Magic Prodigy
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Land of a Thousand Lakes, Part 6: Heart of the Matter

Go down

Land of a Thousand Lakes, Part 6: Heart of the Matter Empty Land of a Thousand Lakes, Part 6: Heart of the Matter

Post by Game Master Thu Jun 15, 2017 1:19 am

Name: Land of a Thousand Lakes, Part 6: Heart of the Matter
Rank: Ghost
Requirements for Lower Ranks: ≤ 1 Rank
Minimum Word Count: 6,000
Location: Land of a Thousand Lakes
EXP Gain: 3,750
Coin Gain: 0
Item Reward: Mermaid's Heart (Optional)
An item that seems to pulse with power that no magic can tap into. It's best to leave it with the historian for now.
Synopsis:
The historian sends word to you that he needs to speak with you in person. He doesn't give you any details, just asks you to meet him at the library in Tartaros.

When you arrive, you notice that he has the items you previously obtained; the two halves of the book, the glowing water, and the crystal. Near him, he has another book that's massive both in size and thickness. He begins telling you about how the torn book was written in the language of the gods, and that in order to decipher it he needed a special item. The item is known only as 'The Mantra' and is currently lost to time. The only people who might know about where to find it would be the ones who were guarding the torn book, the mer-folk.

If you remember from your last encounter with the mer, there was one who wasn't aggressive towards you. You'll need to go to the Land of a Thousand Lakes and find her again. Once you find her, you'll need to find a way to make her tell you where it is. This is the part of the mission where you make the mermaid a character of your own design. Every aspect of her personality is yours to decide which, by proxy, will decide the difficulty of this mission.

Once you get her to tell you where "The Mantra" is (Aura), you both will be attacked by a group of Mar; the half-fish people from the Grand Marsh. Their leader tells you that they're going to kill you both, and then the monks in Aura, and then the Historian as well. They don't give you the reason why, just that they'll do it. Then they attack. By the end of the fight, you find the mermaid was shot through the gills and is bleeding profusely. Her last action is telling you to cut out her heart and take it with you, then she dies. Whether or not you actually do it is up to you.

After dealing with them, report back to the historian to let him know his life is in danger. If you're a rank is Wisp, he'll tell you to gather your strength and come back when you're better equipped. If you're rank is Ghost or above, he'll tell you to come back in a couple weeks so he can come up with a plan. He'll also provide you with a place to rest if you need one.

Enemies: Mar Mage, Mar Hunter, Mar Warrior, Mar Thief, Mar Summoner, Mar Assassin
Is it alright to make up my own enemies?: Yes
Game Master
Game Master

Posts : 122
EXP : 999,999,999,999

Character Sheet
Chosen God:: The Unknown God
Guild:: Tartaros

https://magicprodigy.rpg-board.net

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum