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Immortal's Reign



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Thu May 28, 2015 9:51 pm
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SpiritedWolfe says...



Our story begins in the land of Sidell, one that is blessed by the five Gods that watch over it. Across it there are five tribes, known as the Gods' children.

Or... there were,

before the Immortals rose to power, and four tribes were reduced mere fifty people from hundreds of thousands. Then the last, completely disbanded. The grand centuries of peace between the tribes was cut short by six fake, greedy Champions, who outmatched over a million, blessed people by stealing each tribe's sacred artifact.

But it may help your journey to defeat these Immortals, as they call themselves, a lot more if we took a step farther back. Perhaps to the origin story of magic itself.

~ * ~ * ~ * ~ * ~ * ~


-- The Story --

Lore: As it begins with about every origin story, there was no real order at first. People, ordinary men, were strewn about everywhere, and conflict broke out quite often. Enemies were jammed together with nowhere else to go to escape.

The Gods then decided to each choose a Champion who would create order, one to lead in the name of each God. These five men, now Champions in the eyes of their peers, quickly rose in status, wealth and indeed lived up to their names as leaders.

Along with the title and respect, each man was given an enhancement in abilities and certain types of magic, depending on their Patron God. For instance, Urgan -- the god of shadows and sorcery -- gave his Champion vast magical abilities, but Furin -- god of fire and ferocity -- gave his none. But all the Champions were immortal in the sense that time would not touch them.

Centuries passed and enough order was created among all men, that all was well for a time. But as all men are jealous, envious of those higher, they began asking the one question: "Why?" Why of all men, were these 'Champions' chosen to guide. What made them different? It was unfair, was it not?

And all the men, even the Champions, agreed something was unfair. Though, they differed in views on what was unfair.

Two of the Champions sided with half of the men, that the Gods were unfair by choosing only five to rule. However, two other Champions and the other half of the normal men believed the Gods were right -- as they always are -- and should not be accosted so. What else to do?

Go to war.

For seventeen years, war raged across the land. All the while, the fifth man, fifth Champion of Derish, the god of spirit, mind and logic. Perhaps other things along the lines of practicality. This fifth Champion thought the war was more than just 'what was fair'. Tensions was still high between enemies who were still stuck together, those who viewed differently.

Those seventeen years, he fought in his own way, for peace. He managed to gather the Champions and Gods together to end the war. The terms were all men were granted attributes of his (well, women too, of course -- gender equality!) favored God or Champion. The fifth man, now commonly known as the wise man, also had the Gods divide the men into tribes based on what powers they chose.

Naturally, those who were similar chose a specific tribe were similar to others who did. Each of the tribes came to gain certain attributes that were common for them, that all the other tribes knew them for. They were as followed:

ABENGALE
Cedar ~ God of life, nature and faith. Home of the Life Orb.
- They are thought to be a much more peaceful tribe in and of itself. The magic granted to their people was that of healing and tending to plants, herbs specifically. In battle, their powers cannot do much, but in healing, there is no other match among any other tribes.
- They are the most faithful (duh, that's what their God is known for) and often having ceremonies to thank and honor the Gods for peace and prosperity. Other times, they are fairly mellow, relaxed and friendly. Their main beliefs are to help your neighbor as you would family. Sometimes, the other tribes see them as pushovers.

MALIFORD
Furin ~ God of fire, ferocity and bravery. Home of the Fire Orb.
- This is the main fighting force among all the tribes. Many of them have very little to no magical ability, but their strength, endurance and over all fighting ability is so much that none other can compare. Many are also great hunters and marksmen.
- While they are fierce and brave in the heart of battle, or even on a hunt, they are not aggressive and will not start the fight. They have their own code of honor as they are the protectors. Occasionally, they can be known to have a slightly swelled ego or have an arrogant attitude.

BENISWORTH
Orfus ~ God of water, prosperity and intelligence. Home of the Water Orb.
- Overall, people of Benisworth search for more advancement and look to expand their knowledge of the world. Their abilities consist of quick and bright minds, along with moderate magic, most of which is hardly battle magic. Most of the prophets of the tribes are found here, as their magic is often times seer like (but other times just for practicality).
- They are the levelheaded bunch of all the tribes and are often better at challenging themselves. Along with being problem solvers, they have a common thirst for knowledge and better at strategics than the actual fighting itself. Still, they are known for being mysterious and stuck up, refusing to actually share the knowledge they so crave.

