Nora's Big Mistake Ch. 26

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Suddenly, the two girls were surrounded by multiple creatures. One stepped forward, with a female rider.

"Who are you?" The woman asked. "Speak now or hold your tongue."

Kathy stepped forward. "My name is Kathy Horton," she said. "This is Fiona Ann Queen. And we are looking for the Mystical Items."

"Spies," the woman said. "They're agents of Zeera. Guards, imprison them and bring them to the palace."

Fiona stepped forward. "Now hold on just one second," she said. The other guards drew their respective javelins. "Okay, we'll go." The two girls were then pulled onto the back of one of the creatures. The creatures were monstrous beasts called Argots.

The Argots had thick, arrow-resistant skin, and sharp tusks. Their most defining feature was their vast size, allowing a squad of warriors to erect war towers on their backs. They also have six 13-feet long tusks and a 6.6 feet long trunk.

Argots, when on all fours, were 15 feet tall. When they stood up on their hind legs, they were 30 feet tall. They weighed 15 tons.

The skull also featured a pair of 'brow' or supraorbital 6 feet long horns, with one above each eye.

At the rear of the skull, the outer squamosal bones and the inner parietal bones would grew into a relatively short, bony frill. These were low triangular processes on the frill edge, representing separate skin ossifications or osteoderms.

Argots have a full set of teeth, including large canines, heavy incisors, pointed premolars, and relatively simple flat molars. These features suggest an omnivorous diet similar to that of modern pigs. In larger versions, a bison-like spinal hump supported the weight of the heavy head. The length and proportions of their leg bones are consistent with other hoofed animals that run well on open ground but are not built for high speed.

They also had two rows of alternating plates. This arrangement was chiral.

The Argots had tail clubs. The tail club was composed of two large osteoderms, with a row of small osteoderms at the midline, and two small osteoderms at the tip; these osteoderms obscured the last tail vertebra. The tail club is 60 cm long, 49 cm wide, and 19 cm tall.

The guards then led the young metahuman and archer to the palace.

In the palace....

"For the young Anipe," a deep voice said. "We give her the mystical Spellbook. May it guide her and protect against the evil ones."

Anipe stepped forward and took the Spellbook. She was Willow's ancestor. "Thank you," she said.

"For the young Netfeti," the deep voice said. "We give the Mystical Tablet. May it bring her peace of mind." Netfeti claimed her item. She was Star's ancestor.

Caitlin's ancestor nodded. "For my darling daughter," she said. "And future Pharaoh Noris, I give the Mystical Pendant." Noris was the ancestor of Nora.

"For the young Sera," the guard said. "We give her the Mystical Cube." Sera was the ancestor of Rena.

Next was Isis, Naomi's ancestor. The priestess gave her the Mystical Necklace.

Next was Seta, Kathy's ancestor. She was given the Mystical Rod.

Next was Shimona, Fiona's ancestor. She was given the Mystical Key.

After that, Karin; Courtney's ancestor, was given the Mystical Scale.

Next was Nakuri, Loriane's ancestor, who was given the Mystical Ring.

Finally Cecelia, Chloe's ancestor, was given the Mystical Eye.

During this moment, a young woman rode into the court. "Well Pharaoh Celia," the woman said. "I wouldn't want to do this in front of your daughter." The young woman unleashed a blast of energy and struck down three palace guards. "But, I had to meet you."

"Zeera," Pharaoh said. Zeera was Stryker's ancestor. "How dare you show your schemy face in my palace? If you know what is good for you, you will leave and go home."

Zeera scowled. "You destroyed my home," she said. "When you created the Mystical Items."

The crowd gasped. "Impossible," Seta said. "The items were made via a sacrifice."

"Yes," Zeera said. "My village. I was the only survivor. When you and your guards massacred the village, sacrificing 999 humans to create the Mystical Items."

"Impossible," Sera said.

"At the time," Zeera said. "I was only a child and watched in horror as my family and friends were killed and their bodily components used to create the Mystical Items. Now I'm back for revenge."

During her travels, Zeera had acquired a powerful Ka, 'Dailabound', created from both her own hate and the vengeful spirits of her village. She soon developed a violent hatred and a grudge for Pharaoh Celia for ordering the massacre, and the royal family as well. "You dare desecrate my throne room," Pharaoh Ceila roared. "Guards, imprison this thief."

The guards grabbed Zeera and dragged her off towards the prison.

Suddenly, the guards entered the throne room with Kathy and Fiona. "Who are these young intruders?" The Pharaoh Ceila asked.

"We are looking for the Mystical Items," Fiona said.

