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Hmm. We definitely need to stash the boat somewhere safe if we go back to the Undercity.

Also… is it possible to make the an antimagic field have an exception, so that monsters could be controlled from within the field? It seems like it would just be another layer of complexity, and probably an easily hidden one since magic is mostly banned here.


You consider returning to the Undercity with Justice, but voice your concern about the Order of Dawn potentially seizing your boat while you are away.

Auric Bastion: "You needn't worry. Unlike projects funded by the kingdom, your vehicle is your own property. So long as we are given no legal reason to confiscate it, doing so would be an affront to Equestria, and I dare say the Crown knows better than to risk the ire of such a powerful nation.

On the contrary; as lawful travellers, if you find yourselves in need of supplies, then you only need to ask, and it shall be in our best interest to provide you with all that we can spare to see you home and in good health."

You nod, choosing to take Auric Bastion's word for it. However, before you go, the earlier mention of antimagic fields has had you thinking: if those were put in place by the Order of Dawn, would it not be possible for them to have allowed certain ponies from within the Order, like the Crown, to bypass their effect?

Novelty: "Have you forgotten who it is you're talking to? Look, if the Crown hunting me down is any indication, then I might as well be one of the most knowledgeable ponies about magic on this island, and even I don't know half as much as you likely do."

Justice: "Easy, Novel. They come from a place where some ponies might know these things."

Clear Fountain: "Hmm… well, if it helps, I do not recall any spellcasting being involved in the formation of antimagic fields at all. From my understanding, they are powered by lodestones of diamagicite, a dark green mineral which is said to naturally repel magic around itself.

A geologist in Brevica may be able to tell you more on the subject. Or, if you would like to study the stone for yourself, I believe you may be able to find some around Serpent's Bite."

You thank Clear Fountain for the information, and say that you'll keep that in mind. After sharing a nuzzle with her, you bid farewell to the three uniform-clad ponies, then the two knights begin to escort the cleric back to Astora.

Clear Fountain: "Stay safe, all of you!"

As for you and your friends, you decide to join the rest of the unicorns as they depart northward into the woods.

Time seems to slow down as you walk through the tunnel to the Undercity, the stretch of cement pipes feeling somehow more endless than it did this morning. Eventually, long after the sun has set, you make it to the southern checkpoint, and into the colourful city itself.

Rocket Rush: "Phew! I don't know about you guys, but after a day like today, I'm feeling like a game or ten at the arcade before I crash."

Bright Logic: "All this walkig bade be huggry. I'll be at the brewry."

Novelty: "As nice as a drink sounds right about now, I've got a thesis to work on, and no time to waste."

Justice: "Don't overdo it, Novel. You've earned your rest just as much as everypony else here."

You bid farewell to the three unicorns before they split off from the group, each headed in a different direction.

Justice: "The same goes for you, outlanders. It's been a long day. I'll have your residence resupplied within the hour, just so you know.

As for me, I've got to go check on how my substitute is doing. With enough luck, there won't be any zealots camping out in the old cistern. This goes without saying, but stay out of trouble, hm?"

You tell Justice that you'll do your best, and wish her a good evening. Once she is on her way, your party turns to the nearest map of the city, above which a clock indicates ten past eight.


• The road north leads to the garden, the theatre, the northern checkpoint, and the Work district, which includes the foundry, the factory, the generator, the greenhall, and the water treatment plant.

• The road east leads to the Hold district, which includes the clinic, the gymnasium, the library, your residence, and the spa.

• To the south is the southern checkpoint.

• The road west leads to the Mall district, which includes the aquarium, the arcade, the brewery, the exchange, and the stylist; the western checkpoint, and Elysia's old waterworks.
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