The previously ‘peaceful’ atmosphere was shattered within a blink of an eye as one bottle became a dozen and Sam watched with fascination as the entire building broke out in a fight. People were hitting each other with fists, bottles, broken furniture as debris flew everywhere with a liberal amount of alcohol following it, making sure everything was soaked in it.
Then a person was sent flying through the pristine replacement window, breaking the glass in thousands of pieces and leaving the people that were carrying it to look on with resigned faces. Sam had the privilege to watch as the two men shared a look then as one broke the frame of the broken window and threw themselves after the guy that threw the first one through the window.
Sam chuckled and began moving toward the counter where the bartender was standing behind it and leisurely cleaning a glass that didn’t need to be cleaned and looking supremely unconcerned about the bar fight happening in his tavern.
“Hey!” Sam greeted the man with a downward motion of his head. The bartender returned the nod with a grunt. “Looking for Garen’s son,” Sam stated while showing the totem he received.
Another grunt and the bartender nodded in the direction of one of the clusters of the fight. Sam looked over and saw a guy looking like old Garen, though obviously younger, fighting three other guys with the dented remains of a tin plate. He seemed to be winning…
“Thanks!” Sam said while flipping a gold coin at the bartender, which instantly vanished into the ether as the man continued to clean the already clean glass.
Sam snorted and began walking toward his target. Occasionally he would hop over a few stray limbs or unconscious people or slap away improvised weaponry aimed at his head. He also used some wind magic to move people out of the way until he reached his target, who was currently on the ground, breathing heavily, surrounded by equally heavily breathing malcontents.
He reached down, grabbed the man at the cuff of his shirt, lifted him up – cheating with mana a little to not to make it uncomfortable or ruin the shirt – shook him a little and turned around, heading for the stairs leading to the second floor where he could speak with the man.
A few people tried to get in his way, but they all somehow tripped after taking one step or hit the air with whatever was in their hands.
Though he kind of wanted to see what the guy brandishing lamb chops was planning…
Garen’s son sat opposite of him, nursing a glass of water that Sam poured him, making sure to butter him up, while examining the small carving he was given. The second floor was much quieter than the ground floor as people and groups sat around tables and quietly conversed and drank their choice of liver poison.
“So, my father sent you?” the younger man asked, eyes searching Sam’s face suspiciously.
Sam nodded. “Yes. I just want to get a quick overview of the situation in Sunspot. I heard about the expedition and the blood mages…”
The moment Sam mentioned the second one, Garen’s son, Glade grimaced. “Those animals…”
“That bad, huh?”
“They’re tearing through the small villages. The locals try to stop them, but they have no idea how to fight against blood mages…”
“And you do?”
Glade shrugged. “Me, personally? Nah… But it was made pretty clear that the Sun Warriors can fight off those monsters…” He explained. “The Heralds also announced that they’re working on things so that the small people could protect themselves from it…”
Sam nodded in understanding. He remembered hearing about it. The Sun Heralds, or leaders of Sunspot and associated territories, decided – in their infinite wisdom – to fight fire with fire. They began distributing blood magic, enhanced by the power of the sun.
Boy, did it not work out for them. They weren’t toppled but the fights seriously crippled their forces and if it weren’t for the absurd strength of the Sun Warriors, then Sunspot would have been destroyed.
“Maybe they think if they also use blood magic, they can fight against them?” he offered.
Glade’s eyes widened with excitement. “Do you think so? From what I’ve heard, blood magic is incredibly powerful, but nobody really has any knowledge about it around here. Or if they do, they’re not telling…”
Sam thought about mentioning that if the enemy was much more knowledgeable about it, then it was a pretty big gamble to try to use it against them. Alas, the people of Sunspot and the desert were rather stubborn and proud. If they thought they could bend the magic to their will, the only way to convince them is to defeat them and he had no time for that, nor did he particularly feel the need to do that. Let the insane culture here exhaust the blood mage army while he prepared for their arrival in the Emerald Kingdom.
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“What about the expedition?”
Glade looked up from his glass. “Down to the Deep?”
“Yeah, I heard there is going to be a big one.”
“Mhm. Rumor has it that there are too many mercenary companies in the city and the Heralds decided to trim the fat a little.”
Smart way to deal with the countless number of player-made mercenary groups calling the city their home.
“Whoever comes back can stay?” Sam asked with a smile but Glade shook his head.
