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Ignis
Chapter 0 Part 1: Birthworld

Chapter 0 Part 1: Birthworld

You feel formless, incorporeal. Several bright gems float before you, each calling out to you. You get the sense that this is not a choice to be made lightly, so you examine each of the gems in detail. 

The first gem is a deep green emerald. "Deathworld" it whispers, "Dagda." 

You remember Dagda. The old forests, full of hungry plants and animals. The deep caves, from which few brave souls return. 

Choosing this gem would grant you strength and toughness, but limit your learning and social skills. You would be good with primitive weapons, and resistant to most poisons.  

The next gem is a cave-black opal, visible only by the soft blue light it sheds. "Voidborn" it purrs, "Ship-birthed." 

You remember the ships that sail the night-water between the stars. The subtle thrum of the gravity generators and drives. The stink of hundreds of years of sweat worked into the very deck plates of the ship. 

Choosing this gem would leave you weaker of frame but tougher of mind. You would lead a lucky early life, and a scrap of that may follow you onwards. You would be used to the ships and sailing the stars, disdainful of the ground.  

Taken from Royal Road, this narrative should be reported if found on Amazon.

The third gem is a fiery red ruby. Forgeworld it rumbles, "Kannus." 

You remember Kannus. The endless beat of the machines, the constant march of worker's feet. 

Choosing this gem would give you a sharper intellect, but slow you hand-to-hand skills. You would have the mechanical knowledge most lack, and be well-tuned to your chosen purpose, but ill at ease with the beliefs of others. 

The fourth gem is a smoky grey agate. "Hiveworld” it grumbles, "Thunderspire." 

You remember Thunderspire. The endless press of crowds, the endless strife of the downtrodden and dangerous. 

Choosing this gemstone would leave you weaker of frame, but faster at making friends. You would be accustomed to large crowds and super-urban areas, twitchy for the first sign of trouble and uneasy in open spaces. 

The fifth gem is a yellow amber. "Imperial World" it murmurs, "Viking." 

You remember Viking. Law and order, bureaucracy and prayer, paperwork and devotions. 

Choosing this gem would leave you strong willed and familiar with the Imperium's religious customs, but willfully ignorant of the wider galaxy.  

The sixth orb is a blue sapphire. "Noble Born" it croons, "Von Sebastion." 

You remember House Von Sebastion. Wealth and connections, influence and etiquette. 

Choosing this gem would give you a weakened will but good social skills, and access to wealth an influence above and beyond the common man. But it would also give you a foe, a personal vendetta.

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