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The Day You Conquered the World
20 — Returning to the Cave

20 — Returning to the Cave

After tracing your path from the town to the caravan to this spot in the forest — as well as your previous route from where you woke up to the bear’s cave and then to Ashford, you are able to triangulate the location of the runed bear’s cave.

“There’s an abandoned cave a couple of hours from here,” you say to the other hunters. “It has one easily defensible entrance and creatures the size of those two wolves wouldn’t have much space to move around.”

“What of the two carts?” asks Thomas, “Can we just abandon the pelts for a night?”

“Bah,” bellows Trent, “These two wolf pelts and their cores would more than make up for the smaller ones. Pity the beast though, there are more dangers than wolves in this accursed forest, especially for a tethered animal.

“The mule will be fine,” Dune reassures the hunters, “I can send it back to town — or at least away from the forest.”

“Then it’s decided,” says Eomer, “We’ll spend the night in this cave of yours and investigate what’s causing this snow in the morn.”

You nod and take the lead.

“Follow me.”

You turn away from the source of the cold spreading through the forest and head to the direction of the cave.

The forest seems to awaken from its slumber as you escape the encirclement of frost. You begin to see critters scurrying on the ground and hear the cries of birds.

Elm once again takes flight, free from the fear of the unnatural cold.

After an hour of walking, you come across a part of the river you crossed from before.

“We’re close,” you tell the others.

You hear grunts of acknowledgment, the other hunters too exhausted or injured to bother to speak.

After another hour of walking, you finally reach the bear’s cave.

Most of your makeshift fences and barricades are still up.

“Careful,” you give a warning, pointing out some of the traps that are scattered around the cave’s entrance.

The hunters are too tired to comment on your fortifications as they trudge their way to the cave.

You check your store of firewood inside the cave— picking out a few to build a campfire.

Thomas starts building the campfire near the mouth of the cave. He tests the wind to make sure the smoke doesn’t enter the cave’s mouth

The rest gather around and use their packs to sit down on the dirt.

You take off your leather armor and the wet clothing underneath. You grab a new set of clothing from your pack and hastily don the dry clothes.

Once the campfire is stable, Thomas takes his bow and keeps watch.

Dune helps Bruce out of his armor and Eomer motions for you to do the same for Trent.

Eomer removes his soaked boots — checking for signs of ice burns and finding none.

“It’s a good thing we lined our armor with the pelts of those frost wolves,” Trent says as you remove his metal breastplate. “We would be in worse shape if we didn’t have protection from the frost attacks of those beasts.”

“Let’s hope those two were the last of them,” Bruce throws a piece of twig into the fire. “One more of those beasts and we would have….”

“They were the last,” Dune interrupts. “We weren’t chased and we saw no other signs of wolves.”

“But there’s something else within the cold — something powerful,” his voice trails into silence.

The others fall silent, unnerved by his tone but determined to eliminate a threat so close to the town.

You reach for your waterskin to take a sip but realize you grabbed the one filled with spirits. You take a sip of the draught and warmth immediately flows to your body.

You pass the waterskin to Trent and he takes a sip.

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Surprise fills his face as he takes another mouthful.

“The boy brought spirits to his first excursion!” laughs Trent as he passes the waterskin to Eomer.

Eomer takes the waterskin and smells its content before chugging in a mouthful.

“They’re for treating wounds,” you explain, seeing the questioning and amused look in the faces of the hunters.

“I heard the healers of Asidis used a concoction of wine and vinegar to treat wounds in the past — but we have potions for that now.

“Just seven of them,” reminds Dune. “We’re down to seven potions.”

Eomer passes the waterskin to Bruce. “Just a mouthful,” he cautions Bruce. “We might be pressed to use this grog as the boy says if things go south.”

Bruce takes a sip and passes the waterskin to Dune.

Dune refuses with a gesture and Bruce returns the waterskin to you.

You return the waterskin to your pack and make preparations to sleep.

“I’ll sleep while it’s early,” you say to Eomer and the others. “I’ll take shifts at night so you guys can rest.”

Eomer merely nods and waves you off.

You sleep for three hours, waking up as the sun vanishes on the horizon.

You find Trent, Eomer, and Bruce sleeping by the mouth of the cave while the two archers keep watch.

Shield in hand and Skybreaker on your waist, you grab a couple of logs for the fire and approach the archers.

Thomas and Dune give a light nod at your arrival and Thomas takes a spot near the fire and lies down.

