((Why not. Might as well waste my titanite now.))
Dwyn didn't exactly know how a forge was going to be used to improve a whip, but this was not his domain. If the smith said he could do it, well, that was that. He'd simply wait and see what the improvement was.
Dwyn hands over his whip and the blood sample.
u ass this isn't Dark Souls "I, as well, have a globule of sandy blue blood. Is this enough blood to imbue my bone spear?
Request an imbuement for my spear
Erethus grins.
"This will work."
He takes the two weapons and places them in the bloodforge, along with the sandy blue blood. Nothing happens.
"Huh. This is... err... I think I know the problem!"
Erethus takes your weapons out of the bloodforge.
"This isn't imbuing blood! It's smithing blood!"
He returns your weapons to you and starts working with the blood, shaping it into a pair of round luminescent orbs. When he's done, he hands one to each of you.
"I forgot to mention this at first - weapons aren't the only things that I can make and imbue. Armor, trinkets, spells, and memories - physical manifestations of an experience - can be made with them. Please return soon."
Memory: Willpower (Increases the user's STR and END by 2 at the cost of 1 DEX and 5 red blood. Lasts 3 turns, has a 10 turn cooldown. User cannot retreat while this memory is active.) - This is the memory of a creature that refused to surrender when vastly outnumbered. It gives you strength if you stand your ground.
"I trust you with my weapon as you trusted me with your life. I am sure you will not disappoint me."
agreeing with the plan, he would hand over the halberd to Kien. He then turns his attention to the fellow knight following him.
"Deikos, I am undertaking a dangerous mission in hopes of bringing peace between us and Kien's people. I will not hold it against you if you do not agree with my sentiments, but I wish to minimize the bloodshed caused in this trip. If you wish to join me, stay your blade unless we are attacked first."
Deikos smiles grimly before pulling down the visor on his helm.
"I will do my best to assist you. Peace is something I too yearn for - if I must die to save the lives of hundreds, so be it."
Deikos nods to Kien, and the three of you set off. You pass the wall, and notice that the plains are empty - there isn't a sign that there was ever a battle here. You grow a bit uncomfortable - everything here is so silent. It seems like you aren't the only one who feels that something is wrong - Kien has
his your halberd at the ready, and Deikos is resting his hand on the pommel of his blade. After what seems to be an eternity of silence, Kien finally speaks.
"We're coming close to a small village - it's guarded, but only little."
Sure enough, the three of you happen upon a small hamlet consisting of mud hovels and a few larger timbered buildings. Three cuttlefish man guards eye you as you enter. One of them stops Kien, and the two of them start talking in their language. After a long talk and an even longer silence, the guard shakes his head. Kien then points to Deikos, and talks in what you think is a menacing manner. Deikos, his face concealed under his visor, has a truly menacing look. He steps forward slightly, but otherwise doesn't move. The guard relents and lets you all through, shooting an angry look at you. After you're a safe distance from the guards, Kien turns back to you.
"He was... how you say, sush-pish-shus. We aren't have much time."
You briefly wonder what Kien said about Deikos that made the guard relent, but your thoughts quickly return to the task at hand. You continue through the village. Various cuttlefish people come out of their homes to stare at you. They seem to be a primitive people - they aren't the type who would wage war on their own, although a greater force could easily convert them into an army of expendable pawns. You make your way out of the village, and discern two structures in the distance. One of them looks like a small outpost or keep, built roughly from stone. Farther in the distance is a much larger castle-like structure that seems to be built in a body of water. You can only assume that the Lake Spirit resides there. You finally come to the gates of the outpost. Four cuttlefish people, each armed with pikes and clad in light bronze armor, stand at each side of the gate. They seem better trained and equipped than the cuttlefish men that assaulted the wall earlier. Kien again converses with them, and they let you in without batting an eye.
I mean yeah they don't have eyelashes but you get the fucking point smartass You step inside. Kien whispers to you and Deikos.
"The only way to the Lake Spirit is through this gate - you will see soon."
The three of you proceed through the outpost. It's rather empty - the occasional cuttlefish man strolls by and, for some reason, salutes Deikos, but for the most part you're left in peace. You finally arrive at a long underground tunnel, lit with sconces. Kien looks at you.
"You both have go on alone. I am not allow further. Good luck. If you ever want exit, simply come back way you came, speak to nobody."
Kien shakes both of your hands, hands your halberd back to you, and goes back to the village. You and Deikos are left alone.
"Well, I hope there aren't any more cuttlefish men ahead, because I don't know a damn word of their language. Also, I suppose I'll take your halberd. You know, so you look like a prisoner and all."
You hand your halberd over to Deikos, and the two of you press on. A couple of cuttlefish men guards pass you, but they all just salute Deikos and move on. When you ask about it, he shrugs.
"I haven't a clue."
The two of you make it to a stairway leading up. When you ascend it, you enter a richly decorated yet small room, with a single arched doorway. Masterfully woven tapestries decorate the walls, and the stone here is smooth and finished, etched with intricate designs. You and Deikos head through the doorway and enter what appears to be a dining room. There are three guards here, two of which are sitting down on benches and sharpening their weapons. They're even more well equipped than the guards at the outpost - they wear heavy steel armor, chain mail, and a visored helm, and carry finely fashioned weapons. The one guard who isn't sharpening their weapon walks over to you. Deikos whispers to you as the guard approaches.