“No. Whoever brings back the most valuable thing can stay. If you come back empty-handed, you’re automatically out!” Glade told him with a grin that showed Sam how the man felt about it. “Already a bunch of mercenary guilds merged, reducing the numbers. I heard everybody is hiring!” He finished his explanation with excitement.
Sam sat for a while, occasionally refilling their glasses with fresh water from his waterskin, and thought about the information he received.
He was once again at a crossroads. Join the fun and maybe gain something worthwhile or go and follow his own plans…
Ultimately, his choice was obvious. He had enough problems keeping this in hand back in the Emerald Kingdom. Joining the chaos of another ‘country’ would be just counterproductive and drain on his resources.
“I only have one last question,” he spoke up and handed over the address Fitzgerald had given to him to deliver the box to. “Do you know this place?”
Glade glanced at it and grimaced, causing Sam’s heart to sink.
“That’s the address to one of the Heralds…”
After giving the man one of his smaller spare waterskins for the information, Sam departed from the Blind Meerkat, heading for his target, leaving Glade to return to the bar fight with renewed enthusiasm.
Navigating the city was very interesting now that he knew what exactly was going on. For example, the forum posts he had read never mentioned that the city leadership didn’t like the number of mercenary guilds.
‘Typical gamers… They only see things they are interested in and ignore the fluff…’ he grumbled under his breath as he avoided another damn pickpocket. Sadly, the fluff was more important than any of the details of the expedition.
If the city leadership was reacting that meant that the system was reacting. Which in turn meant that there would certainly be an event or something that reduced the number of mercenary guilds. And that in turn would mean railroading…
It was fascinating to see how the city changed as he went from the common areas to where the leaders lived. Regular patrols by the Sun Warriors became common and the regular citizens and miscreants scurried along toward their destination while avoiding eye contact with the rather impressive and scary guards, dressed in red and gold armor that represented their organization.
Sam ignored all this and with the box he had to deliver safely in his inventory, headed straight for the address he was given, on the route Garen’s son had provided. The patrolling Sun Warriors gave a few cursory glances as they assessed him, but as Sam had no weapon out and walked like he had a purpose being there, they let him be.
Even the buildings changed from utilitarian looks to one of decadence and sheer wealth in the style of the desert. White and flashy colors were everywhere, with even more colorful cloths hanging over gardens protected by high walls to prevent sand from getting into the compounds.
Double-checking his directions, he walked toward one of the compounds that reminded him of the Silvercrest mansion, though a little more intimidating.
During his walk, he spotted at least three different groups of guards patrolling around the compound, with no doubt more inside and four of them standing at the door. Two of them simply walked around or sat around in plain clothes on the opposite side of the street and two of them in uniform standing ramrod straight at the door, holding halberds made of pure metal with silver and red coloring. Wood was much more valuable around here just to simply use it for weapons.
The ones in plain clothes gave themselves away by instantly staring at Sam, and not hiding their mana. Their mana core blazed with an unrestrained strength that dwarfed his. This was either done for intimidation purposes or they simply couldn’t hide it from him.
Either way, he was not here to cause trouble, so he simply pretended not to see them and approached the smaller door near the gate. He wasn’t important enough to open the gates for, so he didn’t even try going for it.
The guards eyed him but said nothing.
He raised a hand and greeted them.
“Greetings! Here to deliver a package to Herald Miesme,” he stated, trying to pronounce the name properly. Thankfully, he had All Speak, so he didn’t have to bother with learning the local language.
Naturally, it wasn’t that easy.
The guard looked over him, taking his measure and Sam even felt a rather invasive wave of mana sweep over him, which he carefully avoided with pinpoint precise application of his own mana.
As a result, the guard sneered and spat at his boots.
“The Herald doesn’t see some nobody woodhumper no matter how pretty they dress up!” he exclaimed.
Sam just sighed, ignored the stupid insult, and continued. “I’m here to deliver a letter to Herald Miesme from Master Fitzgerald. Nothing more or less.” Seeing the derision on the guard’s face it was quite hard to stay polite and calm. Though the knowledge that one punch from the guard would turn him into chunky salsa helped.
Another spit. “Go away! The Herald refuses to see someone so… weak…” he stated, rather loudly, causing the plain cloth guards to stand up and begin ambling in their direction.
“This is important. Allow me to deliver it and you shall not hear my voice on the wind ever again,” Sam replied in an even tone, even though he knew it was useless.
“Hah! As if the word of a mercenary is worth for the Herald to listen to!” came the very much expected reply. Apparently, the local players had pissed off the leadership of Sunspot something fierce. The sneer, if possible, deepened on the guard’s rugged face. “Leave now, before I remove you!”
