Zephday, 17 Frostbite 204 LE
With no word regarding the success of their gambit, the Companions
continue to guide The Rose closer and closer to Jeston. The going
is hard and monotonous, and the hours drag like weeks for our heroes.
However, they are making progress, and by this day the ship has
rounded the tip of the southerly Arm of Uros.
They have finally left the Bay of Bereavement and turned south-west
into the Great Sea. Although they might occasionally catch sight
of the land from their port side, behind the ocean stretches unbroken
for many thousands of miles before it crashes against the continent
of Hadrada. The waves here have had a long time to build their power
and their size making this part of the journey every bit as dangerous
as the bay before hand.
Sunday, 28 Frostbite 204 LE
For eleven days The Rose and its brave crew have pressed down the
coast toward Jeston. They have begun to pass small villages reminiscent
of Bear's Reach, although they are packed far too close together
for the liking of the Companions. As the days pass and they get
nearer and nearer their destination the group is filled for the
first time with the belief that they might actually make it one
piece - that Thorn (Captain Thorn!) has safely navigated them across
fifteen hundred miles of the roughest and most treacherous seas
on Iourn.
It is early on this Sunday morning that The Rose enters a deep
fjord and makes toward the city of Jeston. Allowing Arax's unseen
servants to man to tiller, the party pause to look at the great
metropolis before them. It is enormous: far, far beyond anything
in their previous experience. Jeston is more than ten times the
size of Bear's Reach. Over two thousand people must dwell there!
Even from this distance it makes the group feel a little claustrophobic.
As far as they can see there are two main harbours. To the west
of the city are berths filled with small craft and fishing boats.
To the east are long jetties where ocean-going ships can be moored.
Two other vessels currently reside there and neither are more than
two-thirds the length of The Rose. Thorn makes for those docks.
A river winds through the city, dividing it almost in two. And
the city itself is bordered by a wooden stockade that must be forty
feet in height that girdles the city in a wide arc. The buildings
within the city are quite remarkable. There seems to be an extremely
large number of grassy hillocks dotted about the town. As the ship
gets closer the party can identify that these are not hillocks -
they are barrows, burial mounds of a long dead civilisation.
Remarkably, the inhabitants of Jeston seem to live in and around
these barrow. Some have been broken open and are used as homes or
shops, others have been extended with incongruous additions of stone
or wood. Some barrows serve as the foundations of buildings, and
others are just mini-hills that give towers and look-out posts greater
height. However, very few of the buildings are taller than two stories.
The most impressive structures in the city are the two gates into
the city - one over a road that comes in from the west, and one
over the river that enters from the north. These are great crenulated
defences, a characteristic they share with the large castle on the
western side of the city. The castle towers over the rest of the
town, and comes with its own defences and (if Thorn's spyglass is
to be believed) armed militia.
The Companions are so distracted by the approaching city, they
do not realise quite how quickly they are approaching the city.
The unseen servants are guiding the ship to the correct berth, but
they have done nothing to slow the vessel down. At the speed they
are travelling the ship will smash through the docks at the end
of the pier and create a rather embarrassing mess for all involved.
The party spring into action. Thorn orders the sails be taken down,
but this only goes so far in slowing the vessel. The docks are approaching
at a disconcerting rate, and the group can now see people on the
docks running to safety and climbing back onto the other ships in
the hope of avoiding the destruction that is to come. Nits throws
the anchor overboard and the ship lurches, but still it will not
stop. It is time for a spot of magic to save the day.
Kaylas runs to the back of the ship and begins to intone a summoning
spell. Arax has an idea and rushes to the side of the vessel. As
soon as The Rose enters the harbour, he daringly jumps off the ship
and lands ten feet away on the wharf. He then sprints down the wharf
hoping to overtake the ship. Kaylas's spell goes off with a crack
and two powerful earth elements are summoned. Kaylas quickly orders
them to jump over the side of the ship, grab the anchor chain and
pull in an attempt to stop the ship. The elementals pause at the
request, but obey and leap into the freezing water.
The ship shudders as the might of the elementals is brought to
bear. Arax sprints onto dry land and stops. He is now standing on
the edge of the docks, the ship bearing down upon him. It is slowing
and slowing quickly, but it is not quite slow enough. Arax gestures.
A wall of soft snow materialises in front of the upcoming vessel
and acts like a giant cushion as the ship strikes it and slowly
comes to rest.
There is much shouting and cheering from the crew. Kaleena kisses
Krais. They have made it, they have finally reached their destination.
