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That1guy

Cursed Battleaxe CYOA

Mar 22nd, 2014
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  1. >You are anonymous, and right now, you're contemplating your life as of the past couple decades or so.
  2. >You were born a healthy baby in a port village , and had a fairly unremarkable childhood.
  3. >Helping your father at his trade business, loading ships and taking inventory, etc.
  4. >After a few years of doing this, you had gained a good understanding of arithmetic, as well as a healthy body.
  5. >You can't quite recall if that was all you really did, or whether you had a secondary hobby that you spent a lot of time honing as well.
  6. >You spend a few moments considering this.
  7. [Any hobbies, this is a medieval technology setting, so no guns or anything like that]
  8.  
  9. >Fishing, of course!
  10. >How silly of you to forget that you spent a great deal of time fishing.
  11. >It was a port town, and with all the water around, you naturally took an interest in trying to pull things free from the blue expanse.
  12. >That doesn't really do much for you in your current situation, but if you can manage to escape, it should help you survive for a while.
  13. >The prospect doesn't honestly seem all that likely as things stand however.
  14. >You'd always been warned of the dangers of wandering off after sunset, but it probably wouldn't be an exaggeration to say that nobody would have expected an ogre to be living in a cave so nearby to town.
  15. >You were captured, and knocked unconscious before you even knew what was happening.
  16. >Now you sit, in a large, clumsily constructed cage of tree branches and twine, with naught but your wits and the clothes on your back to get yourself out of the situation, and possibly save the town.
  17. >You glance around the cage, looking for a sharp stone, anything that you could use to possibly wear at your cage, but to no avail.
  18. >You look out, not to the cave mouth, and freedom, but towards the fat sleeping beast deeper within.
  19. >It stands easily twice and a half your height, and is built like a mountain, wide and powerful.
  20. >A nest of retie red hair lies about it's head, tied into a short pony-tail, and contrasting bizarrely against it's dull green flesh.
  21. >You wonder to yourself what you can possibly do.
  22.  
  23. >The cage stands at what you would guess to be at least ten feet in height, and about 6 feet across in both directions.
  24. >It's built from thick, powerful branches that have been arrayed such as to form a solid grid, with openings just big enough to reach an arm out through.
  25. >On close examination, you note that most of the rope used to bind the five sides together is old and worn, likely picked up from travelers caught unawares and captured.
  26. >You shiver at thoughts of what came next for the unlucky predecessors, and it spurns you to some panic as you continue to ponder your situation.
  27.  
  28. >Taking a deep berth and thinking hard on what you're capable of, you get an idea after a few minutes.
  29. >Knots.
  30. >You've been working with them for the past entirety of your life, securing them, undoing them, knowing them, etc.
  31. >You haven';t met the knot you couldn't undo, and a big fat oaf like the ogre certainly wouldn't be able to manage anything too complex.
  32. >You'll need to be quick however, as you've no clue how long you were out, and how recently the oaf went to sleep.
  33. >You spend a few minutes looking around for the knots that would afford you the best chance of moving the branches, or the walls themselves, and after what feels like far too long, you set to work.
  34. >You are far more silent than you would be hacking away with some sharp rock or anything along those lines, but you do also take a good deal longer to open a sizable enough hole to make your escape.
  35. >But whether through luck, skill, or the smile of gods, you manage to do just that.
  36. >Sliding on your hands and knees, you slip out of the cage, and find yourself free of it.
  37. >You do not celebrate by any means however, still far too conscious of the beast dozing a few feet behind you.
  38. >You have no weapons, and you are by no means a skilled fighter, but you are strong, and you feel as though you shouldn't simple leave things the way they are.
  39. >You have an intuition that tells you that if your luck holds,and you don't make any stupid mistakes, you will be able to find a way to either slay, or seriously injure this thing within this cave.
  40. >What will you do?
  41.  
  42. >Some people say that discretion is the better part of valor, but you're a simple fisherman's son, and you honestly don't know what discretion means.
  43. >And so you decide that your conscience simply cannot abide by this monster living so close by to your home village.
  44. >With some nervous hesitation, you steel yourself, and walk deeper into the foul smelling cave, to look for something you can use to do massive damage.
  45. >It doesn't take you long to make your way past the sleeping ogre, and into it's horde.
  46. >And while you have heard of ogres and their various related monstrosities to have a hoarding instinct, you certainly were not expecting the amassed stash of trinkets, tools, weapons and gold that you find.
  47. >You could easily buy a village the size of yours with this much behind your word.
  48. >Before you let the gold-lust ruin you however, you spot a particularly large and heavy looking weapon.
  49. >You have seen axes, for splitting firewood and felling great trees in the winter.
  50. >You have seen greataxes, for felling beasts, and humans with evil in their hearts, but what you see before you puts them all to shame.
  51. >Truly, you have no name for the immense blade that you find resting atop a small mound of gold and silver.
  52. >You know somewhere deep in your heart of hearts, that this is the best tool for the task at hand.
  53. >The blade gleams wickedly, and you feel a great urge to test your strength in lifting the obscenely immense weapon.
  54. >You can almost swear you hear it calling out to you, eager to serve, and to feed…
  55.  
  56. >You stop yourself, and realize that even without thinking about it, your hand had been reaching out to grasp the weapon.
  57. >You ball the hand into a fist and turn around, wanting to look at anything other than it's perfect sheen, and menacing blade.
  58. >A part of you understands that there's something unnatural and dangerous about the weapon, aside from it's normal danger by virtue of being a weapon.
  59. >You look elsewhere, looking for anything that you could use instead of the blade.
  60. >You find smaller, duller tools, and a few vials of brightly colored bubbling liquid, but nothing that gives you the same certainty and confidence as the Greataxe did.
  61. >You struggle not to look back at the weapon, but against, or perhaps because of your deepest desires, you find yourself looking at it with a want in your eyes.
  62. >Your hands itch to hold it, and you feel a bead of sweat run down your temple as a stream of light shines perfectly off it's lethally sharp edges.
  63. >You take a step forward towards it…
  64.  
  65. >A great rumbling of footsteps snaps you out of your hazed thoughts, and you fall to your knees before the blade.
  66. >There is stillness for a few moments as you fear what has come to pass, and when you feel the cave shake and quake around you you know that you've run out of time.
  67. >The ogre has awoken and found his quarry escaped.
  68. >You think quickly and hop behind the blade, in the hopes that the blade and the gold will conceal you from the giant brute.
  69. >You hold your breath, and shut your eyes as the crash and stomp of his heavy foot-falls draw ever closer, and when you're certain that all is lost, and you're about to be pounded into a paste, the foot-steps recede away, in a rush as though chasing a noise.
  70. >You stay still and afraid for a few moments longer until the rumble of his steps is gone completely, and you are surprised to be still alive.
  71. >You glance around and see that aside from a few piles of riches collapsed on themselves, there is nearly no hint that the ogre had even arrived.
  72. >You figure that when the ogre didn't see you, he assumed you had gone running away, and had left in a hurry to give chase.
  73. >Now will be the best opportunity to escape, but it will also be an opportunity for the foul creature to escape, taking with him his riches and the Greataxe.
  74.  
  75. >For the life of you, you cannot bear the idea of leaving the weapon behind, so with a nearly frenzied fervor, you reach out and take hold of the shaft.
  76. >And immediately you nearly cry out in pain, as a million incredibly small blades bite into your flesh, drinking deep of your blood, and dyeing the dark brown leather a deep, crimson.
  77. >You simultaneously feel a voice waking up, and stretching out languidly.
  78. >It settles deep within your head, and in a tone like bloodstained silk, speaks as you imagine a cat might.
  79. >"Thanks for picking me up Master. You don't know who long it's been since i found a human who smells as good as you do."
  80. >You would be hard pressed to describe the voice as anything other than deadly, but somehow, you perceive a great and terrible beauty as well.
  81. >The voice just feels good in your head, and as you struggle to keep the pain in your hands from overwhelming you, it purrs sweet nothings into you, soothing you and simultaneously enflaming your rage.
  82. >"I'm sorry to be hurting you so much Master, but I haven't had a drink in decades, and unless you can find another place for me to slake my thirst, i'm gonna keep at it."
  83. >You think of the ogre, and the voice immediately replies.
  84. >"Quite a mouthful, but certainly enough for me to feed. What say you we find big green and ugly and have a gay old time?"
  85. >Nodding half-heartedly you rise from your knees, your palms still wrapped tightly around the handle, and follow the heavy disgusting scent after the ogre.
  86. >It doesn't take you long to find him, and in your pain and bloodlust, you don't even bother remaining silent.
  87. >Instead you roar out a bloodcurdling cry, and leap at the creature's warty back.
  88. >Your blade finds it's mark, and sinks deep, staining the grass and your skin a deep dark red.
  89. >The ogre cries out in pain as it swings around to face it's opponent, serving only to dislodge your blade with a wet *schlick*.
  90. >It's bloodshot eyes struggle to focus on you, nearly blinded by pain and dulled by confucion to see such a small creature attacking it head on.
  91. >You don't dally however, pulling the heavy weapon around in a wide circle and sinking it deep into the beast's leg just under the knee.
  92. >It collapses to them, as more and more blood pours from it's two gaping wounds.
  93. >You feel a deep satisfaction as your blade drinks deep, and you feel the voice purr in utter bliss deep inside.
  94. >The beast looks up at you with fear deeply scrawled on it's features, but you have no mercy for it, pulling your weapon free once more, and sinking it with no pretense deep within it's skull.
  95. >There is a low groan as the remaining air within the now still beast's lungs is crushed out under it's own heavy weight, and a sickening snap as you wrench your blade free from it's skull.
  96. >The stench of iron and rot hits your nose, but you don't bat an eyelash.
  97. >It's blood has begun to dry on your skin, but you don't care.
  98. >All you truly perceive, is the joy and satisfaction within the blade, and the pride within the voice.
  99. >"I've always been good at picking Masters, but I think you'll be the best one yet."
  100.  
  101. >It seems you've taken on an unorthodox ally.
  102. >If a bloodthirsty weapon that speaks can be considered an ally.
  103. >"Not very nice, but i suppose that you humans are sorta narrow-minded when it comes to these sorts of things."
  104. >No more privacy for you it seems.
  105. >"Not unless you say please first."
  106. >You figure that if this relationship is going to continue, and be as intimate as it has been, you might as well introduce yourself.
  107. "My name is Anonymous, I thank you for your help with the Ogre."
  108. >The voice seems pleased at your formality, and responds in kind.
  109. >"A pleasure to learn your name Anonymous, You can call me anything you like, you are my Master after all. Nothing too silly though, I hope."
  110. >You figure that slaying an Ogre is worth some sort of bounty, and begin heading back to the cave to make your withdrawal.
  111. >"Why not just keep all of it?"
  112. >The voice asks, and you wonder what exactly you could really do with that kind of riches.
  113. >"You could hire a mercenary army, go marching on the nearest kingdom and attempt to take it for your own name. I certainly wouldn't be against that."
  114. >You're not really sure how you could express the equivalent of a deadpan stare at a voice in your head, but she reels back after you imagine it, and you figure imagining an expression will have to do for now.
  115. >"Fine, I already know the whole story so far, so that's not gonna happen… give me a bit though and I'll see about convincing you, I'm sure."
  116. >You arrive back at the ogre's horde, and immediately set about stuffing a pouch you find with all the riches you can fit.
  117. >It quickly becomes apparent however that the satchel is no ordinary satchel, but rather some form of enchanted storage, as no matter how much you pour into it, it does not grow any heavier, nor any closer to full.
  118. >Just to be safe, you reach in and try to retrieve some of the riches, only to find that if you keep the amount in mind, you will pull out the exact amount.
  119. >Seems a rather useful thing to have around, and so you strap it to your side with a strong metal link.
  120. >You spend a good bit of time pouring riches into the pouch, and when you've gathered up most of the simple coins and gems, you find that you're about half done with the horde.
  121. >It's been some time, but you get the impression that while you own this Axe, no great danger will befall you if traveling late at night.
  122. >"Damn straight."
  123. >Do you continue to stuff your pouch, or do you make for home while there is still light to see the road by?
  124.  
  125. >You continue gathering and storing away the rich horde, all the while considering various names for her.
  126. >You consider inspiration in the form of flowers, rose, delilah, snapdragon, but you get the distinct impression that the flowery imagery doesn't sit all that well with her.
  127. >Then you experiment with absurdity, stuff like Bob, Tom, and Ricky Gervais.
  128. >She remains entirely silent at this, and you decide against any of them.
  129. >You finally get around to considering her, and her fondness in earnest.
  130. >She likes blood, but a blade named blood reeks of unoriginality in your opinion.
  131. >Well what of the color of blood?
  132. >"A deep, glorious red."
  133. >Crimson even.
  134. >You recall that you're caked in now dried ogre's blood, and when you look yourself over, a single word comes to mind.
  135. >Scarlett.
  136. >"That's pretty good actually."
  137. >You think so as well, and it has a certain beauty and danger to it that perfectly describe her.
  138. >"You'll give me a big head. But I agree."
  139. >Stuffing the last of the valuables into your magical pouch, you decide on it.
  140. "Hence forth, you will be Scarlett. Agreed?"
  141. >"Happily, Master. My name is Scarlett, and I am yours."
  142. >The blade feels warm, and pleasant in your hands, and you realize for the first time, that it no longer bites into your hands as it did originally.
  143. >"Well we've gotten to know each other now, and I'm not too thirsty yet, so I'm fine with playing nice. For now."
  144. >Shaking your head slightly, you take a last look around the chamber, and once satisfied with your plundering, you turn around and make your way out past the cave entrance, and into the evening gloom.
  145. >You continue sporadic conversation with Scarlett, and you learn that while a tad overly-fond of death and blood-shed, she's not as cruel as you had originally imagined.
  146. >Certainly she loves to bathe in and feed off of the blood of her Master's foes, she understands that there is more to life than simple conflict.
  147. >For people anyways.
  148. >You find the Ogre's corpse being picked at by several predatory and scavenger creatures, but as if sensing the power in your blade, they all back off as you approach.
  149. >You look over the now cold corpse, and you remember something you said a while back.
  150. >A confirmed slaying of an Ogre is noteworthy, and if you could bring with you proof of the deed, you would most certainly be able to earn a bounty on it.
  151. >Not that you actually need it any longer, what with the ogre's hoard, but still.
  152. >Will you take the ogre's head with you?
  153. >"What a macabre question."
  154.  
  155. >Figuring that any profit is worth the effort, you wield Scarlett, and with a heavy swing, you sever the large head from the larger still body.
  156. >The blade humms with satisfaction at the blow, and Scarlett purrs as you stuff the head into your pouch.
  157. >"It's a good thing I can't get fat, else i'd have to mind being a glutton."
  158. >You chuckle, and after a brief stop in a creek to wash some of the dried blood from your skin, you continue along the rest of the way to your village.
  159. >You're about 5 minutes out when you realize something.
