Chronicla/2/5 (Lorica)

=Odyssey Block=

Chapter 30: The Fighting Tournament

 * Planning: [[Image:100%%.png]] | Writing: [[Image:0%%.png]]


 * While they are practicing, an old man named Ceratel comes up and gives them some combat potions.
 * After a short debate about the ethics of cheating, Qura convinces Andar that the reward is far more important.
 * Another group of contestants passes by and, after seeing their abilities, calls Andar and his gang scum.
 * This makes the team very angry, but Andar is able to maintain his cool and save his wrath for the main competition.
 * Qura treats the Greyhounds to a pre-tournament lunch. Later, the bartender says that Qura put a potion in their drinks.
 * The Greyhounds find out about this but it's too late to wait for it to wear off, so they just have to cheat.
 * At this point Yuna and several other Greyhounds decide not to participate for ethical reasons.
 * Meanwhile, Yuna learns from Qura just who gave them the potions, planning to possibly kill Ceratel.
 * In their anger, they force Qura to drink one of the potions so that she won't be playing fair either.
 * The match begins. Qura fights better than she expected. However, she still ends up losing quickly.
 * Most of the opponents are fourth swords, since second swords are pretty much staying out of it and first swords are rare.


 * The tournament progresses. Several of the Greyhounds get to the later levels. Andar wins the tournament.
 * Andar had to fight several times against other third swords but he won because of persistence and belief in the potion.
 * Andar may be a third sword, but he’s a very good one, and he has the drive to prove to everyone that he deserves respect.


 * Qura asks Andar how he did it. Andar said that ever since he was disowned, he knew the value of never giving up.
 * Andar tells Qura about the time when he had no allies and all the superior Edistel bullies picked on him.
 * Andar managed to survive all their attacks, escape, and improve his fighting ability.
 * The reward is revoked. The guards now come in to hunt down all those who did well, especially Andar.
 * The contest was staged by the city as a sting operation against the most skilled rogues in town.
 * A still-running Andar finds Yuna, explains the situation and Yuna has Andar cross-dress. The guards are left clueless.

Chapter 31: The Journey Begins

 * Planning: [[Image:100%%.png]] | Writing: [[Image:0%%.png]]


 * They regroup with the other gang members and flee Iutarru with Stresa's help. Black Bear is once again in business.
 * Qura, Tyl, Andar, and Yuna bid farewell to their newfound friends (and their gang) and set off on a long-term expedition.
 * At this point a furious Andar realizes that their immoral behavior must come to an end or they'll be the ones punished.
 * This prompts Qura to tell them what really happened. Flashback.
 * Qura had told the bartender that she had added the potion into their drink so that he would pass it along, but it's untrue.
 * The belief that one had the benefit of the potion was enough to make them perform remarkably better.


 * However, Qura did use the potion and it worked admirably, which meant that Ceratel really was an alchemist.
 * Yuna decides to hunt down Ceratel and then kill him.
 * The party had learned that Ceratel has gone northward and decided to find him so as to get some answers.
 * They rest at the city outskirts. Tyl uses create electro-negativity on iron and they create a simple compass.
 * Qura tips Andar’s arrows with create ethanol faera.
 * An arrow is a delicate thing. So Qura anchors create-ethanol liquid on one side, and anchors spell-initiator on the other.


 * Andar has Qura and Yuna walk far in front. Qura doesn't know why, but concludes that Andar likes Tyl and becomes jealous.
 * Soon, highwaymen ambush Qura. Andar then springs on the highwaymen to devastating effect, maiming them from afar.
 * The loot from the highwaymen includes a long sword (which becomes Andar's weapon), food, money, and leather armor.


 * Tyl enchants the sword with superheat moieta with an on/off switch.
 * On the road once again, Qura tells Andar more about the dreams she's experienced.

Chapter 32: Aureil Dungeon

 * Planning: [[Image:100%%.png]] | Writing: [[Image:0%%.png]]


 * When they get to Aureil Dungeon they are shocked to stumble across corpses and almost decide not to continue.
 * Tyl tells them not to give up, that scary situations like these are also the most rewarding opportunities to learn more.


 * They press on and brave a variety of dangers. They finally realize just what a dungeon is made to be.
 * Realizing they need more support, on the spot Tyl creates spray attacks, fire potions and spell inhibitor potions.
 * A dungeon is made by a mage who wants to leave a legacy for those who can get past its dangers.
 * The Entyreal dungeon was far safer. Aureil's is a much more deadly dungeon, with a supposedly better reward.


 * As they proceed through the dungeon Andar gets plenty of opportunities to get the girls out of trouble.
 * They come pretty close to using up all of the little bit of healing drinks that they had brought along.


