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.
Targestrian Brotherhood Faction
[https://em.wattpad.com/a52c00ccf09666b2cca8272b0b31f543ff853607/68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f776174747061642d6d656469612d736572766963652f53746f7279496d6167652f2d4f4430524f586a6239416568773d3d2d3633313739383930372e313535623961643533656566636363613930303234303836373331392e706e67]
With your new Targestrian brothers and sisters all around you, you take your leave of the square and follow Lord Darathol back into the heart of the city. The purple robed mage leading you through the empty city streets to where the great Fortress of Skulls stands. Made from the bones of her enemies, it's stands like a great monstrosity that soars high overhead, her walls made of thousands of corpses that stare out at the world from sightless eyes, their blood and bone turned into mortar. Her entrance guarded by hundreds of the undead in dented plate armor, and gates made from the bones of an ancient dragon.
Taken through the gaping jaws of death, you enter the great fortress to see horrors you've never before witnessed. The ground littered with pits stuffed full of prisoners who are turned against each other like rabid animals craving flesh, while mages in purple robes study and watch the ensuing mayhem through cold calculating eyes. The stones all around you soaked in years of blood. The tortured screams of the living and dead singing to you a sweet song of anguish and pain, whilst the overwhelming stench of death twists your bowels.
While sitting at the centre of the great fortress is the Tower of the Targestrian Brotherhood a thing of beauty and terror covered in layers of skulls surrounded by mounds of carcasses gathered together like pieces of driftwood, the undead dragging an endless stream of badly mutilated corpses out from the Tower to toss them on an ever growing piles of flesh, their dead eyes vacant of all emotion.
Darathol half a corpse himself, stares down at you through bloodshot red eyes, his skin as pale as the dead, cheeks a splotchy grey interrupted by patches of silver beard.
Glaring down at you with the full weight of his dominion, he speaks in a low gravelly voice. "We are the keepers of the dead, and the givers of life. All that you see before you is ours, taken by blood, and by force. These walls made from the bones of countless enemies.
Here you will learn the true ways of magic, and prove yourself to be a true mage. But first. A test. Succeed you will join our order. Fail and you will die horribly, your body added to the Wall of Echoes."
...In a brief flash of brilliant white light, you feel the world shift beneath your feet, and open your eyes to find yourself in an empty field, your brothers and sisters gone from sight, the Tower's ominous presence the sole reminder of your quest here, the ground around it destroyed of all life.
Head swinging from side to side, you wonder what you were supposed to do, when you jerk backwards in shock, staring at what appeared to be your own body, your every single scar, and blemish an exact replica of those you'd gained in battle.
Eyes rolled up into the back of the skull, tongue lolling out, you take a step towards your own body, and almost cry out in alarm as what used to be your legs makes a dry cracking sound, your head snapping downwards to peer down at bleached white bones that have replaced your arms, legs, and ribs.
(You've been turned into a Undead Bodyguard! While you still have access to some of your spells, you no longer have the ability to cast defensive spells that increase your resilience. In order to succeed, you will need to survive the coming battles using only the stats below, and offensive magic. +5 Weapon Damage becomes -5 Weapon Damage.)
For what seems like an eternity, you stand there in stunned disbelief when you're broken out of your reverie by the familiar sounds of battle, your head shooting upwards with a loud crack as you watch in shocked silence as half a dozen undead mage... [https://em.wattpad.com/973f3132b8289df774162a374ecc433cb9c0daf8/68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f776174747061642d6d656469612d736572766963652f53746f7279496d6167652f59736a49625a41774645444169673d3d2d3633313739383930372e313535623730313331366331636336663130303938303934373938342e706e67?s=fit&w=1280&h=1280]
For what seems like an eternity, you stand there in stunned disbelief when you're broken out of your reverie by the familiar sounds of battle, your head shooting upwards with a loud crack as you watch in shocked silence as half a dozen undead mages break out into a clearing. The ground around them erupting alive with undead warriors surging forth from the soil, their ancient banners rippling in the breeze as they march forward into battle. Elves, werewolves, minotaurs, orcs, and many other races coming together in a brutal crash of steel that reverberates for miles around.