EPIKAH
Urgan ~ God of shadows, sorcery and conquest. Home of the Shadow Orb.
- This tribe has the most vast ability of magic out of all five (even if it's not the strongest). Their magic is mainly used for training and battle, while many of them lack physical fitness or even the knowledge of how to bear a weapon. Still, they are most endurant magic users, with the most capabilities.
- Overall, they could be classified as the most shady and self centered of the five tribes. However, they are very loyal to one another, knowing how to work with one another very well. Not only this, but they are the most proud by far and hold grudges for quite a while if they are offended or their pride is hurt. Also, ruthless. Throwing that out there.

YUGERNES
Derish ~ God of spirit, mind and logic. Home of the Spirit Orb.
- They are, by far, the smallest of the five tribes. While the others are roughly similar in size, this one has nearly a tenth of the members that the others do. (Probably about five hundred thousand to fifty thousand.) But, their magic is the most powerful and influential. They deal with mind and soul, sometimes penetrating and controlling either. Though, this practice is highly frowned upon. It often times leads them to be more balanced than normal people.
- As mentioned, they are much more prone to thinking out decisions and thinking which will create the best outcome. Overall, they are a lot more independent than in other tribes, but their business is so intertwined with others, they often get tangled into other things that they may prefer to stay out of. At first sight, they are cold and mind their own business, but when befriended they become quite a different person, though still serious and solemn.

I'm sure you're curious to know about these orbs. Well, after these tribes were formed, the Champions ruled for a while, but a man can tire of living forever, can they not? For not even battle can slay the power of the Gods. So, when these Champions decided to die, their body became an orb of power that their tribe kept sacred. Only someone from the tribe of the orb can harness their power. Or so it was thought.



History: For millenniums after, there was relative peace among all the tribes, so no total war at the least. Occasional skirmishes and disputes broke out between small groups in the tribes, but the occasion never rose that an entire tribe was pit against another. Until only two centuries ago from today.

In Yugernes, the legend of the Champions was ingrained in the hearts of all the members, so six very powerful people decided to 'recreate' it. Proclaiming themselves Champions, the rallied the rest of their tribe behind them and wanted to take over all the tribes, 'for the Gods' they claimed. It was their order.

Another enormous war broke out, pitting Yugernes against all the others. In any other sense, the others should have won, outnumbering their enemies forty to one. However, these fake Champions conquered one tribe at a time, and once one was taken over, they stole the orb of that tribe, harnessing the power for themselves. After all five tribes were conquered, these six fake Champions were unstoppable, coining their name as the Immortals.

"But wait!" you say. "There are only five orbs, but six of these Immortals!" Well, you're right! (*end cheesy moment*).

The leader of the six Immortals, known as Cheerin, took a chunk out of all five orbs and combined them into one, conglomerated orb, known as the Ethereal Orb. Since now, none of the orbs are completely whole or pure, these Immortals differ from the Champions. While the original Champions could not be slain, these Immortals still have the possibility to fall in battle, but, still, they evade time.

Sidell was split up into five different parts, with the holders of the main orbs occupy one each. Cheerin took a small island in the center lake of Sidell, where she could more efficiently govern her companions. It was there that a prophet approached her and said that she had not made the Gods happy and that their children would reclaim what was theirs.

Let's just say she didn't take it very well. She ordered that all the tribes except Yugernes be slaughtered to a population of less than a hundred, then exiled in a small peninsula in the province that the fifth tribe once inhibited, now called Omenal. That province is where the Immortal of the Spirit Orb governs and lives, Simethus.

As for Yugernes itself, they were completed disbanded and scattered across the land, either brainwashed into living peacefully in the provinces or forced into service for the Immortals. Having come from the tribe, the Immortals still felt slight connection to it, and the powers are fewer, yet stronger.

Since then, the last four tribes lived on the peninsula, facing harder times than ever before. The tribes of Maliford and Epikah clashed and declared war against one another, and Benisworth (who was squished between them) was forced to attempt to keep peace. All the while, Abengale withdrew from the rest and practiced their own rituals to appease the Gods after punishing them so.

All and all, with the tribes in ruin, Cheerin still worries of the words of the prophet, and every decade normally collects only warriors and fighters, to stop them from becoming to big. But as of late, she had become more bold, ordering to take a tribe leader of one of the warring tribes, a healer and prophet this time.

Once collected, they are whisked away to the main city of Omenal, Jandey, where a large celebration takes place before the men are slaughtered. The occupants of the city believe them to be killers or vile people who have disgraced their country. There, live large groups of pervious Yugernes people, and while most of them are blissfully unaware, there are some who see something is off.

(NOW: That was probably a lot to take in, I get that. This is an epic style SB, with heroes, lots of adventuring and probably doing deeds that seem impossible. Feel free to ask me any questions in the DT and throw around lots of ideas, please! After all, we'll be leading the charge together.)

