Knight Blades

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Knight Blades

Knight Blades is a quest parallel to Weaver's Dive Quest. It features Sir Ridder, a former knight for Lord Malto, and his fight for justice.

Knight Blades is currently active.

Chapters

Spoiler.gif This article contains spoilers! You were warned.


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Chapter 1: Knight Blades

Ridder starts talking about how sucky his life is and his fall from grace. Nearly gets into a duel with a farm boy, but calls it off when he realizes that the farm boy is needed. After this, he begins traveling south, but ends up at the South tower. Here he talks with Lina, a goblin who tends to the south tower. She tells him some guy beat the crap out of the garden. She also tells Ridder that this guy is going to be hung for doing this. Ridder thinks this is immoral, so he gets in the tower's owner's face about this. He gets put in his place, but is allowed to stay for the hanging.

He goes to sleep and awakes to find Lina next to him. This leads to her asking him not to let the 'commander' know that she skipped her watch. She then leads Ridder to where the guy was hung.

It turns out that the guy was just going to be hung from a cage. He thinks that the garden was an evil goblin army. Ridder finds out that he's a paladin (see paladin Quest) and that he can sense evil. Ridder uses the paladin's evil sensing abilities and find that a female orc has evil inside of her... Lina lets Ridder know that it's likely the result of the 'commander's allys seed

He confronts her, and nearly gets his head removed. Ridder realizes he should find the source of the evil, the ally in question.

He takes the paladin, and goes off to find the source

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Chapter 2: Great Divide

Ridder finds that the paladin's name is Timotei. There's a history of Timotei until the 'commander's ally's' cave hideout is reached. Ridder tries to enter the cave with formal manners and fails when the ogre at watch shoes Ridder away. Ridder then goes down a ventilation shaft and overhears a conversation. He realizes that he likely passes the ally on the way and rushes back.

He finds the city he'd passed (which is the city conversers said the ally was in) in flames. Ridder tries to rescue people in the fire, but only manages to save a little girl (who turns out to be a thief). Her name turns out to be sticks.

Ridder, Sticks, and Timotei wait a while, then go into the smoldering remains of the town. They find that the church is the only thing standing. Ridder goes in to investigate if the church is a good place to raise a retaliation army. He finds a orb that emits fire, and a secret passage.

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Chapter 3: The Sun Underground

Ridder and Sticks investigate the hidden rooms underneath the church. It appears to celebrate the sun god. After getting through the first room, he finds that there are three murals with key holes in them. Each mural is part of the answer to the old Sphinx question (what walks on 4 legs in the morning, 2 in the afternoon, and 3 in the evening). He reailizes that there is a rotating room structure attached. He obtains the first two keys, puts them together to make a third key, and uses the third key on the middle lock. This results in a room where a undead thing comes out and starts attacking. Ridder fights it off by having Sticks attempt to kill it with fire. This fails and ridder ends up hitting it with a chair and changing rooms. The undead gets crushed as the rotating room smashes it in the door frame. ridder loots from the rooms and decides to make the place his base of operations.

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Chapter 4: The Double Edge

Ridder looks for more survivors, and ends up finding two old men who are of no use, and are very annoying. He decides to bring them back to the church to shelter them when he finds what appears to be a chocobo in front of the church. Ridder goes in to fight off what he fears may be a bandit, but finds a anti-malto revolutionary. They almost fight, but Ridder takes the diplomatic approach. It is found that the revolutionary, Vite Vispa, was rescuing those in the fire and had set up a refugee camp south of the town. They agree to make a temporary alliance till the perpretrator is caught. Vispa says that Ridder, though they are allianced, is not allowed to go to the Refugee camp due to being "Malto scum".

Chapter 5: The Forgotten Harmony

Intent on recruiting more folks to his cause, Ridder consults Sticks and Timotei. Sticks and Timotei explain that since they have nothing to do, they will leave Ridder to seek their own fortunes. To add insult to injury, Vispa claims the church as the new site for the refugee camp, effectively kicking out Ridder of his sweet base camp. After "borrowing" Vispa's mount immediately thereafter, Ridder heads to the woods. He finds a goblin settlement in the woods, and after a brief repartee, Ridder is directed to another settlement of goblins where he finds the two camps distrustful of each other. Ridder convinces a goblin tinkerer to join his cause as soon as he acquires a new base. Ridder makes a not of elven ruins in the woods nearby, but stops by the first goblin settlement to speak to the elder about the distrust between the two goblin camps. The elder explains that the second camp are encroaching upon their logging territory, and Ridder is pointed to Black Fang as a source of muscle. Engaging and defeating the gnollboss, Black Fang scares the encroaching goblins out of the disputed logging land and earns the trust of the elder goblin. Ridder goes to seek the aid of kobolds, finding them hiding in fear of a lone kobold engaged in dark rituals. Unsuccessful in saving the kobold but successful in ending the ritual, Ridder is rewarded with two recruits, Iesgip and Nakraska. With that, Ridder and company head off to Sepia Town.

Chapter 6: The Four Walls

Chapter 7: The Ultimate Swordsman

Chapter 8: The Last Laugh

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