  160. "How am i going to explain you, Scarlett? I've never wielded a dagger let alone a battle axe, and certainly never against something so feared as an Ogre. Not to mention I'd be loath to hand you over if they demanded it."
  161. >She remains silent for a moment before responding.
  162. >"If I'm not mistaken, You picked up a sword back in the cave, yes?"
  163. "Yes, what of it?"
  164. >"Well, the last time a Master of mine admitted to wielding a cursed blade, he was forcibly removed, and it did a real number on me. I'm not trying to get exorcised, so what i'm thinking is you simply keep me on the hush hush. We can still communicate when you're not wielding me, and So long as I get fed every once in a while, I'm fairly content to stay asleep in the bag. As for how you managed to slay an Ogre, well… You're young, you're strong, and you've definitely got plenty of potential in you to be a great warrior, so you could say the gods guided your swings or something equally sappy and appealing to the normal folk."
  165. >You're not especially comfortable with lying to your family and friends, but if the alternative is being forcibly extracted from Scarlett, you're not sure if you have a choice.
  166. >Will you go along with the plan, or will you try and think of something else?
  167.  
  168. >Unable to think of anything better by the time you arrive at the village gates, you decide to agree with Scarlett's plan for now.
  169. >With a hint of reluctance, you take Scarlett, and place her in the mystical bag, as well as pull out a finely crafted shortsword with small pearl and crystal inlays along the guard[?]
  170. >Like you've said, you're not particularly familiar with most weapons.
  171. >As you let go of Scarlett's handle, you feel a great weariness overcome your body.
  172. >The pain of your injuries comes to the surface, as well as the discomfort of the dried blood that has by now soaked into your clothes and hair in such a way as that they will never truly wash out.
  173. >Hobbling somewhat, you pull yourself into the village, and are soon spotted by a patrolling guard who recognizes you, and sees all the blood, and calls over his fellows guards, as well as some of the town's healers.
  174. >You feel consciousness slip away as the guard catches you, and you fall into a deep sleep, clutching tight to your body both the sword, and your pouch.
  175.  
  176. >You stand in a vast green field, with rolling hills and sparse clouds breaking up the beautiful sky.
  177. >"A bit too peaceful in my opinion, but you are young and innocent after all."
  178. >You stop and look around for the source of the familiar voice, and off in the distance you see something.
  179. >Beautiful and deadly, with a mane of fire or blood, stands a woman with sharp features that you can't quite describe in words.
  180. >She smiles a razor's smile, and in an instant she stands before you, towering and imposing, yet clearly not a threat to you.
  181. >She brings a pale skinned hand to your cheek, and when it presses into your skin, you feel the cold unkind chill of steel, or something very much like it.
  182. "Scarlett."
  183. >She smiles, happy to be recognized in this form, and sits cross-legged on the green grass, looking up at you with bright eyes.
  184. >"My Master, I see that I may have overworked you a bit on my first feeding, and I am sorry. This does give us an opportunity to learn from one another, however. Would you be interested in learning what a cursed blade could teach?"
  185. >She raises an eyebrow, and you get the impression that learning from Scarlett will be in all likelihood painful and tiring, but very much worth it in the long term.
  186. >What will you respond?
  187.  
  188. >You aren't sure what she would be able to teach you, but you make the decision that whatever she has to teach, you will at the very least hear her out.
  189. >She smiles at this, and stands from the ground, brushing dust from herself and closing her eyes in concentration.
  190. >You're about to ask her what she's doing, but in a flash of light, where the woman once stood, now stands the familiar weapon.
  191. >You reach out and take it in your grasp, and feel a presence adjusting your stance and your grip.
  192. >Her voice comes from just behind, as though she is whispering into your ear, and she tells you of how to wield the weapon.
  193. >It feels different to you, heavier and slower than when you stood against the ogre.
  194. >"When we sunk our teeth into the green giants thick hide, you had given yourself over unto my control, and mastery was intrinsic to your very being. But you, as your singular self are inexperienced, and entirely unprepared for anything more than chopping wood. While you sleep, you and I will work on your skills, that when you wake, you are better able to survive, even without my presence in your muscles."
  195. >You ask why she doesn't always just do what she did with the ogre, and you feel a huff of hot breath down the back of your neck.
  196. >"No master of mine will rely on a weapon to do his fighting. Such will lead to laziness and weakness when separated. Not to mention that exerting full control over you drives me to far greater hunger in much less time… It is enough to say, I think, that we shall both benefit from your learning to defend yourself by your own merit."
  197. >With this said, you and Scarlet practice simple things to do with self defense, until you've lost track of time.
  198.  
  199. >When you open your eyes, you feel weary.
  200. >You look about, afraid to find how much of the past has been in a dream and how much has not.
  201. >When your eyes settle on the familiar rugged features of your father, and the worried tear-stained eyes of your mother, you are relieved to be home.
  202. >Your father is the first to notice you stirring from your sleep.
  203. >He stands sharply and calls out of the small room you all find yourself in, and a pair of healers quickly make their way beside you, to be sure that you are alright.
  204. >"Anonymous, can you hear me son?"
  205. >Your father asks with worry clear in his voice.
  206.  
  207. >Pushing yourself up against the back of the bed, you respond simply, and in a dry, tired voice.
  208. "Hello father, I can hear you."
  209. >The normally stoic man sags, relief visible in his posture.
  210. >Your mother comes over to your bedside and begins running her hand across your forehead, and through your short hair.
  211. >There are tears running down her cheeks, but when you look up to her, you see there is nothing but happiness in her features, happiness to have her son back safe and sound.
  212. "How long have I been asleep?"
  213. >Your father and mother exchange glances, but before they can answer your question, the door to your room opens and a powerfully built man in heavy plate armor steps in.
  214. >He wears his long dark hair in a simple tail down just past his shoulders, and when he fixes you in his gaze, you see relief in his eyes, as well as confusion.
  215. >You've only spoken with him once before in your life, although you've held him in high regard ever since.
  216. >The guard captain walks up beside your bed, with a parcel in his hands, and one you recognize the shape of.
  217. >"Excuse the intrusion, but I must return this, as well as make a request, now that you have awoken."
  218. >He hands the wrapped sword to your father, and turns to fix you in his gaze once more.
  219. >"Anonymous, when you feel you have sufficiently recuperated, please see about visiting me so that we can go over the details of this incident, and how it has come to it's resolution."
  220. >Bowing his head in thanks for your time, he then promptly retreats from the room, allowing you to continue the reunion with your family.
  221. >The healers set about wrapping your hands, which have been badly cut up and deeply wounded while your parents explain that the guard who found you caked in blood and dirt had only done so three days prior.
  222. >You've been asleep for over two full days.
  223. >Scarlett mutters quietly, and you make sure not to let on about the voice in your head.
  224. >"I may have gone a bit overboard with that first feeding, sorry Master."
  225. >You take a look around the room, and at yourself, and find that you recognize your own room.
  226. >What you don't see however, is your mystic pouch, something that sets you on the path to panic.
  227.  
  228. "Father, Mother, I had a satchel on my person upon returning to town. I distinctly recall, have either of you any knowledge of where it currently is?"
  229. >You realize that you could have been more subtle, or polite in making your request, but the fear of having lost all within the pouch has you concerned over greater things.
  230. >Your mother is the one to respond to this, and in a calming tone, she replies that all of the things you had with you when you arrived back in town were taken in by the town guard until you could be spoken to on your experiences.
  231. >"If the satchel carries the same enchantment as I imagine it does, Master, then you have little to concern yourself over. As anyone can place things within, but only those who added them in the first place will be able to retrieve them later."
  232. >You are somewhat relieved to hear Scarlett say this, but whether or not you can retrieve the riches still depends entirely on retrieving the pouch itself.
  233. >Your mother ask you why you are so concerned about the pouch, while your father sets about unwrapping the gilded sword the guard captain brought back.
  234. >When he pulls it free, the room falls silent, and you get your first good look at the blade.
  235. >It would not be mistaken to imagine this once belonged to a noble family, possibly a duke or perhaps even royalty.
  236. >It's blade is exquisitely sharp, almost impossibly light, and it's metal almost glows a soft green in the light.
  237. >The jewels set into it's cross guard and pommel gleam brilliantly, and you are certain that this blade would be worth nearly more than half a year's worth of food.
  238. >Your father is stunned, mouth agape and eyes wide as he takes in the sword's beauty.
  239. >"My son, how did you come upon such a fine blade?"
  240.  
  241. >You very briefly consider dodging the question, but as your father looks over what is likely the most valuable thing he's ever beheld, you can't manage to say anything other than the truth. Or a part of it at any rate.
  242. "I… kind of ran into an ogre."
  243. >Both of your parents' eyes go wide at this, and you hurry on, before they can begin swarming you with concern and questions.
  244. "Don't worry, it's dead now. Although I am a little worse for wear after the encounter, i believe I'll be fine. Just some exhaustion."
  245. >Your father almost can't believe what you're saying, and honestly you don't blame him, but as Scarlett said, you begin speaking about how you were scared, and running for your life, and how you asked the gods for help.
  246. >You found the blade half buried in a gnarled old tree, and pulled it free, before a burst of strength and madness overtook you, allowing you to cut the foul beast down.
  247. >The healers finish up with their administrations, and you flex your hands to see how impaired you are for the time being.
  248. >You also silently thank Scarlett for the information, knowing that had you not been given it, you'd be far closer to panicking right now than you are.
  249. >"You're welcome, Master."
  250. >The healers seem pleased with your range of motion [that is to say, nearly none] and head out, with warnings of over-straining, and of advice to call for help if they begin to ache.
  251. >Your father asks if you're some kind of king under his breath, and stands to go place the sword somewhere safe for the time being.
  252. >Your mother waits until he has returned before bringing you a plate of steaming food, simple, but tasty and home made by your beloved mother.
  253. >A ravenous hunger overwhelms you, and you devour the meal, happy to be safe and sound, with your parents looking similarly pleased.
  254. >They don't seem to want any more details on your encounter with the ogre, and you can't blame them.
  255. >You spend another few hours simply being with them, and eating, and recuperating, after which you find that the sun has begun it's descent.
  256. >You test your legs and find that although wobbly and weakened, you are capable of walking, and could possibly pay a visit to the town guard, both for your pouch, and to speak with the captain.
  257. >Will you do that, or will you continue to rest for the day at home?
  258.  
  259. >As tired and weak as your body is…
  260. >"Again, sorry."
  261. >You're not content to lay on your bed while your well earned treasures sit "confiscated" away from you in the hands of men and boys who did nothing to earn it.
  262. >Convincing your mother to let you take a short walk to get some fresh air, you head out onto the stone cobbled streets and avenues of your home town.
  263. >On a map it is marked simply as Watercrest, and when anything important occurs involving politics or other unimportant things, the town is recognized by it's distinctive crest of waves crashing against a cliffside.
  264. >It lies on the far south-east reaches of your home kingdom, and is a major trading port on the fronteir expanse.
  265. >You walk over small stone bridges that pass over shallow or deep rivers, and soon enough you've made it to the guardsman's quarter.
  266. >Barracks and smithees, all busy in various manners, you ignore most for the time being, knowing that your destination lies deep within, in the most well fortified structure in the town.
  267. >"A bulwark against the encroaching barbarism and ignorance of the frontierlands." as the king put it once on a short visit to learn of coastal trade and it's impact on his nation's economics..
  268. >You are welcomed as though expected when you arrive at the imposing structure, and made to wait a short while as the guard captain finishes up a discussion with his lieutenants.
  269. >He comes out to greet you himself, and extends a gauntleted hand in greeting.
  270. >"I'm happy to see you're well enough to b out and about so soon after your ordeal, please follow me, as we have a bit to talk about, as well as some property to return."
  271.  
  272. >Taking the armored hand, you give it a shake, and stand before following The guard Captain as he begins to speak with you.
  273. >"When my men reported that a child had come stumbling into town covered in blood and wielding a golden sword, I was half considering that they'd been off drinking on the job. But, imagine my surprise when that's practically exactly what i found upon answering the call. I don't think it would be much of an exaggeration to say that we'd all given you up for dead lad. Children very rarely ever return from the forest, and now I suppose we know why."
  274. >You are led past the prison cells, and a few of the convicted leap out at the bars in an attempt to fighter you.
  275. >In your mind, you simply recall the fear you felt at waking up in an ogre's cave, and the convicts don't really hold a candle.
  276. >"They found the corpse just a mile or so out, you know. Half eaten and torn apart, but clearly an ogre, and beheaded as well. Surely it must have been the work of the goose that saw such a decisive victory. And I'm sorry if it sounds like I'm belittling you in any way, it's simply that your father and i spoke at some length prior to your waking, and neither of us had heard or seen a single thing to indicate any skill with a blade was present within you."
  277. >You arrive at what you imagine to be the guardsman's storage, where a balding dwarf sits behind a desk, counting gold coins.
  278. >"Guardsman Stonefist, Not too bored, I hope."
  279. >The dwarf looks up from his count and doesn't stop.
  280. >The captain looks displeased, but doesn't pass comment in front of you.
  281. >You listen with some happiness as the sound of coin against coin clinks away for a minute longer before the dwarf stops and looks up at you two fully.
  282. >He stands from his seat, and salutes the captain before retreating into the storage itself, and returning a moment later with your satchel, as well as a sheet of paper.
  283. >The captain signs on the sheet twice, before taking the satchel, and handing it over to you, with an unreadable expression on his face.
  284. >"Anonymous, it takes a certain inborn talent to draw the gods' favor, and if i'm perfectly frank with you, I cannot see it in you. It is with this in mind, that I would ask of you whether or not you would be interested in training under me, as an apprentice of the sword. I would like to see the potential within you brought to fullness, and I would like to understand what it is that saved your life just a few days ago."
  285. >He begins walking back the way he originally led you, and you follow after him, feeling a good deal more at ease with the satchel, and Scarlett back in your possession.
  286. >"I do not ask for you to make the decision now, or even in this week, but I do ask that you think on my offer, and return to me with an answer as soon as you feel comfortable."
  287. >You both arrive back at the front of the structure, and with a nod of courtesy, he excuses himself to go about the rest of his business.
  288. >You're left to contemplate his offer of apprenticeship, as well as to consider whether or not you will return home immediately.
  289. >You do have your magical pouch once agin, and with it the ogre's head.
  290. >You could visit the nearby Hunter's Hall and turn it in for the posted value.
  291. >Although it remains to be seen whether or not the condition you left the head in is worth anything anymore.
  292.  
  293. >Figuring that you did take it for a reason, you decide that you will at least try and collect a price on it.
  294. >Hobbling somewhat through the gaurdsman's quarter, you eventually make your way out and into the guildhall's and make your way to the Hunter's Lodge.
  295. >An older looking man with scars a plenty and a missing eye opens the door for you when he sees how unsteady you are.
  296. >You thank him for the courtesy and he nods before continuing along on his way.
  297. >Within the hall there is a strong scent of smoke, mead, and of roasting meat.
