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Chapter 23: Perfect Conduit

  Chapter 23: Perfect Conduit

  Back in the privacy of your locked room at The Tipsy Troll, the Serpent's Eye rests heavy in your bum bag. The earlier disappointment lingers – its passive abilities feel redundant next to Oracle's perfection. But then, a new thought sparks, fueled by the inherent 'cheat code' nature of your AI implant: If I can't absorb it safely, maybe I can force its power into something else? Use myself merely as a conduit, perfectly shielded by Oracle?

  Your eyes fall upon the newly acquired Horn-Hilted Curve Blade resting against the stool. Its folded steel gleams faintly in the dim light filtering through the window. It's a fine weapon, but unenchanted. The Serpent's Eye hums with contained, volatile energy. Could you merge them?

  'Oracle,' you propose, the idea solidifying, 'Standard absorption is too risky. Devise a method to transfer energy directly from The Serpent's Eye into the Horn-Hilted Curve Blade. Use my body as the conduit only. You must ensure absolute success, guarantee the blade is enhanced, and completely negate any potential negative side effects, corruption, backlash, or mental influence on me. This process must succeed safely due to your core function of ensuring my success and survival.'

  You are explicitly leveraging the unique, reality-bending aspect of your AI power, demanding it find a 'perfect path' that bypasses the dangers inherent to the artifact according to this world's rules.

  << Acknowledged. Analyzing request parameters... Constraint: Guaranteed success with zero negative host impact, utilizing host as temporary energy conduit. Objective: Enchant 'Horn-Hilted Curve Blade' using energy filtered from 'The Serpent's Eye'. Calculating optimal energy transfer protocol, bypassing standard magical/alchemical limitations via predictive simulation and energy flow modulation... >>

  Oracle processes this directive, its internal workings likely running countless simulations to find the one perfect sequence that fulfills your command.

  << Optimal Safe Transfer Protocol Identified. This process will draw upon specific energy facets within the artifact while actively neutralizing harmful components (Sentience influence, Madness Resonance, Unstable Energy Volatility) during transit. Host system integrity will be maintained via continuous micro-adjustments and metaphysical shielding generated by Nexus core functions. >>

  << Procedure:

  


      
  1. Place 'The Serpent's Eye' on a stable, non-conductive surface (wooden stool suitable).


  2.   
  3. Place the 'Horn-Hilted Curve Blade' flat on the bed, edge facing upwards.


  4.   
  5. Assume a meditative posture on the floor between stool and bed.


  6.   
  7. Place left hand palm-down directly over (but not touching) 'The Serpent's Eye'.


  8.   
  9. Place right hand palm-down directly over (but not touching) the flat of the Curve Blade near the hilt.


  10.   
  11. Initiate mental focus as guided by Oracle. Maintain focus for duration (estimated 3-5 minutes). Do not break contact proximity or focus. >>


  12.   


  Following the precise instructions, you clear the small wooden stool and carefully place The Serpent's Eye upon it. The orb seems to pulse faintly in the gloom. You lay the Curve Blade flat on the bed, its polished edge gleaming. Taking a deep breath, you sit cross-legged on the floor between them, positioning your hands exactly as instructed – left over the orb, right over the blade, palms down, hovering just above the surfaces.

  'Ready, Oracle. Initiate.'

  << Initiating controlled energy transfer. Maintain focus... >>

  You feel it almost instantly. A deep, unnatural coldness radiates from the Serpent's Eye beneath your left hand, seeping into the air. Simultaneously, the air beneath your right hand, over the sword, grows noticeably warm. Oracle guides your focus, creating a mental channel, visualizing energy flowing up your left arm, across your shoulders (bypassing your head and core entirely via Oracle's unseen manipulation), and down your right arm into the blade.

  The green runes on the Serpent's Eye glow more intensely, their light seeming to flow like liquid mercury. A faint, almost invisible stream of emerald and shadowy energy seems to leach from the orb, drawn towards your hovering left hand. It doesn't feel painful or invasive as it 'passes through' you; Oracle is clearly filtering and shielding, allowing only specific, refined energies to make the transit.