"Silence," Pharaoh Ceila roared in anger. "You're spies of Zeera. Take them to the prison."

"But mother," Noris said. "We can't just send them off like that." Ceila ignored her daughter's remark. She was the Pharaoh.

Kathy and Fiona were then stripped naked and dragged off towards the prison. They were then tossed into separate cells.

Kathy looked around. She saw that they were both being watched by guards. The guards were wearing plate armor that weighed 65 lbs. It was made out of articulated steel plates. They also had steel armet helmets.

"Please listen to me," Kathy said. "We're not spies. You have to believe us."

The guard watching her drew a short, double-edged sword called a Xiphos. It was around 25 inches long. The blade was normally deeply curved and either made out of bronze or iron. "Silence you filthy little things," the guard said. "Thieves must pay the price for intrusion into her highnesses' throne room. In 48 hours, you will be found guilty and drawn and quartered for your crimes."

Kathy and Fiona were in trouble. The guards laughed as they left. "What are we going to do now Kath?" Fiona asked.

Kathy had given up on the hope. She slumped to the floor.

Meanwhile, two guards were standing in the hallway. "How did these intruders know about the Mystical Items?" One guard asked.

The second guard shrugged her shoulders. They then headed two different directions.

One of the guards was then impaled by a dory spear. The dory was 8 feet long and weighed 5.5 lbs. It was composed of a wooden shaft and an iron tip.

The second guard then found her fellow guard's lifeless body.

An unseen figure was holding a shield. The shield was 40" in diameter, weighed 24 lbs, and made out of wood coated with bronze.

The unseen figure then proceeded to hurl the shield and decapitate the final guard in one stroke.

In the prison cell, Kathy and Fiona were resting.

Kathy then proceeded to feel something grazing her body. She looked down and her eyes widened.

A group of Endemites were crawling all over her body.

Endemites were similar to silverfish, except they were smaller, more cube-like, and purple.

Kathy flicked the small creatures off her body. "Fucking creatures," she said. She then heard a low growl coming from the shadows of the cell. "That's it. Great. I have been through the worst moments. Show me what you can do."

The growl got louder. Kathy looked up and saw a gigantic monster. It was purple and looked just like the other creatures. Before she could respond, the creature sprouted tentacles. The tentacles surged forward and began to entrap the young telepathic metahuman.

Kathy was scared. She didn't know what the creature was going to do to her. "Fiona," she screamed. "Help mfffffffffphhhhhhhhhh." A tentacle surged forward and plunged into Kathy's mouth.

Fiona couldn't help her friend. She was ensnared by the tentacles as well. The young archer moaned as she felt the tentacle prod and then it shoved itself inside her tight, young ass.

Once inside the cells, the tentacle monster subjected them to a 20-hour ordeal, during which it fucked Kathy vaginally, orally and anally, and Fiona orally and anally.

In the Pharaoh's bedroom....

Isis and Noris were dancing. Suddenly, Noris stopped and walked off towards the balcony. "My Pharaoh," Isis said. "What is it?"

"I feel a strong energy," Noris said. "I sense something is going to happen."

Isis gasped. Noris sighed.Could those strange visitors be telling the truth? she thought.Perhaps, I should test their skills.

"Isis," Noris said as she handed over two decks of cards. "Go to the prisoners and give them these decks. I want to test them."

Isis nodded. "Yes, My Pharoah," she said. Isis then left the room.

Noris sighed as she picked up her own deck. "If they are truly worthy," she said as she checked her cards. "They will never surrender."

Isis headed towards the prison cells. Kathy and Fiona were now completely exhausted from the tentacles pumping them full of cum. "Who are you?" Kathy said, spitting out cum.

"My name is Isis," Isis said. "My mistress has told me to give you this." She handed over two decks of cards. "Good luck."

Kathy and Fiona looked at the cards they were given. "Great," Fiona said. "Yugioh cards. What the fuck are we suppose to do with these?"

No answer because Isis had vanished without any notice. Kathy walked over to her friend. "Fio," she said. "We can't give up."

Fiona sighed. "I don't even know how to use these cards," she said.

Kathy explained how the cards worked. Players draw cards from their respective decks and take turns playing cards onto "the field". Each player used a deck containing forty to sixty cards, and an optional "Extra Deck" of up to fifteen cards. There was also an optional fifteen card side deck, which allowed players to swap cards from their main deck and/or extra deck between games.

Players were restricted to three of each card per deck and must follow the Forbidden/Limited card list, which restricted selected cards. Each player starts with 8,000 "Life Points", with the main aim of the game to use monster attacks and spells to reduce the opponent's Life Points.

