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The Quest for Echo: Hunt for the Golden Talisman Part 2

Jul 11th, 2013
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  1. >You awake not in the dungeon, but in a room filled with mounted trophies and fur rugs.
  2. >This is a little strange.
  3. >You hear the door creak open and someone enter.
  4. >It was the chief, but he had a different look than before.
  5. >Not one of a brutal warlord, but of a host.
  6. >"I see you have finally woken, boy. After the third day, we began to wonder if you ever would."
  7. >You sit up, painfully, and swing your legs over the edge of the bed.
  8. >How come you always end up in a strange bed looking like a mummy?
  9. >"You are stronger than you look, and your will is impressive. As long as you cause no trouble for my followers, or me, you will be welcomed here."
  10. >You stand up, a little wobbly, but you manage.
  11. >The chief offers his claw, and you take it.
  12. >"Welcome to the land of Clan Swift Wing. Come, we have breakfast prepared."
  13. >You follow the chief downstairs, and take a seat at the table.
  14. >As much as the food entices you, there are some questions you would like answered.
  15. "Since we are on good terms now, would you be so kind as to explain why I was treated the way I was?"
  16. >The chief puts down the goblet he was drinking from.
  17. >"I do apologize for that. Our lands have been under almost constant threat from neighboring clans, and recently we have come to learn a thief from Equestria was in the area."
  18. >He stands and walks to the window, looking out at the morning sky.
  19. >"We were unsure if you were a spy for a rival clan, or perhaps the thief. If you had been the thief, I might have been able to make a deal with Equestria that would have strengthened my holdings."
  20. >He turns and makes his way to the door.
  21. >"But you are not the thief. No thief would have endured what you did. You are after something, but I don't believe it will harm me or those under me. When you are ready to leave, the gate master has something for you."
  22. >The chief leaves you to breakfast. You finish stuffing yourself and ready your things.
  23. >Luckily, they had kept your things. It was unfortunate that Glitter's scarf was damaged.
  24. >You'll have to fix that when you can.
  25. >As you approach the gate, an older griffin exits the gate house carrying something.
  26. >"Here you are young one, something to replace that display piece you were carrying."
  27. >He removes the cloth covering what is a beautifully crafted sword.
  28. >While it has no precious metal, or jewel ornamentation, it is a thing to behold.
  29. >It has a straight blade coming to a sharp point, the light gleaming of its polished edges.
  30. >The hand guard is fashioned after a pair of wings, stretching up the blade with the tips meeting.
  31. >Its cord wrapped grip leading to a pommel shaped as a crescent moon.
  32. >Picking it up, the sword is perfectly balanced in your hands.
  33. >It is only suitable for use with one hand, but you can work with that.
  34. >Thanking the old griffin, you take your first steps in ages out into the light.
  35. >As Celestia's warm light cascades over you, a feeling of hope overcomes you.
  36. >Maybe, just maybe, you'll make it back.
  37. "I'm coming Echo, I just need you to wait a little longer."
  38.  
  39. >You had decided that finding Mistress was your best bet of completing the mission and getting home.
  40. >However, upon reaching her cabin you get the feeling that something is off.
  41. >Drawing your sword, you cautiously approach the front door.
  42. >Three knocks yield no response, neither does calling out for her.
  43. >You ready yourself for trouble and then kick the door down.
  44. >Quickly entering and checking your surroundings, your suspicions are proven correct.
  45. >The cabin is bare of the fine trappings of your previous visit.
  46. >In fact, there is nothing. The cabin is empty, save for a lone piece of paper on the floor.
  47. >Sheathing your sword, you pick up and read the note.
  48. >"If you desire the talisman, you will have to earn it. Good luck."
  49. >Balling up the note and throwing it away, you feel sick.
  50. >All you went through, and now this.
  51. >Turning to leave, you notice something carved into the back of the door.
  52. >On closer inspection it looked to be an opened claw over a lightning bolt.
  53. >You leave the cabin and make haste back to Swift Wing territory.
  54. >Upon reaching the gates, the guards recognize you and open the gate.
  55. >Not stopping, you shout out your thanks and head for the chief's throne room.
  56. >As you enter the throne room, you can see a gathering of heavily armed and armored griffins around a table.
  57. >You stop and decide politeness is the way to go here, waiting in the back until they are done.
  58. >A short while latter they disperse, and you approach the chief.
  59. >He greets you, though is obviously curious as to why you have returned so soon.
  60. "Sir, I have run into some trouble and was wondering if you could help me identify a symbol?"
  61. >"Of course my boy, come, we will discuss this in the war room."
  62. >You and the chief speak for a few hours, and you learn much from him.
  63. >The symbol belongs to the Dread Claw King. A powerful griffin with a large empire to back him.
