New region: Taggelisk, Quest, and creatures 655-658

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New region: Taggelisk, Quest, and creatures 655-658

Post by Rosehill »

Official News: New map locations:
Taggelisk: world/34
Ageti: world/35

New quest:
Taggelisk: An Opportunity Abroad
  • The quest is permanent.
  • Starts at the Keep.
  • Continues in Ageti.
  • Required creatures on the "Taggelisk: An Opportunity Abroad" step are not taken from you and are not required afterwards.
  • Required creatures can be anywhere in your Keep. They do not need to be on your Main tab.
  • The Exploring parts of the quest in Ageti are repeatable once a day. Timer resets at Magistream midnight (i.e. midnight EST)
  • Three different creatures can be acquired through the quest. Completing the quest rewards you with one of the three.
  • You do not need an open eggslot to get the creature from the quest.
  • You can collect a total of nine different token from the quest.
  • Quest texts written by Raneth.
  • Token images by Tekla.
Step 1: Taggelisk: An Opportunity Abroad (in the Keep)
Spoiler
The days have begun to lengthen again, and new year classes are looming. You follow your fellow students toward the great hall, where every year Master Belmos updates every student on the new knowledge gained in the past year and outlines the research opportunities and courses for the next.

The evening sun shines through the windows, making the great hall incredibly bright when you go inside. It has been decorated for the coming spring, with sprigs of ivy and leaves trailing through the windows. Rosa doves, a popular creature from the celebrations a while ago, sit on the sills.

When you look at the front of the hall, you pause for a moment in surprise. A woman you don't recognize stands next to Master Belmos. She looks regal, with hoops of gold around her wrists. The necklace she wears looks like its made of diamonds and reflects light off the walls. Talyn stands next to her, grinning at the crowd.

"Greetings, everyone," Master Belmos says. "We have had a grand year this year. We as magi have made many new discoveries, including expanding our knowledge of the world around us, with help from Talyn." You and a few other students exchange glances. You wish you could have all discovered the world without all the problems Talyn brought with him. Talyn doesn't react to the few murmurs of discontent, continuing to beam at everyone.

"I would like to-" Master Belmos begins.

"While I'm sure many of you are looking forward to picking your new classes, except not really because wow, boring, there's an opportunity!" Talyn shouts. Master Belmos frowns, his forehead creasing. "I've recently discovered a new portion of the world. There's an opportunity for Magi to participate in a yearly tradition there. Carise here and I will tell all more about it after the meeting. It's an awesome opportunity to explore. If you wanna know more, stay after the meeting, and I'll tell you all about it."

Master Belmos raises a hand. "Carise, like Talyn says, will tell anyone who is interested more about an opportunity to visit new lands. It is an option to pursue rather than taking traditional spring courses for anyone who would like."

You nod, and a few other students nearby begin to whisper. It's Talyn organizing it, and that might mean another disaster, but it is an opportunity to explore.

"Get out of boring classes?" a familiar voice whispers. When you turn, you see Gwendolyn grinning. "Hell yeah."

You lean forward when Master Belmos motions to the woman, Carise, to speak.

"I am Carise, leader of a syndicate of traders from Ageti, a city in the heart of the Taggelisk region," she says. Her diamond necklace glitters in the light from the sun that shines through the windows. "I met Talyn here when he entered Ageti, and he told me of a magical keep where magical creatures are trained. I am glad to see he wasn't as crazy as he sounded."

You fight to hold back a laugh. Talyn doesn't react to the insult, instead standing up as well. "Carise has invited all of us to visit the capital city of Ageti. Carise says that this will be a good opportunity for trade, and I think so too. Imagine all the stuff we could find in a city like Ageti!"

You and a few others around you nod, although you're not sure what sort of things you have to trade, or what Ageti is actually like.

Carise speaks up next, putting out a hand to Talyn as though to keep him quiet. "This is the time of year when the rains begin to cease and the swamps and marshes of Taggelisk become passable to explorers. It is a tradition every year for individuals to head into the marshes and make their fortunes. Caravans of explorers, merchants, and traders, or even just those trying to change their lot in life, head out to find riches." Carise smiles, her teeth blindingly white. "And I would like to extend the Syndicate's help to the Keep. We will arrange to introduce you all to the city of Ageti and get you properly outfitted to explore the swamps."

"Imagine how far we all could explore with our magic and the magic of our creatures!" Talyn shouts.

"Precisely," Carise says past a wince. "Of course, for our help, the syndicate would expect a bit of payment-15% of the worth of whatever it is you find."

You nod, though you notice a few people around you look a bit uneasy. "We want this collaboration to benefit everyone, of course," Carise says. "We will not cheat you. The marshes are a treasure trove, and many sources will properly appraise what you find. We are just interested in what magi can do, and if they can penetrate further into the marsh than normal explorers can. After all, Talyn found his way into the city through the most dangerous part of the marsh."

Talyn shrugs. You roll your eyes. At least he didn't need rescuing this time.

"So how dangerous are we talking?" Gwendolyn asks.

"Nothing too bad," Talyn says before Carise can speak up. "Taggelisk is just your basic marsh. Right now it's in between the monsoon season and the dry season, so it's the safest time of year. Just bring, I don't know, a critter to keep the sun off you, like a nimbii, and something powerful that flies, like a roc, pegasus or puvia. Oh, and you definitely want something that can purify water but will be easy to carry, like a kaetus hatchling. Those'll work good."

"They should work well," Master Belmos says with a sigh. "If you are interested in exploring and working with Carise and Talyn, I suggest collecting those creatures. Once you are prepared, a contingent will leave for Taggelisk. Just make sure to tell your professors - you will get credit for this exploration. Talyn and Carise assure me the area is safe this time of year, and I hope both residents of the Keep and Ageti will have much to learn from each other."

"Anything to get out of classes," Gwendolyn says. Master Belmos frowns, and Talyn gives her a thumbs up.

---

Accept and return with required creatures:
With a nimbii to bring you shade, and a flying creature to aid in your journey, and a kaetus hatchling to help you clean your drinking water you head out to the courtyard of the Keep where several other students are preparing to leave.

A teacher is overseeing the preparations and nods approvingly once she's satisfied you have everything you need and wishes you good luck.

Gleefully you start your journey towards west and the city of Ageti.

---

Accept and return without the required creatures:
You eagerly reach the courtyard of the Keep and stand in line with others wishing to leave for Ageti. A teacher is overseeing the preparations.

Once she reaches you to checks that you have everything needed for the journey she frowns and sends you back to packing.

In order to leave for Ageti you need a nimbii, a roc, pegasus or puvia, and a kaetus hatchling.
Step 2: Taggelisk: Arriving in the City (in Ageti)
Spoiler
Talyn had said Ageti was big, and it is the first thing you notice as you fly over the marshes of Taggelisk, south of the orderly city states of Alveus. In the center of the sprawling marshlands, ringed by an enormous river, you make out a raised mass of earth that must spread for acres and acres. The edges closest to the banks of the fast-moving river are dirty green from your vantage point, stained with runoff from the river. The buildings are hovels at worst and wooden shantys at best. Toward the center of the city, furthest from the river, are opulent constructions, domes and minarets and spires that reach nearly as high as the Keep, constructed of wood and stone that is obviously not native to the marshes. Trains of roads and wagons move through the city like arteries.

You're not entirely positive where to land, but you spot a circle of familiar wagons near a golden statue of a woman, and you angle your steed down. Once you arrive, the ground distressingly moist beneath your feet, a reedy voice hails you.

"Halloo there! Are you one of the mages?"

You turn to find the voice, at a loss at the sheer number of people all around you. Stalls of vendors surround what must be a sort of village square, and people from what must be nearly every corner of the world have gathered here for trade. Some Quaitu people are haggling with an Alvean who appears to be selling some sort of crystal, and you see what looks like someone from Synara trying on a scarf. Languages burble like water from every direction, and you don't recognize them all.

"Hello!" A short man appears in front of you, a clipboard in his hand. "A mage from the keep, yes? One of the ones Carise sent?"

When you nod, he smiles. "Good, good. I am the secretary for the Golden Syndicate. You are going to explore the marshes for us, yes? That loud mage, Talyn, has already headed into the marsh, along with some others. You wouldn't want the best treasures to be found already!"

You certainly wouldn't want that. You wish you could explore Ageti more, but the marshes sound just as interesting. "I'm ready," you say.

"Excellent!" The man takes a note down in his clipboard. "Now, you have a few options. One exploration a day seems safe, and we will put you up by the Golden lady, the hotel nearby." You wonder who the golden statue represents. "Each day, you can make a choice how you want to explore. At the end of it all, if the Keep benefits us, we will find a way to make it worth your while." He grins. "Now. What sort of exploring would you like to do?" The man eagerly hands you some pamphlets that seem to outline the great wonders of Taggelisk's marshes and the many different possibilities you could explore. "When you've decided, let me know!" the man cheerily shouts as he moves on to greet the next landing magi.
Step 3: Explore Taggelisk, Start the Day (in Ageti) (Quest is repeatable once a day from this point forward)
Spoiler
You head out to the main square of Ageti and soon find the man representing the Golden Syndicate. You tell him of your plans for the day and cheerfully he points you on your way.

---

If you have already explored Taggelisk for the present day:
Exhausted from the day's travels you decide to let your creatures and yourself rest, and head back to Taggelisk's mysteries the following day.
Step 4: Explore Taggelisk, part I (in Ageti) You will get one of the four texts below:
Spoiler
A light rain has begun to fall, and the people preparing to head into the marshes around you suddenly begin to disperse, some cracking whips to lead their steeds hurriedly onto their journeys and some packing up wagons and pulling up tarps. Overhead, another magi takes off, the huge wings of their Roc blotting out the clouds for a moment.

"What's going on?" you ask, and a Quaitu man shakes his head, hefting his bag on his shoulder.

"Bad weather," he calls to you over his shoulder as he heads back into the city. "Drizzle at this time of day means a storm later. The marshes will flood - it's too dangerous for most."

You frown. Surely it couldn't be that dangerous. You see that some of the people getting ready to explore, though, are banding together, strangers from different parts of the world going in groups to avoid any danger.

Wait in the city and see what happens.
Go ahead on your own. A little rain never hurt anyone.
Team up with a group for a while.


---

Wait in the city and see what happens.
It takes nearly an hour, but the rains worsen and then subside. You begin your journey, avoiding puddles as you go.

---

Go ahead on your own. A little rain never hurt anyone.
The rains are fierce as you travel, and before you know it the path has flooded. Heart pounding, you freeze in place, praying that the waters rise no higher than your knees.

No such luck. In desperation, you look around and spot a tree branch, hoisting yourself up. You wait out the rains, watching as debris floats past you. The marshes are more treacherous than you thought.

In as short a time as the rain began, it ends, and the waters recede slowly. Hopping down from the tree, you notice an object lodged in the mud. You reach out and grab it before continuing. In your hand, you realize it's a carving of a fish, like one of the Keep's koi.
Image

---

Team up with a group for a while.
You accompany a group of travelers, including a few Quaitu women and an Alvean who mutters about the bad luck of mages. Staying together with someone who the Alvean has clearly hired as a guide, you avoid the worst of the flooding rivers.

"We should have made an offering to the seas," someone says. It's someone who has stayed near the back of the group, a native of Ageti.

"What do you mean?" you ask.

He points up. "The rains come from the oceans. Old beliefs say if you offer tribute, a carving of a fish or whale, the rain will not harm anyone."

You nod. It's an interesting idea. The Alvean rolls his eyes, and you opt to ignore him.

When the rain stops, you move on on your own, glad to be rid of the glares of the Alvean.
Spoiler
You're about to head into the jungle, putting the bustle of the city at your back, when you hear a shout. You turn to see a woman clad in woolens, which is unusual considering how hot and muggy the air is.

"Greetings," she says. "I heard about you mages. Is it true you have magic?" When you nod, she beams, clasping her hands in front of her. "Please, my family and I are poor, and this is our best chance to turn our fortunes around. We're in debt to Lord Valer for his help constructing our house, and we really need all we can find in the marsh. I hope it won't delay you, but can you use your magic to guide us at least some of the way? We'll share whatever we find. If not, at least perhaps lend us one of your magical creatures for protection?

