"Typically a monarch is addressed by title or by the honorific, 'Your Majesty," Master Fenwader," replies Gerrard, "though my experience is solely with human nobility." Smiling at the mention of the fancy armor, Gerrard adds to Peri once they are out of earshot of Oceanus, "And I had hoped that Oceanus was a member of the sea elven nobility, such that his rescue and the gift of the armor would smooth the way for formal and friendly relations with my father's navy and the our above-water settlements in general. That being said, I see no evidence of it yet, but perhaps dealing with the lizardfolk threat will close that circle eventually."
"On to the matter at hand, though. I will translate and attempt to learn who has attacked the lizardfolk, helping them understand that not all humans are of the same tribe, so the ones that attacked them may indeed be our enemies as well. If we are extremely fortunate, their enemies will be the cultists, and we may have cause to ally," he plans aloud as he walks, adding, "Of course, they may decide that all humans must die and attack us, so I hope you have an escape plan for that eventuality."
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
With the reality of the group splitting, his laughter subsides quickly. He watches as the lizardman approaches Dwal. Unarmed but still formidable, the reptilian biped is more than a match for the squat shaman. Kei remains standing as his Dwarven colleague forms himself a seat from the ground around him.
"Well, Fiercebeard, let's see what you can do to avoid a fight. I hope your tongue is as good at hammering out a truce as your hands are at carving spruce". His words offering a strange sense of (Bardic) inspiration.
((OoC. Take a d6 Dave. As for the 28....why are you surprised that such a shady fellow would roll so high on a deception check? He does have +10 in deception. ;) ))
The weaponless lizardfolk, clad only in a thin robe, steps forward to stand roughly in center the mucky cave – maybe thirty feet away from Dwal's earthen new throne, Kei and Oceanus to his side. Three javelin-wielding lizardfolk stand at his side, ready to act at a moment's notice.
"We do not want war with humans," it rasps thickly to Dwal and Kei in Common. "But you did not stop killing fourteen of us. One was a hatchling, new from the egg."
Eyeing Dwal's magic warily, it responds with a little of its own. It produces a ball of glowing flames in its claws. It plays with the ball of fire as it talks. Then a sudden puff of wind extinguishes it as quickly as it appeared. Oceanus is extremely tense, but still and silent.
"What do you want now? You owe us three lizards now, and also the dead of your last attack."
- - - - - - - - - Meanwhile:
Gerrard and Peri are led eastward, through a wide, dark passage made of rammed earth, deep into the hillside. There is a strong sulfuric smell here, although it's difficult to smell anything over Gerrard's nasty acid-drenched attire. The leader of the trio of lizardfolk accompanying you wears a thick armor made of what looks like a combination of metal and crocodile hide. You pass an open door with a torch-lit room within - you get a glimpse of straw mattresses, small wooden chests, and a long table with benches to each side. More dark passages branch off, then another door: closed, but with a hint of torchlight behind it and the sound of chickens squawking.
"The Queen's word is law. You will listen. You will obey," says the lizardfolk to Gerrard and Peri in Common, as it leads you forward.
"Fourteen? We most certainly did not kill fourteen of your kin. Perhaps another tribe of humans, but not us. We have come to see a peaceful resolution. Tell us, if you are not here to wage war, why are you buying human weapons and why are you settled so close to Saltmarsh?" If the gecko can speak Common, the bard tries his luck to glean even the smallest bit of information.
As their guards lead them through through their home, Peri invokes his Eldritch Sight to scan for any magical wards they would have to contend with if they need to fight their way out. At the guard's warning to "Obey" he mutters quietly to himself, "Yeah, well, maybe since we're guests and all..."
As they progress towards the Queen's chamber, Gerrard responds to their escort, saying, "Of course, we will listen carefully and negotiate in good faith assuming the Queen does so as well. As far as obedience, we all have obligations to our respective leaders--yours to your lizardfolk Queen, ours to our human King. Let us hope our respective obligations line up well enough for our two peoples to come to a peaceful understanding."
A few steps later, Gerrard pipes up again and asks, "What is the proper form of address for your Queen? I wish to properly honor her when we meet."
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Fourteen? We most certainly did not kill fourteen of your kin. Perhaps another tribe of humans, but not us. We have come to see a peaceful resolution. Tell us, if you are not here to wage war, why are you buying human weapons and why are you settled so close to Saltmarsh?" If the gecko can speak Common, the bard tries his luck to glean even the smallest bit of information.
The arcane-fluent lizardfolk considers Kei's questions. "We have our enemies. We hope you are not them. We trade weapons for metals to protect the eggs. The salt marsh is our home. We are children of the marsh. You are not. Where do you live? Why are you here?"
