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I like to RP!

You'll find that I tend to like running games, rather than playing in them.

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A short time later the shape of Palmyra appears in the window of the control room. In the evening light the city looks like a disk-shaped web of light that runs up along a coast and peninsula, a mass of civilization huddled against the darkness. The lights grow bigger and brighter as the ship descends toward the ground below, the sound of radio chatter filling the control room as docking instructions are given and followed. The vessel comes to a halt with a shudder as it touches down, and after a few minutes of hurried activity a small escort is formed to lead the five girls off the ship and to the dock below.

From there they travel by vehicle, a too-bulky military car that ferries them through the narrow, hilly streets of the city. Outside a maze of fluorescent lit streets pass by, dull white lighting occasionally broken up by flickering LEDs or neon signage written in mixtures of English, Russian, and Japanese. Most buildings they pass are utilitarian in architecture, a far cry from Nicole’s beloved Hasta at night and something more suited to a military city.

It’s at one of those buildings that they make their first stop, a medical facility somewhere on the northern end of the city. It’s clearly more than a civilian outfit, judging by the guards. It doesn’t take long to check each of the girls in, and the tests begin shortly after.

For Nicole, Astrelle, and Dana, the work only takes about an hour. They’re run through a machine or two, blood is taken, and there’s a brief physical examination. Each is deemed clear of any harmful effects from their earlier exposure, with further tests to come in the following days as part of their Ars Magi preparations.

For Penny and Vanna things are a bit more extensive. The former gets her shoulder set and a proper cast for her arm, as well as some well-deserved pain medication. Vanna’s cheek is stitched up and bandaged, and once the Duodecim girl returns to consciousness she too is released back into the care of her escorts.

It’s another short drive that follows afterward, through now empty streets and passed several quiet districts before they arrive at their final destination:




𝙽𝚘𝚟𝚊 𝙻𝚞𝚡 𝙰𝚌𝚊𝚍𝚎𝚖𝚢
𝙳𝚘𝚛𝚖𝚜

𝙰𝚙𝚛𝚒𝚕 𝟷𝟶𝚝𝚑, 𝟷𝟷𝟽 𝙰𝚅
𝟷:𝟶𝟽 𝙰𝙼
Dana Noel, Penny Grenoble, Nicole Cognoscenti, Diana Khay Vanna, Astrelle Lennox



There’s not much time to admire the sprawling stonework of Nova Lux and its sister academy, nor examine the carefully cultivated gardens or exquisitely chiseled monuments half-hidden in the darkness. At this hour--past midnight now--the lights are dimmed and the stone pathways that run through the buildings are empty of any presence save the five girls and their small escort.

A brief check-in is made with one of the faculty members, a woman who looks sorely unhappy to be out this late. She takes the lead once the girls gather their luggage, guiding them to the dormitories and through the ornate wooden doors that lead inside. A dimly lit, blue-carpeted hallway awaits them, and after a short trip to the second floor each is given a key to their respective rooms. Orientation is to begin at 8 AM tomorrow, and the woman recommends getting what rest they can in the meantime.

Of those rooms they’ll be settling in, some are shared. Penny and Dana shortly find that they’ll be sharing a dorm, as do Astrelle and Nicole. Once they pick their door out of the long line of similar looking portals they find a reasonably spacious room awaits them. Reasonably by the standards of anyone but Astrelle and Vanna, anyway. Two twin beds sit on opposite ends of the room, two small desks, two small closets, a kitchenette and bathroom. Windows look down upon the dark courtyard below, blue curtains at their fringes. Mostly everything is either blue or gold, the standard Imperium colors.

Vanna finds her room much the same, with one addition: There’s already another person there.



As soon as the white-haired girl opens the door she’s blasted by sharp chords of music, strings of noise that echo out into the hallway. The girl inside is very much not asleep despite the hour, lying in the center of the room with palms pressed to the floor, body rising and falling in steady rhythm. “Twenty. Twenty-one. Twenty-two.” She exhales a breath with each push-up, pausing to crane her head upward when she notices her visitor.

