Chapter 20: The Black Lake
The incident with Hermione left a sour taste in Evelyn's mouth. It was a reminder that her actions had consequences beyond the simple [Quest Updated] notifications in her mind. For a full day, she felt the lingering effects of an unwelcome status condition, a debuff she couldn't just dismiss. It wasn't magical; it was emotional. Empathy. It made her logical, game-like view of the world feel fuzzy and inefficient. Shaking off the feeling with practiced discipline, she refocused on her primary objective: completing her wand. She had the wood. She still needed the core (Cerberus whisker) and the binding agent (Mermaid tears). With the third-floor corridor locked, the tears were her next logical target.
The Black Lake was a vast, mysterious, and dangerous zone. From the windows of the Slytherin common room, it looked like a sheet of polished obsidian, but she knew that beneath the surface lay a complex ecosystem of magical creatures, sunken ruins, and the reclusive Mer-village. She knew from the game's lore that the Merpeople who lived in its depths were a proud and reclusive faction. They were not actively hostile, but they were deeply suspicious of surface-dwellers and had no interest in trade. A direct approach, asking for a tear—a substance given only in moments of profound emotion—was not just impossible; it was insulting. It would be like asking a human for a vial of their tears as a casual transaction.
She needed a different strategy. This wasn't a monster to be fought or a puzzle to be solved. This was a diplomatic mission with a faction that didn't speak her language and didn't want her in their territory.
She spent the next week in the library, not researching combat spells, but poring over ancient texts about Merfolk culture. She considered and discarded several flawed strategies. A water-breathing potion would allow her to approach their village, but she'd be seen as an intruder. A powerful illusion to disguise herself as a Merperson would be detected instantly by their innate connection to the lake's magic. No, this couldn't be solved with brute force or deception. It required understanding.
She found what she needed in a crumbling tome titled Denizens of the Deep: A Study of Aquatic Civilizations. The book described the Merpeople's complex society, their reverence for the natural world, and their deep-seated distrust of wizards, whom they viewed as greedy and destructive. But it also mentioned a crucial piece of lore: while they had no concept of money, they held a deep, almost religious appreciation for beauty and craftsmanship, particularly for intricate objects from the surface world that were unlike anything they could create in their aquatic home. They saw such items not as currency, but as respectful tributes, gifts that acknowledged their sovereignty and culture. A gift of true artistry was seen as a sign of respect, a bridge between two worlds.
An idea began to form in her mind. She couldn't trade with them. She couldn't fight them. But maybe, just maybe, she could offer them a gift so beautiful, so unique, that they would offer one in return.
Her plan was to craft something for them, an item of such exquisite artistry that it would bypass their suspicion and appeal directly to their cultural values. It was a long shot, a plan based on a deep-cut piece of lore that might not even hold true in this reality. The game's code was one thing; the living, breathing culture of this world could be entirely different. But it was the only plan she had that had a non-zero chance of success.