Sure. You decide to help the woman and her family some of the way.
No, I'd rather go on my own.
Lend her your creature for the day, but go on your own.


---

Sure. You decide to help the woman and her family some of the way.
The woman thanks you profusely as your path takes you through the beginnings of the marsh. She grows quiet after a time, clearly tired and set on getting as far as she can. Her children are more energetic, and the two of them orbit you and your mount as they run in circles.

"Thank you again," she says. "It's difficult to make your way in Ageti, but the yearly explorations are our best chance."

"What is life here like?" you ask, stepping over a mushy puddle. Her son immediately jumps in it.

"We spend our days working at the riverside, doing odd jobs. And these two go to school in the village, taught by the elder. It's not like the syndicate schools, but it's the best they have." You nod, feeling lucky to have magic and have trained at the Keep.

"Hey!" One of the children suddenly shouts. "Look at these!"

You hurry over, looking down at the ground. There are shards of shiny stone, probably obsidian, flecked with shiny gems. It looks like something was smashed, maybe a statue. But the child holds something in his hand.

"Look, a frog!"

It is a frog, carved from the same stone, albeit without the flecks of gems.

"This shiny stuff will help us, right mom?" the child says.

"It will." The woman is smiling. "Thank you for your help, mage," the woman says. "It's not much, but would you want a bit of this before you head on your way?"

"No," you say. It's clear she needs it more. "I don't need anything."

"At least take this!" the child says, holding up the frog. "I saw a mage with one just like it!"
Image
Spoiler
You're eager to begin explorations, and you leap into the air, taking a quick circling pass of the city as you do. This low, you can make out the twists and tangles of the marshes on the edges of the city, and the great river that winds throughout.

You fly lower, and make out the shapes of people by the bank of the river. The houses behind them are ramshackle and beams of wood have fallen and litter the ground, some floating in the turbulent waters. Clearly a storm came through before you got here. Men and women, and even some young children, are looping ropes to the beams and dragging them, clearly in the early stages of remaking their homes. This part of the city is a far cry from the opulent center.

Fly down and lend a hand.
Use your magic to lighten the beams, but fly on.
Ignore it. You have exploring to do, and they seem to have things well in hand.


---

Fly down and lend a hand.
You land your steed, and a few people look up as you do. An older woman, who appears to be in charge of the efforts, approaches you.

"We don't have much, so if you're looking to explore and get riches for the expeditions, we can't offer you any. But we would appreciate any help."

You nod, and spend the rest of the morning hoisting beams and providing shelter for those who've lost their homes. With your help, things go much faster, and when you take off again, the homes beneath you look much improved.

---

Use your magic to lighten the beams, but fly on.
You cast a spell, and watch with amusement when a group of men hoisting a beam out of the water suddenly pull it out with no effort. One of them waves to you with a beaming smile as you fly over their heads.

---

Ignore it. You have exploring to do, and they seem to have things well in hand.
You head toward the marsh, and soon enough you lose sight of the damaged homes.
Spoiler
You pat your steed, ready to begin your journey, when a familiar voice startles you.

"Hey!" It's Talyn, his abeoth frog on his shoulder. You see no sign of his rekel, though. "How are you? Getting ready to explore the marsh?"

When you nod, he smiles back. "I've been exploring too! I found a neat place a ways back, but it's hard to get there, and the marshes change every day. Flying might be faster, and I don't actually have a flying mount..."

You see where he's going with this immediately when his gaze travels to your flying creature. You've also heard that Talyn gets dizzy pretty fast when flying. You're not sure you want to deal with a sick traveling companion early on in your expedition, and dropping Talyn off will take time out of your own explorations.

Drop Talyn off at his "neat place." It'll get him out of your hair.
Forget it. He can find his own way.
Take him part of the way, but ditch him when he starts getting dizzy. He can walk at least half the distance and it will be better for him anyway.


---

Drop Talyn off at his "neat place." It'll get him out of your hair.
You let Talyn ride, and he chatters excitedly the whole way about the various travels he's been on. You half-listen, preoccupied with steering your mount and making sure Talyn doesn't fall off.

Eventually Talyn begins to quiet, and when you look over your shoulder you can tell he's gotten as green an as abeoth frog in the afternoon. You tell him to focus on the horizon, and you manage to keep your mount level and not jar Talyn too much.

Finally, he points down without speaking, and you land your mount in a clearing. The grass here is strange, and trails lead off in every direction. There's no sign of anything "neat" as Talyn would put it.

"Thanks!" he says, recovering quickly once he gets on the ground. "Check this out!"

He uses some sort of magic, and the ground shimmers. A pile of rocks appear, and you realize that they aren't rocks at all, but carvings. Small jade carvings of creatures you'd see at the Keep.

"I'm not sure where these came from, but they look ancient," Talyn says. "It kinda looks like someone else was carrying a bunch of them and then gave up, or dropped them or something. You can find them all over the marsh. I've been hiding them, because I want to study them, but giving one away shouldn't hurt. Here, take one."
Image

---

Forget it. He can find his own way.
You shake your head, and Talyn frowns but waves as you fly away.

---

Take him part of the way, but ditch him when he starts getting dizzy. He can walk at least half the distance and it will be better for him anyway.
You let Talyn ride, and he chatters excitedly the whole way about the various travels he's been on. You half-listen, preoccupied with steering your mount and making sure Talyn doesn't fall off.

Eventually Talyn begins to quiet, and when you look over your shoulder you can tell he's gotten as green an as abeoth frog in the afternoon. You immediately angle toward the ground, your mount landing with a thud.

"Oof...thanks," Talyn says. "Guess I'll walk from here." He waves when you fly away again.
Step 5: Explore Taggelisk, part II (in Ageti) You will get one of the four texts below:
Spoiler
Your afternoon travels have gone well, and you pass the time as you walk marking out new plants on your path. You recognize some obvious ones, like the heavy ferns that make the marsh look primeval, and you even spot some enormous lilies that would fit right in at the gardens at the Keep. The area around you is lush, the air heavy with moisture, and a green film is cast over everything as sunbeams lance down through enormous green leaves.

Something green slithers across the path, and you pause immediately, waiting for the shape to resolve itself into a snake. But it doesn't. The long, trailing vine of a fern is winding in front of you, obvious from the small flowers that grow on it. You search for the plant it belongs to, but can't find the source. The stories you've heard from other travelers about trails and paths becoming overgrown in mere minutes suddenly make a lot more sense.

Surely your eyes are playing tricks on you - plants aren't alive, and certainly don't move like that. Following it might provide a clue, or you could call out and see if it, or something else, responds.

Follow the moving vine.
Avoid it, it's too scary.
Call out to it.


---

Follow the moving vine.
You pause and wait, and see it again. The vine is twitching, like a snake or even the tail of a rodent, but its clearly no animal.

The vine wiggles, and you move closer, following it as it shrinks back deeper into the undergrowth. The plants snatch at your clothes, and you push past them, intent on seeing where the vine goes. A few more move now, and a strange scent has filled your nostrils, like a cloying sweetness. The vine is moving in a very familiar way...

Like you would move a string to play with a cat. Or catch an animal that was sensitive to motion.

You stop just in time as the vine pulls in closer, and the leaves around you change color to form a man-sized trio of bright red petals that snap shut where you would have walked. You catch the smallest glimpse of something, possibly animal bones, before the enormous flower triggers its trap.

Heart pounding and adrenaline filling you, you run back the way you came. That was close.

---

Avoid it, it's too scary.
Something about the way the vine moves, in a teasing, tantalizing way like it wants you to investigate it, sends alarm bells ringing in your head. You move on, ignoring it.

---

Call out to it.
You lean forward, watching for the movement. Yep, it's definitely the vine. Maybe movement means it's alive? It could be some sort of plant-based creature.

You shout out, a quick "Hello? Hey!" but get no response. The vine moves again, in the same twitching motion, but you don't think it's in response to you.

You shout again, louder, and the vine freezes. Then it vanishes, so fast you hear a whipcrack. You blink and jump back in surprise.

Where the vines were is nothing but normal trees and plants. Whatever it was, it's gone.
Spoiler
Leaves and branches crunch under your feet as you enter further into the marsh, as brittle and dry as the burnt flakes of ash you'd find in a firepit. It's as if no rain has come for months, or even years. But strangely, only a few feet away, a stream cuts through the ground, widening into a pool that is covered with a film of green algae before continuing on. Overhead, enormous leaves shaped like the wings of your flying mount completely mask the sky, and the only light that gets through is filtered green. There's no sign of any human habitation, or even any sign that anyone has passed by for a long time. The ground beneath you is a study in contrasts.

You wonder why the course of the water is so precise. You could follow the river, which would probably be safer, or venture into the dry area. Your other thought is to fly overhead and find a path someone else has already mapped out, so you avoid getting lost.

Follow the dry land.
Follow the river.
Fly and find a safer path.


---

Follow the dry land.
You head out onto the drier parts of the marsh, leaving the lush green behind you. Very soon the ground flattens, the ground crumbly and dusty beneath your feet. It's almost as if you've found a desert in the midst of the marsh, and as you walk the trees fade further and further away, as though they become a mirage.

You consider heading back, but its possible you might find something out here, and you press on. The ground goes from sun-baked clay to dark rock, and the heat reflects off it and back onto you. Without the cover of the trees and plants, the afternoon sun is like an angry smothering hand. You call out to your nimbi, and it protects you from the worst of the sun.

When you see the bones of a strange creature, you realize this may have been a mistake. Before you turn back, though, you grab one, just to remind yourself of this strange place.
Image

---

Follow the river.
You begin following the river, listening the peaceful burble. You're careful as you walk, making sure your feet don't sink into the soft ground. You keep the dry wasteland to your right.

As you walk, you realize that the river is winding in circuitous loops, so winding that you find yourself walking in complete circles. Something fizzes in the back of your mind, a suspicion that the winding river is hiding some secret, but you can't put your finger on it. You keep walking on, the winding river finally ending in another, larger pool of surprisingly clear, algae-free water.

---

Fly and find a safer path.
You leap onto the back of your mount, and soon enough you're far up into the sky, looking down. The dry ground stretches on for what must be miles, but from this height what really catches your eye is the river.

It's clearly not natural.

The river winds, certainly, but the twists and turns remind you very much of ancient writings and scripts you've seen at the keep. The loops and whorls form letters, a few of which you recognize, and others you don't but you're sure are full of meaning.

You fly higher, following the river with your gaze and noting that it spills into a pool that is sapphire blue, and much prettier and cleaner-looking than the other muddy green pools you can see from this height.

Whoever made the river, or whatever made it, it looks like it was some sort of spell. But when you try, you can't trace what must be powerfully old magic. Intrigued, you make a note of it and fly on.
Spoiler
As you've walked along, you begin to realize the truth of what others have said - the paths are treacherous and ever shifting. Using your navigation skills from classes at the Keep, you make out the paths and trails that others have left behind as they pushed through brackish water and shoved branches out of the way. Rutted wagon tracks mark the most common, and probably the safest, path into the heart of the marsh.

As you walk on, though, you also spot animal prints, hooves the size of dinner plates and even the marks of claws. In spots they pass through the human tracks, and then wind away. You hope no one is being stalked.

There's so many paths to take, and the signs are hard to read. Of course, you might find rare things if you go completely on your own.

Follow the signs of humanity. It will be safest.
Follow the animal trails.
Make your own path.


---

Follow the animal trails.
You follow the marks of claws and hooves throughout the morning, heading into confusing, criss-crossing trails. On your way, you find a sharp fang from an unknown animal, and you pick it up to examine later.Image
Spoiler
The heat of the day has begun to build into the afternoon, and your legs feel like they weigh a thousand pounds. The growth of the plants around you is sparser now, and you can see past larger gaps in the trees to the clear blue of the sky, where burning sunlight hits the ground. Your stomach growls, and you realize that you should eat before continuing. You take out your rations for the day.

This time, the growl comes from the trees, and a shiver of unease goes through you. You're a magi, and not afraid of any animals, be they magical or not, but its usually better to be safe than sorry. Then again, eating out in the open and luring out whatever it is could be a good way to see a new creature. Maybe you could even befriend it if you give it some food.

