"Show me."
"Partisan? Scientific theories aren't politics. But yes, I do favour that interpretation; it's the only one that makes sense of what I've seen over the years. And if I'm wrong, well, you can always become a tower wizard when you're a hundred and twenty, hmm? Just don't waste your youth on that like certain people do."
A hundred years ago, give or take a couple, the world started to drastically change. Magic became much more abundant over a short span of time; acquiring Skills and improving Stats, which used to be much harder to do to any meaningful degree, suddenly became the sort of thing nearly everyone could do at least a little bit of; monsters became stronger and more numerous; haunted sites became breeding grounds for the undead; the Dark Lord of Glastheim reappeared after centuries of dormancy; Baphomet and his minions corrupted the forest north of Prontera into a twisted maze where space doesn't make sense; and so on. Many people, including the Church of Odin itself, believe that's when Ragnarök began, and the emergence of Surt from beneath the sands in Morroc a few years ago served only to fan the flames of that belief.
While it took nearly forty years for Eden Group to be founded and for the tides of destruction to be, if not reversed, at least slowed and halted, more mercantile powers were a lot quicker to take advantage of the situation. In particular, teleportation and resurrection—previously closely-guarded secrets by the Church which only its most powerful and prominent members could do (we're talking less than two dozen people at a time in the whole world)—became so much cheaper and easier that an entire company was founded around them: the Kafra Corps. Headquartered in Al De Baran, they provide three main services, for a fee: teleportation to anywhere they have operatives at, remote storage, and resurrection points, plus a subscription service.
Teleportation prices are standardised and proportional to distance between origin and destination, and subscribers get a discount. This is mostly to cover the cases where multiple hops are needed to get where you want to go; it's not particularly more effortful or costly for a given operative to teleport someone anywhere they're attuned to, but since operatives have a limited number of possible attuned destinations at a time it may be necessary to go through multiple people. The main exceptions to that model are the cities of Lighthalzen, Einbroch, and Einbech, in the Schwartzwald Republic, which have anti-teleportation fields that prevent anyone from teleporting in or out of their limits as well as within them. Since the Kafra operatives need to be stationed outside city walls, which can be meaningfully dangerous, the cost of teleportation to those places is substantially higher.
The storage services they offer come in tiers for different sizes of storage, the smallest one being a medium-sized crate and the largest one (only available to subscribers) being a fairly large room stocked with wardrobes, weapons racks, mannequins for armour, and a refrigerated area. Every time you wish to access one of your storage units you need to pay a fee, plus an extra fee the very first time you access a given tier of storage, which is when you get assigned a personal one. Subscribers don't need to pay any fees past the initial one, and if they wish they can have a Kafra employee fetch whatever it is they want to fetch rather than them having to go themselves.
Finally, the resurrection point service is a way to make death less permanent. It's only available to subscribers, and has an extra cost on top of that every time you die. The way it works is that you are provided with an enchanted jewel attuned to your soul with a contingent trigger; if it notices that your heart has stopped, it automatically teleports you to your saved resurrection point and casts a stasis spell on your body so that an employee can bring you back to life. Since resurrection can only work if the body is sufficiently intact, however, it's still not a get out of jail free card, and even after being resurrected you'll still be weak and damaged and need healing and recovery. You can also set the enchantment to only trigger after a set amount of time, in case you have someone resurrection-capable in your party and want to give them time to bring you back, but again, caveat that if it's been too long since your death you're not guaranteed to be able to come back. The enchantment is one-time, though, so the way they enforce the per-death fee is by only giving you a new one after you've paid.
The service Vallynn wants to make use of today is teleportation to Geffen, and the Criatura Academy specifically has its own Kafra operative on retainer with registered destinations for all of the main guilds the Academy trains you for: Geffen for mages, Payon for archers, Alberta for alchemists, Comodo for bards and dancers, the St. Capitolina Abbey for monks, and whichever mysterious place it is that rogues go to. Swordsmen and priests are the exception, since their guilds are in Prontera which is, roughly, just around the corner from Izlude itself.