This enthusiasm is not felt by the dock-workers and the crews that
surround The Rose, but the party is just thankful to be on dry land,
although Krais is feeling a little landsick.
Arax returns to the ship suitably smug. However, he is reminded
by Kaylas that he doesn't have a Zetoile Mark and is not a sanctioned
wizard as far as the Arcanum Incognita is concerned. Illyan suggests
that Arax pretends to be a druid, he can be Illyan's apprentice.
Arax thinks this is a splendid idea, "Yes master," he
says to Illyan and pulls up his hood in what he hopes is an acceptably
druidic manner.
Now that the ship has arrived, the time of people listening to
Thorn's opinion is over. Kaylas attempts to take charge. They have
arrived in Jeston (at least they hope it's Jeston) but they have
no idea where the Longbarrow is, and no idea where the Tavern Ward
is. He suggests seeking out a local church of Terranor where the
priests will (presumably) be friendly to him, and asking for their
help. The rest of the party is unsure. Illyan says that all they
know about the Longbarrow is that it is "some sort of den of
inequity" - would a priest of the Land know about that? Krais
has another opinion.
They are in Jeston, this is just the beginning of a great adventure
for them! They should head off into the city and talk to people
they don't know, take chances and risks. It's what his grandfather
would do! Kaylas is rather hoping that this expedition doesn't follow
the sort of plan Galen Thorn would have laid down. However, their
argument is interrupted by an unfamiliar voice:
"May I come aboard, young master?" Standing on the dock
and looking up at the ship is a crumpled and ill-shaven man who
dresses like a badly packed bag. He is flanked by two obvious flunkies
about the same height and width as Nits who are armed with cudgels
and have the air of those who know how to use them. Thorn and the
others stare down the gang-way at these interlopers and wonder if
they are about to be robbed before they have even stepped foot on
solid ground.
"Allow me to introduce myself," says the man. "My
name is Soloman Khan. I am the harbourmaster in these parts. May
I come aboard young master?" Thorn casts around in case someone
on the other vessels can corroborate this man's story, but in the
end the companions decide to take the man at his word and bid him
come up onto deck.
"Don't tell him where we're from; don't tell him that we're
the only people on board," Kaylas hisses to Thorn as Harbourmaster
Khan affects a small bow. "And who has the honour of being
captain of so fine a vessel?" asks Khan. Thorn steps forward
and identifies himself. If Khan thinks it odd that an enormous ship
is captained by a seventeen-season old mariner he doesn't show it.
He nods, smiles, simpers and continues to complement them on a wondrous
ship, and how his docks of Sir Jackmel Slooth are honoured by the
ship's presence.
"Is this your first time in Jeston, young master?" Khan
asks in amiable manner. Thorn says that it is, and that they are
hoping to see as much of the town as possible. "Could you tell
us where the Tavern Ward is?" asks Krais enthusiastically.
"I can, I can indeed young master," says Khan allowing
his eyes to linger on Kaleena long enough to make her feel uncomfortable.
"But first there is the unfortunate matter of the berthing
fee. Although to be allowed to gaze upon a vessel as fine as this
is a reward enough for myself, I am merely a humble servant of the
baronet whose dominion is the south harbour ward. Sir Jackmel would
charge you two crowns for a week, and I would collect it."
The companions look at one another and bend their heads in a conspiratorial
huddle. "Two crowns," muses Arax, "is that a lot?"
Kaylas isn't sure, it certainly sounds a lot, but he has no way
to tells if this is normal or not. He wants to take Vitor's advice
and not look like a tourist, but he doesn't want to be fleeced either.
However, Illyan points out that have the 487 crowns, 822 shillings
and 39 pennies that they "salvaged" from this very ship
when they found it cast adrift. They have more than enough, surely.
Kaylas produces two gold crowns and hands them to Thorn, who in
turn gives them to Solomon Khan. Khan takes the gold and places
the coins into a pouch at his belt. He smiles widely at Thorn and
is happy to point them in the direction of the Tavern Ward. "The
tavern ward is the best place you go in Jeston for dining and imbibing,
young masters and mistress," he says, "Sir Kargomel of
the great Brinden family is second only our very own Sir Jackmel
in his wisdom and his generosity. And it is not far. See the high
mound not a hundred paces from where he stand now. That marks the
beginning of the ward. You will find whatever you seek in there,
I am sure."
Krais is very pleased to here this. "Have you heard of a tavern
called The Longbarrow?" he asks, "Or someone called Madame
Thiesson?"