 * Along the way they encounter several magical things, and Qura adds each to her moieta collection.
 * The trio succeeds in getting to the treasure, an animated sword. It starts attacking them and immediately impales Andar.
 * Yuna manages to get the sword stuck, then locked back in scabbard. They treat Andar's wound with alcohol.
 * Being low on the alcohol, they instead create an impromptu cauterizing spell to get the serious wound to stop bleeding.

Chapter 33: The Water Strider

 * Planning: [[Image:100%%.png]] | Writing: [[Image:0%%.png]]


 * The party arrives at Ersanctil, which has a strange law forbidding anyone to go near the coast.
 * Something in the sea has attacked the port and ships, forcing the Lord of Ersanctil to stop all shipping in the area.


 * The party meets the Lord of Ersanctil, and earn clearance to the coastline. They get smacked by a massive wave.
 * Several party members are injured. The lord forbids them from getting in danger again, and they get room at an inn.
 * Andar urges them to leave. However, Qura begins working on a modified electro-negativity spell for use with arrows.
 * They successfully use the enchanted arrows to cause lightning on a sunny day, with the lord secretly watching.
 * This requires considerably more effort than they were able to muster previously and nearly run out of moieta.


 * Tyl figures out the meaning of the scroll they found. They use spell replication to get enough moieta for spell.
 * Qura convinces Andar to give it a third try. The party then meets up with the town’s lord once again.
 * The lord gives them a second chance, this time adding in slippers that allow the wearer to walk on water.
 * Second attempt. Andar fights the "water elemental" but his arrows either miss or are deflected by water.
 * Andar is knocked out and the slippers drift back onto shore. The lord once again refuses to let them near the sea.
 * Qura tries again, this time analyzing the properties of the slippers and extracting water-to-ice faera.
 * In the process they discover that it’s possible to scrape off the bottom; way of extracting moieta from an artifact.


 * Qura enchants her arrows to freeze whole patches of water into ice. At night she returns to the seaside.
 * They also come up with other spells, such as heat balls for splash damage and spherical knockback balls.
 * Qura and the rogue mage battle. Qura freezes waves into walls of ice, and traps the submerged mage in ice as well.
 * In addition she uses the whole collection of spells she and Tyl had worked to develop up until this point.


 * Qura then interrogates the rogue mage, taking his water staff, before telling the Lord of Ersanctil the good news.
 * As a reward, the thankful Lord of Ersanctil provides the party with a riding horse each and free passage to Irisfal.

Chapter 34: The Pirates of Irisfal

 * Planning: [[Image:75%%.png]] | Writing: [[Image:0%%.png]]


 * The party's ship is intercepted within sight range of Irisfal's port by a skull ship, and pirates from the faster ship board them.
 * The battle is soon over and the pirates win. Their leader, Jack, is willing to let them leave safely in exchange for Qura.
 * Alarmed, Qura attacks the pirates with her projectile magic but sailors from her own ship bind her and hand her over.
 * The pirates leave with their trophy maiden, and the sailors reach Irisfal. Andar, as party leader, goes to see the magistrate.
 * The pirates disembark at a local island, too close to Irisfal. Jack demands that Qura cast magic but she isn't able to comply.
 * At first Jack thinks Qura's just being disobedient, and so shows her some corpses. Qura tells him what the problem is.
 * She needs materials to cast spells with. The pirates have their own little stash, and Qura shows them how to cast spells.
 * The magistrate hears Andar's story and agrees that the pirates must be stopped, and assigns Stresa's ship to the task.
 * After a short while Andar finds the pirates' hideout, attacks them. To their surprise Stresa's men turn on Andar's party.
 * The magistrate, Stresa and Jack are into it together. The pirates attack using the magic Qura has taught them.
 * Problem is that the magic he’s introduced is all very basic. They won’t hold up against the level of magic Tyl possesses.


 * Yuna alone manages to escape the trap, and swims back to Irisfal. Andar's team loses badly, until two other magi show up.
 * They have been independently lured here by the hope of learning more magic. Soon they capture and interrogate pirates.
 * A battle of magic breaks out between the pirates and magi and soon enough, between the two magi. The winner then leaves.
 * The magic the magi use are just way too advanced, including many things Qura had never even dreamed of.