With the Academy ticket Wizard Mara gave him, the cost of the teleportation is waived, and he can go straight to Geffen.
Geffen is not a very large city. Sure, it's bigger than Izlude, but that's not saying much, and Prontera definitely puts it to shame in terms of size and activity.
It is nevertheless very impressive.
The city's moniker is well-earned. The fact that the Mages' Guild is headquartered there is a consequence, not the cause, of its focus on magic: the kingdom of Geffenia, which regained its independence from the kingdom of Rune-Midgard within the last hundred years, was originally founded by elves, hundreds of years ago before the majority of them moved back to Alfheim and sealed the entrance—and one of the main things they've always been great at was magic. And now, with magic back in the world and humans once more capable of wielding it, Geffenia has become the world power it used to be.
Its walls form a hexagon around the tower, and the city itself is arranged in concentric terraced rings of roads and buildings, with rings closer to the tower being lower than those farther out, which means that the tower is actually taller than it looks from outside and that you can see more and more of it as you walk down the radial streets that meet in the middle. Combine that with the fact that it's nearly five times as tall as the next tallest building, easily visible from a distance away from the city itself, and you get an effect of pure awe, that feeling of being very small before something much larger than yourself.
As if that weren't enough, the city is very obviously magical. The streetlights, lit up at this time of day because of the overcast weather, are floating lamps with mage lights inside them. The plaza Vallynn finds himself at once he's gone through the portal is protected from the rain by an invisible dome of force. The fountain next to him has a statue made up of hunks of stone connected to each other by glowing magical tendrils to form the rough silhouette of a wizard with their staff held out in front of them. And though the staff is not physically connected to anything else, that's where the water is spouting from.
It is, indeed, the city of magic.
While that's all very impressive Vallynn is, himself, a mage, so his appreciation of it is less "awe" and more "craftsman seeing ingenuous constructs". He can feel the shapes of the enchantments, the way the dome is paradoxically a water spell that redirects the rain and how the floating statue uses an effect that's similar but not identical to his own telekinesis spell.
Of course, to an onlooker that might be indistinguishable from awe: he's standing in place, staring at the enchantments, mouth hanging slightly open, ignoring the way the magic dome doesn't protect against the cold and he is definitely not wearing enough for it.
Yeah he had a feeling. Apparently most non-mages are under the misapprehension that "mage" and "wizard" are synonyms—Vallynn himself had been, when he arrived at the Academy—but it turns out that there's a formal difference, at least when it comes to the Guild and most importantly to the Eden Group classifications. Anyone who shows enough aptitude for and interest in magic can join the Mages' Guild, but being a wizard is more of a rank. You need to show skill with at least five out of the seven standard elements (Neutral, Fire, Earth, Wind, Water, Shadow, and Light) (Life and Death are typically not seen as "standard" though lots of spells taught by the Church also have those elements, and some people consider Poison an element), and you need to be proficient with at least two of them.
Eden in particular is also interested in that. In addition to their ranking system they have a horizontal progression system called "titles" or "specialisations", which are used for more tailored bounties and missions. Sometimes something needs a Fire Wizard specifically, so if you are a wizard and you have a proficiency in Fire with the Mages' Guild you can apply for the Fire Wizard spec with Eden.
In any case, since those two words aren't synonyms and the tower is always called the Wizard Tower, Vallynn concluded that probably the Mages' Guild might not use it as its main headquarters, or at least as the place they welcome new recruits at.
Into the building he goes.
He finds himself in a modest atrium, its ceiling going up three out of the five stories the building reaches. In the center, a massive blue crystal floats lazily above a circular pool of some glowing liquid, emitting a soft hum that's almost relaxing to listen to. The layout of the room itself is somewhat reminiscent of—if a lot less spacious than—the Eden lounge, an open plan with a handful of pockets of near-privacy made out of carefully arranged sofas and carpets and bookshelves and black boards.
