
by Furious Scribe
The alley smells of rotting gorsefruit and copper blood as the dying old man coughs foam onto the cobbles. Hull watches the two-foot Earth troll lever its master upright, noting the three glowing source spheres circling the corpse. This isn’t just a summoned creature. It is a physical card, gold-bordered and heavy, that phases directly behind a person’s ear once their mind dies. Hull has spent six years scraping lead slag and basic shards in the Lows, surviving on raw Nether rage that turns his knuckles to iron and his breath to smoke. When he pulls that rare Earth card from Behar’s ear flap, his hands shake. He presses it to his skull, expecting the familiar phase-in sensation that lets summoners store decks in their minds. Nothing. His soul refuses the Earth element. Only Nether answers his call, spinning jagged purple spheres overhead. That rejection should end his run. Instead, it becomes his edge. Ticosi’s enforcers catch him bleeding glass through his palms. He breaks Skop’s skull with a cobblestone blackjack, feels the satisfying shatter of a single shield card, and realizes the city’s entire economy runs on these hard-light constructs. You don’t just play cards. You bleed them. You trade them. You elevate them in fire until they burn brighter. When Harker’s Soldier Soul pins him down, Ticosi himself steps from the shadows, dripping red Chaos spheres orbiting his bald head. He doesn’t kill Hull. He offers a cage with better food. Forced into the Coliseum by a scribe Soul who threatens watch service, Hull signs his name above a crossed-out bracket line. Meanwhile, twenty feet away on a pristine training court, Basil Hintal flicks an Air source into the sky and braces for Tipfin’s archer arrow. Time fractures into Fate’s Grace. He watches the metal head freeze inches from his nose, calculating whether to sacrifice a hand card or risk a random Mind Home loss. Basil understands the math. He knows how to mulligan, how to devote sources for double yield, how to position assassins behind shadow walls. But his deck is patched from brotherly discards, his engagement to Esmi hangs by a thread, and a Charbonder noble named Plutar whispers poison in his ear. Two boys stand at opposite ends of Treledyne’s brutal hierarchy. One steals a card to buy tomorrow. The other studies a grimoire to earn his place. Both step onto platform twelve when the wooden floorboards groan under their boots. Every swing of a hammer or flick of a spell card ripples through the crowd, turning strangers into gamblers and rivals into allies. The duel begins. The city holds its breath.
My deck is growing, and if I do well tomorrow it’ll get even bigger. There will be other chances.
Source & Soul: A Deckbuilding LitRPG
Hull waits in the cobbles while Behar bleeds out, watching the Earth troll climb Capano’s window to fetch a beer. He isn’t here for charity. He is here for the gold border peeking from behind the old man’s ear. When the corpse finally stills, Hull pries the card free, feeling the smooth, expensive weight of it slide against his palm. He presses it to his skull, expecting the familiar phase-in sensation that lets summoners store decks in their minds. Nothing. His soul refuses the Earth element. Only Nether answers his call, spinning jagged purple spheres overhead. He pockets the card anyway, grabs Skop and Harker, and swings his broken bottle. The glass catches Harker’s vest, shredding six shield cards in a confetti burst before her fist smashes his nose and sends him skidding. Nether floods his veins, sharpening his strikes but leaving him exhausted. Ticosi emerges from the alley mouth, pale eyes bloodshot, Chaos spheres dripping crimson light. He slides a monocle to his eye, scanning Hull’s empty Mind Home. Finding only basic shards and a single hidden rare, he offers a choice: fight to the death in the pits, or join the Rising Stars Tournament under his protection. The scribe Soul at the registration table leans in, offering a gold crown and threatening palace cells. Hull signs his name. He walks into the Coliseum with a death mark on his back and exactly two cards in his inventory. The bracket shows match twenty-seven. His first opponent waits on platform twelve. The momentum shifts from survival to escalation. Hull cannot afford to lose twice. He needs a deck that actually works. Every card in this city belongs to someone else, and the Sun King’s guards patrol the hills while the Lows starve. Hull steps onto the wooden stage, heart hammering against his ribs, and realizes the tournament is the only ladder out of the gutter.