~ * ~ * ~ * ~ * ~ * ~


-- Slots --

Collected
Tribe Leader: Dani Weathal (TheWanderingWizard)
Healer: Paneth Rose (SpiritedWolfe)
Prophet: Datev Tumas (Pretzelsing)
Tribesmen: Izarus Mira (Wolfie36)
Tribesmen: Amerigo Castrien (Craz)
Tribesmen: Asia Smolk (Tuesday)
Tribesmen: Rayne Iyane (Basil)
Tribesmen: Vesia Moss (Veni)

Omenal Occupants
Specter: Vacant
Specter: Isadora Haney (AdrianMoon)
Specter: Hastill Medalion (SpiritedWolfe)
Rogue Mage: Rundel Claude (CookieEmpress)
Rogue Mage: Kasia Lytte (Noelle)
Rogue Mage: Phillip the Silent (Messenger)
Former Yugernes: Nevaeh Sarada (Craz)
Former Yugernes: Embry Mendriel (Megrim)

~ * ~ * ~ * ~ * ~ * ~


-- Extra Infomation --

Spoiler! :
Tribesmen: (This does not mean your character has to be male xD) For whichever tribe you choose, your character does not have to have those characteristics or abilities, to a reasonable extent. Like, someone from Maliford would not have extensive magic, but it's possible to have some, less limited powers. However, where they are from will affect how the other people will view the character and how they think they are/should be. Also, any tribesman can have any Patron God, whether they are the God of their tribe or not.

Patron God: If any tribesmen ever chooses to have a Patron God, they must swear their loyalty to said God and breaking this loyalty can often lead to death. However, having a Patron God can sometimes give the tribesman new or stronger powers. In the tribes, someone of a higher rank (healer, leader, prophet, etc.) is normally required to have a Patron God, who guides them in their important decisions.

Former Yugernes: They live in towns, villages, cities of any of the five provinces, but for the sake of characters, if you choose to create a character with one, they live in the capital city of Jandey (see Jandey paragraph for more information.) Many don't know about the tribes or the history of the Immortals, but those who notice something wrong are slightly stronger than the others, who go along with it, having the powers that the Yugernes are known for.

Specters: These are creatures that are indeed ghosts, but they are special in the sense that they retained their powers: shape shifting. They are known to be lost souls who remained in a different state and lost their true form. Now as ghosts, they are able to shift between four or five different forms, but it take days, at the least, to shift form again. However, they can become ghostly-like or turn to normal at will.

Rogue Mages: Even when the five tribes dominated, not every person worshipped the Gods or even lived in a tribe, and those were the rogues mages. They specially in one type of magic, regardless of the Gods. Some examples could be pyromancy, necromancy, or hydromancy. Many of these mages support the Immortals, as they have been given some equality that they lost after the dominance of the tribes, but others are still oppressed in favor of the former Yugernes.

Omenal: The name of the province that is headed by the Immortal, Simethus. Also, houses the Spirit Orb. Like the rest of the land, many mythical creatures inhabit Omenal, but since it is known for its vast, dark forests, many of the creatures there are those of the dark. You may find the occasional unicorn, but a witch is much more likely. The capital city, named Jandey, is located right in the center of the Riechal Forest, the most extensive in the land.

Jandey: Because this is in a land without electricity and industrial advancement, the city has a more village feel to it, with many home businesses, large roads for horses and carts, but more options of entertainment, like taverns and various concerts. Whenever it's time to collect tribesmen, a huge jubilation is held here that lasts weeks, and ends with their execution, so there is always plenty to do with preparations and festivals. Not only that, but other competitions can be held around, with jousting or forging competitions. Since this is the main city, there is a yearly census when Simethus hires 'tax collectors' to check on all the former Yugernes members, to draft those he believes are thinking against him.


~ * ~ * ~ * ~ * ~ * ~


-- The Map --

Image
Explanation:
Spoiler! :
Do note, I'm not that great at scale xD While everything looks pretty smooshed together and close, it's usually farther than depicted.

The Mini-Map: Aside from the giant picture in your face in the middle, your eyes may turn to the mini map in the top left corner. That is the entire land of Sidell and it shows all the different provinces where five of the Immortals control (which also corresponds with where the tribes used to live when they dominated.) As of now, we're focusing on the black portion in the top right of the mini-map, known as Omenal.