  64. >It seems that the Dread Claws have been trying to take land owned by the Swift Wing clan for years.
  65. >For now, the chief and his forces have been able to hold onto most of their territory.
  66. >Though lately the Dread Claw forces have been seen equipped with heavier armor and weapons of unknown origin.
  67. >According to the chief, they are not of griffin design and this has worried him.
  68. >It indicates that one of the largest and most powerful griffin clans has a new ally that excels in the manufacture of arms and armor.
  69. >He also tells of a new obsession of the Dread Claw King, an obsession for ancient or foreign artifacts.
  70. >It is he who likely now has the talisman you seek.
  71. >And as the fates would have it, the chief has planned a covert strike on Dread Claws capitol.
  72. >An attack you are more than welcomed to join.
  73. >Not having any other options in front of you, accepting his offer is all you can do.
  74. >The chief briefs you on the attack and informs his generals.
  75. >It looks as though you will have to fight another war before you can get home.
  76.  
  77. >The sun sets on the warriors of Clan Swift Wing, as they hide in the treeline overlooking a dirt road.
  78. >A small caravan leisurely makes its way down the road, the Dread Claw emblazoned on the fabric coverings.
  79. >It was a simple enough idea, stop the caravan and take their place. Then just waltz right into the capitol posing as a supply convoy.
  80. >It happens quickly.
  81. >Despite the armor and weapons of the Dread Claw warriors, they are no match for the surprise and speed of the Swift Wing assault.
  82. >You were not to take part in the capture of the wagons, not like you would have been able to.
  83. >By the time you reached the road, the guards had been dispatched and the Swift Wings were donning the now unoccupied armor.
  84. >With the bodies tucked away into the underbrush, and the wagons loaded up, you all make towards the capitol.
  85. >Thankfully the trip is uneventful and you reach the capitol gate by midnight.
  86. >The captured papers are enough to get you inside. Luckily, they do not search the wagons.
  87. >As you roll inside, the difference to the Swift Wing castle impossible to miss.
  88. >Everything is larger, with pillars of marble as well as gold and silver detailing.
  89. >It was designed to overwhelm those unused to such architecture.
  90. >The walls were bleached white, with the roofs colored a deep purple.
  91. >Everywhere, lanterns and flags are hung, each bearing the claw and lightning bolt.
  92. >The streets are empty and even the watch seems to be light.
  93. >You are nudged by one of the griffins, you were close to the target.
  94. >As the wagons stop, you all wait with baited breath. Refusing to move until the signal is given.
  95. >Once the all clear sounds, you jump out of the wagons and move fast.
  96. >You only have until sunrise to be out.
  97. >As the Swift Wings pilfer the armory and reduce the population of the barracks, you head to the treasure room.
  98. >You had to be extra cautious as you were on your own, and had more ground to cover.
  99. >Thankfully, you didn't run into any guards and was able to make it to the treasury.
  100. >Picking the lock, you silently move into the room, making sure the room was clear.
  101. >The room is lined with chests and crates, each supposedly filled with countless riches.
  102. >Before you could go much further, you hear a faint sound of movement above and behind you.
  103. >Stopping, you fall into what you've come to call your combat meditation stance.
  104. >It's cheesy, but it calms you and opens your senses to your surroundings.
  105. >And it works.
  106. >As whoever was behind you makes their move, you deftly sidestep and parry their attack.
  107. >With your attacker unbalanced, you deliver a swift punch to the side of their head.
  108. >The blow knocks the assailant into the wall, and allows you a clear view at them.
  109. >It was Mistress.
  110. >She looks up at you, blood oozing from the gash in her head.
  111. >"Well look who it is. How you doing, honey? Came all this way to see me, I'm flattered."
  112. >Walking up to her, you must have quite the look on your face, as her confidence quickly disappears.
  113. >She begins to say something, but is cut short by a blow that knocks her unconscious.
  114. >You don't have time for a conversation, and need to find what you're after quickly.
  115.  
  116. >After digging through every corner in the room, you unfortunately cannot find the talisman.
  117. >Heaving up Mistress, you deliver a stinging slap to her face to wake her.
  118. >She wakes with a start, but you have her mouth covered so as not to give away your position.
  119. >As you speak, you make sure your eyes are locked with hers.
  120. "If you scream, I will kill you. If you try to run, I will kill you. I have questions and you will answer them, do you understand?"
  121. >She tries to nod her head the best she can with you holding her like you are.
  122. >You can see the beginnings of tears in her eyes.
  123. >You remove your hand, and she gasps for breath. She's barely holding herself together.
  124. "Why are you here, and why did you attack me?"
  125. >"I'm here for the talisman. I swear, I didn't know it was you honey. I thought it was one of the guards."
  126. >She was talking fast, shaking, and tearing up.
