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- >You awake not in the dungeon, but in a room filled with mounted trophies and fur rugs.
- >This is a little strange.
- >You hear the door creak open and someone enter.
- >It was the chief, but he had a different look than before.
- >Not one of a brutal warlord, but of a host.
- >"I see you have finally woken, boy. After the third day, we began to wonder if you ever would."
- >You sit up, painfully, and swing your legs over the edge of the bed.
- >How come you always end up in a strange bed looking like a mummy?
- >"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."
- >You stand up, a little wobbly, but you manage.
- >The chief offers his claw, and you take it.
- >"Welcome to the land of Clan Swift Wing. Come, we have breakfast prepared."
- >You follow the chief downstairs, and take a seat at the table.
- >As much as the food entices you, there are some questions you would like answered.
- "Since we are on good terms now, would you be so kind as to explain why I was treated the way I was?"
- >The chief puts down the goblet he was drinking from.
- >"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."
- >He stands and walks to the window, looking out at the morning sky.
- >"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."
- >He turns and makes his way to the door.
- >"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."
- >The chief leaves you to breakfast. You finish stuffing yourself and ready your things.
- >Luckily, they had kept your things. It was unfortunate that Glitter's scarf was damaged.
- >You'll have to fix that when you can.
- >As you approach the gate, an older griffin exits the gate house carrying something.
- >"Here you are young one, something to replace that display piece you were carrying."
- >He removes the cloth covering what is a beautifully crafted sword.
- >While it has no precious metal, or jewel ornamentation, it is a thing to behold.
- >It has a straight blade coming to a sharp point, the light gleaming of its polished edges.
- >The hand guard is fashioned after a pair of wings, stretching up the blade with the tips meeting.
- >Its cord wrapped grip leading to a pommel shaped as a crescent moon.
- >Picking it up, the sword is perfectly balanced in your hands.
- >It is only suitable for use with one hand, but you can work with that.
- >Thanking the old griffin, you take your first steps in ages out into the light.
- >As Celestia's warm light cascades over you, a feeling of hope overcomes you.
- >Maybe, just maybe, you'll make it back.
- "I'm coming Echo, I just need you to wait a little longer."
- >You had decided that finding Mistress was your best bet of completing the mission and getting home.
- >However, upon reaching her cabin you get the feeling that something is off.
- >Drawing your sword, you cautiously approach the front door.
- >Three knocks yield no response, neither does calling out for her.
- >You ready yourself for trouble and then kick the door down.
- >Quickly entering and checking your surroundings, your suspicions are proven correct.
- >The cabin is bare of the fine trappings of your previous visit.
- >In fact, there is nothing. The cabin is empty, save for a lone piece of paper on the floor.
- >Sheathing your sword, you pick up and read the note.
- >"If you desire the talisman, you will have to earn it. Good luck."
- >Balling up the note and throwing it away, you feel sick.
- >All you went through, and now this.
- >Turning to leave, you notice something carved into the back of the door.
- >On closer inspection it looked to be an opened claw over a lightning bolt.
- >You leave the cabin and make haste back to Swift Wing territory.
- >Upon reaching the gates, the guards recognize you and open the gate.
- >Not stopping, you shout out your thanks and head for the chief's throne room.
- >As you enter the throne room, you can see a gathering of heavily armed and armored griffins around a table.
- >You stop and decide politeness is the way to go here, waiting in the back until they are done.
- >A short while latter they disperse, and you approach the chief.
- >He greets you, though is obviously curious as to why you have returned so soon.
- "Sir, I have run into some trouble and was wondering if you could help me identify a symbol?"
- >"Of course my boy, come, we will discuss this in the war room."
- >You and the chief speak for a few hours, and you learn much from him.
- >The symbol belongs to the Dread Claw King. A powerful griffin with a large empire to back him.
- >It seems that the Dread Claws have been trying to take land owned by the Swift Wing clan for years.
