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Bio

Oh gee! An age and a gender and interests and things. Yeah, I have those. Ain't no way I'm about to trigger an existential crisis by typing them all out, though. You can find out what a nerd I am on discord, okay?

Stay awesome, people.

Most Recent Posts





The Dragon: Burdensome Beasts

The Dune Sea of Torragon is a blinding place. They stumbled into it from the sea of the setting sun and it burned their eyes. Sand lashed at their faces and a heat almost too intense to be real slammed into them from all sides. It was no exaggeration whatsoever to characterize it as oppressive.

The students whose task it was to coax the large hesitant tortoises known as Halassa across the finish line two kilometers distant had been given time to adjust. Those who were wise were already mounted. Some had taken time to learn the ropes, for there were locals among them, milling around behind the start line and in the nearby desert, under temporary awnings and tents, in the shelter of alcoves and overhangs in the near-distant cliffs.

It was, by and large, a fiasco. The stubborn beasts would not budge for many. For others, they simply wandered off in a seemingly random direction, driven by some unknown instinct or simply the allure of a distant food source. A couple of halassa attacked each other. Others lay down.

There were those among them, however, who understood the creatures and others who at least knew how to entice them. A handful used brute force, shifting the halassa against their will through the power of the Gift. It was unlike the previous leg of the race; people ebbed and flowed, gained and lost. Tentative holds over the beasts were annihilated by sabotage and the distant screams and ominous shadows of the circling froabases, both wild and tamed. If some elements in the race were planned, the deserts of Torragon would also have their say.

The racers plunged into a valley of scraggly thorns, rocky crags, and sparse vegetation - positively lush by the standards of this wasteland - and then into a tangle of vast dark caves. Here, they searched in earnest for hidden treasures and, of those who left in good order, many left enriched in some way. Few climbed the stark line of cacti that lay baking in the desert sun; for this, they had long ago made clever plans. The gravel slope proved a gut check. Animals rebelled. Some rested, some searched for water, some threw their riders, and others simply avoided the incline.

The riders found solutions, however. Some fused the unstable shale with Binding or Arcane magics. Some boosted or even lifted their mounts with Kinetic. Others lured them with sights and smells that they could not pass up on. People strapped themselves in or glued their clothing to halassa shells in their determination. Cresting the hill, a leading pack emerged, jockeying ferociously for position, throwing kinetic shoves at riders and mounts alike, tempting the halassa with food or water, scaring them with loud noises, bright flashes, or pebbles near the eye. The froabases created yet more chaos, but that was mostly among the trailing group, raggedly strung out now across the wastes. Jocasta of the Gunboat Diplomat-Xicallicoatl alliance led, through sheer force of magic, followed by Nazih Iqbal of Heartstoppers-Skull & Crossbones, Isabella Lowell of VOID-Coastal Crusaders, and Zarina Al-Nader of You Could Never-Shortlisted. Yo’ldoshoy Yo’ldosheva of SYCAMORE-Good Guy Team raced to gain ground having finally left her eeaiko partner behind.

The final two hundred meters proved the true test, however, where mounts had to be actively ridden and controlled. Jocasta fell off the pace and Beastwhisperer Zarina was able to pull ahead, pipping Nazih at the line. Youths dismounted gratefully or regretfully the moment that they crossed that chalky swathe of pebbles, swinging off the backs of the halassa and racing through the swirling portal ahead. They emerged from perfect heat into perfect cold, some alliances having gained, some having lost, others right where they’d been earlier. At least the blustery wind had not changed.








Next Up: The Dragonspine!




The Dragon: Deep Blue Sea

They arrived at their starting places: two hundred fifty-six teams in one hundred twenty-eight alliances. For some, there would be a substantial wait. They wandered the nearby environs, mingled with the locals, and took souvenirs. In each of five locations, a portal zapped and swirled, wondrous and enticing. They talked, taunted, and took friendly bets on who would be coming through to meet them first. A sort of casal paranoia prevailed: nobody wanted to walk too far, lest they not be perfectly prepared when their teammate came bursting through to tag them.

For those in the Rainbow Sea, the wait was a great deal shorter. The enormous floating platform that they stood on bobbed gently up and down on the calm waters of Western Callanast, truthfully eight separate rafts lashed fast and lazily undulating on the gentle waves. Gulls wheeled and bleated overhead and the sun began its final plunge towards the horizon, vast and golden. Then, the Grand Chief of the Ahach stood tall before them and a thousand or more eyes came fixed upon his form. His arms dropped, a pistol sounded, and, without further ceremony, two hundred fifty-six youths plunged into the lukewarm waters off the island’s north shore.

Many were competent swimmers, but it wasn’t long before a handful had distanced themselves from the rest. Eeaiko and hyrdomancers, this small group surged ahead, throwing distractions, inconveniences, and sabotage in the paths of their opponents. A second pack developed behind them, scrappy and talented in their own right, vying for the precious points offered by a fast finish and high placement.

Through the sets of rings they surged, many completing all three in a single dive, for such were the immense advantages provided by the Gift. They siphoned the heat from the hydrothermal vents and battered their way relentlessly through the kelp forest. Local wildlife and curious eeaiko onlookers shied from their paths. With varying degrees of grace, they leapt, scrambled, and climbed through the hoop raised above the water, ruthless in their sabotage of each other. For those who led, it was a simpler matter. They did not have to contend with a gauntlet of hostile action and clever trickery. Employing a mixture of magic and natural ability, they made quick work of the whirlpool, grabbed their tokens, and moved on. The others found themselves dunked deeper, the tokens rendered invisible by illusion, or battered by opponents’ magic.

