DARK SOULS™ III

DARK SOULS™ III

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Teachings of a Guiding Spirit
By mezz
A dusty and worn book found in an abandoned library.

Most memory of Drautmir had faded as his lifelong home decayed,
this yellowed text seemingly being all that remains of his legacy.

Imparts knowledge which may aid in guiding Hosts of Embers on their duty,
by means other than being summoned to fight at their side.
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INTRODUCTION
The most accomplished champion, whether they be proficient in the arts of the blade or magic, whether of swift strike or raw strength, without knowing the dangers they may face, they easily perish all alike. The world holds many foes and hazards, some of unspeakable might or some simply of resourceful trickery, which may not be as easily overcome by merely another fighting hand. The gift of knowledge and preparedness however can often be the crucial asset to surviving seemingly insurmountable adversity.
So fret not, if the life of battle does not suit thee, you may assist in adventure in another way. For a lifetime I have served numerous travelers arriving here in my gentle home, guiding them through the less gentle wilderness beyond the great heights. Most of them could be considered capable adventurers, however had it not been for my reliable guidance, surely they would have eventually ended up as food for the wolves or fallen victim to the harsh climate after being lost for too long.
I. CHARTING THE EXPEDITION
Before you seek companionship with another, it is obvious that you must choose your territory and study it well. Not every place is as dangerous or serpentine as to require prior knowledge to make it through whole, your efforts should be concentrated on learning every secret and hazard of those paths which are so difficult to chart and navigate, that most would simply terribly lose their way on their first trip there. Assess any dangers and ambushes, that may catch an unassuming traveler off guard, and prepare some resourceful methods to help someone overcome them.
To make the most out of your efforts, you should seek to guide those who never set foot in your territory even once, not those who may have passed it once or more before, as your help is not be needed by them as much.
II. CULTIVATING NOBLE DEMEANOR
It's in the nature of people to beware of an unknown soul, and undoubtedly will many of those who you encounter react with initial distrust and a suspicion of malignity. It's in your interest to subvert any such impressions by not acting in any manner that could be interpreted as hostile. Sheathe any weapons you may have brought and approach with a slow, unthreatening strut to introduce yourself. Making someone's acquaintance is a time consuming effort and shouldn't be rushed, it will take some patience for the initial wariness to wane. However it helps to cease any motion that may communicate fear of being struck down, as it conveys an aura of mischief and treachery. It is said that among the Hollows of Londor can be found a certain ring, which grants a more cordial and gentle appearance, it surely would prove a great aid if one could get hold of such.
III. CHOOSING APPROPRIATE GEAR
Besides donning suiting apparel for the environment you are about to venture into, there is a variety of useful spells and tools, one should consider bringing along. Not having to engage in battle yourself allows for leaving plenty of room for items of a more utile nature.

BINOCULAR LOOKING GLASS: A marvelous invention, allowing to scout out the way ahead from quite afar, aswell as directing your companions attention.

ILLUMINANT PRISM STONES: These inexpensive and colorful beacons of guidance can help to lay out paths and mark spots of interest. They glow for a very long time after they have been thrown, leaving a trail long after one has moved on. One can also use them to estimate heights, to better determine whether or not one should take a leap from certain ledges, however one should trust their own judgement rather than put their life in the faith in a shiny pebble.

TORCH: Good for keeping warm in perpetually cold climates. It may also shine a path in dark catacombs or caves, allowing companions to see ahead without needing to clear their shield hand.

SPARE CLOTHING: Not everyone is born with the riches to afford proper adventuring gear, and some even are so poor as not to have appropriate clothing for the environment they traverse, sometimes wearing nothing but rags. Certainly it would be cruel to leave them unprotected, if you could possibly help it.

CHAMELEON SPELL: A spell of Oolacilian origin, allowing the caster to blend into their surroundings to hide from beasts and other enemies, most effective when only moving when their gaze is cast away from you. Branches from white birch trees invoke the same effect, allowing someone who's given one to make use of it without knowing the spell itself.

SILVER CAT RING: By no means essential, but very handy to mitigate sprains from leaping from greater heights accumulating after a very long time, which allows one to only have to worry about being accidentally struck by their companion.

HEALING WARMTH: Is it a pyromancy? Is it a miracle? I burden myself not with questions of such academic nature, however it is invaluable for someone who is exhausted after a long and tiresome trek, fraught with incessant battle, with no more means to recover by themself, it may be just what they need to push forth to the end.