All in all, the inside of the building does a much better job of being fancy and ostentatious than its outside does.
There aren't that many people about, though, and the little reception area across the room from the entrance is easy enough to spot.
They do something to both things while pointing them at sheets of paper which causes writing to appear on that paper, then start quickly reading what's on there. The report that they extracted from Wizard Mara's seal is rather long and dense, written in very tiny hard-to-read script. As they read, their eyebrows ever so slowly rise up into their fringes, though their face is otherwise unreadable.
Is that a Skill? Surely not. But if it's being done the hard way it looks really complex, and Vallynn is almost certain there wasn't a magical artefact doing the transcribing. So maybe it was a Skill, and thinking about it that's even reasonably likely, it's not like everyone wants to be adventurers and the breadth of possible Skills that could be used in professional contexts is very very wide.
"Hmm, not wrong. Well, welcome to the Mages' Guild, Vallynn, I believe we'll have a very fruitful partnership. Now I should—"
"I'll show him around," Astrid interrupts. "Don't worry about it."
"—would you? Thank you."
"Yeah, no prob." She turns around (making sure to do so in a way that makes her robes go whoosh) and says, "Follow me."
She grins. "It's an Amatsu word, they have a whole hierarchical culture thing going on and a senpai is, like, someone who's higher than you in some formal but not too formal hierarchy, or sometimes just older. So having been here a couple of months longer than you means I'm your senpai and you're my kōhai."
Vallynn almost says something in Brasilese but showing off like that is the kind of thing that gets you called a "prodigy" and it's been making him kind of uncomfortable (especially with the part of him that's preening) so instead he says, "Yeah, and I'm not even sure how I'll find the time, but still, it sounds interesting."
"It's not, like, required or anything, but everyone's encouraged to try to keep an open channel into it at regeneration rates? And then, like, it's got some cool enchantments to manage and convert magic and whenever you need quick access to a ton of mana you can fetch from it. So it's, like, meant to be a common resource and stuff for everyone to use and it's polite to contribute back when you're not using it. Some people get the hang of doing the channel thing even while asleep but I haven't managed, yet."
"People use it a lot for spell development 'cause then it's easier to iterate without having to wait for your mana to replenish, and also it's a backup battery for the wards around the whole city. There's a beefier one in the Wizard Tower that's the main battery because the folks who live there have more mana than they know what to do with."
"Oh heck I know a thing you don't, score! Like, yeah, but when you get really powerful you start getting really damn efficient and there's some artefacts that help with mana management, like stuff that captures some of the spent mana back when it's not all entirely necessary for the effect or shit like that."
Vallynn has his own room in the Guild building. It's bigger than the one he shared with Taharqi but still doesn't have its own washroom. It's also not, technically, free: he is, technically, being employed by the Guild, and he will have to do services for them or for people who hire them and his lodgings are the bulk of his compensation.
If he wants to, he can switch to a different compensation style in which he's no longer on retainer and instead is paid for individual jobs, and then he'd have to rent the room with money. This has higher potential upside but requires him to seek jobs more proactively and is less reliable and consistent, so he might need to supplement his earnings somehow.
Yeah he'll probably do that eventually, once he has his bearings and is making good money with adventuring, but being on retainer for the Guild for a bit doesn't sound too bad. It'll let him get some hands on experience with using magic outside combat, see what people do for a living, and it'll let him watch some lectures and interact with other mages without having to worry about managing his time and money.
The library occupies half of the fourth level and isn't, itself, that impressive. It's still a library, of course, and probably one of the best-supplied libraries in the kingdom, at least when it comes to all matters related to magic, but beyond that it's a little bit...
...mundane.
There are bookshelves, there are reading nooks, there are tables, there is a librarian. That's about it.
