Entitas Writes

004 - The Second Mystic

Stopping a small group of optimistic raiders is one thing, but there’s still the matter of the second mystic and settling the matter. Solana returns to Gautstafr to see if he’s willing to be a little more agreeable.

Gautstafr indeed knows the location of his opponent. He is to the south, which explains Timberhome’s fate: right in-between the mystics in the ritual. However, having divided his attention between his own mystic affairs and warding the town, he’s unsure if he can provide help much longer. There’s no time for supplies, and little left here at this point anyhow: Solana needs to go, now. Still exhausted from battle, she departs the inn room and wearily stares southward before making her first steps.

Despite the brevity of the journey, Solana stares down her empty bag and finds herself woefully unprepared. Trying to bypass some of the roughness of the deep Woods, she heads more in a southeasterly direction, through the Havens. It is here she reaches one of several dry grasslands. An area known to be sacred. There’s little time to be meditating: she must move on, quickly.

Solana moves quickly. Low on resources is nothing new to a traveler like her, and while hardly unpleasant, by now she feels much more in the groove of her old life (old? She was resting for perhaps a few weeks. Time feels longer when growing fat in an inn). Collecting food, kindling, odd bits here and there - the land is bountiful if you have some knowledge and imagination. Double the pace and with more goods than she started with - any army would be jealous.

Not far from the holy site is a small collection of graves. Any information about the dead has long faded away: the only indication that there are buried bodies here are the odd rock piles in an otherwise stoneless place. Yet no settlements are anywhere in the horizon: who would bury their dead so far? Perhaps it was a price to pay just for the comfort of the deceased being buried next to sacred ground.

According to Gautstafr, Solana is approaching the second mystic’s known location. A large hilltop nearby proves to be an excellent vantage point. Here seems like a fine place to try and rest and recuperate. Ultimately, however, her mind is clouded with uncertainty - what will this second person be like? Will he or she be as empathetic as Gautstafr? Doubt filled the evening as little more was accomplished than an uneasy rest in a vulnerable location.

In the morning, Solana notices from her elevated ground another encampment. It was so thoroughly intertwined with the thick foliage marking the Deep Wood’s borders that it would have surely been invisible from another angle. This must be the mystic’s hiding place.

She cautiously approaches, trying to appear nonthreatening, and hail the woman. Solana plays the role of a casual passerby for initial greetings, before springing the subject: there is a town nearby in danger from the mystics’ acts. Regardless of mystical affairs, this must be stopped, or innocents will be wiped out.

The woman is aghast. It seems both practitioners, so isolated from the world for so long, was entirely unaware the Deep Woods have slowly become inhabited over time. Solana explains further that the second mystic has already agreed to, for the time, keep the town safe, pending whatever affairs are here being settled. With her stopping, it would seem he should as well. Although, while such a caster is here, what were they doing in the first place, that would cause such chaos to the area?

It appears that the rituals performed here were, in fact, intended to be blessings. The art of magic is not a common one: it is derived from the ground itself. This connection to the earth must be re-strengthened regularly, or the fantastical would be lost forever. As it happens, both mystics were here at the same time for this same purpose, in effect empowering it too much, certainly not helped by antagonistic interpretations of the other. Given what has transpired here, neither will have much reason to bother Timberhome for much longer: the land is clearly over-enchanted. Gautstafr can stay as he wants, and she will be on her way back to seclusion.

The return back to Timberhome was uneventful by comparison. Already, the land seems more stable, helped of course by a local mystic becoming something of the town guardian. Much of the town, however, is hardly excited at this. Magic, after all, was the start of this problem, and seeing so much of it, so soon, and some mystic deciding they’re also a benefactor, is far too much. Solana, in their eyes, has caused nothing but trouble since they decided to get involved. Within a day, she’s yelled at, shooed, and the message generally made clear: She is no longer welcome here, and any hope of learning more of mysticism from Gautstafr is made much more improbable.

Mid-Story Commentary

Comparing the size of this play log with the previous ones, I was apparently getting into the swing of things, or at least getting invested in the story at this point.

Gee, it turns out all that anyone needed to do was go to the mystics and politely ask them to stop. Wonder why nobody else tried that one.

A second journey, and clearly I'm running into Supply problems here. At this point, I invoked Outcast's supply trick and scored a strong hit, which was very helpful.

This Vow was a Dangerous rank, and I think at the point of resolving the vow I had ffour progress on it, for a 8/10 at the end of things: Finding the mystic, convincing him to stop, and doing that again for the second one. If I had a fifth progress for a full 10/10, I've forgotten it by now, but it seems reasonable to me that my newbie brain would find a way to squeeze a fifth one in somehow. The town being annoyed at her was from a miss on Forging a Bond, which is very unfortunate given her 3 Heart stat.

Full Retrospective Commentary

An awful lot of things in this playthrough are handled by just walking up and either talking to people about them or punching them, which is largely the fault of my stagnant brain, but is a fair enough standard approach for a character like her: 3 Heart, 2 Iron, 2 Edge.

I notice in these early ones I tend to do a lot of questioning what happens next. I must have been trying to explicitly write hooks for myself, or was just playing into the fact I didn't know what was happening next. Think that fades away eventually as I find the GM side of myself and have a better understanding of what and how I want to play the game.

Given how hard I tried to wrap up any loose ends, the mystic woman that was the second part of this vow is one that disappeared on me. A second magical character like that would have certainly been interesting to play with.

This second mystic never comes back, does she? Another case of most of this first vow being left by the wayside afterwards. That's a shame, because Gautstafr could have probably used another mystic to bounce off of. Another one of those things that happened before I got extremely invested and started on enthusiastic callbacks that slipped through the cracks.

The explanation of how magic works here is pretty fun, it's basically a sort of debt to the world itself; you can go in debt to cast magic, but you eventually have to pay it back. I don't think I ever actually did anything with that, though. Further, it seems almost uncharacteristic of her to be interested in learning magic, since doesn't really express that past this point (Tether was more forced on her than an active pursuit, I'd say).