Tulock takes a closer look at the map of Chuul, his finger hovering over the chart put tracing the border and thinking to himself, thinking what the hell did he get himself into. He clears his throat and not turning around asks, "what do you know of this Port Nyanzaru? Have you made contact with anyone there?"
He then thinks back to his time in the service and working with the Harpers, trading information, doing an occasional mission that the Harpers when they didn't want it traced back to them. Good people overall, reliable too. If this Sylvane has contacts within the Harpers then Sylvane is legitimate, Tulock thinks to himself. But maybe he should reach out to one of his Harper contacts to double-check...
Dughening asks, "How can you secure us passage to Chuul? And can you grant us passage home? Of course I want to learn more of this Soulmonger, but before leaping in blindly I'd like to know anything you can tell us of the dangers we face. You mention that there are savage goblins and an army of undead, but what do you know of the saurids, for instance? And are the birdfolk friendly? Are they the ones who name the saurids 'dinos'? Or are there other locals?"
"I apologize; I should back up. Should you accept the quest I will be teleporting us directly to Port Nyanzaru, the largest and only settlement there. I will be coming as well and staying with one of the merchant princes, to answer any questions regarding accuracy and a return trip.
Nyanzaru is very safe, somewhat of a mercantile power to be sure. Very multicultural, with humans living alongside Dwarves and Tabaxi and the occasional Aarakocra. A bit of a sad history; the story goes it was founded by the remnants of proud dynasties fleeing the jungles. I have been actually, in my work compiling my map, and it is a wonderfully vibrant city, if beleagueringly hot and damp. The Dinos are domesticated, and bets on races rival the most raucous of Baldur's Gate's gambling hall.
The rest of Chult is another story. Beyond the walls of Port Nyanzaru uncharted wilderness awaits. Locals talk fearfully of a group of goblins they call the "Batiri", as well as rumors of frogfolk, lizardfolk, werefolk, and avian predators locals called "Pterafolk" or "Terrorfolk" -- I couldn't tell which. There are of course stories of the undead, though they never venture outside their territory, and the proud Aarakocran birdfolk, who locals say live across the land, aid travelers, and push back evil."
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
"Well, consider my interest piqued. And a free teleport ride on top of that?," Zaza tried to let out laugh but all that came out was a raspy wheeze "But back to what my fellow Tulock asked, are we to meet anyone in particular should we agree to go there?
"Ah yes. I will be staying with a man named Otamu, one of the seven Merchant Princes who run the city; while my information comes from the Harpers he would be my local contact. I will happily introduce you, as I'm sure he knows who else best to consult in the city. Beyond that, I would recommend talking around and seeking information from locals, equipping yourselves for the journey, and finding a guide." A brief reprieve from the rasp, and a shift in tone that indicates a sly grin. "I am prepared to teleport us whenever we are ready, is there anything anyone needs to do before departing?"
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Jorvik looks over to Zaza and says " Agreed! Teleporting could be fun and gambling on Dinos sounds a hell of a lot better than what I have been doing recently for fun." Turning his attention back to Syndra, he continues, "Before I dive headfirst into the portal based abyss though, I need to confirm some details about my fee. While I, like any living thing, do have a vested interest in avoiding an untimely doom, my services do not come free. What reward is being offered?"
"The reward is thus, and threefold. First, an upfront of 100GP each, for all expenses in Nyanzaru. Second, any treasure you find along your journey, and you will find it. Third, I have a large collection of rare magic items I've no use for if the curse takes me; each of you will have your choice upon success."
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
The five of you gather together, and Silvane begins chanting an elaborate arcane utterance, far more complicated than any spell any party mage has been able to learn. The room begins to fade to black, and your nostrils fill will the aroma of spices, dung, and the sea.
You appear in a tropical city under the blazing sun. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks, inhalations, and singsongy words that make it sound almost musical. The aroma of unfamiliar spices and tropical fruit mixes with the wharfside smells of fish, tar, and canvas.
Beyond all that, Port Nyanzaru is an explosion of color. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners. Multicolored pennants and sun awnings flutter atop the city walls. A crowd of children dressed in feathered hats and capes races past you, squealing in delighted terror as a street performer costumed as a big-toothed lizard stomps and roars behind them. The whole city seems to be bustling, sweating, laughing, swearing, and singing.
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
"Right then." Sylvane says. "I will be making contact with Otamu. I'd suggest you come with me, or secure lodgings for yourself. I'd recommend either The Thundering Lizard, if you're looking for a raucous time, or Kaya's House of Repose, if you'd prefer a good night's sleep. What say you?"
