Recap episode… kinda
Ah the holidays, a time for cheer, food and wasteful habits.
The holidays are over and I need to start working? Well if you insist, my dear readers. Before the copious quantities of liquor and deserts that were consumed, I was completely uninvolved with this story actually. Yes, you may be surprised, but I am actually a new and different narrator. I heard that another narrator was needed, so I jumped in to help.
Actually, I still don’t know what I’m here to narrate for. Perhaps it is prudent to give myself a little bit of a recap before we get going. I’m certain you excitable readers can skip this if you really felt the need.
Previously on the Quest that Belongs to Ophi:
Our precious bartender rabbit ran a bit afoul of what is called a guild, but which I strongly suspect is really a mafia. They destroyed her livelihood and home, leaving her in tremendous debt for the folly of owning property as a millennial. In what most report as very reasonable, she decides to run out of town and hide in a cave.
Unfortunately for her attempts to get to ground and let the attention naturally fall off, she ran into what must best be described as “Instant Overlord, just add babe”. Said overlord in a random cave in the middle of nowhere, which would be much more secure if all these darn protagonists stopped visiting, bonded with our Ophelia in the form of ocular armour.
With the oddly named Larhamal close to heart, Ophelia has gained possession of the Hearth of Sin and the associated tower. With a powerful artefact that turns lust and sexual satisfaction into literal power, Ophelia is forced to stand against the oppressive and restrictive Goddesses of Lucernia, the same who destroyed the world and established the system that allowed the destruction of all of Ophelia’s possessions.
Well, honestly rebellion seems very reasonable actually.
On the small Island that Orphelia’s conquest began on, she is opposed by the mouse in literally chastity locks named Bleu. Once a prolific pirate, she is now the leader of the mouse mafia, which calls itself a commerce guild. Alone, Ophi wouldn’t have a chance of overthrowing a particularly unsteady building, let alone a government.
Thankfully, she has seduced several lovely women to her side:
First we have Ceres, the Dullahan General. Powerfully built, with claymore and abs, Ceres is a force upon the battlefield. More than an elite soldier, Ceres has learned several tricks from the previous houndmaster and is more than capable of leading the multitude of minions that form a balanced army.
Following is Mordred, the Wolfkin Death Knight(which, instead of being a knight that kills people, is one that brings the dead to undeath). An experience adventurer that has bonded with the necromantic blade Not-Frostmorne. Rather, a blade that stores the soul of one of Larhamal’s old general Jotariel. While lacking a functional brain, our loyal companion is more than capable of raising old bones to her will, and summoning skeletons as well.
Next is Sapphire, the Blue Slime Blue Mage(Blue Slime Mage perhaps?). One of Larhamal’s generals that didn’t suck so hard, she managed to stay alive until his transformation into cursed gear. She has leveraged her Blue Magic to learn the fundamentals of magic. Years after, she also learned how to teach people.
Finally, we have Wendy, the Faun Druid. For once, someone not tied to the original Larhamal, save that she once learned from someone who used to serve him. Which probably counts as a connection. Darn, maybe the next party member will be unconnected to the original overlord.
However, without a supporting cast, we wouldn’t have nearly as much wonderful art. Thank the lords and ladies that we do actually have a supporting cast. First is the wizard Elgor and the engineer Lily. These two are responsible for most of the base building, upgrading and general strategy layer of this adventure.
More recently, Nessa and Senna have joined as administrative help. While just as buxom as any other, their abilities are best served at maintaining the pay structure and managing the numerous assets you’ve gathered. Perhaps they’ll have some time for lewd fun later, but there is Business to be done first.
Finally we have our minions. Now if I can find those documents, I think we’ve recruited our fair amount of expendable and non expendable creatures. Let’s see. Mushrooms and leaf creatures? That is strangely wholesome and natural. While I’m sure it won’t last, I do appreciate the whole aesthetic we got with our cute minions.
Our first species of minions are the Mushminions, and they are just the best. Well, actually, we’ve not unlocked the good versions of them yet, but just look at how cute they are!
While the unlocked scouts are pretty good, and our beefy Bigshroom has health to spare, the better units require the blacksmith to actually get to work. Once they do, we’ll have the strong and fast Slayershroom and the pretty weak but very god damn fast Archershroom(Wait you don’t need metal for a bow, and arrows with bone arrowheads work just fine, how picky are they to require actual metal arrowheads?)
The secondary species of minion is our line of Leaflings, which while lacking good stats, do offer very good drugs made from their sweat. So good, that it is a bad idea to pet them, which is sad. Their bigger brother the Shrublings have much better stats, but lose the LSD sweat. Thankfully, that let’s them act as mounts, which is always fun.
We do have an Elite unit too! The young, but very talented and grizzled Steve the Ghost Cap was field promoted to a scout unit before we even unlocked the Scoutshroom. His solo adventure in Gouda has given him the levels to receive an upgrade from the gathered Lust Power in the form of a name. Now, we haven’t yet seen what this power of being a main character will give him, but I’m willing to bet it’s not nothing.
Now, I may be drunk off my ass, but I vaguely remember a tower being mentioned in these notes. We do have a tower, and it has a number of floors. My notes say we got six of them, but three are being used. The first for our mushroom city for our mushminions, and the second as a whole ass interior forest for wood, and to give our leaflings some natural habitat. The final one acts as our War Room, the center of command for our army and growing officer corps. We are a bit lucky that the heart of our tower, the Heart of Sin not only doesn’t live on a floor, but comes with a handy laboratory to maintain it with, but a throne room to rule over it too.
However, we aren’t your old days underlords, we can actually build structures and utilities outside of our tower! Like the quarry we use to quarry, and the fort we use to fortify. Oh, and a half finished brothel to gather more lust from! Which is probably going to be done soon, but like, I’m a narrator not a civil engineer.
On to the urgent matters!
Bleu has hired three new aids for the upcoming battle: a sniper, a ninja and a priest. While we haven’t seen anything from the Priest or Ninja, we do know that the sniper uses something called rune bullets to fire magic shots that curve in the air. Furthermore she has a tendency for trickery, using decoys to great effect.
I suppose that’s it for the recap, it’s time to continue on our wonderful adventures. What?
Oh, boss man says I narrated too hard and now we need to split this off from the next bits. Something about maintaining under the limit of items so we don’t break words? I don’t know, I’m a narrator, not a quasi omnipotent artist.