Offer your food to the strange animal.
Don't offer your food, but eat out in the open.
Hide and eat a good distance away.


---

Offer your food to the strange animal.
You lean down close to the rustling bushes, hand outstretched with a piece of fruit. If it's a herbivore, it'll enjoy it and be harmless, and if it's a carnivore... well, you hope its not.

The branches rustle again, and you swallow down a rush of nervousness. The movements are huge, as though something the size of a bear has pushed by them. Your mind fills with ideas of what sort of enormous creatures could live in this marsh, and how dangerous or poisonous they could be. But nonetheless, you keep offering the food, sure that whatever it is will see you as a friend. You didn't become a magi by being afraid of nature, after all.

The bushes stop rustling, and suddenly a rabbit hops out.

You let out a breath, laughing silently at your own nervousness. Just a rabbit. You hold down the food for it.

It grabs the food lightning fast, and you definitely see enormous tusked fangs. Then its gone, the bushes rustling as it passes by.

You stand up, wiping your hand on your pants, but there aren't even any crumbs. That will be a report for the Keep when you get back.

---

Hide and eat a good distance away.
You take your food and eat it furtively away from the trees, closer to some bushes. You hear a few more growls, but that's all, and you finish your food quickly and head back into the marsh. As you pass, you spot an enormous chipped fang, and you're very glad you opted to be safe.
Image
Step 6: Explore Taggelisk, part III (in Ageti) You will get one of the four texts below:
Spoiler
As evening falls, it's begun to rain, a steady mist that plasters your hair to your head and has your mount blinking at you dolefully. The air has grown colder, and you decide to head back to the city.

You heft your bag and lift off, glad to get out from under the canopy. As you head up, you notice the air has warmed, the temperature changing drastically. The clouds break, revealing a night sky.

How strange. Weather never changes this quickly at the Keep. The air is suddenly very dry, your skin fizzing with goosebumps at the change.

Your mount suddenly twists in midair as a gust of wind hits you both, and you tighten your grip. Wind whistles and howls, and over your shoulder you can see the clouds that once brought rain blowing away into the distance. Below you, the canopy lashes, revealing dark spots in the jungle. It's pretty, and the wind thrills you, but you probably need to get back before it gets too rough.

Stay and ride the winds for a while. You might see something cool.
Head to the ground as fast as you can.
Fly low and slow over the trees for safety.


---

Stay and ride the winds for a while. You might see something cool.
You hang on tight to your mount, using all of your training to keep aloft and stable. The wind howls louder, and your eyes water. The sensation is like diving straight down to the ground as fast as possible, but you're merely trying to stay in place. Your mount's wings shake with effort.

You realize your mistake when the winds start to circle, your mount being pulled into a slow moving circle. You fight to break out of it, but it's too late. The tornado forms quickly, pulling you and your struggling mount into its funnel. There's nothing to do now but ride it out.

You lay low on your mount's back, hoping that the small tornado gets no larger. The wind screams, and you are about to panic when something grabs you.

It's a rope, that has wrapped itself around you and your mount. You don't fight it as you are pulled down below the tree line, shivering and shaking.

You see a woman, clearly native to Taggelisk, who shakes her head at you. "The wind tunnels that form at dusk and dawn don't touch the ground," she says, pointing up. "That was foolish." Above your head, the air still rotates, and the bushes and trees lash, but it's safe. You nod, grateful to her.

---

Fly low and slow over the trees for safety.
You fly lower, skimming the treeline of the wetlands. The taller trees are lashing back and forth, but you head out further toward the lower-growing scrubs and stunted trees of the marsh. There the air is quieter, less hazardous, and you enjoy the rush of the wind while not stressing your mount too much. You pick up speed, shooting over the marsh and noting the mud below you. Leaves from the nearby taller trees that are being lashed in the winds are blowing into the marsh and being sucked into the mud and algae. You're sure you're seeing a typical distribution of life and decay.

You enjoy your flight, but you're careful not to go too high. The air grows colder, and you know you should head back soon.
Spoiler
You push an enormous palm frond out of your way, and freeze in place just in time when you hear a frog croak. What you thought was more squishy ground is actually a stagnant river, overgrown with algae so thick it looks like a mat of green. It stretches out for nearly two dozen feet - far too big to jump, and you don't like the look of the slimy, slippery rocks that you can spot poking out of the water.

Maybe it can be waded through, though, and you and your mount can avoid flying through the thick trees. Before you can find a rock to throw, you hear a plunk, and stagnant water splashes as a stick cuts through the green coating.

"That's way too deep to cross," a familiar voices says. When you turn, Gwendolyn waves, her hair pulled up in a tight bun. "But I heard there was an abandoned mine on the other side." She turns to you after surveying the water. "What do you say? You have a flying mount. Take us both across and I'll show you the way."

Take Gwen across.
Leave her and go yourself. More treasure!
Nah. I don't want to go that way anyway.


---

Take Gwen across.
"Alright," you tell her. "Let's get going then."

Gwendolyn mounts up behind you, and the short journey across the pond is made more difficult by the strange winds that blow over it and then navigating a safe place to land in the enormous trees and treacherous ground on the other side. Finally, you spot what looks like a clear path, leading off further into the forest. As soon as you both hop down, though, Gwendolyn urges you on.

"This way! I'll show you!"

There's a clear path, but she begins running straight into the thickest bushes. With a sigh, you follow, though you swear your mount gives a sigh of annoyance too.

But Gwendolyn was right. You find a large bush, which oddly enough looks like a pine bush in the middle of a marsh, though the needles are spread out like tiny umbrellas. Once you push past them, though, you see that the growth hid a tunnel in the ground.

"Down here," Gwendolyn says. "I knew they weren't lying! Talyn didn't believe me."

You would ask her to elaborate, but she's already running down the tunnel. Summoning light with quick spell, you hurry and follow.

If this was a mine, it was abandoned eons ago. The air is stale and cooler than the warm moist air outside, and the ground is slippery. Muddy.

Too muddy. You hear a shriek, and Gwendolyn's mage light vanishes.

You begin to run, almost falling yourself, just in time to hear a thud. Your light illuminates Gwendolyn, who has slipped and slid down a muddy path straight into a wall formed of wood and rock.

Abandoned indeed.

"Aw...they blocked it off!" Gwendolyn says.

You lean forward. There's writing on the stone, in all sorts of strange scripts. You can't read all of them, but some are pictures and they're perfectly clear. Skulls, crying faces, and wavy lines. Water. Mud. It rains a lot in the marsh. Your light illuminates something else - small stones on the ground, and frayed linens. Mementos.

"C'mon," you say, helping Gwendolyn to her feet. "We have to get out of here, now."

"Aw...maybe we could take some of these?" she points to the small trinkets. "Some of them look like carvings, or artifacts."

"No. leave them." There's no way you're taking anything from what is meant to be a memento to whoever drowned here. Before you go, you write in your own tongue "beware."

---

Leave her and go yourself. More treasure!
Abandoned mine? That means treasure, maybe even gold. Maybe you could find a safer way to travel the marsh, away from all the plant life. And you'd rather not be saddled with a partner.

"Thanks for the tip," you say, leaping onto your mount.

"Hey!" Gwendolyn shouts, but you ignore her. She was the one who pranked you first, all that time ago in the fall during exams. She'll be fine anyway.

You soar over the pond, the winds pulling at your mount, and then land on a path. This must be the right way.

You head down the path, keeping your eyes open for the mine entrance. It must be away from the plant growth, around rock or stone. But you don't see anything, just more trail that eventually widens into a caravan road. When you emerge, a group of Tetzcoatlans wave to you.

Gwendolyn must have been trying to prank you again. You head along the trail for a while, proud of yourself for having avoided it.

---

Nah. I don't want to go that way anyway.
"Thanks but no thanks," you say. "I was going to head back that way," you point away from the pond, "and see what I can find."

Gwendolyn shrugs. "Fair enough," she says. She begins wading through the muck, and you wince. "Bet I find more stuff!"

You leave her to it, skirting the pond. Walking the perimeter, you notice something shiny.

It's a plaque, clearly embossed in gold, with the image of a phoenix on it. The bird looks strange, though, as though the phoenix is made of water and not of fire. You wonder what it means as you put it in your pack. You're sure someone back in Ageti will find it interesting.
Image
Spoiler
It's getting late, and you want to head back. But the mud you're walking through is thick and getting thicker, and you regret going this way. The air reeks of what is probably dead animals and plant matter decomposing, and the mud is a strange, green-brown goo.

You lift your foot and your shoe is ripped off with a horrible sucking noise. Cursing, you nearly lose your balance and step down hard with your bare foot into another patch of grainy, disgusting muck.

Your blood runs cold when you try to lift your foot out again and can't. The cold, sticky mud soon cakes your ankle. Before you can think, the plants on the edge of the quicksand growing larger as you sink down, you realize that the mud is clinging to your calf as you sink, but your foot is strangely free. Cold air washes over your bare foot.

Whatever you're sinking into, there's something underneath, like a cave. At least, it feels like there is, if the sensation of clean air on your foot isn't because you're going crazy with panic.

Let yourself sink. Maybe you'll find something.
Scream for help. Your mount will pull you out, and you're sure someone will help you.
Have your mount pull you out, but don't scream. It's best to keep calm in these situations.


---

Let yourself sink. Maybe you'll find something.
Your mount is looking at you with concern, and your heart is beating so fast it hurts your ears, but you're set on your course. You'll make this work.

The mud pulls at your body, and you sink further. Your skin prickles with goosebumps as the mud cakes you, rising up your chest and then neck. But below the sand, you definitely feel air on your legs, and less squeezing pressure. You can make it, you're sure.

When you sink far enough, you take one last deep breath, and then let yourself fall further, using your hands to propel yourself down as though you're trying to dive. It can't be that much more.

You hold your breath in the pitch dark, eyes squeezed shut, lungs burning and throat tight, and just when you think this may have been a bad idea the pressure of the muck around your head is gone and you fall.

You hit muddy, slick ground, and you freeze for a moment, taking in deep gulps of stale air. Finally, you get your breath back and are able to summon a bit of light.

A dragon stares back at you, and you freeze.

No, not a dragon. A carving. A statue of a wyrm, like the pearl wyrms you know from the Keep, towers over you, fangs bared. Unlike the pearl wyrms, though, its body looks ridged and barbed. You've never seen one like it before.

Behind the statue is an altar, covered in dust and the drippings of the mud from above. The whole place thrums with magic, which is clearly how it has been preserved for so long.

As you approach the altar, though, your mage light growing brighter, you make out the human bones.

You jump back, just barely managing to keep the light going. You move it around, examining the cave. Other than the statue, and the altar, there's nothing. No tunnels. No way out. You suddenly deeply regret your decision.

You begin thinking of a way to call for help, maybe a fire spell to boil the mud, when you spot a rope. Hope fills you. Someone must have seen you fall!

Once the rope gets low enough, you grab on, holding on for dear life and climbing as it's tugged out. Before you leave the strange room and are engulfed once more in the quicksand, you see the statue's eyes glow.

Once you're out, the first thing you see when you open your eyes is your mount, frantically beating its wings over you as if checking to see you're alive. Another mage, one you don't recognize but is dressed in the hand-me-down robes they sometimes give first year students, waves to you.

"I saw your creature acting really scared, and it kept flying over the mud. I'm amazed... I mean, glad you're okay. What was down there?"

You stand up with their help, wincing when you realize you are completely covered in mud. "I'm not sure. But its bad news."

You'll make a full report when you get back. But for now, you want to put as much distance between yourself and the quicksand as possible.

---

Scream for help. Your mount will pull you out, and you're sure someone will help you.
You start screaming, waving your hands and shouting for help. There's no way you want to fall into who knows where.

Your mount flutters over you, and you grab on to its feet, holding on as it buffets you with its wings. As it does, you notice a woman from Taggelisk standing by the side, and soon enough she's thrown you a rope.

Between her efforts and the efforts of your mount, you end up dragged onto the bank, shaking but alright. The woman offers you water.

"That was foolish, mage," she says. Her accent is clear and crisp. "What were you thinking, wandering around the tomb of Venen?"

You lie back against your mount, catching your breath. "Tomb of who?"