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Jorvik, looks around and takes a deep breath - the salty air and fresh fruit providing a nice contrast to their previous surroundings. Smiling, He looks around and says to the group “I think I’ll like this place”.
After a moments thought he continues with chuckle, “Might as well meet Otamu, can’t imagine a town like this has any shortage of lodging”.
"Very well," Sylvane responds, and begins to point out some landmarks and features of the city under the blaze of the early afternoon sun. The five of you have appeared on a long stone wharf, jutting out into a deep-curved bay. Due north is a higher wharf, which culminates in a lighthouse churning out a greenish smoke, while northeast across the mouth of the bay lies an enormous and elevated fort, sporting ballistae and bright-colored reflective awnings, it's yellow-and-red patterned bricks cracked and caked with vines and lichen. The center of the bay is dominated by a large stone statue depicting a warrior in full regalia, resplendent in a loincloth of leopard skin and a necklace of feathers, shells, and reptilian teeth; draped in a cape of girallon fur and wielding an oval shield and a spear-like weapon with a shortened handle and long flattened blade. "An ancient Chultan warrior-king," Sylvane remarks in a rasp, "though truth be told it was erected within the decade as a show of mercantile muscle and independence."
Looking south, you see Port Nyanzaru splayed out before you, an expanse of misty jungle beyond its walls. The city is arranged in a wide arc surrounding the bay, and as Sylvane leads you down the wharf she gives a rundown of the neighborhoods. "The center of the city, where we are, is the Harbor Ward," Sylvane gestures towards a inner-walled and canaled district due south a short distance across the bay, where you can see warehouses and ships loading and unloading, as well as the myriad of docks surrounding the bay. "Harbormaster Zindar handles the day-to-day here, and he's quite the character; he'd be a person to talk to if you're stuck finding a guide." Halfway down the wharf turns slightly to the right and west, and the alternating aromas of spices spiraling on the salty sea air send you along a dizzying dazzle of sensory delight.
"The Market Ward is the largest area in the port," Sylvane turns to walk backwards while pointing east. A good half of the bulk of the city is packed with residential buildings and market stalls. You see merchants in the distance transferring loads of colorful cargo from bulky three-horned Dinos, and a pair of inner walls with a large stone coliseum and a magnificent circular structure with a golden roof, gleaming like a beacon with the afternoon sun. "Most of the city's tradesfolk work and live there, and if you need to buy any mundane goods you'll find them there." By now, you've reached the end of the wharf, and see the west side of town opened up beyond.
"Which brings us to the Merchant's Ward. Here you'll find the Grand Souk, one of the beating hearts of the city and an unrivaled market of luxury goods, as well as the villas and meeting halls of the Merchant Princes, and the city's temples." Looking out at the Merchant's Ward, you see that it is without a doubt the upper-class area of Port Nyanzaru. Most of the buildings have beautifully plastered walls adorned with bright murals, patios and arcades festooned with fresh flowers; some even with garden courtyards open to the sky, and enormous cisterns equipped with water wheels to power fountains, fans, and kinetic sculptures. "Of course," Sylvane continues, "beyond the walls you'll find the Old City to the southwest, run by the Beggar Princes and home of the city's lower-class residents; Malar's throat to the south, a slum built into a jungled ravine; and Tiryki Anchorage to the southeast, where you'll find animal trainers, river folk, explorers who need inexpensive lodging, and other rough-and-tumble sorts."
((red/blue star is where you teleported in, please note the map is rotated; North is right))
Snaking your way through the inner walls of the Merchant Ward you pass a pair of Temples, one tiled and dome shaped, with a large crystal ball filled with eyes mounted above its doors; the other boxy and stone-hewn, with an elaborate fountain in its courtyard and sigils of artisanal tools along its walls. You arrive at Otamu's opulent villa, beholding at once a palatial tropical home and a fortress. The exterior is patrolled by a disciplined pair of guards, and the door itself is flanked with a pair of magically hovering swords, as decorative as they are intimidating. Sockets in the walls contain balls of flame, burning continually and seemingly without source. "Of the Merchant Princes, Otamu presides over the city's magic and lore. He is a trusted contact, and you should speak freely. That said, don't touch anything or go anywhere without permission." Walking without hesitation--albeit with a weary limp--towards the door, Sylvane performs a somatic sigil with her hand and mutters under her breath, and at once the door swings open while the swords swing at ease.