  298. >It is strangely appealing to you, but for the time being you ignore it and head straight towards the bounty-board to see what an ogre's head will fetch, and whether condition will affect the price.
  299. >An ogre is classified as a dangerous beast, and fetches a reasonably impressive price.
  300. >Next to nothing compared to the likes of a dragon or a lich, or some other high-classed monster, but certainly enough to warrant carrying it's heavy head all the way here.
  301. >Condition does not affect price much, and you are pleased to see it.
  302. >With a bit of rummaging about in your magical pouch, you retrieve the head and are surprised to see it in practically the exact condition as when you placed it in originally.
  303. >You make a mental note to learn whether or not the bag will preserve perishable goods effectively, and head up to the Collection table, where a young, bored looking [half?]elven woman sits and plays with a lock of golden hair.
  304. >She watches you approach from the corner of her eyes, and when you place the severed head atop the table. she seems un-convinced that it is really what it appears to be.
  305. >In a voice that practically drips boredom, she says hello, and asks what the head is supposed to be.
  306. >You reply that it is clearly and ogre's, and she begins to inspect it for any signs of a glamour upon it.
  307. >"How, pray tell, did you manage to fell an Ogre?"
  308.  
  309. >As she pokes and prods at the disembodied head, you summarize.
  310. "Blind luck and an even luckier swing. If you like, I can regale you of the full tale, although i doubt you'd be interested in hearing it."
  311. >She examines the deep cleave you and Scarlett left on it's face, and somewhat distractedly replies.
  312. >"Kid, I am bored and unoccupied. And this-"
  313. >She hefts the head.
  314. >"-is a real ogre's head. You bet your behind I want to hear the full story. It's been a slow day and the day's nearly gone, so I sincerely doubt you'll be distracting me from my job. I'm Auriel, by the way."
  315. >She reaches underneath the desk and begins counting out shiny coins to hand over.
  316. >You weren't expecting her to take an interest, so you stutter a bit as you walk through the story.
  317. >Omitting of course the whole "Cursed battle axe" part.
  318. >When you're done, she has a small pouch heavy with coin, and an impressed look on her face.
  319. >"Well, if that's all true, then the gods truly favor you… I don't think I ever got your name actually."
  320.  
  321. >Giving your name, you reach out your hand.
  322. >She gives it a firm shake before handing over the pouch of money, and continuing on.
  323. >"Anon, If the gods truly favor you, then it'd be silly of me to simply let you go after collecting your due. The guild could use hunters, Lucky, skilled, whatever. If you can swing a sword and you can listen to directions, then you're welcome aboard."
  324. >She puts a hand to her lips in thought and proceeds after a few seconds.
  325. >"Now that i'm on the subject, we're going out in a few days to do some pretty simple hunting. Small group of goblins that comes around seasonally, usually sends a few scouts ahead to warn of threats. We're gonna meet em halfway and scare them off to keep the main body from getting too close. Should be pretty safe, and if we're done quick enough maybe one of us can show the other a few tricks? What do you say?"
  326. >She offers her hand and a smile, and you take it.
  327. "I say I will see you then. For now I think I should get back home and get some rest."
  328. >She seems happy to have recruited you and nods her head, calling out after you affectionately as you make your way out of the lodge, and back onto the thoroughfare.
  329. >You're left mostly to your thoughts as you walk back home, and after a surprisingly peaceful few minutes, Scarlett speaks up.
  330. >"Goblins? Most are not even worth feeding off of if you ask me, but are certainly a viable target for training. As for the captain's offer, I leave it to your discretion. All in all, I believe this has been a productive day, don't you , Master?"
  331. >You reply in the positive, and silently explain to her that while you would probably benefit from the captain's tutelage, you're hesitant to spend any extended period of time with somebody who could even catch a whiff of the arrangement you and Scarlett both share.
  332. >"A reasonable concern, although it should be said that as long as you can keep our little chats off of your face, and nothing legitimately threatens your life, that I can keep myself pretty perfectly concealed. I've had a bit of practice at it after all."
  333. >You take note of her reassurance, and as you arrive home, your parents crowd you, worried about where you;d gone and what you were doing.
  334. >They are nearly distracted when you reveal the pouch of coins, and as your mother counts them out, your father explains that although they are proud of what you've accomplished and exceedingly happy at the monetary gain, you could have simply asked them to help, and it would have been less worrying for everyone involved.
  335. >You are pulled into a hug by your father, and soon after you've all made nice once more.
  336. >You all eat a simple meal together, and after you have put you dirtied utensils away, you head off to bed, to get some much needed rest.
  337. >When you finally do drift off, Scarlett makes herself present, and you both go over some more of the basics in being a skilled bladesman.
  338. >She is a harsh teacher, but upon grasping a concept or skill, she expresses her happiness in avery pleasant manner.
  339. >Something that effectively drives you to improve.
  340. >The next day comes, and you spend a good deal of it in bed, resting.
  341. >When Scarlett said that it was much better for everyone involved that she not possess your body, she wasn't kidding.
  342. >Although you do feel much more able today than you did yesterday, you are still much weaker than normal, and far more prone to exhaustion.
  343. >Scarlett apologizes for her part in your weakness, and notes that she is doing well, sealed away hidden and asleep as she is in the sack.
  344. >You are given an opportunity to step out for a walk in the late afternoon, and you consider what you will do with the time.
  345. >You could visit your favorite fishing spot and apply a bit of your skill for a while.
  346. >You could visit The healer's den for a report on how your healing has come along, and perhaps to learn a bit.
  347. >You could visit the hunter's lodge, to see if Auriel is in or not, although you wonder how she might take such a display if she were in.
  348. >Or you could simply go for a short walk, to stretch your legs, before returning home for some more rest.
  349.  
  350. >You are sure to grab you infinite pouch and strap it tightly to your side before heading out of the house and onto the merchant's quarter.
  351. >The walk is quiet, aside from the sound of flowing water as you walk over bridges, and you spend the time quickly asking Scarlett a few things.
  352. >You ask if you should consider investing in some actual armor.
  353. >And what kind of armor someone like you should consider.
  354. >"Excellent questions, and certainly worth considering. In a few days you'll be engaging in battle with simpleminded and weak creatures. That said, there is no accounting for luck, or poor information. I would suggest, some simple leather armor. Light enough to not slow you significantly, durable enough to protect you from a dull strike, and generally reliable enough to stop an arrow should it come to that. You'll want to have it custom made to your size, as a loose or tight fitting armor can spell disaster during a fight."
  355. >You nod you rheas to her advice, and soon you've arrived at your intended destination.
  356. >The local armorer is not especially well known across the continent, but you've never heard any complaints from passing adventurers, or the local hunters.
  357. >Stepping into the slightly sunken forge, you see an older balding man, rippling with muscle and wearing a heavy smith's apron.
  358. >He doesn't notice you as you enter, and you have to make yourself known in order to get his attention.
  359. >When he turns to face you, you're somewhat surprised to see that he is the same older fellow who held the door open for you at the hunter's lodge yesterday.
  360. >Seeing him now, sweating and red-faced from exertion, he looks like an altogether different person.
  361. >"Hello there young man, wha' can I do for you?"
  362. >There is a distinct accent to his voice, although you can't place it.
  363. >You explain that you're looking to have a set of leather armor crafted for yourself.
  364. >"Leather eh? What type?"
  365. >You ask him what he means, and he explains that there are two different types of leather armor.
  366. >A more hardened armor that resists damage better, but weighs a bit more, and is harder to move around in, or a softer more flexible armor that can't hold up as well, but weighs less and is much easier to move about in.
  367. >You ask him to wait a moment as you consider the choice.
  368.  
  369. >Deciding that you're not especially flexible as things are, you could do with the better physical protection to compensate.
  370. >You tell the old Smith as much, and he nods his head before quickly measuring your arms, legs, width, height, etc, etc.
  371. >By the time he's done, you feel somewhat excited, as you've just ordered your first suit of protective armor.
  372. >Nothing especially exceptional, to be sure, but certainly something you can work with.
  373. >You hand over half of the agreed upon price, and with the knowledge that the smith will do his best, you begin walking back home.
  374. >The walk is quiet, and Scarlet only bothers to state that she is beginning to grow hungry before falling silent once more.
  375. >you return home, and are pleasantly surprised when your parents don't lecture you for going out again today.
  376. >Likely due to your timely return.
  377. >You all eat together and after handing in your dirtied plates and such, you head to bed, where you drift off to sleep once more.
  378. >Scarlett has you practice some more basic skills, diversifying them so as to be made applicable across multiple weapon types, and with some instruction from her, you imagine yourself in a suit of hardened leathers, practicing how they affect you, and how they feel.
  379. >When you wake, you realize that you've woken much earlier than normal, and aside from some snoring coming from your parent;s bedroom, there is a pervasive and consuming silence hanging over the town.
  380. >You figure you must have woken far before the sun is set to rise, as not even the nearly constant sound of business on the wharfs can be heard.
  381. >You consider your options, and contemplate your action.
  382. >You could simply go back to sleep.
  383. >You could mess about within your house, getting a rink of water or some late night food.
  384. >Or…
  385. >You could head out and walk a bit.
  386. >Who knows what you would come upon at this silent hour.
  387.  
  388. >For one reason or another, Scarlett's words come to mind, and in a half asleep stupor, you grab your pouch, and walk out onto the chilly moonlit streets.
  389. >You walk about for a while, curious about the town in it's empty state, and as you explore, you take notice of a silent follower.
  390. >Hooded and hidden away, a plan begins to form in your head.
  391. >Walking down a dark lonely alleyway, you find yourself a a dead end, a place you knew you would come tom, and as you turn about to walk back home, the figure stands barring your way.
  392. >Wielding a small blue-metaled dagger, it approaches, motioning for you to empty out the bag.
  393. >Scarlett seems to have woken as well, and purrs softly as you share thoughts.
  394. >"Pull me out, and let their curiosity be their damnation."
  395. >You play the part of frightened innocent, and as you empty out the pouch, you build up to the peak of your performance.
  396. >Pulling Scarlett from her quarters within the bag, you place her, gently against the alley wall, where she beckons to be taken.
  397. >You see as the seduction takes hold over the mugger, and as their hand reaches out, you can nearly feel the same hunger for blood that scarlet must feel.
  398. >When their hand takes hold of the grip, a thousand invisible daggers cut their hand to a bloody mess, and you feel as Scarlett begins to drink deep of her target.
  399. >The body screams silently in agony, as it os leeched practically dry, and after a few short moments, collapses, limp to the floor.
  400. >Devoured wholly from within, there is no doubt in your mind that when the body is found tomorrow, there will be a great panic amongst those who are allowed to know.
  401. >Vampires are among the deadliest of monsters, and the idea that one cold be in this town will not go ignored.
  402. >Will you leave the body, or will you attempt to hide it away while you still have the silent night as your only witness?
  403.  
  404. >Evidence of your misdeed(?) should be done away with, you reason, and so with some effort and some more time, you manage to drag and deposit the husk of a body within your pouch, smiling at how big a difference it makes.
  405. >Scarlett is clearly an eager eater, as there is nearly no blood at all to be found on the alley-walls.
  406. >"I try, Master. You have my thanks for the meal."
  407. >Looking around as you exit the alleyway, just in case, you're relived to see that the silent night has remained just that. Silent.
  408. >You make your way back home, and after a few moments, you've fallen asleep again, deep and not in the least bothered by the death of another sentient being on your hands.
  409. >You and Scarlet continue you simple practice throughout the night, and when you awaken, it's to the normal waking hour of your family.
  410. >You eat with them, and compliment the food, remarking on how the improved flavor can probably be attributed to the higher quality foodstuff that you've made possible to purchase.
  411. >Your mother chides you, remarking that her cooking has always been excellent, and the three of you continue to spend the morning in a happy mirth filled mood.
  412. >You are given a period to yourself, as per the norm by now, and feeling a good deal better than you have since finding Scarlett, you consider what you will dow with the time.
  413.  
  414. >You decide that with all the macabre and violence of the past few days, you're due for a bit of fishing.
  415. >Grabbing your rod and your pouch, you let your parents know where you're going, and that they shouldn't be worried of you're a bit late in coming home.
  416. >Your father thanks you for letting them know this time, and you head out to relax for the day.
  417. >You find your little secluded spot, still undisturbed by most others, and after a bit of nostalgia, you cast your line, and you wait.
  418. >"Seems like you'd get really bored doing this for fun."
  419. >You silently explain to Scarlett that fishing isn't really so much about escaping boredom for you, as it is about finding peace.
  420. >The stillness of the water as you wait, the soft sounds of a fish biting the bait, and the jo of successfully managing a catch are really what it's about for you.
  421. >"Still seems pretty dull, but I'm happy that you're happy, Master."
  422. >All told, you manage a few smaller catches over the day, enough for a hearty snack tomorrow you think, and as the sun sets over the horizon, you pack up and begin the walk home.
  423. >"So."
  424. >So.
  425. >"Tomorrow we vetoer forth with the lovely half-elf to slay simpleminded beast-folk. Sounds lie a perfect opportunity to grow fond of one another"
  426. >You blush slightly , and admit that the though had entered your mind once or twice, what of it?
  427. >"Oh nothing, just wondering if you had any actual plans or not."
  428. >For growing closer to Auriel?
  429. >"For anything. For the goblins, for the teaching afterwards, or for that."
  430. >You ponder her question.
  431.  
  432. >Looking to get off the topic, you decide to turn the interrogation on her.
  433. "Oh scarlet, no need to be jealous. You're the only one who gets to drink my blood."
  434. >She chuckles at this and replies simply, not taking the bait.
  435. >"If I'm perfectly frank, Master, I'm not sure I can even feel jealousy. And I am pleased to know you consent to my slaking my thirst with your own blood should the occasion present itself."
  436. >You continue a back and forth for the remainder of your travel home, and when you arrive, you can't help but feel like you very definitely have lost to her at trading insults and teasing remarks.
  437. >"An eternity of practice, Master."
  438. >Your parents are happy to see you home, and after you all eat dinner together, you stay awake a short while longer, de-scaling the fish and salting them to preserve for the next day.
  439. >You go to bed with some anxiety over the next day.
  440. >Sure you have a cursed weapon, and it has been teaching you sword-play as you sleep, but it is one thing to wield an imagined weapon and another entirely to wield a true blade.
  441. >"You'd be surprised what you can do with your mind if you truly believe. You shall see, Master."
  442. >Her reassurance does help, but as you fall asleep, you still feel that twinge of concern.
  443. >As you sleep, you and Scarlet work on perfecting what basics you have mastered, and she begins teaching you a skill she simply refers to as a Decisive Strike.
  444. >"It was created with the intention of finishing a still-fighting opponent off, and is generally used to slice off the head of a humanoid opponent, or a limb on a more poorly defined target"
  445. >It relies not on strength, as you would have expected, but on control, using the blade as a feather, or brush, and drawing a perfect line straight across your intended target.
  446. >She tells you that if you can manage to successfully use it tomorrow, that it will greatly impress your elven friend.
  447. >With that said, you awaken, and greet the day.
