Origin of Bloodtides
Bloodtides wasn't always a safe haven for dark mages, instead long ago it had been part of the Isles of Neeven, and watched over by the Fae'lon. Having only recently survived years of war with the demons, Volemar a mage of incredible power sought to bring a lasting peace between all the realms of Coroleya.
Founding the Guardians of Neeven, Volemar hoped to combat the growing forces of darkness that began to show its subtle influences upon the world, recruiting powerful mages from all across Coroleya to become his followers. But it wasn't enough. The demonic influence upon the land grew much stronger with many unwitting races worshiping demons as gods.
Having lost many of his friends in the continued fighting, Volemar's frustration and hatred began to show, and soon he believed the only true way to defeat the demons was to use the demonic energies that existed all around them and turn them against the demons. A tactic deemed far too dangerous by the priests of the Lightbearer who terrified of the darkness they saw in Volemar exiled him to the island of Tides in the hopes that he would one day begin to see reason and return to the light.
But instead, away from the burning fires of the Lightbearer, Volemar's anger began to fester, and soon those that followed him to the island began to change as well, mimicking the darkness inside of him. Enthralled by the demonic energies and the immense possibilities it offered, Volemar summoned a great storm to push Tides away from the Isles of Neeven and blanketed the island in a thick fog in order to have no interference from the Guardians, who upon realising the danger he posed, attempted to thwart his plans. However with their ranks badly depleted with so many breaking off to join Volemar found themselves no match for the former Guardians and were soon driven off.
Safe inside the Islands enchantments, Volemar found a secluded spot to study the demonic energies, and came to the conclusion that the demonic energies was simply raw power in it's undiluted form, without any trace of evil within it. But as the years passed, he slowly began to change. For you see the magic he wielded while not inherently evil, did come with a price, his soul.
Without a soul to attach him to the land of the living Volemar became gravely ill, and would have died, if not for the pact he made with the demons offering them more souls in exchange for eternal life. Reborn as a Lich lord with no soul, Volemar started a fresh war of conquest to harvest the souls of millions that was only ended by the second appearance of the Lightbearer. Badly wounded Volemar from his battle with the Lightbearer, he fled back to the Island, where he has remained ever since, biding his time, and collecting like minded individuals. Thereafter the Island became known as the Island of Bloodtides for the many souls who lost their lives, and for those who were enslaved.
Dragon Guard Faction
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The selection process completed, you trail after a group of novices led by a bluff stout dwarf going by the name of Burgat the Bold, his yellow robes stained red with blood, chain mail jingling with every step, and hair slicked back with mud, a sign he was of a lower dwarven Houses.
Taken deeper into the city with no name, you pass by slate grey buildings, bubbles of red energy pooling on the surface of puddles, and fully grown stalagmites that ooze thick black jets of smoke.
Lead to the outskirts of the city, Burgats guides you towards a tower a few miles outside the city limits, the buildings giving way to rocky brown land, filled with stalagmites, fissures, and mages armored in mail, and plate, their steel swords gleaming with magical energy. The tower behind them half buried in the land to cast it's wide shadow over them.
Clearly a training ground of some sort, you're taken to the edge of the field and watch with keen interest as teams of mages battle adult sized hobs that burst out from the ground, the mages moving in coordinated movements to hack and slash the creatures to ribbons, black flames flaring out from their arms to scorch their bodies.
Slowing to a stop, Lord Burgat turns to face them. "The Shadows may believe that they are the true guardians of the Island, but that is a lie. The true might of Bloodtides resides with us the Dragon Guard. We do the real fighting, while they but hide in the shadows. We are the first and last line of defensive. We shield the borders from elven incursions, and deal with those that dare threaten our land."
Nodding his head westward he continued, "In order for you to become a full member of our elite force you will need to prove your worth to us. We've had reports from the city, that fae'lon and werewolves have been sighted hiding out in underground cave not far from here. While their purpose is unclear, our duty is, you will travel to the cave, and slay all that resist. Any that surrender must be bound, and sent to the tower for questioning. Now go!"
After being handed several thin leather bonds, you're directed westwards past the tower, and towards a dense forest of trees, your mind unable to grasp why the fae'lon would take shelter below ground, when they could use the forest?
Head jerking upwards at the sound of a roar, you catch sight of something big and hairy flash by you into the woods, followed by a groan coming from behind.
Whirling about, you gape down at the fallen vancloren with an arrow through her throat, and look up to see dozens of archers crouching down in the trees.