GIFTS: Any good company deserves to be rewarded with a token of friendship to be remembered by, whether it be a blossoming flower or a drink or something else entirely. Make sure to keep something on you to pass on, lest you must leave someone with empty hands. However, if someone refrains from taking your gift don't take it as a personal insult. Many are afraid of being given cursed items by deceitful and malicious strangers, that may cast them out of this world for eternity. Sometimes they may just not see your gift very well and you may have to point it out to them.
IV. BEING GOOD COMPANY
Not every journey needs to be a restless tread from one deadly encounter to the next, and not all danger must be rushed to head-on. Don't be afraid to act sensibly according to your surroundings, even if it may seem cowardly or unnecessary, whether it be running from a horrendous foe or paying respects to the dead. Whenever you find brief respite, take the time to breathe in the gorgeous sight of remarkable architecture, nature or just mundane things one may overlook when in the pace of a fight. Show your companion some of the oddities this world has to offer beyond mere treasure and creatures to lodge blades into.
V. KNOWING WHEN TO PART WAYS
Not everyone you meet will welcome you with open arms. When someone doesn't attempt to relieve you of one or multiple limbs, they may be simply indifferent to you and march forth without you. There is little merit in attempting to force companionship onto someone who barely even acknowledges your presence, your time would be better spent moving on. If they are of quick step and keep their conversations with others very short, chances are they have already been to this place once in the past, and require little of your guidance. You might be able to show them a secret or two they hadn't known about before, but their attention will be difficult to maintain. If you find yourself constantly chasing after them, you may very well consider taking your leave.
However if you come upon someone who lacks in expression or emotive gestures and simply silently follows you, do not make the mistake of taking it for indifference towards you. It's likely they are merely shy, but enjoy your presence regardless with a smile under their visor, don't do them the disservice of leaving them behind.
VI. THE BLUE MENACE
No matter how well meaning and kind you are, there are those who will not allow your peaceful coexistence with another traveler. The knights who pledged their allegiance to the Darkmoon, while usually having a noble mission, often act no better than roadside bandits, claiming someone to be a finger, when they evidently are not. You may try your luck pleading with them once they show up, but you better not take any chances and hide from them. They either lack the capacity to sympathize with your good intentions or simply care more about their standing with their covenant and spare no opportunity to spill your blood over it. You could attempt fighting them, but if your companion can witness the situation at hand, they may be able to banish this uninvited invader, if you can survive. If the Darkmoon Blade against all odds however decides to join you as well, watch out behind your back, they have a habit of turning on you, when nobody else is looking.
CLOSING WORDS
As sudden illness rots me from the inside and draws my final days near, I look back at the many years of camaraderie I shared with those who would allow it. Few things feel as sweet as finally delivering someone to the threshold of their duty and having a final toast to victory and a heartful farewell, the memories I treasure more than any coin or blessing I received in my lifetime. However terrible unfortune has struck me and it would seem that any strangers to come will need to do without me. Perhaps I can inspire thee to carry on bearing the duty, nay, the privilege to be another champions guiding light. Knowing there to be still a spirit of charity and kindness would mend my soul and let it rest.
25 Comments
Amin Yabut 13 Feb @ 12:08pm 
Thank you for the wonderful guide, the lothric knight and I his stone companion loved your company, sad to see you go, many siegbrau's for you in other places!
Cosmic_pixal 20 Nov, 2024 @ 5:51am 
peak
☦ 𝓘𝓒-𝓧𝓒 ☦ 7 May, 2023 @ 1:22am 
Most based post on the forums, Godspeed comrade
25_Pigeons 29 Oct, 2022 @ 2:45pm 
very based 10/10
M'aider 25 Oct, 2022 @ 2:16pm 
That was wonderful even if i died in charge for lizard:quirrel:
Groove Knight 19 Jan, 2021 @ 1:52pm 
appreciated the tour of ariandel,wonderful guide!
Brock 20 Sep, 2020 @ 2:50pm 
Ah i guess V. explains why you left :D honestly this is absolutly astounding and while i did not need your help i hope you will help many more ppl through the painted world. Thanks for doing something like this and making this game a bit more unique
Valkyn 20 Sep, 2020 @ 12:38pm 
Incredible invasion experience! A welcome change from the usual tryhard with a claymore! You bring something special and unique to this game.
Bezimmienny 4 Jun, 2020 @ 3:32pm 
Actually gold advice, and best roleplay guide I met to date in Game. most pleasant invasion I had in the entire time I play souls games.
The_CrazyCanadian 27 May, 2020 @ 6:59pm 
Never experienced anything like this in Dark Souls in the 9 years I've played. Great Work!