The other guard’s grip on their weapon tightened and Sam felt the mana of every guard flare as they readied themselves for a fight. Sam had to give that to them. Even though they thought he was weak, they still prepared for a full-on fight. That was dedication and training. He was quite impressed.
“Any way I could convince you to let me in?” he asked, already knowing the answer. He expected some railroading, but this felt a little too much.
The guard grinned. It was a rather ugly grin.
“Come back, when you have proved yourself before the sun, little woodhumper. Maybe then Herald Meisme shall hear you out!”
Sam sighed, nodded, then turned around and began walking away as the guard began to jeer at him.
It seemed that the behavior of the players had painted everyone by association the same color in the eyes of the city leadership.
And those words… Prove yourself before the sun…
Which probably meant that he had to prove himself in a way that the city administration acknowledged.
Sam couldn’t help but sigh.
‘In the mines I go…’ he mused dejectedly, definitely not yearning for it.
Owed bonus chapters: Three (3)
Titles:
[Apprentice: You are an apprentice learning under a master. Increased experience point gain in the key skill of the apprenticeship.]
Magical Items:
[Ring of Minor Health Regeneration: A small ring, made from subpar materials, with a low-quality magical gem. As long as the gem holds mana, it aids with health regeneration. Can hold 100 Mana Points, and regenerates 10 Health Points for every point of mana consumed. Current Mana: 100/100.]
[High-quality Troll Leather Armor: Created by a journeyman crafter employed by your own company. They worked extra hard to make sure to return your goodwill. Excellent quality, given the materials and the crafter. Enchanted to decrease the sound it makes during movement, as well as has increased durability. Thanks to the substance it was impregnated with the troll leather it lacks its customary weakness to fire.]
*Not actually bottomless.]
[Ring of the Shadow Fang: Made from shadow metal and accented with white moon-silver, this ring allows the wearer to summon a dagger made from shadow. The strength of the dagger depends on the wearer’s shadow mana control. The distance the dagger can move from the wearer depends on the mana control of the individual.]
Quests:
Active quests:
[Just walk in there!]
[Prove yourself!]
[Peaceful land, peaceful mind]
[Deli-Very!]
Finished quests:
[Monster Parade!]
[Topping the tree!]
[Reap what you sow!]
[Seaside opportunity]
[Another seaside opportunity]
[The booty of mystery!]
[Demonic demonstration!]
[The Test of the Survivor!]
[To the city you go!]
[Eternal Vigilance!]
[Returning Champion]
[Volatile Valley]
[Ride forward to be not killed in nasty ways!]
[Location, location, location!]
[Call to action!]
Skills:
Mana Skills:
[Mana Body: Level 7/100 (21%) (Passive) Your mana permeates your body, enhancing and improving it. The better your control of your mana is, and the more mana you have, the bigger the effect is. For every 100 Mana Points, it grants you 1 Base Health gain. For every skill level, it increases the Health Regeneration by 0,1.]
[Mana Shield: Level 99 (99%) Using mana, you can form a simple shell around yourself, which decreases the damage you take. Damage decrease depends on the amount of mana invested. For every unit of Mana invested in the spell, the shield will protect you from 9,9 (physical) damage.]
[A/N: Currently: WIS: 55 / MAG: 50 = 1,1 --> +2,1 Mana Regeneration per skill level]
[Mana Flux: Level 10/10 (MAX%) (Passive) The resonance between your skills is enough that if you cast more than one spell or use more than one skill at the same time, then they may induce each other. This induction allows your mana to gain a unique property. This property allows your spells to slip through magical shielding. Effectiveness depends on the strength differences between you and the target. Your spells gain 1% True Damage per skill level.
[A/N: Currently: WIS: 55 / MAG: 50 = 1,1 --> +3,1 Mana Regeneration per skill level]
Neutral Mage skills:
[Mana Unraveling: Level 14/25 (19%) (Active) You can spot even the smallest imperfection in the weave of the mana. If your control is better than the one who wove the spell, then you can attack those imperfections and unravel the spell or magic in front of you.]
[Spell Matrix: Level 40/100 (4%) (Passive) You mastered layering spells as very few have before. You can layer ( or connect any other way) together as many spells as you can. The cost of this action is increased by 5% (cumulative) for every two layers or spells.]
[Solid Spell Foundation: Level 5/5 (MAX%) (Passive) Your foundation is solid and unshakeable. The stability of layered spells is increased.]