Chapter 35: The Skulls of Irisfal

 * Planning: [[Image:75%%.png]] | Writing: [[Image:0%%.png]]


 * Yuna goes to see the magistrate intending to kill him, but instead falls into a trap. (The court has pirate sympathizers.)
 * In jail, Yuna is visited by the magistrate and his daughter Ceratel. The magistrate frees her, explains the situation to Yuna.
 * The magistrate had made a deal with the pirates as long as they kept searching for Ceratel - which they hadn't done.
 * Stresa's ship is dispatched once again, except now they're going after the pirates. Stresa leads them into an ambush.
 * Stresa is actually on the pirate's side. The pirates actually control 3 skull ships. Yuna slays Stresa when she realizes this.
 * Stresa's ship is easily sunk by magic-equipped pirates. Yuna stows away on board a skull ship, killing pirates in secrecy.
 * Eventually Yuna is found out. But the captain turns out to be Andar, whose team has commandeered the ship.
 * Andar tells Yuna of how two other magi interfered, letting him rescue his teammates and get Qura her magic back.
 * After the magi left, the team all used Qura's magic and won, capturing Jack and using this ship to replace another.
 * The 3 skull ships fired on Stresa's ship, having been tipped off by Stresa via his carrier pigeon.
 * Qura, working on her spells, has developed a ship-puncturing spell. With a few shots she easily sinks the other two ships.
 * Upon their return to Irisfal, they are all invited to a feast by the repentant magistrate, who is happy to have Ceratel back.

Chapter 29: A Battle of Life and Death

 * Planning: [[Image:50%%.png]] | Writing: [[Image:0%%.png]]


 * A week later. They arrive in Altariya and seek a tavern. Everyone is talking about rumors of undead to the north.
 * People are stealing in daylight. Andar and Yuna sweep through main street, easily righting this wrong.
 * The guard then arrives and thanks them, inviting the team to a watchtower. The captain gives them a quest to do.
 * Altariya has had no encounters with the undead, but a cottage to the north has a graveyard that must be purged.


 * FF. Night. The team arrives at the cottage, and snags a corpse dissector.
 * Qura's made more progress on magic, including combined effect spells and stringing up effects into starscripts.


 * About to be executed, he tells them that he's learning about the body, tells them where to find his macabre notes.
 * The guards tell the villagers to incinerate the corpses, but they resist so the guards force them to do so.
 * FF. Going by sea, they and some guards arrive in one week at another cottage.
 * At the graveyard the undead swarm them but the team fights the skirmish off.
 * This undead throng is led by a single reanimated mage who can use a variety of projectile spells.
 * Undead aren't all that easy to kill since you have to break their bones, hence guards using mauls/hammers.
 * After the team wins the battle they add additional faera to their Irisfalne arsenal. The guards return home.

Chapter 30: The Scourge of Detariya

 * Planning: [[Image:50%%.png]] | Writing: [[Image:0%%.png]]


 * The party arrives in Ravine. The guards search for anything macabre; people are frantically trying to move out.
 * There are signs that the place is under siege. People avoid strangers; undead disguised as ladies detonate, etc.


 * At a tavern the party meets a pair, chat and decide to go undead-hunting together.
 * They set off westward. In the woods along the way they run into a few undead and the pair use magic to win.
 * The two sides exchange what they know about magic as they continue toward Eudrine.
 * The party knows that they'll have to defeat the pair sometime as well, or they'll be at risk too.
 * Eudrine is under attack by a battalion of undead, including archers and magi, when they arrive.


 * The team joins in the battle, wiping out a hundred undead. Some people however are hurt, even killed.
 * Now very angry, the pair go on the offensive. The party tails them, ready to provide backup if necessary.
 * They didn't know that their magic has caught the attention of another mage, who tailed the pair as well.
 * The party watches in shock as this other mage captures them and forces them to divulge their magical secrets.
 * Andar shoots the mage from afar, and the party frees the pair. However, the mage escapes into the ground.
 * Qura is able to gain some control-earth faera and logic-related faera in the process.

Chapter 33: Dissolution Solution

 * Planning: [[Image:50%%.png]] | Writing: [[Image:0%%.png]]


 * The party arrives in the outskirts of Seraphia nearly a week later. In the forest they run into a cult of necromancers.
 * It's not true high magic. These cultists are merely given control over undead and the related necromantic spell.


 * They barge in and immediately kill the head cultist, spurring the rest into defending themselves using a handful of undead.
 * Battle breaks out; more cultists fall and others escape, while Andar's team has superior magic and suffers no casualties.
 * The party brings news of their actions to the Count of Seraphia. They are rewarded a suit of armor, which goes to Andar.
 * The temple here houses a "well of dissolution" which contains water (holding a moieta) that can dissolve iron instantly.
 * This makes it a high priority destination for those wanting to become magi. Qura gets a vial of this magical water.


 * They buy a cheap, old copper sword (w/ green patina), then use the Anchacite to bind the magical water onto the sword.
 * On a hunch, Yuna liberates the animated sword from its scabbard, then uses the green sword to break it in one swipe.
 * Andar then repairs the green sword. When the work is done the green sword now suddenly obeys Mael's verbal command.