  448. >Feeling well, for the first time in what feel silk a long time.
  449. >You stretch and move, working the lethargy from your joints and warming yourself up against the chilly morning air.
  450. >You have a number of things to do today.
  451. >You must visit the armorer to pick up your completed order.
  452. >You must visit the Hunter's lodge, and find Auriel, so that you both can do your intended hunt.
  453. >And you must not make a fool of yourself.
  454. >With a confident step, you head out into the main room, have a filling breakfast, and gather up the jeweled sword that you are supposedly capable of using.
  455. >It feels light in your grasp, and you feel Scarlet knowingly smirk inside of your head.
  456. >"Heavier blades while training help your speed whilst wilding your true weapon."
  457. >You fit it to your side, opposite the infinite pouch, and after a happy farewell to your father and mother, you set out for the merchant district.
  458. >Along the way you hear some conversations talking about a group of adventurers that has been cavorting around, making a name for themselves.
  459. >A human warrior, a dwarven genius, and an Elven rogue.
  460. >"How romantic."
  461. >Indeed, it almost sounds like something out of a fairy tale.
  462. >When you arrive at the armorer's place, you find him hard at work on the last touches to your order.
  463. >He's pleased to see you, and remarks that it came out very well,and urges you to try it on.
  464. >You take a few attempts before figuring out how to slip it on, and when you do, you're surprised at how accurately Scarlett was able to imagine it within your dreamscape.
  465. >"Practice."
  466. >You thank the armorer for his work, and pay him the remainder of the order's price, before heading off toward the hunter's lodge, on the other side of the town.
  467. >Along the way you adjust your armor to fit better, and when you arrive, it feels nearly perfect to you, allowing you a range of movement you ca utilize, as well as a speed you find acceptable.
  468. >When you enter the Hunter's Lodge, the same rich meaty smell assails you once more, and you breath it in deep, finding a great comfort in it.
  469. >You find Auriel dressed rather more fittingly than before, wielding a short-sword, a small wooden shield, and with a short-bow slung over her shoulders.
  470. >She spots you, and as you approach, you can tell she is looking you over.
  471. >You stop before her, and before she even says hello, she makes a small adjustment your armor, which perfects the feel.
  472. >"There, you look like a real hunter now. Maybe some scruff on your chin and a few more muscles and you'll be a proper hero."
  473. >You blush at her compliments, and you compliment her on her raiment as well.
  474. >She wears what looks to be a similar armor, lather to be sure, although judging by the way it hugs her body more like a glove, you imagine it to be the softened leather.
  475. >It looks well maintained, although you can see a few nocks and stitches where it has clearly been repaired.
  476. >Her sword is simple, and straightforward, with no noticeable aesthetic significance, as is the shield.
  477. >Her bow however, is a different story.
  478. >Clearly elven, it is formed of a deep greenish wood, that you imagine contains some magical properties.
  479. >Where she would rest her hand is worn smooth from use, and you see that the string is taught to the point of impressive.
  480. >She smiles as you look her over, and remarks that looking's free, but you gotta earn anything more.
  481. >you blush and she chuckles before pulling you close and expressing her happiness that you're coming.
  482. >"Honestly, I've been looking for a partner for some time now, kinda hard to move up the ranks when you're on your own, and even worse for a half-blood like me."
  483. >She shrugs her shoulders, and begins walking.
  484. >You follow close behind, and you wonder if you shouldn't say something about the nearly mocking tone she used when saying "half-blood".
  485.  
  486. >You decide to comment.
  487. "Well, that doesn't sound terribly fair."
  488. >She glances back at you and nods her head.
  489. >"Certainly not, but such is the way of things."
  490. >You continue.
  491. "What say you we see if we can't garner ourselves some attention and prove that ancestry doesn't amount to a hill of beans in the grand scheme."
  492. >She chuckles at the image and puts her fist out toward you.
  493. >You put your fist against it, and she knocks them together.
  494. >"I'm holding you to that Anon." [Party-Member-Auriel: get!]
  495. >She smiles now, and you feel good about having spoken up.
  496. >You both walk in silence together, readying yourselves for what you are setting out to do, and as you cross the town's gate, she stops, and turns to you.
  497. >"Thanks for that, much better to go into a fight with some happiness in my heart than spite. I drew up a few plans for how to about this, what do you think?"
  498. >She pulls a few scrolls out and as she unfurls them you note that the are maps of the local area.
  499. >She has marked a few locations at varying distances from the gate, and she points to them in turn as she explains her various ideas.
  500. >The first, and closest point is just by a small rock formation that you recognize as about where you were kidnapped by the ogre so recently.
  501. >The plan is a simple melee until either the goblins are routed, or you're both dead[which certainly isn't happening]. Simplicity, with no real benefits or drawbacks aside from the very real possibility that you'l; at least get a knick or two.
  502. >The second point, about 15 minutes out from where you are, is by a small creek where your father once brought you when you were learning about the various waterways and the importance of flowing water to a trade business.
  503. >She explains that you will be on point, and that she'll be up a nearby hill, doing work with her trusted bow. A bit more complicated, and a bit more dangerous for you, as you'll be alone taking hits down on the dirt, but she assures you she is a good shot, and promises you that her hits will all count.
  504. >The last, and farthest position is about an hour out, and will actually probably be you coming upon the goblins.
  505. >You'll hit them hard, and fast, and then duck back into the foliage. You'll hit&run until they're done. Honestly you think it's a bit more of a plan than you need for goblins, but she seems proud to have though it up, and admits she's always wanted to try the whole hit and run tactic out.
  506. >She leaves the final choice to you however, and looks at you as you try and decide.
  507.  
  508. >That second plan seems the most doable, you think.
  509. >You explain as much, and she nods, accepting your reasoning, as well as your trust in her.
  510. >She seems really fired up about this now, and looks you over once more before noticing something even you haven't yet.
  511. >"Do you have a shield?"
  512. >…
  513. >Scarlet chuckles.
  514. >"Whoops, how forgetful of me. My apologies, Master.
  515.  
  516. >You very briefly consider a boast, but you're honestly feeling pretty dumb right now.
  517. "You'd think that i would have thought of that when i bought the armor."
  518. >Auriel chuckles for a bit before considering something.
  519. >She unbuckles the small circular shield she has and hands it to you.
  520. >"Just this once, alright?"
  521. >You're touched by the offer, and she explains that she'll be fine.
  522. >You're the one who'll be stuck in the thick of it after all, you'll put it to better use than she will.
  523. >Scarlet chimes in at this.
  524. >"How sweet, aren't you glad you forgot to get one for your own?"
  525. >Will you accept her offered shield?
  526.  
  527. >You shall.
  528. >Thanking her sincerely for the gesture, you and her spend a few moments getting you used to the shield.
  529. >You're certainly no expert, but it's attached to your arm, and all you have to do to use it is to hold it out in the direction of the guy hitting you.ether, mostly with her giving you pointers where she can, and with you experimenting.
  530. >You continue walking to the planned position, and when you arrive you're pleased to see that there are no signs of the goblins having been here.
  531. >She sheaths her sword and brings about her bow, before fist bumping you once more, and making her way to her higher position, leaving you to wait for the oncoming foes.
  532. >Scarlett takes the opportunity to give you a few pointers of her own on proper usage of the shield, and you are taught a simple skill for swiping away an opponent's strikes in order to open them up to follow up strike.
  533. >She warns that it takes a superb reflex to pull off on mow advanced opponents, but that you're about on par with a goblin when it comes to skill, so it should be an interesting application regardless of the outcome.
  534. >You get the impression that for all the affection Scarlett holds towards you, she'd be fairly happy to see you in pain as well.
  535. >"Just a little bit"
  536. >Sure.
  537. >What will you do during your remaining wait?
  538.  
  539. >You're still a bit iffy on the shield, and even more so on that technique of Scarlett's.
  540. >As such, you decide that until a green lumpy head shows up, you're going to go through the motions.
  541. >Scarlett speaks soothingly and clearly, helping to clarify what you must do, how it should feel, and what you can do to make it work better.
  542. >The practice feels good, relaxing, and you nearly forget that you're out here on a job when the sound of movement from within the brush disturbs your isolation.
  543. >You take your sole practiced stance, and are pleased when Scarlett confirms into your ear that you are doing it well.
  544. >You draw your sword, and you take a deep breath, waiting for your quarry to rear it's head.
  545. >You needn't wait long, as not a minute later, the first of a half dozen small brown-green things step through the bushes.
  546. >Their heads are large on their small bodies, with protruding noses and yellow-orange slitted eyes.
  547. >They spot you and hiss collectively, before spreading out into a half-circle and communicating in some coarse sounding tongue that you cannot make heads nor tails of.
  548. >The largest stands before you, and raises a rusted dagger, pointing it threateningly at you, in a meaningful manner.
  549. >It is clearly a challenge, will you take him up on it?
  550.  
  551. >Of course you will.
  552. >Extending your blade to meet his, you both stare one another down for a few seconds before charging at one another.
  553. >You swing as though practicing with Scarlett, and although the blade is lighter, your strikes feel familiar.
  554. >The goblin for his part manages to turn your strikes away just enough to avoid any significant injuries, but as you continue to press the attack, it becomes clear that you will be the victor in this fight.
  555. >You land a clean strike on his hand, cleaving in twain, and as the goblin screams out bloody murder, you hear the other goblins charge in, honor abandoned in favor of a perceived victory.
  556. >You feel a chasm of fear open up within your stomach, but as the first of the dulled weapons comes to bear on your armored body, the sharp *thwick* of an arrow piercing a skull reassures you slightly.
  557. >You have a moment to act, will you brace yourself, ignore the injuries and press your attack, or will you roll out of the sprung trap, resetting your tempo and stance?
  558.  
  559. >Better safe than sorry, especially when you're only just starting out.
  560. >Tucking your body close, you dive out and roll to relative safety.
  561. >One of the goblins managed to clip your side, but aside from a short sharp stinging sensation, you're unscathed.
  562. >The goblins don't realize there's a sniper, and charge at you completely un-afraid of their now reduced number.
  563. >You bring Auriel's shield to bare, and feel the heavy weight of two clubs striking it's softly curved surface, and off at a wild angle.
  564. >From underneath that, you drive your blade skyward, skewering a goblin's skull, and thinning their number by one more.
  565. >It seems some of Scarlett's teachings apply perfectly to use with a shield.
  566. >You don't bother listening to her as you kick the now still body off of your blade, and swinging a wide slash to send the goblins back.
  567. >One cries out as you slash across his chest, and drops to his knees in pain.
  568. >Another drops with a wet *thwick* and the remaining two goblins catch notice of the hidden shooter.
  569. >The dagger goblin rises to his feet again, holding what remains of his hand to his chest, and charges you with dagger outstretched.
  570. >You quickly sidestep him, and with a single stab, you end his suffering.
  571. >The two standing goblins watch as their companion falls heavily to the dirt, and drop their weapons, not eager to join their fallen comrades in the afterlife.
  572. >All told four of the seven have been slain, and one is crippled by pain.
  573. >Will you accept the surrender as is? Or will you take another option?
  574.  
  575. >Taking a deep breath to calm your raging heart, you sheath your sword and signal up towards Auriel to come down.
  576. >You kick their weapons away, and keep a close eye on the defeated beasts as your friend comes down.
  577. >She appears out of a bah not long after, and together you discuss what shall be done with them.
  578. >"You only need one survivor to carry a message"
  579. >True as that may be, they've surrendered, and it would be a monster who kills them after the fact.
  580. >Auriel agrees, and after a bit of discussion you decide spare them.
  581. >You both consider aloud what exactly you could do with them, but the idea of indentured servitude doesn't sound worth it to either of you.
  582. >You eventually agree to simply let them go, and with a quick boot to get them on thir way, you watch as they scurry off, helping their wounded comrade off to whence they came.
  583. >You and Auriel get to work looting and be-heading the slain four, two apiece, and you find a few noteworthy things.
  584. >A rusty dagger, not much use unless you want to invest in getting it cleaned and possibly even re-forged depending on what quality metal it is.
  585. >A simple club, sturdy and straightforward, you reason you can use it when you're not trying to kill your targets, although there are no doubt better methods.
  586. >That and the idea of not killing things drives scarlet to a rage.
  587. >A few coins, and a few herbs you've seen in the healer's den on the few visits you've paid.
  588. >Auriel has a similar haul, and when you've returned her shield, you both get to walking back home.
  589. >"You did real good, you know for a green-horn. I'm glad I got you to come with me today."
  590. >She smiles at you.
  591.  
  592. >You smile back and pay your respect right back.
  593. "Likewise. Wonderful shooting, by the way. Maybe one of these days I can convince you to teach me a thing or two."
  594. >She looks you over, and paces around you, inspecting you.
  595. >"Well, I'm no expert myself, but I could see about teaching you what I can. No freebies though, you got that?"
  596. >She laughs and you're left wondering whether or not she really will share you for lessons or not.
  597. >You both continue with your happiness as you make your way back into town, and as you pass through the big wooden gate, you feel good.
  598. >You both head off to the hunter's guild, and when you arrive, you see that a congregation of powerful looking men and women are seated at the frontmost table.
  599. >You see humans, elves, dwarves, and other things you don't know the name for, all seated together, uncaring for the various stigmas between species.
  600. >It warms your heart to see that something can bring the various races together like this, even if that something is ironically violence against others.
  601. >You both head to the collection table, and Auriel takes her seat behind it before counting out a small sum for the both of you based on the four heads you've brought in.
  602. >Auriel then hands you half, and pockets the other half, before motioning for you to follow behind her, and to remain quiet.
  603. >She leads you past the front counter, and into a more-lodge-like area, which you assume are the various sleeping quarters for traveling hunters and the like.
  604. >You are brought to an office, and when you enter, you're assailed by the scent of strong alcohol, and not much else.
  605. >Behind a large wooden desk sits a wide man, sloppily devouring a leg of some creature or other.
  606. >He looks up at you and Auriel, and motions for her to speak.
  607. >She introduces you, and tells of how you're the one who brought in the ogre head.
  608. >He seems impressed by that, and motions for you to come closer as she continues.
  609. >She speaks of how you and her went out and took care of the annual goblins as she promised she would, and now she's here to collect the pay for the job.
  610. >You can't help but notice that there is a small, oddly girlish waiver to her voice as she talks to the seated giant, and as you approach, you begin to see why that should be.
  611. >For as healthy as he seems to be, he is clearly also strong enough to have earned his authoritative position.
  612. >Under every movement there is a ripple of muscle, and when he begins to speak, it is not a jiggling fattened voice that comes out, but a sharp, icy tone.
  613. >"Very well, take your pay, and my respect for a job accomplished. I wager that the boy did most of the job, but if he's willing to split the rate just for your pretty company, that's his choice."
  614. >There's the racism.
  615. >Auriel hangs her head at the accusation, but does not reply, and in fact begins to walk out with a bitter look on her face.
  616. >Do you do the same?
  617.  
  618. >You do not.