[Mana Construct: Level 84/100 (22%) (Active/Passive) You can create mana constructs over your weapons. These constructs cannot be separated from your weapon. You have total control over their shape and size. For every level in the skill, the mana cost is decreased by 1% and the damage inflicted by the skill is increased by 1%]
[Simplicity: Level 5/5 (MAX%) (Passive) The simpler your creations, the less mana it costs.]
[Infusion: Level 5/5 (MAX%) (Passive) Infusing different mana types into your mana constructs becomes easier.]
[Complexity: Level 1/5 (11%) (Passive) The complexity of your creations doesn’t detract from it. Usually, mana cost would rise when the complexity of your creation increases. For every level of this skill this increase in mana cost becomes less and less.]
Elemental Mage Skills:
Wind Mage skills:
[Wind Blade III: Level 9/10 (99%) (Active) A spell that allows you to launch a blade of wind. The cutting power and speed of the blade are increased. You have greater control over its movement after creation. Allows you to slightly control its path after launching the wind blade.]
[Wind Blade Storm: Level 6/10 (7%) (Active) A spell that unleashes a storm of wind blades around you. The damage of the released Wind Blades depends on the Wind Blade spell and your mastery over it.]
[Wind Bullet III: Level 9/10 (99%) A spell that allows you to launch a bullet made of concentrated wind. You have excellent control over the projectile’s speed, size, and path.]
[Wind Explosion: Level 3/10 (21%) A spell that allows you to create a singular bullet of wind mana, and then fire it, which will, upon impact, detonate. The strength of the detonation depends on the amount of wind mana channeled into the bullet and your mastery over the Wind Bullet spell!]
[Wind Movement: 39/100 (19%) (Active) You can use your mastery over wind to move in any direction you wish. Your movement speed is increased significantly. This speed boost is increased by 1% for each skill level.]
[Wind Edge III: Level 9/10 (99%) (Passive) A spell that allows you to enhance the edge of any bladed weapon you wield with the wind. Thanks to the spell, the speed of your strikes will greatly increase. The power and reach of the blade will be greatly increased further.]
[Wind Affinity: Level 61/100 (17%) (Passive) You have a good affinity for the wind. Beings born of the wind will be more favorable to you. The cost of the Wind-type spells and skills is reduced and their power is increased by 0,5% for each skill level.]
- Wind Flurry
- Wind Bullet Barrage
- Healing Wind
- Wind Jump
- Wind Drill
- Wind Blade I-III
- Wind Blade Storm
- Wind Bullet I-III
- Wind Explosion
- Wind Movement
- Wind Edge I-III!
Utility skills:
Companion skills:
Shadow skills:
(Shadow Cloak triggers this benefit.)]
[Shadow Affinity: Level 30/100 (14%) (Passive) You have a good affinity with the shadows. Beings born of the shadows will be more favorable to you. The cost of the Shadow-type spells and skills is reduced and their power is increased by 0,5% for each skill level.]
Physical skills:
[Basic Armor Mastery: Level 91/100 (6%) (Passive) You learned the basics of wearing armor. Decreases the Stamina consumption slightly while wearing any kind of armor.]
[Clean Armor: Level MAX (MAX%) (Passive) Your mana got used to a certain spell, so the waste mana radiating from you will, over time, permeate and clean your armor.]
[Resistant Armor: Level 5/5 (MAX%) (Passive) Thanks to your practice, you can fully utilize everything that your armor provides, granting you increased resistance against the environment. Grants 2% increased environmental resistance per skill level. Environmental resistance protects against environmental effects only.]
[Durable Armor: Level 0/5 (0%) (Passive) You learned how to roll with the punches. This includes knowing when your armor can take a hit and when it can’t. Increased durability for any armor you wear from incoming damage from non-environmental sources.]
[Epic Breathing Technique: Level 9/10 (99%) (Passive) You breathe, and the world breathes with you. You move along your own rhythm. Decreases stamina consumption even more during any activity and further increases stamina regeneration when not in a fight. Gain +2 Stamina Regeneration for every skill level.]
[Tranquil Heart: Level 11/100 (54%) (Passive) Your heart beats to the same rhythm as your body. It’s efficient and harmonious. You have an even easier time resisting mind-altering effects and a portion of of those effects are reflected back to the source. The portion is 1% per skill level. You also radiate an aura of tranquility that confers the resistance portion of the skill to your allies near you.]
[Flow: Level 77/100 (9%) (Passive) Thanks to being a natural sensor, you can read the flow of the mana. Increases your stability and the bonuses any movement or martial art skill provides by 1% per level in the skill.]