"Longbarrow? Longbarrow, Longbarrow
," says Khan,
rolling the words over in his mouth as if savouring a fine wine.
"No, I cannot say I have heard of that young master, nor of
Madame Thiesson. But Jeston is a large city and is filled with many
unusual characters who may or may not be the person you seek."
"I'm really looking for my grandfather," says Krais,
"Galen Thorn." Kaylas interrupts at this point, before
Khan can reply. "We are actually looking for the Church Ward,"
he says, "I take it there is temple to the Church of the Land
here."
"Indeed there is," says Khan, "I see now that you
are a Shepherd, young master. It is an esteemed and truly useful
occupation you have taken upon yourself." Khan then proceeds
to give Kaylas a complicated list of directions to find Redstone,
the local temple of the Church of Land. He then bids them good day
and leads his henchmen down the gang-way and back onto the dock.
Krais is immediately ready to hit the town. He is more animated
than the test of the group has seen him for some considerable time.
More than anything he wants to go and have a grand adventure. But
Kaylas is the cold bucket of water to Krais's ardour. "We need
to go to the local church," he says, "I don't trust that
Khan any further than I could throw him. We need to get the lay
of the land. We have to be careful, we can't just go blabbing why
we're here and what we're doing to everyone!"
Krais takes exception to this. He hasn't just travelled fifteen
hundred miles to visit another Church of the Land, he can do that
back home in Bear's Reach! They are here to find Galen Thorn so
they should do what Galen Thorn would have done! The rest of the
group initially seem to agree with Kaylas. Illyan points out that
they shouldn't split up, but Krais isn't taking this lightly. There
are further arguments as they walk onto shore, in fact they are
just about to set off into town when they notice that Nits is not
with them.
"I'm staying on the ship," says Nits squarely. "I
don't trust these foreigners. They all look a bit suspicious to
me. And that town, well, there's too many people there. It's not
natural is it? No, I'll stay here. You go on."
The remaining six companions head off down the docks. They are
immediately overwhelmed by the number and the diversity of people.
They have to barge their way through a crowd of individuals loading
and unloading goods onto another ship not too far away. They are
jostled by people who don't looked even acknowledge them, let alone
apologise. And everywhere are faces they don't know. This is unprecedented
and more than a little intimidating. Kaleena's hand finds Krais's
and holds it tight.
At the end of the docks, beyond the melting heap of snow that helped
ground the ship, the road leads up in to the tavern ward. They will
have to go through this ward to follow Khan's directions to Redstone.
Krais tries to slip off on his own, but everyone is watching him,
so he simply says that he is heading into the tavern ward and there
is nothing that Kaylas can do to stop him.
Kaylas isn't so sure about that, but he doesn't want to cause a
fuss in the middle of the street. He agrees that they should split
up, but Krais shouldn't go anywhere on his own. Kaleen and Illyan
immediately agree to go with Krais. This leaves Arax and Thorn to
accompany Kaylas to the church. "No burgling, Brewer!"
admonishes Thorn as the two groups begin to part company. Then Arax
realises that as Illyan's 'apprentice' he should not be parted from
the half-elf. He will join the group going into the tavern ward.
It then occurs to Thorn that the group going to all the pubs is
going to have a lot more fun than the one going to church. He decides
to join Krais was well.
"Fine!" stomps Kaylas, "I'll go on my own. But you
all better be careful. You all know what sort of trouble you get
into without me there to help you out." He then turns and disappears
into the crowds.
The others exchange glances. Each are thinking of all the times
that Kaylas's presence has been the source of their woes, and not
the solution. With a light step, Krais leads the way forward into
the dark and forbidding Tavern Ward.
The ward is claustrophobic and frightening to a bunch of yokels
from Bear's Reach. Despite Vitor's various warnings the group stands
out like coal in snowdrift. The buildings are tall by the standards
of the party and press in from both sides as the group plod down
the narrow muddy lanes and streets that cross-cross the tavern ward
with no reason in their design, and no destination in their future.
They are not surrounded by scenes of drunken debauchery, but they
do notice how early it is in the day for the taverns to be open,
and how the amount of activity in the hostelries at the moments
speaks volumes of what it will be like after dark. They need help,
they need guidance. "This looks like a good place," says
Krais and enters a door on his left. The others look up at the sign
swinging in the sea breeze. It is a peeling painting of a corpulent
man standing in a blazing fire; he is screaming in agony. They quickly
follow Krais.