“The hawk will keep watch with you,” Dune says as he enters the cave — preferring a bit of darkness over the firelight.

You place fresh logs into the fire but move in front of it, keeping the firelight behind you and adjusting your eyes to the darkness.

You hone your ears to detect the sounds of movement and point your senses towards the direction of the frost-laden parts of the forest.

Midnight comes and you hear the familiar steps of Trent approaching from behind.

“Since when have you been up?” he asks.

“Sundown,” you answer.

“You should get some sleep, I’ll take over.”

You shake your head to decline.

“Last time it was past midnight when the wolves attack. I want to be awake if they do.”

The old veteran nods as he takes a seat by the fire.

He starts to tell stories of old — about his younger years with the wolves. He talked of Braun, Bruce’s father and Emmett, the mage of the party. The two moved to the cities, lured by powerful positions and proper city lifestyle.

His stories went on for close to an hour — only broken by a gasp from Dune.

“Wolves,” he stammers, still a bit groggy from waking up.

He makes a calming gesture and explains, “Not towards here — they’re moving towards the snow.”

Trent loosens his grip on his sword but a sense of worry flashes in his eyes.

“It’ll take time for the cold to change them,” Dune assured. “We’ll be facing more wolves by morning — but not as strong as those two wolves from before. Most probably just like the ones from the caravan.”

“How many wolves?” you ask.

“Five,” he hesitates, “at least five.”

Trent gives him a questioning look.

“We’re lucky Elm even recognizes what five is,” he explains. “Everything more than that — his limited mind just regards as many.”

“I see,” Trent nods apologetically. “The bird did well.”

“He did indeed,” you agree.

“Shall we wake the others?” asks Dune, clearly unnerved by the presence of the wolves.

“No need,” answers Trent. “A few hours in that cold won’t change those wolves much. We can deal with them in the morning.”

Dune nods and turns back to sleep.

Dune’s revelation seems to have soured Trent’s appetite for storytelling and you spend two hours of silence just watching the forest.

Eomer starts from his sleep, awakened by an imagined foe. His eyes scan the surroundings until he sees you and Trent keeping watch.

He puts on his armor and walks towards you with his spear and javelins.

“At least five wolves tomorrow,” Trent says in greeting.

Eomer gives him a questioning look.

“The bird spotted a pack of wolves heading towards the snow.”

Eomer grunts, thinking about the implications of more wolves come morning.

Daylight breaks and the rest of the party soon rise from their slumber.

Eomer passes a few pieces of dried meat and bread and everyone partakes of a simple breakfast.

“Check your injuries and your armor,” he gives a curt reminder. “There will be more wolves at that damned place and I want this visit to be the last.”

The party does as Eomer suggested.

Bruce performs a few movements with his sword to check his mobility, while Trent and Eomer lightly spar for a few minutes.

A quick check of everyone’s armor reveals that some of the pelts in Bruce’s and Trent’s armor were damaged heavily by the cold.

The two of them swap pelts with the two archers, adjusting and attaching the pelts as best they could.

You give the cave a final look, wondering when it would be when you next returned.

The group slowly marches towards the snow and whatever it is waiting for you there.

Snow and ice.

The influence of the cold grew larger than each of you expected.

The cold spread faster than each of you expected — extending its reach by more than half a mile from the center in just one night.

Elm refuses to fly into the snow, staying just a few yards away from its master by flitting across the branches above Dune.

Bruce takes the lead — this time with Horizon slung on his shoulder and no shield by his side. He glances at you and Trent and nods.

It seems he’s opting for offense over defense, relying on you and Trent for assistance.

The two archers stand behind you and Trent, bows at the ready and eyes alert for every hint of movement.

Eomer brings up the rear a grim look on his face and a quiver of javelins in his hand.

It seems like you’ve entered another land once you cross into the cold.

Snow covers the forest floor almost an inch deep and as you go deeper, ice begins to form around the trees and their branches.

You near the site of your previous battle with the wolves and this time the light breeze from before has turned into a steady gust of freezing wind.

“We’re close,” bellows Eomer, his voice clear amidst the wind. “This ends today.”

His statement is met with a resounding chorus of agreement from the others — everyone determined to face whatever is waiting further up ahead.

You spot a clearing 400 yards away.

An obsidian obelisk seems to have arisen from the ground and a vortex of magical energy spins on top of it.

You see a somewhat humanoid figure beside the obelisk gesturing at your party and eight wolves begin to charge towards you.