You are Cindy Moon; Warrior Priest of Khonshu, Ward of Ben Parker, Part-time local vigilante. And, just recently, you somehow obtained the title of "Slayer" from an ancient Vampire Lord with an evil agenda. Between going to school, fighting bad guys, wrangling an overeager sidekick and dealing with an insane amount of family drama, now you're expected to potentially help save the world! No pressure.
Last time: Cindy managed to convince the Kaiju King to aid her in eliminating Varnae, and forged an official contract of sorts with Mercy. But not soon afterwards, Monster Metropolis was attacked by an army of the undead! Together, with the help of Harpy, Deadhead, Shaggy, and, surprisingly enough, Louise the Nightguard, Cindy fought back against the undead menace and even spared time to rescue those in need.
The plan was going great, until Cindy was forcefully teleported back into the Kaiju King's palace, where she found her grandmother lying unconscious in the center of crowd of monstrous citizens! In an act of desperation, Cindy used the Bloodstone shard that Wilhelmina had granted her to save her grandmother's life!
Young rose from her comatose state soon after, and with her help, Cindy managed to convey her intention to eliminate Varnae to the rest of his victims. Now, the counter-attack can truly begin!
But what will happen to Cindy's friends? Will the Bloodstone have any long-term negative effects on her grandmother? Will Cindy continue to grow additional tails?
Find out more in the latest issue of…<span class="mu-r"><span class="mu-s">MAXIMUM SPIDER QUEST!</span></span>
Rules: Most dice rolls will be 1d100. Modifiers will be added depending on the situation or on the alien being used(Usually +10 or -10). Crit successes and crit fails apply. Crit fails can be overridden by crit successes, but crit failures cannot override crit successes.
How to Roll: To roll dice, type “dice+1d100” in the options field without the quotations. To roll dice with positive modifiers, type “dice+1d100+modifier number” in the options field without quotations, and with an actual modifier number. To roll dice with negative modifiers, type “dice+1d100+-modifier number” in the options field without quotations, and with an actual modifier number.
<span class="mu-i">A long time ago, in a galaxy far, far away...</span>
<span class="mu-s">STAR WARS</span> <span class="mu-s">AGAINST THE REPUBLIC</span>
War has engulfed the GALACTIC REPUBLIC Two months have passed since the CLONE ARMY captured the strategic world of GEONOSIS, but the Republic has been unable to press its advantage.
The Republic has won most of the pitched battles fought so far, but all have been at the periphery of SEPARATIST space, and at a steep cost. Already, hundreds of thousands of clone troopers and over two hundred JEDI KNIGHTS have fallen in battle.
Robbed of the initiative by the Republic’s surprise attack, the Separatists leverage their resource and manpower advantage, only committing their DROID ARMY to force the Republic into bloody, wasteful campaigns.
After a series of daring raids by independently Separatist commanders, both sides reevaluate and reposition themselves for the long war ahead…
=====
Welcome to Star Wars: Against the Republic. This quest, as the name implies, takes place during the Clone Wars. This quest is be basically entirely Legends (i.e. from the old EU) with very little if anything taken from the canon outside the movies. Yes, this includes the 2008 The Clone Wars cartoon, which is impossible to fit into the Legends continuity. Darth Maul is dead, barring anything unforeseen, Anakin Skywalker will remain a Padawan until the middle of the war, Mandalore is CIS-aligned and is not a pacifist monarchy, Nightsisters are a minority on Dathomir which as minimal contact with the Galaxy at large, Asajj Ventress is a Rattataki, and General Grievous is both a master strategist and a serious personal threat, etc.
It's been a while since the last thread, but this one is intended to cover a lot, so I'll try to be more consistent with updates.
>First things first, I did actually come back after the funeral and I uh...I dunno. Did I lose the plot? I kept waiting and my autism locked me into that thread hoping someone would respond. So before I type out a huge post I wanna make sure, is anyone even interested in Alola Quest anymore?
