==Apologies for only getting half done, I will edit in the others tomorrow after work.==
=Farmland (Goblin contract)=
(Victoria)
Moving off the beaten path, you head out through the grasslands while your contractual rival is tied up in the village. The area around the village is a combination of crops and short grasses, making vision clear and, as such, your going is good. It does not take long to leave the village behind as you stalk through the wilderness and, very quickly, you come across signs of habitation around a thinly wooded grove to the north. Moving up toward the scene, you are unable to tell if it is Goblins just from what is around - a mix of rusting iron arms and armour, human clothes, and dung. It is not until a pair of diminutive greenskins appear at the edge of the grove that you have your answer!
Spoiler (click to show/hide):
Goblin perception check - 9. Fail!
The two Goblins ahead fail to notice you as you creep closer to them, and it does strike you as odd that they are not visibly armed, but a job is a job, and even if these are not the Goblins, they are +some+ Goblins, and in the local area, making it a viable contract.
(Jade)
Moving forward, the villagers catch sight of you and quickly summon you over, those who had been raising the ruckus earlier standing to one side. The headman spreads his arms wide and welcoms you warmly. "Good to see you, young lady! I trust you are here from the guild? Oh, what am I saying, of course you are! The only other people that come out this way would be traders, and you don't have a baggage train, so you must be a hero!" The man leads you slowly forward, with the others in tow. "So, you know of the contract on the Goblins, yes? We cannot offer much in the way of a reward, but the Guild is covering the monetary side of things..."
One of the villagers gives a short cough, and the headman shakes his head.
"Yes, yes. Distractions. The issue, you see, is that a group of Goblins has kidnapped a number of our young women. I cannot imagine what they would want them for, but they must be saved from whatever fate has been placed upon them. There is a cave, not far from here, in which we know they lair. If you could get our young back, we would be most appreciative. Unless you'd like to rest first? We don't have much, but can offer the stables to sleep in - it in enclosed, and we only have one horse.."
It seems like they might be hiding something with the way he talks, but it might prove difficult get it out of them. Or they might just cancel your contract if you pry too deeply
=Garrison Contract=
(Henrietta)
The lordling gave a curt nod as you settle infront of her, the Halfling grinning to himself as his eyes dart from one woman to another. Both lurched as the carriage set off, the young woman straigtening herself up swiftly after. "I am normally not adverse to travelling with the smallfolk" she stated, matter-of-factly, before glaring over at the Halfling. "Although this particular one does try my patience".
The Halfling continued to grin, blatantly watching the young woman's chest whenever their transport lurched or bounced. "Not my fault the only transport was carrying such a delectable creature" he said, his eyes moving quickly to you. "And now there's a Valkyrie in here too. Someone up there likes me!"
The lordling snorted derisivly and brushed some of her brown shoulder-length curls back.
"It is a long trip, ladies" the Halfling continued. "A shame to pass up all these bumps for having some fun, eh?"
=Village of Corbry, Arken province=
(Amy)
Using your magic, you quickly slip into the young girl's mind, and find yourself in a dreamlike representation of the farm. Pastures spread out in all directions, and animals of various sizes and shapes graze around. The young, blonde girl works the land before you, unaware of your presence. That is, until you push your presence in closer to her mental image. Almost immediately you can see sweat start to bead of her skin...
Spoiler (click to show/hide):
Seduction damage - 10 x 2 = 20! Farmgirl's total corruption = 20.
The young girl's fingers grip her tool slightly tighter as she starts to look around, unsure as to exactly what she is supposed to be looking for. Her farmclothes begin to cling tightly to her form, showing off her curves and pushing out from her now-prominent chest. Her eyes linger on a couple of the larger male animals for a second before restarting her search. "H-hello?" she calls out, taking a few steps with her now bare feet, the soft farm mud sticking to the flesh of her feet and legs.
You know there is only so much you can do without revealing yourself to corrupt the young girl's mind, but if you do form around her, you could directly interact with her spirit form, push her to do things, and perhaps even get her to bind herself to you.
(Cresca)
Spoiler (click to show/hide):
Charisma check - Rolled a 1. Success!
