Cassandra had never considered herself a country girl; she had always been drawn to the cities and the vibrant nightlife they offered. For thirty years, she dazzled audiences with her stage acts and puppetry, often indulging in the city's allure by going out for a few drinks and often wake up in someone else's bed with a hangover to remind her of her wild night.
Cassandra discovered her sexuality at a young age with the boy next door, and it has remained a source of enjoyment for her ever since. However, her life took a tragic turn when she got married at the age of thirty. Her marriage became a nightmare of physical and mental abuse inflicted upon her by her husband. The repeated visits to the hospital were a painful reminder of the torment she endured. The loss of her child, who tragically passed away at birth, deepened her anguish. To compound her pain, she underwent a surgery that left her unable to conceive or bear children. This heartbreaking sequence of events ultimately led to the end of her marriage, with her ex-husband facing imprisonment for sexual assault.
The wounds ran deep, leaving Cassandra feeling shattered and emotionally scarred. As a result, she decided to forgo pursuing long-term relationships, believing that she couldn't create a family of her own. While adoption remained a viable option, she used the demands of her job as an excuse to avoid exploring it. As time passed and she grew older, Cassandra sought solace in intimate encounters. It didn't matter whether they were with males or females, or how many partners joined her in bed; all she hoped for was to temporarily fill the empty void within her soul.
However, the revelation that Cassandra Hope is an eighteen-year-old girl capable of bearing children significantly alters the situation. Despite her extensive fifty years of knowledge and experience, she realizes that she still has a vast life ahead of her. As a magic user, Cassandra possesses the potential for an extended lifespan and enhanced abilities, particularly in healing. This newfound understanding compels her to prioritize living a fulfilling life and building a family. However, Cassandra is acutely aware that financial stability is crucial to achieving these aspirations.
To secure her future, Cassandra makes the decision to embark on a series of adventures. These endeavors not only serve to enhance her magical abilities but also provide her with the means to establish a solid financial foundation. She intends to use the wealth she acquires to invest in a puppet theater, thereby enabling her to continue pursuing her passion. Additionally, she contemplates the possibility of owning multiple businesses to generate additional income. Cassandra realizes that if she had possessed her current knowledge in the past, she could have comfortably retired and avoided potential dangers.
With a firm determination, Cassandra ensures the shed door is securely barred. Casting an illusion spell to create the appearance of an empty room, she settles down to sleep, eagerly anticipating the possibilities that tomorrow will bring.
The next day, she slips undetected into a wagon convoy. Over the course of a few days traveling with the convoy, she observes adventurers and guards protecting them from occasional bandit raids and encounters with small beasts. Eventually, she finds herself near the county seat of Korda, a place governed by the influential Korda family.
Count Grayson and Countess Florence, an esteemed and well-liked older couple, hold sway over the county. Regrettably, their son's bullying tendencies and abuse of power have tarnished the county's reputation. As a result, the citizens struggle to maintain their previous quality of life amidst worsening conditions.
Cassandra conceals herself in the back of a wagon, skillfully using her illusion magic to appear as a nondescript mound of hay. Initially, the cart driver made unwelcome advances, attempting to engage in sexual activity. However, upon considering his complex family situation with twelve children and two sister-wives, Cassandra decides it is in her best interest to conceal her true identity using her illusion during the daytime. She rests in the wagon as they make stops in various villages along the way, narrowly avoiding detection while pilfering food on a few occasions.
She slips off the wagon about an hour or so before dawn, just outside the city. Carrying several loaves of bread and a chunk of cheese, she swings her patched-up backpack onto her shoulders and disappears into the morning twilight. Anticipating her arrival in Korda within an hour or so, she takes precautions to avoid being seen as the farmer passes by in his faster-moving wagon. Having used an illusion on her face when she first hitched a ride with him, she even added a white streak in her hair to further conceal her appearance. In this world, women have limited rights unless they possess magical abilities or are Ki Warriors, so she understands the need to grow stronger to protect herself. While her magic can handle a few troublesome individuals, she knows it wouldn't be enough against a large group.
Cassandra chuckles to herself, dismissing the idea of relying on a man or woman for protection. However, she admits she wouldn't mind marrying someone wealthy if they were on their deathbed. It's a joke, of course.
Reflecting on her past marriage to a man she believed would shield her from the world, she realizes he was a smooth talker who completely deceived her. After numerous hospital visits, she no longer believes in love or receiving something for nothing. Fifteen years of being blind to manipulation by others have taught her a valuable lesson. Now she doubts anyone will attend her funeral, and she understands the importance of finding loyal friends who will stand by her side no matter what. Until then, she remains cautious. Business comes first, and building a family is not a priority. Love is not on her radar.
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To Cassandra, the city of Korda feels more like a town than a bustling metropolis. With a population of approximately ten thousand people, they are crammed together in a small area along the riverbanks, reminiscent of the Mississippi River. The city is encircled by three walls: the inner wall where the Count resides with his troops, the old city wall surrounding the older part of town, and the outer wall safeguarding the outer town and riverside warehouses. Square walls and towers stand every three hundred feet along the fortifications, while the river-facing wall is set back about two hundred feet from the water. Floating docks line the river, bustling with river barges prepared for the upcoming harvest. Beyond the city walls lies the slum, home to two-thirds of the town's population.