Inside the tavern is dingy, the small windows let in very little
light. Krais is surprised. The furnishings and cleanliness of this
place make The Great White Bear back home look like the best pub
in the world. There is a sawdust on the floor, and many tables of
dark wood hidden in the shadows of the room. Most of the tables
are empty, save for a few regulars who (by the looks of them) have
been drinking all night. In one corner of the room is a counter
behind which stands a large man in much-encrusted apron. He eyes
the group suspiciously over his large greying moustache; especially
Krais who bounds over and asks for a pint of the local tipple.
"Four'pence a mug," says the barman over a heavy cold.
Krais hands over the money and watches his host take a mug and dip
it into a open barrel something beneath the bar. He then pauses
to pick something from the top of the drink and hands it to Krais.
He regards the brown liquid suspiciously and then takes a big swig.
It is a little foul and stronger than he is used to, but he manfully
handles it. The rest of the group stand around him, the barman looks
at them.
"Mug?" he asks. Everyone thinks about excuses why they
have to decline, except for Thorn who happily has a flagon of his
own. The barman produces another pint for Krais without him asking
for it, Krais picks it up. "I'm looking for a place called
the Longbarrow," he says in what is obvious as a foreign accent
to everyone in the bar. Illyan looks around, wondering where the
first knife in the back is going to come from.
"Have another drink," says the barman, pouring Krais
his third. Krais looks around to his friends for help, but they
are busy finding the décor extremely interesting. Krais makes
small talk and asks about the prices of meals and wine. Eventually,
after fifteen minutes during which time Krais is getting progressively
more sozzled, Illyan slinks over to his companion. "He is trying
to get you to bribe him," says Illyan. "Buy his drinks
and I'm sure he'll remember where the Longbarrow is."
The more Krais spends and the more Krais drinks the sharper the
barman's recollection of the Longbarrow becomes. Finally, after
Krais's sixth pint, Thorn's second and a large pitcher of bad wine
has been bought for everyone else, he provides them with the directions
they seek. Those that are able, thank the barman. Thorn asks about
the name of the establishment.
"It is called the Happy Scribe," says the barman slowly.
Thorn is puzzled, doesn't the sign show a fat man on fire? "It's
no fire," says the barman with the laboured tone of a man who
has explained this far too many times than he would have liked.
"They are waves of joy. Now get out."
While all this excitement was taking place, Kaylas has managed
to navigate himself into the church ward. Like his companions he
feels a little intimidated by the place, but Kaylas is a generally
cheerful soul (if he can ignore the supernatural worms that live
in his head, and his strange aversion to holy earth). He asked for
directions from a very helpful man in the Market Ward who was selling
plaster reproductions of the baronets of Jeston, seated around a
long table. After doubling back on himself, he finally finds an
unimpressive building of red stone in an unremarkable side street.
He enters and immediately finds himself at home in the empty chapel.
The stone altar to Terranor is visible at the end of the aisle.
Seven rows of hard stone benches fill the room. Off to one side,
Kaylas notices an alcove covered in wild shrubbery and notices the
symbol of an animal paw surrounded by ivy is carved into the adjacent
wall. It is the symbol of the Sylvani faith. Evidently, they do
not have their own church in Jeston, but make do with a shrine here.
"Can I help you?" asks the voice of a young woman. Kaylas
turns to see an attractive dark-haired priestess, perhaps five seasons
his senior. She is dressed in the traditional sack-cloth smock of
the clergy. Kaylas introduces himself as a shepherd from the parish
in Bear's Reach. The cleric hasn't even heard of Bear's Reach, but
is willing to take Kaylas's word that it is far away. Remembering
her manners the priestess introduces herself as Maria Neleeva.
"Would you like to stay for the service?" she asks, moving
to light a few of the candles in a dark alcove. "Yes, I know
it's Sunday but there's a party of trappers in from Earnheart. They
wanted a small blessing, and I don't like to discourage piety. There's
not enough of it around."
Kaylas says that he will stay for the service, in fact he will
help if she will permit it. Maria is quite happy for the help. Since
the last cleric died a season ago she has been the only member of
the Church of the Land in all Jeston, and it is a very large parish
for just one woman. "I had an acolyte for a little while, but
well, let's just say it didn't work out."
Kaylas spends a happy hour getting things ready for the service.
Soon after a collection of scruffy trappers traipse into the chapel,
each one more unshaven and smelly than the last. He reads a part
of the service and bestows, but allows Maria to bestow the blessing
of Terranor on them - as he isn't too keen to be touching blessed
earth. Only when every one has gone and he has helped Maria tidy
away does he tell her why he is in Jeston, and who he is looking
for.
