The man ruffles through the papers in his hand, flipping it a few times before nodding.
"Cobalt Restitution is already in the harbour," the man says. "You're too late if you want to load a cargo there now. If she's already in the harbour, she's ready to sail. No additional cargo loading. Only passengers are allowed there now. She's slated to sail after the Vane, so about three thirty or four tomorrow morning, but can be faster because the Vane is having a rudder problem just this evening and probably will have to be moved to the dry dock."
He tidies his paper and looks at you again askance. "Conclave's office is due west near the west gate. If that is all, I have to ask you to vacate the area or at least move further away. You're blocking the paths and I don't want to deal with a complaint if there is an accident."
{{Looking at the map and cross-checking it with my notes, I seem to have made a mistake in the map's legend. Number 2 and 3 are switched. Saikhan Harbour is supposed to be the one in the north (number 2), while Fogcross Port is supposed to be the one nearest to the South Gate (number 9) and Clearforge Storage District (number 4).}}
It doesn't take long to find the Ranger's Conclave's building in Saikhan. The town is small enough that it is quite easy to find. Just before the western gate is an old stone tower with a large yard around it. The many archery practice targets and the training obstacles tell you that this is the place you're looking for. However, you are quite surprised to see that there is no one guarding or using the place. The entire compound is eerily quiet. A notice board at the front of the compound gate has two notes pinned on it.
The first note says, "Saikhan's Ranger's Conclave closed until further notice. With the recent increase in feral beasts coming out of the forests for some unknown reason, we have been mandated to investigate by the officials of the town. Please refer any mails or requests to the town's guards' barracks. We will get back to you momentarily." The note is dated 3 days ago.
The second one looks more official. It has a sigil of the realm and reads almost like the Warrant of Investigation that you carry. The title says "Order of Induction". It details the order for Saikhan's Ranger's Conclave and its entire complement to relocate north in a joint operation with Cloudhill's Ranger's Conclave and the Verdant Militarum to deal with an incoming massive pirate raid. This one is dated just yesterday.
"Indeed, in truth any other assistance might have ended up being interference", Drexon says in agreement with Cob. "Perhaps if we find somewhere to rest at the harbour, we can take turns keeping watch on the Cobalt Restitution?", he suggests.
"It would be mortifying to risk missing the boat, if you'll excuse the pun".
Cob nods and starts heading back to the harbour, keeping an eye out for an inn overlooking the water. He also takes a look out into the harbour to see how many ships are out there getting ready to leave.
Even at this time in the night, the harbour is still bustling with activities. A ship has just left with passengers still waving from the deck and another is queuing up to load passengers. Despite being a small town, Saikhan sees much ship traffic. You can count half a dozen ships currently docked at the quay, with a couple more coming in from a distance. One of the docked ships has a distinctly blue and gold colouring.
It's difficult to find an inn directly overlooking the quay and the ships. The waterfront is mostly filled with taverns and shops. The only tavern with lodging lies at the edge of the harbour, TheTinkling Thunder, overlooking the part of the quay where the smaller ships are docked. It's a rustic building with quite an incredulous amount of thunder and lightning decor at the front. A grizzled grizzly beastfolk is sitting on a rocking chair at the front of the building with a smoking pipe billowing a strange bluish smoke. His massive form, larger and taller than even Eremoz in his giant form, almost blocks the entrance to the tavern.
"Looking for a room or a drink?" He asks in a surprisingly soft voice despite his large form.
"Does it have to be one or the other?", Drexon answers with a smile.
"In truth, if I had to prioritise it would be the room", he adds, marvelling at the sheer enormity of the beastfolk. "With a view of the quay if possible".
"Hmm... It doesn't, but it is what usually happens," he says. "Many travelers come and go, often only staying for a quick pint before leaving again on the ship. Busy time of the year with winter approaching. Come in where it's warm. You can take the odd numbered rooms upstairs. One or two persons per room. How many do you need?" He reaches below his rocking chair and pulls out a worn-out metal box. It opens when he taps the top of the box, revealing rows of neatly arranged keys with numbers on them.
Cob looks back to Drexon "Separating this close to the ship leaving might not be safe. The rider seemed to know exactly where we were. I can sleep on the floor."
“The floor will be fine.” The trek to Saikhan proved more grueling than he anticipated. Eremoz looked forward to a bed, but duty and safety are far more important.
{{She hasn't left. She did say she would stick with you to help get the kidnapped children.}}
"If you require safety, I may be able to help," Amber says. "I can only do this once before I too require a much-needed rest. It will shroud us from divination. I can't cast it perfectly, so the duration will only last around 4 to 5 hours, but it can keep us hidden for a time."
"Connecting rooms alright with you folk?" The owner offers. "Or I can bring one extra bed for just the one room. There is a large enough couch already inside."