The Peninsula: In the map of Omenal, in the top right, you'll notice the 'rainbow' of colors, which is where the tribes inhabit now. As Yugernes was disbanded, there are only four. Somewhat like the mini-map, the colors are similar based on the tribe:
~ Abengale/Green -- They live in a meadow-y area with a small forest closer to the canyon (yellow). It's the most green area on the peninsula.
~ Maliford/Red -- Their territory is mostly dry plains with a small stream closer to the forest (the green squiggles xD). Some also stretches into the canyons.
~ Bensiworth/Blue -- Live entirely in the canyons right in between the warring tribes.
~ Epikah/Purple -- Have a territory similar to Maliford with mostly plains and a slight sliver in the canyons.

The Yellow Triangle: They're not really that important to note, but I felt like it, so those are indeed the canyons and it's the main spot most of the battles between Epikah and Maliford take place. So, Benisworth isn't very happy with either tribe, as they too are being dragged in.

The Dark Green Triangle: These are the edge forests that separate the tribes from the rest of Omenal. The main reasons the tribes don't venture there is because of the huge population of undead. Ghosts, ghouls, etc. All ready to force their wrath upon anyone who enters. Therefore, the designated Collector is usually a necromancer.

The Gray Triangle: This is the ruins of a previous temple to a goddess worshiped before the tribes and Champions were established. She was the goddess of the spirit world, so as of now, many spirits, ghosts and specters find their main home there. Also, necromancers inhabit areas around there to practice their craft. It's surrounded in forest (which is also the green xD)

The Lilac Triangle: Here lies the cave of an ancient, grumpy dragon. He normally isn't a bother to people, but recently Simethus (the Immortal of Omenal) has been trying to recruit the dragon, making him a little more agitated. Be warned of him.

The Light Brown Triangle: Located on the edge of a swamp (the mucky green lines) is the hut of a powerful witch. She's not necessarily evil, but she does enjoy a good experiment now and again. Close to her hut is a mangled, old apple tree. The apples are withered and colored a sickly green to people and found at the very top of it. Legend says if someone eats one of the apples, and doesn't choke on the bitter taste, then they'll conquer a fear. Otherwise, they may gain a new one.

The Red Triangle: These are the charred forest that is yet another relic of the war waged by the Immortals. Similar to the edge forest, there are undead there as well. But most a walking corpses of victims from the fire that don't like any people. Have fun there ^^

The Light Green Triangle: Something nice? FINALLY. It's a beautiful meadow of pegasus and unicorns that love people. Well, people who have either no magic (Maliford) or healing magic (Abengale). Otherwise they're demons. (The light green squiggles are meadows, but the pegasus and unicorns only locate themselves in the area around the light green triangle.)

The Black Lightning Bolt: That's the palace of the Immortal Simethus. 'Nuff said.

The Gray Rectangles: Those represent the cities. There are of course smaller villages here and there, but not as significant areas like these. Uh, they don't all have names except for the one with three rectangles, which is Jandey. That's also located in the thickest part of the forest (the darkest of the greens).

The Red Star: Last but not least, this is where most of the characters would be. For a reason to be shown, most the the Specters would be there, the tribes people are there (but not the former Yugernes -- or Craz's) and at least Noelle's character. The other rogue mages may be in Jandey for the upcoming Festival, along with the Yugernes.


~ * ~ * ~ * ~ * ~ * ~


-- Profiles --

When creating your profile, please remove anything in the (parenthesis).

Tribesman Profile: (includes former Yugernes)
Spoiler! :
Code: Select all
[b][i]Tribesman Profile[/i][/b]

[b]Gender:[/b]
[b]Age:[/b] (25+ for normal, 35+ for prophet/leader)
[b]Tribe:[/b] (for former Yugernes, just put Yugernes)
[b]Rank:[/b] (for former Yugernes, they are just citizens)
[b]Patron God:[/b] (Put N/A if does not have one)

[b]Appearance:[/b] (picture optional, description required)
[b]Equipment or Weapons:[/b] (for those collected, they would not have weapons and only what they could carry)

[b]Personality:[/b]
[i]Strengths -[/i]
[i]Weaknesses -[/i]

[b]Abilities or Skills:[/b]

[b]History:[/b]

[b]Other:[/b]



Rogue Mage Profile:
Spoiler! :
Code: Select all
[b][i]Mage Profile[/i][/b]

[b]Gender:[/b]
[b]Age:[/b] (20+)
[b]Magic:[/b]

[b]Appearance:[/b] (picture optional, description required)
[b]Equipment or Weapons:[/b]

[b]Personality:[/b]
[i]Strengths -[/i]
[i]Weaknesses -[/i]

[b]Abilities or Skills:[/b]

[b]History:[/b]

[b]Other:[/b]



Specter Profile:
Spoiler! :
Code: Select all
[b][i]Specter Profile[/i][/b]

[b]Gender:[/b]
[b]Forms:[/b]  (minimum of three and maximum of five, includes human)

[b]Appearance:[/b] (picture optional, description required. briefly describe all forms)

[b]Personality:[/b]
[i]Strengths -[/i]
[i]Weaknesses -[/i]

[b]Abilities or Skills:[/b]

[b]Favor Immortals?[/b]
[b]Other:[/b]

Have any questions? Feel free to ask me or in the DT! I hope to see you on the quest to bring down the Immortals ~
Last edited by SpiritedWolfe on Thu Jun 25, 2015 4:52 am, edited 2 times in total.
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Wed Jun 24, 2015 8:35 pm
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Noelle says...



