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Odyssey

Page 1

by Tony Corden




  Contents

  Dedication

  Copyright

  History

  Nascent

  Chapter One - November 24, 2073

  Diary - 24 November 2073

  Chapter Two - November 25, 2073 A

  Chapter Three - November 25, 2073 B

  Diary - 25 November 2073

  Chapter Four - November 26, 2073

  Diary - 26 November 2073

  Chapter Five - November 27,2073

  Chapter Six - November 28,2073

  Diary - 28 November 2073

  Chapter Seven - November 29, 2073 A

  Chapter Eight - November 29, 2073 B

  Diary - 29 November 2073

  Chapter Nine - November 30,2073

  Diary - 30 November 2073

  Chapter Ten - December 1, 2073

  Spell Book

  Changing Attraction

  Chain Lightning

  Circle of Sloth

  Disc of Death

  Echolocation

  Freeze

  Grounding

  Grow

  Heal

  Ki Freeze

  Ki Lightning

  Petrify

  Teleportation

  Mount of Mist

  Orumeck’s Spell of Hidden Quietness

  Rain of Fire

  Sight

  Excerpt from 'Changed' Book 3 of the Stork Tower

  For my children

  Odyssey

  The Stork Tower # 2

  By

  Tony Corden

  Copyright 2017 Tony Corden

  Kindle Edition

  Cover image from Shutterstock.com

  This e-book is licensed for your personal enjoyment only.

  History

  It was the advent of safe electromagnetic neural manipulation in 2021 which led to the rise of a viable and sustainable virtual reality industry. Within thirty years almost all leisure, education, and work-related activity occurred inside virtual reality constructs. Individuals were suspended in neutral buoyancy liquid which had a gel-like consistency, their bodies held in induced quasi-comas, their nervous system manipulated to provide a virtual sensory experience indistinguishable from reality while constantly stimulating the motor neurones to prevent muscular deterioration. The variety and complexity of the devices developed was frequently changing yet the market continued to refer to all such devices as Neural Interface SIM (Sensory, Integrative and Motor) Pods or SIM Pods.

  Many regulatory bodies, conservatives, and sceptics initially raised the problems of privacy and security. They were worried about the potential for brainwashing, for thought control, or even of subtle thought reform. In response, the VR industry developed and introduced an intelligently controlled interface which included a self-adaptive firewall. This device was controlled by the user and capable of protecting personal privacy and safeguarding the minds of the growing number of people both working and living in virtual space. With many users wanting even greater control over their virtual experience these interfaces quickly matured into personally managed and owned Artificial Intelligence Chips. The AI chips were physically implanted adjacent to the nervous system and able to protect, inform and assist individuals both inside and outside the virtual world. The chips micro-manipulated the auditory and visual cortices making it possible for the owner to hear and see implanted information even in the real world.

  Various interest groups including parents, educators and civil libertarians raised concerns over the appropriate age for POD immersion. In research commissioned by the International Institute of Applied Neuroplasticity, there was clear evidence that extended immersion in SIM Pods was detrimental for those under the age of fifteen. Further studies led to International guidelines banning POD use for those under the age of five and limiting their use until age ten to two hours per day then to four hours daily until age fifteen.

  At the Dubai Convention for Virtual Modality in 2050 the United Nations’ ‘Declaration of Human Rights’ was modified and the changes formally adopted the following August by the UN General Assembly. These changes asserted that the access to a personal AI was a fundamental human right for full access to modern society. The right to education was amended to include the right to access the virtual environment.

  Nascent

  Atherleah Carroll grew up in a negative-tax family in the gang-controlled suburbs of Brisbane at the end of the twenty-first century. From the age of six, she decided that she wanted more and with the help of her local gang-leader, she learned the skills to escape the relentless pressure to accept a life of mediocrity. On her sixteenth birthday, she was inadvertently implanted with a Neural Enhancement Chip instead of the free Government provided basic level personal AI. This mistake not only removed the limits placed on the AI but also broke some of the Government instigated control parameters. Leah’s life rapidly becomes a battle, both in the virtual-multiverse and in real life.

