Chapter XII

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XII

First Task Ever

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When Amy and her friends reached the Generals' base, they sat with General Phillip in the meeting room.

"Children, I have something for you," General Phillip smiled, looking down at the table. "Uniforms, lockers, and quests."

General Phillip distributed a pile of folded uniforms with a color combination of yellow and brown. The uniforms' characteristics looked exactly like General Phillip's except for the color. General Phillip's uniform is color green while the children's uniforms were yellow and brown. The uniforms have their names on the left sleeve of the uniform. Each of them have three uniforms.

"All of you will wear one in those three uniforms today," General Phillip said like a command. "Follow me to your lockers."

Tugging their uniforms close to them, they followed General Phillip out of the meeting room. The six of them walked through the hall with not too numerous doors. As they walked through, they entered a locker room with lockers aligned with the others. General Phillip led them to the rightmost column of the locker room. There, six vertically stretched lockers were displayed with some symbols.

Instead of numbers, there are symbols that represent the owners of each locker.

"The symbols on the upper left corner of the lockers represent its owner's identity," General Phillip elucidated.

Amy's locker, which is at the right side, has the symbols of a bow with letter A and crown beside it. Lance has his locker beside Amy's and its symbols were a rapier, a snowflakes, and a letter L. Beside the locker of Lance, Sally owned a locker with the symbols of a rapier, a flame, and a letter S. Elise owned the locker that has a symbol of axe, letter E, and glasses between Sally and William's lockers. Beside the locker of Elise, William and Tom's lockers followed.

William has the symbols of rifle, infinite sign, and a letter W in a scary font. Tom has a rifle, infinite sign, and letter T as his symbols.

"All you have to do is to raise your hand at the front of your locker and let your hand make a Patented Portal to your locker," General Phillip clearly expounded. "Although you have never been to your lockers and we can't make portals if we've never been in place we want to travel to, your locker is an exception. The lockers have a complex spell made by Witch Amanda and the technology of Portland Goldens just adapted it in the our machines."

"Who is Amanda?" Amy and Elise asked all on a sudden.

"She is the sister of Wizard Sheloin. Witch Amanda was gone and never seen after her contribution to these lockers," General Phillip tapped the shoulder of Tom, who stands nearest to him. "Try it now and if no portal appeared, it candidly means the locker is not yours."

The six of them did what they're told to do so. They raised their hands up high in concurrence and letted the portal to their lockers materialize. The six lockers exhibited their things inside. There were no signs of a portal as an opening except for the shining edges of the lockers. Unlike the Patented and Communal Portal, the other side of the portal can be seen.

The lockers have hangers in it for their uniforms. Amy hung her two uniforms and looked down lissomely at the things at the bottom of her locker. There were pairs of shoulder pieces, brassards, knee pieces, jambeaux, sollerets, and thick metal wristbands. There were more – a minimized junior headpiece, a breastplate, and a longer-than-usual tasse with leather straps hanging at the bottom.

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