"What should I do if he asks me something? I don't know his language. If we get into a fight, we have to make sure it's qui-"
Deikos stops speaking as the guard draws within hearing range. The guard stares at you for a second, then turns his head to Deikos.
"What business do you have here? I'm pretty sure the prisons are back at the tower." he says, speaking fluently.
"Uh... well, this captive is... uh... very important. He knows... a secret passage around the wall! Yes, he know a secret passage. Around the wall. That guards the village."
The guards laughs.
"Yeah, yeah, quite funny."
Deikos says nothing.
"I get it. We know the secret passage already. Funny joke." says the guard, disinterested.
Deikos laughs nervously, but the guard just stares at him.
"Really though, what's your captive here for? Actually no, what's your name?" asks the guard, suspicion
"Oh, me? I, um, I'm Deikos."
The guard pauses for a second.
"I haven't heard that name before. Why are you here?"
Deikos pauses for a second. You're growing nervous, but you know there isn't much you can do.
"Here, let me show you."
The guard leans in as Deikos reaches into his belt. In a quick movement, Deikos draws his sword and drives it through the chest of the guard. He then tosses you your halberd and turns to the two remaining guards, who are now understandably charging you.
Race: Human (+1 VIT)
HP: 65/65
Appearance: A heavily armored guard armed with a spear and a greatshield.
Head: Lake Guard's helm (+2 physical defense)
Chest: Lake Guard's Chestplate (+2 physical defense, -1 to dodging rolls, all damage taken is reduced by 1)
Legs: Embossed Greaves (+2 physical defense)
Feet: Lake Guard's Boots (+1 physical defense, -1 attack speed)
Cloak: None
Necklace: None
Ring 1: Smooth pitchblende ring (+1 STR)
Ring 2: None
Weapon (right hand): Long-hafted spear (1-handed spear, +2 power, +2 sharp)
Weapon (left hand): Lake Greatshield (1-handed heavy shield, +2 block, +1 physical defense, +5 fire defense)
STR: 4
DEX: 2
END: 3
INT: 2
VIT: 2
Active ability: Shieldwall - When near another ally with a shield, this creature will gain +2 to blocking rolls and is immune to staggering. This ability lasts for 2 turns and has a cooldown of 4 turns.
Passive ability: Quick strikes - If this creature's attack speed roll is above 15, they can attack a second time.
Race: Human (+1 VIT)
HP: 65/65
Appearance: A heavily armored guard armed with a falchion and a greatshield.
Head: Lake Guard's helm (+2 physical defense)
Chest: Lake Guard's Chestplate (+2 physical defense, -1 to dodging rolls, all damage taken is reduced by 1)
Legs: Embossed Greaves (+2 physical defense)
Feet: Lake Guard's Boots (+1 physical defense, -1 attack speed)
Cloak: None
Necklace: None
Ring 1: Smooth pitchblende ring (+1 STR)
Ring 2: None
Weapon (right hand): Falchion (1-handed sword, +2 power, +3 sharp, -1 power when attacking armored foes, has a 5% chance to inflict bleeding)
Weapon (left hand): Lake Greatshield (1-handed heavy shield, +2 block, +1 physical defense, +5 fire defense)
STR: 4
DEX: 4
END: 1
INT: 2
VIT: 2
Active ability: Shieldwall - When near another ally with a shield, this creature will gain +2 to blocking rolls and is immune to staggering. This ability lasts for 2 turns and has a cooldown of 4 turns.
Passive ability: Quick strikes - If this creature's attack speed roll is above 15, they can attack a second time.
"Greetings. I have need of information."
Approach the third, cloaked figure, ask the questions needed to learn more about the amulets, and blood.
Before you can even utter a single word, the cloaked figure stands up. They walk straight by you, seemingly ignoring you. You turn around to look at them when you notice that a piece of paper has slipped out of your hand and is fluttering to the floor. You grab it, and see a small sentence scrawled out on it.
not safe here talk outside when case fallsYou scrutinize the paper looking for hidden clues, yet find not. Not safe to talk here? When case falls? The message is rather cryptic, but you wait at your table nonetheless. Sure enough, it isn't long until the person playing the lute in the bar takes a swig from their mug and stands up quickly, knocking the case for their lute onto someone's head. The confusion of the ensuing barfight allows you to slip away with ease. When you leave the tavern you notice the cloaked figure standing underneath the shade of a tree. You walk up to them, but before you can say anything, they begin speaking.
"I know who you are, and I know what you seek. You possess the Blood of the Ancients. I can tell you where the Blacksteel Amulets are - for a price, of course. Now, I seek the same ultimate goal as you do; I, too, wish to end the reign of darkness. However, I lost a rare and powerful spell scroll to a group of thieves and I need it back. While said thieves aren't exactly proficient in combat, they have the advantage of numbers. If you can distract them long enough for me to regain my spell scroll, I will not only tell you where the Blacksteel Amulets are - I'll help you get them."