The water became crisp and frigid as they neared the finish, a test of thermal magics, tactical acumen, and willpower. It was the Lucky Seven Sea People alliance in the lead, hotly followed by VOID-Coastal Crusaders and the Xicallicoatl along with the Gunboat Diplomats, victors in the previous event and overall point leaders. The massive wall of ice that loomed before them stood little chance. With fury and ingenuity, they battered, melted, and unbound it. Others gained on them, but it was not enough. The slower members fell out of the lead pack. Teams You Could Never, Snaked and Afraid, and SYCAMORE entered the conversation, taking advantage of existing weaknesses in the ice. In the end, it was too little and too late. In a near photo finish, it was Aktichak, Acoatl, Auvam, and Owain at the line. They stumbled onto a beach as the sun set and leapt through a portal into the desert. A dozen other swimmers joined them within the next thirty seconds. The race remained anyone’s.








Next Up: Burdensome Beasts!




Act Three: Victors and Vanquished

With our second act coming to a conclusion, we reach the halfway point in our story. The Parrench would appear to be on he front foot, but the Eskandr have both been galvanized and gotten the jump on their enemies in some areas. Two new fronts open up in the conflict and it is time to decide where your characters will see their next action. Please place yourself in one of the two options using this document by Tuesday.
Siege of Chamonix

Having given all of its men and resources to the war effort and the defense of Relouse, the great city of Chamonix, a bastion of learning and culture in the east of Parrence, now stands virtually undefended before the Eskandr hordes of King Hrothgar the Black, save for its redoubtable walls. To its rescue rushes King Arcel and his sizable army, evenly matched with that of the heathens. However, a clever mixture of trickery and treachery has allowed a second Eskandr army, under the command of Sweyn Thunderspear, to approach the Parrench from behind, trapping them between the two forces. It now appears that not only the city but also the king may need to be rescued. The ragged remnants of Queen Eleanor’s army, ultimately victorious but devastated by dragon’s fyre, attempt to lend their aid, along with an irregular force drawn from the surrounding countryside of Green Parrence. The fate of the nation could very well be at stake. If Chamonix falls, it is likely that the east of the country goes with it. If Arcel falls, Parrence just might splinter entirely.
Committed NPCs

Hrothgar the Black
Arcel de Parrence
Eleanor de Perpignan
Sweyn Thunderspear
The Nashorn
Talit'yrash'osmax
Perceval de Perpignan



Drudgunzean Marches

The Kressian Marches stab into the underbelly of Parrence like a dagger in the hand of the country’s enemies. Emboldened by a fresh wave of recruits, the Eskandr march northward, led by Queen Astrid on dragonback. Joined at the Kressian border by troops from their newly-committed ally, led by Dietrich von Sturmfeld, they aim to strike from below, in an area left less defended due to the urgency of the situation out East. It is known by all that the capital, Solenne, is not so very far north of this region, and if the capital falls, so does the country, by all rights. Arcel and Eleanor are both distant. Many of Parrence’s most famous champions are fighting in various campaigns nowhere near Drudgunze. Messengers from Solenne have sent out urgent summons for more soldiers and letters of exhortation to King Otto of Lindermetz, their nominal ally to the west of Kressia, to intervene. The Drudgunzean king is an inscrutable man, however. The situation may indeed be a dire one.
Committed NPCs

Sir Rodric, The Laughing Knight
Otto of Lindermetz
Thorunn Silverhair
Astrid Fireborn
Gudrid Fangtooth
Bjorn Coldfist
The Skyygge



Sasha is approved! Welcome aboard.




Oraff and Eshiran 𝅗𝅥 𝅘𝅥 𝅘𝅥𝅮 𝅘𝅥𝅯 𝅘𝅥𝅰



For five hours, as Oraff took her part of the day, Eshiran - in truth - reigned supreme over Ersand'Enise. It was the annual Melon Derby, first event of the academy's famous Trials, and it played host to clashes of far greater impact and intensity than virtually anyone expected. The minds of people are queerly self-centered things: overestimating the self, scarce bothering to consider the impact of others independent of the challenge that they might pose. This was no ordinary cohort; that much was clear and, more than once, the Zenos and even the Arch-Zenos were forced to intervene. So, too, had the rules been changed, rendering moot hours of strategic planning done beforehand.

Youths from all five continents raced about the city, chasing down leads and, where something particularly valuable came into play, clashing over it. Before long, six had separated themselves from the pack. Where Zeno Born-on-Solstice's team - Lucky Seven - and their Skull & Crossbones allies fought cleverly and tenaciously for the terramelon and others, they ultimately came up short and had to make do with a sixth place finish. Zeno Luria Colloy's Team VOID, however, enjoyed more luck - and that is exactly what it was - along with their Huggy Bear allies from distant West Callanast, coming home with the firemelon and fifth place. A series of ferocious clashes in which faculty involvement was required and some backroom deals netted Zeno Fades-in-Moonlight's team Snaked and Afraid and their hegelan allies, Shortlisted, fourth place and the watermelon. Third, and the much-coveted terramelon went to the relentless exploration, melon growing, and various schemes of Zeno Sienna Afraval's squad and their Vossoriyan allies, Pravda Aeresvaktr, while second place fell to Zeno Hamir Zemana's group, who'd managed to secure both the thundermelon and the cloudmelon due to early and decisive action.

