It is the autumn of the year 1254, Anno Curia, with winter approaching ever so slowly from the frigid north upon the normally so pleasant valleys that you have nestled your armies in. There thankfully won't be much snow like there is back home. Nor will it be so cold as in Greifswald, but nevertheless you want to be prepared for the inevitable.
Yet there are dark clouds already gathered over the Mithradian Archipelago; the infidel has been put on the back foot. But now it is the crusaders themselves who threaten to jeopardise the war effort, and Mithradianans themselves have proven no aid either. That one of them has declared himself king is perhaps the worst thing that could have happened at that moment, but it would seem that ambition has won out over nobility in the hearts of man.
For now, you can only watch the developments down south with caution. Montpelerin has carved out for himself a very rich realm, and he will entrench himself in it with every day that passes. Your hopes are now focused upon the other three 'big' leaders of the crusade, Marlwick, Castelanne, and Westernesse, and the unaligned knightly orders. There are a lot of players in this game, you have found, and a lot of them are completely untrustworthy.
Yet that is not all that you are concerned with, nor is it the biggest problem ever. If you can manage to build a coalition of northern crusaders, you could force Montpelerin to come to terms; aside from that, you could also stand stronger against the imperial government, the Doge of Alotoro, and the infidels themselves. Though with the campaigning season behind you, it will have to wait until next year.
Now, you are combing through the bowels of a palace built upon the ruins of an ancient fortress, searching for any clues that may help you achieve your goals. The forge that you found there could serve as the main supplier of arms for the campaign of next year. And indeed, it is a grand thing; the furnaces stand empty, their mouths cold and deprived of their molten metal. The anvils and their tools stand rusted and decayed. Whatever was left of the products stored in the storerooms had also rusted. Getting this place running again might require you to invest some significant resources, both material and human, into this place. But there is an anvil unlike the other. Not black and metallic, but marble, with golden engravings. It emits a faint golden glow with a soft metal hum. It is broad, heavy, and pristine, untouched by time and neglect. A hexagonal hole in the middle, or perhaps it's better to call it a slot or a keyhole.
Obviously something belongs there, but when you came down here the first time, you couldn't find the damn thing; you discussed it with the Vilicus, a being who fills the same station as the seneschal back home. Nevertheless, after consulting him and looking around for any place such a thing might be stored, you, like many before and after you, spend a few hours in silent suffering searching for the key
<span class="mu-s">INTRO</span> (please do not skip this)
◕ Fatale Albion is a Spin-Off of Lumina Canima’s “Meguca Royale”, taking place in the U.K. Three players have already been selected in the first thread, one has quit and another took their place in the second. They each will answer to their own prompts with their own characters. This Quest will have major spoilers for PMMM, so if you haven’t watched it yet and don’t want me to ruin it for you, watch it right now or else. If you still want to read and participate in this quest then I’ll have something to show you.
◕ In the previous thread, the Witch was “Neutralised” and every civilian lost in the woods had been evacuated. Now the main concerns are whether Alba Appleton should follow up on Marisa’s invitation, and how Abigail is going to explain her deal with Claire. Along with Stephanie’s reaction to the “Soul Gem Talk”.
<span class="mu-s">OTHER STUFF</span>
>What happened to the second thread?
It fell off abruptly. Thankfully I keep a back-up of all relevant posts made. I’m also going to be posting the last active posts I made along with Abigail’s response.
>Can I also join in the suffering?
I’ve decided that I’m <span class="mu-s">Not</span> accepting new players because the pacing would become even worse than it already is. Apologies for anyone who got their hopes up.
Guys, advise me where to run away to, to what country or island, I'm 27 years old, and all these years I worked hard, but this system has exhausted me so much that I want to escape from it, I'm an experienced multi-profile technician with 7 years of experience, a perfect resume and rejections everywhere, the same with IT, 1 year of experience and rejections everywhere, but this is not the most important thing, the fact is that where I live it is impossible to somehow earn more than 1 thousand dollars, which is enough only to feed myself and pay bills, but all this has fed me up and exhausted me, I'm tired of fighting and surviving, ideally I would rather spend a few hours a day finding food for myself and the rest of the time developing and writing my projects and living where there are no crazy rat races, in my whole life I have never had a normal rest and have spent only health and nerves, I am totally tired and want to escape, world masks are the worst thing that can happen, can anyone tell me where I should start?
After your kingdom was destroyed by dragons, your people wandered the wilderness for many years, struggling to survive. Many died in the harsh conditions, but a few persevered. One fateful day, a glimmer of hope emerged when your scouts discovered a beautiful river valley, nestled between gentle hills. The air is fresh, the land fertile, and mountains poke the horizon in both the east and west, offering protection and resources. It seems like the perfect place to settle and rebuild.
