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Broken Empires
Ch 74: Quests for dummies. (Amy/Eddy)

Ch 74: Quests for dummies. (Amy/Eddy)

The sun had just begun to dip below the horizon, casting long shadows over the ruins of Surfers Paradise, a stark reminder of the world we now navigated. The air was heavy with the scent of salt and destruction, a poignant contrast to the memories of laughter and waves that once defined this tourist haven. I remembered visiting the beach here on a rare weekend off. I was explaining to Eddy the differences from what I once knew.

Once Harold had transcended, my only contact with him was through my skills.

Class Skill: Commune with Harold.

Sixty seconds of conversation with your Patron.

Limited to 1/significant sacrifice.

In true rat bastard Harold style, a significant sacrifice was me putting valuable commodities or energy-dense items into my junk slot in my inventory. Biomass was counted, but it would require tons of vegetation. High-tier monster corpses could be used too.

Class Skill: Prayer (Harold).

Craft a request for your Patron, Harold. Once you have accumulated enough energy to complete the request, it will be done.

Only one active Prayer accumulates energy at one time. May not bank or accumulate energy with no active prayers.

Class Skill: Divination of Harold.

Ask a question of your Patron.

If the answer is known and you are in Favour, your Patron, Harold, will grant you the knowledge.

Be aware that frivolous questions may invoke the Wrath of Harold.

Limited to 1 Question per Lunar Cycle.

For this one, Favour was energy. It was cheaper to ask Harold than at the Karmahouse, but still expensive. I learned about these skills by wasting a Commune and spending 20 seconds being scolded. Then Harold gave me the proper way to use the skills. I still felt weird putting random rubbish into my inventory. I didn't have a counter for my Favour with Harold, but I did know whether I had enough or needed more to activate a skill.

I sighed. I guess he was trying hard to look after us.

The team that left on the Quest took several hours to put together and was a really mixed bag. I was not sure how I felt about the team.

Trent Logan – Fighter (Pugilist)

Jeffry (Jeff) Sebald – Fighter

Noah Elias-Willingham III – Avatar of Harold

Evidently, Eddy and I counted as two people, so we rounded out the team of 5. We had two fighters, one a close hand-to-hand combat specialist and one ranged and melee; Noah, the former bastard CEO of Flex Tech, was now an indestructible sack of meat with no skills, and I guess I was the healer. Not a totally bad questing team, but Jack was a dick, and Trent was so nervous around Noah that it was almost laughable.

I had hoped that having the Avatar of Harold on the team would give us access to Harold, but it was intermittent, and we had to keep correcting the puppet's movement when we changed direction or stopped.

This entire Quest seemed like a setup and a pain. I suspected Harold had set it up to keep me busy while things consolidated in Brisbane. At least I had the former mayor and army chief on board and supporting the new order. I didn't totally trust them, but I didn't have other options.

I left Allen and Venus as my safeguards, and they were more than happy to play mole and spies for me.

As per our quest instructions or rather restrictions, we walked.

Brisbane to the Surfers Paradise. 98km. It took us six hours. We got to see some of the worst effects of Integration. Tech failure, or at least high tech, meant most vehicles with onboard computers stopped. Some failed quicker than others. Then there were the people. Huddled in groups and not leaving their homes. As we passed people, we yelled and told them to head north to Brisbane, where it was safe. At first, I felt like I was lying, but after the first few groups, it became more apparent that we needed to make more efforts to save people.

I had expected looting and riots, but the Nanites' operating systems suppressed the urge towards chaos. Karma and maintaining good karmic relationships were a driving force behind our Systems and their programming. As we moved further south, we saw fewer people and other than shouting at them to go to Brisbane, we stayed away.

We had to leave the highway we were walking along as we neared the outskirts of Surfer's Paradise. It was broken and damaged, and the city and surroundings were messy. We could tell something else had been through here.

Eddy: It looks like either some Chaos event or maybe even Karassian.

It looks like a warzone. I thought we were not meant to have wars until much later in the Integration period.

Eddy: Normally, yes. This could be a human or an unsanctioned group.

Great.

We cautiously moved through the debris of what used to be vibrant streets and alleys. I had been here before and remembered the busy, bustling roads full of cars and people. Now it was broken rubble and what looked like explosion damage without too much fire.

