with. And the way things are, that''s all going to go to the officers¡ªpreferably the ones with noble birth.
EVYLIE: Assuming they have a strong enough anima to equip it. Most of my unit wouldn''t even be able to use enchanted gear. Nobles might be born with bigger heads and even bigger coin purses in their hands, but I doubt they come with a bigger anima too.
RUVI: So you''re saying we need crazy expensive stuff just to do our jobs? But also we have to train just to use it?
VARANT: What you''ve got right now will suit you fine up into the low end of medium-tier, if it has to. But yeh, high-tier adventuring is one of the most expensive enterprises there is. ?
An hour and a half goes by, punctuated by the occasional combat encounter, and you''ve caught a glimpse or two of the village from atop the crests of the rolling terrain. You note with pride that the party has grown much more cohesive over this time, and once again you look optimistically upon your guild''s future.
VARANT: We''re not five minutes from the village. Guildmaster, how concerned should we be about appearing professional? [GUILDMASTER]: ¡ª
¡ª<1> Moderately. Let''s not goof around, at least. KANI: Right. I''m serious everyone, keep it tight while on a mission.
VARANT: Remember, goofing at the right time will turn you into Kani. Goofing at the wrong time''ll lose you or your friend an eye, and therefore also turn you into Kani.
KANI: Now what¡ªWHAT is that supposed to mean?!
[GUILDMASTER]: A worthy warning. Thank you, Varant.
KANI: ¡ªWHAT!?!
¡ª<2> It''s worth making a good impression. Hear that, everybody? Just pretend you''re way smarter than you really are! KANI: But that''s haaaaard¡­
VARANT: The smart adventurers''re the long-lived ones. Because they know when to goof around and when not to.
[GUILDMASTER]: We should probably listen to the old man, seeing as he''s still alive and all.
KANI: It''s true. Listening to him is the reason I made it so far as a Knight. While on a mission, conversation should be for relevant communication.
¡ª<3> I honestly can''t bring myself to prevent us from enjoying the trip in any way we can, audience or no. But¡ªfor matters of safety¡­ VARANT: Aye. Keep conversation to a minimum when we begin the quest proper.
[GUILDMASTER]: Exactly.
KANI: I agree, and if I''m saying it¡­ well, it''s important to keep it tight while on a mission. There''s a reason I was paid so well as a Knight, and it''s not because I can make the enemy laugh.
[GUILDMASTER]: Well, not just, I''m sure.
Kani squints at you with her one eye.
VARANT: Remember sprouts, do not get complacent. This quest should be stupid easy. The real experience you''re getting here is to keep your instincts sharp at all times and form good habits. Think about it¡ªthe way you act today is the way you''re going act when you''ve been marching for days on end and are about to lose your eyeballs to exhaustion, but your body still has to perform if you want to survive. So today, train your body to be the professional A-rank adventurers you''re going to be, alright? The surviving kind, even.
You''re somewhat relieved to see the adventurers nodding in unison, willing to take this aberrat-slaying quest as seriously as they can. You can''t help but once again think that these young adventurers have quite a lot of potential¡­ only to remember you''re not much older, yourself.
It takes just one more hilltop for the village to come in full sight, modest but lively and just big enough to be mostly self-sustaining. Meager crops fill a patch of flatter land beyond the village, but it''s the sight and stink of the ranches that dominates the scene. Rohn for leather and food and milk, moxy for wool, the ubiquitous hog, and even a small family of garnost. The rohn, massive as they are, also double as a deterrent for many common pests.
Your party is greeted by waves and relieved smiles as soon as you''re in sight, which Kani returns happily. The others are a bit surprised¡ªeither at the lack of wariness they''re so used to seeing in frontier country, or at the sight of frontier country itself.
KANI: I haven''t been here before, but they''re on the map¡ªdo a fair bit of trading with Mayika, so there''s at least one regular caravan¡­ the Watch usually guards it, sometimes a Knight or two gets called in. They''re used to outsiders, is what I''m saying.
