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Verity is just walking down a street, on her way back home, when she almost loses her balance. It’s not really her fault since floor shifts under her and she feels like she’s moving but it’s not along any of the three typical dimensions. She closes her eyes to avoid the dizzying visuals and, when she opens them again, she can’t recognise her surroundings.

She must have fainted and hit her head. Or be dreaming. No amount of reading will have prepared her for this if she’s actually been isekai’d somewhere. That just doesn’t happen! (Except in stories but no breaking the fourth wall if there is one, it’s not helpful to think about either way.)

Well, if she’s hallucinating, someone will probably notice and help her back in the real world; if she’s dreaming, she ought to have some fun; and if this is real -it’s probably not but- she should get her bearings. So… she can examine her surroundings?

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She appears to be in an alley between two buildings made of smooth stone, squat and simple. There are second story windows, but they're covered in wooden shutters, not glass. One end opens up to what looks like a street and the other is a dead end. She can hear someone yelling, distantly. A small sign next to one of the alley's doors, carved into the stone, says 'Mutlaw and Gran's Office Rentals'.

It's really hot. Unpleasantly so. The worst of summer heat that has you sweat through clothes in an hour or less.

Also, there's an entirely new sense happening to her. She can feel her own body in a very odd way, thousands or millions of things winking into and out of existence inside her. Also, she can feel similar ones up to about an inch from her skin. She, unaccountably, knows that she can do magic with them.

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It's absurdly hot and she is dressed for a much cooler environment so she's going to immediately take off her jacket. She'll also internally complain both about wearing long sleeves and, in case she's dreaming, to her subconscious self for picking this weather. 

She's quickly going to get distracted from looking around by that new sense. Especially when she notices the figurative 'this is for doing magic' label that accompanies it. (This has some points for the dream theory, because of that kind of 'just knowing things' but she also doesn't usually get very complex magic in those.) Anyway, she can't just learn that and not decide to test it! How much does she know about it and can she do something with it right now, pretty please? Or get a closer feel of the many many things?

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There are VERY many things. It's really hard to focus on all of them at the same time. If she investigates her hand closely there is more and more detail, but awareness of the rest fades. There seem to only be a few categories though? Half a dozen or so. Names spring to mind: Water, air, fire, earth, lightning, light, dark.

The weird intuition knows the steps of magic: Take some of the tiny things, claim them, move them around, breathe deeply and channel power, do a thing that forms a rule defining an area of space, applied to some collection of tiny things, and push the breathed power into the rule. For example, the fire things can be used to add or remove heat.

Oh. It's a bad idea to remove too many from your own body. There's a sense of dread attached to that idea. You want to claim ones floating around instead.

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Yeah, Verity is not going to pretend that she knows better than the magic intuition. One doesn't ignore feelings of dread when trying out new magic, no matter how curious. Maybe she can ask other people later (assuming there are some, she hasn't seen any yet but she also hasn't been looking for them, and she is in an alley, those usually come with towns attached) but there are better things to learn than how to accidentally hurt oneself.

So, since she isn't touching the wisps in her body, she'll try to claim some from the air near her. Then, if she manages that much, she'll see if the intuition also knows how to explain the rules so she doesn't make something up and get it wrong. Not that experimenting with dream magic by seeing what blows up unexpectedly and what doesn't sounds uninteresting, it's just that she can't actually be sure it is a dream and, if it isn't one, she'd rather not get hurt. 

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Claiming some of the wisps around her is decently easy, especially if she uses her breath. Air she's breathed out is slightly more hers than air elsewhere, at least for a few moments.

Now she has claimed some of the wisps around her! They're mostly airwisps, and the ones she just claimed are held in place relative to her instead of moving around all over the place. The next step is to take those airwisps she's just claimed and glomp them together like - this - It's a mental primitive action that is really difficult to describe, but feels obvious. That's called a binding, a group of wisps held together and told to do something. Then you do this - To tell it to do something specific, like 'blow a cool breeze'. Once it's actively doing things, it needs energy- Imbuement. If it runs out, it'll stop existing. You add imbuement by focusing hard on gathering energy through your breath, and then willing it into the binding.