We had basic sensors and remote drones that detected energy and could sense infrared and temperature. Thanks to Trent, our scout and drone guy, these integrated seamlessly with our HUDs. Not out of any skill, but because he was the only one with access to the tech, we moved cautiously, ready for anything.

Eddy: I am picking up energy signatures that are not Human or Karassian.

Trent picked them up with the drone sensors almost at the same time,

"I've detected faint energy signatures of … shit, Murhog Raiders. They seem to be scouts."

Eddy: Mur"og Salvers. They often illegally piggyback an Integration and take slaves. I would say that the people of Surfers Paradise are either dead or slaves. Hopefully, they are captured and, in an encampment, here waiting to be shipped off world.

Why hopefully.

Eddy: Otherwise, they would be off-world already and being shipped somewhere.

Crap, I'm not reaI'mto go chasing them yet. I'll add it to the to-do list, though. What can you tell me about them?

Eddy: Murhog are what you would consider to be orcish aliens, both in appearance, culture and temperament. They are one of the laziest and worst of the known Orcan species. They are known for their brute strength and merciless nature and often take advantage of the chaos sown by the Karassian invaders. Sometimes, they are paid by the Karassians. Unlike the Karassians, the Murhogs preferred confrontation. Their technology is primitive but effective in their cruel hands. Be careful.

I pulled up my spell list and my skill list.

Spells:

Cleric: All

Mage: All

Shit, Harold was a bitch.

Eddy, can you get me a list of some spells?

Eddy: Your priest spells per level are impressive. As are your mage spells. Or Harold calls you a Wizard. You cannot sustain all the spells simultaneously, so I'll limit I'll.

Are the spells all online?

Eddy: Allen says to be careful with 5+, depending on the Energy Levels. I'll get you a list of spells that are half-decent. We can figure the others out later.

Level 1 Spells (5 Slots):

Shield of Faith: Bolsters a target's armour in a shimmering field, increasing their ability to dodge attacks.

Cure Wounds: A versatile healing spell that allows you to mend minor injuries with a touch.

Bless: Empowers allies within range, improving their chances of success in combat or skilful endeavours.

Detect Life: This enables you to perceive life auras, crucial for identifying hidden threats or uncovering cloaked enemies.

Sanctuary: Offers protection to a targeted ally, warding off attacks and making foes hesitate to strike.

Level 2 Spells (5 Slots):

Lesser Restoration: Cures a target of a condition afflicting them, such as poison, disease, or blindness.

Spiritual Weapon: Summons a spectral weapon of your choice that fights on your behalf, capable of striking enemies at a distance.

Silence: Creates a zone where sound is entirely nullified, ideal for thwarting enemy spellcasters who rely on Verbal spell casting.

Hold Person: Paralyses an opponent in place, rendering them unable to act temporarily.

Augury: Allows you to receive an omen from HAROLD about the outcome of a specific course of action.

Level 3 Spells (4 Slots):

Dispel Magic: Cancels enchantments, spells, or magical effects within range.

Revivify: Brings a deceased ally back to life, provided their death was within the last 60 seconds. It can only be used once on an ally.

Protection from Energy: Grants resistance to a specific type of elemental damage (fire, cold, electricity, etc.).Spirit Guardians: Summons spirits from a nearby realm that protect you and your allies, harming foes that get too close.

Level 4 Spells (4 Slots):

Freedom of Movement: Makes an ally immune to effects that impede movement, ensuring they can always act freely.

Banishment: This spell temporarily sends an enemy creature to a pocket realm of existence, helpful in removing powerful foes from the battlefield.

Divine Power: Bestows you with increased combat prowess, aligning you closer to the HAROLD.

Guardian of Faith: Conjures a spectral guardian that defends a designated area, attacking those who enter.

Level 5 Spells (3 Slots):

Mass Cure Wounds: A powerful healing wave that can restore health to multiple allies within a large area.

Cleanse: Removes all afflictions from a being and restores them to their maximum health, reducing the number of afflictions cured.

Flame Strike: Calls down a divine column of fire, dealing significant damage to enemies caught within its blast.

Wizard Spells:

Level 1 Spells (5 Slots):

Magic Missile: Launches darts of magical energy that hit targets with unerring accuracy.

Mage Armour: Creates a protective magical force around you or a target, enhancing their defence.

Detect Magic: Allows you to perceive magical auras, aiding in identifying magical items or spells.

Shield: Instantaneously summons a magical shield that blocks attacks, providing a momentary boost to defences.

