"No objections here."
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"No objections here."
Tzark produces a small golden sealing ring, offering it to the wyrmling. "Thief-bait, of course, not a real seal, but I doubt that this one will mind."
The wyrmling snatches the ring, chirping a farewell before diving off the rail into the ocean.
Well played, Tzark. By the time it realizes the item's relative lack of value, we should be long ashore.
"Well done Tzark, just hope he don't find out the con in a while. By the way, I'm Wildgeist, son of Teufelwucht. It's a pleasure. What brings you to Seurd?" :smallsmile:
Ameretat waits quietly and listens to what happens next.
"Oh, relatively boring business. Confirming diplomatic relations, establishing new trade opportunities, that sort of thing. I much preferred the war, myself, but too much of anything will get boring eventually, so I suppose it's a good thing it finished relatively quickly. No tainting the memory with tedium." Tzark grins. "Still, Seurd might be interesting. I'm told the leadership up north is a rather haphazard affair, which can either be fun to deal with or impress one with the desire to slaughter the lot of them just to get matters moving."
Well then, I hope you find all what you seek in Seurd! And may you gain the most of profit!:smallwink:
After saying that, Wildgeist turns away from Tzark and heads over Ameretat and Henri.
"What do you think guys from our little white visitor? Do you think that Keryllin do exist?"
"Bluffing you mean Wildgeist? I don't know. I rather stick with facts, and until then I prefer to think in all possibilities."
I suspect if this Keryllin is real, we'll find out soon enough, assuming the creature was right about Keryllin being a potential ruler for this land soon. Another offensive by a reptilian race, so soon after the kobold attack...coincidence?
"I really don't believe in coincidences... We shall be mindfull of our surroundings."
Henri looks at Ameretat and Wildgeist. Well, if upheaval is coming to this area at the same time we are, perhaps it is for the best that we travel together. Such times can be especially perilous for travelers.
He nods at Tzark. Thanks again. I feel our odds of survival in the fight were high, but certainly not fighting at all made them higher still. Pleasant journeys.
Henri then goes back and settles down among his belongings, to rest before dawn and their arrival at Seurd, or until something else arises during the voyage.
"Well, I guess nothing can be better than two muscle-half-orcs traveling with me. I may be skillful, but strength is some thing I lack. We may be a good team to survive over there." as Ameretat sits back in the deck...
"I absolutely agree. We seem to be just a fit team. I'll go take some rest. See ya later little lad."
A few feet away from where Wildgeist was before, by a big crate, he decides to seat to take a sip of water and one trial ration while he carefully and secretly takes out something from his backpack.
@Anyone who can see what Wildgeist is doing... :smalltongue:
Spoiler
Wildgeist takes out the box Maltek gave him to take a closer look on it, since he hadn't have the time to inspect it properly.
Appraise: [roll0]
Search Anything Outstanding: [roll1]
Spot Anything Outstanding: [roll2]
Wildgeist:SpoilerYou note that something about the box's dimensions looks slightly odd, but you can't find anything wrong with it. Its value eludes you entirely.
The ship, it seems, makes good time across the strait, for it is not yet midnight when the twin lighthouses of Seurd become visible in the distance. In the gathered light of torches and the waxing moon, the port is visible even this far out. The snows of early spring still cover most of the ground around the city, the white glow giving the impression that Seurd is but the burning detritus in the bottom of a bowl - a literal bowl, in this case, as the landscape slopes steadily upward in all three directions, save only the channel where a river comes down from the north, splitting the city into two unequal parts. One lighthouse is on the west side of the river mouth, the other far to the east end of the city.
As you come closer, you note that the small part of the city on the west bank of the river consists mostly of short, uniform buildings, although even though it is better lit than most of the city, you cannot tell anything further at night. The arrival of a ship at this time of night seems to be a regular occurence, as a few dockhands appear as you glide quietly into port, securing the ship and speaking briefly with the captain. A few documents are signed, and the dockhands vanish again, aside from one who stands at the end of the pier, blocking the way onto dry land.
