[Fighting] You roll a 10 (required 9). Success!
[Will] You make a saving throw of 11 (required 10). Success!


You begin to retrace your steps through the familiar Midgardian plains, convinced that the sooner you make it back to the Undercity, the better.

The rest of the group follows you at a brisk walking pace, and you manage to make it about halfway there before coming across the scarlet gaze of yet another monster. This time, however, it is not alone.

Behind it, another pair of glowing eyes appears. Then another. Dozens more shadowy beasts of all shapes and sizes begin to crawl out of the darkness to the west, all headed toward you, as though having been alerted to your presence by the defeat of their previous peers.

While Smoke draws her sword excitedly at the sight, you instruct the unicorns to stay behind you. Within seconds, ghastly screeches fill the air, and the fighting begins.

You start kicking at fast-approaching nightcrawlers as best you can, and blocking incoming attacks with your enchanted horseshoes, slowly busting the creatures apart with each hit, as a pegasus would a large storm cloud.

It doesn't take too long before you notice that your strikes — and your horseshoes' wards — seem to weaken. Thankfully, Smoke is never far behind any monster you face, ever ready to help finishing off your foes, and give you enough time to recharge your magic.

Meanwhile, the dragon hacks and slashes through the enemy with a fiery fervor, lighting blades of grass aflame in her wake, like scattered candles in the field, soon to be blown out by the wind.

You can feel your heart pounding as you slowly keep moving forward, engaging one monster after the next, while the four unicorns follow you at a safe distance, visibly panicked.

Eventually, the horde begins to thin. Then, when the last few nightcrawlers fall to the ground and disperse into nothingness, you take a minute to catch your breath. You look around to find that the way is finally clear, and get the distinct feeling that it won't remain the case for long.

As soon as you are able, you make the final stretch to the tunnel entrance, and lead the team to safety. Smoke tails the group closely, making sure that you are not being followed, which, for a mercy, you do not seem to be.

Once inside, you wipe your brow — having long forgotten the night's bitter cold —, and begin the long walk back through the stone tunnel.


By the time you make it back to the Undercity, the adrenaline has since faded away from your body, and exhaustion taken its place.

You enter the northern checkpoint, where ceiling windows gives off the dull orange light of a cloudy sunrise. A security guard stationed there greets you in Justice's stead, shouldered by a medic.

Security guard: "Welcome back! How is everyone doing?"

You take a moment to recount your expedition to the security guard. After making sure that everyone is unharmed, he inspects the load gathered by the miners.

Security guard: "Honestly, we could not have asked for a better outcome. Well done, all of you!"

Purple unicorn: "Yes, especially you two, outlanders. I don't know how you did it, but we all made it back unscathed thanks to you."

The other unicorns add their thanks to hers in unison, and you humbly reply that you were glad to help. Smoke nods in agreement, undoubtedly having had the most fun.

Security guard: "Justice will want to thank you in person, as well. Come and see her at her office this afternoon, if you will. I'll get the ore delivered to the foundry for study immediately. Now, go and get some rest, everyone; you've more than earned it."

You exit the checkpoint, your body sore from the long day you've had. As the unicorns begin to make their way home, you ask yourself whether there was anything else you wanted to do before doing the same.

  • To the north is the northern checkpoint.
  • To the east is the Hold district, which includes the clinic, the gymnasium, Justice's residence, the library, your residence, and the spa.
  • To the south is the garden, the theatre, the southern checkpoint, and the Mall district, which includes the aquarium, the arcade, the brewery, the exchange, and the stylist.
  • To the west is the Work district, which includes the foundry, the factory, the generator, the greenhall, and the water treatment plant; the western checkpoint, and Elysia's old waterworks.