  On the advice of the local ‘boss’, Leah began playing the virtual fantasy game Dunyanin to earn the money she needed to live at the local POD facility and help with her education. With the help of her rapidly evolving AI, she has not only thwarted attempts by the government to limit her opportunities but evaded kidnapping by virtual slavers. Co-opted by several Virtual Security AI Leah has helped shut down a virtual sweat-shop which used mind-controlled players to farm for resources. The family, which runs the virtual crime syndicate, has cornered Leah in the depths of a virtual-mine and sent twenty player-mercenaries to capture her. Fleeing through a hidden doorway into a mirror mine operated by goblins Leah hopes to escape her pursuers.

  CHAPTER ONE

  November 24, 2073

  Leah was tired but wanted to put some distance between her and whoever Merideath had sent. She crept down the ramp onto the next floor. She could see all the miners were now Level 22, as she’d anticipated. Added to the mix was a Level 24 Goblin Overseer. He was carrying a better-quality sword and wore crude, but serviceable, armour. She equipped her bow and began firing at the goblins. It felt good to be back in Atherleah’s body, able to use both a bow and magic. Her first arrow was a head-shot which killed the Overseer. She quickly finished off the miners.

  After harvesting the various goblins, she worked her way through the rest of the floor picking up a small chest containing uncut emeralds and some poor quality gold ore. The ramp to the next floor led to a locked metal door and not to the network of tunnels and mining areas that Leah had been expecting. There was no keyhole on her side so either the goblins were locked in each night or she had to find a locking mechanism.

  She examined every inch of the door. Finally, in resignation, she closed her eyes and lowered her head against the door. As she placed her hands on the door, she felt a faint pattern on the surface. Opening her eyes, with her cheek pressed against the surface, she could just make out a multitude of minute indentations covering the door. An etched maze covered the whole surface. Four bare patches about the size of her hand stood out, and a closer look revealed a word engraved in the centre of each. Around the outside edge, she detected four small entryways into the maze.

  She didn’t touch any of the entrances but said, “Gèng, do the words ‘Altin,’ ‘Gumus,’ ‘Platin,’ or ‘Ejder’ have any significance in Dunyanin?”

  “Yes, they are all towns in different mountain ranges.”

  “Give me some information about each. Please?”

  “Altin is the sight of a gold mine and has a dungeon nearby inhabited by various undead goblins and trolls. Gumus has a nearby silver mine and a dungeon filled with cave goblins and various slimes. Platin is tough to get to, and there is a challenging dungeon system involving traps, dangerous flora and different dark mages including dark elves and necromancers. Ejder is a settlement which serves as a tradi
ng station in the only known pass through the Omurga Mountains.”

  “Are there any goblins at Platin or Ejder?”

  “Yes, many of the Mages in the Platin dungeon have goblin servants and warriors. Ejder has a recurrent problem with small bands of Goblins raiders who attack the merchant caravans.”

  “Ok! Thank you! I think this door is a portal to the various mines or dungeons near these towns. I think there must be an undiscovered mine near both Platin and Ejder and I surmise a dungeon near Ejder. Once I work out how to activate the portal I’ll head to Ejder, I think.”

  “The area around Ejder is unsafe for your level. The goblins start at Level 80, and most beasts are above Level 90.”

  “The dungeons at Altin, Gumus and Platin, what are their levels?”

  “They are all of varying difficulty based on who enters. Gumus begins at the level of the adventurer, and the final boss is at least eight levels above, it is recommended for multiple player groups. Altin is similar although it is recommended for teams of six and the MOBs begin above the Level of the highest player. Platin is also multiplayer and has a minimum recommended Level of 90, and that is the minimum level of MOBs. Those who have a higher Level on entry also face more difficult MOBs.”

  “So I only have a chance with my gear and level in Gumus.”