As you pace into the village proper, you''re met by the village chiefs, a middle-aged husband and wife. Varant motions the party to group up around him as he talks, explaining to everyone that he wants the adventurers to hear the conversation as part of "training to become party leaders". You notice he doesn''t say anything about being in training to become adventurers at all.
Varant goes over the details he received from the quest posting, confirming their accuracy and asking more questions.
VARANT: When did you first notice there was a pest about? ¡­Fourteen days¡­?!
They don''t have a way to initiate contact with the city, they say.
VARANT: Ah. You had to wait for the next trade caravan to send the request¡­ well, alright. Has this ever happened before?
Not in memory, and not even in the verbal memories passed down from previous chiefs.
VARANT: Huh. Do the houses here have basements or cellars, or even emergency shelters or any kind of sub-floor storage? You know, treasure caches?
They can''t speak for the last, besides themselves¡ªthe answer being yes¡ªbut while there are a couple meat cellars, it''s mostly just emergency fire shelters small enough to be fit in the hard, sandy grounds here on the edge of the Rise.
VARANT: I see. Unfortunately, given the timeframe involved, it''s almost a necessity that we check them for tunnel exits to make sure we properly clean the infestation.
The chiefs say they''ll be sure to give notice to the residents immediately, and ensure that each and every one is willing to vacate their home for a brief period for inspection and extermination if necessary.
VARANT: Our thanks to all of you. If you''re doing the rounds, could you check if any of them have noticed any sign of aberrat presence recently? Sounds in the night, scratching and clawing and hissing, rotten smells where they shouldn''t be, the likes¡­
You wonder if Varant isn''t being unnecessarily thorough for the sake of showing the adventurers what kinds of questions they can and should be asking, even if he could probably have finished the quest himself in the time since they''ve gotten here.
VARANT: Thanks to you both. You''ve only noticed them in the one storage shed, correct? Now''s the time to show us to it.
Actually, now''s the time to get you some accommodations, brief as your stay will be. Without an inn, one of the villagers usually shares their extra space with traveling merchants, and they''ll be happy to keep the party''s gear secure and their lotch fed, watered, and rested for the return trip.
VARANT: We''ll happily accept your hospitality, with many thanks.
The village chiefs get treated to a round of nods and smiles from your party. It''s only a few minutes before everything is situated, and Varant asks the chiefs if they mind if the adventurers take a fifteen minute rest break before starting the quest properly. The chiefs are startled that he''d even have to ask, knowing you''ve taken the journey by foot, but you realize Varant is making a point to your party¡ªyour quest starts as soon as you''ve arrived, and for the sake of both professionalism and practicality any delays should be run by the questgiver. Sometimes, urgent means urgent, and any adventurer should be prepared for that at all times. "And not just out of professionalism," you can just hear him say. "It''s your own safety and ability to clear the quest that''s at stake."
VARANT: Alright. Now''s the time to show us to your rat problem.
The village has a communal storehouse of sorts, overseen by the chiefs and the head rancher, that primarily stores goods used for trade. And this is where the village first noticed the signs of an aberrat infestation: missing food, stray feces, and a pervasive stench. With little conversation, the party approaches the large shed, most of them not knowing what to look for. The village chiefs leave to talk to the local residents, and Tarant motions for the party to stay quiet as he inspects the front of the building for a moment. Seemingly seeing exactly what he expected, he hushes the party a bit farther away before he gives his all-about-aberrats lecture. He''s about to open his mouth when something scratches loudly at the storehouse door from the inside.
Now it''s your turn to hush him, and you quickly place a finger in front of his mouth to plug the flow of expletives. After a moment, the grumpy exasperation in his eyes dies down, and you lower your finger only to realize you missed a couple.
VARANT: ¡ªTrog-skulled ass-clutchers¡­
[GUILDMASTER]: So, that story you told me about¡ªwith the village and the big tunnel network¡ª
VARANT: That one''ll be outdated, believe me. Well then. Looks like your budding adventurer party will get to see just how much trouble a colony of aberrats can get up to in fourteen days¡­