Chapter 34: Change of Heart

 * Planning: [[Image:50%%.png]] | Writing: [[Image:0%%.png]]


 * The party arrives in Memna and meet up with the guards. Together they go on a mission to intercept an undead caravan.
 * Along the way they have to brave various overgrown critters in the woodland. This allows Qura to collect even more.
 * The caravan is comprised of a variety of soldiers/spellcasters, living/undead, human/crafted.
 * The guards are led by the esteemed Elysian, who is able to deflect spells, etc. and easily crushes the opposition.


 * Upon their return the party is treated to a victory celebration. Everyone who participated in the venture is enjoying it.
 * The captain of the guard makes a speech condemning these unscrupulous magi, then they all drink.
 * The drink is actually a poison that makes them so weak they're helpless. Andar's party is put out of action.
 * Realizing they've been tricked, Maya unleashes the animated sword on the guard, but Elysian makes swift work of it.


 * The captain reveals his hatred of magi and has them all locked up. Andar picks the lock. Though weak, they escape.
 * Meanwhile, the guard and others cheer the defeat of the magi. That is, until another magi throws the place into tumult.
 * Fighting breaks out, with the mage putting several people out of action (trapping and killing).
 * The mage is a master of fire spells, utilizing it to do all sorts of things including protection/attack/smokescreen.


 * The mage and Elysian have a showdown. Elysian wins.


 * Two weeks later. They arrive in Ravine and immediately get mugged but turn the tables w/ magic.
 * The city is in a rush to prepare for an eventual undead invasion and is in chaos.


 * Immediately they realize the trouble they could get into and run away, with people cursing mages after them.
 * The team learns about the rumors behind the cause of this rise in the undead population.


 * Coming with them is Merita Pensa.

Chapter X: To Let a Thousand Magi Arise

 * Planning: [[Image:25%%.png]] | Writing: [[Image:0%%.png]]


 * Dreamscape
 * Altair and Qura are having a honeymoon at Tareau when they're attacked by rogue magi who are defeated.
 * Altair interrogates the rogue magi and discovers that they're drawing their magic on suddenly common staves.
 * Altair binds them to him and has them lead him to the merchant selling these staves. But he's gone.
 * Realizing this may be a challenging hunt, Altair makes twenty copies of himself and they spread out over town.
 * By evening none of them have found the merchant but each reports widespread chaos caused by new magi.

Chapter 48: Reunion

 * Planning: [[Image:25%%.png]] | Writing: [[Image:0%%.png]]


 * Dreamscape
 * Qura says she wants to meet her family again. The trio fly to Aeutaril, enjoying the scenery.
 * A few hours later they have arrived. The Saras are shocked to see how far Qura has come.
 * Qura is now as successful as her parents could dream of her becoming - AND she gets to have it her way!


 * Only now has Intael finally returned from Iutarru, and gathering his allies, comes to seek retribution.
 * The Loiras demand Qura be returned to them and speak badly of whoever snatched Qura from Intael.
 * This of course makes Altair angry but he keeps it to himself until after the Loiras claim they'll kill "that person".
 * Then Altair reveals himself and the Loiras are suddenly terrified and apologize profusely, running away.


 * Altair gives the family a bride-gift - a royal haircomb and a decorative scroll with his writing on it.

=Books Two and Three=

Chapter X: To Reveal One's Magic

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 * They show it to others - bad move.


 * Moments later they are ambushed by two groups of bandits after this trophy. Both are defeated.
 * The former demands a fair, 1 on 1 fight. Triel fights their leader, slicing right through sword and armor, and killing him.
 * Mael's animated sword strikes down the latter. Without full armor, the bandits are no match for a magical blade.
 * Feeling generous, the team allows the bandits to flee, then set off for Intorna (for northward shipping).


 * A mage intercepts them and with control of the air, prevent them from moving. Then he proceeds to interrogate.
 * This bout of magic spreads through Aureil rapidly and gets the attention of one of the undercover magi there.


 * Qura is about to talk but Tira says the mage will surely kill them when he's done. The interrogation continues.
 * In response the mage uses the air to suffocate Tira to death. The team watches on helplessly and agonizingly.
 * Qura lies, saying magic must be demonstrated, not described, and so the mage allows her alone to move.
 * Qura demonstrates blinding magic to the mage, beats and ties him up, then figures out how to liberate the others.
 * The tables are turned on the mage, who is tortured into spilling his secrets before being executed.
 * Triel and Mael know the danger of letting the mage live. Charmel is opposed. Qura "trusts in Triel's judgment".
 * They're surprised by Qura's words. The mage pleads for life but Triel cuts his neck off. ("Die like a man, murderer.")


 * A funeral for Tira. This is truly the part where Qura loses her innocence about the world of magic.