As soon as the coins crossed the table, the innkeeper's eyes snapped onto them and, it seemed that the rest of her words were lost on his ears - it seemed that she has just gotten very lucky! "Well, I might have heard something..." he said, glancing at the other people in the inn before stepping away from the bar. His voice lower and he leans forward, his hand reaching forward to cover the coins. He smelled like he liked - dirty. Most Humans did, but now that he was closer, this fellow seemed quite... pungent.
"The crops round here aren't doing well" he whispered, glancing back and forth. "People are saying that black wizards are draining the mana of the land, so they can do their evil deeds!" A wry smile crossed his lips. "But then, others say it is a coven of witches tapping into the mana in order to fuel midnight orgies. Either way, something is pulling the magic out of the land and, as anyone worth their salt knows, the biggest source of mana around here is north, beyond the Old Men"
=Church of Valestrn=
(Nuria)
Delving into the information in the journal, the words on each page describe the journey of an adventurer who'se name is not recorded. That makes sense as it was their journal, and they would not have recorded their own name in it. The early pages speak of the young man going on simple jobs for the Venture Guild, where he met a pair of women - a mage called Valerica, and a thief whom he seems to refer to as 'candy'. It goes on at length about how he would go on adventures and, each night, try to get closer to one of the two women, until he accepted a mission given out to all adventurers to find the source of a major mana drain. From what you read, it did not go too well.
The journey taken is unfortunately vague, but it goes into great detail about how excited he was that the three of them found the lair of one being called "Demon Lord". The three entered ahead of the rest of the forces that were on the same trail, aiming for both loot and glory (and also sexual favours from the girls once victorious), but it goes on to say that the three were captured after facing down a minotaur. He writes that he was placed in a cell without his arms and armour, and separate from the women, so he had time to do little other than write. At some point another young woman, this one with white hair, was dragged past, but the next he saw of his two companions were as they stood at the side of a tall man, draped in a floor-length black cloak, and with piercing red eyes. Both his companions fawned over him and wore very little, Candy in particular seemed to have 'matured' physically and bore strange tattoos across her skin. The final entry states that they revealed that they had given their true names to the Lord, and would soon bring all to kneel before their new master.
Given that the world is not fallen to darkness, it was a fair assumption that the Demon Lord did not succeed.
"So" says Raymond as you pull away from the book. "Did it enlighten you?"
=City of Arken=
(Myst)
With the imp launching himself out on your mission with almost extreme vigour, you are soon left alone, and decide to head out with your personal shade.
Moving out onto the street, you wince at the strong sunlight beaming down onto you and, while it is uncomfortable, you know from experience that you can survive under its glare. Still, you are outside now and the familiar bustle of the streets greets you. While the road that you are on is one of the more sparse ones, there are still plenty of people moving around, in and out of their own abodes, and going to and from the markets and workplaces. There should be plenty here for you to feed on, or perhaps just have some good old fashioned fun with, but if you moved further in then you might be able to snag someone of actual breeding. Of course, there is always outside of the city where the farmers work, but they can just be so easy to use that it just isn't as much fun.
Your contracted Imp should be able to find you wherever you choose to go, so there is even the option of trying to pass yourself off as an adventurer - the world is your oyster.
=The Five Old Men=
(Nyx)
The words of the incantation come easily to you, perhaps easier than before, and small globes of light spring into being before you, spreading their white light across all the surfaces. The extra light does allow you to make out details in the stonework - mostly mold growing in the cracks, several marks of battle across the walls, and more cells covered in darkness further away. Dismissing the light leaves everything darker, but you are still able to 'see' well enough. Next up was testing the manipulation of the physical. Concentrating, you reach out and... your hand passes through the bars of your cell. It seemed a little harder to pass through this time, but you still had no issue passing through.
Moving off down the corridor, you glace in each cell as you go. The first is empty and seems not to have been used. The next has signs of use in it, but there is no body around and you cannot sense the existence of another. The third cell, however, has a broken door and beyond it, the bones of another prisoner! You concentrate, but are unable to find any traces of a ghost or spectre here, but with your skill in magic and, now that you know you can access some of your previous spells, you might just be able to pull the soul of the departed back to the dusty bones on the floor and perhaps find out more. Of course, that magical pulse further in feels... enticing. If there were any more spectral undead, then that is where they would probably be - the mindless ones, anyway...