The game ends upon reaching one of the following conditions:

Condition 1: A player loses if their Life Points reaches zero. If both players reach zero Life Points at the same time, the game ends in a draw.

Condition 2: A player loses if they are required to draw a card, but has no more cards to draw in the Main Deck.

Condition 3: Certain cards have special conditions which trigger an automatic win or loss when its conditions are met (e.g. having all five cards of Ergos the Demonic One in the hand).

Condition 4: A player could forfeit at any time.

She then explained the card types.

The gameplay revolved around four types of cards: Monster, Spell, Magic, and Trap cards.

Monster cards are summoned by each player to attack the opponent's monsters or life points (if the opponent has no monsters on the field) or defend against their attacks. With some exceptions, each monster typically possesses ATK (attack) and DEF (defense) points, which are used to determine the results of battles, levels, with more powerful monsters requiring tributes or special summoning techniques to summon, and types and attributes, which determine how they are affected by other cards.

Normal and Effect monsters are stored in the Main Deck and are either Normal Summoned once per turn, Tribute Summoned by tributing existing monsters on the field, or Special Summoned by certain card effects.

Ritual Monsters are stored in the Deck and summoned using a corresponding Ritual Spell card.

Five other types of monsters; fusion, synchro, xyz, link, and pendulum are stored in the Extra Deck and each requires unique methods to be Special Summoned to the field.

Fusion Monsters require a card with a fusion effect, such as Polymerization, to merge monsters.

Synchro Monsters are summoned by combining the levels of a Tuner-type monster with other non-Tuner monsters. Xyz Monsters, which possess Ranks instead of levels, are summoned by stacking monsters with the same level, which can then be used as Xyz material to be used for certain effects.

Link Monsters, which possess a Link rating instead of a Level and do not possess DEF points, are summoned using multiple monsters and possess Link Markers that affect spaces on the field that they point to.

Monsters marked with a green gradient are Pendulum monsters which can be placed in Pendulum Zones and used for Special Summoning multiple monsters at once.

Token monsters, represented by either official cards or makeshift counters, are summoned through effects for defense or tributing purposes and cannot exist outside the field.

Spell cards are magical spells with a variety of effects, such as raising ATK points of a specific monster or reviving destroyed monsters. They can be played from the hand during a player's turn or placed faced down for activation on a later turn.

They come in six varieties; Normal, Quick Play, Continuous, Equip, Ritual, and Field.

Trap cards are placed on the field face-down in advance and activated in response to certain criteria, such as an opponent's attack. These come in three varieties; Normal, Continuous, and Counter.

An additional card type, Skill, is used exclusively in the Speed Duel gameplay format.

All monster cards possess a type and attribute. Types include Warrior, Machine, Fiend, Spellcaster, Insect and Dragon. While there exists 25 types, there are 12 attributes. They are as follows: Dark, Earth, Fire, Light, Water, Wind, Ice, Energy, Metal, Void and Divine. The most common of all of the attributes is the Dark attribute. The Divine attribute has by far the fewest members at just six and includes the Ultimate God Cards: Obar the Tormentor, Sujan the Sky Dragon, and the Light Dragon of Ra.

Cards are laid out in the following manner:

Main Deck: The player's Main Deck is placed here face-down, and can consist of 40 to 60 cards. Normal, Effect, Ritual, and Pendulum Monsters can be stored here. Spell and Trap Cards are also stored here.

Extra Deck: The player's Extra Deck is placed here face-down, if they have one, and may unlimited cards consisting of Fusion, Synchro, Xyz, and Link Monster cards. Pendulum Monsters are placed face-up here when they would otherwise be sent from the field to the Graveyard.

Graveyard (GY): A Zone where cards are sent when they are discarded or destroyed, such as used Spell/Trap Cards which were used or monsters that are tribute or destroyed in battle.

Main Monster Zones: A field of five spaces where Monster cards are placed when successfully Summoned. Prior to the addition of Link Monsters, any kind of monster could be placed there at any time. After Link Monsters were introduced, monsters from the Extra Deck could only be Special Summoned from the Extra Deck to the Extra Monster Zone, or a Main Monster Zone a Link Monster points to, up until the rule change for April 2020 onward, where only Link Monsters and Pendulum Monsters from the Extra Deck follow this restriction.

Extra Monster Zones: Introduced with Link Monsters, this is a Zone where monsters from the Extra Deck can be Summoned. An Extra Monster Zone is not a part of either player's field until they Summon a monster to the Extra Monster Zone.

Spell/Trap Zones: Five spaces in which either Spell or Trap cards can be placed.

Field Zone: A Zone where Field Spell cards are placed.