“Oh--hey!” She pauses halfway through her motions. “They said you’d show up eventually.”

She finishes her exercise before hopping to her feet. The girl is tall, red-haired, built lean but athletic. She wears a basic workout ensemble with hair tied back in a ponytail, and a thin sheen of sweat covers the hand that she extends out to Vanna. “I’m Cara.”

She considers briefly before asking: “Is your face okay?”
“No.” Victoria replies to Nicole’s question. “It was…unexpected.” It’s hard to tell how sincere the Ars Magi is, given her expression seems never to change that much. Yet there’s the slightest hint of a frown, a small note of displeasure with this fact that she shares.

Her frown deepens slightly when Astrelle speaks. Crimson eyes turn toward the dark-haired girl, the Ars Magi holding her gaze for a few icy seconds.

“It was an Ars Magi.” She replies. “Or something similar enough that I wasn’t able to tell the difference.” Astrelle manages to pry that loose, at least. “It shouldn’t be possible.” Victoria seems fairly certain about that. Regardless of the actual reality.

“That’s the transparency I can offer you.” She finishes, adding, “But Miss Cognoscenti has it correct. If you’re going to serve the Imperium as an Ars Magi, Miss Lennox, obedience is what’s expected of you.” There’s been very little indication that Astrelle has a choice in the matter.

“If you’ll excuse me.” The Ars Magi steps back, heading toward the control console. Soon she’s deep in discussion with the pilot manning it, and the surrounding soldiers after that. She doesn’t leave this time, but she makes herself busy enough to avoid further questions. The five girls are left alone in the meantime, with not much in the way of privacy.
Quiet conversation fills the rail-car as time ticks by. The figures outside of the car continue to speak among themselves, pausing briefly when the lights both outside and inside begin to buzz and flicker. They don’t die but they do briefly dim, humming with quiet effort before full and fluorescent illumination returns to the car.

It’s after that brief interruption that the doors slide open once again.

A short, dark haired woman in Imperium uniform enters, flanked by four of the soldiers that had been milling around outside. The men take position at front and back of the car while the woman addresses the occupying passengers:



“Ladies. My name is Captain Wei, I’ll be escorting you to Calcaria’s military base.” Her tone is crisp and formal, information delivered at a break-neck pace. “A heavy front of Nox is moving in from the north and it’s been decided that it would be unsafe to send you through it. We’ll be holding you over a day or two until it clears.”

Explanation given the woman makes a signal to the operators outside, and with a gentle shudder the rail-car begins to move. It lurches forward along the track, clearing the station in a matter of seconds. The track running from the airship docks provides a spectacular view of the city as the car glides down toward the city surface, and those looking out the windows find a sea of lights spread out before them.

As the car picks up speed buildings move by faster, buildings rolling quickly past the windows. Once they reach the ground they pass through what must be the central station, a web of tracks and moving cars that necessitates a brief slowdown. From the window they can see clusters of people moving through the bustling station, the waves of bodies pausing briefly as the lights flicker and dim for a brief moment. A tremor of darkness runs through the surrounding buildings as well, until steady illumination returns a few seconds later.

“They’re redirecting power to the diffuses.” Wei comments in explanation. Considering her earlier remark about a heavy influx of Nox it’s likely the cities defenses need the boost. Such occurrences aren’t common, but it’s likely each of the girls in the car have experienced it at least once. The cities Ars Magi are most likely deployed as well, to contain anything that breaks through, something confirmed with Wei’s next statement:

“I’m afraid your original escort was needed elsewhere. I’ll do my best to answer any questions you might have in the meantime.”

The car begins to accelerate once more, leaving the central station and heading onward tower its destination. Occasionally other trains can be seen passing by, flashing by the window. Other stations similarly pass by, filled with waiting pedestrians.
Things are returning to some form of normalcy in the control room. The injured, including Vanna, have been moved to a separate area, and those crew members still in good health are preparing for the upcoming landing. The sun is still sinking outside, vanishing slowly out of sight and leaving darkness behind.