  “That is my conclusion.”

  “OK, I’m not suicidal, and if I die, I’m back in Maden Town. Gumus it is.”

  Leah worked backwards from Gumus and after almost ten minutes of squinting found the starting point at the top left of the door. She pressed her finger on the start, and the metal gave way slightly, and began to glow white. Leah had Gèng help her retrace the path. When she got to the bare area with Gumus engraved there was a brief flare of light, and the whole route became covered with silver. Leah pushed on the door but nothing happened, it didn’t open, and there was no portal. She traced the Altin route which lit up in a yellow hue and when finished changed to gold. Still, nothing happened to give her access to the door. She traced the path to Platin which glowed a faint blue colour before turning into platinum. Again no reaction, so she sketched the final route to Ejder which shone red and then turned into a dark black metal etched with red runes.

  When the final route changed, the whole door transformed into liquid which swirled around, a vortex formed at the centre. As the speed of the vortex increased, it pulled Leah toward the door. Instead of fighting the pull she stepped forward and was sucked into the portal. She appeared in an enclosed metal octagonal-room with eight doors, two silver, two gold, two platinum and then one door made of the black metal and the final door was black and covered in scarlet runes. The doors were numbered one through eight. A message appeared, and a trumpet sounded.

  Odyssey Level Dungeon Achievement: First (1, Painite)

  Atherleah (Level 44), you have discovered a Hidden Odyssey:

  The Goblin Mines and Dungeons

  You are the first player to access this Odyssey.

  Reward 1: 10000 x 44 = 506000 (+15%) Experience Points (39000/39000)…(48000/48000) (44075/50000)

  Reward 2: + 5% to all future Experience

  Reward 3: 1 x 10 Diamond

  Reward 4: Increased probability of valuable drop. Luck is increased by 10 whenever you are on this Odyssey.

  Fame: 10000 Fame Points (15950)

  A Commemorative Plaque has been placed in your bag.

  This Odyssey requires six (6) players to complete. You may choose any other five players, and if they agree, they will be brought here to join you on the journey at a time convenient to you. Should anyone die in the attempt, they shall be returned to their original location. You have 24 Dunyanin hours to choose your companions and begin the journey. Your companions will receive the same rewards on the journey but will not receive this achievement. Your invitation should give no more information on the Odyssey except ‘the opportunity of going on a dangerous and almost impossible journey’. You may add any relevant timing and preparation details.

  Note: After you have chosen your five companions this achievement will be published on the Dunyanin achievement forum. Do you wish to retain your privacy?

  [Y] [N]

  Participants

  1. Atherleah (leader)

  2.

  3.

  4.

  5.

  6.

  Leah said ‘yes’ to retain her privacy. She checked the time, and it was just after 9 am Dunyanin time, so she sent the following IM to Wisp, Thad, Amy, James and Bonehelm:

  Hey guys,

  I’ve stumbled over something that needs five more players. It’s an opportunity to go on a dangerous and almost impossible journey. If you’re interested, then let me know. You will be transported to my destination at midnight tonight Dunyanin time. You should be fully rested and stocked with potions. I can’t restock so if you are interested in coming and can buy what I need then let me know.

  Atherleah

  Almost immediately she received the following replies:

  You have to be kidding me. You’ve stumbled on something else out here. Count me in. Pazar has a shop for potions, but it’s expensive. Let me know if any others can get stuff, and I’ll send a list otherwise I’ll get you what you need.

  Best friend ever,

  Wisp (Annairë the Wize)

  You serious girl? We’ve just done finishing the anthill. I’ll bet that was you in the experience dungeon too. All of us are in. We are in Carson’s Loop so send us your shopping list. The others will all IM their acceptances. See you at midnight.

  Thad (Thad_Kickyourbuttson)

  I’m in. Looking forward to catching up; I need some girl time.

  Amy (Amelia_Quickfoot)

  Woohoo. You are the greatest. I’m in, sweetheart. See you at midnight.