She shakes her head. "Venen. A long time ago, the marsh was filled with poison wyrms. Legends say they were led by a wyrm god, a poisonous wyrm that made the wyrm's numbers great. One sting from their barbs led to excruciating pain and death." You shiver.

"It is all legend only. In all my times as a historian, I don't lend credence to old gods. But the belief in him was enough, and this was where they threw their tribute and sacrifices." Your eyes go wide as you look back at the quicksand. "Some were simple carvings, which are considered taboo now among the superstitious. But others were people." You swallow hard.

"The poison wyrms are extinct now, died off as the climate changed centuries ago. Of course, some would say that means the sacrifices worked, and Venen has gone quiet." She quirks a smile. "But all the same, be careful, mage. I'm sure you've been told this before, but the marsh is dangerous."

You nod. You'll take a break before continuing on.

---

Have your mount pull you out, but don't scream. It's best to keep calm in these situations.
Your mount has understood the situation quickly. It flutters over you, and you grab on to its feet, holding on as it buffets you with its wings. It's hard going, and your hands cramp as you hold on for dear life, but soon enough your mount has dragged you out enough that you get your feet under you. You make a strange sort of running motion back toward where you came, and soon enough you're back on safe, if still muddy, ground.

You collapse against your mount's side, breathing hard. That was close.

Something sharp pricks your bare foot, and you wince. Looking down, you spot a tiny carving. It looks like a pearl wyrm, but with ridges and spines, and its eyes are made of rubies.

"Wow," you say out loud. Your mount gives it a sniff. "Some artifact. I wonder what this was for."
Image
Spoiler
It took you a while to notice, but the green of the plant life around you has dimmed, the sun beams lancing more obliquely through the gaps. You've had an interesting time wandering the marsh, but now it's time to head back.

You hear a buzzing as you begin to walk, but you ignore it, writing it off as just another sound of the marsh that's full of all sorts of noise. The usual rush of wind through the fronds and croaking of frogs begins to fall silent, though, replaced by the scratchy noise that reminds you of crickets near the keep. But it gets louder. And louder.

When something hits your elbow, you jump back, only to see a dark shape whiz past. The insect lands by your feet, and you grimace.

It's a vitrium, its carapace cracked from the impact with your arm. At least now you know the source of the noise. And its still getting louder. Even as you think that, another one zips past your ear, and then another by your legs.

They might start swarming. It would be best to take to the air to return - unless you want to see what a vitrium swarm in a marsh is like.

Fly above and head back.
Fly just overhead, but watch the swarm.
Stay down. Maybe you can count them!


---

Fly just overhead, but watch the swarm.
You leap onto your mount's back and take to the air, wincing when one particularly clumsy vitrium hits you in the face and bounces off. Soon enough you are circling above the marsh.

The vitriums are moving in a swirling green funnel from the dry, arid parts of the marsh into the swampier ones, and the appearance of the swarm is almost like a gush of water that drains away into invisibility as they land into the bushes and trees.

You circle one more time, and then you make out the tell-tale sign of smoke in the distance, in a part of the marsh with no tree cover and no sinuous snake of running water. Mouth open in shock, you watch as the very ground catches fire from the heat of the setting sun, which is reflecting into lancing beams through the glass wings of the leaping vitriums. A few of the slower ones aren't making it, and those near the back of the swarm leave melted puddles of glass where the flames begin.

The fires do not last long, though, with so little in the arid parts of the marsh to burn. You're not sure if the heat drove the vitriums away, or if they created it by accident while staying still as the sun set. Soon enough the river of virtriums is gone, scorch marks remaining at the edges of the arid part of the marsh.

Glad to have observed the phenomena without any risk, you begin to head back.

---

Stay down. Maybe you can count them!
You stay as still as you can, curious about why the vitriums are swarming this way and where they're headed. You put up a small magic shield to protect yourself and your mount, making is as soft as you can so the vitriums don't hurt themselves as they leap about.

Their numbers are staggering, flowing through the trees in a susurrus of leaping legs and flitting wings, and you quickly give up on the thought of counting them. Instead you wait, hoping to catch sight of what they may be running from.

Your wait is in vain, however, as you see nothing else through the trees and bushes. In almost a minute the swarm is gone, as though absorbed into the marsh itself, but a few telltale shivers in the greenery let you know where they are heading. Perhaps it was simply a normal migration.
Step 7: Explore Taggelisk, part IV (in Ageti)
Spoiler
You've stayed out late, content with the areas of the marsh you've explored. Your bag is full of bits and bobs you've collected, and you're confident that you'll get something for it and help out the expeditions.

The marshy area you're walking through has even firmed up with the onset of night, and you watch the sky overhead as you walk back toward the city. You've found an open part of the marsh, and the stars overhead are strange, with some familiar constellations and others you've never seen before.

In the corner of your vision, one star moves, and you hold you breath. When the star drifts back, you realize it's not a star at all - and it's a lot closer than you think.

The floating light is soon joined by another, and then another, until you're surrounded by glowing lights of many different colors, sending shimmers of blue, green and red over the marsh. They look like small orbs of flame, like the will o' wisps that your professors spoke of the in past or that you see sometimes around fire kitsunes.

The orbs seem to collect around a certain part of the marsh, the colors combining into a strange sort of aurora in the distance. It could be worth investigating. Then again, it could be dangerous. It might be safer to wait for another traveler to come by before exploring.

Check out the lights.
Wait for someone else.
Forget it. It might be dangerous.


---

Check out the lights.
The lights dance in strange patterns as you walk. They don't seem to be moving in any particular direction, yet you sense you're getting close to something as you move. The mud of the ground beneath you sucks at your feet, your steps making sickening slopping sounds, but you take no notice. Your mount's wing brushes your face, insistent.

The lights have grown brighter, or maybe it's just that there's more of them, but you can't quite put your finger on when it became so bright. The light shines ahead like dancing moonbeams, illuminating the dips and valleys of the mud you're walking through.

The stars begin to fade in the face of the light, and the treeline grows closer. The lights flank something, a pit of darkness, and you finally stop, your heart pounding. You can't quite remember why you came here.

You blink, and something flashes in your vision. It's no longer night, but day, and an enormous tree has fallen in front of you, the roots exposed. A tunnel leads down below the marsh, which isn't a marsh at all but a green field of flowers. People have gathered by the tree, carrying what look like platters of food.

"This should appease the gods of the seas," someone says. "The floods should stop, and they will bless our new village." The air around you is humid and hot, hotter than a desert. You turn, and where Ageti would be is a flat, green expanse with only a few small buildings.

"But what about the wyrm god?" another person asks.

You blink again, and the vision is gone, but the lights are much closer. Your mount has come up next to you, nuzzling you and blocking your path, and you realize that the moon overhead has traveled much farther in the night sky than you thought. Your stomach is cramped with hunger.

A voice echoes in your ears, but you can't make out what it says, and when it fades the lights fade too. You stand in pitch darkness, cold and hungry and tired.

You're not sure what happened, but you know it's time to leave.

---

Wait for someone else.
You pause and watch the lights for a time, watching them bob and weave in what might be a pattern or might just be wishful thinking. They could be normal swamp gases, but you really don't think so.

Soon enough, you see another mage from the Keep, heading back from the marsh. Their bag of odds and ends isn't nearly as full as yours, and pride fills you.

As they get closer, you make out who it is, and freeze.

Archmage Thane.

"Greetings," he says, and you nod in response. You never imagined the Archmage would be here!

You're not sure what to say, but the Archmage seems to have sensed your curiosity. "Students are not the only ones curious about the world around them," he says with a smile. "And it's not often the Keep has the opportunity to establish diplomatic ties with new countries."

"That's good to know," you say. You regret comparing your acquisitions with his. "I was curious about something else, actually." You hold up your hand as a light floats by. "Do you know what these are?"

The archmage looks around him, his gaze following the dancing lights. "I have theories. They remind me of Merues lights - magic lights from deep in Silva Forest, who will help people remember their pasts. They do not resemble them in every way, though, so I imagine their effect may be different."

You try to catch one, but it floats away. "Memories of their pasts?"

"Indeed. Individuals who are open to it can experience memories of their past, as though they are a child again. The effect is anecdotal, of course - few studies exist. But perhaps more organized studies of these could be organized." He waves a hand, and the lights swirl. "Their power seems more potent. Perhaps they store more distant memories."

"Interesting, Master," you say.

"But now is not the time for experiments. It's getting dark, and I'm sure you have many new discoveries to show to Carise. Make the Keep proud."

With a nod, the Archmage heads toward the city. You wait, grateful for the chance to meet him and amazed at all the things in the world left to be discovered.

---

Forget it. It might be dangerous.
You leave the lights be, heading toward the city. Soon enough, you spot the gate, and a guard waves you over. The lights still dance at the edge of the marsh.

"What are those?" you ask, pointing to the lights that look like fireflies in the distance.

The guard shrugs. "Just lights, I imagine," he says. "Gases from the marsh, the scientists say, though they seem to like mages."

You tilt your head. "They like magi?"

"People say people see visions. Some magic users around here say the lights are the spirits of those lost in the marsh, and sometimes people will hire mages to go out and commune with the souls of their loved ones. I think it's a bunch of hooey, though." He nods, waving you through the gate. "Good to see you made it back."

You lead your mount through, still wondering about the truth of the lights.
Step 8: Explore Taggelisk, the End of Day (in Ageti)
Spoiler
Your explorations have been long and tiring, but fruitful. Its dark when you return to the city, and you see many caravans pulled up outside the city gates, and a few people who look to have camped out just outside, eager to explore again the following day.

You spot other magis gathered around a familiar person - Carise. She looks up as you approach.

"So, let's see what you've found and review." She nods as you tell her of your explorations. "The Syndicate is grateful. We would be happy to offer you a creature egg from our own collections. You mages can make more use of them than we can, and we hope this will be the beginning of a long and fruitful relationship. Come back tomorrow if you'd like to explore again."

--> You are awarded one of the three eggs obtainable via the quest.
Tokens and New creatures on next post!
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Danafox
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Re: New region: Taggelisk, Quest, and creatures 655-658

Post by Danafox »

(Rosehill commandeers the first half of this post so that she can get the creature info out here as well and the quest texts are so long that this info doesn't fit on the same post. Dana's original post below. :lol:)

Tokens
Tokens can be seen on your Inventory's "Tokens" tab. They are collectible decorations that, unlike Items, cannot be used.
Token sprites and descriptions by Tekla.
Spoiler
Image With its lifelike detail, it could be mistaken for a real frog.
Image Koi fish look regal even when hewn from dark stones.
Image There are impressive delicate details on this pegasus carving.
Image A large, curved fang. You'd hate to be on the bad side of any creature with teeth like this.
Image Broken and jagged, this fang has seen better days. Perhaps it was broken in a fight long past.
Image This is a large, heavy bone. It's sun-bleached and old, but you collect it anyway.
Image Beautiful but heavy, this plaque depicts a bird you've never seen. Perhaps one day you'll find a real one.
Image This small stone statue looks like a pearl wyrm, but not one you've ever seen.
Image Delicate and paper-thin, this vitrium wing could tear at any time.
New creatures:
#655 Nicori -Gotten from the quest. Name from Morgaln's name game.

Image
This tough leathery egg is covered in a diamond-like pattern.

