Chapter 9
When the light returned, I found myself standing in an endless white void. The emptiness stretched in all directions until, suddenly, a panel appeared before me.
[You have chosen Witch Doctor.]
[Please select a subclass.]
A warning followed:
[Both subclasses are capable of healing and dealing damage. However, each excels in one aspect more than the other. Choose wisely.]
Two options appeared:
Medicine Man – Focuses on restorative magic and supportive abilities. Capable of curing ailments, bolstering allies, and using rituals for enhanced healing.
Poisoner – Specializes in venoms, toxins, and curses. While capable of healing, it's primarily a class that thrives on debilitating enemies and sapping their strength over time.
I frowned, considering my options. The system made it clear that both subclasses could do similar things, just with a different focus. After some thought, I selected Medicine Man—having a solid foundation in healing seemed like the better choice.
The panel shifted, and text appeared once again.
[Subclass acquired: Medicine Man.]
[Three new abilities unlocked:]
Dark Heal – A twisted form of healing that mends wounds by transferring pain elsewhere.
Jinxed – Places a minor hex on a target, lowering their luck and making them more susceptible to ailments.
Shadow Bolt – A dark energy projectile that deals minor damage and has a chance to weaken the target.
[Two subclass-specific abilities unlocked:]
Detect Juju – Allows you to sense curses, spirits, and enchanted objects.
Ooga Booga – A fear-inducing chant that causes hesitation or panic in weak-willed foes.
I wasn't sure how to feel about the last ability's name, but if it worked, I wasn't going to complain.
Before I could dwell on it further, another prompt appeared.
[Please choose a faction to form a pact with.]
Three options appeared, each with a description.
The Forgotten Gods – These are ancient deities who have been abandoned, left to starve without worship.
Warning: Aligning with them comes with great risks, but the rewards can be incredibly powerful.
Recommended for: Poisoner subclass.
The Wild Gods – Animal demigods who roam the world, largely unnoticed by civilization.
Both subclasses are compatible.
Three available Wild Gods due to proximity:
Thiga the Toxic – A frog demigod residing in the nearby swamp. Its power revolves around potent toxins.
Quets the Serpent – A wise but ruthless serpent demigod. Its venom can be distilled into powerful potions or weaponized.
Beatrix the Royal – A queen bee demigod with dominion over bees, hornets, and similar creatures.
The Loa – Spirits of the dead who view all things, even rocks, as possessing souls.
Warning: Many Loa are unpredictable and may demand bizarre rituals from their followers.
I immediately dismissed the Forgotten Gods—that sounded like something eldritch, the kind of nightmare fuel that should be left alone. Just reading about them sent a shiver down my spine.
That left me with The Wild Gods and The Loa. While the Loa seemed interesting, their unpredictability made me hesitate. The last thing I needed was a god demanding me to perform some strange, otherworldly task at a moment's notice.
Hovering over The Wild Gods, I tried to gather more information.
[The Wild Gods – Animal Demigods who traverse the world, largely unnoticed by mortals. You may form pacts with multiple Wild Gods if you earn their trust. For now, only one will agree to a pact.]
The three available options reappeared:
Thiga the Toxic – A frog demigod, master of poisons, and resident of the nearby swamp.
Quets the Serpent – A harsh but fair deity. Its venom holds immense power, capable of both destruction and enhancement.
Beatrix the Royal – A queen bee demigod with influence over all stinging insects under her rule.
I stared at the choices, contemplating which of these beings I wanted to align myself with first.