As Cassandra gazes at her surroundings, she notices that the trees have yet to transition to their fall colors. Some of the unfamiliar tree species catch her attention, although she never considered herself an outdoorsy person. However, it's not the trees that captivate her; it's an airship hovering above the town. The sight evokes memories of old steampunk movies, where heroes would soar in wooden and canvas airships to save the day. Instead of propellers propelling the ship, she observes a gray energy ball spinning at the rear of the enclosed wooden vessel. This energy ball is attached to the underside of the cigar-shaped balloon. If she didn't know she was in a magical world, she would mistake the vessel for a blimp from her own world upon first glance. Focusing on the spinning ball of gray light, she notices it is connected to a rudder within an enclosed iron cage, allowing the ship to maneuver left or right. As she watches, the rudder tilts the spinning gray ball upwards at an angle, guiding the ship to descend onto a raised platform north of the city.
A half-hour later, the airship touches down, and a flurry of activity ensues as gnomes and dwarves scurry around, diligently securing the blimp by tying lines to poles on both sides. About three dozen men and women, accompanied by their children, disembark from the ship. Meanwhile, other dwarves efficiently unload baggage onto waiting carts, destined for a nearby building. Cassandra takes a deep breath, cautiously hopeful that life in this new place might not be as bad as she initially feared. She ponders the existence of flushing toilets, even though she hasn't encountered any in this world so far. Her memories only consist of outhouses and chamber pots, causing her to cringe. The idea of using leaves and scrap cloth for personal hygiene, followed by the arduous task of cleaning the cloth, triggers waves of disgust. Glancing back at the airship, she contemplates the possibility of influencing some of the dwarves or gnomes to create magical items such as cars, trains, or even toilets.
Taking her position on the road, she makes up her mind to enter through the north gate. At this point, it matters little if her presence is known; she acknowledges that she will soon have to use her Adventurer card to gain entry to a dungeon and earn some much-needed money. Rumors have circulated that the county seat is home to a golem dungeon with a staggering depth of forty levels, having stood for over a century.
As Cassandra reaches the northern gate and joins the line, she attentively observes the ongoing loading of the airship. Crates are methodically stacked on a sizable cargo net attached to the gondola. The more she gazes at the vessel, the stronger the resemblance to a smaller version of the Zeppelins from the World War I era becomes apparent. However, this ship distinguishes itself by employing magic for propulsion instead of relying on propellers. Furthermore, it is roughly half the size. Tall wooden poles flanking both sides of the ship descend to the ground with a resounding thud, synchronized with the tolling of a bell three times. Gradually, the ship ascends as a chain connected to the bottom of the airship tautens, its cargo net securing the crates. For the following ten minutes, Cassandra's attention is captured by the sight of gnomes waving flags of various colors until they unanimously switch to waving green flags. Positioned at the gondola's forefront, a gnome observes the flags and procures two green ones, signaling the ship's departure. With a deliberate motion, the ship lifts the netted crates high above the city, executes a graceful turn, and begins its journey southward, cargo in tow.
Finally reaching the north gate, Cassandra finds herself amidst a bustling scene, with numerous wagons and carriages passing by in both directions. The silhouette of a man in uniform casts a shadow that interrupts her contemplation of the airship. A deep voice emanates from the figure.
"Business?" the man asks, diverting her attention. Shaking her head, Cassandra turns to face a man in his forties, sporting a scraggly beard. His brown eyes meet hers as she takes in his appearance. He dons a yellow military jacket, complemented by brown trousers adorned with a yellow stripe along the outer sides. Brass buttons embellish the jacket, reminiscent of the uniforms worn during England's Queen Victorian era, while a Roman-like helmet crowns the ensemble. A tinge of sympathy wells up within Cassandra as she acknowledges the burden of donning such cumbersome attire day in and day out. Flanking the gate, two additional men in similar outfits stand at attention, brandishing pikes.
"Business? Or are you an adventurer?" the man inquires once more.
Cassandra retrieves her slate card bearing the name Sandra Hope and hands it to the man. "I'm an adventurer hoping to delve into the dungeon here," she declares, mustering an air of confidence.
"Wait a moment, miss," he replies, taking her card and swiftly disappearing into a small shack adjacent to the gate. Cassandra's gaze follows him, observing the influx of men and women whose attire seems to blend elements from the early Victorian age with the later Renaissance era. The resulting style presents a distinctive fusion of the two periods. However, it is the presence of the diminutive individuals that astounds her the most. Some stand at her relatively small height, yet possess robust and sturdy builds that hint at their incredible strength.
These are the dwarves, characterized by their long beards, which can also be found on certain women. Gnomes, in contrast, are smaller in stature than dwarves, lacking facial hair but compensating with vividly colored clothing. Each person presents their cards and pays the entrance fees.
Some, like Cassandra, are singled out by the guard for card verification. Returning with two other guards, the man's face bears a frown that elicits a foreboding sensation within Cassandra.
'Please don't tell me I have warrants!' she silently implores, her heart gripped by anxiety.