Hull secures his first card but binds himself to a crime lord, forcing immediate tournament participation.
Basil watches Hull slam the mythic onto Findek’s scarred wood counter. The half-dwarf doesn’t blink. He immediately fans out Demon Marauders, Ghastly Gremlins, and a Talisman of Spite, recognizing the self-damage engine that will fuel Hull’s invincibility spell. Basil tries to negotiate, warning that Hull lacks discipline, but Hull ignores him, locking the trade. Basil retreats to the Grand Hall, stomach churning. He knows Nether decks thrive on ignoring pain, but Hull’s street-hardened instincts clash with noble etiquette. At the Spring Soiree, Prince Gerad intercepts them near the silk drapes. He demands the mythic back, claiming it was a diplomatic gift to the eastern tribes. Hull laughs, reminding the crowd that Fortune dealt the elf ambassador a common while Hull claimed the epic. Gerad’s face purples. His legendary vampire, Kitsanya, materializes beside him, radiating oppressive death energy. The Sun King floats down from the rafters, golden robes trailing, and silences the room with a casual gesture. He drops the revelation: Hull is his bastard son, conceived decades ago and abandoned to the Lows. He calls it a controlled experiment. He wants to know if suffering cultivates legendary souls faster than palace luxury. Hull’s knuckles whiten around his stolen hammer. Every starving night, every beating from Ticosi’s thugs, every scraped knee was just another data point in his father’s ledger. The king demonstrates his power with Lightsong, a sonic pulse that shatters every wine glass in the hall and strips two cards from Hull’s Mind Home without breaking skin. Hull stands trembling, realizing the tournament is no longer just about survival. It is a bloodline reckoning. He must reach top five to enter the war camp. Gerad vows to crush him. Basil adjusts his cravat, knowing his upcoming match against Esmi will demand every ounce of tactical precision he possesses. The board resets. The stakes rise.
Hull’s deck upgrades exponentially while the King publicly exposes his lineage, transforming the tournament into a dynastic trial.
The Coliseum arena thrums with sweat and shouted bets as Hull steps onto platform four against Haze, an Earth-bruiser from Dalrish. Haze does not summon souls. He punches. His personal soul card grants him a permanent attack value, meaning every punch returns damage automatically. Hull remembers Esmi’s advice. He waits. He plays his Iron Maiden Plate, letting the Talisman of Spite absorb Haze’s return strikes. Three spikes shoot out per turn, chewing through Haze’s guard. When Haze focuses his gauntlet to block, Hull unleashes Root Imp and Ghastly Gremlin combos, stripping nine cards in a single devastating turn. The crowd chants Hull’s name. He advances. Across the stadium, Basil faces Esmi. She deploys Kobold Fighters and Treasure Hunters, buffing them with her fire-skin aura. Basil activates the Water fabricator she gifted him, drawing Order and Water sources. He mulligans until he pulls Ice Armor and Dart Throwers. He blocks eight damage with Condors and Equality, then devotes a Troglodyte to feed his Carrion Condor. The bird swallows the kobold, growing feathers thick and glossy. Esmi screams in frustration, but Basil holds the line, forcing her to burn her last source on a desperate explosion. She wins by a margin of one card, but Basil smiles, knowing his soul hums on the verge of Rare elevation. That night, a spider soul scuttles up Hull’s balcony wall. Ticosi’s voice whispers through its mandibles. He offers top five placement, war camp intel, and permanent card retention if Hull becomes his spy. Hull stares at the dark city, realizing Ticosi is feeding Orcish spies to the King. He accepts the deal in silence, steeling himself for betrayal. Inside his room, Basil collapses after swallowing Tears of Les, a forbidden drug that shows soul elevations. He sees only Rare. Panic sets in. Hull drags him to bed, hands him a Microburst epic spell, and tells him to stop doubting himself. Basil clutches the ruby-rimmed card, tears cutting through the dust on his cheeks. Two boys who started as strangers now share a room, a debt, and a path toward the throne. The final rounds approach. The King watches from the shadows. The war horn will soon sound.