Penny’s first assessment of the Ars Magi’s state didn’t earn her a response earlier, but now that the ship is settled and the woman has time to speak she address further the question of what, exactly, happened: “The Void that knocked the ship off course was much more dangerous than the one you faced.”

“I-It looked like you were fightin’ another Ars Magi… W-Was it some kinda Void that could shape shift?”

Victoria’s gaze turns to Dana when she broaches the subject of the other Ars Magi. The Wing of Justice is quiet for a moment, considering before she replies. “That was...” A pause. “An enemy combatant. I couldn’t tell you any more than that.” She doesn’t clarify if it’s because she doesn’t know, or if it’s some other reason she’s declining to speak further. “Regardless, what you saw is not to leave this ship.”

“Understood?”

𝙰𝚒𝚛𝚜𝚑𝚒𝚙 𝙻𝚊𝚞𝚛𝚞𝚜
𝙷𝚊𝚕𝚕𝚠𝚊𝚢

𝙰𝚙𝚛𝚒𝚕 𝟿𝚝𝚑, 𝟷𝟷𝟽 𝙰𝚅
Penny Grenoble, Diana Khay


Vanna’s second and final attempt to smash the crimson core in the monster’s side sends it sprawling backward. The force of the impact drives it into the floor, bringing it down hard. Its body pulses once, the geometric lines running across it flickering a final time with crimson light. Its skin too ripples, like an obsidian lake disturbed by stones being flung in.

This time it doesn’t scream.

This time it melts. Half of it seems to bleed away into an oily puddle on the airship’s carpet, while the rest of its mass pools off it in a cloud of toxic black Nox. What it leaves behind is a shattered red core, a faded crimson object the size of large marble and broken in three pieces.

The hallway becomes abruptly quiet, the sound of combat dying along with the Void itself. Slowly the familiar rattle of the airship fills Penny’s ears once again, the sound of the vessel speeding swiftly through the air.

It’s over.


𝙰𝚒𝚛𝚜𝚑𝚒𝚙 𝙻𝚊𝚞𝚛𝚞𝚜
𝙲𝚘𝚗𝚝𝚛𝚘𝚕 𝚁𝚘𝚘𝚖

𝙰𝚙𝚛𝚒𝚕 𝟿𝚝𝚑, 𝟷𝟷𝟽 𝙰𝚅
Dana Noel, Nicole Cognoscenti, Astrelle Lennox


Dana’s hasty explanation sends ripples of concern through the soldiers. That two pieces of their most precious cargo are missing is not good news.

Several scrambling soldiers are quickly organized and directed to the deck below to follow after Nicole and provide further assistance, scooping up their weapons and hustling down to help retrieve the two girls left behind. Others move to take Dana and Astrelle to safety before they too can place themselves back in mortal danger.

And as they do--

“We’re clear!”

It’s a relieved shout from the pilot as the Laurus lurches from the choking black clouds and into clearer, orange-tinted skies. The sun is setting in the distance, half of the sky turned dark, the rest slowly burning away. Thin tendrils of Nox still lace through the air, but soon begin to fade and burn away as the ship accelerates further still.

When the clouds finally clear from the deck Victoria Glass stands alone, visible through the control room window. Huge chunks of broken glass are scattered across the front of the ship, near half of the glass surrounding the main deck having been shattered by some terrible force. The Ars Magi picks her way across it as the wind buffets against her, limping and balancing herself against her weapon; an enormous metal cross.

Crew members wedge the door to the deck open for her, a great torrent of wind ripping through the cabin before the portal is quickly shut behind her.

Report.” Her voice is still icy calm, even as she clutches at a wide and bleeding slash in her side.

The remaining soldiers are quick to do so, and fall quickly in line as she begins issuing orders to sweep the decks and re-secure the ship. They set to it, first to retrieve Vanna, Penny, and Nicole, then proceeding further onward.




Nicole and her new escort find Vanna and Penny where they left them, sans one void and with Vanna unconscious. Crewmembers help (or carry, as may be necessary) the girls back to the control room, securing them there.