In the end, however, as with all other iterations of the storied event, somebody had to win. If it was not one team, then one alliance stood alone atop the podium. Team Gunboat Diplomats, of Zeno Zander Mozaru, and their allies, Blaze of Glory from Weggos, won not by virtue of sheer strength - which they also possessed a good deal of - but cleverness, creating false leads, building alliances, and defending their decoys as if they were real. A bitter last-second fright aside, nobody came close to figuring out their clever gambit of leaving the melon supreme hidden after touching it, creating false beams, and having Carmillia Carbonneau, whose capacity was just low enough not to trigger its effects, be the melon's carrier.

While counting and inspection was underway, students lingered, chatting. if there was some leftover bad blood, it was to be expected with so many people present who had known only victory so far in their young lives, often to the detriment of others. Then, as students gathered in the grand plaza in front of Balthazar Hall and the final standings were announced, the entire city - which appeared like nothing so much as a battleground by this juncture, began to clean and repair itself under the influence of thousands of mages' Gifts. For some, their performance was a cause for celebration. For others, lament.






Tragic and Comic



With the opening round of the competition complete, the race was on for dinner or at least snacks. Apprentice houses filled with feasting students as did inns and taverns. The city's bakeries, butchers, and food stands boasted long lines and animated conversations among those waiting. However, not all of these places were an oasis of calm. The popular student-run Zeno Bucks stand played witness to a fistfight between one of its proprietors, Zarina Al-Nader, and one of the academy's few yasoi students, Casii'fyret'alan, tensions between whom had been bubbling since their time as part of the mission to the San Agustin Refuge.

What took place afterwards was at once ugly, tragicomic, and ironic. As the two pounded each other, betting money was pilfered, tensions rose among the spectators, and a four-way species-based brawl erupted between humans, yasoi, hegelans, and eeaiko. By then, the two original combatants were sitting on the grass at the corner of the nearby arboretum, sharing a drink and a smoke, their feud laid to rest through the catharsis of simply being able to punch each other in the face.

Their rest was fleeting, however, as the Victendes auction started up shortly after, delayed until the evening due to the festivities. There, both local and visiting students bid sometimes-obscene sums on items both mundane and exotic until the final item, a strange music box with an unknown inscription, came up for grabs.

What started as an unusually competitive auction between rival students of great wealth in a game of one-upmanship morphed into something different and much darker as the bidding topped five thousand Magi. Never before had the reality of the looming war been brought home so clearly to students as it was in that moment as Evander Synesti, backed by the Doge of Revidia, and Ingrid Penderson, backed by agents of the Sovereign Pact, threw increasing sums of money at an item they knew little to nothing about. That it ended behind closed doors and with an attack by agents of an unknown entity served only to reinforce the palpable feeling of disquiet that prevailed.

Ingrid, Desmond, and Sven came away with the box and, once it became clear that it was not truly to be theirs and instead used by their governments as a means of pacifying and taming Monsigneus dragons for use in war, a rebellion of sorts was hatched. At Sven's urging, the students began gathering the kingly sum of Ỽ27,000 to pay the auctionhouse with so that they miht own the box outright. Before long, their hegelan allies were involved, as were Ismette and (with surprising enthusiasm) Benedetto. The aims of this 'Hourglass Order' yet remained nebulous, but all of its members agreed that the wrong set of people had the power and were all too eager to leave others holding the cheque for their decisions and fighting their wars.

During the darkest hours of the night, shadows fluttered across the open spaces of Ersand'Enise and lurked in the city's alleys and alcoves. Outside of the pubs and taverns, those late night oases of light, warmth, and revelry, secret correspondence and sums of clandestine money were exchanged, cloaked figures met in confidence, and the agents of the Traveler were once again active. The roundly ignored commons of the Workman's Quarter, who'd been forced to keep their heads down as the children of the rich and powerful had fought with deadly force over fruits the day before, rose early to light the fires in their hearths, clean their spaces and prepare their meagre wares for market, and dress up in the best of their humble clothing. They warmed up yesterday's food until it was safe to eat and set out, same as they did every day; same as they had for generations. As a slick coating of dewdrops clung to the city's myriad surfaces and the faint glow in the sky morphed into a hazy greyish predawn, this silent army flowed like blood through cholesterol-choked arteries to the townhomes, warehouses, and shops where they would spend their days at work. The night before had played witness to ample instances of drunken debauchery, but bricks had again reduced a half-dozen wealthy windows to crystalline splinters and two more powdered little lordlets had passed out in gutters and been relieved of their possessions. Seventy of the Century's hundred members were in evidence as the sun heaved itself over the horizon, a stern and solemn reminder of the force needed to hold peace and order apart from the clutching arms of chaos.

Bells tolled across the city to ring in 5:00 Shune and, by then, it was a keen, bright morning. The few competitors not already awake rolled out of their beds, shrugged off whatever hangovers or exhaustion they still felt, sometimes with the assistance of the Gift, and dressed themselves or had their servants do it. For last night's allies, farewells of varying fondness were given. They would meet again later as adversaries.

