Knight Blades
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.
- Chapter 1: The Fighting Spirit
- Chapter 2: The Great Divide
- Chapter 3: Sun Underground
- Chapter 4: The Double Edge
- Chapter 5: The Forgotten Harmony
- Chapter 6: The Four Walls
- Chapter 7: The Ultimate Swordsman
- Chapter 8: The Last Laugh
- Chapter 9: The Littlest Feeling
- Chapter 10: The Forgotten Dance
- Chapter 11: The Wilting Flower
- Chapter 12: The King Below
- Chapter 13: The Bleeding Heart
- Chapter 14: The Mysterious Stranger
- Chapter 15: The Fire Inside
Knight Blades is currently active.
Chapters
This article contains spoilers! You were warned. |
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
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.
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.
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".
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