Fearing what might happen should your body get swept up in the chaos, you scoop up the limp form, and shamble off towards the nearby forest, when a company of undead elven archers pivot to the left of you, and open fire with a volley of arrows.
Struggling to control your new body, you jerk yourself behind the cover of a tree, arrows whipping past your head, their footsteps thudding against the ground as they advanced upon your position.
Pinned down with no where to go, you bend down to free your arms of your burden, and ready yourself to spring out and attack, when Darathol calls out to you to take control.
Guided by his words, you shift the magical focus inside of you, and send forth tendrils of dark energy to latch onto each of the archers, their minds joining with yours, to show you their past lives. The many wars they'd fought, the families they'd left behind, and friends they'd lost in battle. (-100 Mana.)
Slain while scouting the Island of Bloodtides, Guardian Rigel of the Forest Runners had come here along with a whole host of warriors to deal with the dark mage threat, when they were set upon by Shadow Hunters who had hounded them night and day, until they'd made their last stand here amongst the trees. Offering their lives in exchange for their enemies before going to join the Lighbearer's side, when they were abruptly snatched away from the light. Something for which you sense great anger and unease.(-20 Mana.)
Struggling to keep them all leashed, you feel Rigel's mind push back hard against yours, his revulsion and hatred for what you've done to him and his brethren burning through you, weakening your control.(-40 Mana.)
Fearing what might happen if you lost control, you pound away at his mental defences trying to break him, but with each second you feel your control slowly slipping away, and the archers moving closer.(-60 Mana.)
(Click here to enter the elf's mind, and destroy it.)
Spoiler: Spoiler
Seeing no way to reason with the elf, you thrust all of your magical energy into a powerful blast of magic directed towards the elf's mind, destroying it in a wave of mental energy. (-120 Mana.)
With their commander gone, you gradually reclaim control of their minds. (You now have command over a hundred Undead Elven Archers. Use them wisely. Once all of your archers are destroyed, any damage you take is doubled.)
(Click here to try and reason with him.)
Spoiler: Spoiler
To see which outcome will occur, you must click one of the following options. Only characters who've committed no wrongs may select the option of Light.
(Continuation of Choice - Light)
Spoiler: Spoiler
Showing the elf, the purity of your intentions, the guardian finally acquiesces to your commands, agreeing to aid you in your struggle against the darkness. (You now command a hundred Undead Elven Archers. Use them wisely. Once all of your archers are destroyed, any damage you take is doubled.)
(Continuation of Choice - Dark)
Spoiler: Spoiler
Sensing your evil intentions, the elf struggles harder against your control almost slipping free of your grasp, you mind aching as the guardian batters your mentally back, his mind too strong for you to control. (-100 Mana.) (To continue, go back and select the first option.)
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With the Forest Runners no longer a threat, you slip out from behind the tree, it's surface riddled with arrows and walk over towards company of undead elves, a part of you excited at the prospect of letting these warriors loose on the battlefield.
But first you hide your real body in the boughs of an oak tree, then order ten of your archers to stay behind to stand guard. Sending an additional five ahead to scout out the situation and report back what they find.(-10 Undead Archers.)
After a long while, the scouting party returns with several missing members, reporting that two of the six undead mages remained alive with one of the undead mages taking up residence in a nearby fortification to the north-east, while the other continued to raise more Undead to east.(-3 Undead Archers.)
(Click here to assault the fortress first.)
Spoiler: Spoiler
Marching north, you find the ruins of an old fortification guarded by hundreds of heavily armoured Undead Warriors, some of them ogrekans, but most of them minotaurs wielding two handed great swords.(Choice continued on below.)
(Continuation of above choice - Click here to harass the enemy from the forest and try to draw them out.)
