The city of Vash'kar had not changed, but the way people looked at Rael had.
A week had passed since his last duel against the Pendragons, a small-sized Level 2 guild, and the once-frequent challenges had all but ceased. Word had spread fast—Noctus didn't lose. The price of failure was too steep; the system contracts ensured that any guild wagering their reputation against him would owe Eclipse something tangible. Fame alone wasn't worth that risk, not when so many other battles loomed on the horizon.
Rael sat in the Eclipse guild hall, arms crossed as he skimmed through the latest reports. The room, though still humble, looked well-maintained and slightly more spacious—courtesy of their recent upgrade to Level 3. A single banner adorned the far wall, its emblem depicting a silver moon eclipsed in shadow—a quiet promise of rising power amid the city's towering fortresses.
He had gained 18 contracts. A decent number, but not enough.
Vash'kar was a boiling pot of competition, home to many established guilds. Eleven of them were at Level 3, and three had already ascended to Level 4. Compared to them, Eclipse was still finding its footing despite reaching Level 3. The difference between Levels 3 and 4 was more than just prestige—it was a matter of influence, resources, and power. Yet none had reached Level 5, a milestone few could hope to achieve—one that stood just beyond reach, tempting all who dared to claim it.
Rael's fingers tapped against the wooden table as he scanned a translucent system window hovering above the surface. The interface displayed the list of contracted guilds, each name accompanied by a small icon marking the terms of their agreement. Most were small or medium-sized factions—useful, but not enough to shift the tide of power. He would need more if Eclipse was to claim anything substantial in this city.
"Eighteen's not bad," Gale remarked from across the room, leaning against the wall with his arms crossed. His tone was grounded, practical as always. "Could've been worse."
"It's still only five percent," Rael replied without looking up. "Barely a fraction of the guilds in Vash'kar."
"True, but it's not like people are eager to challenge you anymore. After what happened to the Pendragons, I doubt anyone's eager to owe us favors." Gale's lips curved into a faint smirk, though his eyes remained serious.
Rael didn't respond. His gaze remained on the window, but his mind was elsewhere. The duels had served their purpose—to an extent. The contracts provided leverage, but it wasn't enough to secure a lasting advantage. There was still the matter of territory, resources, and, most importantly, sovereignty rights.
"Even if we push harder, it won't matter if we're stuck at Level 3," Leon added, seated nearby with one leg crossed over the other. His posture was relaxed, but the sharp look in his eyes showed he wasn't taking the situation lightly. "Those Level 4 guilds are already ahead of us. They have better perks, more members, and more influence."
"They're not untouchable," Rael said.
"Maybe not, but they're a problem."
Kepler Inc.'s recent announcement had only added to the chaos. The message had been simple: to gain sovereign control over territory within Order-controlled regions, a guild had to contribute something of value. What that meant, no one was quite sure. The creators of Ascent had tried to clarify with a follow-up thread, but the details raised more questions than answers.
Settlements could be established at any level, but those outside Order territory would receive no protection—making them vulnerable to attack from anyone willing to claim them. Only guilds that reached Level 5 could create settlements within the Order's domain, ensuring some measure of security. Anything less, and you were little more than a target with a price on your head.
"So, what's the plan now?" Gale asked, stepping closer to the table. "We've got the contracts, the duels are done... What's next?"
Rael closed the system window with a flick of his fingers. "We focus on leveling up the guild. The sooner we reach Level 4, the sooner we can compete with the top guilds here. Contracts are leverage, but levels are power."
Leon tilted his head slightly. "You think that's enough? Even if we reach Level 4, we still have to figure out how to gain sovereignty. No one knows what Kepler meant by 'contribution,' and if we guess wrong, we could waste time while the other guilds get ahead."
"Then we figure it out first," Rael said simply.
He glanced between the two. "For now, focus on guild tasks. We need to cover as much ground as possible."
Gale and Leon nodded, their footsteps fading beyond the thick wooden doors. Silence settled over the guild hall once more, leaving Rael alone with his thoughts. Fingers tapped idly against the polished table as he mulled over the facts.
The path to Level 5 was steep—far more than most realized. Even reaching Level 4 would take Eclipse around two months, assuming they all focused solely on leveling. Beyond that, the experience and reputation required increased exponentially, with each level demanding significantly more than the last. Without reaching Level 5, establishing a settlement within Order-controlled territory was impossible.
But getting ruling rights over Vash'kar was a different matter.
Unlike settlements, which required both a high guild level and an unknown contribution to the Order, city governance revolved around a single item: the Golden Token. This token granted its holder the right to govern a specific city within the Order's domain—not full ownership, but something close. With it came a percentage share of the city's revenue, significant freedom in managing trade, law enforcement, and other administrative affairs, as well as direct influence over the region's economy. Most importantly, it provided unique guild perks that accelerated growth, making it easier to level up, expand influence, and unlock advanced systems otherwise out of reach.