"I have heard of the Longbarrow. It has quite a reputation.
If you head back to the Tavern Ward you'll see a high watch-tower
on top of one of the barrows. Just below that is the Longbarrow.
You really can't miss it." Kaylas thanks her for her help.
Maria tells him to "stop by again if you get chance" and
then he heads off to find his friends again.
Maria is right about one thing: the Longbarrow is impossible to
miss. A single barrow, probably once the resting place of a long
forgotten king stretches before Krais and his companions for more
than a fifty yards. Windows have been carved in the side of the
mound and a solid front door set in the front. Arax admires the
impressive paint-work. Built into the side of the Longbarrow is
a stone structure, evidently designed to expand the space inside.
Krais heads up to the door and tries the handle. It is locked.
He tries again, but the door is firmly fastened. "Maybe it
just isn't open yet," suggests Thorn. "This type of place
probably only does business after dark." Krais is having none
of this, he hasn't come this far to defeated by opening times. He
produces his lock picks. Illyan tries to stop him from this insanity.
"All we have to do is wait a few hours," he says. But
Krais says that he isn't waiting, and when the door proves too difficult
to unlock, he goes round the side and jimmies a window.
In broad daylight, directly underneath a town watch-tower Krais
opens the window and squirms his way inside. He lands with a thud
on the carpet. There is very little light in here as many of the
shutters are closed, but that is where the similarity with The Happy
Scribe ends. The floor is covered in flagstones and the flagstones
covered in thick rugs dyed a luxurious shade of red. There is a
long counter along one wall, and against the other are a number
of small, intimate booths. There doesn't seem to be anyone else
inside. He picks his way quickly across the room and unlocks the
front door.
Kaleena steps inside with him. She is determined to stand by Krais.
Seeing that Krais is adamant, Illyan sees no choice but to accompany
him. Arax says that he will go where his 'master druid' goes, but
Thorn is having a bad case of cold feet. "I'll wait up on the
hill," he says and hurries off. Krais shakes his head and turns
to the open room. "Hello!" he yells, "Hello, we've
come to see Madame Thiesson!"
Illyan moves to shush his friend, but stops himself. After all
they want to be discovered. "This is a hell of a place to take
your fiancée," the half-elf mutters to Krais. "What
do you mean?" asks Krais absent-mindedly. "Well, this
is a whorehouse," says Illyan. "A whorehouse?" yells
Krais blushing, and looking around for a quick exit. "You mean
you didn't know?"
Suddenly a handful of large men with clubs appear from an adjacent
room and advance upon the group. One of them summons up almost half
his vocabulary to declare: "We're closed!" Krais puts
his hands up in a conciliatory gesture. "I know. We've come
to see Madame Thiesson."
The men continue to advance. Illyan and Arax are subconsciously
moving backwards toward the door, but Krais is standing his ground.
"Listen," he says. "All we want to do is see Madame
Thiesson. And we're not going until we see her!"
It seems obvious to everyone that Krais is going to be beaten to
within an inch of his life. The guards won't give any ground, one
of them is grinning and sharpening that seems to be a large cooking
implement. Only Kaleena's delicate hand on Krais's shoulder stays
Krais's temper. And eventually he allows himself to be unceremoniously
thrown out of the establishment.
"So how'd it go?" asks Thorn amiably. He is sitting on
one of the high barrows close to the watch-tower and scanning the
bay with his telescope. "We're going back when it opens,"
says Krais and sits down to have a good sulk.
Meanwhile, Kaylas is making his way back across the town. He very
nearly has his purse snatched by a uncouth street thief, but just
catches hold of it in time. He isn't able to catch the thief, and
gets a little lost in the confusing streets. However, he does eventually
make his way up to the Longbarrow and (miraculously) meets up with
his companions. They compare notes.
A little before dusk, the bolts are drawn back and the Longbarrow
opens its doors. Krais and the others join a queue to be allowed
into the place. The guards from before now seem to be acting as
bouncers on the doors, and they smile evilly at Krais as he enters.
Krais heads up to the bar. There is a young girl of Mab's age behind
there. She has mousey brown hair and a look that seems familiar
to the companions although Krais cannot quite place it.
"Hello," says Krais to the girl. She smiles at him a
little timidly. "We've come a very long way to find someone
called Madame Thiesson." The girl stops what she is doing and
looks closely at Krais. "That would be my grandmother,"
she says. "What is it you want to talk to her about?"
