curiousdiscoverer (
curiousdiscoverer) wrote2014-12-13 09:00 pm
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Power Without a Price
The first time Ezra finds Milliways he spends most of the experience overwhelmed by psychic sensory overload. Postcognition doesn’t really mix well with inter-dimensional nexus.
However when he walks out and tells about the experience, the true nature of the place is eventually revealed, furthermore he discovers that the Traders are very interested in using the unique location to seed magic to other worlds and they pay very generously for it. So Ezra’s family all hear about the story and stay in the look out for another door, just in case.
Years pass, and Ezra’s family gets a little smaller, and starting wishing for a door to show up.
Because resurrection is possible, but expensive and bringing three people back is impossibly costly without extreme circumstances.
So Ezra feels extremely lucky the day he finally finds a door again, with family in his apartment where they wait behind after Ezra grabs a few things while Temps holds the door.
He is now in better control of his powers and Milliways massive history doesn’t overload him anymore.
Ezra looks around the bar, sits on a table with a nice view and observes.
Is anyone here that could want and deserve magic?
However when he walks out and tells about the experience, the true nature of the place is eventually revealed, furthermore he discovers that the Traders are very interested in using the unique location to seed magic to other worlds and they pay very generously for it. So Ezra’s family all hear about the story and stay in the look out for another door, just in case.
Years pass, and Ezra’s family gets a little smaller, and starting wishing for a door to show up.
Because resurrection is possible, but expensive and bringing three people back is impossibly costly without extreme circumstances.
So Ezra feels extremely lucky the day he finally finds a door again, with family in his apartment where they wait behind after Ezra grabs a few things while Temps holds the door.
He is now in better control of his powers and Milliways massive history doesn’t overload him anymore.
Ezra looks around the bar, sits on a table with a nice view and observes.
Is anyone here that could want and deserve magic?
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to the second question she answers "We can try all variations, it is better actually."
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Ann and Sabrina start rolling dice as Lucy looks from the sidelines. This time it's quick games with no commentary from the participants.
After twenty games the score is ten to ten and neither one of the sisters has won three games in a row, and after forty games the score is nineteen to twenty-one for Sabrina, and still no three wins in a row.
"I think the luck doesn't want either of us to win or lose too much," Ann concludes.
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Both Lucy and Temps overlook the rolling dice, Sabrina starts winning four games in a roll before things starting to even out, it still ends with twenty five to fifteen for Sabrina.
Next it is Ann versus Franklyn.
Ann explicitly declares that she doesn't want to win, this seems to lead to a even twenty to twenty tie.
Temps yawns "Sorry, I should have slept longer, but still it is interesting information. I will take a nap now and we can make more tests later."
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But "soon enough" it is a couple of days away. Milliways is interesting but being a cooped up is boring, Temperance comes up with the idea of a hiking/expedition to the cave mountains and the woods. The Bar said the place is safe and you can't even get lost because you always find yourself back to the lake.
Franklyn is totally up with the idea so they present it to the sisters.
"We can get some hiking gear," Temperance says "maybe sleeping backs and we could make a bonfire and toast marshmallows. What do you guys think?"
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"I should probably get a book of all the most common plants and animals out there, in case someone finds herself interested in them. Have you three hiked before? We used to, but haven't lately."
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Franklyn will offer to get things from Bar, but he accepts help if offered. Temperance will go tell Ezra and get the relevant personal belongs.
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The preparations proceed, they get the book Ann suggested and a series of "directions" from Bar, which are more very vague advice to find interesting things. There are no buildings outside now, but they might find remains, or at least look at some pretty scenery and enjoy a bonfire with tasty s'mores.
They arrange everything quickly and should have food for more than day, is there anything they could have forgotten? Any new ideas?
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"Let's go, let's go! The earlier we leave the further we can walk."
Lucy is close to vibrating in excitement.
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Temperance explains that many people had the idea to hide things in Milliways and its surroundings, not always successfully because many people also had the idea to try finding things as well, but the Bar offered directions to things likely to still be there.
First stop, is a tree that would look like an large oak, but it bears fruits that hang from long tendrils. The fruits are like egg-sized berries that start to glow once you pick them up, each one has it's color.
"The Bar said they can glow for a whole day," Temperance explains "and there is some easy brewing process to use them for glowing ink."
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"It's nice Lucy isn't ten anymore. Telling her not to eat random things she finds in the forest got old fast. How many of these are we taking with us? I'd hope we'll find something even more interesting, but you never know."
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The one Ann picked is off-white.
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Temperance turns to Franklyn.
"But lets try keeping below twenty."
Franklyn empties his pockets, who had quite in fact way more than twenty berries already.
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"This luck thing comes super handy. Does anyone else have specific colors they want?"
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