It’s near thirty minutes later before Victoria has time to attend to the five candidates personally. In the intervening time the ships medics check over Penny and Vanna, making a makeshift sling for the former and making sure the later hasn’t suffered permanent damage before bandaging her cheek. They’re left to wait near the control room until the Ars Magi returns to report:

The ship is clear and back on route.” She informs the girls. “When we land we’ll have each of you examined and treated. This level of Nox shouldn’t be overtly harmful to you, but the doctors will want to be sure.

Crimson eyes pass over the five girls, the older Ars Magi silent for a pointed few seconds before she continues: “As you’ve guessed, we ran into an area of heavy Nox.” She doesn’t comment on the battle that some of the girls caught a glimpse of, continuing instead: “I neutralized the worst threats, but you were left to deal with the lesser on your own. Admirably--but unfortunately.

We should be landing within the hour. Until then you’ll be kept under guard here. If you notice anything abnormal, report it to the crew members immediately.

At some point in their lives each Nova Lux candidate learned they had the gift of magic, the ability to manipulate one of the natural elements. Perhaps it was learned at a young age, or perhaps only recently. Regardless, it wasn't long before the Novus Orbim Imperium knew as well.

It was determined in short order through a variety of tests that their varying talents were notable. While others may be capable of magic, their bodies in particular were an ideal conduit for the raw magic that suffuses the earth. Accordingly the arrangements were made shortly after, parents informed, travel plans made. There was at least a month worth of waiting, time to say goodbyes and get things in order.

And then it was time to go.





𝙲𝚊𝚕𝚌𝚊𝚛𝚒𝚊
𝙰𝚒𝚛𝚜𝚑𝚒𝚙 𝙳𝚘𝚌𝚔

𝙰𝚙𝚛𝚒𝚕 𝟿𝚝𝚑, 𝟷𝟷𝟽 𝙰𝚅
𝟾:𝟹𝟶 𝙿𝙼



The main method of travel between Sanctum Cities is via airship, and this is how four of the new recruits have travelled thus far. Their ship, the Concordia, is a sleek vessel made up of metal and wood, a cross between the new and old world that ferries them across ocean and continent. From Sisica, to Norba, then Hasta, Baetarrae, and finally Calcaria. Their final destination is Palmyra, home of both Nova Lux and the prestigious NOI First Military Academy.

For Selma, Sadie, Crystal, and Rivka, the journey has been pleasant enough. It may even be more than that, for those individuals who’ve never experienced the wonder of flight. Airship travel is both relatively expedient and considered mostly safe; not in just that the technology works, but also in that the deadly clouds of Nox that cover the planet rarely float up very high into the atmosphere.

They also have their very own contingent of guards, just in case. Both NOI soldiers and a singular Ars Magi, a blonde-haired woman in a gold and blue uniform that patrols the deck. None of them make much time for their guests but give short answers if asked about the trip and destination.

Individuals rooms have been set aside for each girl, the cabins more akin to train than airplane. Each has enough room for both their passenger and their luggage, along with a wide window to grant them a view of both the sky above and the clouded world below. Unfortunately, they’ve also been mostly confined to their rooms for the majority of the trip. This mean limited time spent on the deck, and not much contact with each other. Food and drink are provided, but each girl is mostly left to entertain herself for the duration of the trip.

Until they reach Calcaria.

Chie, waiting at the docks with her own escort, can see the lights of the Concordia as it touches down nearby. The docks around her mark the highest point in the city, a network of suspended pathways that connect to towering stone and steel structures that spread out in the sky like a maze. Here she is supposed to board and be taken with the others to Palmyra—

Or at least, she was, before plans changed. After near ten minutes of waiting to board Chie is informed by one of the Imperium soldiers escorting her that she’s being rerouted, as are the rest of the new candidates. The four girls inside the airship are similarly told to gather their luggage before they, like Chie, are escorted from the dock and to an adjoining rail station. Smooth metal cars rattle along the elevated tracks that run through the building, stopping briefly to let on passengers before continuing their journey down into the city.