And in a world as vast as Solmora, that advantage was invaluable.
At its core, Ascent offered freedom beyond what most MMOs could provide. Players could shape their journey however they wished—adventuring, dungeon raiding, crafting, trading, or building businesses. Every path led to wealth and power in its own way, and the sheer variety of choices made the game feel more like a living world than a structured system.
But despite all that freedom, one truth remained: the greatest power lay in kingdom building.
Any player who had glimpsed the higher-tier guild perks could see the difference. While adventurers gained strength individually, guilds with territorial control unlocked benefits that elevated their entire membership—faster leveling, exclusive resources, enhanced crafting capabilities, and large-scale economic advantages. Combined with the income from city governance, a guild holding such power could snowball beyond the reach of its competitors, establishing a foothold that would only grow stronger over time.
Yet, Solmora wasn't like other MMOs.
Its sheer scale set it apart—five continents, each far larger than Earth's landmasses, stretched beneath the endless sky. Even within the central continent dominated by the Order, the world teemed with life: independent kingdoms, ancient clans, underground organizations, and hidden societies scattered across the landscape. While securing power within the Order's territory offered stability and recognition, it wasn't the only path to dominance. The world beyond the Order's borders promised opportunities few could yet imagine.
Players had multiple ways to grow without relying on the Order—especially within the central continent's independent kingdoms and factions. With humans enjoying greater safety under the Order's protection, competition there was fiercer. Meanwhile, players who aligned with other realms could secure positions of influence with fewer rivals. Rael had come across a forum post from a player who claimed to have become a court magician in a kingdom far east near the deserts—just holding that title granted them resources and sway within the kingdom's court. It was proof that power didn't always lie in the Order's shadow.
And once players discovered a way to traverse the Veil, even the Order's influence might pale in comparison to what lay beyond.
But that was a problem for the future.
Rael shifted his gaze to the guild interface, but his mind lingered on the competition. In a city as competitive as Vash'kar, rising to the top wasn't just about leveling or gaining influence—it was about surpassing those already poised to claim power. And among them, three Level 4 guilds posed the greatest threat.
First was Imperium Vitae—a name that carried weight far beyond Ascent. Known for their dominance in previous MMOs, they were a guild built on experience, discipline, and professional leadership. Their core roster consisted of seasoned players who approached the game with the efficiency of a well-oiled machine. PvP, dungeon raids, territory control—they excelled in every aspect of competitive play. With their reputation alone, they'd attracted a sizable player base within Solmora, and their presence in Vash'kar meant they had their sights set on the city's Golden Token.
Then came Throneseekers, a guild forged with a singular purpose: combat. Unlike Imperium Vitae, whose strength lay in balanced gameplay and strategic growth, Throneseekers focused solely on battle. Their core members were high-level players who thrived on PvP, entering Ascent specifically to dominate both the arena and open-world skirmishes. Skill, aggression, and raw combat power defined them—and when it came to seizing control of a contested city, that strength could tip the scales.
Lastly, there was Mystic Oath—the most enigmatic of the three. Unlike the others, their strength didn't lie in combat or conquest. Instead, they operated behind the scenes, leveraging the game's economy to build influence. Known for their dominance in trade and resource acquisition, they controlled a significant portion of the market for high-demand materials, rare crafting components, and potions. Their presence extended beyond Vash'kar, placing them among the top 10% of guilds in Solmora when it came to business dealings. Though their military strength was less publicized, the wealth and connections they held made them a threat that couldn't be ignored—especially in a city where economic leverage could be just as powerful as a sword.
Rael exhaled slowly, leaning back as the guild interface vanished.
Three guilds. Three different strengths.
And Eclipse would have to surpass them all.
* * *
The sun hung low over the horizon as Rael and Gale rode eastward from Vash'kar, the rolling grasslands beneath their mounts swaying gently in the breeze. Their steeds—a pair of sturdy, black-scaled drakorns—moved swiftly across the terrain, claws digging into the soil with rhythmic thuds. Though not as fast as traditional reptilian hoofers, drakorns possessed superior endurance and could traverse rough terrain with ease.
"Think it's actual demons, or just more corrupted beasts?" Gale asked, his eyes fixed ahead as the wind tugged at his cloak. His armor gleamed faintly in the sunlight, the edges worn from recent battles.
"Could be either," Rael replied, adjusting the reins of his drakorn. "The quest description was vague—just that the villagers reported shadows moving near their fields and livestock going missing. The Order sent scouts, but none came back."
Gale snorted. "Sounds like demons, then. Beasts don't usually make scouts disappear."
Rael said nothing, gaze focused on the distant outline of the village. It lay nestled between low hills, the faint glimmer of torchlight visible even from this distance. Sparse trees dotted the landscape, their skeletal branches clawing at the sky as winter approached. The air carried a faint chill, though not enough to bite through armor.
They rode in silence for a time, the rhythmic beat of their mounts' claws the only sound. The village wasn't far—maybe another ten minutes at their current pace.