Rolling to the side to avoid a second arrow, your hand darts forward to pick it up from the ground before jumping behind a rock formation.
One look at the markings on the arrow all you need to know that the elves were on the hunt, and judging by the hairy beast you'd seen, they had not come alone.
(Click here to find cover.)
Spoiler: Spoiler
Seeing no reason to help the others, you move deeper into cover as arrows pour out from the forest, the growls of werewolves drawing closer and closer, cutting off all hope of escape.
Flames roaring from fingertips, the small group of mages summon armour, shields, and blades to form a wall of steel, the mages countering each attack with a fireball of their own, lighting up the trees. A host of skeletal warriors given life to draw away the fire of the elves as they're blasted the treetops. The air crackling with smoke and flames, when with a sudden howl of primal rage werewolves armored in half plate pounce in from all directions, loping forward at great speed to rake their claws into vulnerable flesh.
Grinning at the savagery on display, you gather as much energy into your arms before releasing a storm of fireballs into the backs of the creatures.(-180 Mana.) The woods engulfed in flames as you launch barrage after barrage at both the trees, and werewolves who spin to face you.
Pausing to collect more magical energy, you watch as several silver furred werewolves race towards, arrows plucking the air around you, before charging forward to meet them, your skin turning to iron, and enchanted blade falling into the palm of your hand as you strike at them with speed and grace, your blade a blur of motion as you hack off limbs, before switching to block a steel claw, a gout of fire surging out of your arm to burn those trying to flank you. (-63 Mana.)
Falling back, you brace yourself for the onrush of enemies, the werewolves snarling in fury as they come in all the harder, your blade working tirelessly to keep them at bay, blood trickling down your side at the many claw marks that managed to break through your defences. (-180 Health points.)
Fingers slick with sweat, you battle all the faster, releasing another storm of fire, arrows bouncing off your skin, Iron Skin barley holding together. (-180 Mana, -120 Health points.)
Aching, and exhausted you prepare to re-cast Iron Skin, when at last the werewolves break off, collect their dead and lope away at speed. The few surviving mages, attacking with vengeful intent, until at last the forest is quiet once more. The crackling of flames the only thing to be heard.
(Click here if you alert the other novices to the dangers and attack.)
Spoiler: Spoiler
Acting quickly, you gather as much energy as you can and release a storm of fire up into the trees while shouting, "Elves!"(-90 Mana.)
Reacting swiftly to the danger the novices join their fires to yours, the woods going up in flames as you blast the treetops where the elves are hidden, magical energy fizzling in the air at the amount of raw power, blackened bodies tumbling free from the treetops. Arrows whizzing through the wind to pluck back distracted mages, when howls erupt all around you. Werewolves in half plate armor, their mouths pulled back to reveal razor sharp teeth, lunging out from the darkness to kill those too slow to move, a claw striking you deep in the meat of your shoulder as you roll clear of the fight.(-200 Health points.)
Summoning your enchanted blade, and casting Iron Skin, you rush in to meet the werewolves, blade falling into them with repeated strikes, skeletal warriors given life rushing in to aid you in battle against the dreaded werewolves of Neeven.
Steel ringing against steel, you link up with several mages and drive a wedge forward, one arm throwing bursts of fire the other slicing down the huge, grey furred warriors, your companions cut to ribbons one by one, until you face them all alone, the rest of mages battling somewhere further back.
Blade spinning, you hack, slash and move through the forest, avoiding, claws, arrows, and teeth. The werewolves taking every opportunity y to rake their claws into your sides. (-210 Health points.)
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Aching, and badly bruised you sweep your arm in a wide arc to release barrage after barrage of fireballs before leaping backwards, Storm of Light blinding the warriors as you plow back into them with a savage fury, a few lucky strikes leaving their marks on you. (-155 Mana, -50 Health points.)
Re-casting Iron Skin, you charge back to re-join the main fight, when the werewolves peel away to collect their dead and flee back into their forest. The few surviving mages, attacking with vengeful intent, until at last the forest is quiet once more. The crackling of flames the only thing to be heard.(-20 Mana.)
With the other mages looking to you for guidance, you lead them deeper into the woods, certain that their base would be nearby.
Daedalus whispering to you directions that take you to a well concealed opening in the ground, the area thick with magic that swirls around in the breeze.
(Click here to send one of the mages to scout ahead.)
