Echoed Lands

Chapter 46: Registration Time


Colm exited the library, his thoughts swirling as he made his way toward the reception area. Alright, first things first: talk to a clerk about joining the guild, delving into an Echo, and securing some lodging. Even if I don't need sleep, having a safe space to practice and relax would be a relief. Oh, and the training hall Jerry mentioned.

As he entered the lobby, the early hour left it mostly quiet, with only a handful of people milling about. Colm's gaze settled on one of the clerks at the front desk, where a familiar face caught his attention—Leon, the clerk who had helped him before.

Colm approached Leon, who waved him over with a friendly smile. "Hello, Colm. I take it your session with Jerry went well? How can I help you today?" Leon asked warmly.

Colm smiled back, grateful for a sense of normalcy after the whirlwind of information. "Hey, Leon. Yeah, Jerry was a wealth of knowledge. I've got a lot to process, but at least I have a loose plan now."

Leon chuckled. "That sounds about right. Jerry's got a head full of knowledge, but I'm surprised he spent so much time with you. He's usually buried in his books, ignoring everything else."

Colm laughed at the mental image of Jerry surrounded by stacks of notes, muttering to himself. "I can definitely see that." Focusing back on Leon, he continued, "I've got a few things I need help with. Can you assist me in registering with the Adventurer's Guild, pointing me to a local Echo where I can find a team, and helping me find a place to stay? I'm new around here and just trying to get my bearings."

Leon nodded, his demeanor professional but friendly. "Of course, that's no problem at all. Joining the Adventurer's Guild is simple. All you need to do is place your hand on this crystal," he said, pulling out a glowing object from behind the desk, "and channel a bit of your mana into it. The crystal will register your mana signature into our system, which ties you to all of our branches. Being a guild member comes with plenty of benefits. For starters, you've got access to facilities like our tavern, contracts for tasks that pay well, lodging, and training rooms."

Colm raised an eyebrow. "What's the catch? Any cons to joining?"

Leon shrugged. "Not really. The guild doesn't operate for profit; we're funded by the jobs posted. The guild takes a small percentage of the rewards to keep the facilities running and ensure staff, like myself, get paid. Other than that, we're here to help. You can leave the guild anytime, though most people don't because there's no downside to staying—even if you're inactive. If you are inactive, which means you haven't completed a job within thirty days you won't be able to get any of the guild benefits or discounts though."

"That does sound like a good deal," Colm said.

"It really is," Leon replied with a grin. "So, would you like to join the Adventurer's Guild today?"

Colm nodded and extended his hand toward the crystal. As his palm made contact, he felt a slight tug on his mana, and his mana pool dipped slightly.

Leon smiled and handed Colm a small, silver badge. "Welcome officially to the Brimhope branch of the Adventurer's Guild! This badge signifies your rank. All new members start as Tier 1 Adventurers. As you complete jobs and build a reputation, you can climb to Tier 5—the highest rank."

Colm examined the badge, its polished surface reflecting the light. "Thanks, Leon. I appreciate it."

"My pleasure," Leon replied. And to help you with your other questions we offer a discounted rate to guild members for rooms here at the guild. The rooms are just down the hallway to the left as he pointed over his shoulder. Our rate is 5 coppers a night which beats the local lodging rate at 15 coppers a night. We don't have anything special just rooms with basic amenities but it should suit simple needs. We have an abundance of rooms so no need to reserve in advance either "

"As for getting to an Echo and a team. We have coordination efforts here within the guild where we can pair you up with a team to delve a local low tier Echo for the day." Completing Echoes can net you a few silvers for the day depending on the luck of the harvest you have from the monsters and tier of the Echo in there so it should set you up nicely to get situated here. If you'd like I can sign you up for a local group for a tier 1 echo with a slot that actually just opened up. This one averages monsters at about your level. This Echo should only take approximately 8 hours on average to clear so you'd be able to be back in no time. Just in case you aren't aware Echoes are dangerous we have lost countless lives to them so bear that in mind."

"Ah yes I understand. Thank you for the warning. That Echo sounds perfect and is exactly what I am looking for," Colm said, his mind drifting to the emptiness of his pockets. "It'd be amazing to help me get situated and make some cash for a few nights of lodging."

"How many people are in the team, and where do I meet them?" he asked.

"This team will have three members, including yourself," Leon replied, glancing at his watch. "It's still pretty early, so you've got about two hours before the call time for this Echo. You'll meet your team right here in the lobby. Basically, how these guild-formed groups work is we pair you based on the mana signatures we gathered during your registration. This helps us designate roles to balance the team. After forming the group, you'll all meet at a designated spot here in the lobby."

