Contract Contest #12 Round 2 - Vote 1
- Chains of the Heart 18
- A Merchant's Folly 28
Contract 3: “Chains of the Heart”
By: Melanie Elisabeth
A powerful succubus, crafted long ago by an elder of her kind, is terrorising a remote village on the unexplored continent of Kadje. Mila receives the contract and sails out at once, eventually arriving at the town hall to meet the “mayor,” who explains that a succubus is invading the dreams of the villagers, searching for a new and worthy pet. Unseen by everyone, the real mayor has already been imprisoned and replaced—the impostor is actually the succubus herself, who deliberately put out the contract to lure the ancient vampire she truly desires: Mila.
The false mayor insists the only way to defeat the demon is to confront her in the dream realm. Ignoring the innkeeper’s warning that the entire town is afraid to sleep, Mila heads to a local inn, lies down, and allows herself to drift off. In her dreams she finally encounters the succubus and realises she’s the “mayor” from town hall; Mila can either fall to her and be overwhelmed, or win and force the demon to release her. If she prevails, Mila wakes up, rushes back to a now-deserted town hall, and descends into its sprawling underground, battling through the dungeon until she discovers the real mayor locked in a cell, who reveals what truly happened and how to reach the succubus’ inner sanctum.
At the end of the dungeon, Mila confronts the succubus in a final, decisive clash. In the bad ending, losing—either in the dream or in the lair—results in Mila being twisted into a succubus herself, her will broken as she’s brainwashed into serving at her mistress’ side and helping complete the takeover of the village. In the good ending, Mila overcomes the demon both in mind and body, defeating the succubus and forcing her to slink back to her own realm to rejoin her elder, leaving Kadje’s village shaken but free.
Contract 4: “A Merchant's Folly”
By: Aaron S
Mila receives a notice from a local merchant who claims his expedition to the distant realm of Naishon ended in disaster—most of his crew vanished or returned “not quite themselves.” In exchange for a mysterious treasure discovered in a local village, Mila agrees to help recover them. Once there, she quickly notices the crew behaving strangely, moving and speaking as if charmed. Each time she tries to investigate, the overeager captain keeps “accidentally” leading her straight into groups of enthralled sailors, forcing Mila into repeated skirmishes and deepening her suspicion that something bigger is pulling the strings. Her search eventually leads her to the village shrine, where she uncovers the truth: the charming entity is a kitsune who has enthralled the entire expedition—captain included—luring Mila into a trap on holy ground.
In the good ending, Mila defeats the kitsune and learns its motives: its former shrine maiden abandoned her duties, leaving the spirit furious and alone. If Mila agrees to temporarily take up the maiden’s role, the kitsune grants her a blessing, frees the crew from its charm, and allows the merchant to depart with his people—and the promised treasure. In the bad ending, Mila is overwhelmed, charmed, and forced to become the new shrine maiden permanently, serving the kitsune’s will. Optional twists can include hidden clues scattered around the village that, if found beforehand, let Mila unravel the truth and gain an advantage—or even negotiate a peaceful resolution—as well as the kitsune partially transforming some sailors, giving Mila the chance to turn or save them during the quest.