  619. >Who does this giant ass think he is?
  620. "Auriel and I did an equal share of the job. She is a remarkable shot with that bow of hers, and she deserves better than your ignorant stigma."
  621. >The giant snarls and stands from his place.
  622. >He really might be a giant with how tall he is.
  623. >"You keep thinking that you idiot child, when the day comes that she has earned enough leeching from you, you'll see just how worth respect her kind are."
  624. >You're nearly incensed with anger at this, but before you can get into a fight you probably shouldn't get into, Auriel has dragged you out of the room, shutting the door behind you, and slapped you across the face to get you focused.
  625. >"Hey, Anon. Listen to me. It's not worth it, believe me. He's just a rotten old ass, and he's our boss. I'll take out his share of anger on whatever we kill next, just… don't explode like that again. Seriously, he'd tear you in two if you weren't literally on your first job."
  626. >You take a breath and calm down, apologizing for the outburst.
  627. >You both walk back in silence, and as you're about to reach the lodge hall, she stops and hugs you close.
  628. >"Thank you anyway, dumb or not it was sweet of you to stand up like that for me."
  629. >You hug her back slightly awkwardly, and you feel whatever bitterness is still in your mouth smothered by the warm feelings you get as she presses her tight body against yours.
  630. >Breaking the hug, she leads you out, and you both receive your payment from the guy manning the front counter.
  631. >Auriel smiles wide at the income, and you feel emboldened enough to ask her if she'd like to get a drink with you.
  632. >She says she'd be alright with that, so long as you can also get some food, she's apparently starving.
  633. >You talk about a few things on the way to the local watering hole, and you learn that Auriel was trained by and given her bow by her late father.
  634. >He was the elf half of the relationship, but was always the type to have small bouts of wanderlust.
  635. >One of those times he just never came back.
  636. >He loved her and her mother too much to just leave without a word, so the only conclusion she could come to was that he just got himself into something he couldn't get himself out of.
  637. >The somber mood lightens up some when she turns the subject to you, and about what kinds of things you do for fun.
  638. >You explain your hobby of fishing, and of what your parents are like, and after a few hours, you're both feeling a good deal closer.
  639. >You both imbibed fairly liberally, and by the time you're heading home, she's sorta off walking, and all for falling asleep on your back.
  640. >You ask her a few times where she goes to lay her head to sleep, but all you get are drunken mumbles and grumblings about fat racist assholes.
  641. >You suppose you could drop her off at the hunter's lodge, although you've no real idea how the lodging part works, and you're a bit uncomfortable leaving an inebriated young woman alone at somewhere that isn't her home.
  642. >You could bring her back home with you…
  643. >"What a Noughty Master I have."
  644. >Purely to sleep!
  645. >"Of course, Master."
  646. >Unless she gave the go ahead, of course…
  647. >What will you do?
  648.  
  649. >It's decided.
  650. >You shall bring her home, and let her sleep in your bed.
  651. >You've a few other places you can lay down, and enough extra blankets to be warm.
  652. >The walk home is quiet, and chilly, but having Auriel upon your back keeps you fairly warm, and you do manage to make it home without incident.
  653. >You find a small dinner set out for you, as well as a note written by your mother, expressing how proud both of your parents are, as well as how worried.
  654. >You put the food away for now, not feeling up to eating it tonight, and head for your room, where you gently deposit Auriel atop the bed.
  655. >She remains sprawled out atop the covers, so you toss a sheet over her.
  656. >Content that she'll be fine that way for the night, you head back into the main room, where you set up a makeshift bed, and get to sleep yourself.
  657. >Scarlett and you work on perfecting whatever basics you were sloppy with today, and begin working on your shield techniques.
  658. >She also begins teaching you about some common beasts which she adds, "you'll have to fight at one point or another"
  659. >She focuses on greater goblins, humans, and undead, summoning imagined equivalents with a bit of help from your imagination.
  660. >When you wake, you find that your head aches, and your side hurts from where that goblin landed a hit yesterday.
  661. >You feel like you might be content sleeping off whatever alcohol remains in your system, but imagine that you could also manage a few simple things if you put your mind to them.
  662. >What will you do over the course of the day?
  663.  
  664. >First things first, you should check up on your guest.
  665. >Walking somewhat uneasily to your room, you are relieved to see that she is indeed still in bed.
  666. >She looks like she's still sleeping off her alcohol, and she drank more than you, so you decide to leave her be for the time being.
  667. >You head back out just in time to catch your parents rising.
  668. >They hug you and ask you how the job went, and you reply that aside from a nasty smack on your side, the goblins couldn't even touch you.
  669. >They say they're happy to hear that, and you all enjoy breakfast together, with you drinking down plenty of water to help get over your aching head.
  670. >Your mother excuses herself first, washing her dishes and the like before grabbing her basket, and her coinpurse, and heading off to market.
  671. >She won't be back until sundown, you wager, which leaves you and your father finishing up your meals.
  672. >You consider letting him know about your guest or not, and remain silent until you've decided.
  673.  
  674. >It would certainly not do to have Auriel waking up and surprising your father.
  675. >You clear your throat to get his attention, and when he looks to you, you explain the situation.
  676. "A friend of mine and I got a bit drunk last night, she fell asleep at the bar so I brought her home. She slept in my bed, and she's still there, so if she wakes up and come out or something, don't be surprised."
  677. >He squints his eyes at you to be sure you'e not playing trick on him.
  678. >"Where did you sleep?"
  679. >You explain how you slept on the floor and on some blankets before assuring him nothing untoward occurred.
  680. >You also add on that she's a half-elf, unsure how he'll react to the information.
  681. >He thanks you for letting him know, and commends you on keeping your hands to yourself.
  682. >You finish your meals in awkward silence, and decide that you should be a thoughtful host and bring a pitcher of water into the bedroom along with a cup.
  683. >You leave them both beside her, and return to the main room, where you consider what your next move will be.
  684.  
  685. >Looking to resolve the awkward air between your father and you, you ask him about the family's financial situation.
  686. "Say dad, how much do you owe that guy, whatshisface?"
  687. >Your father looks at you confused for a moment before comprehending who you mean.
  688. >"Too much son, Too much. And he's known as Lord Addler, you'd do well to memorize it should something befall your mother and I."
  689. >You eventually manage to get into numbers, and you leaner that your family owes just under 3500 gold to the Addler estate.
  690. >Your father generally pays off 100 to 150 every time the collectors come around, and he plans on doing the same this time around.
  691. >You do some figures in your head, and figure that that's a small dent in the stash you have within your pouch, but certainly more than you could pay off with gold you pull out of nowhere.
  692. >You should consider how you want to veil your helping your father with the debt.
  693.  
  694. >Putting the topic aside for the moment, you decide that you could do with a day of relaxation.
  695. >You have a few questions for a certain blade as well.
  696. >"I will answer to the best of my abilities, Master."
  697. >Grabbing your rod and pouch you let your father know where you're headed and what you'll be up to.
  698. >He nods and sends you off with a smile, leaving you to carry your silent conversation as you walk to your spot.
  699. >Firstly, you ask Scarlet how she came to be as she is today.
  700. >From what you've heard, cursed weapons are depicted as these insane aggressive spirits that beguile you into taking hold of them before binding you to a soul-contract.
  701. >They offer power overwhelming, and the skill to use it, at the cost of your eternal soul, and refuse to take no for an answer.
  702. >Scarlet, although certainly aggressive and beguiling, hasn't even made mention of your soul, and seems to find satiation in the blood of the conquered.
  703. >Just how old is she? And where did she come from?
  704. >She sighs, or does the equivalent of sighing from inside of your head, before responding.
  705. >"If I'm entirely frank, Master, I can't say I recall what found me in my current form. Although in my defense, I've been around for a long, long time."
  706. >How long, you ask.
  707. >Since before the kingdom?
  708. >"Since before countless kingdoms. SInce before kingdoms in general, I might assume. Time becomes fairly… blurred looking back that far. And I've never felt a hunger for souls, only blood. My previous master asked something similar, worried apparently for his eternal soul. Not that that stopped him from murdering women and children mind you. I fed so richly in those days, I'd actually begun to grow bored of him when his fate finally caught up."
  709. >You muse idly, hoping that the day doesn't come when she grows bored of you.
  710. >You arrive at the fishing spot and take a seat, setting up as you consider whether or not you have anything else to ask.
  711.  
  712. >It strikes you as somewhat bizarre how extensive Scarlett's knowledge of weapons and combat are, and although she's offered a brief explanation "What kind of weapon doesn't know how to be used?" you're curious as to whether or not that means she can be used in other forms as well.
  713. >"Smart. And yes I can, Master. It takes time for my metal to re-shape, but if you can picture it, i can take it's form. Within reason, of course. If you like we can begin playing with that skillet tonight after you've fallen asleep, but like all things worth knowing, it will take some time to master it."
  714. >It does indeed sound like a useful skill to employ, swapping weapons to better suit a conflict's needs, depending on the rate of her transformation, it might be a viable skill within combat as well.
  715. >You get a tug on your line, and with a quick pull, you've caught a fish, nothing impressive, but certainly worth keeping to munch on later.
  716. >"Anything else to ask, Master?"
  717. >You decide to ask her about her previous wielders.
  718. >What they were like, how they used her, and why she chose you.
  719. >"You are curious today, aren't you? Well, for as many masters as I've had, I have as many tales to tell of them."
  720. >She goes in order, skipping over your direct predecessor, and gives some detail on her previous masters.
  721. >There was the blood-knight dwarf, seeking his death after a terrible tragedy. He fell on a battlefield only after taking 30 with him, and as his last ragged breaths escaped his punctured lungs, he dropped to his knees, and laughed. Glad to be free of his worldly suffering and pain.
  722. >There was the Human warlord, who ferried her across the sea, wielding her in the name of greed, chasing riches and fame until his ship was best by some lurking beast from deep deep below the cold blue waves.
  723. >She tells you stories of villains, and of heroes. Of legends and nobodies, and you begin to imagine that she truly has been around for longer than you can imagine.
  724. >BY the time she has grown of telling stories, you've caught another four fish, and have grown somewhat tired of sitting here, fishing and relaxing.
  725. >You reason that you might want to head home soon, to rest and eat.
  726. >Do you have anything else you will ask of Scarlett?
  727.  
  728. >You decide to pack it in and head home, telling Scarlett that while you've still got stuff you're curious about, you've learned plenty today, and you're fine just letting it all ferment for now.
  729. >She accepts this, and you both remain silent as you head home.
  730. >A few passerby say hello, having heard your name recently in one place or another.
  731. >Seems your feats re beginning to go noticed, if only locally.
  732. >It makes you smile a bit even as minuscule an effect it is so far, you're sure that if you continue to take jobs you'll begin to make an actual name for yourself.
  733. >When you arrive home, you're pleased to see your father and Auriel having a chat, drinking some water.
  734. >Auriel is the first to otiose you, and says hello with a small wave.
  735. >She looks better than you'd have expected from how much alcohol she had the night before, which leads you to believe that she partakes in it more often than you do.
  736. >Your dad excuses himself real quick, and heads out, leaving you and Auriel alone in your home.
  737. >She stays in her seat, but motions for you to come over and have a glass of the water yourself.
  738.  
  739. >You accept her invitation, and say a polite hello before explaining to her how last night went down, and what led to your bringing her home.
  740. >You apologize if it was presumptuous of you, but as you're about halfway done with the "sorry" part, she holds up her hand and cuts you off, explaining that you did her a favor, and that she really appreciates that you care enough to worry over her safety.
  741. >Together you simply exchange a few comments, her on your home and father [all good things], you on her language and rowdiness after a few ales [all met with a laugh and a waving off].
  742. >After a few glasses of water for the both of you, you remember that you do actually have some fish you can cook up.
  743. >You ask her if she's hungry, and after a quick affirmation, you get to descaling and frying up the recent catches.
  744. >The end result is fairly simple, but also tasty, and as you both get to eating the simple meal, your mother arrives, dropping off a few baskets, saying hello to "your beautiful friend" and taking off again.
  745. >It seems your parents are presuming a good bit.
  746. >You both finish your meals, and after washing up and exchanging some pleasantries, she opens her arms, for a hug, and waits for you to reciprocate.
  747.  
  748. >It would be very rude to ignore the offer, and you certainly don't mind her body pressed against yours, so with a hint of red on your cheeks, you pull her in close, and together you hold each other in a warm sweet embrace.
  749. >Altogether too soon [in your opinion] however, the hug comes to an end, and Auriel excuses herself, thanking you for the care, for the bed, and for the food, explaining that she must get home else her mother will be worried sick.
  750. >WIth a quick check that all of her belongings are ready, she packs up, and heads out, a smile on her cheeks and a pep in her step.
  751. >Literally minutes after she has left, your father and mother have stepped in, and are asking all manner of questions.
  752. >Who's your friend, where'd you meet her, is she in a relationship, when can we expect grandkids.
  753. >The kind of questions that bring a young man to his knees with embarrassment.
  754. >Your parents relents somewhat after learning of Auriel's relationship to you as fellow hunter, and partner on jobs, but you would need to be thick to miss the knowing smiles they both wear for the remainder of the evening.
  755. >When the time to sleep comes, you're almost relieved.
  756. >You lay your head down, and close your eyes, and in a manner of moments, you are back at that green field with the blue skies.
  757. >Scarlett stands, hair aflame, armor gleaming, and looks pleased to see you.
  758. >"Ah, there you are Master. I was worried that with all of the contact between your partner and you today, I would not be able to focus your sleeping mind enough to manifest our usual training grounds."
  759.  
  760. >You wave off her concerns, partly to keep from blushing, and partly because you recall what she offer to teach you about tonight.
  761. >"Yes of course, but before that, I'd like to tell you a few things. Firstly, I am growing hungry. Nothing too worrisome, I should imagine, the most recent meal will sustain me a while longer, simply something to keep in mind. Secondly, for as often as we meet to train, you are still very very much a beginner, and the skills you begin to learn tonight require a very adept hand to properly apply. To change my shape is a process that can take from seconds, to minutes depending on the complexity of the weapon, on your concentration, and on my hunger. And a weapon you cannot use for several minutes in a true conflict is practically worthless. There are techniques to keep your focus and to shut out the distractions around you, but on your own, they l;eave you vulnerable and have been the death of several of my former masters. Tonight, we will focus on the basics of my transformations, but going forward, we will keep focus on weapons skills, and if there is time and you have attention, we can go over a bit more on my transformation. Agreed?"
  762.  
  763. >She extends her hand, sharp and pointed, and as cold as biting steel, waiting for you to either accept or deny her conditions.
  764. >For a second, you consider her words, immediately after which, you take her death-cold palm into yours, and give it a firm shake.
  765. >She smiles, and nods, before dissolving away, leaving only the icy sensation of her hand on yours.
  766. >"Better to explain without distractions, now…"
  767. >You both spend the remainder of the your time in the grassy plain focusing on the shape and characteristics of a weapon, of applying those characteristics to another weapon, and to keeping both sets of information separate, while transitioning focus from one, to the other.