Tulock, heart rate increases as his body is transported from Baldur's Gate to the island of Thuule. Nausea fills his mouth with saliva, which he spits out onto the wooden docks of the Harbor Ward. The smell of salt from the sea helps Tulock regain his senses and he is able to follow Sylvane's quick tour of the city.
Before everyone heads to Otamu, says, "alright gents, I'll head over to this Harbormaster Zindall and talk to him about guides and possibly other services we should hire for this trek. I think maybe we should pool some of our monies together to buy supplies and hirelings." Tulock waits at this suggestion and if he feels there are some hesitations he adds, " I know we are all strangers, but Sylvane picked us, so she must trust us. If that's the case, then you all can trust me, I have had many experiences outfitting units and will do my best in getting us a fair price and hard-working hands aiding us."
Dughening looks over Tulock. "You look as trustworthy as anyone, I suppose... Someone who has earned what he has gained. I'll grant you use of my purse in the service of this quest. Though save some of it, as I'm interested in the wares of this Merchant Prince who trades in lore and magic."
Jorvik, with a simple head nod, displays his agreement with Dughening over collective use of coin. Looking back at the aging guide, Jorvik walks calmly as he takes in the sights, sounds, and smells of the tropical trading town. As they head towards the Otamu's villa, Jorvik looks over at his companion and sticks out his hand - " Don't think I ever properly introduced myself, got distracted a well-bodied continental Ale." With that, he lets out a deep guffaw, as he is humored by his own statement. Continuing on he smiles and says "I'm Jorvik, looking forward to working together."
Tulock takes Dughening's purse and while rummaging through it says, "Dughening is it? Thanks, lad. I'll only be taking half from your purse. I think that's a fair amount to start with for goods and services." He then takes several coins that amount to fifty gold pieces and then hands back the purse to Dughening with a smile.
Zaza hands over 10 gold to Tulock saying, "Hope you can make due with that, you can imagine I don't get too many work opportunities." Turning away from the rest of the group he waves his hands back as he starts shambling southwest. "Ill take a walk around, see some of the locals and see about getting us a room for the night. Trust me I'd just slow you guys down right now. Meet me at Kaya's House of Repose when you're done." He raises his hood as he heads toward the Old City.
Tulock takes a closer look at the map of Chuul, his finger hovering over the chart put tracing the border and thinking to himself, thinking what the hell did he get himself into. He clears his throat and not turning around asks, "what do you know of this Port Nyanzaru? Have you made contact with anyone there?"
He then thinks back to his time in the service and working with the Harpers, trading information, doing an occasional mission that the Harpers when they didn't want it traced back to them. Good people overall, reliable too. If this Sylvane has contacts within the Harpers then Sylvane is legitimate, Tulock thinks to himself. But maybe he should reach out to one of his Harper contacts to double-check...
Dughening asks, "How can you secure us passage to Chuul? And can you grant us passage home? Of course I want to learn more of this Soulmonger, but before leaping in blindly I'd like to know anything you can tell us of the dangers we face. You mention that there are savage goblins and an army of undead, but what do you know of the saurids, for instance? And are the birdfolk friendly? Are they the ones who name the saurids 'dinos'? Or are there other locals?"
"I apologize; I should back up. Should you accept the quest I will be teleporting us directly to Port Nyanzaru, the largest and only settlement there. I will be coming as well and staying with one of the merchant princes, to answer any questions regarding accuracy and a return trip.
Nyanzaru is very safe, somewhat of a mercantile power to be sure. Very multicultural, with humans living alongside Dwarves and Tabaxi and the occasional Aarakocra. A bit of a sad history; the story goes it was founded by the remnants of proud dynasties fleeing the jungles. I have been actually, in my work compiling my map, and it is a wonderfully vibrant city, if beleagueringly hot and damp. The Dinos are domesticated, and bets on races rival the most raucous of Baldur's Gate's gambling hall.
The rest of Chult is another story. Beyond the walls of Port Nyanzaru uncharted wilderness awaits. Locals talk fearfully of a group of goblins they call the "Batiri", as well as rumors of frogfolk, lizardfolk, werefolk, and avian predators locals called "Pterafolk" or "Terrorfolk" -- I couldn't tell which. There are of course stories of the undead, though they never venture outside their territory, and the proud Aarakocran birdfolk, who locals say live across the land, aid travelers, and push back evil."
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
"Well, consider my interest piqued. And a free teleport ride on top of that?," Zaza tried to let out laugh but all that came out was a raspy wheeze "But back to what my fellow Tulock asked, are we to meet anyone in particular should we agree to go there?