A library is a library, Vallynn does not care that it's not some mythical library out of legends (plus his best guess is that the mythical libraries of legends in this city will be in the Tower, not in here). What he does care about are books about magic, books books books, he's gonna learn so much stuff, he doesn't even know what he's going to learn he's going to look at the library sections and find out what there is to read—
She tsks and waves a hand near her face as if she's being harassed by an annoying mosquito. "Most mages have no raw material to work with. You, though... Do you know how rare fit mages are? And vain ones, too, even the ones that realise you gotta be able to keep up with your party to adventure tend to be so utilitarian about it. But you, clearly you want to show off your body, and you're handsome enough, and I'm sure whatever jungle you came from wouldn't mind this, this, whatever this is, but I do and you need to let me work on you."
The place she leads him to isn't her room in the guild building; rather, it's a small old building one block away in the direction of the city walls. It's dark by then but the rain's mostly let up, and she walks briskly enough that there isn't really enough time for the cold to set in before they're greeted by a blast of warm enchanted air when she opens the door.
She unclasps the neck of her robe and throws it in the vague direction of a coat rack then leads the way further inside.
"I'd have expected you to treat your clothes better," he says, as by now he has noticed that actually Evelin's robes do look really well-made and well-tailored. The style is completely different from Wizard Mara's but in a sense they're more reminiscent of them then Astrid's were.
It doesn't help that much, but that's because the place is cluttered with fabrics hanging from hangers everywhere, reams of different types and textures and colours in a cluttered mess. Evelin herself is riffling through them mostly by touch, occasionally leaving a small enchanted marker here and there to remind her to go back to a selection.
"Do you want to show off your balls? I know I said we could make it work but in my professional opinion—"
"Or someone like you—oh there you are you son of a bitch," she says, snatching a long pane of thick grey fabric and throwing it over one shoulder. "Someone like you, who'd agree to be my experimental subject. Mages are all so tame and boring, they just want to be a bundle of fabric that sets things on fire, but that's the challenge that I wanted because if I can make a mage look good then I can do anything!"
She buries herself in fabrics again. "Not just that. But, yes, you'll make my job easier. It's a confluence of reasons! And I gotta get my name out there. If anyone asks where you got what you're wearing you'll send them my way. And of course that'll be a lot more valuable once you see just how good my stuff is at holding enchantments, but that's for later. I'm going to set the trend for wizards all over the realm."
She sighs. "You're making my job a lot harder. Here—" She vanishes a third time and returns carrying a thick tome of what turn out to be sketches. "Go through these, tell me which ones you like and which you don't and what you like about them, we'll build something you like. Are you hungry? I'm hungry."
Evelin doesn't let Vallynn go until they have finalised a design he feels happy with, which takes more work than it needs to because Vallynn keeps imagining she's more limited by designs that make sense than she actually is. Her goal is to have something he'll wear forever, and while he's sceptical this is something they can achieve overnight like that he has to admit that if she pulls that off that wouldn't be a look that'd be out of place amidst those powerful adventurers in Eden.
They do, once that's done, end up in bed together. Vallynn has to admit that seeing someone so insanely committed to her goals like that was more than a little bit attractive, even if she's also riding a bit of a manic high, and if the only reason she wanted to sleep with him was because of his looks, well, it's not like he's ever objected to that kind of objectification before.
The next morning she kicks him out and tells him she'll find him once she's done, and again he's finding himself questioning his judgment—and hers. That was too, too much, too fast, his brain is still reeling from it. And he doesn't know what he's going to do today.
He didn't know what he was going to do yesterday, either. He supposes he should explore the library? That's what he'd been doing before. But something feels... incomplete. It's...
...he slept well and it's now morning and he has the whole day ahead of him and he doesn't actually know what comes next. He's on retainer so the Guild might call on him if they need him but he doesn't have anything in particular he wants to practise or any plans for what to do and he'd kind of assumed there'd be more structure to this part of his life but it turns out there's less instead and. And.