Unauthorized duplication: this narrative has been taken without consent. Report sightings.

Mana spirit: Familiar: Conjures a spirit in an animal form to aid you, capable of performing various tasks.

Level 2 Spells (5 Slots):

Misty Step: Enables you to teleport a short distance instantaneously, evading attacks or overcoming obstacles.

Invisibility: Renders you or another target invisible, ideal for stealth operations or avoiding detection.

Web: Creates a mass of sticky webs that can ensnare and immobilise enemies.

Scorching Ray: Fires beams of fire at targets, potentially hitting multiple enemies or focusing on a single foe.

Mirror Image: Creates illusory duplicates of you, making it difficult for enemies to hit you.

Level 3 Spells (4 Slots):

Fireball: Conjures a powerful explosion of flame, dealing significant area damage.

Counterspell: Allows you to interrupt and negate an enemy spellcasterspellcaster'st's being it's.

Haste: Doubles your speed briefly to provide unmatched mobility and tactical advantages.

Dispel Magic: Cancels out enchantments, spells, or magical effects, mirroring your priestly ability but with a focus on arcane and other forms of energy.

Level 4 Spells (4 Slots):

Dimension Door: The ability to teleport yourself and others across significant distances, bypassing physical and magical barriers.

Greater Invisibility: Improves Invisibility by allowing you or a target to remain unseen even when attacking.

Ice Storm: Summons a storm of ice and hail, damaging and slowing enemies within its area.

Polymorph: Transform yourself or others into different creatures, providing versatile solutions to various challenges.

Level 5 Spells (3 Slots):

Wall of Force: Erects an invisible barrier that is nearly impregnable, shaping the battlefield to your advantage.

Teleportation Circle: Creates a circle that can transport you and others to a pre-designated or well-known location, ideal for rapid deployments or retreats.

Cone of Cold: Releases a blast of extreme cold, freezing and damaging enemies caught in its path.

Shit. That's a loThat'spells. What happened to the DnD spell list? There were a heap of cool spells there, and I am sure some are at the wrong levels here.

Eddy: I am speculating, and if you really want to know, ask Harold next time you commune or ask Allen. I'd say that Harold and Allen had no idea how to encode energy and effects efficiently, so their levels reflect the energy required and the spell power. That's why the list is very incomplete. If you go to the Mages Guild in the Empire, you could learn some others, and Harold could then offer them to future mages.

This was something I really should have thought about before I needed it. When I got my spells sorted, we saw the first Murhog Slaver.

Eddy, acting as a strategist, quickly assessed my options. His voice was a calm presence in my mind.

Eddy: Amy, four scouts, heavily armed but spread out. We can use the element of surprise to our advantage. They think we will be ambushed.

I'd seen ThI'dobbit and Lord of the Rings, and I even watched Rings of Power, and none of those did this orc justice.

We all saw it as it was emerging from the shadows of a dilapidated building. The orcish alien presented a menacing figure, its mottled grey and green skin blending with the broken buildings around it.

Standing taller and broader than any human, the Murhog's presence was accentuated by its battle-worn armour, pieces of metal and hide haphazardly affixed to its body. This armour offered protection while allowing it brutal mobility. Its face, marked by deep scars and characteristic jutting tusks, was twisted into a snarl. Its eyes gleamed red with a mix of intelligence and malice.

In its hands, it wielded some sort of advanced energy weapon, a contrast to its otherwise primitive appearance. The weapon was a short one-handed polearm glowing with a menacing light and humming with power. Around its other arm, an energy shield flickered into existence, a sophisticated piece of technology that hinted at the Murhog's capabilities and their access to advanced tech. According to Eddy, it was likely scavenged or looted from fallen foes.

As the Murhog Slaver charged, the ground seemed to rumble under its weight, each step a testament to its fearsome strength and size. The air crackled with the weapon's energy, ready to cut through armour and flesh. I didn't have it and was second-guessing my poor choice of clothing. Its approach was not just an attack; it was a declaration of dominance and a challenge to us as fighters, yet I was not a warrior but a High Priest and Mage.

Three more slavers ran at us in a failed attempt to ambush us, their war cry sounding harsh in the eerie silence of the ruins of Surfers Paradise.

Eddy: Strategic Suggestion: Web, Flame Strike, Ice Storm, Fire Ball. I can operate independently of you if you desire, letting you concentrate on using weapons or secondary casting. I will act as support for this encounter, buffing you and making sure you are healed.