Leon gestured toward a section near the front. "See that area? The signs there will update with the names and slots for the Echoes being delved. Your slot is for the Dusk Caverns at Slot Three."

"Never heard of it," Colm admitted with a sheepish shrug.

"As I suspected," Leon chuckled. "It's common knowledge to locals, but your other team members should know where it is and can guide you. I think that covers the basics."

"Wonderful. Thank you so much, Leon. I really appreciate it," Colm said sincerely. "I think I'll head to the training room and practice a bit before my team shows up. Could you point me to where that is?"

"Certainly, it's actually down the same hall where you found the library but it's the door at the very end," Leon said with a nod and a friendly smile. "Good luck out there, Colm. If you have any other questions please don't hesitate to ask."

Colm practically sprinted to the training room, excitement bubbling inside him at the thought of testing his new attunement abilities and improved class powers.

Before he knew it, he was already at the door. As he pushed it open, his eyes widened at the sight before him. The room was massive—far larger than the building should have allowed. There's no way this is natural, he thought. Dimensional magic, maybe? It has to be.

The hum of battle drew his attention to the sparring arenas scattered throughout the room. Flashes of fire and streaks of lightning lit up the space as adventurers tested their might against one another, their skills on full display.

Off to the side, Colm spotted an empty cove with a row of stationary training dummies. A small plaque on the wall read, Combat Dummy.

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With a shrug, he stepped into the space. "Guess this is the place to practice," he muttered to himself.

Before beginning, Colm took a deep breath and summoned his abilities' description, eager to review his abilities one more time. Let's review what I'm working with, he thought, a grin spreading across his face.

[ Rising Current (Level 1)

The tide surges with your movements. Your steps leave rippling waves of water in their wake, increasing your movement speed while slowing enemies who pass through them. Standing within these waves restores a small amount of health and mana over time.

Wavebound Surge (Level 1)

Mana: 50

Cooldown: 20 Seconds

Channel the power of the tide, sending out a surging wave in a cone in front of you. The wave deals moderate damage to all enemies hit and knocks them back. If standing in Rising Current, the wave becomes empowered, causing increased damage and slowing all enemies hit for 3 seconds.

Active Ability: Phantom Warrior (Tier 2, Level 2)

Mana: 25% of your total mana

Summon a single empowered spectral warrior, a stronger and more resilient manifestation of the spirit realm.

Only one Phantom Warrior can be summoned at a time; attempting to summon another will replace the current warrior.

The Phantom Warrior can now use Ripping Cleave. Ripping Cleave causes the warrior's blade to glow blue and unleashes a sweeping strike that cleaves through multiple enemies in a cone-shaped area, dealing 150% weapon damage. This attack applies a Spectral Rend debuff, causing enemies hit to take additional damage over 5 seconds. Ripping Cleave has a cooldown of 30 seconds.

Tide Attunement Effect: Ripping Cleave now generates a crashing wave of water that travels 5 feet beyond its initial cone range, dealing 30% additional splash damage to enemies caught in its path and knocks them back. Enemies hit are Drenched, increasing the damage they take from all sources by 10% for 4 seconds.

Active Ability: Phantom Spearman (Level 10)

Mana: 25

Summon a single spectral spearman to aid you in combat, who wields a long spear and is effective for keeping enemies at a distance. The Spearman delivers powerful thrusts that can push back enemies, making it useful for maintaining control over the battlefield. Only one Phantom Spearman can be summoned at a time; attempting to summon another will replace the current Spearman.

Tide Attunement Effect: Each thrust from the Phantom Spearman generates a wave of water that pulses outward in a small area. The wave deals minor splash damage to nearby enemies and restores a small amount of Colm's mana when it hits.

Active Ability: Phantom Archer (Level 10)

Mana: 25

Summons a spectral archer equipped with a longbow, capable of firing precise, ethereal arrows. The arrows deal moderate damage and can pierce through multiple enemies in a line. Only one Phantom Archer can be summoned at a time; attempting to summon another will replace the current Archer.

Tide Attunement Effect: Arrows fired by the Phantom Archer leave a trail of Rising Current in their wake for 6 seconds. Enemies hit are Drenched, increasing the damage they take from all sources by 10% for 4 seconds.

Passive Ability: Lingering Vitality (Tier 2, Level 10)

Your connection to the spirit realm has deepened, allowing its energy to sustain you with unparalleled strength.

Rapidly regenerate health when out of combat.

Slowly regenerate health during combat.