By the time that Shune gave way to Oraff, a vast crowd had gathered in the Grand Plaza and the air was abuzz with eager strategizing and prognostication. Hands wove their way through the air and voices rose in excitement. Once again, rules were announced, commendations handed out, and brunch served. Teams took care, this time, to linger close to potential allies and, when the three minutes for pairing were announced, they scarcely missed a beat. The tactical discussions reached a fever pitch. Warmup exercises were undertaken as others ate. Last moment trips to the privy were almost comically frequent. Some traced ideas on paper and others with the Gift. The second event was almost always the start of the separation between the elite teams and those who would fall by the wayside. It was crucial.

Next came the rule changes, announced with aplomb by the Zenith, in glowing form beneath the blustery blue sky. Huge, ethereal numbers appeared above the massive leaderboard by the fountain, counting down from five minutes, and a surge of energy was felt up on stage as time and space twisted and tore. Five swirling portals to distant locales yawned open and formerly coherent groups of ten fractured into pairs, some hesitating and debating to the bitter end. Nonetheless, eager, giddy lines formed before the great quintet and began to be ushered through. The two-hundred-fifty-six youths who emerged through each played witness to phenomenally different worlds.



Through the Portals



Those who stepped through the first found themselves on a large wooden raft, gently rocking upon a tranquil blue sea. Gulls bleated and wheeled under the late afternoon sun and, in the distance, rose the hazy shapes of islands and towering forests of balloon kelp. An otherworldly sight with their great rounded gas bladders, they swayed gently in a light breeze where they broke the surface, flocks of birds nesting upon them, spindly rope bridges tethering them to one another. Closer by were buoys made of gaily painted logs and ropes denoting the racecourse. Dozens, perhaps hundreds of canoes and small ships dotted the water's surface, packed full of the swarthy, high-cheekboned people of West Callanast. A few, opportunistically, weaved among them in maneuverable boats heavily laden with snacks and supplies, shouting repetitive slogans in singsong voices and doing a brisk trade. Eeaiko were everywhere, in and among the humans and off on their own. Some clung to the sides of the boats, chatting. Others floated on watercraft of their own, mostly awash. Still others swam or perched on rocky islets, their eyes on the competitors and some kind of shiny pearlescent currency eagerly changing hands.

The scene through the second portal was much in contrast to the first. A blazing late morning sun beat down upon a desolate dun sand desert. In the distance, beyond a veil of whipping sand that forced many of the new arrivals to shield their eyes, lay monolithic buttes and hoodoos. Vultures and small froabases circled on the rising thermals, casting rippling shadows upon the sun-beaten ground. Salty white lines were drawn into the distance, where the horizon disappeared into mirage, but the true focus lay closer to home, behind a thick chalky reddish line. Over two hundred halassa waited with varying degrees of patience and restraint, tethered to thick wooden posts that the lazy, wilful beasts could almost certainly uproot were they to bother trying. Some bucked and strained, a few snapping at others. Some ambled about on their short leashes, others rested, and a handful even slept. Handlers in desert garb hustled about the giant tortoises in a very unhurried way, jabbering rapidly in Torragonese or another strange tongue that sounded somewhat like Virangish yet was not. Their voices rose on the brisk wind and were shredded by it as they glanced back over their shoulders at the new arrivals. "You!" shouted one, "You come! You follow me and you ride halassa. Understand?"

The third portal brought with it a cold that was more than bracing. Students found themselves stepping through onto muddy grey gravel under a blustery grey sky. Up ahead lay deepening banks of snow and the blinding glimmer of the sun off of it, but that was not what drew their attention. Stout posts with threadbare banners marked out a starting line, and two lines of them stretched into the distance, onward and up-up-upward until they disappeared into the dark grey clouds around the summit of an unnaturally steep mountain. The sudden screech of a Snow Wyvern startled more than a few of the new arrivals as it circled overhead, as did the distant rumble of the Ildsjø caldera and its constant flow of lava. "Hah! No need to be scared, Greenlanders!" laughed a great big Eskandr, a grin peeking out from beneath his bushy blond beard. "Welcome to Eskand! The good one, that is! Come this way." He motioned for them to follow as thunder rumbled from the mountaintop and a ferocious gust of wind caused the colourful banners to strain at their posts and the students to shield themselves from the sharp, cold snow. A ragged but not-unenthusiastic cheer went up from the small bleachers set up nearby and the group was ushered toward their starting positions, where tall, leathery-skinned men and women on skis or snowshoes waited.

The fourth and penultimate portal proved as different from the others as night is from day - literally. Students found themselves standing on a beach under the light of five partial moons. Waves washed in and out in a steady, peaceful rhythm and torches burned into the night. Voices in conversation, barter, and laughter could be heard, and dozens of rural villagers were gathered around brightly-lit food, drink, and souvenir stands. A cheer went up as the competitors began to arrive, and the voices became excited, people in semi-silhouette leaning in, pointing, whispering, and gesticulating. Someone was going around and taking bets. A handful had brought drums and were making increasingly inebriated music with them, while a couple of children had to be pulled back by their elders. In the distance rose a subtropical rainforest, deep and tangled, with networks of tenuously torchlit paths snaking into its depths. Closer to the couple hundred youths was their guide. "Hallo, Sousern frienduhs! Walcome to Longwan! Come wiss me!" she enthused, motioning them onward. The drumming intensified. Some were ringing strange bells. Others danced with fire and burnt incense. "Come come! No worry, this is the biguh Autumn Festival. Good food! Yummy drinks!" A couple dozen children were already darting about between the new arrivals, handing them burlap sacks.