It’s into one of these rail cars that the five girls are escorted, the metal doors sliding shut behind them. The markings on the outside designate it clearly as a private car, something important and military. There’s enough room for the five of them and their luggage, and they’re left to situate themselves and make preparations. The guards escorting them huddle outside the car, speaking over earpieces and making short gestures.

They appear to be waiting for something.

Which means the car won’t be moving in the immediate future, leaving the five girls temporarily to each other’s company as the minutes tick slowly by.

Secundi Lux

GM: @Inedible
Discord
Status: Closed

- - -

One hundred years ago the First Void appeared. A towering beast made of darkness itself, no one knows where it came from, but its goal quickly became apparent: The destruction of humankind.

From the First Void came Nox, the rawest form of what humans now call magic. Deadly in large quantities, Nox quickly spread and covered most of the planet, warping and twisting everything that it touched. Humanity was scattered, forced to retreat to higher elevations and behind hastily erected walls.

Until they learned to harness magic for themselves.

The Twelve Heroes were the first individuals born capable of harnessing raw magic. Together with the first magitech weapons they destroyed the First Void, ending the immediate threat to humanity.

In the aftermath of the Dark War the Novus Orbis Imperium was established by the first of the Six, an organization that would quickly take charge of the remains of civilization. They established, help fortify the Sancum Cities and became the unifying government.

However, though the First Void is gone the threats it left behind still remain. Where Nox gathers other, smaller Voids manifest. The Sanctum Cities are still threatened by periodic Void attacks, and not even the technomagic shields can always prevent the buildup of Nox.

That's where you come in. Ars Magi, transforming soldiers with the power to fight the Voids. Selected to be trained at Nova Lux Academy, you are the brightest hope for the future.









𝙰𝚒𝚛𝚜𝚑𝚒𝚙 𝙻𝚊𝚞𝚛𝚞𝚜
𝙷𝚊𝚕𝚕𝚠𝚊𝚢

𝙰𝚙𝚛𝚒𝚕 𝟿𝚝𝚑, 𝟷𝟷𝟽 𝙰𝚅
Penny Grenoble, Diana Khay


It’s impossible to tell if the Void can understand Penny’s insults, or if they merely fall on deaf ears. Perhaps her bluster is the reason it leers toward her, or perhaps it just intends to finish the job it started. Either way one long stride carries it to where the short girl has fallen, and one long arm rises again to strike—-

And then it stops. Vanna’s shoe clatters to the ground, the improvised projectile finding its mark in the monster’s side. Its posture shifts, hand lowering as it turns to face the Duodecim girl instead. There’s a momentary pause as it refocuses, turning attention away form the fallen Penny and toward this new annoyance.

The space between the Void and Vanna is abruptly shortened as it lunges for her. A dark hand shoots outward, viciously clawed fingers seeking to pierce through any vulnerable flesh they can find. It’s fast enough to wound, but not enough to skewer the girl as it intends. The motion leaves it open for her retaliatory blow, and she’s able to drive the aether-charged table leg into the dark mass that surrounds its crimson core.

The leg shatters with the force, but it spears down deep. Crimson lines pulse with energy, rippling in quick lines across the surface of the Void. It buckles for a moment, and then the tall, dark mass pitches forward. It crashes to its knees, arms reaching forward to prop it up and prevent complete collapse.

It’s still alive.

Maybe not by much, though. There’s time now, either to make an exit…or to press to finish it off, if the two remaining girls can manage enough power between them.


𝙰𝚒𝚛𝚜𝚑𝚒𝚙 𝙻𝚊𝚞𝚛𝚞𝚜
𝙲𝚘𝚗𝚝𝚛𝚘𝚕 𝚁𝚘𝚘𝚖

𝙰𝚙𝚛𝚒𝚕 𝟿𝚝𝚑, 𝟷𝟷𝟽 𝙰𝚅
Dana Noel, Nicole Cognoscenti, Astrelle Lennox


Distracted as the Void is with its attack, the other three girls find themselves with a clear path down the hallway and toward the control room. Astrelle is the first to make it there, easily leaving behind Dana, Nicole, and the soldier they’re burdened with carrying.