Image
Spoiler
Young nicori are arguably more threatening than the adults, likely to strike at anything that passes too near their jaws. The bites are rarely fatal to humans, but they are painful and can cause a nasty rash that lingers for days. Those allergic to insect stings often have worse reactions, and are advised to carry special herbs with them to nullify the venom. With care and training, though, nicori can become quite docile and in captivity behave somewhat like cats. The youngsters often play with each other, tumbling around and squabbling over food. They have massive appetites to fuel their active lifestyles, and even when given plenty of food will often hunt for mice and insects. Although adults may use the sheer strength of their jaws to bring down prey, juveniles prefer to use their venom, grabbing small animals and delivering their potent venom. Although they have large stores in their venom glands, youngsters waste considerable amounts and may even run out of venom, in which case they will hunt small beetles and flies until their toxins replenish. They are opportunistic hunters, and will go after invertebrates, shellfish, food scraps, rats, snakes, rabbits, and even birds, when they can catch them.
Image
Spoiler
Wanderers in the swamps of Taggelisk are warned to listen for the rattle of the nicori, which resembles that of some venomous snakes in the region and often precedes an attack. While rattlesnakes and sidewinders use their rattles largely to warn passing hoofstock of their presence, nicori will rattle at any non-prey animal they aim to attack, using it as a direct threat to frighten off adversaries and trespassers. This is not an idle threat, for nicori can range between two and seven feet in length and have been known to attack wild dogs. They lash out with sharp claws and long teeth, injecting a powerful venom if they are especially enraged. Wild nicori can be highly territorial, especially in places with few humans around, and may chase invaders from their nests into the territories of other nicori. This habit has given them a fierce reputation, so many travelers are surprised to see domestic nicori lounging around the stalls and docks of many riverside towns in Taggelisk. In places with plenty of pests to eat, nicori do not defend their territories and can become sociable animals, even allowing strangers to scratch their limber backs as they lie in the sun – though this is not recommended.
General:
Spoiler
In the midst of the Magewars, a legend appears that tells of stray magic wandering into a vast western swamp, turning native creatures grotesque and leeching into the soil to cause chaos. The most colorful retelling of this legend specifies that the small rat-like creatures in the swamp merged with local snakes to produce a new animal borne of corrupt magic. A similar story told by the people of Taggelisk has a lighter tone: once, mongooses were brought to Ageti to rid the city of snakes, but instead of killing them, the mongooses became enamored of the local snakes, and thus the nicori were produced. Whatever the truth may be, these peculiar creatures have intrigued travelers for generations. They have a fierce reputation and are well-revered for creatures of their size. While many parts of a nicori may be used for potions – the venom, rattle, sloughs, and fur all have magical properties – less familiar to foreigners is their value in controlling rodent pests. Despite their potent venom, adult nicori seldom bite humans, and with quick remedies sold in most markets, few in Taggelisk consider domestic nicori dangerous. Feral nicori are another matter entirely, though, and it is good advice to give the creatures a wide berth when encountered in the wild.
Sprites: DarrkestDrow
Description: PKGriffin

==========

#656 Ornyx -Gotten from the quest

Image
This egg doesn't appear to have any weight.

Image
Spoiler
Ornyx hatchlings can walk as soon as they are hatched, and unlike the docile adults, the hatchlings will attempt to use their power whenever they can, whether their magi wants them to or not. Multiple small objects, like rocks, fruits, and even books, have been sent hovering by a poorly trained ornyx hatchling. Their power is weak at this young age, however, and will run out quickly, sending whatever they were carrying crashing to the ground. Rumors say that ornyx hatchlings have the unique ability to levitate living things as well as inanimate objects, but the rumors are either false or this ability disappears quite quickly as the ornyx mature, since it has never been verified by any magi.
Image

General:
Spoiler
Ornyx are enormous, their powerful legs and stocky bodies giving everyone who sees one the impression that they possess great strength. This impression is only solidified when one sees an ornyx pushing enormous boulders and pulling carts with ease - but it becomes apparent that it is the Ornyx's magic, not its strength, that makes this possible. The treacherous paths of Taggelisk and the constant growth in the region make agility more important than sheer power, and these beasts are surprisingly lithe on their cloven hoofs. Even more shocking, after one tap of their curving horns, any non-living thing they touch will levitate as long as they wish it. For this reason, ornyx are commonly used as beasts of burden in Taggelisk, and one ornyx can levitate and then pull the heaviest of carts and baskets over the tangles and brush of the marshes. Their ability is incredibly useful, and for this reason they are highly sought after not only by wealthy merchants, but also those with less honorable intentions. Their horns themselves contain power for a short time after they are removed, and in the past unsavory hunters would remove the horns of wild ornyx and grind them into a powder that would reduce an object's weight for hours at a time. Now, such practices are illegal in the entirety of Taggelisk. When they aren't pulling carts of goods for merchants or barrels of water for the marshes's inhabitants, they can be seen using their horns to ram boulders or fallen trees incredible distances. It is possible this is done to impress mates, but could also just be a game.
Sprites: Lazuli
Description: Raneth

==========

#657 Maraegian Nizari -Gotten from the quest

Image
This light green egg has a colorful sail poking out of it.

Image Image f/m
Spoiler
Though young nizari are more nimble than their parents, their coordination is somewhat less developed. You therefore spend much of your time keeping them from falling down stairs and getting stuck in shallow holes. Should a hatchling become trapped or distressed, everyone within a wide radius will soon be alerted by loud peeps. Adult nizari instinctively recognize these sounds and will come rushing to a hatchling's aid, often complicating the situation if the hatchling has merely tripped over its own feet in a castle corridor. Nizari hatchlings are not yet able to change size, though their teeth and claws are still very sharp and will run holes through nearly any surface. As they get older, the hatchlings resort less to sound and more to sight in order to communicate, often flashing their sails with bright colors. Eventually this skill will translate to the rest of the animal's body as well.
Image Image f/m
Spoiler
An adult maraegian nizari is a truly magnificent animal, rivaling some dragons in size and sporting a characteristic sail across its back. They are considered to belong to a very ancient group of creatures, and much about their lifestyle is unknown. Though their hearing is acute, they communicate with each other by flushing color into their sails and forming intricate patterns. The translation of these patterns varies like regional dialects, and sometimes individual animals can be recognized based on what colors or designs they prefer to display. Maraegian nizari spend most of their time in the water as adults, for their webbed feet and low body profile make it difficult to move about on land. The ones at the Keep can often be seen swimming in Lake Lakira, though they must be watched carefully around the smaller sharks and fishes, for nizari have ravenous appetites. Nizari are invaluable companions for combat, as they can be surprisingly stealthy despite their great size. Their ability to change color gives them a natural camouflage, especially in dense forests or murky swamps, and they can grow or shrink as needed to fit the occasion. It is even possible to carry a fully-grown nizari in your hands, if it chooses to be its smallest size, though one must be extremely careful to avoid their sharp claws.
General:
Spoiler
Maraegian nizari are native to the eastern swamps of Taggelisk, though small populations of nizari can be found in nearly any secluded wetlands. These massive creatures prefer to live near deep marshes, where they hunt for turtles, sturgeon, catfish, and even freshwater sawfish that occasionally make their way upstream. Few animals can escape the jaws of the nizari, which have hundreds of sharp teeth that are constantly lost and replaced throughout the animal’s life. The teeth are covered in a magical substance similar to that which coats dragon scales, making them impervious to damage and sharper than the finest steel. This substance also coats their massive claws, which are long and curved to help them hook slippery fish. Many people once considered maraegian nizari extinct, for they used to be found in more open waters than their current habitats. If given the choice, these creatures prefer large, fresh bodies of water with plentiful prey, but will retreat into more heavily forested regions if disturbed. They have little trouble swimming through tight waterways, for though nizari are known to grow over fifty feet in length, they can also shrink themselves to be no larger than a hen.
Sprites: Tekla
Description: PKGriffin

==========

#658 Maraegian Stromeri -Gotten from Remy's Inn, 1912 gold

Image
This murky green egg has a webbed sail poking out of it.

Image
Spoiler
Though young stromeri are more nimble than their parents, their coordination is somewhat less developed. You therefore spend much of your time keeping them from falling down stairs and getting stuck in shallow holes. Should a hatchling become trapped or distressed, everyone within a wide radius will soon be alerted by loud peeps. Adult stromeri instinctively recognize these sounds and will come rushing to a hatchling's aid, often complicating the situation if the hatchling has merely tripped over its own feet in a castle corridor. Stromeri hatchlings are not yet able to change size, though their teeth and claws are still very sharp and will run holes through nearly any surface. As they get older, the hatchlings resort less to sound and more to sight in order to communicate, often dotting their sails with colorful patterns. Eventually this skill will translate to the rest of the animal's body as well.
Image
Spoiler
An adult maraegian stromeri is a truly magnificent animal, rivaling some dragons in size and sporting a characteristic sail across its back. They are considered to belong to a very ancient group of creatures, and much about their lifestyle is unknown. Though their hearing is acute, they communicate with each other by flushing color into their sails and forming intricate patterns. The translation of these patterns varies like regional dialects, and sometimes individual animals can be recognized based on what colors or designs they prefer to display. Maraegian stromeri spend about half of their time in the water as adults, stalking the shallows for any fish that get too close. The ones at the Keep can often be seen wading in Lake Lakira, though they must be watched carefully around the smaller sharks and fishes, for stromeri have ravenous appetites. Stromeri are invaluable companions for combat, as they can be surprisingly stealthy despite their great size. Their ability to change color gives them a natural camouflage, especially in dense forests or murky swamps, and they can grow or shrink as needed to fit the occasion. It is even possible to carry a fully-grown stromeri in your hands, if it chooses to be its smallest size, though one must be extremely careful to avoid their sharp claws.
General:
Spoiler
Maraegian stromeri are native to the western swamps of Taggelisk, though small populations of stromeri can be found in nearly any secluded wetlands. These massive creatures prefer to live near shallow marshes, where they fish for turtles, sturgeon, catfish, and even freshwater sawfish that occasionally make their way upstream. Few animals can escape the jaws of the stromeri, which have hundreds of sharp teeth that are constantly lost and replaced throughout the animal’s life. The teeth are covered in a magical substance similar to that which coats dragon scales, making them impervious to damage and sharper than the finest steel. This substance also coats their massive claws, which are long and curved to help them hook slippery fish. Many people once considered maraegian stromeri extinct, for they used to be found in more open areas than their current habitats. If given the choice, these creatures prefer large, fresh bodies of water with plentiful prey, but will retreat into more heavily forested regions if disturbed. They have little trouble moving through dense growth, for though stromeri are known to grow over fifty feet in length, they can also shrink themselves to be no larger than a hen.
Sprites: Tekla
Description: PKGriffin



=======================

*Squeeeeeeeeeeeeeeees*
New quest and creatures on my day! YAY! :lol: :woo:

*tries to get outta egglock*

Can be bought from Remy's Inn ~1,912g
Image
Maraegian Stromeri
This murky green egg has a webbed sail poking out of it.

General Description
Spoiler
Maraegian stromeri are native to the western swamps of Taggelisk, though small populations of stromeri can be found in nearly any secluded wetlands. These massive creatures prefer to live near shallow marshes, where they fish for turtles, sturgeon, catfish, and even freshwater sawfish that occasionally make their way upstream. Few animals can escape the jaws of the stromeri, which have hundreds of sharp teeth that are constantly lost and replaced throughout the animal’s life. The teeth are covered in a magical substance similar to that which coats dragon scales, making them impervious to damage and sharper than the finest steel. This substance also coats their massive claws, which are long and curved to help them hook slippery fish. Many people once considered maraegian stromeri extinct, for they used to be found in more open areas than their current habitats. If given the choice, these creatures prefer large, fresh bodies of water with plentiful prey, but will retreat into more heavily forested regions if disturbed. They have little trouble moving through dense growth, for though stromeri are known to grow over fifty feet in length, they can also shrink themselves to be no larger than a hen.
Last edited by Danafox on March 10th, 2016, 12:33:00 am, edited 1 time in total.
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Re: New region: Taggelisk, Quest, and creatures 655-658

Post by Kestrad »

Text for the first part of the quest:
Spoiler
The days have begun to lengthen again, and new year classes are looming. You follow your fellow students toward the great hall, where every year Master Belmos updates every student on the new knowledge gained in the past year and outlines the research opportunities and courses for the next.

The evening sun shines through the windows, making the great hall incredibly bright when you go inside. It has been decorated for the coming spring, with sprigs of ivy and leaves trailing through the windows. Rosa doves, a popular creature from the celebrations a while ago, sit on the sills.

When you look at the front of the hall, you pause for a moment in surprise. A woman you don't recognize stands next to Master Belmos. She looks regal, with hoops of gold around her wrists. The necklace she wears looks like its made of diamonds and reflects light off the walls. Talyn stands next to her, grinning at the crowd.

"Greetings, everyone," Master Belmos says. "We have had a grand year this year. We as magi have made many new discoveries, including expanding our knowledge of the world around us, with help from Talyn." You and a few other students exchange glances. You wish you could have all discovered the world without all the problems Talyn brought with him. Talyn doesn't react to the few murmurs of discontent, continuing to beam at everyone.