Kasia Lytte
Maliford


This is the last one. I remind myself as I make my way through Maliford. Once I find three here, we can get on our way. And everyone can stop giving me these looks. They wouldn't be so damn scared if they only knew.

I pull my hood down farther as I walk. The less everyone sees of me the better. I know that I'll never see them again -- unless they can't find anyone else for the task -- but knowing that they'll have a face to attach to their undening hatred doesn't sit with me well. Collectors are never forgotten. I've heard enough talk.

There are only three left I have to collect. I've been through all of the other tribes and taken the powerful ones. Despite all of the terror surrounding the Collection, no one fought me when I took them. Their families just stood there, trying so hard not to look my way. But they wanted to find a way to let me know that they hated me for what I was doing; I could see it in their eyes. Didn't matter either way. I know what I'm doing and I won't stop until the job is done.

I find the tribe leader first. She's surrounded by so many people. Of course. I knew that getting a tribe leader was going to be a challenge, but I hadn't imagined this. I was planning on taking one from another tribe, but I had decided against it. There wasn't much that stood out about them. Now I'm regretting that decision. I don't know what it is about this tribe in particular, but they're very protective. I'll have to deal with it.

But as I make my way toward the leader, the tribesmen surrounding her part. I almost laugh out loud. The fear of the Collector is still alive and well. I force her hands behind her back and tie them. "This will be a lot easier if you keep silent. Don't make me use my powers. You won't like it." She doesn't respond. She doesn't even flinch. It's like she doesn't understand what's happening to her. Oh well. If she wants to be stupid that's her fault.

I scan the crowds looking for the remaining two. There's a girl I almost don't see because she's trying to blend in and a boy standing close to her. I can't find anything that shows exactly how powerful they are, but they'll be good enough. I'm not wasting all of my time searching this tribe. There's a healer and a prophet back in the cart. I've gotten everyone I was supposed to. I won't be judged for the two randomly chosen.

"Thank you for your cooperation," I announce to the tribe as I leave with the collected. "Your sacrifices are well appreciated. Now go about your business." No one moves as I leave. Maybe they do once I'm out of view. Maybe they don't. Maybe they're mourning for their dear tribe leader. Maybe they're already choosing the next one. What do I care? My job is done. Now to get to the festival.

The leader and the tribesmen don't speak as I lead them back to the cart at the outskirts of the woods. They're a quiet bunch. Makes the journey a lot easier. They walk with pride, as if this is what they were always meant to do. Not even the leader looks nervous. I don't get it. They do understand what's happening don't they?

We make it back and I unlock the door to the cart to force them inside. There are four walls and a ceiling, all made of wooden boards separated slightly. They'll be able to watch all of the terror we'll run into in the forest. It can't be all that comfortable in there. Neither of those is my problem.

When I push the three in, the rest of the collected avoid my gaze. Except for one. The lady with silver hair glares at me. "Oh good, more people. Maybe now your ghosts will stop staring me down." I enlisted the help of a few dead souls to keep the collected in their place. Who knows what they would be desperate enough to do during this trip. Or what the souls of the forest might try.

"They just want to eat your soul," I respond. "You should take it as a compliment." I lock the door again and make my way to the horse hooked up to the cart. She's a black beauty, but she's not mine. I do plan on making away with her when this is all over with. I climb onto her back and we start off through the forest.

It's oddly relaxing, moving through these trees. I close my eyes and take a deep breath. The spirits are strong here and I can feel them calling out to me. They want the collected. They want to claim the spirits of the living. Normally I would grant that request, but I won't today. These people are important.

I can hear them talking back there; a few whimpers, desperate ideas, and guesses of what their fate will be. I tune them out. Why subject myself to their pathetic conversations? They're being taken to their deaths. It'll all be reminiscing and forming idiotic plans.

Suddenly the cart lurches and a commotion breaks out behind me. I turn and crane my neck, trying to find the source of it all. When I do, I let out a string of expletives and jump off my horse. "Ferrel!" I call out as I hurry to get the straps off of my horse. My eyes don't leave the petite figure with red hair, the same girl I just found in Maliford, rushing away, darting through the trees.