[Focused Flow: Level 5/5 (MAX%) (Passive) When focusing on any enemy beyond what is normal, your ability to read their flow becomes clearer and more precise.]
[Controlled Flow: Level 5/5 (MAX%) (Passive) Your read of the flow is more controlled, allowing you to see the flow much better. Increases the flow visibility by 20% for every skill level.]
[Immersed Flow: Level 0/5 (0%) (Passive) When you start reading the flow a counter starts. After every ten seconds, the effect of the Flow skill increases by 1% for each skill level. Maximum 600 seconds.]
Parry: Level 24/100 (13%) (Passive) Decreases the stamina consumption of defensive weapon movements. It allows you to more efficiently and accurately parry incoming attacks. Decreases the damage of the blocked attack by 0,5% for each skill level at the moment of blocking.]
[Cleansed Body: Level MAX (MAX%) (Passive) Your body has been cleansed of impurities, giving you a more charming aura. NPCs and players will treat you slightly differently depending on their tastes. Gives a flat increase of +3 to STR, AGI, END. You can upgrade this skill by further cleansing your body.]
Resistance skills:
General skills:
[Dwarven Language: Level 5/10 (1%) (Passive) You managed to learn the basics of the Dwarven language.]
[Elven Language: Level 7/10 (8%) (Passive) You managed to learn the basics of the Elven language.]
[Dark Elven Language: Level 5/10 (1%) (Passive) You managed to learn the basics of the Dark Elven language.]
[Sarkan Language: Level 3/10 (42%) (Passive) You managed to learn the basics of the Sarkan language.]
Crafting skills:
Pet skills:
[Strong Jaw: Level Max (Passive) The jaw of the wolf is strengthened.]
[Lucky Aura: Level Max (Passive) Those who are in the same party as the wolf receive a buff to their luck. It depends on their luck how big the increase is.]
[Animalistic Mana Control: Level Max (Passive) The wolf controls the mana inside him based on animalistic instinct.]
[Animalistic Shadow Control: Level Max (Passive) The wolf controls the shadows around him just as easily as it breathes.]
[Shadow Spirit Body: Level Max (Passive) The body of the wolf is part shadows and part spirit, which makes it much more malleable.]
[Shadow Strike: Level Max (Active/Passive) All attacks started from the shadows receive bonus damage, and the wolf can clad itself in shadows, making its entire body into a weapon, while striking at an enemy increasing its range of attack.]
[Shadow Jump: Level 20/20 (MAX%) (Active) The wolf gains the capability to dive into your shadow and emerge from a different shadow. Range: 200 meters. Cooldown: 30 seconds.]
[Shadow Dash: Level 20/20 (MAX%) (Active/Passive) Wherever the wolf steps, he can leave small pools of shadows that the wolf can use to jump into. When diving into the shadows, the wolf can travel at an even greater distance with his speed increased by 2% for each skill level.]
[Shadow Claws: Level 20/20 (MAX%) (Active/Passive) Your companion’s claws are infused with the shadows. There is a low chance to leave behind shadow mana with each attack of their claws. Alternatively, they can actively increase this infusion of shadow mana and strike at their enemies with giant shadow claws.]
[Shadow Bite: Level 20/20 (MAX%) (Active) Your companion enhances their bite with shadow mana, increasing the area and strength of the bite.]
[Shadow Steed: Level 21/50 (3%) (Passive) Your companion has learned how to run while being ridden. Stamina consumption is decreased when being ridden and can carry bigger loads.]
[Shadow Bleed: Level 41/50 (8%) (Passive) Your companion’s claw has been enhanced by a chaotic shadow field which rends the area where the claws strike, causing extra bleeding.]
[Weakening Strike: Level 15/50 (21%) (Passive) Every strike of your companion's claw weakens the enemy's armor. The maximum stack of the effects is 3+1 per 5 skill level.]
[Shadow Heal: Level 21/50 (37%) (Active) Your companion can absorb the shadows hiding them to heal itself.]
[Runic Weapon: Level Max (Passive) The wolf’s claws and teeth are clad in runes that grant him a certain amount of ability to pierce through the impenetrable. Grants a 13% chance to do True Damage with the claws and teeth.]
[Runic Strike: Level 20/20 (Active) Lucky gains the ability to channel mana into the runes of his claws and teeth to enhance the damage theydo. The damage type depends on the type of mana he channels into it. Current natures are available to use: no attribute, shadow, or spirit.]