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Verity will carefully follow the steps as indicated by her new intuition. She’ll gather the wisps together and join them. Then she’ll order them to… make a breeze? Be a breeze? She’ll go with the one that feels right and maybe learn in the process whether the wisps are those parts of reality or modify those parts of reality. Finally, she’ll gather energy (is it physical energy, as if she were running? Or mental one? Something new maybe?) and add it onto the gathering. And, most importantly, she’ll watch it follow the instructions she’s given it. 

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Imbuement is just... Energy. Neither or both physical and mental, perhaps.

She now has a breeze attached to her face. Or well, a space a few inches in front of her face that moves when she does. The airwisps that the binding is made up of are fixed in place relative to her, very distinct from all the other airwisps in the environment. It's making any air that enters that region move, which creates a pleasant breeze. She could change the direction, strength/force, and also make it affect the temperature.

A man walks out of one of the unlabeled doors, scowling at a piece of paper. He's wearing strange clothes- A thin green tunic, poofy white pants, and sandals that look like they're not made of plastic. He has a leather messenger bag, is wearing glasses, and looks middle-aged, perhaps. 

He pauses, frowns at her, glances over her Earth clothes (which are obviously expensive, regardless of the strange style), and then asks, "Are you looking for someone, ma'am...?"

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As long as it doesn’t take a lot of energy, that already seems pretty useful! With the current heat, this breeze feels great and she hasn’t even modified its temperature yet.

Of course, when the man addresses her she forgets to keep giving the wisps energy and the breeze stops. She doesn’t immediately reply as she looks at his clothes. Medieval fantasy? Oh, right, the windows didn’t have glass either.

“I, uhm,” she’s never good at talking and she was caught by surprise… at least the man is talking in something she can understand, “I’m not quite sure where I am, I must have got lost.”

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The binding lasts for a few moments more after she stops imbuing it; Then it runs out of the tiny amount of imbuement she had given it so far and dissolves. The airwisps that used to be part of it go everywhere.

"Ah. Yes, the old streets can get confusing- If you head left past the alley and then the second right after that you'll come to the core road. And the coast road is right at the end of the core road, naturally. Hopefully you'll be able to get your bearings from there?"

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The part of her that isn’t busy paying attention to directions (she’s really trying to remember them but they’re very slippery even if they’re simple) is glad that the wisps are just released and they don’t die. Not that she has any evidence of them being alive to begin with.

“They really are,” She replies, nodding. “And I hope so too. Thank you.”

She won’t actually get her bearings from there since she’s never been here before but a main road should be helpful either way. So, she’ll awkwardly smile at the man and wave as she walks away, following his instructions.

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"Good day," he says distractedly, looking at his papers again and starting to walk after her.

Past the alley on the left is a narrow street, maybe three yards wide; Most of the buildings here are stone, two or three stories tall, but some are wooden or have wooden components. Things are painted brightly. There's plants here and there. There's a lot of foot traffic, and a few signs advertising different things- Food places, stores, offices, houses, a 'dragon shelter', a 'merchant house'. People shout to advertise their wares- Food, booze, tailoring, tools, glass, magic.

There are wisplights floating attached to tall poles- Her magic intuition says they're made with the same kind of magic as she has. She sees someone with dozens of lights floating nearby and a tall staff walking along and attaching the lights to the poles by extending the staff high above and working through it. 

There's a place full of billboards with posted papers to look through, with people shuffling in and out. Looks like job offers and rental listings, mostly. A woman sits at a desk nearby and charges people a small little glass bead(?) to post things.

There's a cart moving along slowly through the foot traffic, loaded with crates and barrels and being pulled by a weird and kind of vicious looking horse-sized animal, that seems to be... Undead? It's not breathing and it moves stiffly and robotically and it looks sort of dead.

It would be pretty easy to get lost again and miss the second right turn.

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Now that she’s not doing magic herself, Verity is free to look around and see the magic others are doing. Including the walking dead sort-of-horse. She’s curious about it (especially since it doesn’t fit with the magic she has, which means that there are probably multiple kinds of it) but also a bit creeped out, so she’ll look away not long after and stare at the lights instead. Those she could try to imitate later!