- >For now, the chief and his forces have been able to hold onto most of their territory.
- >Though lately the Dread Claw forces have been seen equipped with heavier armor and weapons of unknown origin.
- >According to the chief, they are not of griffin design and this has worried him.
- >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.
- >He also tells of a new obsession of the Dread Claw King, an obsession for ancient or foreign artifacts.
- >It is he who likely now has the talisman you seek.
- >And as the fates would have it, the chief has planned a covert strike on Dread Claws capitol.
- >An attack you are more than welcomed to join.
- >Not having any other options in front of you, accepting his offer is all you can do.
- >The chief briefs you on the attack and informs his generals.
- >It looks as though you will have to fight another war before you can get home.
- >The sun sets on the warriors of Clan Swift Wing, as they hide in the treeline overlooking a dirt road.
- >A small caravan leisurely makes its way down the road, the Dread Claw emblazoned on the fabric coverings.
- >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.
- >It happens quickly.
- >Despite the armor and weapons of the Dread Claw warriors, they are no match for the surprise and speed of the Swift Wing assault.
- >You were not to take part in the capture of the wagons, not like you would have been able to.
- >By the time you reached the road, the guards had been dispatched and the Swift Wings were donning the now unoccupied armor.
- >With the bodies tucked away into the underbrush, and the wagons loaded up, you all make towards the capitol.
- >Thankfully the trip is uneventful and you reach the capitol gate by midnight.
- >The captured papers are enough to get you inside. Luckily, they do not search the wagons.
- >As you roll inside, the difference to the Swift Wing castle impossible to miss.
- >Everything is larger, with pillars of marble as well as gold and silver detailing.
- >It was designed to overwhelm those unused to such architecture.
- >The walls were bleached white, with the roofs colored a deep purple.
- >Everywhere, lanterns and flags are hung, each bearing the claw and lightning bolt.
- >The streets are empty and even the watch seems to be light.
- >You are nudged by one of the griffins, you were close to the target.
- >As the wagons stop, you all wait with baited breath. Refusing to move until the signal is given.
- >Once the all clear sounds, you jump out of the wagons and move fast.
- >You only have until sunrise to be out.
- >As the Swift Wings pilfer the armory and reduce the population of the barracks, you head to the treasure room.
- >You had to be extra cautious as you were on your own, and had more ground to cover.
- >Thankfully, you didn't run into any guards and was able to make it to the treasury.
- >Picking the lock, you silently move into the room, making sure the room was clear.
- >The room is lined with chests and crates, each supposedly filled with countless riches.
- >Before you could go much further, you hear a faint sound of movement above and behind you.
- >Stopping, you fall into what you've come to call your combat meditation stance.
- >It's cheesy, but it calms you and opens your senses to your surroundings.
- >And it works.
- >As whoever was behind you makes their move, you deftly sidestep and parry their attack.
- >With your attacker unbalanced, you deliver a swift punch to the side of their head.
- >The blow knocks the assailant into the wall, and allows you a clear view at them.
- >It was Mistress.
- >She looks up at you, blood oozing from the gash in her head.
- >"Well look who it is. How you doing, honey? Came all this way to see me, I'm flattered."
- >Walking up to her, you must have quite the look on your face, as her confidence quickly disappears.
- >She begins to say something, but is cut short by a blow that knocks her unconscious.
- >You don't have time for a conversation, and need to find what you're after quickly.
- >After digging through every corner in the room, you unfortunately cannot find the talisman.
- >Heaving up Mistress, you deliver a stinging slap to her face to wake her.
- >She wakes with a start, but you have her mouth covered so as not to give away your position.
- >As you speak, you make sure your eyes are locked with hers.
- "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?"
- >She tries to nod her head the best she can with you holding her like you are.
- >You can see the beginnings of tears in her eyes.
- >You remove your hand, and she gasps for breath. She's barely holding herself together.
- "Why are you here, and why did you attack me?"