Art waves you toward the pier as the captain comes back on board. "Cargo stays on the ship 'til morning when the lazy bastards feel like working, but you lot are free to go. Got to let the elf at the end of the pier go through your stuff for a bit, but you shouldn't have any worries - they don't much care what you bring into this place, and there're only a few things they'll nick from you. Poison, especially nasty critters, the Sphere of Annihilation..." With a grin, she moves off to inform the other passengers.
Henri says farewell to Art and the boat's crew and disembarks, intending to wait on Ameretat and Wildgeist once he has gone through the inspection. Henri tries his best to put the elf in charge of this at ease. The inspection shouldn't take long; I've got gold, I've got weapons, and very little of anything else.
Ameretat descends while grumping (or is it grumble?) "I've never liked inspections, but well, here we go."
((I've heard it both ways.))
Before disembarking, Wildgeist wraps carefully Maltek's box in his winter blanket.
Spoiler
Hide: [roll0]
Afterwards, he says goodbye to Art and goes to the elf as anybody else hoping Henri and Ameretat haven't gone into Seurd yet.
((I'm assuming we all got through OK.))
All right, here we are. Seurd. Henri looks around, and then back at his two comrades. Well, what now? I suppose we should find an inn for the night, but after that I don't have any plans or intentions.
Ameretat nods her head... "I agree, I can go to a tavern and see what I can find out. But first, let's find the inn."
The elf casts a bored glance over Henri's obviously empty pockets, bothering only to take a quick glance in his coin pouch. He looks ready to take some time going through Tzark's belongings, but once he unearths a signet ring he seems to recognize, he hastens his inspection considerably. Ameretat's backpack is neatly sorted through, and although he does raise an eyebrow at the thieves' tools, he only warns you not to make use of them in the city itself. Wildgeist's oddly rolled blanket catches his eye, though, and he unrolls it, nearly dropping the box. He snatches it swiftly, though, apologizing once he sees its value, and after a quick look inside you are free to go. The gnomes, mostly possessionless, trundle through behind you, then head for the west end of the city. Tzark heads toward the center, bidding you farewell, and you are left alone on the shore.
There appear to be a few sailor's taverns along the harbour, although none look especially attractive. The city is well lit by lantern and torch, however, and if you are willing to spend some time looking you can likely find an inn to suit whatever level of service you are looking for.
"So... Where should we spend the night?"
Well, if we're doing an inn I'd suggest something simple. Extravagant lodgings aren't my cup of tea, even if I had a lot of money, which I don't. But Wildgeist said he was seeking mystery and adventure, and I suspect plenty of both can be found in portside taverns at the middle of the night. For better...or worse.
Don't worry pals. Although I seek adventure and mystery, I'm not so eager in messing up in the wrong place. A mid-quiality inn would be fine for the night and tomorrow we'll see what is waiting for us into the white of Seurd and beyond.
Ameretat yawns... "I think I agree, I just want to sleep now... Tomorrow will be a better day to investigate."
Down the street and off to the inns, then. The three walk off towards the lodgings.
The areas nearest the water are quite busy, but a half-hour's search finds you a comfortable inn near the river, by the name of the Darkwater Run. The keeper is a skinny, young-looking half-elf with long brown hair tied at the back; most of his few customers are finely dressed dwarves, as far as you can tell from those in the common room. The furniture is simple, but sturdy and well-made, and low illumination is provided by covered lamps along the walls.
The keeper greets you with a closed fist over his heart and a nod. "Evening. Looking for accommodation? It'll be two gold pieces for the night's stay and a meal."
I suppose I can part with that. Henri hands two gold coins to the innkeeper. I'll just have to try and make some of that money back at the dinner table.
Ameretat draws a pair of coins and gives them to the half-elf. "I hope your food is as delicious and good as your inn looks. I'm looking forward to that." as she smiles friendly to the man.
Thank you Mister, here you go. Wildgeist pays for the accommodation. At what time is that meal served, good gentleman? And by the way, have you heard anything lately about the north?
In that momment the half-elf realizes that alongside the accommodation fee, Wildgeist gave him 1 extra silver piece, while Wildgeist grins at him friendly.:smallamused: