Rippling wind and flapping sails, as the ship known as the Black Sun soared through the skies above the kingdom known as Pergrande. Aboard this ship were three mages, Ardere, Davey the duck, and Aiyana. The sails strung high, flapping in the wind at an extremely high altitude. The engines roaring, bits of flames bursting from them. The fire mage found himself at the helm of the ship, considering it was his after all. He had paid good money for this ship, and he would be damned if it didn't come to good use. It actually provided for a quick entry into the country, which they would need to avoid border patrol. The kingdom of Pergrande was not the most fond of mages, zero percent of the population being mages after all. He had done his reading about this country, one of the few he had never dared to venture into. There had been no point, until he had been assigned this mission. Breaking into the prison known as Blacksteel Keep would not be an easy feat, but with the combined strength of the three mages it would be a feasible task. While he was the weakest in terms of power, he was far from weak in terms of skill. Their mission ahead would not be an easy one by any means, but they could accomplish their goal. Tapping his pale fingers to a button, he activated the auto pilot on the ship. It was quite the advanced ship, and the auto pilot would guide them where they needed to go, in a single direction at least. Turning to face the other two mages, he tightened the leather Samurai armor he acquired from Midi. Taking a deep breath, he tied a red headband through his thick brown locks. It seemed he was prepared for battle, and there was no doubt in his mind that they would encounter a plethora of combat. The keep was a fortress, full of guards, Paladins training for years. Clarent was on his back, the red and white blade he had come into ownership of a while back. He had a feeling that he would need it, but he had no idea how strong the swordsmen in Pergrande were. We're so dead. Davey the duck seemed to be quite the pessimist, as far as he could tell. Ignoring most of his negative comments, the three mages were not far from their destination, and as such were in the main cabin rather than resting up for the mission. We'll be fine. Blacksteel Keep is hellishly defended, so walking through the front door really isn't an option. We'll have to sneak in, the question is from where? His eyes peering down at the map of the keep on the table near where the other two mages were, he heard a sigh let out from the Duck's mouth. Ugh. It's obvious we'll have to sneak into the underground tunnels beneath the keep, they use it for escape routes during times of war. Nodding, it seemed they had the foundations of a plan. What do you think Aiyana? He seemed quite calm and laid back about the situation, but he wanted to hear what his mission partner thought. He did respect her after all. @Raven WC: 545/300 Post: 1/20 | Every wound will shape me. Every scar will build my throne. MADE BY VEL OF GS + ADOX 2.0 |
- Mission:
- Job Title: The Heratic
Rank: A
Player Requirements: A-Ranked Wizard(s) or two B-Ranked Wizards.
Job Requirements: Thread must be 40 posts. 300 words per post. Davey's Magic is up too you. Must Roll the Monster Dice at least Four Times.
Job Location: Pergrande Kingdom, Blacksteel Keep
Job Description: Remy, the talking Raccoon from Seven has been captured venturing too far from his homeland. Remy always had a fancy for exploration as a merchant; and eventually he made it all the way to Pergrande; barely escaping with his life in Bellum, only too be captured within hours of entering Pergrande and sent too a famous prison in Pergrande, Blacksteel Keep.
Remy will have his head on the block in the A.M, and a request has come in from Seven for you too accompany one of their wizards on a journey to rescue the plighted Racoon.
Davey, the Duck Wizard will accompany on your journey. Davey wears a normal wizards robes, and hat, gray in color; but his staff is a spectacular twist of vines and branches; that seem to glow when he uses magic. Although he is, a walking talking duck; Davy is a rather serious wizard, and needs to lighten up. He is not happy about having to enter Pergrande.
Although you will have too deal with Davey's complaints that you'll both be captured and executed, along with his thoughts of being crucified as a Satanic Duck; the Job presses on. You and the Wizard Duck approach a structure straight out of a Fairy Tail. The steel, literally looks black on the keep; and there are Pergrande guards everywhere; even visible from afar.
Lucky too have made it this far into Pergrande without being captured, you and the Duck Wizard must free the Racoon Merchant before or at dawn. However, you will be forever branded as a Heratic (as all practitioners of magic are considered here) in the Kingdom of Pergrande; and will not be able too return too this nation unless you are in disguise.
Bust Remy out, escape Pergrande, and seek safe passage back to Seven through Iceberg!
Enemies:
Weak - Pergrande Guardsmen
Normal - Pergrande Knight
Strong - Pergrande Knight Captain
Boss - Pergrande Paladin
Reward: 40k Jewels, and One Spell Slot of Your Rank (Unless Maxed), Will be considered a Heratic in Pergrande Kingdom and an Enemy of Their Nation Afterward