  Under your right hand, the Curve Blade begins to resonate with a low hum. Faint, ghostly green traceries, echoing the runes on the orb, momentarily flicker along the blade's polished surface before fading. The folded steel seems to absorb the energy, growing slightly warmer to the touch (you feel the radiant heat increase slightly). The process is intense but controlled, entirely managed by Oracle's flawless execution.

  After what feels like an eternity but is probably only four minutes, the flow of energy ceases. The runes on the Serpent's Eye dim back to their resting state. The warmth radiating from the Curve Blade subsides.

  << Energy transfer complete. Artifact successfully infused into target weapon. Host vital signs stable. No detrimental effects detected. Analyzing resulting enchantment properties... >>

  You slowly lower your hands, feeling no lingering coldness, no mental intrusion, no ill effects whatsoever. Just a slight tingling in your arms, like pins and needles after restricted blood flow. Oracle fulfilled its directive perfectly.

  << Enchantment Analysis Complete: 'Horn-Hilted Curve Blade' has successfully integrated refined energy facets. New Properties Acquired: >>

  << [Serpent's Kiss (Minor)]: The blade is now coated in a latent, magically sustained venom derived from the artifact's necrotic signature. On a successful cutting strike against living tissue, inflicts a minor lingering poison effect (Rank E: Slows target slightly, causes persistent mild pain, minor stamina drain). Effect duration: Approx. 1 minute. Does not stack significantly with multiple hits on same target. Poison dissipates harmlessly if blade is sheathed for extended period, regenerates slowly while drawn. >>

  << [Ophidian Edge (Passive)]: The blade's balance and edge geometry are subtly enhanced by the infused energy (drawing on filtered 'Gaze' perception data related to weak points). Grants a minor passive bonus to critical hit chance when striking organic targets. (Rank E effect). >>

  You pick up the Curve Blade. It looks mostly unchanged, perhaps the folded steel pattern seems slightly deeper, or there's an almost imperceptible greenish tint along the very edge in certain light. But you can feel a subtle difference – a faint thrum of contained power, similar but far less potent and volatile than the artifact itself.

  You now possess an enchanted weapon, gained through a process that should have been impossible or suicidal, thanks entirely to the unique power of your AI implant.

  Time: Early Afternoon (Approx 1:10 PM)

  Date: 04/05/1042

  Status:

  


      
  • Enchantment Successful: Horn-Hilted Curve Blade infused with energy from The Serpent's Eye via AI-managed process. Keelan unharmed.


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  • New Weapon Properties: [Serpent's Kiss (Minor)] poison effect, [Ophidian Edge (Passive)] crit chance bonus.


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  • Artifact Status: Serpent's Eye energy partially drained but artifact remains intact and functional (passive abilities likely unaffected).


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  • AI Status: Passive monitoring.

      Inventory:


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  • Weapons:


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    • Horn-Hilted Curve Blade now possesses Rank E Enchantments: [Serpent's Kiss (Minor)], [Ophidian Edge (Passive)]. (Name suggestion: Serpent-Touched Curve Blade?)


    •   
    • (Other weapons unchanged)


    •   


      


  •   
  • (Other inventory unchanged)


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  You sheath the newly enchanted Serpent-Touched Curve Blade back into its harness loop, a sense of satisfaction warming you despite the Serpent Eye's slightly underwhelming direct benefits. The process itself was the real prize – confirmation that Oracle can, under specific command, bend the rules of this reality to channel dangerous energies safely, enhancing your gear in ways that should be impossible. The potential applications are staggering. Enchanting armor, creating temporary elemental weapon buffs, maybe even powering devices if you ever find any... This opens up entirely new avenues for leveraging your unique advantage.

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  Feeling pleased with the successful experiment, you decide to deal with your filthy modern clothes. You gather the bundle from the satchel, head downstairs to the common room of The Tipsy Troll, and approach the counter where the stout, friendly innkeeper is polishing tankards. The room is quiet now, only a couple of locals nursing ales in a corner and a merchant type quietly eating a meat pie by the window.

  "Excuse me," you say, placing the bundle of dirty black clothing on the counter. "Could you arrange to have these washed? They need care – the fabric is unusual. I'd need them back by tomorrow morning if possible." You place a single, shining silver coin beside the bundle – a significant overpayment for simple laundry, designed to ensure attention and care.

