A sigh escaped Wayne's lips as he surveyed the charred remains of the Leshen. These stag-headed monstrosities were rare finds, their bodies a treasure trove of alchemical ingredients. Seizing the opportunity, he drew his meteorite dagger and plunged it into the Leshen's blackened chest.
Unlike living creatures, Leshens were elemental beings, lacking organs. Inside the cavity, Wayne found only a collection of pulsating, viscous fluids and strange, inert growths. After a meticulous search, he unearthed a heart-like object entwined with grey roots. According to the Witcher's manuals, this was likely a relic known as a Heart of the Forest. Useless to Witchers themselves, it held value for sorcerers seeking potent materials for crafting magical artifacts.
But Wayne's scavenging wasn't over. Powerful monsters like Leshens often harbored unique mutagens within their bodies – vital components for brewing potent Witcher concoctions. He continued his excavation, finally retrieving a fist-sized, blue, pulsating mass with a surface resembling a brain. Judging by its size, it was a Large Blue Mutagen, a highly valuable prize. This find could be used for crafting powerful Witcher's decoctions, fueling further mutagenic experimentation, or fetching a hefty sum from a desperate sorcerers.
Despite depleting his entire stock of alchemical bombs, Wayne knew this single prize would recover his losses. Lost in thought, a staggering figure emerged from the rocks - Triss, her clothes plastered to her skin from the rain. She called his name, her voice laced with urgency. Relief washed over her face as she found Wayne unharmed, kneeling beside the charred remains of the Leshen.
Without a word, Triss slumped down next to him, gasping for breath. Her frantic sprint to reach him was evident in her exhaustion. Wayne turned to see her, his heart touched by her concern. Unlike others who might have fled, Triss had not only escorted the children to safety but also risked her well-being to rush back. Her courage outshone even the most battle-hardened warriors.
He calmly retrieved a potion vial from his pocket, transferring the blue mutagen from the Leshen within. He then moved to Triss's side, concern etched on his face. "How are your injuries, Triss? Don't worry, the Leshen is dead. We're safe for now."
Triss's tense expression softened slightly at his words. She let out a long exhale, reaching for her chest with a grimace of pain. Wayne followed her gaze, spotting a nasty bruise blooming across her pale skin where vines had ripped through her clothes.
The padding might have spared Triss a more serious injury, Wayne thought grimly. He wasted no time. Scooping Triss into his arms, he said gently, "You're hurt. Let me carry you, it'll be easier to rest."
"Actually," Wayne continued, "after I destroyed the Leshen's main totem, a strange sight appeared - a crack in space itself. It seems you might need to reseal it."
Caught off guard by the sudden hug, Triss flushed slightly. However, she didn't resist, leaning into his chest and tucking her damp hair behind her ears, more to keep it out of her face than for any vanity. The news of the space crack wiped away any lingering fluster. Her expression turned serious. "A crack? Take me to see it. Those can be very dangerous. They attract not only terrifying monsters from other worlds but also alien energy that can pollute our environment."
Wayne didn't hesitate. He carried Triss to the vicinity of the tear. The sorceress immediately closed her eyes, focusing her magical senses. After a few tense moments, she exhaled in relief. "It seems alright. The world on the other side doesn't appear hostile, and I don't sense any negative energy. However, after we tend to our wounds and gather the necessary materials for a sealing ritual, I'll return to close this rift permanently."
Wayne offered a nod, keeping his knowledge of the culprit under wraps. Space cracks, while not as common as raindrops, weren't unheard of in the Witcher world. Celestial alignments caused these tears in reality, allowing otherworldly creatures and objects to slip through, contributing to the menagerie of monsters plaguing the Continent. Sealing such rifts was a vital duty of sorcerers, their magic expertise crucial in maintaining the world's stability. Thankfully, solutions existed for these breaches.
With the immediate threat neutralized, Wayne turned to Triss. "Let's head back to the city, for your safety. Being flung around like that might've caused internal injuries. Better be safe than sorry."
...
An hour later, they arrived at Triss's family mansion. Soaked from the rain and caked in mud and sweat, Wayne yearned for a bath. Fortunately, being a noble household, the Merigold estate provided hot water around the clock. They even had a dedicated guest bath. Wayne, without ceremony, informed a servant and soon found himself luxuriating in a tub. As he sank deeper into the warm embrace of the water, his thoughts drifted towards the Ancient Blood.
A surge of excitement coursed through Wayne as a system notification chimed. The Ancient Blood could finally be unlocked! The process, however, was divided into three stages: primary, advanced, and complete, each requiring sequential completion.
The primary stage granted three potent abilities:
Flicker: This ability defied spatial limitations, allowing short-range teleportation by consuming Wayne's physical strength and magical energy. Jumps were limited to 300 meters with a 5-second cooldown.
Source Awakening (Elementary): As a descendant of the Elder Blood and a natural Chaos sorceress, Wayne's body became a conduit for chaotic magic. This enhanced his magical potential significantly, rendering him immune to magic-dampening materials like magic-blocking gold. Additionally, it boosted his magical limits, strength, and control by 30, 15, and 10 points respectively.
Traveling Through Time and Space (Elementary): This ability granted rudimentary control over the fabric of reality. While full-fledged time travel remained elusive, Wayne could utilize existing space cracks as passageways. He could even temporarily stabilize these cracks into small, two-way portals using ability points, allowing others to travel through them.
The power coursing through his veins was undeniable. Each ability held immense potential, especially for a Witcher like himself. His dream of becoming the ultimate witcher seemed closer than ever. However, a tinge of frustration lingered. Ten ability points only unlocked the primary stage. Mastering the Elder Blood's full potential would undoubtedly require a significant investment of both ability points and time.