  768. >It's an altogether extremely complicated process, and when you wake up the next morning, you feel a dull ache between your eyes, and almost feel like remaining in bed.
  769. >"It will become easier, Master. Know now however, that you are taking to the concepts well, better than most of your predecessors."
  770. >Her voice soothes you somewhat, and the dull ache recedes into the background of your attention, allowing you to rise and prepare for the day's business.
  771. >After getting dressed, and noticing what a bruise you've earned for yourself [likely due to that blow the other day by the goblin with the club], you join your family for breakfast, where your parents both pester you bout Auriel some more.
  772.  
  773. >In the hope of changing the subject, you ask your father offhandedly about what he did before you were around, never having really thought about it before.
  774. >The table falls silent as your mother and father exchange meaningful glances.
  775. >Your father walks away from the table, with a motion to you that he will be back in a moment.
  776. >Your mother rolls her eyes, and chuckles softly.
  777. >Father returns with an old lute, and the broken remains of an old sturdy longbow.
  778. >"When i was about your age, son, I had many many dreams. And one of the most prominent of those dreams, was to travel Sanctus, playing my lute, and earning a name for myself with this old broken bow. Of course back then the bow wasn't in pieces, and my voice wasn't all worn out. My lute however, is still in tune."
  779. >He begins plucking at the string and your eyebrows raise unbidden as he plays a soft tune that eases the soreness in your back, as well as the dull ache in the back of your attention.
  780. >When he finishes the tune, your mother laughs, and you notice the small stream of tears that are trailing down her face.
  781. >Your father continues on to explain that he made a bit of a name for himself with his lute more than his bow, but on the east coast a few bards may still sing word of his beautiful melodies.
  782. >Apparently when your father met your mother they fell in love, and your father only went on one more adventure after that.
  783. >It was during that adventure that his old bow was broke to it's current state, and it was also during that denture that he met for the only time in his life, the then untitled Paladin King Vendrick.
  784. >It amazes you to know that your father had ever even known the paladin king, and you finish up your meal in shocked silence, considering the ramifications of your father's skills, and tale.
  785.  
  786. >Your mind drifts to your fathers old broken bow.
  787. >He kept it with him this whole time, so there must be some value to it, and you imagine if it kept him alive as an adventurer ministrel, it must be at least an acceptable weapon.
  788. >Approaching your father with the excuse of being interested in some more of his stories, you offhandedly mention that if he didn't mind, you'd like to see about getting his bow repaired, and putting it to use.
  789. >He seems apprehensive about the idea at first, explaining that it often costs more to have a bow repaired than to simply get a new one.
  790. >You counter the point with Auriel, stating that she herself is an avid bow-user, and could probably se about the repairs, and would most likely do it for a fair price considering how close you two are.
  791. >He seems mollified by that, so to convince him completely, you mention about how you and her came upon a strange crystal while out on that job the other day, which you pawned off for a fair coin, and split 50/50 with each other.
  792. >You can use that money to pay for the repair, you suggest.
  793. >He's convinced, and with respectful, and somewhat ginger motions, he bequeaths the currently broken bow unto you entrusting it's repair, and subsequent use to his only son.
  794. >It's something of a touching moment, and he offers his skills as well.
  795. >Namely those with his lute.
  796. >He explains that perhaps while not the most useful of skills to have, a skilled lute-man is welcomed among most traveling parties, for the joy the music can bring, as well as the subtle but noticeable effects a jovial song or a fierce ballad can put over your allies.
  797. >In short, he offers to teach you what bardic skills he can.
  798. >Plus, he mentions, there isn's a sensible woman in the world that can resist a musician's earnest advances.
  799. >he waggles his eyebrow at this, and you chuckle as you consider his proposal.
  800.  
  801. >You would certainly be interested in learning what he has to teach, but for the time being, you decide to focus on getting his bow repaired.
  802. >Or, you suppose it's your bow now.
  803. >You thank your father for everything he's giving to you, and excuse yourself, explaining that the sooner you can get it in to be repaired, the sooner it will be completed.
  804. >He nods his head at that, and tells you to just let him know when you're up for a some lessons with him on the lute and in song.
  805. >You let your mother know what you're out to do for the day, and after a bit of banter between the two of you on how much your father enjoyed playing the old lute of his, you head out for the Hunter's Lodge.
  806. >You aren't actually sure where Auriel lives, so your next best bet will be to find her at the Lodge.
  807. >Probably.
  808. >The walk is mostly undisturbed, with a few people saying hello and continuing about their business.
  809. >Scarlett reminds you that she is beginning to grow hungry again, and although it's no cause for alarm, you should keep it in mind.
  810. >When you arrive at the Hunter's Lodge, you enter and notice that the normal smell of smoked meat and hearty ale has been somewhat diminished, and replaced with an altogether cleaner smell.
  811. >The effect is somehow sterilized as compared to before, and you get the impression that whomever the change has been made for isn't actually the type to wield a blade and enjoy the company of danger.
  812. >Looking around, you're pleased to see that Auriel is manning her counter, looking as bored as when you first saw her.
  813. >She doesn't seem to notice you yet, as she's currently busy listening to some adventurer's story.
  814. >You note that there are several heads arrayed along the table, goblin, wolf, orc, the array would be impressive if not for how aggressively the adventurer seems to be demanding an exception to the normal exchange rate.
  815. >You don't imagine it will develop into anything violent, she is a fellow hunter of the organization after all, but it does irk you to see how nobody is stepping in to attempt at calming the fellow down.
  816. >For her part, Auriel seems entirely unfazed by his loudness, and does not seem to be willing to indulge in his greed.
  817. >If anything, she simply looks bored.
  818.  
  819. >While you're hesitant to do anything rash, you are comfortable walking up beside the man [much to Auriels relief], where you strike up a conversation with the young half-elf woman.
  820. >The loud man double takes and begins sputtering in a rage.
  821. >You're starting to grow concerned when Auriel dumps the heads into a collection bin, and hands him the proper amount of coinage for it all.
  822. >He grabs the amount, practically steaming with displeasure, but takes off, no doubt to be unpleasant in other places.
  823. >You ask Auriel what that was about, and she explains that he's an ass, and that he come to the frontier trying to earn some respect from his nobleman friends back west.
  824. >He's a decent sword, but nothing exceptional, and isn't content with the income he's bringing in.
  825. >At least that's what she's gathered.
  826. >To her, he's just this annoyingly loud guy who comes in once a week and makes a big deal about collecting bounties.
  827. >She shrugs her shoulders and asks what's up with you.
  828. >Not that she minds the good company or anything.
  829. >You explain the whole deal with your father and his old bow, and ask her if she knows anything about repairing a bow.
  830. >What with being a skilled bow-person herself.
  831. >She thanks you for the compliment before explaining that although she has some knowledge of repairs and creation of bows, the extent of the damage to yours, is not within her skills.
  832. >She does however know that the blacksmith is a capable repairman, and that if you're actually dead-set on having the bow re-made, he'll be the one to do it.
  833. >She asks to look over the bow to see if there's anything really special about it [aside from sentimental stuff], and while she examines the wood and the string, she asks you how you'd feel about taking another job one of these days?
  834.  
  835. >You take a moment to consider the request, and of course being an eager young man with no outstanding injuries to consider, you decide that yes, you would be interested in this job she speaks of.
  836. >"Good, I'll keep an eye open for something our speed, and I'll stop by your place later to let you know what i've got."
  837. >She hands back the broken bow, and embarks that she can't discern anything special, aside form a bit of aesthetic detail she can't really make out.
  838. >"As is my mandated duty, i ask if there's anything else I can help you with today?"
  839. >You unfortunately can't think of anything, so after a quick farewell on both of your parts, you head off, to meet with the blacksmith, who can hopefully repair your bow in short order.
  840. >The walk is similar to your walk heading towards the Hunter's Lodge, and you sort of go on autopilot as you walk the well tread paths.
  841. >About halfway to your destination, in a small marketed area, a voice calls out to you, foreign but well spoken, you would imagine him to be from somewhere to the south, all deserts and sand, and bizarre beings.
  842. >Looking over in the voice's direction, you see a heavily bandaged and bundled figure with only one vertically slit eye visible.
  843. >The singular eye blinks as you look upon the bandaged peddler, but you hear no more voice.
  844. >After a few moments longer, looking for the source, you shake your head and carry on, making good time to the old blacksmith's furnace.
  845. >He again does not notice you until you address him, after which, you explain what you came to him for.
  846. >He examines the old bow, and hands it back to you while speaking in his gravelly voice.
  847. >"'Twas a fine bow in it's life, no doubt, sturdy wood and a well made string, but unless you're particularly attached to this particular bow, I would suggest getting one made for you from fresh materials. 'Twould be cheaper, and likely last you longer as well. Ultimate decision's up to you of course, but just putting my two copper in."
  848.  
  849. >You explain that while you're not opposed to the idea of having a bow made for yourself, the broken bow has sentimental value, and you'd like to see it remade, if only for those reasons.
  850. >The old weaponsmith holds you in his gaze for a few seconds, and heaves out a sigh before taking the pieces, and putting them to the side.
  851. >He then has you extend your arms, mimic a bow and arrow stance, and measures your draw length.
  852. >"Are you thinking of a shortbow, or a longbow?"
  853. >A shortbow, he explains would be easier to use in a closer situation or on horseback; it would also be easier to reinforce into something that could potentially keep you aloof should you ever have it out in a danger close situation.
  854. >A longbow would be better at long range shooting, target shooting, and generally keeping your distance; It will likely stand as tall as you, if not a bit taller even when strung.
  855.  
  856. >You're not trying to become a dedicated archer, Auriel seems to have things covered in that regard, so a shortbow is definitely sounding more your speed.
  857. >You say as much and he nods his head, remarking that you seem a bit burly for a ranged fighting style.
  858. >You pay him half for the two tasks of his, and thank him for his help, before heading out and considering whether or not to head home.
  859. >You've still got a good amount of the day to while away, and you figure you can do a few things with that time.
  860.  
  861. >There is also the matter of Scarlet's hunger.
  862. >"This is relevant to my interests."
  863. >For a few minutes you mull about ideas, perhaps you could go out on a quick hunt?
  864. >Perhaps she could wait a while longer?
  865. >Barring unforeseen opportunities, you come up with a plan.
  866. >You will head home and get some rest for now.
  867. >Auriel will stop by and perhaps a better means of feeding Scarlett, but if she doesn't then you will continue to rest until late in the night when all is still and silent, you will take her out and perhaps play the role of meek youth in a dangerous land.
  868. >It worked once already, you have no reason to believe that it will not a second time.
  869. >You arrive home, and after a quick meal with your parents, you head to your room, citing a debilitating ache in your head as the cause.
  870. >You convince your mother to not worry, and lay down to get some sleep.
  871. >Scarlett and you train a bit more, while in your dreams, and when you next wake, it's to your father sticking his head into your room, with news of a guest.
  872. >Sure enough, Auriel has kept to her word, and comes with a number of jobs available as of when she left for home this evening.
  873. >Your father invites her to share in some dinner, and offers you some as well.
  874. >You both accept, and continue the conversation over bowls of warm broth.
  875. >The first job, is a fairly simple wolf hunt.
  876. >A wolf pack has recently been making a nuisance of itself, and so you've been tasked at keeping them from ever doing so again.
  877. >Obviously the sooner the better, plus the pelts are worth a fair bit for use in several activities.
  878. >The pay is fairly unimpressive, but it is the simplest of the jobs available.
  879. >Next, is something a bit more involved.
  880. >A local criminal has gone missing, which in itself is not actually a big deal, but the circumstances of his disappearance are vague, to be polite, and there are various theories as to what could have been the cause.
  881. >The job itself is being commissioned by the criminal's sister, a low ranking guard of the town guard.
  882. >The job stands out to you because you know exactly what happened to the criminal in question, and the job provides an opportunity to be rid of any and all suspicion in the future.
  883. >The last job mentioned, and also the most difficult that Auriel believed you two would be capable of, is fairly straightforward.
  884. >There is a band of brigands that has been spotted taking shelter in a cave system not fifteen minutes outside of town.
  885. >They've taken to extortion, threats, and in two cases so far, assault on travelers to and from the town, and need to be taken care of.
  886. >The town guard are leading a small force into the cave system to clear it out, and your job will be to make sure that while the guardsmen flush the criminals out, none escape.
  887. >These are legitimately bad people, so there is no penalty for killing them when it comes to the payout.
  888.  
  889. >You see great opportunity in that last job, with the brigands.
  890. >Opportunity to dispose of that body in your satchel, as well as to have Scarlett feed.
  891. >"Oh goodie."
  892. >You tell Auriel that that's the job to take, and soon she's on board as well.
  893. >You exchange a few words, after which she gives you a warm hug, and excuses herself to return home.
  894. >"What plans do you have, Master?"
  895. >You explain to Scarlett how she will take the shape of a sword, the sword you have been using in public for a while now, and that when the brigands inevitably surface to face your partner and you, that she will be free to feed as you cut them down.
  896. >When that has been taken care of, or perhaps before depending on how things work out, you will also dump the shriveled husk of a corpse you lug around, with the hope that it will also fall under the band's blame, and therefore no longer be an issue for you.
  897. >You go to sleep early this night, eager to converse with Scarlett on the plan, and the night passes uneventfully.
  898. >Morning comes, and with it the day of your assignment.
  899. >You acquire and fit yourself into the hardened leathers you own, and grab your sword, as well as your satchel.
  900. >You tell your parents what you are out to do, and they wish you good luck, with concern clear on their faces.
  901. >"You needn't worry Master, I will see you home alive, and well."
  902. >You head out to the Hunter's Lodge where you find Auriel, going over her equipment, as before.
  903. >She spots you and after a last tightening of some pouches, she comes over and admits to you that she's feeling very eager to do this.
  904. >The payment has a lot to do with that excitement, but this will be the first time she's gone up against anything greater than a wolf or goblin in a fight.
  905. >She seems a bit on edge, and you imagine she could do with a reassurance.
  906.  
  907. >What she needs to hear, is confidence.
  908. >And if you're being honest, you do feel confident.
  909. >Scarlett's words have a lot to do with that, but also you've been training a lot.
  910. >The goblins posed practically no threat, and you'll be working together with at least a dozen town guards as well, you're almost certain that you will be fine.
  911. >"Hey Anon, did you remember to get a shield?"
  912. >…
  913. >Fuck.
  914. >You knew you'd forgotten something, and you can practically feel Scarlett trying not to laugh from inside your head.
  915. >You wave off her words, figuring that if Scarlett is confident in your without a shield, you should be too.
  916. >Scarlett seems to confirm this with a sensation of silently nodding her head in satisfaction.
  917. "Not quite. But no worries-"
  918. >You quickly add, before her expression goes from eager and somewhat uncertain to flu on uncertain.
  919. "-I've been practicing a lot lately, and I'm sure we'll be fine. i've got your back, and you've got mine. Right?"