Spoiler: Spoiler
Preferring caution over zeal, you command the Undead Archers to begin harassing the enemy.
Familiar with this type of tactic, the Forest Runners break off into pairs and advance forward, to begin picking off their enemies one by one, their arrows finding chinks in their armour to shatter bone.
But despite their skill with the bow, the work is slow going with the archers scarcely doing any serious damage, the walls and turrets taking the brunt of their assault.
Refusing to give up, you launch wave after wave of fireball barrages in the hopes of forcing them out of the ruins, but the Undead Warriors simply hunker down. The Undead Mage retaliating with a storm of thunderbolts that blast, trees, rocks and stones apart, taking dozens of your Undead Archers with them. (-180 Mana, -32 Undead Archers. To continue click on the second option.)
(Continuation of above choice - Click here to lead a charge.)
Spoiler: Spoiler
While you dislike the idea of launching a direct choice, your best shot at defeating this force lay waiting inside ruins of the fortress with the Undead Mage being the key to victory.
With that in mind, you command more than half of your Archers to draw their short swords, and order the rest to act as support.
Enchanted blade in hand(Figuratively speaking of course), you charge out from the cover of the forest, your bones creaking as you make your ungainly run. The archers behind you firing off a steady stream of arrows.
Nearing the walls, you cast several fireball barrages to clear a path through the Undead Warriors that rush forward to meet you, and leap over the wall. The Undead Mage striking out at you with firebolts that knock you backwards, Undead Warriors surging forward to meet your Forest Runners, greatswords obliterating their fragile bodies with a single blow.(-90 Mana, -40 Health points, -26 Undead Archers.)
No time to waste, you shrug off the mage's attacks and press your attack, blade scything forward, fingers dancing to shred a straight line through the Undead Warriors, the Forest Runners following close behind.(-40 Health points Magical Damage, -9 Undead Archers.)
Nearing the Undead Mage, you roll awkwardly to the side to avoid a storm of lightning bolts, then cleave the mage's skull in two, and just like that the fortress was yours. The Undead Warriors crumbling into the dust all around you.
Victorious, you let out moan of triumph, when you spot a large force approaching from the east.
Guessing this to be the last surviving Undead Mage, you quickly command your Forest Runners to the walls, and prepare to receive the enemy.
Outnumbering your Archers by a fair margin, you wait till the enemy is much closer before hammering their ranks with barrage after barrage of fireballs, your Undead Archers proving their skill with their bows once more, hampering their slow advance, while you tear into them with a furious assault of magic, their Undead ranks broken and shattered in an instant, only to reform and press on ahead.
The sole surviving Undead Mage, attempting to counter assault with blasts of raw energy, taking a few of your Undead Archers, but with protection of the fortress around you, it's clear that this mage is no match for your magic, and slowly you decimate his forces. The Undead Mage attempting to flee before being taken down by arrows in the back, then blown apart by a fireball.(-360 Mana, -6 Undead Archers.)
The fight over, you feel yourself being drawn back into your body, then just as suddenly you are back within the Fortress of Skulls with Darathol giving you a dark smile.
New Spell Gained:
Undead Army - You now have the ability to summon and army of Undead Warriors to protect you from all damage during a single scenario. (Can only be used once during a Chapter.) Mana Cost 100.
(Click here to deal with the mage summoning more Undead first.)
Spoiler: Spoiler
Disliking the idea of leaving behind a large force at your rear, you march your Undead Archers towards the east where you find a huge host of lightly armoured skeletal warriors with dozens more appearing every minute.(Choice continues on below.)
(Continuation of above choice - Click here to attempt a ranged assault, using the cover of the forest.)
Spoiler: Spoiler
Deciding to advantage of your position, you spread out your Undead Archers, then send the command to attack. Volleys of arrows pouring out from the forest in wave after wave of attacks that shatter bones and hamper their movements, your fireballs joining in on the carnage to scatter their Undead Bodies. (-120 Mana.)