Snort. "Well I've been following the spell dev lectures I told you about and the next one is in half an hour, you could drop in? Might be a bit dense but you'll catch up. And then, uh, there's this spellforms guy who's been helping me with spell variation research one-on-one in exchange for me collecting some reagents for him so I'll probably go hit up the underwater cave for that stuff—"
"I mean, a little bit of a clue, I'm shoring up a bunch of skills that are probably gonna be useful? But I'm, like, not the one with a plan, here, that's a you thing. I figure I'll do some stuff and take on some bounties and when I'm high enough rank I'll see if I can't snag a party."
The professor teaching the spell development lectures Astrid has been recently watching is probably a very central case of what Evelin meant when she said that mages are often a pile of fabric that sets things on fire. She is a stout woman of average height, long curly grey hair, a very pale complexion, and dark grey robes so shapeless you could imagine the woman is actually three goblins in a trenchcoat wizard's robe.
Astrid and Vallynn are the last ones to arrive, and three other mages—all of them clearly older and more experienced than the two of them—are already seated at the sofa and one armchair and a futon surrounding a round carpet and facing the professor herself, who is erasing the contents of the black board.
Ahhh that's probably the teekay one and on the one hand the smart thing to do if he wants to lay low is to just demonstrate it but another part of him thinks it would be dishonest to not mention the others. That part is also backed by the little traitorous part of him that likes showing off and is enjoying this attention, so unfortunately that's what wins out. "Ah, there are a couple," he says. "The telekinesis spell is the one you probably mean?"
"Range is sight," he says, his feelings once again melting away and being replaced by academic excitement. "I'm going slow on purpose because I don't have very fine control. It's like trying to balance it using only two fingers, one under it and one next to it. And I need to—I guess be able to perceive it well enough to know how to place those fingers? If the inkwell were stoppered I'd be more willing to be daring."
"I do, too. So Mr. Vallynn is going to keep using this spell and slowly moving the inkwell around for the rest of this lecture and you will all try to learn enough about it from watching it to replicate it. Then, hmm, two days from now, I want to see your improved versions of it. All of you," she adds, addressing the whole class now. "And then you will explain to us—and to Mr. Vallynn in particular, if he chooses to join us again—what improvements you made, why, and what difficulties you encountered while doing so."
"You mustn't feel like that. Natural variation in ability is just a fact of life, but most importantly it is washed out by experience and practice. Once all of you have a decade of adventuring under your belts these differences will seem inconsequential. Mr. Vallynn may always be better than all of us at coming up with new things on the fly, but there are many reasons we use Skills and one of the most important is, simply, that they work."
"Mr. Vallynn, why don't you take a seat?" she suggests, gesturing at the armchair he'd been aiming for at the start of the lesson. "I had been planning on continuing from where we left off last class but I think your colleagues are going to be too busy paying attention to and taking notes about your spell to be able to truly follow anything I say, and I think this practical example will be more instructive overall than what I had planned."
"Just so. The very fact that yours isn't very refined is a better example than anything I could come up with, and usually the very first time students encounter an unrefined spell like this is when they're trying to create their own. Even if I tried to create a new spell myself and mimic the mistakes and inefficiencies of a more inexperienced mage, I would almost certainly fall trap to assuming things are obvious or easy that actually aren't, so I didn't try." She leans forward conspiratorially and stage whispers, "And, between you and me, I believe it'd take me a lot longer than you to do it," then winks.
...alright. Challenge accepted, then.
What about what he did was strange if you assumed this is a Skill? The answer is obvious: Skills are discrete, and smoothly transitioning between targets the way he did is roughly impossible to do if you don't know how to do at least most of the work the hard way. Stronger versions of Fire Bolt can fit multiple bolts into a single cast but if all you know is the Skill form of that spell you won't be able to have multiple targets for each individual bolt of a single cast.
And what about what he did was strange if you assumed this isn't a Skill? ...the fact that the total flow of magic was constant in the handoff.