The bear knocks on the door behind him and a smaller bear peeks out. He has rather spiky hair in a tiny mohawk that looks weird but endearing at the same time.
"New customers, Dad?" The smaller bear asks. He turns toward you and waves. "Sup!"
"Connecting room upstairs," The larger one says. He gives a pair of keys to his son before closing the box again and sliding it under his rocking chair. "Get them the one with a large window to the quay."
"Well, come into the Tinkling Thunder," the smaller one says as he motions you to follow.
The interior of the inn is quite similar to the exterior. There are a lot of thunder and lightning motifs decorating the walls and ceiling. The floor is painted such that it looks like it undulates like the ocean's wave. Several patrons are having a meal and a drink at the tavern part of the inn, and you notice that most of them are elderly sailors. They are looking at you rather strangely as your guide ushers you upstairs.
"Don't mind them," he says. "It's very rare for us to have younger customers. Usually, only the elderly sailors come here to unwind. The younger ones like the atmosphere of the Crashing Crowd better, but the place is farther into the town's centre."
He shows you to a medium-sized room capable of comfortably fitting three medium-sized persons. To one side of the wall, there is another door leading to an adjacent and nearly identical room. Both rooms have a large window overlooking the quay. If you lean at the right angle, you can see a little bit of the stern of the Cobalt Restitution at the edge of the window.
Drexon watches the elderly sailors as they pass through the common room, wondering if they might be a good source of information later.
"It is a fine establishment you have here", he says to the little bear. When they enter the room, he is likely the first to go to one of the windows and lean to see the Cobalt Restitution.
"Tell me, is there a signal when ships are leaving, or do they just silently leave the harbour? Just trying to figure out if we will get disturbed".
Cob settles himself into one room where he can take first watch and keep an eye on the ship. He’ll wake whomever is next and get some sleep for himself.
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The man ruffles through the papers in his hand, flipping it a few times before nodding.
"Cobalt Restitution is already in the harbour," the man says. "You're too late if you want to load a cargo there now. If she's already in the harbour, she's ready to sail. No additional cargo loading. Only passengers are allowed there now. She's slated to sail after the Vane, so about three thirty or four tomorrow morning, but can be faster because the Vane is having a rudder problem just this evening and probably will have to be moved to the dry dock."
He tidies his paper and looks at you again askance. "Conclave's office is due west near the west gate. If that is all, I have to ask you to vacate the area or at least move further away. You're blocking the paths and I don't want to deal with a complaint if there is an accident."
{{Looking at the map and cross-checking it with my notes, I seem to have made a mistake in the map's legend. Number 2 and 3 are switched. Saikhan Harbour is supposed to be the one in the north (number 2), while Fogcross Port is supposed to be the one nearest to the South Gate (number 9) and Clearforge Storage District (number 4).}}
Cob looks over at the others once the harbormaster moves off.
”We’re cutting it close. Should we alert the rangers and then head out to the ship?”
“Thank you, sir.” Eremoz nods to the harbor master as he leaves with his companions.
Thinking over their dwindling options, he remarks, “I agree. A quick message with essential information only. Then we get onboard… somehow.”
It doesn't take long to find the Ranger's Conclave's building in Saikhan. The town is small enough that it is quite easy to find. Just before the western gate is an old stone tower with a large yard around it. The many archery practice targets and the training obstacles tell you that this is the place you're looking for. However, you are quite surprised to see that there is no one guarding or using the place. The entire compound is eerily quiet. A notice board at the front of the compound gate has two notes pinned on it.
The first note says, "Saikhan's Ranger's Conclave closed until further notice. With the recent increase in feral beasts coming out of the forests for some unknown reason, we have been mandated to investigate by the officials of the town. Please refer any mails or requests to the town's guards' barracks. We will get back to you momentarily." The note is dated 3 days ago.
The second one looks more official. It has a sigil of the realm and reads almost like the Warrant of Investigation that you carry. The title says "Order of Induction". It details the order for Saikhan's Ranger's Conclave and its entire complement to relocate north in a joint operation with Cloudhill's Ranger's Conclave and the Verdant Militarum to deal with an incoming massive pirate raid. This one is dated just yesterday.
Cob smiles the shrugs at the two notices.
”Well, doing this on our own was likely from the start. Let’s get some rest before sneaking on to that ship.”
"Indeed, in truth any other assistance might have ended up being interference", Drexon says in agreement with Cob. "Perhaps if we find somewhere to rest at the harbour, we can take turns keeping watch on the Cobalt Restitution?", he suggests.
"It would be mortifying to risk missing the boat, if you'll excuse the pun".
Cob nods and starts heading back to the harbour, keeping an eye out for an inn overlooking the water. He also takes a look out into the harbour to see how many ships are out there getting ready to leave.