Krais shrugs. "I'm looking for my grandfather, Galen Thorn
and
"
The look on the young girl's face when Krais mentions his grandfather's
name is one of shock and worry. Krais doesn't get to pursue the
conversation any further. "Nan!" yells a strong matronly
voice from the other end of the bar, "Nan, go and check on
room four." The girl called Nan, bobs her head and scampers
out of the room.
The companions turn to look at the woman who has now arrived in
the room. She is a sturdy figure of more than fifty seasons, although
she dresses as a woman half her age. There is paint on her face
that would be considered scandalous back in Bear's Reach. "You
must be Madame Thiesson!" says Thorn enthusiastically, but
she ignores him and advances on Krais.
"You were the one who broke in earlier, weren't you?"
she asks with the sort of rattling voice that comes from smoking
fifty a day. "We don't want you here, I have no use for the
grandson of that man to be poking around my establishment!"
She nods to her guards who advance on the party. "Nothing but
trouble that entire family!"
"Wait! Please!" exclaims Krais. "We've travelled
fifteen hundred miles across the Bay of Bereavement. We have to
find Galen, it's important. Please, can't you just tell me where
I can find him? I need to find him."
"I'm not helping you," says Madam Thiesson, but she stops
the guards. "Buy a drink, spend some money and enjoy yourselves,
but don't talk about Galen Thorn in my establishment." Krais
sits down in one of the comfy chairs. He doesn't know what to do
next. Where can they go from here, if they don't know where to look?
Kaleena comes over to him. "Do you want to tell me why finding
Galen is so important?" she asks.
Thorn sidles over to Madame Thiesson a little later. His mind isn't
on finding Galen Thorn at all, his thoughts are a little more primal.
"I was wondering if I could have a private conversation with
you," he asks. "Vitor said you would be worth looking
up. I was wondering if you'd be free later? Well, not free
available?" Madame Thiesson gives him such a withering look
that Thorn retreats outside the Longbarrow and goes and sits on
the hill.
Eventually Nan returns to the bar. Illyan, Arax and Krais hope
that she could provide them with the information that her grandmother
is so unwilling even to think of. Kaylas has a theory that Nan is
Galen's daughter, and that is why Madame Thiesson is so mad with
him. Krais hopes rather than believes this to be untrue. Nan certainly
has sympathy for Krais's predicament. She is very interested that
he is Galen's grandson, but she can't talk to Krais here. "Come
back to tonight," she says, "when we've closed. I'll be
able to talk to you then."
At this point Thorn bursts back into the Longbarrow and runs over
to his companions. "We have trouble!" he exclaims. "I
was just looking out to see with my spyglass and I saw a big ship
come into the port. It's his ship: Captain Peccato! He's found us!"
Nan is surprised by this. "You should be careful," she
says. "Captain Peccato is the privateers of Sir Jackmel. He
is not someone to trifle with." The companions quickly bid
their farewells and promise to see Nan later. Kaylas, Krais, Illyan,
Arax, Thorn and Kaleena hurtle through the tavern ward and back
toward their ship. They scamper up on deck to find a very worried
Nits looking out at the pirate vessel as it hoves to just two berths
away from them.
Peccato's vessel is tied alongside. Suddenly, there is a flurry
of activity from the dockside. A group of horsemen are riding along
the dock toward the ship. One of them is extremely finely dressed
and is wearing ornate (probably ceremonial) armour. The other horsemen
all where the same black livery. The finely dressed man dismounts
his horse and climbs up the gang-plank onto the deck.
A flamboyantly dressed man walks up to the newcomer, doffs his
feathered hat and bows with a flourish. "What has to be Captain
Peccato," says Thorn looking through his spyglass. "So
who's the other man?" Kaylas thinks that it is probably Sir
Jackmel. "Doesn't look like that spell we cast on Peccato had
any long-term affect. Shame." He continues to scan the other
people on the deck, then he stops, swears and hands the spyglass
to his companions in turn.
Standing next to a rather broad looking pirate type is a woman.
She is wearing a heavy woollen cloak with the hood raised. This
is, in itself not particularly suspicious, but Thorn has seen that
the cloak is only there as concealment. The woman is bound, that
is clearing visible now the party know where to look and it seems
that she is also gagged. This outrages Illyan most of all. "Right
that's it," he says, "I'm calling in my favour. We have
to rescue her!"
The Quest for Galen
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