Then it happened.
Rael's vision warped without warning—the world around him flickering as though someone had torn through the game's code. Black and white static slashed across his interface, jagged symbols flashing too fast to comprehend.
And then it was gone.
Rael blinked, his grip tightening on the reins as the world returned to normal. The grasslands stretched before him, untouched. The village still waited in the distance. His drakorn snorted, seemingly unbothered, while Gale rode beside him without pause.
Rael hesitated. The first time it happened, he'd dismissed it as a bug—immersion pods weren't perfect, and glitches were bound to happen in a game this massive. But this was the second time now. Each occurrence lasted only seconds, but the whispers... those weren't normal.
"Hey... you notice anything weird just now?" he asked.
Gale glanced over. "Weird how?"
"Like... a screen glitch or something."
Gale frowned, brow furrowing. "No. Why? Your pod acting up?"
"Maybe. Just felt like my screen glitched for a second." Rael kept his tone casual, but the thought lingered at the back of his mind.
"Probably some bug or server hiccup." Gale shrugged. "Wouldn't be the first time."
"Yeah. Maybe." Rael nodded, though the unease didn't quite fade. He'd message the company later—better safe than sorry. Last thing he needed was some hardware malfunction frying his brain.
* * *
The village gates stood ajar as Rael and Gale rode through, their drakorns' claws clacking against the cobblestone path leading toward the square. The air felt heavy—not with the chill of approaching winter, but with a tension that clung to the air like unseen fog. Dim lanterns flickered beside the stone and timber houses, their faint glow unable to dispel the shadows stretching from narrow alleyways.
Yet the square was empty.
No merchants at their stalls. No children playing near the well. Not a soul stood beneath the village's worn stone archway, its weathered crest of the Order faintly illuminated by a nearby torch. Only the faint creak of wooden signs swaying in the breeze disturbed the silence.
"...I don't like this," Gale muttered, dismounting his drakorn with a fluid motion. His boots thudded against the ground, and his hand rested loosely near the hilt of his sword as he scanned the surroundings. "Feels like we rode into a ghost town."
Rael followed suit, his gaze sweeping the square with practiced calm. There—behind cracked shutters and thin curtains—flickers of movement caught his eye. Faces, pale and wary, peered out from shadowed windows. Some vanished the moment his gaze passed over them, while others lingered, their eyes hollow with fear.
"They're still here... but hiding," Rael murmured. His voice carried just enough to reach Gale, whose expression hardened.
"Question is—from what?"
Before Rael could answer, the faint groan of hinges broke the silence. A weathered wooden door swung open across the square, revealing a figure stepping cautiously into the torchlight.
An older man, perhaps in his sixties, with silver-streaked hair and a face carved with lines of hardship. His simple wool tunic and cloak were worn thin by time, and his eyes—dark with exhaustion—scanned the two adventurers with a mix of hope and caution. Still, he offered a faint smile as he approached.
"Blessed be the Order… You've come."
Rael and Gale exchanged a glance before Rael stepped forward. "We received a request from the Adventurers' Guild. Demonic activity in the area—missing livestock, shadows near the fields, and scouts who didn't return. Are we correct?"
The old man paused, his expression briefly flickering with something unreadable before he nodded. "Aye… though it's more than just livestock now. People've gone missing too. The patrol from the Order never returned. And those who venture beyond the village at night…" His voice dropped to a hush. "…some say they hear whispers in the dark. Others… never come back at all."
Whispers.
Rael's eyes narrowed slightly, though his expression remained composed. Beside him, Gale crossed his arms. "That's more serious than what the guild reported. Their notice only mentioned livestock and shadows."
"Aye, it did," the old man said. His gaze flicked toward the watching windows before he lowered his voice. "But I sent that request weeks ago. Things have grown worse since… though we dared not send another. We feared the Order might judge us as tainted."
Rael kept his expression still, though suspicion stirred in his mind. The Adventurers' Guild usually updated quest information when new developments arose. For them to have received outdated details suggested something had delayed or withheld the village's follow-up reports. Whether it was the Order's doing—or someone else's—remained unclear.
"We need more information," Rael said. "When did the disappearances begin? And the whispers—what do they say?"
The old man hesitated, glancing toward the shadows pooling at the square's edges. "...It began three weeks past. At first, it was only livestock… then one of our hunters vanished while tracking deer near the eastern woods. A week later, a family of three disappeared from their home—no signs of struggle, no broken doors. Just… gone."
His voice dropped lower, as if afraid the night itself might overhear. "As for the whispers… those who've heard them say they call out names. Their names."
Silence settled over the square once more, broken only by the distant cry of a night bird somewhere beyond the village walls.
Rael exchanged a glance with Gale. Whatever they'd expected, this was something more. And though neither spoke the thought aloud, both knew the same truth:
This quest had just become far more dangerous than they'd been led to believe.