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Era of the Lords
Chapter 20: Julius Wattson

Chapter 20: Julius Wattson

Chapter 20: Julius Wattson

February 23, 1847

After freshening up in the washroom, I strolled towards my cupboard and casually picked out my attire—simple trousers and an untucked shirt.

As I cleared the plates into the sink and tidied up my table, I laid out all the important items before me. Leaning back in my chair, I took a moment to ponder each one.

First in line was the golden pocket watch, revealing the time to be 5:43. Despite the entire night passing without a wink of sleep, the desire for rest eluded me.

Now, this wasn't just any ordinary artifact, as I had previously mentioned. It bore the name X-17, a sealed artifact.

The hierarchy of artifacts began with Null Rank, suitable for regular use like my flare wand. Following that were B-rank and A-rank artifacts. Then came the X-rank artifacts, a category fraught with extreme danger.

Artifacts below this rank had a minimal chance of gaining consciousness. Any artifact rated X or higher required meticulous sealing.

Beyond rank X, artifacts possessed formidable power, often on par with a pillar. There were also Z-ranked artifacts, even more hazardous.

The pinnacle was occupied by godly artifacts, a realm largely unbeknownst to ordinary folks, as expected.

This artifact would prove invaluable, boasting the remarkable ability of future sight. Resuming its second seal would enable fast-forwarding, while removing the third seal initiated a slow-motion effect. Beyond these were another four seals, each carrying considerable risk. Undoubtedly, this artifact stood as one of my most potent assets.

Next in line was another artifact, lacking an official name in the church's records. However, Jonh referred to it as the Demon's Embrace.

The ring possessed three formidable abilities:

1. The Pulverizer

2. Undead Summoning

3. Corruption

Undoubtedly, it qualified as an X-rank artifact. However, what made it truly fearsome was the mere two seals encasing its power. Fcking two seals! Even though the number of seals could differ in the same ranking artifacts, 2 seals for an X-rank artifact were just too fcking less!

Though limited by the two seals, the her illusory, shadowy arms embraced the user whenever they wielded the ring's powers, accompanied by whispered words.

Initially subtle, these effects gradually pushed the user toward madness, destabilizing emotions. The user's soul started to corrupt with each whispered utterance, painting a dark descent into insanity.

The ring didn't awaken a consciousness as it grew stronger; rather, the soul of a female demon was ensnared within. Known as the Witch of Miseries, the demoness of Malevolent Spirits, the third queen of curses and horrors, she bore an imposing title. I placed the ring back on the table and shifted my attention to my flare wand, a Null-rank artifact with a single ability—a pre-configured spell circuit for flare. This artifact could be used by a person without spiritual energy, tapping into their inherent spirituality that naturally recovered through proper rest.

Soul and spirituality were two different things, spirituality was like the energy spent by the physical body, which would automatically recover if a person ate well and rested properly. This so-called spirituality operates inside a body called a spirit body when a person gains abilities from their gate it is essentially just mutating their spirit body and gaining additional limbs or mutations in their spirit body.

On the other hand, the soul served as the brain of the spirit body, resembling a fluid compressed into an orb, occasionally distorting due to its fluid-like nature. The life force of the spirit body indicated its vitality and health, with thread-like structures called spiritual strands acting as both bones and nerves, facilitating the supply of spirituality. Additionally, astral threads connected the entire spirit body to the physical body.

Stolen from its rightful place, this narrative is not meant to be on Amazon; report any sightings.

Sighing, I felt like I was back in my school days, reviewing answers to a troublesome subject. Shaking off those thoughts, I refocused on the wand.

This wand was a crucial element for a wizard proficient in attack spells, as wand-to-wand combat was the most renowned style among wizards during duels.

Wizard battles were not as flashy as one might imagine; they mainly involved basic spells executed instantaneously. Most of these duels concluded within seconds of commencement, and prolonged battles were a rare occurrence.

My choice was evident; I aimed to become a duelist, while also dedicating some focus to other areas like alchemy and learning how to use curses. Spells, after professions, were among the most crucial factors in choosing a category.