  920. >You offer your fist, and with a deep breath to psych herself up, she bumps her fist to yours, and smiles.
  921. >"Damn right."
  922. >You smile back, and walking beside each other, you make your way to the town gate, where you'll meet with the guard force, and head out towards the cave system you're looking for.
  923. >"I've been meaning to ask you Anon, where do you practice anyway? I've never really seen you outside of town except for when we went on that job before, do you have a little secret spot of your own?"
  924. >She nudges you with an elbow through that last bit, and you think quickly on what to tell her.
  925.  
  926. >The first thing to come to mind when a sect spot of yours is talked about, is your little fishing spot.
  927. "Yeah, there's a little fishing spot of mine i go to, usually."
  928. >You clear your throat, mindful of how quickly you croaked out the response.
  929. >Whether or not Auriel believes you, she nods her head and changes the subject.
  930. >You both arrive at the town gate soon, and after letting the guard know you're there to help, you all set out, a sum total of 15 bodies, after 6 violent and hardened criminals.
  931. >Your feel a fire in your blood, but Scarlett keeps you calm, reminding you that control is what you need in a fight, not fervor.
  932. >At least not with the kind of equipment and experience you're packing.
  933. >When you arrive at a large cave mouth, the guard turn to face you, and begin describing how this is going to go down.
  934. >They will go in three groups of three guards, and one of four.
  935. >You and Auriel are to stay at the cave mouth, and to kill or capture anyone that comes out that didn't come along with your group.
  936. >The guardsman in charge looks to his men and women, then at you and Auriel.
  937. >Auriel looks to you, and it remains up to you if there's anything you'd like to add.
  938.  
  939. >You confirm that you and Auriel will hold the line, and after the groups are made, the guards enter the cave, each carrying one torch per group.
  940. >Auriel looks to you and asks if you think she'd be of more help by your side out here and in the thick of whatever's going to happen, or with a clear line of sight, and higher ground?
  941. >Scarlett chimes in that having her in the thick of it would make things safer for you.
  942. >And she does have her own shield after all.
  943.  
  944. >She was off on a hill on the last job, and you've yet to see her swing around that sword of hers yet, so you decide that you should stick close together this time around.
  945. >She nods her head and draw her short-sword, taking a few practice swings with it to calm herself down.
  946. >You take the opportunity of her attention being focused elsewhere to draw out Scarlett, and slip your jeweled sword away.
  947. >While not a perfect replica of the jeweled sword, Scarlett has done a good job of taking it's form.
  948. >You can't help but notice however, that all of the jewels, which were originally multi-colored and almost haphazard in how they were arranged, are now all rubies of a deep crimson.
  949. >They shine impressively, and give the sword a much more aggressive feel.
  950. >"What can i say, Maser. Red is my favorite color."
  951. >You and Auriel take turns keeping focus on the cavern mouth, and it is during one of her turns that a rhythmic stomping and panting comes out, followed very shortly by someone who is very clearly not a part of the town guard.
  952. >He wields a curved blade that drips red, and wears some hardened leathers that look much more worn than your own.
  953. >A trickle of blood pours from a thin slash along his cheek, and sweat trails down his forehead.
  954. >He spots you and her, and with a roar, raises his blade high, bringing it down in a heavy arc towards Auriel.
  955. >She brings her small round shield to bare, and with a heavy thunk, you hear the blade bite down into it, sending small splinters off, and staggering your companion.
  956. >You charge at him, bringing your sword down in a sharp line, and only just miss his arm, as he pulls his blade free.
  957. >A sharp scraping noise can be heard as Scarlett trails along his blade's length, and he leaps back, swinging wide to keep you at arm's reach.
  958. >He stands larger than you or Auriel, and has a longer reach, but like you has no shield, and only one [curved] blade.
  959. >He stands, cautious and observing, keeping his sword at his front.
  960. >Auriel recovers and begins to circle him, holding her shield at the ready.
  961.  
  962. >She bangs her blade against the shield drawing his attention for a split second, and in that moment you charge forward, bringing your blade down at a diagonal, and cutting a line across his torso.
  963. >He cries out, and when he turns to bring his sword down at you, Auriel lunges forward, burying her blade deep in his stomach.
  964. >He drops his blade and collapses to his knees, sputtering blood, and gasping out his last.
  965. >Auriel pulls her blade from him with a wet squelch, and kicks his sword away before looking to you with a look in here eyes that you can't quite place.
  966. >"She's probably a bit dazed, first kill and all. Now would be a good opportunity for me to feed, Master. Just a thought."
  967. >Auriel walks over toward a small boulder, where she takes a seat and begins mechanically wiping off her blade.
  968.  
  969. >You stab Scarlett into the still warm body, and feel as she drinks deeply being sure to keep an eye on the body.
  970. >As soon as it begins to shrivel, you pull her free, and put her back into her sheath, not wanting the body to look too bizarre.
  971. >You then go over to Auriel, who is still cleaning her blade, and take a seat beside her.
  972. >"It went in a lot easier than i'd always imagined."
  973. >She looks closer to normal than before, which is reassuring.
  974. >"And it stinks."
  975. >She chuckles.
  976. >Scarlett mutters something about intestines.
  977. >"Sorry, I freaked out. I'm fine. I think I'll need a new shield though."
  978. >She holds up her small round shield, and you're inclined to agree.
  979. >Straight across the center at a small angle, is a deep furrow that you imagine severely compromises the shield's capability.
  980. >"Do you think any others will come out?"
  981. >Auriel asks, nursing her bruised arm.
  982.  
  983. >You let her know that you're not sure.
  984. >As the guards make their way through the system, they will grow more jumpy and fearful.
  985. >You should both probably keep on your guard until they all show up again.
  986. >She nods her head and stands from the boulder, going over to the curved sword, which she picks up and examines.
  987. >Scarlett informs you that the curved blade isn't quite as well suited to stabbing or hacking, but makes for more flowing strikes and slashes.
  988. >It is longer and likely a bit heavier than her old sword, but after a few test swings, she sheaths her short-sword and wields the curved blade for her own.
  989. >Minutes pass, and you both begin to imagine that the fighting will have come to an end by now.
  990. >And indeed a few guardsmen come out, a few wearing new wounds and wielding new blades.
  991. >The head guardsman doe not however, and after a few minutes longer, 10 of the original 13 have returned.
  992. >All but one of the brigands have been accounted for, the leader, whom the guard captain's group chased after, deep into the caves.
  993. >Many of the guardsmen present are fairly inexperienced, this having been their first true job, and so they look to Auriel and you for direction.
  994. >Auriel brings you aside and expresses that she believes you should go in, taking half the guardsmen with you, to find and account for the missing trio and criminal.
  995. >What do you think?
  996.  
  997. >You think that she has the right idea.
  998. >She quickly takes charge of the men, instructing the seriously injured few to stay behind and relax while the fairly fresh come with the two of you, and head towards wherever the guard captain's forces were last seen.
  999. >In addition, she instructs another 4 to remain behind, to keep any from escaping.
  1000. >In total you and Auriel are supplemented by another 4 guardsmen , three of whom carry torches, and 6 remain at the entrance, two of whom are unfit to continue fighting until they have recovered from their injuries.
  1001. >Your force heads inside, and quickly make your way towards the centralist cavern, where the majority of the fighting occurred, and which leads deeper towards the last known location of your targets.
  1002. >Scarlett warns you to keep on guard as you head into the depths, and when you find what you're looking for, you find all three guardsmen dead, and the bandit leader dying with three blades stabbed into him.
  1003. >He looks like a pincushion, and gurgles as you approach the scene.
  1004. >The guard captain still grips his blade, which lies buried within the leader's chest, but he lies still, a pool of blood spread out from underneath him.
  1005. >Auriel looks saddened by this, but remains composed, which is more than what one of the guardsmen, a young dark haired man, can do.
  1006. >The young man approaches the three dead guardsmen, and kneels beside one, removing his helmet and weeping at the sight.
  1007. >He cries for his brother, and asks that you all take the dead back out to be respectfully seen off to the afterlife.
  1008. >It would be a cruel heart that denies him his closure, and so you give the word for them to carry their fallen friends.
  1009. >Auriel puts a hand on your shoulder, and heads back with them, leaving you a torch, and some space for your own.
  1010. >Scarlett comments that now would be the time to go about disposing of the corpse, and so you draw it out of your satchel, and stuff it under some rocks, hidden out of sight, and near enough to the bandit leader to be incriminating.
  1011. >WIth that taken care of, you allow Scarlett to feed some more, and head back.
  1012. >Auriel has sent the men back, and is contemplating the successfulness of this job.
  1013. >You make your presence known, and you walk beside each other, alternating between silence and relieved commentary.
  1014. >When you reach the town gate, it's evident that Auriel feels bitterly about how many were injured and killed during the raid.
  1015. >You'd be lying if you said you didn't feel similarly.
  1016. >"Anon, you said you wanted me to teach you some bow stuff right? Will you help me with my swordsmanship in return? I felt… ill swinging the sword. I'm sure I'm doing something wrong."
  1017.  
  1018. "I wouldn't mind. And it certainly couldn't hurt now that it's an even trade."
  1019. >She thanks you, and together you head to the hunter's Lodge where you see that something of a bustle is happening.
  1020. >The lodge seems more busy than you've ever seen it, and the usual smell of somewhat simple [if delicious] spit roast is replaced by what you can assume is a far finer meal.
  1021. >You'd guess some fresh wild boar with some special seasonings, maybe some other things on the side similarly cared for.
  1022. >For the time being however you pay it little heed.
  1023. >Auriel steps into the office first, and you're somewhat surprised when she steps right back out and closes the door.
  1024. >"Seems we'll be waiting a while. There're some unfamiliar faces in the office right now, better equipped than any greenhorn should be. I'm guessing Adventurers."
  1025. >How exciting.
  1026. >Adventurers aren't anything especially new in this town, being on the frontier fo the civilized kingdom, but you still feel some excitement when they come around.
  1027. >Generally they're just passing through on their way to explore the untamed eastern wilderness, and as far as you've noted, noble have ever gotten very far.
  1028. >Most coming back with broken blades and members missing, or not coming back at all.
  1029. >You're eager to size them up and make predictions on what kind of condition they'll return in, if at all.
  1030. >The wait is, thankfully only a few minutes, and when the door to the racist giant's office opens, a fair young man with shoulder length hair and a scowl on his face steps out.
  1031. >Auriel wasn't joking about his equipment, although even you can see that it's made more to impress than it is to function as protection.
  1032. >Gold accents and embellishments, a red silk cape affixed to spiked shoulder cauldrons, and a sword on his back nearly as tall as he is.
  1033. >He casts a glance at you but says nothing, instead walking past with heavy angry footsteps back downstairs.
  1034. >Shortly after, a dwarf walks out, wearing an expression that you'd best describe as far away.
  1035. >No doubt he's got his mind elsewhere.
  1036. >You note that he carries a pair of axes across his back, and has a heavy leather belt positively full of small colorful vials and potions.
  1037. >He's follow shortly after by a tall thin woman with pointed features, and an unreadable expression.
  1038. >Her dew-green eyes meet yours and you see something register in them.
  1039. >She doesn't say anything to you however, merely bowing her head slightly in a polite expression before following her companions down the stairs.
  1040. >You don't manage to note anything about her aside from the vague details due to the eye communication, but figure that she'll probably be hanging around town while her party resupplies and rests.
  1041. >You'll likely have an opportunity to speak with them soon.
  1042. >You and Auriel head into the office where you note that the giant looks positively furious, such that he doesn't even wait for you to say anything, he simply tosses you the payment for your job, and barks for you to get out.
  1043. >You and Auriel comply, not wishing to test his anger, and begin heading back downstairs.
  1044. >"Wonder what that was all about?"
  1045. >She looks at you and chuckles before handing you your share of the payment.
  1046. >"Any guesses?"
  1047. >She elbows you gently in the rib.
  1048.  
  1049. "Maybe they called him out for being an asshole racist?"
  1050. >She laughs at this and nods her head.
  1051. >"My thought as well. Not just a full-blooded elf, but a dwarf as well? I'd hate to be anyone that actually needs to talk to him any time today. He'll be steaming as long as they're in town."
  1052. >You reach the mess hall in time to see the boar [you were right apparently] being pulled out of the fire and begin being portioned out.
  1053. >The three adventurers are the first to have their servings passed out, and the dwarf and human go at their meals with gusto.
  1054. >The elf is considerably more restrained and polite in how she eats, but you imagine she's being fairly voracious as compared to her usual self, if her companions' are any measure of how long they've gone without food.
  1055. >The human stops swallowing meat [hue] to take a drink and begins telling a story to whoever is gathered around him.
  1056. >Which is to say most everyone.
  1057. >You can't really make out what he's talking about, but you'd guess he's going on about his journey thus far.
  1058. >Auriel looks to you and you imagine she's wondering if you both should go over and listen in as well, or if you should head home get some grub and then some rest.
  1059.  
  1060. >You nod over at them, and in a few minutes you've been served some of the delicious meat, and have taken a seat about four feet beside the group.
  1061. >The young man is still talking about how he got into the adventuring business and you're somewhat disappointed when his story consists of a desire to spread good will and acceptance.
  1062. >It makes sense, but as far as backstories go it's a bit sunshine-and-rainbows for you.
  1063. >It does however grow more interesting when he describes how he joined up with the dwarf alchemist, who's is apparently going through something for a transitory period as far as names go.
  1064. >The dwarf was a promising alchemist and tradesman in the capital city off to the west, but after some misunderstandings involving a few noblemen's wives and several liters of an alchemic concoction he calls "ever-ready" his reputation was all but gone, and it was either accept destruction at the hands of vengeful old men, or ship off to make a name for himself where nobody particularly cared for his past.
  1065. >The dwarf grumbles about his innocence in the whole matter, but by and large the lodge appreciates the comedy of his actions and a few more drunken men congratulate him on his conquests, asking how they were, and if he's gonna go back for any of them.
  1066. >The Elf whispers something to the young man, who nods and continues his story, providing a curiously condensed version of the events that led to her joining the party.
  1067. >He quickly continues on to their experiences crossing the drylands, and some of the more impressive fights he's been in with his party at his side.
  1068. >A couple trolls, a few bandit parties, a necromancer, and an Ogre.
  1069. >Someone calls out that an ogre was recently felled by one of the hunters in this town, which seems to impress the young man, who calls out for the hunter in question to come forward.
  1070. >You contemplate it for a moment.
  1071.  
  1072. >You look towards Auriel, silently asking if she wants to come with you, feeling a bit rosy cheeked about the praise, but she simply shakes her head and nods for you to go up and bask in the adulation.
  1073. >You take a quick drink to wash down some boar, and step forward, drawing the gaze of the Elf and young man, as well as about three quarters of everyone in the feed hall.
  1074. >The young man makes some room for you beside him, and you take the seat, extending a hand to him in greeting.
  1075. >He takes it and claps you on the shoulder commenting that an Ogre is a difficult kill, and asking where your party is.