"I would like to-" Master Belmos begins.

"While I'm sure many of you are looking forward to picking your new classes, except not really because wow, boring, there's an opportunity!" Talyn shouts. Master Belmos frowns, his forehead creasing. "I've recently discovered a new portion of the world. There's an opportunity for Magi to participate in a yearly tradition there. Carise here and I will tell all more about it after the meeting. It's an awesome opportunity to explore. If you wanna know more, stay after the meeting, and I'll tell you all about it."

Master Belmos raises a hand. "Carise, like Talyn says, will tell anyone who is interested more about an opportunity to visit new lands. It is an option to pursue rather than taking traditional spring courses for anyone who would like."

You nod, and a few other students nearby begin to whisper. It's Talyn organizing it, and that might mean another disaster, but it is an opportunity to explore.

"Get out of boring classes?" a familiar voice whispers. When you turn, you see Gwendolyn grinning. "Hell yeah."

You lean forward when Master Belmos motions to the woman, Carise, to speak.

"I am Carise, leader of a syndicate of traders from Ageti, a city in the heart of the Taggelisk region," she says. Her diamond necklace glitters in the light from the sun that shines through the windows. "I met Talyn here when he entered Ageti, and he told me of a magical keep where magical creatures are trained. I am glad to see he wasn't as crazy as he sounded."

You fight to hold back a laugh. Talyn doesn't react to the insult, instead standing up as well. "Carise has invited all of us to visit the capital city of Ageti. Carise says that this will be a good opportunity for trade, and I think so too. Imagine all the stuff we could find in a city like Ageti!"

You and a few others around you nod, although you're not sure what sort of things you have to trade, or what Ageti is actually like.

Carise speaks up next, putting out a hand to Talyn as though to keep him quiet. "This is the time of year when the rains begin to cease and the swamps and marshes of Taggelisk become passable to explorers. It is a tradition every year for individuals to head into the marshes and make their fortunes. Caravans of explorers, merchants, and traders, or even just those trying to change their lot in life, head out to find riches." Carise smiles, her teeth blindingly white. "And I would like to extend the Syndicate's help to the Keep. We will arrange to introduce you all to the city of Ageti and get you properly outfitted to explore the swamps."

"Imagine how far we all could explore with our magic and the magic of our creatures!" Talyn shouts.

"Precisely," Carise says past a wince. "Of course, for our help, the syndicate would expect a bit of payment-15% of the worth of whatever it is you find."

You nod, though you notice a few people around you look a bit uneasy. "We want this collaboration to benefit everyone, of course," Carise says. "We will not cheat you. The marshes are a treasure trove, and many sources will properly appraise what you find. We are just interested in what magi can do, and if they can penetrate further into the marsh than normal explorers can. After all, Talyn found his way into the city through the most dangerous part of the marsh."

Talyn shrugs. You roll your eyes. At least he didn't need rescuing this time.

"So how dangerous are we talking?" Gwendolyn asks.

"Nothing too bad," Talyn says before Carise can speak up. "Taggelisk is just your basic marsh. Right now it's in between the monsoon season and the dry season, so it's the safest time of year. Just bring, I don't know, a critter to keep the sun off you, like a nimbii, and something powerful that flies, like a roc, pegasus or puvia. Oh, and you definitely want something that can purify water but will be easy to carry, like a kaetus hatchling. Those'll work good."

"They should work well," Master Belmos says with a sigh. "If you are interested in exploring and working with Carise and Talyn, I suggest collecting those creatures. Once you are prepared, a contingent will leave for Taggelisk. Just make sure to tell your professors - you will get credit for this exploration. Talyn and Carise assure me the area is safe this time of year, and I hope both residents of the Keep and Ageti will have much to learn from each other."

"Anything to get out of classes," Gwendolyn says. Master Belmos frowns, and Talyn gives her a thumbs up.
Text for when you return to the Keep after gathering your creatures:
Spoiler
With a nimbii to bring you shade, and a flying creature to aid in your journey, and a kaetus hatchling to help you clean your drinking water you head out to the courtyard of the Keep where several other students are preparing to leave.

A teacher is overseeing the preparations and nods approvingly once she's satisfied you have everything you need and wishes you good luck.

Gleefully you start your journey towards west and the city of Ageti.
Text for landing in Ageti:
Spoiler
Talyn had said Ageti was big, and it is the first thing you notice as you fly over the marshes of Taggelisk, south of the orderly city states of Alveus. In the center of the sprawling marshlands, ringed by an enormous river, you make out a raised mass of earth that must spread for acres and acres. The edges closest to the banks of the fast-moving river are dirty green from your vantage point, stained with runoff from the river. The buildings are hovels at worst and wooden shantys at best. Toward the center of the city, furthest from the river, are opulent constructions, domes and minarets and spires that reach nearly as high as the Keep, constructed of wood and stone that is obviously not native to the marshes. Trains of roads and wagons move through the city like arteries.

You're not entirely positive where to land, but you spot a circle of familiar wagons near a golden statue of a woman, and you angle your steed down. Once you arrive, the ground distressingly moist beneath your feet, a reedy voice hails you.

"Halloo there! Are you one of the mages?"

You turn to find the voice, at a loss at the sheer number of people all around you. Stalls of vendors surround what must be a sort of village square, and people from what must be nearly every corner of the world have gathered here for trade. Some Quaitu people are haggling with an Alvean who appears to be selling some sort of crystal, and you see what looks like someone from Synara trying on a scarf. Languages burble like water from every direction, and you don't recognize them all.

"Hello!" A short man appears in front of you, a clipboard in his hand. "A mage from the keep, yes? One of the ones Carise sent?"

When you nod, he smiles. "Good, good. I am the secretary for the Golden Syndicate. You are going to explore the marshes for us, yes? That loud mage, Talyn, has already headed into the marsh, along with some others. You wouldn't want the best treasures to be found already!"

You certainly wouldn't want that. You wish you could explore Ageti more, but the marshes sound just as interesting. "I'm ready," you say.

"Excellent!" The man takes a note down in his clipboard. "Now, you have a few options. One exploration a day seems safe, and we will put you up by the Golden lady, the hotel nearby." You wonder who the golden statue represents. "Each day, you can make a choice how you want to explore. At the end of it all, if the Keep benefits us, we will find a way to make it worth your while." He grins. "Now. What sort of exploring would you like to do?" The man eagerly hands you some pamphlets that seem to outline the great wonders of Taggelisk's marshes and the many different possibilities you could explore. "When you've decided, let me know!" the man cheerily shouts as he moves on to greet the next landing magi.
Explore Taggelisk, Start the Day:
Spoiler
You head out to the main square of Ageti and soon find the man representing the Golden Syndicate. You tell him of your plans for the day and cheerfully he points you on your way.
Explore Taggelisk, part I:
Spoiler
A light rain has begun to fall, and the people preparing to head into the marshes around you suddenly begin to disperse, some cracking whips to lead their steeds hurriedly onto their journeys and some packing up wagons and pulling up tarps. Overhead, another magi takes off, the huge wings of their Roc blotting out the clouds for a moment.

"What's going on?" you ask, and a Quaitu man shakes his head, hefting his bag on his shoulder.

"Bad weather," he calls to you over his shoulder as he heads back into the city. "Drizzle at this time of day means a storm later. The marshes will flood - it's too dangerous for most."

You frown. Surely it couldn't be that dangerous. You see that some of the people getting ready to explore, though, are banding together, strangers from different parts of the world going in groups to avoid any danger.

Wait in the city and see what happens.

Go ahead on your own. A little rain never hurt anyone.

Team up with a group for a while.
I chose "Team up":
Spoiler
You accompany a group of travelers, including a few Quaitu women and an Alvean who mutters about the bad luck of mages. Staying together with someone who the Alvean has clearly hired as a guide, you avoid the worst of the flooding rivers.

"We should have made an offering to the seas," someone says. It's someone who has stayed near the back of the group, a native of Ageti.

"What do you mean?" you ask.

He points up. "The rains come from the oceans. Old beliefs say if you offer tribute, a carving of a fish or whale, the rain will not harm anyone."

You nod. It's an interesting idea. The Alvean rolls his eyes, and you opt to ignore him.

When the rain stops, you move on on your own, glad to be rid of the glares of the Alvean.
Part II:
Spoiler
Your afternoon travels have gone well, and you pass the time as you walk marking out new plants on your path. You recognize some obvious ones, like the heavy ferns that make the marsh look primeval, and you even spot some enormous lilies that would fit right in at the gardens at the Keep. The area around you is lush, the air heavy with moisture, and a green film is cast over everything as sunbeams lance down through enormous green leaves.

Something green slithers across the path, and you pause immediately, waiting for the shape to resolve itself into a snake. But it doesn't. The long, trailing vine of a fern is winding in front of you, obvious from the small flowers that grow on it. You search for the plant it belongs to, but can't find the source. The stories you've heard from other travelers about trails and paths becoming overgrown in mere minutes suddenly make a lot more sense.

Surely your eyes are playing tricks on you - plants aren't alive, and certainly don't move like that. Following it might provide a clue, or you could call out and see if it, or something else, responds.

Follow the moving vine.

Avoid it, it's too scary.

Call out to it.
I chose to follow:
Spoiler
You pause and wait, and see it again. The vine is twitching, like a snake or even the tail of a rodent, but its clearly no animal.

The vine wiggles, and you move closer, following it as it shrinks back deeper into the undergrowth. The plants snatch at your clothes, and you push past them, intent on seeing where the vine goes. A few more move now, and a strange scent has filled your nostrils, like a cloying sweetness. The vine is moving in a very familiar way...

Like you would move a string to play with a cat. Or catch an animal that was sensitive to motion.

You stop just in time as the vine pulls in closer, and the leaves around you change color to form a man-sized trio of bright red petals that snap shut where you would have walked. You catch the smallest glimpse of something, possibly animal bones, before the enormous flower triggers its trap.

Heart pounding and adrenaline filling you, you run back the way you came. That was close.
Part III:
Spoiler
As evening falls, it's begun to rain, a steady mist that plasters your hair to your head and has your mount blinking at you dolefully. The air has grown colder, and you decide to head back to the city.

You heft your bag and lift off, glad to get out from under the canopy. As you head up, you notice the air has warmed, the temperature changing drastically. The clouds break, revealing a night sky.

How strange. Weather never changes this quickly at the Keep. The air is suddenly very dry, your skin fizzing with goosebumps at the change.

Your mount suddenly twists in midair as a gust of wind hits you both, and you tighten your grip. Wind whistles and howls, and over your shoulder you can see the clouds that once brought rain blowing away into the distance. Below you, the canopy lashes, revealing dark spots in the jungle. It's pretty, and the wind thrills you, but you probably need to get back before it gets too rough.

Stay and ride the winds for a while. You might see something cool.

Head to the ground as fast as you can.

Fly low and slow over the trees for safety.
I chose stay:
Spoiler
You hang on tight to your mount, using all of your training to keep aloft and stable. The wind howls louder, and your eyes water. The sensation is like diving straight down to the ground as fast as possible, but you're merely trying to stay in place. Your mount's wings shake with effort.

You realize your mistake when the winds start to circle, your mount being pulled into a slow moving circle. You fight to break out of it, but it's too late. The tornado forms quickly, pulling you and your struggling mount into its funnel. There's nothing to do now but ride it out.

You lay low on your mount's back, hoping that the small tornado gets no larger. The wind screams, and you are about to panic when something grabs you.

It's a rope, that has wrapped itself around you and your mount. You don't fight it as you are pulled down below the tree line, shivering and shaking.

You see a woman, clearly native to Taggelisk, who shakes her head at you. "The wind tunnels that form at dusk and dawn don't touch the ground," she says, pointing up. "That was foolish." Above your head, the air still rotates, and the bushes and trees lash, but it's safe. You nod, grateful to her.
Part IV:
Spoiler
You've stayed out late, content with the areas of the marsh you've explored. Your bag is full of bits and bobs you've collected, and you're confident that you'll get something for it and help out the expeditions.