The world has another side, one with secret societies and hidden powers vying for control. But it is not merely humans, nay. For millennia, creatures which a modern man considers fables have been battling in the shadows, both within their own, and others. Only the Magical Girls can slay the demons of humanity's suffering, and clean up the supernatural messes along the way!
Following next, an inexperienced magical girl grounds herself in her new life.
- - - - -
Last we left off, the newly minted magical girl, Sugar Rush, has triumphed in her first Barrier. Assisting her sisters in defeating the monster of the storm drains. Detransforming after the fight has caused our heroine to collapse. Leaving her to rest with one of her sisters to watch over her.
While resting, an opportunity presents itself. Why not ask a few questions about the world around?
- - - - -
Questions questions… you sigh.
“You guys didn’t seem to pass out like I did. What’s with that?”
Jacky makes a teasing grin. “Well, we’re stronger for one… But nah, it’s just practice. There’s a connection between the brain and soul with emotions and stuff somewhere in between. When you transform, you get a lot closer to all of that, and when you go back, it’s like dunking your head in cold water.”
Wait. “So why not just stay in the other form all the time?”
Jacky tilts her head. “Eeeeeeh, I mean. I know some people who try, but it ain’t good for you. Being so immersed in all that makes it a lot harder to unwind, and *trust me*, unwinding is the most important of this. Being transformed all the time also goes against some strategies some girls are anal about, but that’s no biggie.”
You take a moment to consider. There seem to be some metaphysics that you don’t have enough fucks to dive into. There is also the implications of the greater magical… everything. Thinking about that part just makes you head hurt. It’s not been even a day, you’re going to take this piece by piece. Though you do wonder. “How long did it take you to adjust to all of this magical girl stuff?”
Jacky pauses, her eyes losing focus for a moment, her expression going slack with reminiscence. “Damn that’s a question…. I guess not too long for me. I didn’t know much else before it, just went with it and tried my best.” She smiles gently, in a way you haven’t seen her smile before, her gaze still in the past. “I started real young though, got helped by others a lot, the start itself wasn’t all too bad just saw it as a game…” Her focus snaps back, her usual grin returning. “But that was a while ago, at least for me, we got some reeeal old ladies hanging around, y’ know.”
Might as well ask. “How long ago did you start?”
She snorts. “Round thirteen years ago, don’t remember the date but around that.”
As the twenty eighth tyrn of Pavilion begins much of the world is embroiled in a desperate war of some sort or another. The Domo empire collapses, a titan emerging from its corpse, leaving a path of death in its wake. The jungles of the west are thick with blood and broken chitin as two monstrous hives wage bloody war. In more distant corners of the world scholars study the mysteries of the world, spirits of magic and the sometimes thin veil between worlds. Wizards brood in their towers, the adenic elves retreat from the world, and peaceful Vencia watches the wars to the south with concern. But for a moment let us consider the actors on the stage.
> The Holy Kingdom of Barza Wielders of mighty geomantic and divine power, smiths, missionaries, and above all else soldiers, the Kingdom of Barza has worked tirelessly for many turns to contain threat after threat to Pavilion. With arcane metals that purifies darkness and can cut magic itself they stand as protectors of this world.
> Orcmanie Far to the north Orcmanie stands as a bastion of peace, a stabilizing force for the region raising their considerable martial might only ever in defense of others. Armed with finely crafted steel and accompanied by mighty beasts they have accrued a vast empire.
> Vencia A peaceful people, yet one ready to defend themselves the people of Vencia concern themselves more with fine food and the contemplation of the divine than the art of war, though considerable construction of mighty walls speaks to the war filled lands to the south.
> Ordalan A land of fierce warrior women, divinely empowered by fire and lightning. Some are called demons, horned and silver skinned. Others are called weretiger, never fully human again. All call themselves Nixen, defenders of Ordalan, sworn to vengeance against their many enemies.