Finally, those who walked through the fifth portal walked not into some wilderness or near-wilderness but the heart of an immense city and, surely, save for the sole hegelan among them, it was like none they had ever seen. Taking their places in a sizable plaza, they found themselves within a vast underground cavern, its innards lit by blazing white fires and an intricate system of giant mirrors and crystals, as well as brilliant shafts of light that streamed through tunnels carved deep into the stone that separated this place from the world outside. On top of these, tiny gas and bioluminescent lanterns twinkled in the dimmer reaches. The ornate facade of a palace loomed before the students and, from beyond it, emanated a sweltering heat and the hint of a breeze. The place was alive with light and sound and scent, the noise constant: clanging hammers, bustling voices, clattering wagons and snapping fires. Their smoke hung about in a haze toward the roof of the cavern and some dissipated through the shafts above. It was the people who were most overwhelming, though. Thousands of them - hegelans all - surrounded the plaza from balconies, bridges, and rooftops, shouting, waving, and cheering. As the last of the competitors exited the portal, a cacophony of bells began to chime and a band began to play the moment that it ceased. "If yeh'll foollo me, ih'll be raigh thess way," shouted at least a dozen guides in relatively broken Avincian. "Welcom teh Hogh Munkhelad!"




When the last of the students had settled in, signals were exchanged over vast distances and the wizened heads of a half-dozen Arch-Zenos nodded. The swirling holes in reality that had brought the students there winked out of existence. It was scarcely a minute later when new ones were formed, linking the disparate legs of the race. Over in the Rainbow Sea, under a sun that glared golden in the competitors' eyes, A stout man wearing a regal crown of feathers, silver, and precious stones raised his arms and let his body fill with magic. "Nswi... niizh... bezhik...Gagwejikazh!" He dropped them.




Resources

Whatever you do, please read the first hider thoroughly. If you have read them and still have questions, feel free to ask a moderator for assistance. As this is a competitive event, failure to adhere to the specific posting rules for this cycle will result in immediate disqualification, without exception.







Let the Race Begin!
Act Two: Scattered to the Winds____ __ _ _

Chapter Five: Calamity to Crisis_________ __ __ _ _










It was shortly before midday when the katterhorns started up. Already, there had been a trickle of smoke from the direction of the Grøntempel and it had been a subject of idle conversation lately. Perhaps they were making some sort of offering. Maybe it was merely garbage being burnt in the yards beyond. Perhaps it was truly a fire in their sacred place. Many were still on edge over the havetskriger that had gotten loose the day before. Now, however, the great rasping cries of these horns rose into the cool spring air, harsh and crisp, and echoed off of the fjord walls. People paused in their daily errands and work, searching about with eyes and voices, and there were now other ribbons of smoke rising from the city: more than the usual assortment of cooking fires and forges. So it was that the city of Meldheim, heart of the Eskandr lands, lurched from calamity to crisis.

The people of this place did not yet know it - for it had been centuries since anyone had dared attack their capital - but all of the misfortune that they were now to endure was the work of Parrench infiltrators. These had been based in Rigevand for the past handful of days and their true nature unknown even to many of the Quentic converts who called the village home. For, as much as they now kept the gods of the greenlanders, they were still Eskandr and would have almost certainly rebelled at the prospect of their guests putting the city to the torch.

The katterhorns continued to sound, people scrambled, and fires spread. Within ten minutes, soldiers, firefighters, and sorcerers were running about the streets. The Grøntempel was fully ablaze now and a growing crowd gathered on the mountainside outside of the city walls. From this multitude rose cries and lamentations as they watched Meldheim burn. A punishment that they had so eagerly and thoughtlessly inflicted upon others had now turned its ire upon them.

As thousands streamed out of the capital's gates, chaos took their places within. For every fire put out, there seemed to be another three. Thieves and opportunists ransacked dwellings and plundered shops. Enemies of the Eskandr continued their work with a grim sort of glee. Then came the flooding, in earnest now. Streets became streams, cellars filled, and anything left unfastened was swept away.

Into this stepped Queen Astrid and the Æresvaktr. Whatever exhaustion lingered inside of them from the day before was nothing in comparison to the urgency they felt in action. Countermeasures were enacted, and stormclouds began to form over the city. Over a dozen Parrench either surrendered or were struck down in the midst of their crimes. Kol, Vali, and Arne were dispatched to the hotspots: the Kongesalan and Grontempel, the docks and the market, to both blunt the catastrophe and hunt down the ringleaders: people they'd likely met before on the battlefields of Relouse. Silently, the hooded figure of the Skygge joined them, but a dilemma remained: fight the fires, save the people, and salvage the treasures soon to be lost, or bring the arsonists and raiders to justice?

Yet there were more raiders now. The Sea People rose from the river and its ruined locks, dozens of them invading the palace and plundering wantonly. If they had not come as an army, they had come just the same and it was yet another figurative fire that the Eskandr had to put out. Too many! There were altogether too many and it was a mystery, a punishment, a farce that this had been allowed to happen! The water barbarians ran eagerly about, filling sacks of sea-cloth with whatever they could find, jabbering in their strange language, and chanting mocking songs. It was a tragedy: something to run from.