Recovering quickly from the sudden assault the Undead Mage reforms his forces and counters with blasts of raw magical energy that tear through the forest, ripping through the ranks of your archers, but with you fighting alongside them, and the enemy with no place to hide, you slowly pound the enemy force into smithereens and blow apart the Undead Mage with a deluge of Fireball Barrages. (-270 Mana, -30 Health points, -38 Undead Archers.)
(To continue on, you can now select the Fortress option from above, and attack the second mage.)
(Continuation of above choice - Click here to attempt a sneak attack.)
Spoiler: Spoiler
Moving your forces in closer, you ready your weapon to attack, when your presence is given away by the creaking of bones, and jingling of rusted armour. (-10 Mana.)
With the element of surprise gone, you rush in to meet the Undead Warriors, enchanted blade slicing through their ranks, and advance forward into their midst, your Undead Archers doing their best to keep them off of you, while your hands clear a path with blasts of magic. A raw surge of magical energy slamming you into the dirt.(-180 Mana, -60 Health points, -30 Undead Archers.)
Bones cracked, you quickly try to get back up, and cast a deluge of fireballs to force the Undead Warriors back, Forest Runners struggling to hold their own, when you spot the Undead Mage readying a second spell and throw everything you have towards him, obliterating him with several simultaneous fireballs.(-180 Mana, -22 Undead Archers.)
And just like that the fight was over with Undead Warriors crumbling into the dust.
(To continue on, you can now select the Fortress option from above, and attack the second mage.)
Exhausted from the fight, you're are transported to a chamber in the fortress to rest, and given free access to the Towers, except for those of opposing Factions. (+40 Health points. As a member of the Targestrian Faction you're paid a fee of +2,000 gold pieces per week.)
For those still wishing to learn more, the Targestrian Brotherhood offer daily lessons in the courtyard to help improve summoning 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 Summoning Arts 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.
Summon the Sentient Blade
Mana cost: 30
(Click here to view the Inventory of the Quartermaster [https://em.wattpad.com/5d27df9b8f3fdf59d0fa5f28f9792c17b7cc7fa3/68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f776174747061642d6d656469612d736572766963652f53746f7279496d6167652f6e7769366a7455713653464d39673d3d2d3633313739383930372e313535623838396261356431383366353335393232333837363037372e706e67?s=fit&w=1280&h=1280]
(Click here if you're not a Dark Mage.)
Spoiler: Spoiler
As a newly Apprenticed Targestrian Brother, you have been taught the Sentient Blade spell.
Summon the Sentient Blade
Mana cost: 30
(Click here to view the Inventory of the Quartermaster [https://em.wattpad.com/5d27df9b8f3fdf59d0fa5f28f9792c17b7cc7fa3/68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f776174747061642d6d656469612d736572766963652f53746f7279496d6167652f6e7769366a7455713653464d39673d3d2d3633313739383930372e313535623838396261356431383366353335393232333837363037372e706e67?s=fit&w=1280&h=1280]
(Click here to view the Inventory of the Quartermaster.)
Spoiler: Spoiler
New Items
Gem of Enhancement: Add +10 Resilience to any of your summons. (Cost: 500 Gold Pieces. Can only be purchased once.)
A gem enchanted with the ability to strengthen your creations.
Vial of Demon Blood: Increase the number of Skeletons at your command by 5. (Cost: 120 Gold Pieces. Can only be purchased once.)
The blood of demons has great power.
Staff of Pain: Draw magic from any enemy that you kill. Add +10 Mana for each scenario where you fight. ( Cost: 1,000 Gold Pieces.)
A weapon commonly used by novices, and apprentices.
Luck of the Devil: In every third scenario, reduce the amount of dameg taken by half.( Cost: 2,000 Gold Pieces.)
An amulet made from the foot of a baby hob, it is imbued with a great deal of magic.
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!"