The marshy area you're walking through has even firmed up with the onset of night, and you watch the sky overhead as you walk back toward the city. You've found an open part of the marsh, and the stars overhead are strange, with some familiar constellations and others you've never seen before.

In the corner of your vision, one star moves, and you hold you breath. When the star drifts back, you realize it's not a star at all - and it's a lot closer than you think.

The floating light is soon joined by another, and then another, until you're surrounded by glowing lights of many different colors, sending shimmers of blue, green and red over the marsh. They look like small orbs of flame, like the will o' wisps that your professors spoke of the in past or that you see sometimes around fire kitsunes.

The orbs seem to collect around a certain part of the marsh, the colors combining into a strange sort of aurora in the distance. It could be worth investigating. Then again, it could be dangerous. It might be safer to wait for another traveler to come by before exploring.

Check out the lights.

Wait for someone else.

Forget it. It might be dangerous.
I chose to check out the lights:
Spoiler
The lights dance in strange patterns as you walk. They don't seem to be moving in any particular direction, yet you sense you're getting close to something as you move. The mud of the ground beneath you sucks at your feet, your steps making sickening slopping sounds, but you take no notice. Your mount's wing brushes your face, insistent.

The lights have grown brighter, or maybe it's just that there's more of them, but you can't quite put your finger on when it became so bright. The light shines ahead like dancing moonbeams, illuminating the dips and valleys of the mud you're walking through.

The stars begin to fade in the face of the light, and the treeline grows closer. The lights flank something, a pit of darkness, and you finally stop, your heart pounding. You can't quite remember why you came here.

You blink, and something flashes in your vision. It's no longer night, but day, and an enormous tree has fallen in front of you, the roots exposed. A tunnel leads down below the marsh, which isn't a marsh at all but a green field of flowers. People have gathered by the tree, carrying what look like platters of food.

"This should appease the gods of the seas," someone says. "The floods should stop, and they will bless our new village." The air around you is humid and hot, hotter than a desert. You turn, and where Ageti would be is a flat, green expanse with only a few small buildings.

"But what about the wyrm god?" another person asks.

You blink again, and the vision is gone, but the lights are much closer. Your mount has come up next to you, nuzzling you and blocking your path, and you realize that the moon overhead has traveled much farther in the night sky than you thought. Your stomach is cramped with hunger.

A voice echoes in your ears, but you can't make out what it says, and when it fades the lights fade too. You stand in pitch darkness, cold and hungry and tired.

You're not sure what happened, but you know it's time to leave.
Explore Taggelisk, the End of Day:
Spoiler
Your explorations have been long and tiring, but fruitful. Its dark when you return to the city, and you see many caravans pulled up outside the city gates, and a few people who look to have camped out just outside, eager to explore again the following day.

You spot other magis gathered around a familiar person - Carise. She looks up as you approach.

"So, let's see what you've found and review." She nods as you tell her of your explorations. "The Syndicate is grateful. We would be happy to offer you a creature egg from our own collections. You mages can make more use of them than we can, and we hope this will be the beginning of a long and fruitful relationship. Come back tomorrow if you'd like to explore again."
Received a Maraegian Nizari egg at the end:
Image

This light green egg has a colorful sail poking out of it.

Maraegian nizari are native to the eastern swamps of Taggelisk, though small populations of nizari can be found in nearly any secluded wetlands. These massive creatures prefer to live near deep marshes, where they hunt for turtles, sturgeon, catfish, and even freshwater sawfish that occasionally make their way upstream. Few animals can escape the jaws of the nizari, which have hundreds of sharp teeth that are constantly lost and replaced throughout the animal’s life. The teeth are covered in a magical substance similar to that which coats dragon scales, making them impervious to damage and sharper than the finest steel. This substance also coats their massive claws, which are long and curved to help them hook slippery fish. Many people once considered maraegian nizari extinct, for they used to be found in more open waters than their current habitats. If given the choice, these creatures prefer large, fresh bodies of water with plentiful prey, but will retreat into more heavily forested regions if disturbed. They have little trouble swimming through tight waterways, for though nizari are known to grow over fifty feet in length, they can also shrink themselves to be no larger than a hen.

SO IN SHORT A CYOA THIS IS SO COOL :woo:
Last edited by Kestrad on March 10th, 2016, 12:49:21 am, edited 8 times in total.
Kestrad has been eaten by life. She'll probably pop back in occasionally.
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Re: New region: Taggelisk, Quest, and creatures 655-658

Post by Myrin »

Must get out of egg lock!

Also, just found the MagiStream The Gathering 3-Card Booster Pack in my tokens. Those were fun. ^_^

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[url=https://magistream.com/creature/14868078][img]https://magistream.com/img/14868078.gif[/img][/url][url=https://magistream.com/creature/14868077][img]https://magistream.com/img/14868077.gif[/img][/url][url=https://magistream.com/creature/14868080][img]https://magistream.com/img/14868080.gif[/img][/url][url=https://magistream.com/creature/14868079][img]https://magistream.com/img/14868079.gif[/img][/url][url=https://magistream.com/creature/14868082][img]https://magistream.com/img/14868082.gif[/img][/url][url=https://magistream.com/creature/14868081][img]https://magistream.com/img/14868081.gif[/img][/url][url=https://magistream.com/creature/14795034][img]https://magistream.com/img/14795034.gif[/img][/url]
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Re: New region: Taggelisk, Quest, and creatures 655-658

Post by zombiemittens »

So all the critters we need have to be adult, except for the kaetus? Ughhhhh time to grow my nimbii. XD
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Re: New region: Taggelisk, Quest, and creatures 655-658

Post by Danafox »

For this part the quest is called...
Quest - Taggelisk: An Opportunity Abroad
Spoiler
The days have begun to lengthen again, and new year classes are looming. You follow your fellow students toward the great hall, where every year Master Belmos updates every student on the new knowledge gained in the past year and outlines the research opportunities and courses for the next.

The evening sun shines through the windows, making the great hall incredibly bright when you go inside. It has been decorated for the coming spring, with sprigs of ivy and leaves trailing through the windows. Rosa doves, a popular creature from the celebrations a while ago, sit on the sills.

When you look at the front of the hall, you pause for a moment in surprise. A woman you don't recognize stands next to Master Belmos. She looks regal, with hoops of gold around her wrists. The necklace she wears looks like its made of diamonds and reflects light off the walls. Talyn stands next to her, grinning at the crowd.

"Greetings, everyone," Master Belmos says. "We have had a grand year this year. We as magi have made many new discoveries, including expanding our knowledge of the world around us, with help from Talyn." You and a few other students exchange glances. You wish you could have all discovered the world without all the problems Talyn brought with him. Talyn doesn't react to the few murmurs of discontent, continuing to beam at everyone.

"I would like to-" Master Belmos begins.

"While I'm sure many of you are looking forward to picking your new classes, except not really because wow, boring, there's an opportunity!" Talyn shouts. Master Belmos frowns, his forehead creasing. "I've recently discovered a new portion of the world. There's an opportunity for Magi to participate in a yearly tradition there. Carise here and I will tell all more about it after the meeting. It's an awesome opportunity to explore. If you wanna know more, stay after the meeting, and I'll tell you all about it."

Master Belmos raises a hand. "Carise, like Talyn says, will tell anyone who is interested more about an opportunity to visit new lands. It is an option to pursue rather than taking traditional spring courses for anyone who would like."

You nod, and a few other students nearby begin to whisper. It's Talyn organizing it, and that might mean another disaster, but it is an opportunity to explore.

"Get out of boring classes?" a familiar voice whispers. When you turn, you see Gwendolyn grinning. "Hell yeah."

You lean forward when Master Belmos motions to the woman, Carise, to speak.

"I am Carise, leader of a syndicate of traders from Ageti, a city in the heart of the Taggelisk region," she says. Her diamond necklace glitters in the light from the sun that shines through the windows. "I met Talyn here when he entered Ageti, and he told me of a magical keep where magical creatures are trained. I am glad to see he wasn't as crazy as he sounded."

You fight to hold back a laugh. Talyn doesn't react to the insult, instead standing up as well. "Carise has invited all of us to visit the capital city of Ageti. Carise says that this will be a good opportunity for trade, and I think so too. Imagine all the stuff we could find in a city like Ageti!"

You and a few others around you nod, although you're not sure what sort of things you have to trade, or what Ageti is actually like.

Carise speaks up next, putting out a hand to Talyn as though to keep him quiet. "This is the time of year when the rains begin to cease and the swamps and marshes of Taggelisk become passable to explorers. It is a tradition every year for individuals to head into the marshes and make their fortunes. Caravans of explorers, merchants, and traders, or even just those trying to change their lot in life, head out to find riches." Carise smiles, her teeth blindingly white. "And I would like to extend the Syndicate's help to the Keep. We will arrange to introduce you all to the city of Ageti and get you properly outfitted to explore the swamps."

"Imagine how far we all could explore with our magic and the magic of our creatures!" Talyn shouts.

"Precisely," Carise says past a wince. "Of course, for our help, the syndicate would expect a bit of payment-15% of the worth of whatever it is you find."

You nod, though you notice a few people around you look a bit uneasy. "We want this collaboration to benefit everyone, of course," Carise says. "We will not cheat you. The marshes are a treasure trove, and many sources will properly appraise what you find. We are just interested in what magi can do, and if they can penetrate further into the marsh than normal explorers can. After all, Talyn found his way into the city through the most dangerous part of the marsh."

Talyn shrugs. You roll your eyes. At least he didn't need rescuing this time.

"So how dangerous are we talking?" Gwendolyn asks.

"Nothing too bad," Talyn says before Carise can speak up. "Taggelisk is just your basic marsh. Right now it's in between the monsoon season and the dry season, so it's the safest time of year. Just bring, I don't know, a critter to keep the sun off you, like a nimbii, and something powerful that flies, like a roc, pegasus or puvia. Oh, and you definitely want something that can purify water but will be easy to carry, like a kaetus hatchling. Those'll work good."

"They should work well," Master Belmos says with a sigh. "If you are interested in exploring and working with Carise and Talyn, I suggest collecting those creatures. Once you are prepared, a contingent will leave for Taggelisk. Just make sure to tell your professors - you will get credit for this exploration. Talyn and Carise assure me the area is safe this time of year, and I hope both residents of the Keep and Ageti will have much to learn from each other."

"Anything to get out of classes," Gwendolyn says. Master Belmos frowns, and Talyn gives her a thumbs up.
Text for when you return to the Keep after gathering your creatures:
Spoiler
With a nimbii to bring you shade, and a flying creature to aid in your journey, and a kaetus hatchling to help you clean your drinking water you head out to the courtyard of the Keep where several other students are preparing to leave.

A teacher is overseeing the preparations and nods approvingly once she's satisfied you have everything you need and wishes you good luck.

Gleefully you start your journey towards west and the city of Ageti.
Quest - Taggelisk: Arriving in the City
Spoiler
Talyn had said Ageti was big, and it is the first thing you notice as you fly over the marshes of Taggelisk, south of the orderly city states of Alveus. In the center of the sprawling marshlands, ringed by an enormous river, you make out a raised mass of earth that must spread for acres and acres. The edges closest to the banks of the fast-moving river are dirty green from your vantage point, stained with runoff from the river. The buildings are hovels at worst and wooden shantys at best. Toward the center of the city, furthest from the river, are opulent constructions, domes and minarets and spires that reach nearly as high as the Keep, constructed of wood and stone that is obviously not native to the marshes. Trains of roads and wagons move through the city like arteries.

You're not entirely positive where to land, but you spot a circle of familiar wagons near a golden statue of a woman, and you angle your steed down. Once you arrive, the ground distressingly moist beneath your feet, a reedy voice hails you.

"Halloo there! Are you one of the mages?"

You turn to find the voice, at a loss at the sheer number of people all around you. Stalls of vendors surround what must be a sort of village square, and people from what must be nearly every corner of the world have gathered here for trade. Some Quaitu people are haggling with an Alvean who appears to be selling some sort of crystal, and you see what looks like someone from Synara trying on a scarf. Languages burble like water from every direction, and you don't recognize them all.

"Hello!" A short man appears in front of you, a clipboard in his hand. "A mage from the keep, yes? One of the ones Carise sent?"