Yet, around the far hook of the harbour, a trio of knarrs rounded the headland, unremarkable but for their sparse crews and unerring path right into the mouth of it while many were trying so hard to escape. Aboard were Trygve, Maud, and Lazy-Eye Jacques. Of the strange swamp girl, Nettle, there was naught to be found and nothing had been seen of her since she had gone to tame the havetskriger. Already, they could see a few familiar faces along the docks: some who'd come with them and some who'd been rescued from Meldheim's prison. There were just a few more: a few more who needed to make it there. They could afford to wait around for fifteen more minutes. Then, whoever remained behind at that point would remain behind for good.

The hourglass was trickling, the pieces were moving and, as Maud watched from the boat, a heavy wind swept flames in the direction of the Kongesalan. A dozen small fires were now licking at the mighty building's periphery. Though the Tree of Life had not yet caught, one would have to think it would be only a matter of minutes. Trygve could not bear to look at it. "Træet er helligt. Vi burde ikke gøre dette," (The tree is sacred. We shouldn't be doing this,) he mumbled under his breath. Busy racing through the burning streets of the city where he had grown up, Svend glanced back and felt a pang of... something. Coming back here, playing the role of this Jarl Bjorn or Alsfard. It had awakened in him not a love for the old gods, for they were false, but at least for his own tongue, his own people and culture, and he felt himself a traitor, an eternal outsider among these Parrench. The die, however, was cast. He had chosen his path and, whatever regrets now welled up inside of him, it was his to walk.

Then, flames touched the great tree that rose from the roof of the Kongesalan and everybody within Meldheim was compelled to gaze upon it.




Act Two: Scattered to the Winds____ __ _ _

Chapter Five: The Stand______ __ _ _







Tales of Heroes 𝅗𝅥 𝅘𝅥 𝅘𝅥𝅮 𝅘𝅥𝅯 𝅘𝅥𝅰




In the Quentic Faith, there exist many tales of brave stands against seemingly impossible odds. These are much beloved of the commons, the nobles, and the church alike, but for different reasons. For the first, they represent the triumph of man - and, sometimes, even woman - against things much greater than himself. They are agency attained with the blessings of the Gods. For the second, they are an ideal to aspire to: the legendary story that will resound through the ages, the fulfillment of the ideals of a nascent form of chivalry. For the last, who approve and promote them most fervently, the stories are proof positive of the power and mercy of the Gods. They are what might be achieved by those who place their trust in forces greater than themselves and act upon faith. St. Defrois slew the Dawn Wyvern not because he was more powerful than it, but because he was blessed with Chune's sagacity and Echeran's might.

Yet, for every story told of a brave hero's triumph or noble, meaningful sacrifice, there are twice as many untold. That is because the heroes in question did not win and if thy died, they saved no one. It this fear that nipped so persistently at the edges of their minds as hundreds of knights, magicians, and men-at-arms huddled within the dark, dank, strangely warm caverns beneath Mont Errant. They had tried fighting the Eskandr and they had failed. They had tried fighting the dragon and they had failed. Even now, it circled above, howling and screaming into the predawn darkness. Blasts of fire cooked the mountainside shrubbery and boiled away streams and small pools. Beyond some measure of protective rock lay a hellscape of choking smoke and scalding steam that bled and billowed from sheets of flame. So it was that they prayed. In diverse degrees of faith, hope, and vigor, they beseeched, now, the five members of the Pentad - but Echeran above the others - to intercede on their behalf or to grant them the strength to overcome this trial and become heroes instead of victims.




Heroes to Some




If one side prayed to its gods, the other's appeared to have actively interceded. In the matter of an hour, the situation had transformed from nearly hopeless for the Eskandr to a victory of sorts. The Nashorn had laid low the cream of the other side's army. Sweyn Thunderspear had been restored to health, and the dragon's ire focused almost solely on their enemies. If it was difficult to leave behind such a magnificent hunt for some, the consolation was now that they would be hunting bigger prey.

At a run and a canter, they made haste for the east and the great city of learning and libraries known as Chamonix. Capture it in tandem with their attacks and those of the Enthal Drudgunzeans further south, and they would escape this scenario with some gains to show for it and a strong positioning at the bargaining table. If Eskand could not have all of Parrence, then it would at least have a good chunk and its enemies would be permanently weakened. The larger prize was Arcel himself. His army was in close pursuit of Hrothar's, looking to bring the Black King to battle. He was not, however, aware of the second army now coming up behind his. Should the charismatic young monarch fall in battle, surely it would break the Parrench spirit. Should he be captured, his ransom would bankrupt the enemy treasury.

It was on a warm and drizzly late Stresian morning when Sweyn Thunderspear's scouts, led by his fellow Æresvaktr, Ulfhild of Ulven, sighted the rearguard of King Arcel's Army, itself shadowing Hrothgar's and perhaps only a day's ride from the city gates. The decision that emerges is a key one: immediate attack or settling in for a longer campaign? The stage is set for a second great clash of armies: one that might determine the fate of nations.




Shune's Gambit




It was not only from Echeran that the potential answer to their prayers arrived. Both strength and wisdom had combined those two hundred years prior to slay one maddened beast, and so they would ally once more. A bold plan was hatched by Ser Maerec de Solenne, weighed by others including the Queen herself, her brother Count Perceval, freshly healed, and finally the famed Kressian dragonslayer Hildr the Red. Of the Eskandr forces, she alone had remained, her insight and experience potentially invaluable in the fight to come.