> Krovia A surprisingly spiritual people, the hulking sharkmen of Krovia are fierce warriors to be sure, using blood magic to both heal and empower. Nonetheless the sharkmen are cunning diplomats as well, striking deals as often as they launch their fearsome raids.
This is part 7 of the "side quest" for "Disappearing Hogwarts". An unofficial alternate timeline based on HeadQM´s highly praised quest, Disappearing Hogwarts. Reading the original story is not exactly necessary but heavily encouraged since this quest will contain references to it. Created mostly as a place to wait while HeadQM was away for a while but slowly evolved into his own thing.
Quick recap so far: >Recently graduated Ravenclaw student is hired at Hogwarts as the new Caretaker. >Merlin somehow ended up inside your head. >Harry Potter´s daughter died, letting Salazar Slythering (previously stuck inside her head) free to continue his quest to control The Beast, an all powerful ancient creature accidentally created by Merlin. >He is currently now trapped inside a poor and weakened girl named Artemis. >This bought you valuable time while you learn how to contain The Beast >Hogwarts is slowly becoming an administrative mess now that Harry Potter himself disappeared. >You have a private investigator lurking around Hogwarts and is heavily suspicious of you. >You also learned an ancient powerful spell >Fought Artemis while she was possesed by Salazar and took her to St.Mungos after defeating her. >Merlin regained some of his senses back and you are now lurking around St.Mungos looking for an explanation.
"Come," you command, beckoning for them to fall in behind you. Thoroughly exhausted, they struggle to comply, fighting to stay on their feet. "I want you to meet the council." Ilanis plops herself on the nearest stool, weakly fanning herself with her hand. "Whuh? Why do I have to go?" She asks, her face ruddy and coated in layers of briny perspirant. Considering the matter, you struggle to come up with an compelling answer. She does, after all, know the council quite well. It was she who first introduced them to you, in fact. You grunt. "Fine. You're done for today. You did did good, girl," you affirm.
Ilanis grins, laying her face across the cool surface of the bar and shutting her eyes.
As for Luaue, the half-breed musters her resolve and falls in behind you without complaint, demonstrating that there is hope for her yet. The girls exchange their farewells as you depart for the Hall of the Elders. As oppressive as ever, the light of mid-afternoon bears down upon you as you lead her through the streets, the way to your destination now familiar to you.
"If you are going to be the protector of our people in Everlund, then you will need to be ready to face the council," you explain as you cross over the bridge leading to the Bell Market at a leisurely pace. "You know the High Sorcerer, Lael Lathalas." She sucks in air through her teeth, searching for the appropriate response. "I do," she answers tersely, her expression ambivalent. "And I've met that Emitia woman as well. She is a good soul and a follower of Sune. Something the two of you have in common, it seems."
<span class="mu-i">3rd of Sun's Dusk, 4E 171.</span>
The sun rises over the Goldmoor, along the southern coast of Hammerfell. Here, the harsh desert that the region is known for gives way to green scrubland, thanks to the humid air of the ocean and the pleasant chill of winter. This is where the River Tark flows into Hew's Bay, and where the city of Taneth stands proud. Thousands call this port home and ply their trades within its walls and as one of its many guards, it is your job to ensure the safety of these people.
You work for the Imperial Guild of Bailiffs, as a sworn officer and enforcer of the Emperor's law. You have been keeping the streets of Taneth safe for over two years and just a month ago, your service was rewarded with a promotion. You are now a sergeant, the leader of your very own patrol, comprised of yourself and two other officers. It's not much, but the responsibility that you have been given is still a sign of trust, and an opportunity for you to prove yourself in the eyes of your superiors. With a little luck, you'll continue to climb the ranks and eventually claim a position of true authority.