Tactical adaptation secures Top Eight advancement while mutual trust overrides initial class divides.
The single table at Obu restaurant gleams under tiered chandeliers as the top eight competitors sit shoulder to shoulder. Gerad lounges at the head, legendary vampire card resting on his thigh. Losum and Plutar exchange venomous barbs while Hull picks at kestrel soup, acutely aware of the King’s diamond-bright eyes tracking him. Hestorus floats above his chair, dismissing the formal seating with a wave. He demands to know why each duelist seeks power. Basil answers that he wishes to nurture Treledyne. Gerad mutters about birthright. Plutar speaks of Charbond’s glory. The King’s gaze lands on Hull. He reminds the room that strength, loyalty, and competence form the trinity of his war camp. Gerad snaps, calling Hull a blind fool and mocking his misplayed match against Throice. The King shuts him down, revealing that Hull’s street-forged resilience outpaces the prince’s polished academy training. He announces that top five finishers will receive custom artisan gear from the royal armory. Warrick bursts through the doors, drunk on Tears of Les, screaming that Afi stole his seat. He throws wine glasses, insults the scholarship student, and vomits on Basil’s white tunic. The host bars the doors. Service halts. Basil sits alone in the hallway, listening to Warrick’s drunken confession that he never believed Basil would surpass Uncommon. Hull finds him huddled under the stairs, hallucinating mouths in the ceiling. He drags his friend back to his room, hands him the Microburst epic, and tells him to stop apologizing for existing. Basil clutches the card, whispering that he saw only Rare in his visions. Hull lies, saying the drug is faulty, and insists Basil aim higher. Outside, Hull receives Ticosi’s spider messenger again. The crime lord outlines his plan to infiltrate the war camp and feed Orcish intelligence to the King. Hull agrees, staring at the moonlit skyline. He knows he will betray the city to save his own skin, but he also knows he will carve his own path through the ashes. The King’s experiment continues. The tournament bracket narrows. The war against the Orcish horde looms beyond the city walls. Two boys step onto the threshold of legend, one forged in gutter rage, the other tempered by noble duty. Their decks are built. Their alliances are sealed. The final matches await.
Public humiliation of the heir solidifies Hull’s outsider status while Basil overcomes paralyzing self-doubt.
Hull survives by reading alleys and exploiting loopholes. He lacks elemental affinity, forcing him to rely on raw Nether rage and stolen demon cards. His journey tracks his evolution from a cornered rat protecting a single rare card to a tactical duelist wielding self-damaging synergies like the Talisman of Spite and Iron Maiden Plate. He navigates Ticosi’s extortion, trades with black-market dealers, and forms a reluctant bond with Basil. His core drive is simple: accumulate enough power to sever his debts, escape the Lows’ gravity, and confront the father who abandoned him. Every victory buys him breathing room; every loss risks execution.
Basil approaches dueling as a mathematical puzzle. He meticulously mulligans, calculates devotion yields, and builds decks around precise combos like the Headsman-Penitence execution package. Struggling with mediocre draft picks and familial neglect, he uses the Rising Stars Tournament to prove his worth to his parents and Esmi. His arc moves from rigid textbook adherence to adaptive battlefield creativity, notably integrating a Water fabricator mid-tournament to counter aggressive swarm decks. He reconciles with Hull, shares valuable artifacts, and pushes past his self-imposed limits, aiming for Rare and legendary soul elevation despite fears of stagnation.
Hestorus governs through fear, spectacle, and ruthless pragmatism. He treats the Rising Stars Tournament as both a military recruitment ground and a sociological study, deliberately abandoning his bastard sons to the Lows to test whether hardship or privilege forges superior leaders. He demonstrates terrifying authority through abilities like Lightsong, which shatters glass and strips cards without physical contact. He publicly humiliates his heir Gerad while quietly acknowledging Hull’s potential, setting strict conditions for legitimacy. His true motive extends beyond the city walls: he is preparing Treledyne for an impending Orcish invasion, viewing his children as strategic assets in a coming war.
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