Also, if it would now be pretty easy for the average person to get lost, she’s pretty much guaranteed to. Especially since she keeps looking around at, well, everything. It isn’t even that she missed the turn, she entirely forgets she should be taking it.

Instead, she’s now looking at the shops (a dragon shelter? It’d be so cool to see dragons!) and then at the billboards (the glass beads are probably some sort of local coin or currency?)… and then she realises she was meant to take a turn but can no longer remember which it was.

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The dragon shelter looks more like a bunker or fallout shelter than a place for dragons to live. Heavy stone, stairs going down. People aren't going in and out but the area is kept clear and the signs for it are very obvious.

There are four kinds of beads being passed around as currency. She knows that she could swallow one of the bright cloudy ones and get a lot of extra oomph for imbuement by absorbing it.

Furniture! Clothes! Bar! Glass! Paper! Books! Pawn shop! Noodles place! Grocery store! A clinic run by a 'deadspeaker'! Salt and spices and medicine! Glass jars and tableware! Someone making and selling ice (she could also do this) for cold fruit drinks! Accounting and money changing! Bakery!

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(Oops- shelter from dragons, not for dragons. Admittedly, she’d still kind of like to see one, just… maybe from farther away.)

Double use currency! Knowing about the cloudy beads makes her wonder if the other types are meant for users of other kinds of magic. She’s obviously internally comparing this all to books, games and movies, so she’s associating these beads to mana, regardless of whether that’s actually a thing here (the magic she did earlier didn’t draw from a new set of reserves like she’d expect mana to feel but she’ll use the word anyway).

Ohhh, a ‘deadspeaker’ sounds like the kind of person that could make dead animals walk around. Her type of magic probably has a name too! Does she know it like she’s known other stuff about it so far? 

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She's a Wisperer. The things she can manipulate are wisps, and the things she can make with them to do magic are called bindings.

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‘Wisperer’. She’ll quietly repeat the word to herself. She likes how it feels. (Most likely because it means she can do magic, but that’s a perfectly good reason!)

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And then she’ll pause and realise that… this is really a lot of detail for a dream and she’s never had such an internally-consistent one before. Maybe- she should be thinking of things as if she’s here for real.

In those circumstances magic is still fascinating, of course, but figuring out how to take care of her basic needs takes priority. Her stomach isn’t quite rumbling yet, fortunately, but she’ll soon be hungry.

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She would presumably need a job. Luckily, she's seen several ways for Wisperers to make money by doing magic already- And the billboard place with job and housing rentals mostly is still back there somewhere.

People have been looking at her a fair bit; Earth clothes are distinct from the local styles, even if there is some good variety there. Also, some people have anime hair- Blue, bright red, or green, or the like.

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Then she’ll walk closer to the billboards and see both if there are any job offerings she might be able to apply for despite her lack of basic knowledge on this world’s workings, and what the housing prices are mostly like.

She’s also feeling a bit nervous due to all the people looking at her. New clothes will have to wait until she has money for them though.

(Also, she’d absolutely complain -jokingly- about not having got an anime hair colour if she wasn’t busy with everything else.)

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There's a billboard specific to Wispering jobs, small and sort of in the corner. Some job listings include: Lamp-lighter for the Demesne (which seems to be the official government; There's a seal). 'Imbuing Bound Tools' in a carpentry shop- It pays very little but is advertised as no carpentry experience required. Ice-making at an ice house near the docks. Stoker at a smithy, to provide heat. Water jet cutter. Evaporator on a salt-gathering boat. Excavation and stone-shaping work, construction experience preferred.

There's also lots of requests for Wisperers to join smaller settlements, or people planning to make settlements. This one promises good pay. This one promises low rent. This one is looking for a wizard who wants to be a Dungeon Binder to lead them, though they must pass an interview first. This one promises that they're on a river and have an easy commute back to Covehold. This one is a group of former militia advertising hunting experience. This one promises that they have a skilled Deadspeaker doctor already. This one promises that they have good farmers. This one promises that they have a sturdy underground stone-reinforced dragon shelter.

All of these places have addresses for where to inquire further listed, and one of the wooden boards has a little map that you may look at- Showing a fairly sprawling little town stretched across two thirds of a semicircular bay. The 'you are here' has her in the part marked 'Old Town', right near 'Dungeon'.