Eddy has cast Haste. Your speed is doubled for 30 seconds.

Web.

Wow, I felt amazing as the world around me slowed. It was a jump in perception and processing. I almost lost my footing compensating for the rapid change.

I cast the spell and got a targeting reticule in my HUD that overlayed where the web would fall. With a split-second tweak to ensure the web would encompass all the Murhog Slavers, I let loose.

In Dungeons and Dragons, spells have Verbal, Somatic, and Material components. Under Harold's guHarold'sI was able to mix and match. If I spoke the incantation and used gestures and some expendable material, the spell was cheaper to cast in terms of Energy or Mana and strengthened its results. Foregoing gestures or material components increase the cost and could weaken the effects. Removing the verbal component made casting more difficult and exponentially increased Energy costs. It was flexible yet made spells more varied.

I shouted "Web" – somewhat self-consciously – and spread my first and fourth fingers while curling the middle two, like Spiderman.

I felt a dip in my mana and energy as a sheet of nanite-infused web shot from my hand and landed right where I had pictured it. Surrounding the four Orcs. These alien invaders, known for their ruthless efficiency and deadly precision, had not expected resistance in what they considered a secured zone.

Jeff and Trent reacted quickly. Trent took cover and started shooting at the scouts as they struggled through the sticky webbing. It had not stopped them but slowed them to a crawl.

Thanks to Eddy's Haste, my newfound speed gave me enough time to cast again.

Flame Strike.

I summoned Harold's diHarold'se. That was my story; I'd stick with it as corny as it sounded. For this one, to save some energy, I waved my right arm around my head in a large sweeping motion and then brought my hand down rapidly, aiming for the centre of the slaver cluster as I called upon Harold to smite my foes with holy fire.

A column of fire five meters across fell on two of the slavers. The pull on my energy and mana was more significant as I lost sight of them in the conflaguration. Breathing deeply, I went all out and followed it up with Ice Storm.

I felt a surge of adrenaline, the nanites in my bloodstream reacting to my heightened state. I could feel them amplifying my physical and cognitive abilities as the demands of combat dictated. It was intoxicating, and the pull of the spells as they used mana left me weak at the knees and breathing heavily.

You have slain 2 Murhog Slaver Scouts: xp awarded. Karma Gained

You have looted 2 Murhog Slaver Rations.

You have slain 2 Murhog Slaver Skirmishers: XP awarded. Karma Gained

You have looted two poor-quality suits of Murhog Piecemeal Armour (Damaged)

Hidden Quest Received: Defeat the Murhog Slavers Part 1.

The Murhog Slavers have broken the Accords and are enslaving the human race. Currently, they are active in your area.

Defeat or Drive the slavers away.

Rewards: XP, Renown, Karma.

4/923 Slavers

Ultimately, the Ice Storm was not entirely necessary, but as the cascade of ice and hail ended, an unsettled silence filled the battleground. Four mounds of unmoving ice stood where my spells had fallen.

The spell description said Hail and Ice, which I had thought might be like the hail that occasionally fell in Brisbane, ranging from the size of a pea to a golf ball. This hail started at the size of a large brick, and the biggest chunk of ice was the size of a small car. It was devastating.

I guess I don't need the fireball.

Eddy: The body of the slavers should also contain loot.

Trent and Jeff just stood there looking at me, shocked.

I smiled. "Dig them out if you want to loot the bodies."

They did." I wasn't going to, but I wouldn't, Bloody Harold and Allen. I'd have to talk to them about getting better messages. I bet they didn't think they needed to track that sort of data.

It took a good hour to retrieve some decent-quality energy swords and shields. None of us could use them, so they decided to sell them next time there was an opportunity.

Our resolve hardened as we left the scene, the ruins of Surfers Paradise behind. Trent and Jeff were beginning to understand what we were up against, and we knew that this was but the first of many challenges we would face on our journey to Sydney. Each step forward would be a move towards reclaiming our world on our Epic Quest. I felt like such a poser, and we had a bit of a nervous laugh as we joked about our journey.

It took us twenty minutes after the dust settled from our encounter with the slaver scouts when Trent drew my attention to a faint signal, an anomaly amidst the static radio noise from the destruction that blanketed Surfers Paradise. Eddy, who was ever vigilant, deciphered the signal as a distress beacon, its origins traced to the skeletal remains of a high-rise that once dominated the skyline.