Tide Attunement Effect: While standing in water, or the waves generated by your abilities, Lingering Vitality's combat regeneration increases by an additional 40%.

Passive Ability: Spectral Persistence (Level 10)

A phantom's duty never ends. When destroyed, a phantom lingers briefly as an invulnerable spectral remnant, dealing 40% of its original damage over 8 seconds before fading completely.

Tide Attunement Effect: While the phantom lingers, it unleashes Surging Ripples—periodic bursts of water every 2 seconds in a 5-foot radius around its position. Each ripple deals damage to all enemies caught in its radius and applies a Drenched debuff, increasing the damage they take from all sources by 10% for 4 seconds.

Passive Ability: Phantom Sacrifice (Level 10)

When you take fatal damage, your nearest active phantom absorbs the blow, sacrificing itself to save you. The phantom is destroyed, and you are left with 30% of your maximum health. Requires at least one phantom to be active and has a 15-minute cooldown and the sacrificed phantom cannot be summoned during the cooldown duration.

Tide Attunement Effect: Upon activation of Phantom Sacrifice, a wave of restorative water surges outward in a 10-foot radius. This wave restores 15% of Colm's mana and grants him a Flowing Resilience buff, reducing incoming damage by 15% for 60 seconds. ]

Colm let out a sharp whistle as he reviewed his abilities. "Alright, first up: Rising Current," he muttered. With a thought, he activated the ability. Immediately, he felt a subtle pull, and waves began forming around his feet, rippling outward like miniature tides.

Fascinated, he began walking around the room, marveling as the puddles trailed seamlessly behind him. They don't hinder my movement at all, he thought. This is amazing.

Stopping in place, he watched the puddles slowly fade away. It looks like they only appear while I'm moving. If I stay stationary, nothing forms. Good to know.

His attention turned to Wavebound Surge next. Reading the ability's description, he noted that it could be empowered while standing in a Rising Current. Alright, let's test both scenarios, he decided, approaching one of the combat dummies.

Steadying his breath, he waited for the puddle beneath him to dissipate before activating the ability. He raised his arm instinctively, and with a surge of mana, a wave materialized out of thin air. It crashed forward with incredible force, completely enveloping the target dummy before fading into nothing a few feet beyond.

"Holy shit," Colm whispered, his awe spilling into a cackle of laughter. "I can control water." He estimated the wave traveled about fifteen feet—a decent range for keeping enemies at a distance.

After letting the ability's cooldown reset, Colm took a few steps to trigger the Rising Current beneath him. Standing in the rippling puddle, he repeated the same motion, activating Wavebound Surge once more.

This time, the wave surged with a fierce, almost violent intensity, roaring as it slammed into the dummy with an audible crash. Droplets sprayed everywhere before disappearing entirely, leaving no trace behind.

"Incredible," Colm muttered, watching the display in awe.

He spent the next while practicing with both abilities, ensuring their usage became second nature. Satisfied with his progress, he shifted his focus to testing his active class abilities.

Summoning his Phantom Warrior, Colm watched as the familiar figure materialized before him. This time, however, the process was different. Instead of forming as a swirl of white energy, it appeared as droplets of water pooling and merging together. When the summoning completed, Carver stood tall, his new form glistening like a figure sculpted from translucent water. Droplets cascaded from his body, hitting the ground only to vanish instantly.

"Amazing," Colm whispered, feeling an unexpected sense of safety in the presence of his ally.

Curious, he commanded Carver to attack the training dummy. The phantom moved forward, its blade raised high. Colm noted the transformation—the once spectral weapon now shimmered, gleaming with a sheen of flowing water. As the blade struck the dummy, a loud thunk echoed through the room, accompanied by a splash of water that dispersed without a trace.

When Colm instructed Carver to use Ripping Cleave, the phantom's blade began glowing with an eerie blue light. As it slashed downward, a torrent of water erupted from the strike, crashing through the dummy and extending a few feet beyond.

Colm couldn't suppress his excitement. "This is amazing," he muttered, grinning ear to ear.

He spent the next hour testing his other phantoms, growing more impressed with each one. Lance, the Phantom Spearman, wielded his weapon with precision, and his strikes sent faint ripples of water through the ground. Robin, the Phantom Archer, stood out in particular. Her arrows left trails of water, creating a web of Rising Current across the field.

This could be incredible for controlling the battlefield, Colm thought, already strategizing ways to use her abilities in combat.

Feeling satisfied with his training session, Colm dismissed his phantoms. Glancing at a familiar clock-shaped rune on the wall, he realized it was time to meet his teammates for the day. His nerves hummed with anticipation as he made his way to the exit.

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