  The innkeeper's eyes widen slightly, first at the strange feel and look of your modern synthetic fabrics (so different from wool, linen, or leather), then at the gleaming silver coin. A silver coin could probably pay for laundry for half the village for a week. "My word," she murmurs, carefully touching the weatherproof jacket. "Never seen cloth like this... smooth as silk but tough... Aye, lad, for a silver piece, I'll see to it personally. Make sure Meg down the lane uses the gentle soap and doesn't scrub it on the rocks." She scoops up the coin with a grateful smile. "Consider it done. They'll be clean and dry for ye by sunrise tomorrow." She takes the bundle and disappears into a back room, presumably to keep it safe until Meg can fetch it.

  While she's gone, you lean against the counter, casually surveying the quiet common room. It's a stark contrast to the rowdy chaos of the Stone Bridge Inn last night. The two locals in the corner are muttering about wood prices. The merchant by the window is focused on his pie and a small ledger. Nothing seems out of the ordinary. There are no posted notices on the walls, aside from a faded drawing advertising a local brewer's ale. No sign of Elara Vane or anyone matching her description. It feels like a normal, peaceful afternoon in a quiet corner of Bridgetown.

  The innkeeper returns, wiping her hands on her apron. "All sorted, lad. Anything else I can get for ye? A drink? Bite to eat?"

  "Not right now, thank you," you reply. "Just needed to arrange the washing." You give her a polite nod and head back upstairs to your room, satisfied that your clothes are being handled and relieved that the inn remains quiet and unremarkable for now. The contrast between the mundane task of arranging laundry and the secret, high-stakes game you played this morning is almost jarring.

  Just as you're about to head back upstairs, you pause and turn back to the friendly innkeeper. The urgency to leave Bridgetown, to put distance between yourself and Elara Vane before she recovers and potentially starts hunting for her coin and the Serpent's Eye, overrides your desire for rest. Getting information on travel is now the priority.

  "Actually, one more thing," you say, leaning slightly back towards the counter. "You seem knowledgeable about travelers. How far is it to the capital, Silvercliff City, from here? And is there usually much traffic heading that way? Perhaps caravans looking for guards, or merchants I could pay for passage?" Best to get out of this town quickly, you think. Elara won't stay unconscious forever, and when she wakes up, she'll be furious.

  The innkeeper, still pleased about the silver coin, readily shares her knowledge. "Silvercliff City?" She whistles softly. "Aye, that's a long haul, lad. South, past the Soggy Bottom Marshes. By foot, you're looking at a good seven, maybe eight days if the weather holds and the roads ain't too muddy through the southern Greenvale."

  She taps the counter thoughtfully. "As for caravans... Bridgetown's mostly a hub for river trade and local routes through the Vale. Not many large caravans head all the way south to the capital directly from here. Most goods go downriver to ports further south first, or smaller merchants run routes between the Vale towns."

  She considers for another moment. "Your best bet for finding southbound traffic, especially heading towards Silvercliff, would be the Merchant's Guild Hall down on Merchant's Row. They coordinate some of the larger ventures, handle postings for

  caravan guards, that sort of thing. Or," she adds, wiping down the counter again, "sometimes you get lucky hanging around the South Gate early morning. Folks heading south often gather there before setting off just after sunrise. Might find a smaller group heading part way, or maybe guards looking for an extra sword."

  She gives you a considering look, taking in your new gear. "With those blades on yer back, you look the part for a guard, alright. Might find work easier than passage, though guard work pays little unless the cargo's valuable or the road's known dangerous."

  Her information is helpful. The Merchant's Guild Hall or the South Gate at dawn are the most likely places to find passage or work heading south. The journey is indeed long – a full week at least. The urgency to leave feels even stronger now. Elara could wake up any time, and while she doesn't know where you are yet, staying in Bridgetown longer than necessary feels like tempting fate.

  "Thank you, that's very helpful," you say sincerely. "Merchant's Guild Hall it is, then." You give her a final nod and this time head purposefully up the stairs, your mind already calculating the next steps: visit the Guild Hall, secure passage or guard work, and get out of Bridgetown, hopefully before Elara Vane starts asking questions.

  Time is of the essence. No point resting now. You turn right around after securing the laundry arrangements and head back out of The Tipsy Troll, striding purposefully towards the main commercial districts identified by Oracle earlier. Merchant's Row sounds like the most promising area for both quality goods and the Guild Hall itself.

