ID: 2008
Ascension
icon Quest
Type: Campaign
Category: Ascension Quests
Lv.: 9
Asmodian Only

Description:
Talk with Munin. Talk with Urd and receive the card that tells you about your past. Talk with Verdandi and receive the card that tells you about your present. Talk with Skuld and receive the card that tells you about your future. Talk with Munin. Enter the prophecy set up by Munin. Advance to Ataxiar. Kill the Guardian Assassins (4). Defeat Brigade General Hellion. Choose the path you wish to take. Talk about this with Munin. Find Munin and talk with him.
Summary:
You visited Munin imprisoned in the Ishalgen Prison Camp, and he offered to show you a glimpse of your future.

You met Munin's three disciples and acquired cards that told of your past, present, and future. Munin said that your future holds the potential for both glory and despair.

Munin showed you your future, but said you could still change the future you saw. Then he said that your ascension was imminent.

Full quest's text:
Since our first meeting, I have seen something different in you, Player. You may already have your suspicions, but now it's time to uncover the truth. The truth!

Your future is a path ahead of you. You can meander along the path's branches, but your ultimate destination is set.

Whether you are ready or not, I must show you that destination. But beware! Beware! Some cannot handle a truth so wondrous and terrifying.


We shall see, Player. Let me be clear about the stakes: I believe you will ascend beyond mortality--beyond death itself. I believe you will soon become a Daeva.

But I sense something else. Your eyes show fire...a fire I have not seen for years. That fire reminds of another pair of eyes....

A pair of eyes gazing back at me from within the waters of Gribade Crater Lake, its waters churning as the fiery remnants of the Tower of Eternity drifted away from our planet...




Yes. I was there when the Tower of Eternity was destroyed and Atreia torn asunder.

I watched my friends and family scream in terror as our world was ripped apart. Something knocked me out. When I awoke, I lie face down in the lake. I should have died twice that day. Instead, I discovered I'd ascended. That's when I saw eyes like yours--under the surface of the lake.

But enough! Enough of my past--let us see what is yet to come. First, I need three cards of fate from longtime allies of mine.

My allies haven't heard from me in years, though they know I'm imprisoned here. They live secret lives among the raiders and cutthroats in Ishalgen. Each remains loyal and will surrender a card of fate if you mention my name.




First go to Urd in Aldelle Village. She will give you a card showing your past.

Visit Verdandi in the Munihele Forest and get the card that shows your present.

Finally, meet with Skuld on the coastal cliff near Anturoon Crossing to receive the card predicting your future. Come back to me once you have all three cards.

You must hurry if you wish to see your future.
So, Player has returned to us?

When you left the camp last time, I assumed you were off to bigger and better things, and we'd never see you again.

Did you find the big, bad world too rough and tumble for you, [%userclass]? Hmm?


Munin? He knows I'm here?

I knew I'd fooled the raiders into thinking I was just an old tailor.... I should have known Munin had already sensed my presence.

But Munin's will is also mine--and it's clear he sees something in you I cannot. Come here, close your eyes, and let us delve into your past.


Here’s your card of the past.

The picture of the intertwined trees tells me that your life has been a tumultuous one.

However, the Master will explain the meaning of the card to you.

I have revealed my identity to you, but please say nothing to the other raiders. It isn’t good if too many people know that I’m Munin’s student.

Quick now, go to Verdandi.
So you're the source of the stench on the wind.

Why have you returned to me, cur? I would sooner bathe in Bellepig swill than spend a moment in your odious company.

Depart or I'll turn you into a Ribbit!
Lord Munin? He sent you for a card of fate?

My perfect disguise has finally slipped. I suppose it's fitting the one who saw my true form was the very man I came to aid.

What Munin sees in you is beyond me, but he wouldn't waste his breath bantering with a mere raider. So let's see if I can catch a glimpse. Give me your hand, Player.


Hm, your hand tells me that you are a person of integrity.

Here, take this card to Munin.

It won’t tell you anything, even if you study it in depth, so don’t waste any time in taking it to her.

Looking into the past, present and future is no easy task. In other words, you owe the Master and the three of us.

So do what Master Munin tells you.

Also pay Skuld a visit on the coastal cliff near the Anturoon Crossing.
Can you feel the breeze on your face, Player? Do you feel the shifting soil beneath your feet, and the cold spray of the rushing tides on your face?

If you can, cherish it, because you are truly alive. You are a delicate being in this great world...this world that can take your life from you in an instant.

The things you feel now, you feel them because they matter to you. The immortals do not feel so keenly, for the passing years dull their senses. Savour such things. Savour them while you still can.


Of course you are. But indulge me, if you please.

I can perceive the unseen, but Munin sees far more than I can. I want to know what he sees in you. I want to know why you have been chosen when hundreds--nay, thousands!--of others are ignored.

Come closer. I need to look into your eyes.


Now I understand, at least dimly, what Munin saw.

Here is the card that depicts your future. If you read the card now, it will make no sense. When Munin combines its insight with the other two cards, he will envelop you within a vision of your future.