"You called?" Ferrel asks, appearing at my side. He's a spirit that I often reach out to, as he knows his way around and is quite helpful. You could say we've become friends. If spirits could be friends with the dark magic weilders who control them.

"You let one of them escape?"

"I couldn't stop her. She just took off. Slipped right through the spirits on the other side."

I grit my teeth. I'm sending those good for nothing dead back to Hell the second I get back. "You stay here and keep the rest of them safe. I'm going after the runner. Don't expect me to be long." I yank the last of the straps free and mount the horse. With the kick of my heels we're racing off after the red headed runner. If the spirits get to her before I do, she'll suffer more than what's in store for her.
Noelle is the name, reviewing and writing cliffhangers is the game.

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SpiritedWolfe says...



|Hastill Medallion|
The Edge Forests


She can't hide from me, that wicked necromancer. Well, wicked isn't the right word. Maybe foolish? Year after year she crawls right back to me, trying her hardest to tame my spirited soul. She always fails, not yet able to get into my head even. But at least I get a toy to play with.

It all works out in the end.

Even through her carefully crafted veil, I can sense her magic being used on weaker souls, smaller ghosts. Is that disgrace for a ghost, Ferrel, with her too? He and I never quite got along to begin with, but our paths went differently when we both first met Kasia. He practically begged on his knees for her to control him. Pathetic.

The only issue now is to figure out how to get to that woman. And why is her veil, her circle of magic, so much bigger now? Whatever she's hiding, I bet the elder ghosts would definitely appreciate as a sacrifice.

"Ha-aste!" Isa screeches in her irritatingly high cat voice. "We've been sitting here for hours! My fur is getting matted from the humidity and there's no one else here!"

"Hush, brat," I growl, almost jumping at the gruffness of my own voice. "The victim is right in front of us, but we can't see her, as she's a necromancer."

"Oh, don't tell me it's that girl," she grumbles, but she sees the answer in my eyes, snapping, "Haste! I swear, this is going to backfire one day."

"My fun? Never," I scoff, chuckling with the deep, guttural sounds of the bear. While I always feel so mighty becoming him, even more so than the wolf, the voice along with the grizzly is too grizzly. It never ceases to irk me, even after centuries of plundering with him.

"At least explain why you dragged me into this? I'd rather go home as my own," she snaps, stifling a yawn. "You said this would be 'fun' and gloated for an entire day and a half."

"This will be fun," I whisper with malice, still peering at where I could see a slight ripple in the air. "But I might need you for backup."

Her gaze turns towards me and pierces right through me, her pupils narrowing to smaller slits and her ears flattening on her head. "Backup? Really?"

Before I can defend my decision, I notice a flash, brisk but brilliant, and recognizable all the same. A smile creeps onto my lips as a girl appears from the shielded space. Despite the same fiery red hair, she's obviously not Kasia -- she's missing that signature jacket -- but something tells me she is close. She has to be.

In anticipation, Isa eyes the girl, who happens to be sprinting directly towards us. Does she know we're here? Why is she so urgent? Perhaps she doesn't realize she's in undead territory.

And it has been a while since a living being appeared here or at the elder's temple, many are too smart for that. Unless you count the necromancers, but many of them are... more or less insane. Still, an itching to tear at flesh makes me stretch my great claws. Why couldn't I be the wolf now? Shifting would take too much time, and any minute she, or Kasia, could stumble upon us.

So I advance, causing Isa to let out a irritated hiss. While I move out of the brush, I hear her bounce after me, saying something that I don't pick up. The girl's already in front of me.

And the color rushes out of her face when she runs into me as the bear. I have his enormous paws out stretched, standing on his hind legs to almost double her height. Her sparkling green eyes, with the bright hue to match the forest, widen in terror while she gazes up at me from the ground, frozen in place from fear.

I let out a deep, threatening roar that feels like it shakes the trees surrounding me before swatting at her. She tries to scramble back onto her feet, away from here -- from me -- but I'm faster. The next instant my massive claws rake through her back and she collapses flat on her stomach.

If bears could smile, I'd be grinning like a mad man... for about a second. With another growl, I stare at my claws, all ghostly and gray, rather than full. How do I always forget the bear was only meant to harm spirits, rendering him useless against flesh. In my haste, again.

Looking back at the girl, there is no sign that I even touched her. Though she lays on the ground, unmoving. No doubt she's alive. Shaken, unconscious maybe? But definitely alive. Isa presses her shivering flank against my leg. I guess she's not so sure.

"I appreciate the help."