It won't be easy. Hammerfell is a vicious and unforgiving place and its people, the Redguards, are not unlike the land that they call home. They are divided into many factions, though most of the region is split between two of them – the Forebears and the Crowns. The Crowns claim to be the descendants of the Na-Totambu, who ruled over the lost Redguard homeland. They remain true to the ways of their ancestors and shun Imperial doctrine. The same cannot be said for the Forebears, who have abandoned the old gods in favour of the Eight Divines of the Empire. This cultural divide has been the cause of great enmity between the two groups for centuries, an animosity that is unlikely to die down anytime soon.
Thanks to its proximity to the Imperial heartland of Cyrodiil, Taneth is considered a Forebear city and most of its population are proud to call themselves citizens of the Empire. However, not everyone that lives within the city's walls has abandoned the old ways. There are a rare few who stay true to the traditions of the Na-Totambu and bury their resentment deep within their hearts, so that they may live among the Forebears.
You are Tristain d’Rusalka, a noble from the United Kingdom of Fodlan born with unique abilities bestowed upon you by the Goddess. You have journeyed across the sea to the desert kingdom of Morfis after receiving an invitation to join a mysterious competition. Though you know little of the trials that lie ahead, the winner of this contest has been promised the hand of Morfis’ Princess, Yulia Xan Phanes, in marriage. Seeking adventures, thrills, and battles that would be worthy of your might, you embarked on this strange voyage with nothing but your trusted axe.
In the three months you have spent in this foreign nation, you have overcome encounters with trained assassins, malicious cultists, former rivals from Fodlan, and even the ancient spirits that once ruled this land. Now, your path has finally led you to the Sorcerer Capital, where the world’s strongest warriors have gathered to compete. Your cousin, Bronte Weaver, whom you have not seen in over three years, awaits you.
>Tristain d’Rusalka >Level 35/50 Wyvern Lord (EXP: 50/100) HP: 69/69 (130%) Strength: 37 (75%) Magic: 25 (50%) Speed: 25 (40%) Defense: 27 (70%) Resistance: 19 (50%) Luck: 21 (65%) >Skill: Resolve (When HP falls to less than 35%, Strength, Speed and Defense increase by 7) >Dragon-kin Wyvern (SPD based chance for Fionn to launch an ice attack, dealing ½ MAG Damage.)
>Weapons: Silver Axe (+16 ATK), Bolt Axe (+14 ATK, Ranged, Targets RES) Hammer (+8 ATK, 3x DMG vs Armor Knights), Devil Axe (+21 ATK, -20 HP when Used) Iron Bow (+6 ATK),
>Spells: Fire (+3 ATK, 5 Uses) Elfire (+7 ATK, 3 Uses) Wind (+3 ATK, 5 Uses, 3x DMG vs flying)
>Abilities: Crest of Indech: You are able to make a follow-up attack on one foe, regardless of Speed. (4 Charges) Crest of Macuil: Double the damage of a magic spell. (3 Charges) Combat Art: Earthsplitter: Cleave all enemies standing two rows in front of you. (Cost: 1 Crest of Indech Charge) Combat Art: Throw: (Toss your weapon at an enemy and return it to your hand. Ranged attack.) (1 Crest of Indech Charge) Combat Art: Hit and Run: (Perform an attack that allows you to dodge the next harmful attack. Increases SPD by +7 for 1 turn. Costs 2 Crest of Indech Charges)
The sun beats down on your bare shoulders, baking the ochre dust into your skin. Before you, the grasslands stretch to a hazy horizon, a sea of chest-high blades of grass swaying in the hot, dry wind. The air smells of sun-scorched earth, sweet flowers, and the faint, distant scent of salt.
You stand alone in a vast, quiet clearing, the silence broken only by the wind and the buzzing of insects. Your waterskin is half-empty, and your stomach aches with a familiar, dull hunger. You scan the landscape, considering your path.
>West: A sliver of silver glints under the sun. A line of dark green trees marks its banks. >Northwest: A series of jagged, windswept hills bare of trees rising above the plains. >South: More grassland. A black pillar juts out of the earth, impossibly smooth and unnatural.