But as the settlers begin to make their homes, a conflict arises. The question of who will lead the people to a prosperous future must be answered. Seven potential leaders have emerged, each offering a vision for the new society. As the first seeds of civilization are planted, you must choose who will guide your people.
> Azrael, the Demon Cultist – A mysterious figure, said to have made a pact with dark forces. Azrael promises the power of the shadows and the strength to defeat any who threaten your new home, but the cost may be steep. > Seren, the Gatherer – A quiet and observant woman who has always had a deep connection to the earth. Seren believes that living in harmony with nature is key to rebuilding. Her focus will be on agriculture, resource management, and sustainability. > Haldor, the Hunter – A skilled marksman and survivalist, Haldor knows how to track, hunt, and provide for a community. He believes in the strength of the people and their ability to thrive in the wilds, and he advocates for a society where individuals' skills are key to their survival. > Lira, the Scout – A fast and nimble strategist, Lira excels at finding new paths and danger ahead. She believes that the survival of your people depends on understanding the land around you and being ready for whatever comes next. She plans for the future with precision. > Bryn, the Warrior – The embodiment of strength and discipline, Bryn seeks to create a society that values honor, duty, and the protection of the people. With battle-hardened experience, Bryn will focus on the security of your people and their ability to defend against any future threats. > Mira, the Priestess – With a deep faith in the gods, Mira believes that the blessing of the divine is necessary for a strong and peaceful community. She sees the settlement as a chance to establish a center of worship and spiritual guidance that will protect and guide your people. > Oran, the Architect – Oran sees civilization as a product of thoughtful design. A master builder and strategist, he believes that the future lies in constructing a strong infrastructure, building homes and fortifications that will endure for generations. His vision focuses on lasting structures and carefully laid out settlements.
You’re <span class="mu-b">ANTON PEAS:</span> a Grill Jockey at <span class="mu-b">GREASE MONKEY: THE DEEP-FRIED EVERYTHING FAMILY RESTAURANT!</span> Well, you <span class="mu-i">were</span>, anyways. Thanks to a demonic ritual gone wrong, you were whisked away to <span class="mu-b">ZORAL</span>: a fantasy realm shrouded in perpetual darkness–the surprise trip leaving you with a plate full of troubles and a head full of holes!
You’ve only got one lead for making it back home, and it’s a pricey one: for <span class="mu-b">20,000 BELLS</span>, <span class="mu-b">VOLKIR</span>: potionseller, retired wizard, and adoptive father of your new pal <span class="mu-b">VOLKA</span> will help you out, but as they say in your home dimension, ‘<span class="mu-i">pimpin’ ain’t easy</span>’!
Ruthless Gangsters! Ferocious Monsters! A City Spiraling into Anarchy! Toxic Brothels! These are just a few pitfalls you dodged so far in your quest for ‘<span class="mu-i">Fat Stackz</span>’, but all of them are dwarfed by your most pressing concern: the revelation that your recently-acquired <span class="mu-r">MAGICAL POWERS</span> were indeed provided by a <span class="mu-r">DEVIL</span>!
His terms are clear as crystal: once you’re dead, you belong to <span class="mu-r">RED</span>... but surely someone in town can help you out, right? That line of thinking brought you and your chums <span class="mu-b">VOLKA: LAMPLIGHTERS GRAND MARSHALL and TZAH-TZIE: RENOWNED BARD, APPARENTLY,</span> to the doorstep of <span class="mu-b">OTI: THE MAGE AND UNTIL RECENTLY A TRAFFICKER!</span> You wouldn’t exactly call him a <span class="mu-i">friend</span>, but your list of people who know a thing or two about demons is woefully small… and you get the feeling you’ve got a long night ahead of you!
Guided by the brisk evening wind towards a creaky old fireworks shop, THIS is where your tale continues…
After a frantic sprint through the labyrinthine sewers, the entire party charged forward together—only for disaster to strike. Without warning, a massive stone wall descended from the ceiling, slamming into place with an echoing thud. Dust and debris filled the air as the mechanism sealed shut, splitting the group in two.
Eve, Gris, and Zamora found themselves isolated from the others, their voices drowned by the eerie silence of the tunnels. With no way to lift the barrier, the three had no choice but to press forward, weaving through the maze-like sewer passages in search of an exit—or a way to reunite with their friends.
Yet every path they took led to another dead end, the way forward blocked by rusted metal grates. The stench of stagnant water thickened the air, and the distant sound of dripping echoed through the darkness.
As they pressed on, they came across a cluster of kobolds hunched over the murky waters, fishing with makeshift rods. Though wary, the creatures paid them no mind, their glowing eyes fixed on their lines. They did not seem hostile, so the party cautiously approached.
“How do you get out of here?” Eve asked.
One of the kobolds turned, tilting its head. “Wait three days,” it said, its voice a raspy croak. “Wall trap resets.”