The witch. My eyes dart up to see Kasia, wearing her standard attire -- does it never change? -- standing over the girl. Isa's fur bristles at the necromancer, probably disgusted by how she senses.

By now, I've gotten used to it, so I just lick my lips and stare Kasia down. "Pleasure to see you, too, witch. I think you're mistaken, like always. I haven't helped you."

A slight curve appeared on her lips, giving her a look of amusement as she summons two other ghosts. "Bring the girl back to the rest," she commands, never taking her eyes off me. One of them gives her a nasty look, but obeys in the end. It's rather sad when a respectable spirit is put under necromancer influence.

"The rest?" I echo. There are more? So it seems she has a nice offering after all. But of course, there's no way I can stomp right in there and take it on my own.

The girl that was on the ground has her eyes open now -- oh, I didn't realize I was holding my breath -- and as the ghosts become more solid and lift her up, she stumbles. A dazed look is across her face as she limps along their guidance. Something about her just didn't look like she was from here.

Kasia snatches my attention again as she brushes over my comment, saying, "Just an errand, which leaves me plenty of time to deal with you." Even from under the cover of the hood, her eyes lock on me, twinkling with confidence.

"Oh, are we on Round 506 and soon?" I mock, taking my ground in front of her. "The score's still 505 to 0, all in my favor."

Through the shadow, her jaw noticeably grows tight, her hands clenching into fists before going back at ease. The silence the tension leaves between us is laughable. Like she could do anything to me now after all those failed attempts before? She wishes. And hopes and tires and fails all the same!

A small claw snags in my leg fur, and Isa hisses up from below, "What the hell are you doing?"

As a new plan began to form in my head, mainly revolving around 'the rest' that Kasia hinted at, I decide to cloak my response in the guise of a growl. Then, only Isa hears the true meaning, "Collect as many ghosts, specters, spirits, phantoms as you can. Tell them there'll be a massive feeding, redemption, sacrifices. And meet in that path in front of us -- where they lead the girl."

Without looking at Isa, I could tell the confusion probably tearing through her thoughts right now. Nudging her with my leg, I take a step forward to guard her from Kasia, who was alarmed by my sudden outburst.

Before either of them can say anything, I roar at Isa, "Go!"

Breaking concentration, the necromancer says, "Go? What?"

As the cat specter bounces away behind me, I respond to the problem in front of me by feeling my body start to change. First, my skin feels prickly, like all the fur is being plucked off, and then the muscle fades away. As my height and bulk is stripped down from me, I'm finally left as the scrawny boy. Compared to what I just did as a bear, I'm left so powerless.

Unsheathing a dagger that appeared by my side, I advance towards Kasia, "Sorry we couldn't tango long today, witch. Some other plans came up."

I can just sense the anger radiating off of her as she desperately stabs at my head one last time. She's had better attempts, once even saying something in my mind, but I guess not today. Finally, she stops and stares down at me, saying, "If you're trying to threaten me, the bear worked better."

"Not really."

Before she can react, I step forward and slash at her, barely grazing her arm. That's all I need, as I can hear the sizzle. As necromancers are associated with the undead, a blade that only works on ghosts works wonders on them. Noticing my pause, I take off running past the witch.

God, Isa better be working quick, because -- while chaos is fun and all -- I don't think I can handle an angry necromancer and all the ghosts she controls when I reach wherever those others are.
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Megrim says...



Embry Mendriel
Jandey


The colors take my breath away.

Every year, it never fails to amaze me. The festival week in Jandey is like stepping through a portal to another world--a surreal whirlwind of excitement and festivities that make you forget about your life for a brief moment and feel like a part of something larger. When I first step around the corner and see the familiar banners and dancers, the market stalls and throngs of masked faces, I'm back in my childhood for an instant, but after all these years the starry-eyed wonder is short-lived. I'm not here to enjoy myself.

Madame Dupont walks beside me, awkwardly holding up the broad sleeves of her violet dress so that they don't catch on the wind and chance brushing a "commoner," as she calls them. Heaven forbid their dirt should get on her person so early in the day. The dress itself is enough to mark her as a noble's wife from a mile away, between the vibrant color and expensive embroidering, and I wonder how long it will take before the first pickpocket makes her a target. Or rather, makes me a target, considering I'm the one holding her purse.

I draw up to one of the first vendors beyond the red and white welcome banner. Masks are laid out in rows on a table and hanging down both sides of the tent, forming a hauntingly beautiful array of half-faces that watch the passing crowd. He has every color imaginable, and each mask has been lovingly crafted with tufts of feathers, careful paint strokes, and sparkling sand. I select a purple one to match my mistress's dress and hold it out to her, but she shakes her head.