She finds the control room in disarray. There’s clearly been an attack there as well, judging by the damage. Soldiers are scrambling to aid wounded crew members, arm themselves, and regroup as commands are barked back and forth. One man is at the controls of the ship, wounded but still attempting to pilot.

From the control room the ship’s deck is visible through a large window near the front. Though the outside is shrouded in black fog, Astelle can still see flashes of light moving across the deck. There are figures out there, moving and clashing in the darkness, throwing up sparks of impact each time they collide.

When they draw close enough to the window she can just start to make out some detail. One of them she’s sure is Victoria Glass, but the other she’s never seen before.



The other combatant is a woman in metal armor holding a crackling blade of electricity. Her face glows, and after a second it becomes clear that the illumination comes from a metal mask that obscures her features. She’s visible only for a moment before she and Victoria are moving back up the deck, sparks flashing as they trade blows.

“Nox levels going down!” Comes a shout from one of the soldiers in front of a control panel. “Maintain course!”

Dana and Nicole arrive soon after, getting a similar view of the disarray in the room. Once they’re spotted a few helpful crewmen take the soldier off their hands, demanding: “Where are the other girls!?”
I appreciate ningal700 for taking the leap and posting a sheet, but I'm thinking I'll have to close this down for lack of interest.

Thanks for taking a look, those who did. Sorry it couldn't get off the ground.
| Music: Maximize Power! |


The crack of electricity from Penny’s strike echoes down the hallway, sparks flashing as lightning is discharged into the air and the pitch-black enemy she charges to meet. The blow strikes the Void center mass, lightning rippling across its dark surface. There’s a noticeable effect in the way it sways backward, a half-stagger as a black plume of smoke rolls off its body. The soldier in its grasp is set suddenly free, crashing to the ground as the monster swings its head toward Penny. It has no eyes—just dimly pulsing lines etched across its ‘face’—but there’s little question that she has the Void’s full attention now.

Vanna, prepared and observing, is the one who notices the crack in the monster’s proverbial armor. When Penny’s attack pulses through it the dark exterior shifts and churns, revealing for just an instant a point where the geometric lines converge. A marble sized red dot on the left side of the Void’s chest, pulsing with energy. It appears for only a second before vanishing beneath the monster’s skin once again.

The fallen soldier, meanwhile, is in sore need to Dana’s help. When she scrambles to his side she finds that the Void’s claws have pierced deep into the man’s chest, the wound leaking crimson and oily black. His breath comes in pained and hissing gasps, hand making vain gestures toward his fallen weapon.

Dana’s magic, even enhanced by the influx of Nox, is only enough to stave off the worst of the damage. Her healing light stitches the wound together into something less imminently fatal, something that will give her the opportunity to at least help move the man out of the immediate area.

Astrelle and Nicole also find that they have a clearer path to the hallway and the stairway to the control room at the end of it. They’ll have to risk passing by the Void, but their only other option is taking the opposite path up to the deck and making it to the control room form there. Judging by the cacophony of splintering glass they heard earlier it’s doubtful said route is much safer of an option.

Thankfully, the Void seems now preoccupied with Penny. The magic thrumming through her gives her the barest edge she needs to avoid the swipe of the Void’s claws, though each strike leaves only inches between herself and the end of a razor-sharp finger.

Until she comes in for a second strike.

She has to aim up. The Void is very tall and her arm has a long way to travel.

Her sparking fist nearly makes it to the featureless head of the monster before one of its long hands snatches her arm abruptly from its course. Its fist closes around her forearm with enough force to fracture bone, applying inhuman force. It’d likely do far worse after-—if it not for the fact that Penny’s electrically charged hand makes her difficult to hold for long.

But it does not release her gently. Its face splits open to let loose a harrowing screech as electricity rips through its grasping limb. It jerks Penny violently to the side with easily enough force to dislocate the short girl’s shoulder, hurling her against the hallway wall.

The Void pauses a moment as it straightens itself. Its left arm has lost some of its mass, the gaunt limb now positively skeletal. Yet the crimson lines that trace the dark figure still pulse with a steady heartbeat, thrumming in the ring of Dana’s light.
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