"That seems probable! And there are theories related to the formation of Skills that would imply there are external forces nudging you in the direction of treating spells as discrete units, but if so, these nudges tend to be reasonably easy to ignore or work around. If nothing else, you will almost certainly be able to create less wasteful, more precise versions of this spell if you iterate on it.
"Anything else?"
...is there anything else? He feels inclined to say "no" but he should actually think about it.
"Still guessing, but it's maybe easier to keep a constant flow of magic going than to change it." Which isn't the case for most Skills since they tend to be once and done but then again they basically hijack your body and brain.
"The answer is that you're right, at least probably, but the main piece of evidence we have about this comes from the field of thaumodynamics, which studies the quasi-physical properties of the flow of magic itself. It's a very new field but it's produced some promising research already, and one of the central observations we have about it is that magic has a certain type of inertia. In the physical sense, that is, of there being certain qualities to a magical flow that tend to remain the same unless some outside influence is exerted on it.
"But that's a rather more complex topic that these lectures could not hope to properly address; suffice to say that you are very likely perceiving a real phenomenon, however indirectly. But you are perceiving it, are you not? It wasn't a random guess."
"...yeah, I guess it wasn't." He's still moving the inkwell around, and after doing it this long it's become almost mindless—which is only possible because he's draining enough mana from the battery crystal that he can keep it up approximately indefinitely—so he can pay more direct attention stuff like his subjective experience of what's happening.
"I hope you'll continue to come to these lectures, Mr. Vallynn. They're a bit ahead of you on the theory but clearly you have a good grasp on the basics of the practice, and I believe this would be useful. —well, I'm biased, of course, as this is enough of an interest of mine to spend my retirement years studying and teaching it, but still, even people who do not wish to go into spell development would benefit from understanding its basics to apply to their practice."
That lecture was—grounding, in a way. He felt like he was barely not out of his depth and even then only because the professor was clearly helping him up, which means that he's got a lot to learn. Not that he didn't know that, of course, but it's one thing to know and quite another to understand. And, most importantly, it did actually feel like he could learn things there that will help with being an adventurer. He came up with the Fire Bolt example himself, after all; being able to understand his Skills well enough to be able to flexibilise them on the fly will probably be really useful.
It also occurred to him, after the lecture, while he was thinking about the spell cost of his TK—and the other spells he made but according to Professor Frij they were a lot better, probably courtesy of him having developed them after having acquired his first Skill—that efficiency and cost optimisation of highly powerful spells are probably one of the things that distinguish a good wizard from a great wizard.
He's sure there'll be diminishing returns, eventually, but he's nowhere near them, and he shouldn't worry so much about how all of this will help him be a good adventurer, because it just obviously will. He can think more about this later.
This is all really exciting.
As for what it is:
His waist is encircled twice by a dark red belt forming an X shape in the front and back. The top V section of that X shape follows his V-lines, and the sides are bare, showing the sides of his thighs and glutes. The lower part of the belt holds a pair of dark grey trousers, which start out skintight but then flare out nearer the shins to give space for a pair of slightly less dark grey boots with black soles.
His forearms and most of his hands are adorned by a pair of skintight gloves (except they don't cover his thumbs and middle and ring fingers), which are the same grey as the trousers except for a few dark red accents.
And finally, the ankle-length robe topping the ensemble is sleeveless, its shoulders hard and angled, pointing out away from him. Its neck is long and it has clasps holding it together from his Adam's apple to the middle of his chest, with a single, large, blood-red jewel attached to that last clasp, but below that it splits open to highlight his bare torso. The outside is the same grey as that of the boots, but the fabric on the inside is dark red like the belt and the accents on his gloves.
Everything is made out of incredibly high-quality enchantable materials: despite the skin-tightness of the gloves and trousers, they are flexible and stretchy enough to permit the full breadth of movement without rubbing against his skin; the boots are sturdy lava leather, highly resistant to damage and temperature extremes; and the robe is a light yet warm fabric that swishes pleasantly when he moves and feels very soft to the touch.
