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To Cry from Another's Eyes
Prologue - The Quest

Prologue - The Quest

In the grand hall of the temple dedicated to Hermes, the messenger god of travelers and tricksters, a solemn assembly gathered. Comprising the temple's elite, these individuals were no mere acolytes. Known collectively as "The Seven," they were a rare assembly of Clerics, Paladins, Monks, Rogues, and Warlocks, summoned in the name of Hermes to face an evil that defied not just the gods, but the very fabric of reality itself.

"For generations, a vile cult dedicated to Beshaba, the Goddess of Chaos and Evil, has eluded us. We've traced their malevolent influence to an island shrouded in impenetrable wards," the High Priest began. Scrolls unfurled on the table before them, displaying intricate diagrams of complex arcane geometries. "These wards were constructed with an inconceivable number of 'Wish' spells. Breaking through is impossible."

The High Priest paused, locking eyes with each member of The Seven. "However, we have these." A silken cloth was drawn back to reveal shimmering tokens, the last of their kind. "These will permit your entry onto the island. They are the final remnants of a time before the barrier, and no one who has ventured into that accursed place has returned. You are to 'unlock' the island from within to allow us to end Beshaba's reign once and for all."

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Each elite devotee took a token, feeling its ancient power hum against their skin. "You've been chosen for your skills and your unwavering devotion to Hermes," the High Priest said. "But beware; the evil on that island is so strong it manifests through the wards themselves. Even now, a dread curse emanates from that forsaken place."

The room grew cold, shadows flickering and dancing along the walls as if taunting them with a glimpse of the chaos that awaited. "Beshaba's influence is a blight upon the realms, a twisting of fate and luck so perverse it defies description. You are our last hope. May Hermes guide your steps, for if you fail, all may be lost."

As The Seven left the hall, tokens in hand, they were burdened by the weight of their secret motivations—unspoken ambitions, fears, and betrayals that could unravel their quest from within. Yet, bound by their loyalty to Hermes and to each other, they set forth to face an evil unlike any the realms had ever known. Their mission was clear: unlock the island and vanquish the malevolent cult.

But as they neared the barrier, an unsettling realization crept into their minds. The curse emanating from the island was not just another obstacle; it was a harbinger of the chaos and treachery that lay ahead. And in their quest to vanquish evil, they would first have to conquer the darkness within themselves.

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