Spoiler: Spoiler
Gesturing for the nearest mage to enter the cave, you wait with bated breath, the beardless dwarf walking slowly forward, when the ground explodes around him, slimy black tentacles wrapping around his torso to drag him underground screaming.
Briefly stunned by the swiftness of the attack, you launch a blaze of fireballs to scorch the tentacles, hands working rapidly to fire volley after volley until nothing remains but ash. The dwarf long since dead.
Guessing it had to be some protective enchantment left behind by the fae'lon, you head inside, fingers snapping together to light the darkness with a globe.(-1 Mana.)
(Click here if you go yourself.)
Spoiler: Spoiler
Cautiously stepping forward towards the cave entrance, you ready yourself for whatever may come, when the ground explodes around you,slimy black tentacles grabbing on to you to drag you underground. It's slick skin burning you with a strange substance that weakens you second by second.(-250 Health points.)
Grunting, and growling, you summon your enchanted blade and hack into it, barely managing to free yourself, before collapsing with exhaustion beside it, your hands reflexively flicking downward to fire off a blaze of fireballs to finish it off. A part of you surprised that the novices standing by had not let loose a storm of missiles to kill you and it. (-10 Mana, -150 Health points.)
Collecting yourself together, you stumble back up onto your feet, cast a light spell, and head into the cave, certain there was more traps ahead.(-1 Mana.)
Following a roughly hewn passage you come across blood splatters decorating the floor, the cave widening out into a brightly lit cavern with dozens of braziers hanging from the walls.
Waiting for you at back of the cavern are half a dozen fae'lon, werewolves, and a strange elf in white robes who seems to be praying.
Sensing a trap, you turn to warn the others to wait, when several of the mages rush forward to send a wave of missiles, only for the spells to bounce off an invisible wall and come zooming back to kill them, followed by the elves shooting wave after wave of arrows to pick them off one by one.
(Click here to take cover and go for an all out ranged assault.)
Spoiler: Spoiler
With arrows whipping all around you, you quickly slip behind a solid rock formation, an arrow clipping you on the cheek. (-20 Health points.)
There with some time to think, you collect your magical energy, roll out of cover and throw everything you have into a burst of fireballs, streams of magic burning out of your fingertips to bounce off the wall and come flying back at you with incredible speed. Dozens of fireballs slamming right back into you before you manage to get back into cover. The others however were not so lucky, and many of them are killed outright. (-300 Health points magical damage. To continue select the second option.)
(Click here to go in for a melee attack.)
Spoiler: Spoiler
Guessing that the barrier must somehow protect them from ranged magical attacks, you summon your enchanted blade, cast Iron Skin, and charge forward, the protection spell quivering as you pass through to the other side, arrows hammering you one after the after before the surviving werewolves leap forward to attack.(-300 Health points.)
Glorying in the revels of battle, you cut them down one after the other, the wounded werewolves no match for your ferocity before driving forward to take on the elves, blade spearing forward to take one through the chest before backhanding a second and third. The elf in white robes opening his shockingly pale blue eyes to stare into yours with great sadness as you kill his last remaining allies. (-120 Health points.)
Alone and seemingly unarmed, you consider what to do with the elf.
(Click here to bind the elf's arms.)
Spoiler: Spoiler
Seeing no resistance in the elf's eyes, you pull out the leather bindings and place them around his wrists, locking his arms in place and sealing away any magical energy.
The elf crooking his head to the side. "You will never win child of darkness, the Lightbearer can never be defeated."
You shrug your shoulders in reply, you'd never really been very religious.
Sometime later back out of the forest with the only two surviving novices beside you, you haul the prisoner back towards the tower where several Dragon Guards wait to take him from you. Balgrum giving you an affable smile. "You've done well, and earned your place among us. Welcome brothers and sisters of the Dragon Guard! Here a reward for your service."(+1,000 gold pieces. Apprentice Robes Acquired, +2 Resilience.)
New Spell Gained:
Enchanted Shield - Tougher than most, Dragon Guards are able to summon shields in order to get closer to their opponent and tear them apart, boosting their Resilience by +10, and -50 Magical Damage. (Can only be used three times during a Chapter). Mana Cost 50.
(Click here to kill the elf.)
Spoiler: Spoiler
Disliking the way he is looking at you with pity, you heft the blade in one arm and swing it forward with deadly speed, planting the weapon in his chest.