"Ah yes. I will be staying with a man named Otamu, one of the seven Merchant Princes who run the city; while my information comes from the Harpers he would be my local contact. I will happily introduce you, as I'm sure he knows who else best to consult in the city. Beyond that, I would recommend talking around and seeking information from locals, equipping yourselves for the journey, and finding a guide." A brief reprieve from the rasp, and a shift in tone that indicates a sly grin. "I am prepared to teleport us whenever we are ready, is there anything anyone needs to do before departing?"
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Jorvik looks over to Zaza and says " Agreed! Teleporting could be fun and gambling on Dinos sounds a hell of a lot better than what I have been doing recently for fun." Turning his attention back to Syndra, he continues, "Before I dive headfirst into the portal based abyss though, I need to confirm some details about my fee. While I, like any living thing, do have a vested interest in avoiding an untimely doom, my services do not come free. What reward is being offered?"
"The reward is thus, and threefold. First, an upfront of 100GP each, for all expenses in Nyanzaru. Second, any treasure you find along your journey, and you will find it. Third, I have a large collection of rare magic items I've no use for if the curse takes me; each of you will have your choice upon success."
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
"Gold is one thing, but mysterious magic items are so much more interesting. You may teleport me at your leisure. Be gentle."
"Very well. Please gather around."
((Feel free to add anything you want, roleplay, preparations, etc. I'll write up the teleportation to Port Nyanzaru tomorrow))
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
The five of you gather together, and Silvane begins chanting an elaborate arcane utterance, far more complicated than any spell any party mage has been able to learn. The room begins to fade to black, and your nostrils fill will the aroma of spices, dung, and the sea.
You appear in a tropical city under the blazing sun. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks, inhalations, and singsongy words that make it sound almost musical. The aroma of unfamiliar spices and tropical fruit mixes with the wharfside smells of fish, tar, and canvas.
Beyond all that, Port Nyanzaru is an explosion of color. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners. Multicolored pennants and sun awnings flutter atop the city walls. A crowd of children dressed in feathered hats and capes races past you, squealing in delighted terror as a street performer costumed as a big-toothed lizard stomps and roars behind them. The whole city seems to be bustling, sweating, laughing, swearing, and singing.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
"Right then." Sylvane says. "I will be making contact with Otamu. I'd suggest you come with me, or secure lodgings for yourself. I'd recommend either The Thundering Lizard, if you're looking for a raucous time, or Kaya's House of Repose, if you'd prefer a good night's sleep. What say you?"
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Dughening says, "I'll come with you, Sylvane, if you think that Otamu has room for me. I'd like to hear what he has to say firsthand."
Jorvik, looks around and takes a deep breath - the salty air and fresh fruit providing a nice contrast to their previous surroundings. Smiling, He looks around and says to the group “I think I’ll like this place”.
After a moments thought he continues with chuckle, “Might as well meet Otamu, can’t imagine a town like this has any shortage of lodging”.
"Very well," Sylvane responds, and begins to point out some landmarks and features of the city under the blaze of the early afternoon sun. The five of you have appeared on a long stone wharf, jutting out into a deep-curved bay. Due north is a higher wharf, which culminates in a lighthouse churning out a greenish smoke, while northeast across the mouth of the bay lies an enormous and elevated fort, sporting ballistae and bright-colored reflective awnings, it's yellow-and-red patterned bricks cracked and caked with vines and lichen. The center of the bay is dominated by a large stone statue depicting a warrior in full regalia, resplendent in a loincloth of leopard skin and a necklace of feathers, shells, and reptilian teeth; draped in a cape of girallon fur and wielding an oval shield and a spear-like weapon with a shortened handle and long flattened blade. "An ancient Chultan warrior-king," Sylvane remarks in a rasp, "though truth be told it was erected within the decade as a show of mercantile muscle and independence."
Looking south, you see Port Nyanzaru splayed out before you, an expanse of misty jungle beyond its walls. The city is arranged in a wide arc surrounding the bay, and as Sylvane leads you down the wharf she gives a rundown of the neighborhoods. "The center of the city, where we are, is the Harbor Ward," Sylvane gestures towards a inner-walled and canaled district due south a short distance across the bay, where you can see warehouses and ships loading and unloading, as well as the myriad of docks surrounding the bay. "Harbormaster Zindar handles the day-to-day here, and he's quite the character; he'd be a person to talk to if you're stuck finding a guide." Halfway down the wharf turns slightly to the right and west, and the alternating aromas of spices spiraling on the salty sea air send you along a dizzying dazzle of sensory delight.