  1076. >You let him know that at the time you were by yourself, although you quickly tack on that Auriel and you are partners now.
  1077. >She raises her stein and says hello, not willing to come up and be stared at herself.
  1078. >The Dwarf belches loudly and exclaims at your feat, compelling you to go into further detail and asking if you're from a line fo warriors or something.
  1079. >You do your best to repeat the story [with certain things altered or left out, obviously] and explain that as far as you know, you've got some bard in you, but no warrior.
  1080. >"A bard eh? And one that's clearly handy with a blade. Such is to be expected of the frontier i suppose."
  1081. >The adventurers remain cheerful and merry for as long as the food is plenty, and afterwards head to their lodgings to recover from their journeys.
  1082. >You and Auriel head home soon after, paying your thanks to each other, and setting a time for when you will train with each other.
  1083. >You settle on [for the time being] just outside of town, in the morning after breakfast.
  1084. >She gives you a quick hug before parting ways for her home.
  1085. >You arrive back home in time to say good night to your parents, and soon after retire yourself, to your dreamscape, where Scarlett stands waiting.
  1086. >"Evening, Master. I thank you for today's meal, it was delicious."
  1087. >Together you focus on simple and important skills, things you've already grown comfortable with that should be the foundation of all swordsman's skills.
  1088. >She explains that you should start with the basics while with Auriel, and work up from there, focusing on certain things more or less depending on how solid her basics are.
  1089.  
  1090. >When morning finally arrives, you awaken with a burning light in your eyes.
  1091. >Today you and Auriel are spending the morning together.
  1092. >Training swordsmanship on her part and bowmanship on yours, but still, it's the interaction and closeness that counts.
  1093. >You agreed to meet Auriel just outside the town walls, but you've risen bright and early as every day, so you figure you have a short while before you need to feel rushed.
  1094. >You can think of a few things to use this time for.
  1095. >You'll need to pay the smith a visit today, you forgot to ask when the bow would be ready for picking up, and you'll probably want some dull blades for sparring with Auriel.
  1096. >Perhaps a visit to the healer's hut as well, just in case things go a bit far, it'd be nice to have something on hand for an emergency.
  1097. >Last thing you can think of is the hunter's lodge.
  1098. >Not for any special reason, more to meet her halfway, and possibly get some conversation in with the elf or the adventurers from last night.
  1099. >You don't imagine the dwarf'd be too much into conversation judging by his impression on you, but hey maybe you were wrong.
  1100. >Regardless, unless you get pretty lucky with the timing of things, you'll probably only be able to make two of the stops.
  1101. >Which do you go for, and in what order?
  1102.  
  1103. >For now, you're thinking smithy then lodge.
  1104. >You're both intelligent and capable fighters, so there shouldn't be any sorts of emergencies.
  1105. >With that in mind, you head off past the various stalls and storefronts, noting that the same well spoken foreigner all wrapped up in bandages is still where he was yesterday.
  1106. >You only glance at him this time however, and note that he's speaking with a sailor of some sort.
  1107. >Perhaps seeking to make a trade of some kind.
  1108. >You very soon after find the smithy as it always is at this time of day, billowing smoke and several degrees hotter than the area around it.
  1109. >You step inside, and are greeted with a face full of smoke as the bellows do their job to get the forge nice and molten hot.
  1110. >The smith chuckles as you cough and try to wave the acrid cloud away, and as you're catching you're breath he begins speaking in his loud old voice.
  1111. >"Bow'll need a bit longer boy. 'Tis a delicate work, and can't be rushed as a sword or shield might be."
  1112. >You nod and ask about perhaps borrowing some dull blades.
  1113. >He raises a greying eyebrow at this, and asks what you' want with one.
  1114. >You explain that you and a friend are going to need to spar today, and you'd really rather not use your actual sword for that, for several reasons.
  1115. >He nods his head and strokes his beard for a few moments before asking to see your sword.
  1116.  
  1117. >You undo the belt that keeps it hanging at your side and hand it over to him.
  1118. >He nods his appreciation, and begins examining the weapon closely.
  1119. >He removes it from the scabbard, and does some more of the same, eventually handing both back to you and heading back past his scorching oven to find something.
  1120. >The sounds of clanging metal and tossed aside rubbish can be heard for a few moments, not long after which he returns carrying a shortsword with a slightly wider blade.
  1121. >He hands it to you, and you're only mildly surprised when the weight is practically the exact same as that of your jeweled blade.
  1122. >"Give it a few swings then, see if it feels alright."
  1123. >You do so, at first slowly, but with more swift motions as you get the feel fro the blade.
  1124. "It's perfect."
  1125. >"I have an eye for this sort of thing, what can I say?"
  1126. >He smiles and tells you to "blight off then", in a joking voice, no doubt busy with more mundane work.
  1127. >You thank him, and it isn't until a few minutes later that you realize you forgot to grab one for Auriel.
  1128. >"Silly Master, i imagined that that blade was for her, and you'd use me for the sparring. I will dull my edges if you ask nicely enough."
  1129. >Scarlett hasn't lied to you, or not that you've known, and she has been entirely forthcoming with you.
  1130. >Really, for a cursed blade she's as pleasant as they come, you imagine.
  1131. >"Much obliged, Master."
  1132. >Still, you're unsure if you feel comfortable swinging around the blade that only yesterday drained a few bodies into husks at the prolonged touch.
  1133. >"Prolonged stab, I would argue. I need to break the skin to feed, Master."
  1134. >Hmm…
  1135. >You put thought to the matter as you make your way back across town towards the Hunter's lodge.
  1136. >When you arrive, you're in time to see Auriel approaching, and she looks pleased to see you.
  1137. >"Morning Anonymous. How kind of you to meet me halfway. You ready to head out, or should i meet you down there in a few?"
  1138.  
  1139. "I don't think there's much else, however I went to inquire about the Bow that I was asking to be repaired, and it hasn't been finished yet, do you know of a place that would have them for practice sessions like these?"
  1140. >You begin walking together, heading towards the town gate.
  1141. >"That lends out bows? I can't imagine. I wasn't sure if you would have one ready for today though so I did a bit of digging through some stuff of mine and found you an old bow of mine. Probably not the right draw length or too springy anymore, but it'll have to do for at least teaching you some good form."
  1142. >Now that she mentions it, you do notice that against her back, between her current, no doubt special bow and her back is a smaller, slightly worn looking simple wooden bow.
  1143. "Thanks, On the other side of things, I don't know if you have any practice blades or not, so i went and asked the smithy if he had anything I might use."
  1144. >You pul the dull blade out and hand it to her, watching as she examines it in a more… innocent way than the smith did with yours.
  1145. >With him you immediately understood he was measuring it, getting a feel for it, etc.
  1146. >But with Auriel, she's more looking at it and seeing it in a less critical way.
  1147. >"Guess we both forgot something then, glad we're at least thinking of each other's good."
  1148. >You both head past the town wall, saying hello to the guardsman on watch, one of those who returned with you and Auriel yesterday from the caves.
  1149. >The clearing you're heading to is near enough that by the time you arrive, you're still finishing up your conversation.
  1150. >You were discussing how you'd feel about perhaps traveling westward toward the more wealthy lands.
  1151.  
  1152. >You express interest in it, but remark that you've still got some business to tend to before putting any real action towards heading west.
  1153. >She nods, putting the information away to look back on later, then asks whether you'd like to start with bowmanship or with swordsmanship.
  1154. >"If I may, Master. You should begin with bowmanship, as it will help limber the both of you up, and will serve to make her more comfortable."
  1155. >Scarlett would likely know best about this manner of thing, so you let Auriel know, and get started.
  1156. >For just over two hours the two of you work on the basics of working with a bow and arrow.
  1157. >The smaller bow isn't very much use as an actual weapon, but with it you learn of a number of different basics.
  1158. >You get to fire off about a dozen simple wooden arrows as well, and by the seventh, you're actually hitting your target consistently and with a relatively tight grouping.
  1159. >Afterwards, you feel a bit tired, from using different groups of muscles, and from being out under the morning sun.
  1160. >Auriel makes for a good teacher, and the two of you decide to break for a snack and some rest.
  1161. >You find a nearby stream and drink deep of the cool clear water, managing to scrounge up some berries and nuts for your snack together.
  1162. >You ask her what prompted the question earlier, about heading west, and she hesitates before answering.
  1163. >"I just… I'd like to see the Elven forests, you know? Learn a little about my dad's side of things. Maybe find out what happened to him after all. Plus, only so much dosh to be made in a small frontier town, right? WHat about you, why do you want to?"
  1164.  
  1165. "Make a name, make some friends to go along with you."
  1166. >She gives you a smile and the topic remains fairly fluid until the two of you have grown tired of resting.
  1167. >You both return to the small clearing where you were practicing with the bow, and you pass the dull blade you borrowed from the smithy to Auriel.
  1168. >She takes a few mints to swing it, getting a feel for it's weight and balance, which you take to reach into your pouch and retrieve Scarlett.
  1169. >She had the forethought to take a less outspoken form, and when you hold her, she is a simple dull bladed shortsword.
  1170. >With red leather binding on the grip.
  1171. >She feels as perfect as ever in your hand, and for a few moments you simply enjoy the way she sings as you cut through the air.
  1172. >Auriel clears her throat to get your attention eventually, and you take your respective positions five feet apart.
  1173. >"Alleviate what fears you may have, Master. I will not harm this girl, overly so, at least. A bruise or two is to be expected in all sparring matches after all."
  1174. >With a nod to Auriel, you signal her that you are ready when she is.
  1175. >She mirrors the motion, and you study her as she attempts to draw to swinging distance.
  1176. >Her steps are light and quick, but you note a distinct airiness to her stance that could be useful should you decide to exploit it.
  1177. >As well she keeps a very tight grip on her blade, stifling it, you can imagine that her knuckles are pale from the tension.
  1178. >It would be very doable to rest the blade from her grip with a well made strike.
  1179. >Will you continue to observe, or will you take the openings you se and focus on them for now?
  1180.  
  1181. >You speak loudly and clearly, to be heard and listened to over the clang of blades.
  1182. "You keep a very tight grip on the sword, loosen it slightly, or -"
  1183. >You take a heavy swing and bat the blade aside, opening her grip and no doubt leaving a welt across her palm.
  1184. >She hops back, glancing to see where the blade lands.
  1185. "- an opponent might just disarm you."
  1186. >You remain close to the blade, but give her just enough room to point out her other flaw in form.
  1187. "As well as that, your stance seems to be very focused on keeping moving. That's good, makes it harder to hit you for anyone who isn't similarly spry. However - "
  1188. >You step forward, into her leap for the blade, and knock her to the ground.
  1189. " - A light stance is very easy to be knocked over."
  1190. >You sheath your blade and offer a hand, which she takes.
  1191. >"You're not kidding."
  1192. >She huffs, and you can see the sweat across her brow, likely from pain, embarrassment, and exertion.
  1193. >"I should probably have worn my armor."
  1194. >She grabs her sword and retreats to her starting position, before doubling over and catching her breath.
  1195. >Together the two of you work on correcting her form, and by the time the sun is beginning it's descent, you're both tired.
  1196. >It's noteworthy that only she is tired and dirty, having been knocked to the ground no less that 6 times thus far.
  1197. >"I think i need to take tomorrow off, I'm going to be purple from all the knocks and scrapes."
  1198. >She chuckles softly, before asking if you'll help her home.
  1199.  
  1200. >You offer her a shoulder, and together the two of you walk towards the town gate.
  1201. "Maybe we ought to get you something from the healer's. Anything against the idea?"
  1202. >"Nah, that sounds pretty good actually. Thanks."
  1203. >You nod your head, and it takes about half an hour for the two of you to walk the way into the healer's hut.
  1204. >Once there, you say hello to the nurse in front, recognizing her as one the several who nursed you back after the whole ogre business.
  1205. "I'd like to get something for pain, and swelling if possible? Bit of rough-housing out in the dirt, if you'll believe it."
  1206. >The elderly woman nods her head and heads back behind a simple cloth curtain, humming a lullaby as she sets about mixing your request.
  1207. >She calls out that you're free to follow if you like, otherwise you should take a seat, it'll be a few minutes.
  1208. >You sit Auriel down, which is easier said than done, and head back after making sure she's alright to be alone for a bit.
  1209. >"Calm down anon, it's just some bruising and exhaustion. I'll be well enough to be angry at you tomorrow."
  1210. >She chuckles and you head back behind the curtain where you watch carefully as the elderly healer mixes together a few herbs and other ingredients.
  1211. >You ask a question here and there, what manner of herbs she's using, if they've been treated with anything beforehand, anything to try and learn how to brew up some painkilling salve yourself.
  1212. >"A wise thought, Master."
  1213. >No doubt it will come in handy on your travels.
  1214. >The healer catches on fairly quick, and answers your questions as helpfully as possible.
  1215. >The painkiller is created through the ground up and mixed leaves of a few fairly common plants.
  1216. >It's a pretty simple recipe, and can be made in a pinch by simply chewing the leaves up and applying the mush to the injured area.
  1217. >It's just a painkiller though, so obviously it has it's limitations.
  1218. >The swelling treatment is marginally more complicated a treatment, because it requires a couple widely available ingredients, as well as a slightly harder to get one.
  1219. >Namely a bit of bees wax.
  1220. >Not such a problem until you have to deal with the bees, which can be dangerous in groups.
  1221. >It's a simple enough recipe that you commit it to memory, but you don't imagine you'll be stumbling onto too many empty beehives on your travels.
  1222. >Regardless, the healer hands you your medicine, you hand her payment in the form of a few coins, and you return to Auriel, hefting her onto your shoulder as before before departing.
  1223. >She thanks you for the medicine, and tells you how to get to her house, just in case she conks out halfway there or something.
  1224. >She in fact does conk out halfway there, and after a bot of difficulty, you manage to position her on your back so that you can carry her whole.
  1225. >The remainder of the walk is bizarre, but not unpleasant, and when you arrive at her home, you see a small home similar to your own.
  1226. >You call out for any inhabitants, remembering that she lives with her mother.
  1227. >A moment later, an aging kindly looking woman steps out, and sees you with her daughter upon your back.
  1228. >"Oh, please come in."
  1229. >You oblige, taking Auriel to what her mother assures you is her room, and deposit her atop her bed.
  1230. >You hand her mother the medicine, and after a few brief words of thanks, head out, on your way home.
  1231. >On the walk home you consider what you yourself shall do tomorrow.
  1232. >With Aurile out of commission for the day, you're certainly not going to be training anything.
  1233. >Save for perhaps the lute, if your father's offer still stands…
  1234. >As well you could always pay a visit to your secret fishing spot.
  1235. >Bow'll probably be ready.
  1236. >Might be a chance to speak some more with the adventuring party as well.
  1237. >You arrive home and share dinner with your parents, who remark on how pleased you look, before saying your good evening, and retreating to your room, where you lay down and allow yourself to relax.
  1238. >"You make for a good teacher, Master. I'm pleased to have not been wrong in choosing you."
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