  Zack (Zachary_Bonehelm

  See you then. I’ve some new cool spells.

  James (Jim_Firedrake)

  Leah sent Wisp a message and told her to IM Thad. She did the same. Leah wanted potions and some specialist mining equipment. She filled in the five names and sent the reply to the Dunyanin Administration. After logging out, she had a shower and breakfast before asking Gèng for three hours of deep-sleep.

  She woke at seven, and while she ate a second breakfast, she checked the news. It surprised her that no reports were shown concerning problems with virtual security. There was also nothing on the Kodoman family.

  Gèng said "Security Controller 11-5 suggests that you should say nothing and do nothing about the security situation. The courts had agreed to suppress the news until some of the details are clarified. An immense legal battle is being waged in both the Australian and the International courts."

  At precisely 8 am Brisbane Time, and 12 am Dunyanin time Leah stepped through the portal and into the eight-sided room.

  Leah materialised at the same time as the other five. As soon as they arrived they all received a similar message:

  Atherleah, you and your companions are charged with completing the following journey through the Goblin Mines and Dungeons.

  There are eight steps to your journey; each begins at a door.

  Four doors will lead you to mirror copies of the mines at Gumus, Altin, Platin and Ejder. These mines have goblin miners, soldiers, overseers and mages. You must clear each floor of these mines and mine twenty* of each type of ore available (one type for each mine floor) and mine one of each type of gem. You cannot leave the mine until all foes are conquered and all ores and gems collected.

  The other four doors will bring you to the main dungeons at Altin, Gumus, Platin and Ejder. You must clear all dungeons and defeat all bosses. All members of the group must log-in and log-out at the same time (+/- 10 minutes of Atherleah). You are not permitted to spend more than twelve Dunyanin-hours logged out, and you must remain logged in for at least six Dunyanin-hours each time. If you fail to keep these conditions, you will be removed from the Journey.

  * Only five pieces of Adamantine are required in the Adaman
tine Mine

  Each companion has one life. When that person dies, they will be returned to their position before entering the Odyssey. Any players who finish the Odyssey will be relocated to the town of Ejder.

  Door 1: The Goblin Silver Mine at Gumus (Malachite, Topaz, Tourmaline, and White Opal)

  Door 2: The Dungeon of Sumuk the Slime Queen at Gumus

  Door 3: The Goblin Gold Mine at Altin (Gems: Emerald, Sapphire, Diamond and Tanzanite)

  Door 4: The Dungeon of Dead Goblins at Altin

  Door 5: The Goblin Platinum Mine at Platin (Gems: Pink Diamond, Ruby and Black Opal and Musgravite)

  Door 6: The Dungeon of the Dark Lord Kotu at Platin

  Door 7: The Goblin Adamantine Mine at Ejder (Gems: Jadeite, Orichalconite, Painite, Mythralite, Red Beryl)

  Door 8: The Death Cave of Lord Y’sam Ejderhasi

  When you are ready to start: place your hand on Door 1.

  Leah let all the team read the message. She gave them a brief outline of what had happened to reach this point, without discussing the issue of virtual slavery. Besides Leah, only Zach had previously used the Mining skill. Amy, Thad and James had all learned the skill the previous day after seeing her request. They had a spare skill scroll for Wisp. Leah invited them all to join a group. A quick check showed the following:

  Atherleah - Leader

  Level 50 (44075/50000) (+20%)

  Annairë the Wize

  Level 29 (24609/29000) (+20%)

  Thad_Kickyourbuttson

  Level 40 (6278/40000) (+6%)

  Amelia_Quickfoot

  Level 38 (14278/38000) (+6%)

  Zachary_Bonehelm

  Level 39 (517/39000) (+6%)

  Jim_Firedrake

  Level 37 (16001/37000) (+6%)

  Thad said, “How the hell did you to get the additions to experience and what else haven’t you told us? Level 50!”

  Wisp told them the story of the Bukalemun.

 

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