Now go. The tide is rushing in, and I long to be alone with this broken world once more.


Welcome back, Player.

I felt my disciples' spirits rise with hope as you met them. I cannot reunite with them, for it is still too dangerous...far too dangerous...to attempt an escape.

But my imprisonment is not your problem...yet. We are but two small actors in a pageant played out across our sundered world. My task is to help you. Show me the cards you gathered.


So, a past represented by the black bird, a present that faces a departure, and a future...a stormy future.

Your life had a rocky beginning, child, but you rose above such trial and hardship. Your present is an impending change--one that will alter you and those you love. And both turbulence and unmatched power herald your future. But that future isn't carved in stone.

Always remember: history shapes, choice defines.




Exactly! Exactly! Darkness shrouds our lands, and we must scavenge for the meager morsels we can force ourselves to eat. But we Asmodians grew strong in spite of--or perhaps because of--our environment.

As for you, your environment is about to change. You will become a Daeva, Player--perhaps even an Archon. And then, I foresee your fall.

But do not despair, Player! When you are ready, I will grant you a glimpse...a glimpse of what is to come.






What an epic battle! Judging by the way the others greeted you, Player, you will indeed become a powerful Daeva.

That man you fought was Hellion. Hellion! One of the most powerful warriors among the Elyos. And that final attack...I've never seen anything like it before.

We cannot know what happens after he strikes you down, but you must not take this as your unavoidable fate. The future is not fixed! Not fixed!






I risk a great deal with my next words. After all, mere words led to my imprisonment here.

So just one more thing, Player. One day I will save your life. I don't yet know the circumstances, but something stirring in my blood tells me that you and I will need each other someday.






Thank you, Player.

Now, I must help you ascend. To become a Daeva, you must take one of two paths--a choice that defines how you will face the future.

You must choose between becoming a Gladiator and becoming a Templar.

Which will it be? Will you fight for the Asmodian people with sharpened swords and mighty polearms, or will you protect them behind a sturdy shield?
A Gladiator is a mighty warrior, trained to be capable with a wide range of weapons.

Gladiators are fearsome and awe-inspiring, standing toe to toe with the enemy, smashing through their defences and causing havoc among their scattering ranks.

I have known many Gladiators in my time, and though they become scarred and bruised over the centuries, their will never falters, regardless of the circumstance. Brave, brave folk.

Does this sound like the path you wish to walk, Player?
Templars are brave and noble warriors who think nothing of shedding their own blood to keep their allies safe. A Templar's skill and valour can confound even the strongest foes. There's more to being a Templar, though...

Templars are also capable healers, using Aether to defend, protect, and sustain both themselves and their friends in the heat of battle.

Does that sound like the road for you, Player?
Remember, the two paths are highly specialised.

The Gladiator can handle many weapons and smash through enemy ranks, while the Templar wields magic to swing the tide of battle.

You must be certain of your choice. It cannot be undone.
Remember, the two paths are highly specialised.

The Gladiator can handle many weapons and smash through enemy ranks, while the Templar wields magic to swing the tide of battle.

You must be certain of your choice. It cannot be undone.
Thank you, Player.

Now, I must help you ascend. To become a Daeva, you must take one of two paths--a choice that defines how you will face the future.

You must choose between becoming an Assassin and becoming a Ranger.

Will you see a world hidden in shadows and mystery, or see the world as a target beyond the point of your arrow?
The shadow arts have caught your attention, have they?

Assassins are servants of death, highly skilled with their poisons and their daggers, and capable of inflicting crippling wounds upon their foes before they've even revealed their presence. With the advantage of initiative, nothing can stand against them.

A good Assassin knows when to fight and when to wait. Too headstrong, too impatient, and you'll suffer the consequences of your own weakness. Precision, awareness, and speed are the hallmarks of the talented Assassin.

Do you have those traits, Player? Do you see darkness in your reflection?
A Ranger is a true master of a battlefield; others are mere pawns controlled by this thoughtful and agile combatant.

The key to a Ranger's mindset is forethought. Where is best to set my traps? Where should I retreat to lure my foes? How many of their number could I take down at once?

Answer these questions before the engagement begins, and your battle is already won.

Is this the path you would like to walk, Player?
One last chance to make up your mind. Remember, this decision cannot be undone.

An Assassin is a delicate but ferocious beast, capable of stealthily approaching unsuspecting enemies and delivering fatal strikes. Even those fortunate enough to survive the initial onslaught will soon perish, as the Assassin's poisons spread through their crippled bodies.

Then there is the Ranger; an expert archer and trapper, capable of dealing with large groups of enemies. Even when enemies survive the traps and ranged attacks, they must face a highly talented close-quarters combatant.

Choose one, Player, and choose wisely.
One last chance to make up your mind. Remember, this decision cannot be undone.

An Assassin is a delicate but ferocious beast, capable of stealthily approaching unsuspecting enemies and delivering fatal strikes. Even those fortunate enough to survive the initial onslaught will soon perish, as the Assassin's poisons spread through their crippled bodies.