Even at this time in the night, the harbour is still bustling with activities. A ship has just left with passengers still waving from the deck and another is queuing up to load passengers. Despite being a small town, Saikhan sees much ship traffic. You can count half a dozen ships currently docked at the quay, with a couple more coming in from a distance. One of the docked ships has a distinctly blue and gold colouring.
It's difficult to find an inn directly overlooking the quay and the ships. The waterfront is mostly filled with taverns and shops. The only tavern with lodging lies at the edge of the harbour, The Tinkling Thunder, overlooking the part of the quay where the smaller ships are docked. It's a rustic building with quite an incredulous amount of thunder and lightning decor at the front. A grizzled grizzly beastfolk is sitting on a rocking chair at the front of the building with a smoking pipe billowing a strange bluish smoke. His massive form, larger and taller than even Eremoz in his giant form, almost blocks the entrance to the tavern.
"Looking for a room or a drink?" He asks in a surprisingly soft voice despite his large form.
"Does it have to be one or the other?", Drexon answers with a smile.
"In truth, if I had to prioritise it would be the room", he adds, marvelling at the sheer enormity of the beastfolk. "With a view of the quay if possible".
"Hmm... It doesn't, but it is what usually happens," he says. "Many travelers come and go, often only staying for a quick pint before leaving again on the ship. Busy time of the year with winter approaching. Come in where it's warm. You can take the odd numbered rooms upstairs. One or two persons per room. How many do you need?" He reaches below his rocking chair and pulls out a worn-out metal box. It opens when he taps the top of the box, revealing rows of neatly arranged keys with numbers on them.
Drexon looks from Eremoz to Cob to Amber.
"I guess two rooms will be sufficient", he says, waiting to see if any of the others corrects him.
Cob looks back to Drexon "Separating this close to the ship leaving might not be safe. The rider seemed to know exactly where we were. I can sleep on the floor."
((Is Amber still with them?))
“The floor will be fine.” The trek to Saikhan proved more grueling than he anticipated. Eremoz looked forward to a bed, but duty and safety are far more important.
"I am fine with sticking together as well", Drexon replies, looking to the big beast folk to see if he will accept so many sharing a single room.
(OOC: I assumed Amber was still with us, but you might be right, she might not be).
{{She hasn't left. She did say she would stick with you to help get the kidnapped children.}}
"If you require safety, I may be able to help," Amber says. "I can only do this once before I too require a much-needed rest. It will shroud us from divination. I can't cast it perfectly, so the duration will only last around 4 to 5 hours, but it can keep us hidden for a time."
"Connecting rooms alright with you folk?" The owner offers. "Or I can bring one extra bed for just the one room. There is a large enough couch already inside."
"Connecting will be fine, give us a bit more space and we can leave the door between rooms open", Drexon replies to the owner.
He then looks to Amber, "I think it would be worthwhile". He says no more in front of the owner.
Cob hadn't seen a connecting room before and was excited to learn what it was.
The bear knocks on the door behind him and a smaller bear peeks out. He has rather spiky hair in a tiny mohawk that looks weird but endearing at the same time.
"New customers, Dad?" The smaller bear asks. He turns toward you and waves. "Sup!"
"Connecting room upstairs," The larger one says. He gives a pair of keys to his son before closing the box again and sliding it under his rocking chair. "Get them the one with a large window to the quay."
"Well, come into the Tinkling Thunder," the smaller one says as he motions you to follow.
The interior of the inn is quite similar to the exterior. There are a lot of thunder and lightning motifs decorating the walls and ceiling. The floor is painted such that it looks like it undulates like the ocean's wave. Several patrons are having a meal and a drink at the tavern part of the inn, and you notice that most of them are elderly sailors. They are looking at you rather strangely as your guide ushers you upstairs.
"Don't mind them," he says. "It's very rare for us to have younger customers. Usually, only the elderly sailors come here to unwind. The younger ones like the atmosphere of the Crashing Crowd better, but the place is farther into the town's centre."
He shows you to a medium-sized room capable of comfortably fitting three medium-sized persons. To one side of the wall, there is another door leading to an adjacent and nearly identical room. Both rooms have a large window overlooking the quay. If you lean at the right angle, you can see a little bit of the stern of the Cobalt Restitution at the edge of the window.
Drexon watches the elderly sailors as they pass through the common room, wondering if they might be a good source of information later.
"It is a fine establishment you have here", he says to the little bear. When they enter the room, he is likely the first to go to one of the windows and lean to see the Cobalt Restitution.
"Tell me, is there a signal when ships are leaving, or do they just silently leave the harbour? Just trying to figure out if we will get disturbed".
Cob settles himself into one room where he can take first watch and keep an eye on the ship. He’ll wake whomever is next and get some sleep for himself.