Prices tend to be denominated in 'bead-tani', which seems to be some sort of general agreement on bead worth (I.E. this kind of bead is worth 5 bead-tani and that one is worth 12 and so on), but it's wildly inconsistent. Some places promise, for example, two double small wispbeads per hour, or one small midlarge talkbead per week. One person has posted an advert for trying to buy unmarked wispbeads, which are not legal tender, at under the face value of marked ones.

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Verity is honestly a bit overwhelmed by all the options and new words and information. After reading through most adverts and getting them all mixed up, she’ll eventually pick a semi-random one. Just whichever one’s address seems close by, easy to find, and she’s not expected to have previous experience. This is also when she remembers that she was carrying her phone in her pocket and will take it out. She doesn’t have much hopes of it working but, if it does, she’ll take a picture of the map and some of the adverts.

Among the things she needs to learn about she list to herself: bead-tanis (more curiosity than necessity but she’d like to know what they’re made of), Dungeon Binders (she has no clue how those two concepts relate to each other), Deadspeakers (also not immediately relevant). There’s plenty more but she’ll remember those as they come up.

 The beginnings of a plan now formed (if they can even be called that, more like intentions, really), she’ll try to follow the map to her previously chosen address so she can ask more about whichever job offer she’s ended up picking.

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The carpentry shop hiring any Whisperers to power their bound tools is down on Nail Street, near Emborin & Sons Merchant House. The directions included on the flyer included a picture of their logo on the sign- A hammer and a carrot.

Nail Street is directly off the Coast Road next to a big tree that is protected by law, and the Harbor Road is easy to find- Just go to the coast, so she can find the place with about thirty minutes of walking.

(She does notice that once away from the place she dropped in that a lot of the construction here, especially closer to the water, is... Cheaper and cruder than the lovely stone buildings in Old Town. More wood, sometimes strong and sometimes gappy, worn, or leaning. Sometimes built on nice stone foundations and sometimes not. The people, too, are more tense and stressed, and somewhat more raggedy and thin. It feels like a bad neighborhood in some ways. There's still smiles and laughter and friendly waves, but- Just a bit of tension.)

Anyway, here's Veggie Cutters Carpentry, the place that posted the job flyer. The door is open and sounds of hammering and sawing pour out.

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Although Verity is mainly focused on getting to Nail Street and not getting lost again, she still notices the bad neighbourhood-ness and tenses in response. She also walks a bit faster. Somehow, despite all the possible distractions, she manages to arrive to the carpentry shop. (After some more walking than she would have liked.)

Once there, she can freeze by the open door and worry about how she can manage to feel confident enough to try to get hired for a job that's based on an ability she didn't even have until less than two hours ago. And she comes to the conclusion that stress won't solve her other problems (somewhere to sleep, stuff to eat and so on), so she's going to have to pretend she's not anxious and knows what she's doing!

Internal conversation done with, she takes a deep breath and steps into the shop. Hopefully who she has to approach will be obvious in some way (uniforms, addressing her first... anything works as long as she doesn't have to make a completely blind guess).

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There's no front room, the door of the place goes right into the middle of a big workshop space, just slightly separated from the 'front' by a low counter. Half a dozen men and women are working- Mostly on furniture, it looks like. There's sawdust everywhere. It's somehow even hotter inside- But a loud metallic jingling comes with her opening the door.

"Just a second!" One muscular black-haired woman shouts, not turning from her inspection of a wooden beam. "Mhu, finish sanding that and then go see if Brisa needs help okay?"

Then the woman stretches a bit and turns and approaches the counter, putting on a service smile. "Hello there, welcome to Veggie Cutters carpentry workshop. What are you here for today?"

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She has quite a few complaints about the heat and is very much not happy that it’s even worse inside! It also doesn’t help that she’s wearing jeans. (When she gets new clothes, she’ll make sure they’re less warm.)

She’s also feeling shy and embarrassed despite having already talked to herself about it being unhelpful, so she’s visibly uncomfortable when she clears her throat and replies. “I’m, uh, I’m here about the job opening-?” Good job sounding confident, Verity. 

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