Pendulum Zones: The leftmost and rightmost spaces in the Spell/Trap Zones where Pendulum Monsters may be placed instead of Spell or Trap Cards, in order to activate Pendulum Effects and perform Pendulum Summons. Originally separate Zones, these were integrated into the Spell/Trap Zones at the same time as the introduction of Link Monsters.

Banished Zone: Cards that are "banished" by card effects are placed outside of the game in a pile.

Each player's turn contains six phases that take place in the following order:

Draw Phase: The turn player draws one card from their Deck.

Standby Phase: No specific action occurs, but it exists for card effects and maintenance costs that activate or resolve during this specific phase.

Main Phase 1: The turn player may Normal Summon or Set a monster, activate cards and effects that they control, change the battle position of a monster (provided it wasn't summoned this turn), and Set Spells or Traps face-down.

Battle Phase: The turn player may choose to attack their opponent using any monsters on their field in Attack Position. The turn player can choose to not enter the battle phase and instead go to the End Phase.

Main Phase 2: The player may do all the same actions that are available during Main Phase 1, though they cannot repeat certain actions already taken in Main Phase 1 (such as Normal Summoning) or change the battle position of a monster that has already been summoned, attacked, or had their battle position changed during the same turn.

End Phase: This phase also exists for card effects and maintenance costs that activate or resolve during this specific phase. Once this phase is resolved, the player ends their turn.

The player who begins the game does not draw during the Draw Phase and cannot enter the Battle Phase during their first turn.

Kathy and Fiona then proceeded to look through the cards. Kathy looked through her cards. She had an Elemental Hero Deck. Her normal monster cards were the following:

The first one was Elemental Hero Wind Warrior, a WIND attribute monster. Wind Warrior was a level 3 monster and was a warrior type.

Wind Warrior was a green colored harpy with white wings and red eyes. Her description stated the following: A winged Elemental Hero who wheels through the sky and manipulates the wind. Her signature move, Featherbane, gives villainy a blow from sky-high.

Wind Warrior had the ATK points and DEF points of 1000 and 1000, respectively.

Kathy then proceeded to create her own deck, including Elemental Hero Blazer, Elemental Hero StoneLady, and Elemental Hero ShockBurst.

She then added the effect monster cards, including Dark Launcher, Elemental Hero Slicer, Elemental Hero Bubblebomber, Elemental Hero Necromancer, Elemental Hero Grazer, 3 copies of Hero Scout, Winged Dragon, Winged Dragon LV10, and Stone Wroughtweiler.

She then added her Fusion Monsters, including Elemental Hero Electrus, Elemental Hero Blaze Wind Warrior, Elemental Hero Bubble Wind Warrior, Elemental Hero Bubble StoneLady, Elemental Hero Neon Bubblebomber, 2 copies of Elemental Hero ShockStoneLady, Elemental Hero Graze Slicer, Elemental Hero StoneBlazer, Elemental Hero Blaze Shock Wind Warrior, Elemental Hero BubbleBlazer, and Elemental Hero Shock Bubble Wind Warrior.

She then added her spell and magic cards, including Battle Fusion, Bubble Blaster, Bubble Illusion, Bubble Shuffle, Burst Impact, Burst Return, Clay Wrap, Courageous Charge, Cyclone Boomerang, Dark Factory of Mass Production, De-Fusion, Double Spell, E - Emergency Call, Emergency Provisions, Fairy of the Spring, Feather Shot, Fusion Gate, Fusion Recovery, Fusion Sage, H - Heated Heart, Hero Flash!!, Hero Heart, Kishido Spirit, Metamorphosis, Miracle Fusion, Mirage of Nightmare, Monster Reborn, Monster Reincarnation, Mud Max, O - Oversoul, 2 copies of Polymerization, Pot of Greed, R - Righteous Justice, Sabatiel - The Philosopher's Stone, Silent Doom, Skyscraper, Spark Blaster, Special Hurricane, Spy Hero, The Flute of Summoning Winged Dragon, The Warrior Returning Alive, Transcendent Wings, and Wild Half.

She finally added her trap cards, including A Hero Emerges, Clay Charge, Cross Heart, Draining Shield, Edge Hammer, Elemental Burst, Feather Wind, Final Fusion, Hero Barrier, Hero Ring, Hero Signal, Hero Spirit, Hero's Rule 1: Five Freedoms, Insurance, Invincible Hero, Miracle Kids, 2 copies of Mirror Force, Mirror Gate, Negate Attack, Solemn Judgment, Soul Union, Staunch Defender, Super Junior Confrontation and Trap Hole.

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