"Don't waste money on those commoner trifles," she says, "they're garish."

I haven't worked for the Duponts long enough to have been to a festival with them, but I'm not surprised. "Everyone wears one, my lady."

"I'll not be lumped in with these proles. We're more respectable than that." She gives a sharp gesture that signifies the end of the conversation.

I set the mask back down gently in its place. There is a beautiful black one behind it that I would have worn, if she would let me. It has the symbol of Derish--two parallel lines at an angle--painted in white near the sides. That symbol has always appealed to me, for some reason. Instead, I will be stuck with my own face, which, in this crowd of disguises, will stand out as much as my lady holding up her sleeves.

We pass many of the classic marvels of the festival: men on stilts with billowing costumes reminiscent of the Champions, giant ornamental stone globes meant to represent the orbs, which must have taken a dozen men to lift, and acrobats spinning wands of fire in spectacular patterns. The people are laughing at games and cheering the scattered musicians. I try to absorb their joy as I pass them. We come to a dancing bear chained to a pole, who is surrounded by children throwing puffed corn, and I can see the derision on the lady's face. She probably doesn't realize that I was once one of those children. Now I think I am the bear.

"Let's get to the Circle," Madame Dupont says. The Circle is her word for the center of town near the palace, where a marble courtyard becomes the height of the event on the last day when the collected renegades are put on display and executed. It doesn't actually look like a circle, but she's only thinking of the ring of luxury seating and dining on the upper floor of the buildings around the courtyard. All the wealthiest families like to perch up there in relative quiet and watch the proceedings with a bite of chocolate cake on their fork and a servant pouring wine over their shoulder. I can tell that that is the only part of the festival she really acknowledges. Personally, I don't need or want a clear view of people's lives being taken, regardless of their crimes.

I escort her through the crowd, trying to direct her away from the more unseemly characters near the edges of the street by the alleys. Vendors call out to us--fortune tellers, matchmakers, sweets sellers. All meant to appeal to the poor by selling hope and passing happiness. Madame Dupont won't even turn her head until we reach that inner ring, where she will undoubtedly admire the jewelers and dress-makers that cater to her kind. On the way, a street urchin brushes close to me in an effort to slip his hand into purse I hold at my side. I let him. The lady doesn't keep close track of her money, and she can certainly spare it.

When I look back in front of me, I see a girl with pale braided hair and a puckered mouth selling pastries from a tray. She's wearing a golden mask with white feathers and turns to face me. Normally, I wouldn't give her a second thought, but when we meet eyes I feel a shiver. Something about her resonates within me. At first I assume it's sympathy for the long, thankless hours her job and life must entail. But it's more than that, something deeper, a sensation I can almost touch. We are alike, I know. I don't know how I know, or what exactly I even know, but the suddenness of it startles me.

I let the lady drift ahead so I can stop. I don't have time to talk to the girl, but I wish more than anything I could ask her who she is and if she can sense it too. Instead, all I can do is offer a silver piece for two blueberry pastries, and we lock gazes for a long moment when she thanks me.

There is a crash. One of the men in stilts has tripped into the tent of a cloth merchant. Colored fabric scatters in every direction as rolls bounce off their racks and unravel down the pavement. Merrymakers shuffle to get out of the way, knocking into each other and trampling the poor cloth. One of the rolls gets in the way of a fire dancer, who tries to abort a cartwheel, but he is shoved accidentally by one of the crowd and ends up tumbling into the mess of it. The fire eagerly jumps from his batons onto the tent cloth on this hot day, and it only takes a moment before the scene is a chaotic mess of shrieks, confusion, and flames.

I have let my lady get too far ahead and can no longer see her. People are rushing around me, blocking my way, an ocean of masks and costumes. The purse gets knocked from my hand. I hear the coins scatter, but the crowd is so thick I can't reach it before thin young hands snatch it up. The lady will be furious. More than furious. This could prevent her from enjoying her fine food in "the Circle," as she's not carrying any money herself. I shudder to think what will happen to me when she finds out. The master of the house isn't home this time of year, so there's nobody to stop her from working herself into a rage and devising all manner of punishments.

That is, if I can even find her again in this madness. She must be panicking, I'm sure. I call after her, but my voice is drowned in the clamor. If I still had the purse, I might be able to make a run for it. Even though she'd spread blackened rumors about me among the rest of the nobility and probably keep me from ever getting hired again, there probably would have been enough in there to get to a different city. But that's neither here nor there, because I have nothing. I am alone and have no money in the crime-ridden streets of the capitol.








Minds are like parachutes. They only function when they are open.
— Sir James Dewar, Scientist