- >"I'm here for the talisman. I swear, I didn't know it was you honey. I thought it was one of the guards."
- >She was talking fast, shaking, and tearing up.
- >She was scared.
- >"Please don't hurt me, I'll take you to where they are keeping it. Please."
- >You hesitate to give your answer, as she has started sobbing at this point.
- >"Please, I couldn't have gotten you back from those griffins, I'm sorry."
- >You put your hand back over her mouth, you are not in the mood for hysterics.
- "Easy, I don't blame you for that. Now calm down, I can't have you breaking down on me."
- >She calms down enough to stop the shaking, and the sobbing stops.
- >Still crying though.
- >You remove your hand from her mouth again, hopefully for the last time.
- "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?"
- >She nods, trying to compose herself.
- "Now, would you kindly show me to the talisman?"
- >Nodding again, she rubs her hooves across her face in an attempt to wipe away the tears.
- >You crack the door, checking around for any guards.
- >Seeing none, you gesture to the Swift Wing driving the wagons to leave without you.
- >He signs his understanding, and returns to his job.
- >You turn to Mistress and motion for her to get moving.
- >She darts out, keeping to the shadows and you follow swiftly behind.
- >You follow Mistress for a good five minutes before she stops.
- >The both of you stand at the foot of the tallest tower within the castle walls.
- >Mistress leads you to a small door in the tower away from the streets.
- >It looks to be a garbage chute. Just great.
- >You hold the swinging door open, and Mistress scurries inside.
- >Following shortly after, you are assaulted with an agonizing smell.
- >A doom mountain, a griffin torture dungeon, and now a garbage chute. Things just couldn't get better.
- >After an excruciatingly pungent climb, Mistress reaches the exit and leads you out.
- >You find yourself in a peculiar place. A very disturbing, peculiar place.
- >The walls are etched with arcane symbols that glow with a faint red light. Lightning occasionally darts along the etchings.
- >The floor and ceiling is covering in a strange writing that is as beautiful as it is sinister.
- >Tables all along the walls are covered with a myriad of unusual items and liquids.
- >A lone bookshelf by the window is packed full of ancient looking tomes. Each one seemingly bursting with long forgotten knowledge.
- >Mistress turns to you after closing the door.
- >"Welcome to the tower of the Archmage."
- >You and Mistress waste no time in your search.
- >This place has an evil presence that you can feel working its way into your soul.
- >As you clear off table after table, it seems as though Mistress has found something that catches her eye.
- >"Oh, aren't you just beautiful. I'm keeping you."
- >You turn to find Mistress staring into a large black jewel that pulsates with energy.
- >Quickly, you slap the gem out of her hooves. It falls back onto the table from which it came.
- >A thick miasma oozes out from a crack it took in the fall.
- >You grab her under the chin and pull her to face you.
- "Do not take anything, this place is full of dark power. We take only the talisman, understood?"
- >"Sure, honey. Whatever you say."
- >She nervously gets back to her search, while you go over to the bookcase.
- >The titles are written in a swooping script, with the ink displaying a strange iridescence.
- >They call out to you, offering power beyond comprehension.
- >Too bad for them you don't care about things like that.
- >Moving on to a small chest underneath one of the smaller tables, you kick the lock off and open it up.
- >And there it is.
- >Sitting in a small silk lined box, it's smaller than you thought it would be.
- >As you pick it up, a twisted shriek pierces the room.
- >You stuff it into your bag, and return the blades you had taken from Mistress.
- >Drawing your sword, you drop into your stance and prepare for a fight.
- >The etchings in the walls glow brighter, and the text on the floor and ceiling begins to glow as well.
- >A heavy, thick fog fills the room.
- >"Why have you invaded my inner sanctum and stolen my property? Speak frankly lest you be destroyed."
- >Just wonderful, now you have to deal with evil talking smoke.
- "We have come for something that has been stolen from its rightful owner, we do not desire any of your possessions."