For the next hour, humans, small and trembling but with increasing boldness, risked approaching one of the cave system's entrances and peering out into the slowly-lightening void beyond. After a time, the furious creature cooled, its passes becoming less frequent, its blasts of fire sporadic. Then, the earth itself shook, small rocks tumbling loose from the cavern's ceilings, a couple of stalactites hitting the ground. People cried and prayed, but the danger passed after only a few seconds and they found themselves in Oraphe-Sept's debt. When the next party crept out from their refuge, the great maddened beast rested atop the mountain, thin trickles of smoke spiraling up from its nostrils into the deep blue sky.

So it was that their desperate campaign began not with a charge and a battlecry, but with Queen Eleanor, Ser Maerec, Dame Hildr, and two dozen handchosen knights in the drizzly predawn. Flames guttered in blackened tree stumps. Smoke drew the odd cough from the group. Every footstep kicked up pale, ghostly ash from where it lay upon the ground. It was within this otherworldly setting that they made their way up a darkened mountain under fading stars, hoping that - someday - stories might be told of what was to come.








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𝅗𝅥... 𝅘𝅥... 𝅘𝅥𝅮... 𝅘𝅥𝅯...
𝅗𝅥... 𝅘𝅥... 𝅘𝅥𝅮... 𝅘𝅥𝅯...


🙠 Magic lives within 🙢
🙡 the margins. 🙣



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In days of yore, long before you or I entered this world, it is said that magic flowed freely and naturally through all things. These stories persist in dusty old tomes, folktales, and increasingly fanciful recountings. They speak of wise and terrible wizards, known as Zenos, who stretched their power across continents, grasping nobility who basked in the light and life of powers ancient and arcane, and great and fiendish demons who sought to bathe the lands of men in eternal darkness. That was, those voices from the past insist, before the Death of Magic.

The year is Dami 64, and the scholarship of any civilized nation rightly regards these primitive claims with rigorous skepticism. Even if we are to accept that once it was an invisible and fantastical application of magic that bound the brotherhood of man together, bands of steam, steel, and signal have superseded it now, and with growing efficacy. The engines of industry thunder forward in their tireless churn, producing the conveniences and opportunities of modernity. Towering smokestacks and stunning new edifices of iron, glass, and marble rise into the skies of grand old-world cities and their burgeoning new brethren across the Asperic Ocean. Where once travel was difficult, dangerous, and time-consuming, one can now move between Michaugo and Relouse in under a week, and this figure decreases with each passing year.

Key to this dynamic growth has been the Mephisto Company, headquartered in Blackthistle Manor, a sprawling industrial park on the outskirts of Harrowend, capital of the United Kingdom of Greater Enth and Hendland. It has been sixty years since the discovery of the symbiotic protists known as manas by founder and genius inventor Thaddeus Lowell. Where the ancients put their workings down to something as vague and arcane as 'magic', the vast majority struggling to harness this immense boon, modern science has isolated their ability to make use of energies both manmade and naturally occurring. Thermal, mechanical, electromagnetic, chemical, and atomic, the Mephisto Company's tools and machines have allowed people to harness each by interfacing with their bloodstream-dwelling symbiotes. To say that this has revolutionized life the world across would be an understatement, and the rising tide has lifted all, lord and labourer alike. Now, one may take his fate into his own hands and purchase the ability to wield this great Gift of the most Holy Pentad.

Yet, there are always outliers, ingrates, and rascals. There are those who decry the great work of the Mephisto Company and advocate for a return to the savage and unenlightened old ways of 'natural magic', where a privileged few ran roughshod over the rest, who subsisted in fear, darkness, and ignorance.

It was against this backdrop that, early this morning, Thaddeus, the greatest mind of his age, was found dead in his sleep at the age of eighty-seven. May he rest in Eshiran's peace and Shune's light. No word has yet reached the public, and his five heirs have gathered at his country estate in Briarthorn Weald to read his will. They have also invited you. To what purpose remains unspoken. Already there are whisperings that foul play and grasping ambition bubble just beneath a placid surface, threatening to boil over.
A Legend of Sipenta





Almost miraculously, the inclement weather from earlier cleared: rain to sun, heavy clouds to blue skies and a stiff, refreshing breeze that stretched flags out at full flutter and turned the hair of anyone who bothered to keep it long into writhing tangles. Seagulls, visiting from the nearby coast, circled and bleated, diving in at the periphery every so often and squabbling over scraps. It was an hour of mingling and hors d'oeuvres. Senior faculty - the Arch-Zenos Intaba, Latvar, Giarrone, Harrachora, Riu, Tojarra, and Nakamura - sat chatting amongst themselves on stage, beneath a sonic dampening bubble with Zenith Upta and, somewhat belatedly, the Paradigm. Servants and enchanted platters weaved among them and they indulged in all manner of culinary delights, but everybody really knew that it was the calm before the storm. If preparations were not quite frantic, it was perhaps because so many irons had already been placed into the fire and, nonetheless, much of the city bordered on the frantic. Then, there were ten minutes remaining. The Zenith called for silence and the group of over a thousand youths more or less delivered it, the final few stragglers stumbling back to the square from a nearby pub.