  127. >She was scared.
  128. >"Please don't hurt me, I'll take you to where they are keeping it. Please."
  129. >You hesitate to give your answer, as she has started sobbing at this point.
  130. >"Please, I couldn't have gotten you back from those griffins, I'm sorry."
  131. >You put your hand back over her mouth, you are not in the mood for hysterics.
  132. "Easy, I don't blame you for that. Now calm down, I can't have you breaking down on me."
  133. >She calms down enough to stop the shaking, and the sobbing stops.
  134. >Still crying though.
  135. >You remove your hand from her mouth again, hopefully for the last time.
  136. "I'm sorry for knocking you out, but I wasn't sure if I could trust you. I'm still not sure. So don't give me a reason not to and we can stay friends, okay?"
  137. >She nods, trying to compose herself.
  138. "Now, would you kindly show me to the talisman?"
  139. >Nodding again, she rubs her hooves across her face in an attempt to wipe away the tears.
  140. >You crack the door, checking around for any guards.
  141. >Seeing none, you gesture to the Swift Wing driving the wagons to leave without you.
  142. >He signs his understanding, and returns to his job.
  143. >You turn to Mistress and motion for her to get moving.
  144. >She darts out, keeping to the shadows and you follow swiftly behind.
  145. >You follow Mistress for a good five minutes before she stops.
  146. >The both of you stand at the foot of the tallest tower within the castle walls.
  147. >Mistress leads you to a small door in the tower away from the streets.
  148. >It looks to be a garbage chute. Just great.
  149. >You hold the swinging door open, and Mistress scurries inside.
  150. >Following shortly after, you are assaulted with an agonizing smell.
  151. >A doom mountain, a griffin torture dungeon, and now a garbage chute. Things just couldn't get better.
  152. >After an excruciatingly pungent climb, Mistress reaches the exit and leads you out.
  153. >You find yourself in a peculiar place. A very disturbing, peculiar place.
  154. >The walls are etched with arcane symbols that glow with a faint red light. Lightning occasionally darts along the etchings.
  155. >The floor and ceiling is covering in a strange writing that is as beautiful as it is sinister.
  156. >Tables all along the walls are covered with a myriad of unusual items and liquids.
  157. >A lone bookshelf by the window is packed full of ancient looking tomes. Each one seemingly bursting with long forgotten knowledge.
  158. >Mistress turns to you after closing the door.
  159. >"Welcome to the tower of the Archmage."
  160.  
  161. >You and Mistress waste no time in your search.
  162. >This place has an evil presence that you can feel working its way into your soul.
  163. >As you clear off table after table, it seems as though Mistress has found something that catches her eye.
  164. >"Oh, aren't you just beautiful. I'm keeping you."
  165. >You turn to find Mistress staring into a large black jewel that pulsates with energy.
  166. >Quickly, you slap the gem out of her hooves. It falls back onto the table from which it came.
  167. >A thick miasma oozes out from a crack it took in the fall.
  168. >You grab her under the chin and pull her to face you.
  169. "Do not take anything, this place is full of dark power. We take only the talisman, understood?"
  170. >"Sure, honey. Whatever you say."
  171. >She nervously gets back to her search, while you go over to the bookcase.
  172. >The titles are written in a swooping script, with the ink displaying a strange iridescence.
  173. >They call out to you, offering power beyond comprehension.
  174. >Too bad for them you don't care about things like that.
  175. >Moving on to a small chest underneath one of the smaller tables, you kick the lock off and open it up.
  176. >And there it is.
  177. >Sitting in a small silk lined box, it's smaller than you thought it would be.
  178. >As you pick it up, a twisted shriek pierces the room.
  179. >You stuff it into your bag, and return the blades you had taken from Mistress.
  180. >Drawing your sword, you drop into your stance and prepare for a fight.
  181. >The etchings in the walls glow brighter, and the text on the floor and ceiling begins to glow as well.
  182. >A heavy, thick fog fills the room.
  183. >"Why have you invaded my inner sanctum and stolen my property? Speak frankly lest you be destroyed."
  184. >Just wonderful, now you have to deal with evil talking smoke.
  185. "We have come for something that has been stolen from its rightful owner, we do not desire any of your possessions."
  186. >"All in this room has been stolen at one time in its history, and all in this room is mine."
  187. >So much for speaking frankly, just how are you supposed to fight smoke?
  188. >You take in your surroundings as best you can, hoping to catch sight of something that might work.
  189. >Maybe you can take advantage of this things protective nature for its property.
  190. >You level your sword across the bookcase.
  191. "Since you do not seem willing to part with this single trinket, how about this. If you do not let us leave with the talisman, I will destroy these books and whatever knowledge is within them will be lost."
  192. >Time slows to a crawl as you wait for an answer.