- >"All in this room has been stolen at one time in its history, and all in this room is mine."
- >So much for speaking frankly, just how are you supposed to fight smoke?
- >You take in your surroundings as best you can, hoping to catch sight of something that might work.
- >Maybe you can take advantage of this things protective nature for its property.
- >You level your sword across the bookcase.
- "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."
- >Time slows to a crawl as you wait for an answer.
- >Mistress has made her way to your side and is clinging to your leg, terrified.
- >The etchings throb and begin to burn with a hellish light.
- >The voice returns, full of barely restrained rage and fury.
- >"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."
- >In a bright flash the fog dissipates and the glowing subsides.
- >You grab Mistress and toss her down the garbage chute, following close behind.
- >Tumbling out at the bottom, you see Mistress waiting for you.
- >Not wanting to linger, you and Mistress take your leave of the castle.
- >You've had enough excitement for one night.
- >After an exhausting trek back to Mistress' cabin, you both collapse onto the grass.
- >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.
- >As you sit there, trying to catch your breath, Mistress is busy making sure her mane is back in proper order.
- >"That was quite the job, honey. Care to join me inside for some refreshment?"
- >Picking yourself up and dusting off, you crack your neck trying to loosen it back up.
- "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."
- >"Oh, well I have a little trick set up for when I leave on long trips. Come on, take a look."
- >Mistress swings the door open and steps inside, with you following after her.
- >She knocks on the wall by the door and a panel slides away revealing a lever.
- >When she pulls it, the whole cabin begins to shift and move.
- >Chairs, couches, tables, everything comes popping out of the floor and walls.
- >Within a matter of seconds, the cabin is back to the way it was when you had first seen it.
- >Mistress must have noticed the slack jawed look on your face, because she lets out a little chuckle as she walks into the kitchen.
- "How did you do that?"
- >"Simple, honey, it was magic. That and just a bit of expert carpentry."
- >She pulls out a pitcher and pours herself something to drink. You decline her offer of some for yourself.
- >You take a seat, and gesture for her to join you at the table.
- >She saunters over and sits, obviously comforted at being back home.
- >"What is it, would you like to talk about something?"
- "Yes, I would. I want to know why you were in the castle."
- >"Like I said, I was there for the talisman. It was quite nice meeting up with you though, despite how we met."
- "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."
- >You shift in your seat, leaning in closer.
- >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."
- >She represses a laugh, though failing to hold back all of it, and gets up to refill her drink.
- >"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."
- >Mistress sits back down, and slides you a mug.
- >You ignore it and think. Something was off about this whole thing.
- >Despite what you went through to get here, it seemed to easy in places.
- >You pull out the note you found on Mistress' door and place it on the table.
- "Why was this on your door? They didn't capture you, or take anything. So why did they leave it?"
- >The smile slowly disappears from Mistress' face as she puts down her drink.
- >"Oh dear, I wish you hadn't seen that. I really do find you quite interesting, but it can't be helped now."
- >She taps her hoof on the floor, and you her a creak underneath the floorboards.
- >Before you can move, bindings shoot out of the floor and wrap you up. It's quite uncomfortable.
- >"I do apologize if it is a little awkward, but these bindings were designed with other creatures in mind."
- >She slowly makes her way over to you, circling around and brushing you with her tail.
- >Her tails pulls a small pouch off your belt, and she walks towards the door.
- >"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."
- >She walks out the door and leaves you alone with a drink you can't reach and an itch on your nose.
- >At least all is not lost, she'll flip if she opens that pouch.
- >When she got up to refill her drink, you switched the talisman with a rock you had grabbed out front.
- >The ropes begin to loosen and you are able to free yourself.
- >You leave a note on her table, and make your way outside.
- >Pulling out the talisman, it gleams brightly in the sun.
- >Things may have gone better than expected, all things considered, but you have made two powerful adversaries.
- >It won't be this easy from here on out.
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