"You all well know the rules of these Trials," Claresse Upta announced, voice booming over the vast space. "And it has been judged that, perhaps, you know them a little bit too well." A hum of uneasy conversation rose within the crowd. "Many of you also know this city and where your assigned quarters with your masters are. For those who don't..." She snapped her fingers. All at once, a murder of crows seemed to materialize out of thin air. They swooped down into the crowd to the sounds of yelps and panicked cried, alighting on the arms and shoulders of one student from each group. In their beaks, they held rolled-up parchments. These were dropped either gracefully or unceremoniously, depending on how well they were received, before the animals flew off in a great squawking clattering horde. Once the group had settled down somewhat, she continued. "You will find personalized maps to the spaces which will serve as your temporary home bases. However..." and now, a twinkle entered her eye. "There are some rules that you may be expecting - that you may be used to - and, well, you can throw those out the window. This year, we will be trying something new. To that end," she continued, "the following rule changes will be in effect:
  • All melons of one hundred points or above are protected by the magic of your zenos and are virtually indestructible. Those of two thousand points or above are protected by your arch-zenos and myself.
  • The destruction of any melons may only be undertaken by using other melons. Thrown, acidified, packed with something destructive, that is entirely up to you.
  • To assist in this endeavour, there is a new type of melon this year: one hundred melon grenades are hidden about the school grounds. Upon contact with another melon, these tiny melons will cause its destruction and that of any other melon within a ten foot radius, excepting the five elemelons and the supreme.
  • Each melon grenade detonated by your team will cost you one hundred points. Each intact one is worth fifty. This is a tactical choice that you will have to make.
  • Finally, hidden about campus are ten 'Dark Melons'. These are distinct in appearance from all other fruits in today's event and they come from Nonin, Hanien, and Casong. You should be looking for small, purple, and very well-hidden melons, pointed at one end. Upon touching another melon, they will open a melon-destroying portal of twenty feet in radius, capable of eliminating any other fruit, including the five elemelons and the supreme.
  • You will have a choice to make, however: each Dark Melon is worth five hundred points if kept intact and, like grenades, will cost you one hundred points if destroyed.
She paused. "Oh yes, one final matter: the rule from years past against entering others' bases has been repealed. Rules against wanton property destruction remain in effect, and any indecent invasion of privacy or theft of all items but melons will be punishable by immediate disqualification. Otherwise, you are free to enter and wreak whatever havoc you please."

What followed was essentially an uproar, as plans and prep work were thrown into chaos. Less than the majority but more than a few looked - and even sounded - distinctly unhappy. Others cheered. Ruthlessly, the sound of the latter was increased by Arch-Zeno Riu and then all other noise appropriately muffled. "And on that note," the Zenith declared, "Let me not keep you a moment longer." The great clock behind her, on the tower of Balthazar Hall, struck two o'clock Oraff and its chimes echoed across the plaza. "Off with you, then! Off with you!" Zenith Upta shouted. "I shall see you all again in five hours!"






It took precisely ten seconds for Benedetto to make an ass of himself. "The destruction of any melons may only be undertaken by using other melons," he mimicked poorly. "Well how 'bout this!?" he crowed, spiking a one-pointer he'd grabbed into the ground. Instead of exploding into mush and fragments, however, and spraying his and his teammates' clothes, the fruit rebounded and smacked him in the face. Benny staggered backwards and both Marceline and a couple of the pirates they'd allied with burst out laughing. "Something fucking funny?" Benedetto snarled. "It was an experiment." His face was red and only the very real fear of what he might do if pushed allowed Penny to tamp down on her own laughter.

"We should split up," announced Anthal, the nominal leader of the group. "Four on defense - search n your way back to the house - the rest in pairs, roaming and targeting our best prospects." Penny was supposed to be with Marci on her way to the house because they were both slow, and the plaza was emptying out quickly - a near-stampede. That was when she got an idea. There was no rule against melons being within the square itself, and she was no more than a dozen feet from the fountain. Reaching out with the Kinetic Gift, she blew wind over the vines that snaked about it, rustling their leaves and pretty purple flowers. A small melon shape! She felt it or - rather - felt her wind encounter resistance and arc around it. Trying not to dash forward too obviously, she sat on the lip, set her crutches aside, and buried her hands in the leaves. "Already sitting down on the job," mocked Benny. "Typical fucking -"

"She has a melon, you fool," hissed Anjeluun, one of the yasoi. The others immediately grouped around Penny and her hand seized upon it. It was small - quite small - and, when she pulled it out, purple! And pointed at one end! "It's a dark!" she exclaimed, voice quiet, holding it tight against her chest. A couple of interlopers were already taking an interest. Then, Marci hobbled towards her, sinking low and enfolding Penny in a hug. "It's okay, you'll do fine, Penny. Don't let their stares get you down." She flashed angry eyes back at the members of the enemy teams and a couple of them drifted off awkwardly. "Put it up your dress," she whispered quickly. "Strap it to your leg. Hurry, while we're hugging."

The Perrenchwoman's eyes widened. It was something they had discussed: hiding melons in the empty side of her skirts. With all of the fancy magics on display, it was unlikely that people would suspect such a simple deception. Even if they did, would anybody really be so uncouth and indecent as to reach out and grope the apparent 'stump' of some poor amputee girl on the off-chance that they were right? It was awkward and not altogether convincing as a normal 'embrace', but Penny got the melon in place and strapped to her upper thigh. She pretended to wipe away some tears and she stood and grabbed her crutches. Five hundred points in the bag if I can just get you safely back to Zeno Solstice's. Let's go! The others were already running off to execute the rest of their strategy. Penny did not delay in following.







@Daxam One hundred percent, my dude. To be honest, I was going to close apps again, but I know what an awesome writer you are, so the door's still open. I know that the lore in the IC is a lot, so feel free to join our discord and ask any questions or float out any ideas you might have. Genuinely looking forward to it.
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