When you nod, he smiles. "Good, good. I am the secretary for the Golden Syndicate. You are going to explore the marshes for us, yes? That loud mage, Talyn, has already headed into the marsh, along with some others. You wouldn't want the best treasures to be found already!"

You certainly wouldn't want that. You wish you could explore Ageti more, but the marshes sound just as interesting. "I'm ready," you say.

"Excellent!" The man takes a note down in his clipboard. "Now, you have a few options. One exploration a day seems safe, and we will put you up by the Golden lady, the hotel nearby." You wonder who the golden statue represents. "Each day, you can make a choice how you want to explore. At the end of it all, if the Keep benefits us, we will find a way to make it worth your while." He grins. "Now. What sort of exploring would you like to do?" The man eagerly hands you some pamphlets that seem to outline the great wonders of Taggelisk's marshes and the many different possibilities you could explore. "When you've decided, let me know!" the man cheerily shouts as he moves on to greet the next landing magi.
Explore Taggelisk, Start the Day:
Spoiler
You head out to the main square of Ageti and soon find the man representing the Golden Syndicate. You tell him of your plans for the day and cheerfully he points you on your way.
Explore Taggelisk, part I:
Spoiler
A light rain has begun to fall, and the people preparing to head into the marshes around you suddenly begin to disperse, some cracking whips to lead their steeds hurriedly onto their journeys and some packing up wagons and pulling up tarps. Overhead, another magi takes off, the huge wings of their Roc blotting out the clouds for a moment.

"What's going on?" you ask, and a Quaitu man shakes his head, hefting his bag on his shoulder.

"Bad weather," he calls to you over his shoulder as he heads back into the city. "Drizzle at this time of day means a storm later. The marshes will flood - it's too dangerous for most."

You frown. Surely it couldn't be that dangerous. You see that some of the people getting ready to explore, though, are banding together, strangers from different parts of the world going in groups to avoid any danger.

Wait in the city and see what happens.

Go ahead on your own. A little rain never hurt anyone.

Team up with a group for a while.
I chose - Lend my magic to beam the lights and fly on (second action choice).
Spoiler
You cast a spell, and watch with amusement when a group of men hoisting a beam out of the water suddenly pull it out with no effort. One of them waves to you with a beaming smile as you fly over their heads.
Explore Taggelisk, Part II:
Spoiler
Leaves and branches crunch under your feet as you enter further into the marsh, as brittle and dry as the burnt flakes of ash you'd find in a firepit. It's as if no rain has come for months, or even years. But strangely, only a few feet away, a stream cuts through the ground, widening into a pool that is covered with a film of green algae before continuing on. Overhead, enormous leaves shaped like the wings of your flying mount completely mask the sky, and the only light that gets through is filtered green. There's no sign of any human habitation, or even any sign that anyone has passed by for a long time. The ground beneath you is a study in contrasts.

You wonder why the course of the water is so precise. You could follow the river, which would probably be safer, or venture into the dry area. Your other thought is to fly overhead and find a path someone else has already mapped out, so you avoid getting lost.
I chose - Follow the River (second action choice)
Spoiler
You begin following the river, listening the peaceful burble. You're careful as you walk, making sure your feet don't sink into the soft ground. You keep the dry wasteland to your right.

As you walk, you realize that the river is winding in circuitous loops, so winding that you find yourself walking in complete circles. Something fizzes in the back of your mind, a suspicion that the winding river is hiding some secret, but you can't put your finger on it. You keep walking on, the winding river finally ending in another, larger pool of surprisingly clear, algae-free water.
Explore Taggelisk, Part III:
Spoiler
You push an enormous palm frond out of your way, and freeze in place just in time when you hear a frog croak. What you thought was more squishy ground is actually a stagnant river, overgrown with algae so thick it looks like a mat of green. It stretches out for nearly two dozen feet - far too big to jump, and you don't like the look of the slimy, slippery rocks that you can spot poking out of the water.

Maybe it can be waded through, though, and you and your mount can avoid flying through the thick trees. Before you can find a rock to throw, you hear a plunk, and stagnant water splashes as a stick cuts through the green coating.

"That's way too deep to cross," a familiar voices says. When you turn, Gwendolyn waves, her hair pulled up in a tight bun. "But I heard there was an abandoned mine on the other side." She turns to you after surveying the water. "What do you say? You have a flying mount. Take us both across and I'll show you the way."
I chose - Take Gwen across (first action choice)
Spoiler
"Alright," you tell her. "Let's get going then."

Gwendolyn mounts up behind you, and the short journey across the pond is made more difficult by the strange winds that blow over it and then navigating a safe place to land in the enormous trees and treacherous ground on the other side. Finally, you spot what looks like a clear path, leading off further into the forest. As soon as you both hop down, though, Gwendolyn urges you on.

"This way! I'll show you!"

There's a clear path, but she begins running straight into the thickest bushes. With a sigh, you follow, though you swear your mount gives a sigh of annoyance too.

But Gwendolyn was right. You find a large bush, which oddly enough looks like a pine bush in the middle of a marsh, though the needles are spread out like tiny umbrellas. Once you push past them, though, you see that the growth hid a tunnel in the ground.

"Down here," Gwendolyn says. "I knew they weren't lying! Talyn didn't believe me."

You would ask her to elaborate, but she's already running down the tunnel. Summoning light with quick spell, you hurry and follow.

If this was a mine, it was abandoned eons ago. The air is stale and cooler than the warm moist air outside, and the ground is slippery. Muddy.

Too muddy. You hear a shriek, and Gwendolyn's mage light vanishes.

You begin to run, almost falling yourself, just in time to hear a thud. Your light illuminates Gwendolyn, who has slipped and slid down a muddy path straight into a wall formed of wood and rock.

Abandoned indeed.

"Aw...they blocked it off!" Gwendolyn says.

You lean forward. There's writing on the stone, in all sorts of strange scripts. You can't read all of them, but some are pictures and they're perfectly clear. Skulls, crying faces, and wavy lines. Water. Mud. It rains a lot in the marsh. Your light illuminates something else - small stones on the ground, and frayed linens. Mementos.

"C'mon," you say, helping Gwendolyn to her feet. "We have to get out of here, now."

"Aw...maybe we could take some of these?" she points to the small trinkets. "Some of them look like carvings, or artifacts."

"No. leave them." There's no way you're taking anything from what is meant to be a memento to whoever drowned here. Before you go, you write in your own tongue "beware."
Explore Taggelisk, Part IV:
Spoiler
You've stayed out late, content with the areas of the marsh you've explored. Your bag is full of bits and bobs you've collected, and you're confident that you'll get something for it and help out the expeditions.

The marshy area you're walking through has even firmed up with the onset of night, and you watch the sky overhead as you walk back toward the city. You've found an open part of the marsh, and the stars overhead are strange, with some familiar constellations and others you've never seen before.

In the corner of your vision, one star moves, and you hold you breath. When the star drifts back, you realize it's not a star at all - and it's a lot closer than you think.

The floating light is soon joined by another, and then another, until you're surrounded by glowing lights of many different colors, sending shimmers of blue, green and red over the marsh. They look like small orbs of flame, like the will o' wisps that your professors spoke of the in past or that you see sometimes around fire kitsunes.

The orbs seem to collect around a certain part of the marsh, the colors combining into a strange sort of aurora in the distance. It could be worth investigating. Then again, it could be dangerous. It might be safer to wait for another traveler to come by before exploring.
I chose - Wait for someone else - (second action choice)
Spoiler
You pause and watch the lights for a time, watching them bob and weave in what might be a pattern or might just be wishful thinking. They could be normal swamp gases, but you really don't think so.

Soon enough, you see another mage from the Keep, heading back from the marsh. Their bag of odds and ends isn't nearly as full as yours, and pride fills you.

As they get closer, you make out who it is, and freeze.

Archmage Thane.

"Greetings," he says, and you nod in response. You never imagined the Archmage would be here!

You're not sure what to say, but the Archmage seems to have sensed your curiosity. "Students are not the only ones curious about the world around them," he says with a smile. "And it's not often the Keep has the opportunity to establish diplomatic ties with new countries."

"That's good to know," you say. You regret comparing your acquisitions with his. "I was curious about something else, actually." You hold up your hand as a light floats by. "Do you know what these are?"

The archmage looks around him, his gaze following the dancing lights. "I have theories. They remind me of Merues lights - magic lights from deep in Silva Forest, who will help people remember their pasts. They do not resemble them in every way, though, so I imagine their effect may be different."

You try to catch one, but it floats away. "Memories of their pasts?"

"Indeed. Individuals who are open to it can experience memories of their past, as though they are a child again. The effect is anecdotal, of course - few studies exist. But perhaps more organized studies of these could be organized." He waves a hand, and the lights swirl. "Their power seems more potent. Perhaps they store more distant memories."

"Interesting, Master," you say.

"But now is not the time for experiments. It's getting dark, and I'm sure you have many new discoveries to show to Carise. Make the Keep proud."

With a nod, the Archmage heads toward the city. You wait, grateful for the chance to meet him and amazed at all the things in the world left to be discovered.
Quest - Explore Taggelisk, the End of Day
Spoiler
Your explorations have been long and tiring, but fruitful. Its dark when you return to the city, and you see many caravans pulled up outside the city gates, and a few people who look to have camped out just outside, eager to explore again the following day.

You spot other magis gathered around a familiar person - Carise. She looks up as you approach.

"So, let's see what you've found and review." She nods as you tell her of your explorations. "The Syndicate is grateful. We would be happy to offer you a creature egg from our own collections. You mages can make more use of them than we can, and we hope this will be the beginning of a long and fruitful relationship. Come back tomorrow if you'd like to explore again."
Quest result: Nicori egg
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This tough leathery egg is covered in a diamond-like pattern.

General Description
Spoiler
In the midst of the Magewars, a legend appears that tells of stray magic wandering into a vast western swamp, turning native creatures grotesque and leeching into the soil to cause chaos. The most colorful retelling of this legend specifies that the small rat-like creatures in the swamp merged with local snakes to produce a new animal borne of corrupt magic. A similar story told by the people of Taggelisk has a lighter tone: once, mongooses were brought to Ageti to rid the city of snakes, but instead of killing them, the mongooses became enamored of the local snakes, and thus the nicori were produced. Whatever the truth may be, these peculiar creatures have intrigued travelers for generations. They have a fierce reputation and are well-revered for creatures of their size. While many parts of a nicori may be used for potions – the venom, rattle, sloughs, and fur all have magical properties – less familiar to foreigners is their value in controlling rodent pests. Despite their potent venom, adult nicori seldom bite humans, and with quick remedies sold in most markets, few in Taggelisk consider domestic nicori dangerous. Feral nicori are another matter entirely, though, and it is good advice to give the creatures a wide berth when encountered in the wild.
~Just adding the missing quest names for certain parts for you Kestrad.
~ CYOA = Choose Your own Adventure
Last edited by Danafox on March 10th, 2016, 2:11:43 am, edited 5 times in total.
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Re: New region: Taggelisk, Quest, and creatures 655-658

Post by BBkat »

The Tokens section isn't showing everything I've used, because it should all of the candy items(because I know I used all of them), but mine only shows the Dark Fudge with a Candied Black Rose and Swirled Milk and White Chocolate Treat.
I mean if it's going to show the Spell of Cloaking, it should show all the Valentine's 2014 items I used.
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Re: New region: Taggelisk, Quest, and creatures 655-658

Post by Kestrad »

Dana, thanks!

And since this looks like a repeatable daily choose your own adventure quest, you should totes post more quest text!

Also holy crap the amount of work that must have gone into writing this quest much love and respect to the staff :t-swoon: :t-swoon:
Kestrad has been eaten by life. She'll probably pop back in occasionally.
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Re: New region: Taggelisk, Quest, and creatures 655-658

Post by Danafox »

I followed a different path and posted it and got a new quest eggie! YAY! I got two new eggies so far now.
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Re: New region: Taggelisk, Quest, and creatures 655-658

Post by Myrin »

Danafox wrote:I followed a different path and posted it and got a new quest eggie! YAY! I got two new eggies so far now.
Dana, your quest text for part 1 doesn't show the choice you said you made?

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