Blood bubbling out from between his lips, he speaks softly, "You will never win child of darkness, the Lightbearer can never be defeated."
You shrug your shoulders in reply, you'd never really been very religious.
Sometime later back out of the forest with the only two sole surviving novices beside you, you head back towards the tower where several Dragon Guards wait for you. Balgrum giving you a cold stare. "That was ill' done, the priest could have provided us with valuable knowledge. However since you have succeeded in your quest, you may join our ranks, but let it be known, you will be watched."
New Spell Gained:
Enchanted Shield - Tougher than most, Dragon Guards are able to summon shields in order to get closer to their opponent and tear them apart, boosting their Resilience by +10, and -50 Magical Damage. (Can only be used three times during a Chapter). Mana Cost 50.
Exhausted from the fight, you're are transported to a chamber in the citadel to rest, and given free access to the Towers, except for those of opposing Factions. (+40 Health points. As a member of the Dragon Guard Faction you're paid a fee of +1,500 gold pieces per week.)
For those still wishing to learn more, the Dragon Guard offer daily lessons in the courtyard to help improve battle spells and boost your magical abilities. They also have a quartermaster who is able to sell a few items that are only available here on Bloodtides.
(Due to the urgency of your quest you can only improve or acquire one additional spell. Once you're done exploring, scroll to the last option at the bottom of the page.)
(Click here if you're a Dark Mage.)
Spoiler: Spoiler
As a Dark Mage you now have access to one new spell in the School of Death Magic which can be used once during each Chapter. Or if you so choose, you can improve one of the spells you already have access to by reducing the cost of the spell by 5.
Blood of the Ancestors
Life Cost: 10
Ignited by the blood of your Ancestors, you draw their strength into you, and use it as your own.(+50 Resilience. 50% Elemental resistance.)
(Click here if you're a not a Dark Mage.)
Spoiler: Spoiler
As a newly Apprenticed Dragon Guard, you have been taught the Blood of the Ancestors Spell.
Blood of the Ancestors
Life Cost: 10
Ignited by the blood of your Ancestors, you draw their strength into you, and use it as your own.(+50 Resilience. 50% Elemental resistance.)
(Click here to view the Inventory of the Quartermaster.)
Spoiler: Spoiler
New Items
Soul Blade: -15 Damage, +5 Mana per Chapter. (Cost: 700 Gold Pieces.)
A most deadly blade.
Field of Iron: +5 Resilience (Cost: 900 Gold Pieces.)
A useful shield able to absorb a great deal of damage.
Dragon Pendant: -20 Magical Damage. (Cost: 1,000 Gold Pieces.)
A symbol of the Dragon Guard, many wear it with pride. Not to mention it is extremely useful in battle.
Fire Robes: -50 Magical Damage against fire attacks.(Cost: 2,000 Gold Pieces.)
When you want to get close to mages without dying.
Potions & Elixirs for Sale (You may only purchase 1 of each item)
(Better practiced at potion making, the dark mages have improved some of the potions benefits.)
Shield of the Ancestor's Potion: Reduce the amount of damage you receive by half.(Can only be used once)Cost 1,500 Gold Pieces
Blood Reckoning Potion: Imbues the user with greater resilience for a short period of time +10 Resilience. (Can only be used twice) Cost: 1,500 Gold
Life's Glory Potion: Brings you back up to full health. (Can only be used twice) Cost: 2,500 Gold Pieces
Tear's of the Gods Potion: Allows you to deflect all damage. (Can only be used once) Cost: 2,000 Gold Pieces
Health Poultices: Heals 50 Health Points. (Can only be used once) Cost: 200 Gold Pieces
Bandages: Heals 35 Health Points. (Can only be used once) Cost: 150 Gold Coins
Mana Potions: Adds +50 Mana. (Can only be used once) Cost: 200 Gold Pieces
(Click here to continue.)
Spoiler: Spoiler
Returning to your chambers, you see a letter on your desk requesting you to meet with the Counsel of High Magelords.
Considering no guards had been sent to get you, you take it as a good sign that you've not been discovered, and follow the instructions in the letter which take you back through the city streets and towards the Heart of Bloodtides.
Walking towards the great pulsing orb, you are lifted high into the air before flying towards a bastion floating amongst the clouds. The place obscured by a white fog that you hadn't noticed it earlier.
Greeted by mages in black robes at the entrance to the sky bastion, you're taken in to face the Counsel of Magelords, when Daedalus whispers to you, "It's here!"