These spells varied in ranks, starting from basic-ranked spells like rebound. Between basic-ranked spells and rank 1 spells, there were those requiring very few chants. After awakening and becoming a master, there was no need for using those chants. For instance, the spell Flare only needed one to say "Flare" in any basic mystic language.

Moving up, there were spells ranked one, the lowest ranking spells, and the highest ones were in rank five. Beyond spiritual energy and ranks, another factor affecting a spell's strength was mastery. The level of mastery over a spell could also impact its strength, and the only way to improve mastery was through repeated practice; there was no shortcut.

Before delving into those spells, I needed to master a few essential tricks. One such trick was enhancing my spiritual senses. This enhancement would sharpen each of my senses, allowing me to perceive what normal people couldn't. I would see what was hidden, hear what was inaudible, and feel what was imperceptible. In essence, it was a semi-version of the Truth Eyes, a skill every wizard acquired upon opening their gate.

Additionally, there was the technique called travel, a method crucial for those who awakened and became masters. It enabled one to visit their own realm of consciousness.

Learning the art of travel was my initial priority. This skill would not only allow me to explore my gate but also determine whether I truly had an affinity for darkness. Additionally, it was crucial for unlocking or preparing to open my gate, a process that required entering the realm of consciousness.

Refocusing on the significant objects laid out on the table, I internally reviewed them once again. My gaze unintentionally returned to the pocket watch, revealing the time as 5:56. Simultaneously, a knocking sound echoed through the room.

Swiftly concealing all the items on the table in my drawer, I stood up, stretched, and walked towards the door. With a flick of my wrist, I opened it.

"Sorry, Boss! I know I should be here by 5:30, but some accidents happened!"

"First of all, don't scream so early in the morning. Second of all, an accident that happens to you every day," I remarked, prompting a cheeky smile from him. With a helpless sigh, I added, "Come in."

"Well, sir, cheer up. I brought an old customer." As he spoke, I raised one of my eyebrows and widened the door slightly to catch a glimpse of this so-called "customer."

A man of fairly average build, with a bit of pale skin, was clad in an Enforcer's uniform—grey attire with blue buttons. Two stars adorned his shoulders, indicating his rank among the Enforcers. The Enforcer badge on his chest read "Julius Wattson."

That name sounds familiar...

Examining his features, he sported a well-maintained beard, sharp blue eyes, and a tidy hairline with brown hair. He appeared to be in his mid-twenties. An armpit holster secured a pistol, likely a rune pistol, given his Enforcer rank.

At that moment, it hit me—Wattson! Julius Wattson! One of the most iconic characters in the first volume. Although not many details about him were revealed in the initial chapters, he was known as an inspector who cared deeply for the citizens and went out of his way to help them. His interactions with the main character, Jonh, were particularly notable.

Jonh, the audacious individual he was, often bent or broke the law for amusement. He would frequently encounter Case Inspector Wattson and tease him relentlessly. Jonh's most famous line was delivered with a teasing voice: "Catch me if you can, Mr. Wattson." Each word punctuated by a second of pause.

"Old customer," I mused internally, considering the weight of those words as I greeted him. "Good morning, Mr. Wattson."

"Good morning," he replied, studying me. "You seem a bit different today."

"How so?" I inquired.

"Well, you look a bit less indifferent and..." He paused before continuing. "A bit more intimidating."

"Intimidating?"

"Indeed, intimidating. I guess you've broken through and become a master." Julius Wattson, being a master for quite some time, could easily discern such changes.

"Indeed," I confirmed.

"Well, you should go to any nearby church and quickly register yourself. It's quite dangerous not to come under immediate care."

Unmentioned before, being a master or a Wizard of even a mere Gate 1, was perilous. Wizards often heard and saw things they shouldn't, and some foolish ones might even invoke calamity by praying to secret existences. That's why every wizard or master should register themselves with a church. If deemed worthy, they could join official wizard groups with significant pay raises. Although I didn't care and preferred to remain hidden, the fact that I had broken through couldn't stay concealed with the unexpected visit from this old customer.

Sigh, life is truly challenging...