  As you navigate the bustling streets, now looking more like a capable sellsword than a lost traveler, you keep an eye out for relevant shops. Your first priority is a proper backpack. The courier's satchel is too small and conspicuous. Spotting a sign depicting a coiled rope and various bags – "Hardy Haversacks & Packs" – you duck inside. The shop smells strongly of leather and canvas. A wiry man with spectacles surveys you.

  "Need a pack for the road?" he asks preemptively.

  "Aye," you reply. "Something sturdy, large enough for a blanket, spare clothes, rations for a week or more. Good shoulder straps."

  He shows you a few options. A simple canvas ruck is cheap but looks flimsy. He points to a well-constructed leather backpack, reinforced with thicker straps and multiple external pockets. "This 'un's popular with guards and long-haul travelers. Oiled leather, holds plenty, wears well."

  'Oracle, scan quality and value.'

  << Item: Traveler's Leather Backpack. Quality: Good. Material: Thick cowhide, sturdy stitching. No enchantments. Estimated Value: 6-8 Silver Coins. >>

  "How much?" you ask the shopkeeper.

  "Eight silver," he replies firmly.

  It matches Oracle's upper estimate. You don't haggle, simply count out the silver coins. You transfer the contents of the courier's satchel (blanket, sack of clothes, manifest) into the new, more spacious backpack, leaving the satchel itself behind on the counter. The backpack feels much more comfortable and secure on your back, distributing the weight better.

  Next, rations. Further down the street, you find "Provisions & Preserves". Inside, it smells of smoked meats, spices, and dried fruit. You approach the stout woman behind the counter. "Travel rations," you state. "Enough for eight days. Standard fare – dried meat, hard bread or biscuits, dried fruit, maybe some cheese if it keeps."

  She nods, accustomed to such requests. "Eight days... right." She starts gathering items: several hefty links of dark, smoked sausage; a large sack of hard, round biscuits ('travel bread', she calls them); two smaller sacks filled with dried apples and apricots; and a decent-sized wedge of hard, yellow cheese wrapped in wax cloth. "This should see ya through, keep yer strength up." She weighs it all mentally. "That'll be... twenty copper all told."

  The price seems reasonable for the quantity. You pay her the twenty copper coins, adding the provisions to your new backpack. It's getting heavier, but it's essential weight.

  Finally, you reach Merchant's Row proper – a wider street lined with larger, more prosperous-looking buildings: trading houses, money lenders, and right in the center, a solid, imposing stone building with a carved sign depicting scales and a ship: The Bridgetown Merchant's Guild Hall. Guards stand by the arched entrance, though they seem more ceremonial than actively challenging.

  You walk up the steps and enter the Guild Hall. The contrast to the noisy inn or the quiet workshops is immediate. This place hums with the serious energy of commerce. The main hall is large, with a high ceiling and polished stone floors. Clerks bustle behind long counters, scribbling in ledgers or speaking quietly with well-dressed merchants. Others sit at tables, examining documents or maps. The air smells of parchment, ink, and money.

  Dominating one wall is a large wooden notice board covered in parchments – requests for goods, offers of services, cargo manifests, and, crucially, postings for caravan guards and passage. This is likely where you'll find your ticket south.

  You move towards the notice board, scanning the various postings, while also observing the people around you. Merchants discussing fluctuating grain prices, clerks directing inquiries, a few tough-looking individuals loitering near the board, likely other hopeful guards or travelers seeking passage. The atmosphere is professional, focused on business and logistics. No sign of Elara Vane or anyone paying undue attention to you, despite your weaponry. Here, looking armed likely just marks you as part of the business of securing trade.

  Inventory:

  


      
  • Currency: 14 Gold Coins, 9 Silver Coins, 15 Copper Coins. (Spent 8 Silver, 20 Copper)


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  • Gear: Sturdy Leather Backpack (New - replaces Courier Satchel).


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  • Rations: 8 days travel rations acquired (Dried meat, travel bread, dried fruit, cheese). (Combined with previous ~1 day ration = approx. 9 days total).


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  • Stored Items: Blanket, sack of old clothes, manifest now stored in backpack.


  •   
  • (Other inventory unchanged)


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