"The Market Ward is the largest area in the port," Sylvane turns to walk backwards while pointing east. A good half of the bulk of the city is packed with residential buildings and market stalls. You see merchants in the distance transferring loads of colorful cargo from bulky three-horned Dinos, and a pair of inner walls with a large stone coliseum and a magnificent circular structure with a golden roof, gleaming like a beacon with the afternoon sun. "Most of the city's tradesfolk work and live there, and if you need to buy any mundane goods you'll find them there." By now, you've reached the end of the wharf, and see the west side of town opened up beyond.
"Which brings us to the Merchant's Ward. Here you'll find the Grand Souk, one of the beating hearts of the city and an unrivaled market of luxury goods, as well as the villas and meeting halls of the Merchant Princes, and the city's temples." Looking out at the Merchant's Ward, you see that it is without a doubt the upper-class area of Port Nyanzaru. Most of the buildings have beautifully plastered walls adorned with bright murals, patios and arcades festooned with fresh flowers; some even with garden courtyards open to the sky, and enormous cisterns equipped with water wheels to power fountains, fans, and kinetic sculptures. "Of course," Sylvane continues, "beyond the walls you'll find the Old City to the southwest, run by the Beggar Princes and home of the city's lower-class residents; Malar's throat to the south, a slum built into a jungled ravine; and Tiryki Anchorage to the southeast, where you'll find animal trainers, river folk, explorers who need inexpensive lodging, and other rough-and-tumble sorts."
((red/blue star is where you teleported in, please note the map is rotated; North is right))
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Snaking your way through the inner walls of the Merchant Ward you pass a pair of Temples, one tiled and dome shaped, with a large crystal ball filled with eyes mounted above its doors; the other boxy and stone-hewn, with an elaborate fountain in its courtyard and sigils of artisanal tools along its walls. You arrive at Otamu's opulent villa, beholding at once a palatial tropical home and a fortress. The exterior is patrolled by a disciplined pair of guards, and the door itself is flanked with a pair of magically hovering swords, as decorative as they are intimidating. Sockets in the walls contain balls of flame, burning continually and seemingly without source. "Of the Merchant Princes, Otamu presides over the city's magic and lore. He is a trusted contact, and you should speak freely. That said, don't touch anything or go anywhere without permission." Walking without hesitation--albeit with a weary limp--towards the door, Sylvane performs a somatic sigil with her hand and mutters under her breath, and at once the door swings open while the swords swing at ease.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Tulock, heart rate increases as his body is transported from Baldur's Gate to the island of Thuule. Nausea fills his mouth with saliva, which he spits out onto the wooden docks of the Harbor Ward. The smell of salt from the sea helps Tulock regain his senses and he is able to follow Sylvane's quick tour of the city.
Before everyone heads to Otamu, says, "alright gents, I'll head over to this Harbormaster Zindall and talk to him about guides and possibly other services we should hire for this trek. I think maybe we should pool some of our monies together to buy supplies and hirelings." Tulock waits at this suggestion and if he feels there are some hesitations he adds, " I know we are all strangers, but Sylvane picked us, so she must trust us. If that's the case, then you all can trust me, I have had many experiences outfitting units and will do my best in getting us a fair price and hard-working hands aiding us."
Dughening looks over Tulock. "You look as trustworthy as anyone, I suppose... Someone who has earned what he has gained. I'll grant you use of my purse in the service of this quest. Though save some of it, as I'm interested in the wares of this Merchant Prince who trades in lore and magic."
Jorvik, with a simple head nod, displays his agreement with Dughening over collective use of coin. Looking back at the aging guide, Jorvik walks calmly as he takes in the sights, sounds, and smells of the tropical trading town. As they head towards the Otamu's villa, Jorvik looks over at his companion and sticks out his hand - " Don't think I ever properly introduced myself, got distracted a well-bodied continental Ale." With that, he lets out a deep guffaw, as he is humored by his own statement. Continuing on he smiles and says "I'm Jorvik, looking forward to working together."
Tulock takes Dughening's purse and while rummaging through it says, "Dughening is it? Thanks, lad. I'll only be taking half from your purse. I think that's a fair amount to start with for goods and services." He then takes several coins that amount to fifty gold pieces and then hands back the purse to Dughening with a smile.
Zaza hands over 10 gold to Tulock saying, "Hope you can make due with that, you can imagine I don't get too many work opportunities." Turning away from the rest of the group he waves his hands back as he starts shambling southwest. "Ill take a walk around, see some of the locals and see about getting us a room for the night. Trust me I'd just slow you guys down right now. Meet me at Kaya's House of Repose when you're done." He raises his hood as he heads toward the Old City.