Then there is the Ranger: an expert archer and trapper, capable of dealing with large groups of enemies. And even when they survive the traps and ranged attacks, foes must face a highly talented close-quarters combatant.

Choose one, Player, and choose wisely.
Thank you, Player.

Now, I must help you ascend. To become a Daeva, you must take one of two paths--a choice that defines how you will face the future.

For you, my friend, you may live as a Sorcerer or as a Spiritmaster.

Which will it be? The path of terrifying raw power? Or would you rather travel life's journey with the spirits of Nature at your side?
The Sorcerer's world is tempestuous, full of quicksilver flame and implacable sheets of ice. The elements are at the Sorcerer's command, wreaking havoc among even the mightiest of armies.

However, Sorcerers are not physically strong beings. If enemies are somehow strong enough to withstand the elemental onslaught, then the Sorcerer must rely on quick wits to survive.

Does this sound like a path you would like to walk, Player?


The Spiritmaster is the path I chose for myself, Player.

A Spiritmaster's strength is found through the symbiotic relationship with their elemental summonings. Of course, every Spiritmaster is also a capable spell caster, but having such potent creatures at my command amplifies my powers many times over.

Spiritmasters must also discern which element is most useful at a given moment. Learning our craft will take time, but mastering it will make you one of the most feared beings in all of Atreia.

Is this the path you would like to walk?
Remember, this decision cannot be undone. Be certain before you choose, Player.

The Sorcerer is a powerful spell caster, capable of astonishing damage and superlative battlefield control. However, while they are powerful offensively, they have little in the way of defences and are physically weak.

Spiritmasters are able to create creatures from the raw elements around them. These creatures fight alongside the Spiritmaster, often deflecting attention from their master as they work together in defeating their enemies.

Two roads...only one of which you may walk. Which will it be?
Remember, this decision cannot be undone. Be certain before you choose, Player.

The Sorcerer is a powerful spell caster, capable of astonishing damage and superlative battlefield control. However, while they are powerful offensively, they have little in the way of defences and are physically weak.

Spiritmasters are able to create creatures from the raw elements around them. These creatures fight alongside the Spiritmaster, often deflecting attention from their master as they work together in defeating their enemies.

Two roads...only one of which you can walk down. Which will it be?
Thank you, Player.

Now, I must help you ascend. To become a Daeva, you must take one of two paths--a choice that defines how you will face the future.

For you, my friend, may live from now on as a Cleric or as a Chanter.

Which will it be? Will you set down your weapons and concentrate on aiding your allies, or will you arm yourself once again and confront those Elyos cowards face to face?
The Cleric is a backbone of any group, a pillar that supports all allies. Why are they so essential? Simple: Clerics are the strongest healers in Atreia, skilled at resurrecting their fallen comrades and keeping the entire group alive in the face of the most terrible creatures.

The responsibility is great, but once you develop a reputation as a talented Cleric, you will undoubtedly be in great demand, and your services to the Asmodian people will be recognised and rewarded.

Does this sound like the path you would like to walk, Player?


Chanters use magic in a different way than their priestly origins would suggest. While you expect a Priest or Cleric to stand behind the allies they support, the Chanter stands toe to toe with the enemy, shouting chants to allies while bringing impressive physical strength to bear against foes.

The Chanter is a versatile and powerful asset to any group, and many make the mistake of underestimating a Chanter's power.

Does this sound like the life you would like to lead, Player?
This is not a decision you should make lightly. It cannot be undone, so choose carefully. Allow me to explain the choices one more time:

A Cleric is an extremely powerful healer, relied on to shepherd entire parties through difficult situations.

A Chanter is a warrior-priest--a capable healer who also has the physical prowess to stand on the front lines. Their chants encourage and strengthen their allies when they need it most.

Which is to be, Player? The Cleric or the Chanter?
This is not a decision you should make lightly. It cannot be undone, so choose carefully. Allow me to explain the choices one more time:

A Cleric is an extremely powerful healer, relied on to shepherd entire parties through difficult situations.

A Chanter is a warrior-priest--a capable healer who also has the physical prowess to stand on the front lines. Their chants encourage and strengthen their allies who need it most.

Which is to be, Player? The Cleric or the Chanter?
And so it is done.

You are now ready to join the ranks of the ascended. Remember, though this is a gift...a gift from the Shedim Lords. You must swear your very existence to protecting the city of Pandaemonium and the Asmodian people, Daeva and Human alike.

Your time is no longer yours, Player. Every minute of your waking life must be spent in defence of our people. You will see your family and friends grow old and die. I suggest you start cutting your ties with the mortals you know sooner rather than later.

But enough! It is time to return to Ishalgen.

Basic Reward
icon 84 695 XP
Additional info
Lv.9+
Recommended level9
Repeat count1
Can share
Can cancel
RaceAsmodian Only
GenderAll
ClassWarrior, Scout, Mage, Priest, Gladiator, Templar, Assassin, Ranger, Sorcerer, Spiritmaster, Chanter, Cleric


Login to edit data on this page.
BBCode
HTML
Ingame link