Eddy: It looks like this was bombarded from either low orbit or space. The Murhogs must be here in force to commit firepower like that.

Approaching cautiously, the ruins told tales of chaos and desperation. We saw the first remains, both human and Murhog. The building the signal was coming from was a jagged silhouette against the twilight.

I poked Noah and got him to sit down behind a pile of rubble so he wouldn't frighten the survivors if there were any.

I stopped, there was movement, and then I saw them.

"Trent, Jef", there are people here," I murmured, moving forward with a mix of excitement and concern. Eddy, who could process at unfathomable speeds, quickly outlined a plan.

Eddy: Proceed with caution, Amy. I will guide you to their location. Our primary objective is their safety. I can light up your HUD, and I have sent a message to one of them over their radio.

Navigating the precarious interior, guided by Eddy's instincts and sheer processing, I found the survivors huddled in what used to be an office on one of the lower floors, miraculously spared from complete destruction. The sight of them, weary and scared but alive, ignited a fierce resolve and confirmed that I was on the right track to save people. There were adults and children, their eyes wide with a blend of fear and hope, looking up as we approached.

"I'm Amy, and I'm here to help," I announced with fake confidence, my voice steady, projecting an assurance I hoped would calm their frayed nerves. We can help you with a safe passage back to Brisbane. You'll be safe there."

The relief was palpable, washing over the survivors like a balm.

"It's the Baroness", the one from the announcement."

"We're safe." and other cries from the group of 22 people -- 9 adults and 13 children -- were heartbreaking. Goddamn Harold and his announcements.

Trent and Jeff, God bless them. I was not going to start saying or even thinking, Harold, Bless them, so I began passing out rations and water.

Time for Sue to work for her position.

To Sue: I've got reports of some alien slavers. Eddy will send the full report. I'm going to send them to the High Energy Lab shortly.

Sue: Sure. I'm busy, but I'll make it done. A delegation from Min Min arrived, and I had to deal with it. I think Simon is going to head back with them.

To Sue: We voted for you to take care of things; I trust you. I'll get a I'llfing when I get back.

It was weird. I was the ruler, the Baroness of this Region, recognised by the IPC System as the ruler. I had surrendered direct control to Sue Martinez, the former premier of Queensland, figuring she had the knowledge and skills and would gain a class in administration rather than a Title as I had. With Robert, Simon, and Keven brought in for both their experience and, truth be told, convenience, they did a much better job than I could. The binding agreement we all signed helped, and they were quick learners.

Using some sidewalk chalk, I inscribed a rough spell diagram: a circle three meters across. I got the survivors to stand in the middle with all their belongings, and once I got the all-clear, I cast.

Teleportation Circle

As my mana infused the diagram, the rough chalk circle became a beautiful glowing rune circle, my intent driving the mana to overcome the chalk's inadequacies. It was a risk, but I was confident that Harold would pick up my slack, at least for now. In the dim glow, I saw fear and awe in the group huddled in the middle.

I waved.

With a blink, a rushing of air, and my ears popping, they were gone.

Moments later, I got a message from Sue.

Sue: Amy, you could have warned us. The people I had waiting were covered in puke. We didn't really know there were kids. Now they are screaming because we had armed soldiers pointing guns as they arrived. We need to do better next time.

To Sue: Lesson learned. That was my first time casting the spell. I didn't know how to make them puke.

Hidden Quest Received: Save the survivors.

Save the survivors of the Murhog Slavers.

Rewards: Various: XP, Renown

Count 22/???

Karma Gained. 220XP gained.

Jeff summed it up, "Well crap."

I nodded, "This is what prick Harold was talking about, something we had to take care of. I don't think it was his end goal for us."

Eddy: I think you are correct, but I have a plan. The Quest says defeat or drive off. The highest-ranked Slave we saw was 3, and I believe with some preparation …

It was a long night as we found more survivors and encountered more patrols. Trent and Jeff levelled, and I—well, I was the big stick. At first, I was terrified, but Eddy's plan was solid.

The following day, as we had recovered another 87 survivors wiped out 11 scouting teams and were all starting to set up camp for the day to rest, Jeff approached me. I was forgetting something, something significant.

"We've lost Noah."

Shit. "Last time I saw him, we set him down behind a pile of rubble to stop him from getting in the way. That was hours ago."

Quest Update: Find Noah.