  193. >Mistress has made her way to your side and is clinging to your leg, terrified.
  194. >The etchings throb and begin to burn with a hellish light.
  195. >The voice returns, full of barely restrained rage and fury.
  196. >"Very well, you may go. But know this Anon, you have made a powerful enemy today. I will avenge this insult, and you won't be able to stop me next time."
  197. >In a bright flash the fog dissipates and the glowing subsides.
  198. >You grab Mistress and toss her down the garbage chute, following close behind.
  199. >Tumbling out at the bottom, you see Mistress waiting for you.
  200. >Not wanting to linger, you and Mistress take your leave of the castle.
  201. >You've had enough excitement for one night.
  202.  
  203. >After an exhausting trek back to Mistress' cabin, you both collapse onto the grass.
  204. >The day is sweltering and not a cloud in sight, just the thing you needed after a daring escape from a life or death experience.
  205. >As you sit there, trying to catch your breath, Mistress is busy making sure her mane is back in proper order.
  206. >"That was quite the job, honey. Care to join me inside for some refreshment?"
  207. >Picking yourself up and dusting off, you crack your neck trying to loosen it back up.
  208. "Last time I was here, your cabin was empty. Kind of the reason I attacked you like I did, thought you betrayed me. I'm still not sure about that either."
  209. >"Oh, well I have a little trick set up for when I leave on long trips. Come on, take a look."
  210. >Mistress swings the door open and steps inside, with you following after her.
  211. >She knocks on the wall by the door and a panel slides away revealing a lever.
  212. >When she pulls it, the whole cabin begins to shift and move.
  213. >Chairs, couches, tables, everything comes popping out of the floor and walls.
  214. >Within a matter of seconds, the cabin is back to the way it was when you had first seen it.
  215. >Mistress must have noticed the slack jawed look on your face, because she lets out a little chuckle as she walks into the kitchen.
  216. "How did you do that?"
  217. >"Simple, honey, it was magic. That and just a bit of expert carpentry."
  218. >She pulls out a pitcher and pours herself something to drink. You decline her offer of some for yourself.
  219. >You take a seat, and gesture for her to join you at the table.
  220. >She saunters over and sits, obviously comforted at being back home.
  221. >"What is it, would you like to talk about something?"
  222. "Yes, I would. I want to know why you were in the castle."
  223. >"Like I said, I was there for the talisman. It was quite nice meeting up with you though, despite how we met."
  224. "I don't buy that, you were in the store room when you knew where the talisman was. Not only that, you weren't surprised that is was me in there."
  225. >You shift in your seat, leaning in closer.
  226. >If you are skilled enough to get into that castle alone, you could have gotten me out of that dungeon with little trouble. I think you set this up, knowing what those Griffins would do to me, so that I would end up in the castle."
  227. >She represses a laugh, though failing to hold back all of it, and gets up to refill her drink.
  228. >"Of honey, I'm flattered that you think I'm capable of such extravagant planning, but I'm just a simple pony. I think you are giving me too much credit."
  229. >Mistress sits back down, and slides you a mug.
  230. >You ignore it and think. Something was off about this whole thing.
  231. >Despite what you went through to get here, it seemed to easy in places.
  232. >You pull out the note you found on Mistress' door and place it on the table.
  233. "Why was this on your door? They didn't capture you, or take anything. So why did they leave it?"
  234. >The smile slowly disappears from Mistress' face as she puts down her drink.
  235. >"Oh dear, I wish you hadn't seen that. I really do find you quite interesting, but it can't be helped now."
  236. >She taps her hoof on the floor, and you her a creak underneath the floorboards.
  237. >Before you can move, bindings shoot out of the floor and wrap you up. It's quite uncomfortable.
  238. >"I do apologize if it is a little awkward, but these bindings were designed with other creatures in mind."
  239. >She slowly makes her way over to you, circling around and brushing you with her tail.
  240. >Her tails pulls a small pouch off your belt, and she walks towards the door.
  241. >"I am sorry that we weren't able to spend more time together honey, but you just had to go asking questions. Those bindings will loosen shortly, and I suggest going home. I'd thank you for the talisman, but I enjoyed your company too much to be that patronizing. Bye bye honey, hope to see you again real soon."
  242. >She walks out the door and leaves you alone with a drink you can't reach and an itch on your nose.
  243. >At least all is not lost, she'll flip if she opens that pouch.
  244. >When she got up to refill her drink, you switched the talisman with a rock you had grabbed out front.
  245. >The ropes begin to loosen and you are able to free yourself.
  246. >You leave a note on her table, and make your way outside.
  247. >Pulling out the talisman, it gleams brightly in the sun.
  248. >Things may have gone better than expected, all things considered, but you have made two powerful adversaries.
  249. >It won't be this easy from here on out.
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