"Okay, I. Wow," he repeats, a bit breathless. "I could almost pretend to be powerful, wearing this."
He wants to say "no thanks to you" but actually she did save both of their skins a couple of times there, regardless of the fact that she's the reason they risked their skins in the first place.
...okay, that's being unfair to her. She didn't ask him to come with. She might've even been subtly telling him he shouldn't have come with, so she wouldn't have to share the spoils.
But, well, what else could he do? The bounty was rank 2, they're both rank 1 and yet Astrid said she was coming anyway, was he meant to just let her try this alone? She'd definitely have died without him here.
"You've got a resurrection point, at least?"
...he supposes that resurrection point or not getting this close to dying is terrifying. The fact that the blood from their wounds is just kind of slowly seeping into the water in front of their eyes isn't helping, a reminder that they are kind of fucked and don't really have an amazing plan for how to leave.
"Should've gotten a healer, or heck a party at all."
"God it's so embarrassing, though, can you imagine in ten years everyone's telling stories about the first time they died and it's your turn and you're like 'I went after a rank 2 bounty at rank 1 and then something completely unrelated showed up and trapped me in a cave and I bled out'."
"Pressure dip," he says, licking his lips and swallowing dryly (which is more a nervous tick than anything). He lifts his hand from where he's been applying pressure to a wound on his other arm and then wishes he didn't because either the lack of pressure or the sight of it makes his pressure dip again. He takes deep breaths of water, eyes closed, and tries not to puke.
"Your belongings are over there," she says, pointing at a pedestal above which said belongings are indeed floating in stasis. "I'll give you some privacy, now. The lounge is out that door and past the hallway; your party member is waiting for you there." Her speech is flat and clipped, as if she's saying something she's said hundreds of times by rote. She stands up, bows, and walks out of the room.
God, dying was more unpleasant than he thought it'd be. He kind of exhausted the last of his strength killing Astrid and couldn't manage the strength to kill himself so instead he just grabbed his staff and clutched it close to his body to make sure it'd be teleported with him when he died and waited for what felt like forever. He thinks he started hallucinating or dreaming something as he did, a vaguely adventurous thing in which he and his plucky party members were chatting right after a tough fight in which they defeated something epic.
He can't recall their faces or names, but that's usually the case for all of his dreams, so he doesn't know why this time it's bothering him.
He's been working on a simple drying spell which does an elemental conversion from water to air, but it's not safe for people yet as he doesn't have enough fine control to only target the water on his skin as opposed to all of the water in his body so he uses a towel instead. Then he goes to explore the stasis pedestal because that's cool.
The enchantment is meant to keep his belongings as stable as it possibly can. Lots of people don't like having their stuff touched by others, but most importantly adventurers could have all kinds of strange materials and reagents on them which could cause problems if mishandled. The room itself is also very thoroughly shielded in case anything explodes, but that's for the safety of others in the building.
It's reasonably simple to interact with. He can pull anything from above the pedestal and once it's out of range it leaves stasis. If he wants something a bit more sophisticated than that, like to fetch a specific item from a pocket, there's a little interface that lets him slowly relax the stasis only enough to be able to move things around a little bit. Anything more complex than that will need help from an employee, though.
He wonders how they managed to get him out of those trousers but the answer is obvious as soon as he thinks it: precisely targeted teleportation.
The Kafra Corps is so cool.
Anyway, he doesn't have anything dangerous amongst his stuff so he just grabs his stuff and then uses his in-progress drying spell on it all. If he still had any potions that'd be a bad idea but he went through all of them while running for his life—well, swimming for his life. He's also got a laundry spell in progress but that one's even harder, he doesn't have a straightforward way of identifying when stuff is "dirty" and the best he's been able to come up with was trying to embed a perfect map of his clothes into the spell and telling it to get rid of anything not in that map but that sounds absurdly complex and impossible to generalise and he's sure there's some smarter way to do it.