Gris groaned, crossing her arms. “Well, I don’t wanna wait three days.”
With no choice but to continue wandering, the trio pressed on, their footsteps splashing through shallow puddles. After what felt like hours, they stumbled upon a stone staircase descending deeper into the unknown.
But as they descended, an ominous chill settled over them. The air grew thick and damp, carrying the scent of decay. Their path soon led them to a monstrous sight—a giant spider lurking at the tunnel’s edge, its many eyes glistening in the dim light.
Zamora, ever the diplomat, cautiously stepped forward, speaking in a hushed, melodic tone. The spider responded, its chittering voice vibrating through the chamber. It spoke of a terrible presence dwelling in the depths—an ancient evil so fearsome that even the spiders dared not tread further.
Yet, despite its warning, the beast soon revealed its own intentions. Hunger gleamed in its many eyes, and with a sudden lunge, it attacked. A fierce battle erupted, blades flashing and magic crackling through the air. When the dust settled, the creature lay motionless, its dark ichor staining the stone floor.
Shaken but undeterred, the party pressed on. Another staircase loomed ahead, leading to a chamber partially submerged in water. The air was heavy with moisture, and the rippling surface of the flooded passage hinted at unseen dangers lurking beneath.
Faced with uncertainty, the trio hesitated.
What will you do?
> Descend deeper into the unknown. > Return to the first level and set up camp. > Explore this second level further—you haven’t seen everything yet. > Write in
Before the rise of Gol D. Roger, adventurers, common folk, and pirates alike set sail for the West Blue Sea. A gold rush had been called, the isles beckoning with wealth. A great wave of people settled into the West Blue.
You are one of those people. You are Mint E. Julep, named after your father's favorite mixed drink. You were barely a toddler when you traveled to the West with your mother and father.
Your home isle of Azure Springs has become a ghost town after the gold dried up. But you still had to pay off the debt to the Rubyport Trading Company for bringing you and your family to the West Blue.
Your mother died working in the mines, and your father skipped town, abandoning you. You've worked years to finish the agreed upon debt your whole family accrued, under the Company viceroy who owns Azure Springs.
But those years are nearly over as you reach womanhood. It's been hard here in Azure Springs, yet you look back on the good times you had growing up and those people who helped out along the way…
What is your dream (and who inspired it)?
>A) Become a notorious pirate! (Medusa Z. Gorgo) >B) Become the queen of the merchants! (Luna B. Goode) >C) Become a Marine Admiral! (Vice Admiral Highwaystar) >D) Become the greatest… swordsman, cook, archaeologist, gunslinger… Write-in! (Your mother, Mint E. Sprig)
You are <span class="mu-s">Nicole Smith.</span> You are a <span class="mu-s">SHIFTer</span>, a person capable of using anomalous abilities to alter the world around you. You are a <span class="mu-s">Cleaner</span>, a deniable asset used by massive mega-corporations called the <span class="mu-s">Alphabet Companies</span> and anyone else willing to pay you.
Most of your jobs are from your <span class="mu-s">Handler</span>, a member of a powerful family who asks you to check up on things or 'clean' up messes for him.
All of this is taking place in the <span class="mu-s">City</span>, a massive megacomplex spanning across hundreds of thousands to hundreds of millions of square miles. Being a <span class="mu-s">Cleaner</span> is one of the most efficient ways to make money in this continental sized megacomplex if you know what you're doing.
You get the drill.
As for how that job is going? Not half bad!
You teamed up with a group of revolutionaries down at an abandoned underground facility and dealt with a handful of anomalies down there. In the process of working with them, you brought a soviet soldier from WW2 back into the future through anomalous time travel means.
You proceeded to head to a rave to unwind, got a new body for a body possessing ally to control and started to prepare for your next mission. This was hampered a bit by your apartment complex and the surrounding block turning into rubble thanks to the Spooks trying to mess with G-Corp.
You carried on regardless and started your latest mission: Checking up on your Handler's extended family to see how they're holding up. You have to travel all across the City to do so but the first stop at Q-Corp was quick and easy. You had to kill a sniper and deal with an android trying to defame you but you easily secured the first Foxtrot. That's when you moved to D-Corp for the second one.
D-Corp has been hell. Your allies have been slowly losing more and more of their sanity as you travel the district. You entered up at a spore infested facility in pursuit of the second Foxtrot. You dealt with a Spook there and entered a unsteady alliance with her before finding Seath Foxtrot.
It took setting the anomaly controlling him ablaze to snap him out of the anomalous trance he was in. He's with you now, though!
You're now busy dealing with a side quest about a missing dog that was kidnapped by a gang. You're on the way to the warehouse the gang is taking nest in order to rescue said dog. You can't wait to get out of D-Corp, man.