Just a kiss. (Also, regarding the mayor, talking to him isn't primarily a romance option. The main purpose of that scene is usually that you're probing to find out if the town knows you're a spellcaster, IIRC.)
You kiss Tal, savoring it with your eyes closed. She returns the kiss enthusiastically.
When you open your eyes, Noodles looms next to your faces. Tal barks a startled "Bah!" and jerks back.
Maybe it's just as well you didn't plan to go any further. "Maybe we can resume some time we don't have a magic monkey running around," you say.
"I think I'd like that," Tal says. She looks really pleased.
Tal parts amiably, but not before you exchange one more joyous kiss, which lasts until Noodles impatiently taps her on the shoulder, and the two depart.
You awaken the next morning a bit groggy, having stayed up rather later than you intended.
You head to Tal's place to embark on the hunt you agreed to.
You and Tal travel north to the Crown Mountains, where snow from the past winter is still gradually melting into the River Mnemos. It is three days' ride to the feet of the mountains, where your quarry was last seen munching farmers' crops. You travel without animals, since they couldn't follow you into the mountains.
You hunt a dodecapede, a shaggy, white-haired, twelve-legged mammal bred by the ancients as a beast of burden for the mines. Tal says it looks rather like a giant, elongated Pekingese dog.
The dodecapede's tracks are no great feat to spot: each depression is nearly two feet wide, leading very evenly up the hill through new-fallen snow. Tal assures you that it's not as big as it appears; the beast knows to step in its own tracks and widens them that way.
You have never been much help to Tal on her hunts before, as you've never been a great fighter compared to her, so you're eager to prove your worth this time.
What's the plan?
1.Follow the tracks, blast the beast, bring back the head.
2.Create a new crop for the beast to eat with vivomancy, and convince the clients the problem is solved.
3.Find a new food source for the dodecapede with divination, and convince the clients the problem is solved.
4.Leave poisoned food outside the beast's lair. (Requires alchemy set and 25 gold.)
5.Revive the old mine machinery with automation to drive the beast out of its lair and possibly recover some gold.
6.Defeat the beast in melee with my sword and Tal's luxgladius.
Foo Orison
Appearance
A bookish, spectacled man wearing a shimmering cloak and tight black clothing fit for a thief or an assassin
Magic
Negation:6
Automation:4
Glamor:1
Divination:1
Vivomancy:8
Skills
Ancient History: 3 (Decent)
Fighting: 1 (Bad)
Subtlety: 5 (Good)
Charisma: 2 (Decent)
Personality
Optimism:47%/Caution:53%
Humor:62%/Solemnity:38%
Empathy:29%/Calculation:71%
Relationships
Romances (Interested romantically, but not sexually, in men and women)
Tal
Tal: 61 (Very Good)
Cos: 50 (Fine)
Church: 40 (Bad)
Undiscovered relationships: 3
Kingdom
Adoration: 50%/Vilification: 50%
Inventory
Gold: 220 gold
Sword
Alchemy Set
Torc of Life and Death
Clutch of Dragon Eggs
History Book, True Life of Abraxas
Golem Manual
Students
None
Pets
None
The Dead
The Academy Inquisitor
Plot Points
Chapter 1
You and Tal stumbled on an ancient magic academy.
You discovered a book of vivomancy, and an inquisitor chased you.
You found an ancient dueling ground.
You killed the inquisitor with negation magic.
You explored the academy library.
A divination revealed a potential ally in the form of a golem, so you took a manual on the operation of golems from the library.
You animated a serving tray to retrieve an alchemy set, but in the process, you released some dangerous chemicals.
You found a laboratory with a trapped specter.
You destroyed the specter.
You obtained a clutch of dragon eggs from the crow's nest of an ancient airship.
It became clear that the spilled chemicals were going to consume the whole academy.
Chapter 2
You flew up the coast of the Negative Sea back to Akriton.
You created two horses and freed them in the woods.
You made your parents think your finds in the academy were purely of historical interest.
You read in True Life of Abraxas that those who follow orders regularly are more likely to be glamored.
You learned the location of the Magisterian capital from True Life of Abraxas.
You met a hat seller but bought nothing from her.
You allowed a thief to steal from Fruitseller Fran.
You agreed to hunt a dodecapede with Tal.
You kissed Tal.