"I can't do this. I, I've been putting it off, I've been making jokes about how you're the one with a plan and you're crazy prepared but it's me, I'm the one who doesn't have a plan and hasn't prepared at all. Fuck, I was doing so well, I thought I could do it, I did a few bounties and I was collecting the reagents Yndra asked me for and, and I really thought I could but I can't," she sobs. "It hurt so much and it wasn't even as bad as yours and you were just, just talking about how it was a learning experience and you'd do better next time and all I could think about was how much it hurt and how much I didn't want to die, and I know I wouldn't have died for real this time but someday I will and I don't want to. I don't want to."
"I was right here," he says, stepping out of a slightly shaded area that was nowhere near dark though to have been enough to hide him.
He looks somewhat different than what Vallynn remembers. His face is a little bit sharper and more angular than before, and he seems to have put on some muscle, which his dark purple sleeveless leather jerkin and skintight (if not as tight as Vallynn's) trousers highlight. There's a dagger the size of his forearm attached to each side of his belt plus a third dagger sheathed by his right calf, and he's wearing fingerless leather gloves and a pair of metal earrings with a clear stone of some kind hanging from the left one.
"And I can't form an intention to remove the enchantment either and I must try to stop anyone from trying to remove it or dispel it and if I lose it anyway then I'm not allowed back at the Guild and if I tell anyone anything they're also obligated to hunt me down and destroy me completely."
"I've got Triple Attack!" he says brightly. "And Double Strafe, and my cloaking is better than Alph's was when you left the Academy. Oh, I can make poison out of thin air." It turns out that most other people take a lot longer than him to be able to do that and they've been calling him a prodigy just like they do Vallynn but saying that apparently counts as talking about his guildmates. Except it's fine if Vallynn already knew in advance that that's meant to be badass? This enchantment is trippy.
Taharqi squeezes him a little with the arm that's wrapped around his shoulder. "It's fine, I'm not going to be twitchy about everything that reminds me of my family. I didn't even like my father and my mum died when I was very young, I lost my sister and a few cousins and some childhood friends," like all of them, "but that's all."
"There's nothing to talk about. A huge demon as powerful as a god showed up right under my fucking house while I was away and then I came back and everything was, was, the air was wrong and you can't even look into it properly because space got fucked and I didn't even know who'd survived for weeks and, and demons kept pouring out of there and do you know how long it took for the Continental Guard to show up? And, and it was adventurers who were out there fighting the demons back, Eden people, I saw a demon fall to pieces in front of me before I even saw who had done it and I think I only saw her because she wanted me to see her, Alph and I don't hold a candle to that, and there's nothing to talk about because it was stupid and senseless and there was nothing I could've done and I only survived because of sheer dumb luck but I want to be someone who'll help other people not need sheer dumb luck to survive and—"
No, the point wasn't to shut him up, the point was to comfort him and prevent him from spiralling. Once he's sure that's been accomplished he pulls away again and says, "You'll do it. I believe in you. You'll become incredibly powerful and you'll kick Surt's ass and when he's gone Morroc will be fine again."
"...I know that. I know I will. But you wanted to know, so, I'm telling you. There's nothing to talk about and there's nowhere for the grief to go because it was just like the weather except the weather is more survivable. And they won't even be in Valhalla or anything, I'm not sure they'll even be in Niflheim, Surt might have eaten their souls or something."
"I suppose I shouldn't be surprised that Mark and Du Lian would go together, they seemed pretty tight. Don't suppose the three of them'd join us? A party of four is doable but ideally we'd want a fifth. ...actually I just realised that I've been assuming you meant it when you said you wanted to party but it could've been a joke or not serious, feel free to disclaim anything right now I promise I won't be hurt."
"...so part of it is purely practical self-interest. Out of our general cohort you are in fact insanely talented: you are smart, driven, have a good head on your shoulders, tactically-minded, and you have an amount of innate talent that would be kind of insane to pass up especially this early in our careers."