As their guards lead them through through their home, Peri invokes his Eldritch Sight to scan for any magical wards they would have to contend with if they need to fight their way out. At the guard's warning to "Obey" he mutters quietly to himself, "Yeah, well, maybe since we're guests and all..."
Just as he's being led away, Peri gets a glimpse of something arcane behind him, under the mud of the lizard cave, about 5 feet north of the center of the southern wall. But he sees nothing else of an arcane nature so far on their walk to see the queen.
As they progress towards the Queen's chamber, Gerrard responds to their escort, saying, "Of course, we will listen carefully and negotiate in good faith assuming the Queen does so as well. As far as obedience, we all have obligations to our respective leaders--yours to your lizardfolk Queen, ours to our human King. Let us hope our respective obligations line up well enough for our two peoples to come to a peaceful understanding."
A few steps later, Gerrard pipes up again and asks, "What is the proper form of address for your Queen? I wish to properly honor her when we meet."
"We call her, 'Queen'" instructs the finely-armored lizardfolk. "Do not call her 'King.'"
They stop at a massive double door. "You will stand quietly when speaking with the Queen," it says. "Do not make any sudden actions or speak any threatening words, or we will kill you."
The lizardfolk opens the door to an ornate throne room of some kind. Two sets of three pillars flank a central area where two lizardfolk hatchlings are playing. At the far end of the room, an empty wooden throne stands on a low, stone dais. Carvings of reptiles decorate the throne, and glints of reflected light hint at the presence of inset gemstones. The heads of several creatures hang on the walls, mounted on plaques of wood for display as trophies.
The hatchlings run over to join you, very curious about your presence. Your lizardfolk host turns you around. "The Queen is not here."
"The Queen summons us but then she's not home? Seems a tad odd, doesn't it?" he quietly asks Gerrard. Then he gets the guard's attention and very slowly, in a very non-threatening way, reaches into his belt pouch and pulls out three of the molasses candies from the market. He pops one into his mouth, to show they aren't dangerous (and he could use a little snack, to calm his jitters) and offers the other two to the hatchlings, unless the guard prevents it. Dunno the exact diet of lizardfolk, but who doesn't like sugar?
The hatchling snatch the candies from Peri's hand with their mouths. The second one draws blood as it nips the halfling's fingers as well.
"We look for the Queen," responds your guide.
Exiting, the hatchlings follow Peri, unable to take their eyes off his offering hand.
You are led deeper into the complex. Stopping at another door, your guide opens it. Inside you see five unarmed lizardfolk setting several long wooden tables with wood and stone utensils. At the south end of the tables is a large wooden chair; four slightly smaller chairs flank it, two on each side facing the table. Placed on the tables are earthenware pots, jars, plates and cups, five drinking mugs, and woven baskets. Against the west and east walls are tall wooden cupboards.
"We look more for the Queen," it says, turning you back again, and then leading you further down a tunnel leading east. The hatchlings continue to follow Peri.
"Fourteen? We most certainly did not kill fourteen of your kin. Perhaps another tribe of humans, but not us. We have come to see a peaceful resolution. Tell us, if you are not here to wage war, why are you buying human weapons and why are you settled so close to Saltmarsh?" If the gecko can speak Common, the bard tries his luck to glean even the smallest bit of information.
The arcane-fluent lizardfolk considers Kei's questions. "We have our enemies. We hope you are not them. We trade weapons for metals to protect the eggs. The salt marsh is our home. We are children of the marsh. You are not. Where do you live? Why are you here?"
Dwal
"We do not come as enemies to the Lizardfolk." Dwal states. "The village leaders want peace with the Lizardfolk and asked us," Dwal indicated to his companions. "to seek out the Lizardfolk and ask why they would buy metal weapons from the enemies of the village? The village leaders are concerned the Lizardfolk are going to war with them because of all that has come before between them and the Lizardfolk."
Dwal pauses for a moment then continues.
"If the Lizardfolk are not going to war with the village then I would ask who are the Lizardfolk going to war with to protect their eggs and hatchlings from?" Dwal asks.
Speaking plainly he replies. "I am from an island group off the coast, but my kin is here in the big town. That is from where we hail. As to why we are here, the tribes shaman speaks the truth. We seek peace in the area as there are enough enemies already."
He takes a half step back to allow the shaman to be the focal point. A sign of respect in some cultures, he hopes it translates well with the skinks.
Gerrard and Peri are led further down the hallway to the east, the two hatchlings still in tow. The passage ends at yet another door, which your guide opens. It opens into some sort of a drill hall.
This open area features six floor-to-ceiling pillars that demarcate a central area bare of furniture. In this central area, the earth floor has been packed closer than elsewhere, as if by the passage of many feet. Several wooden benches stand near the north and south walls.
A large mattress has been fixed to the center of the east wall. Attached to it is a large target dummy with the head of a fish-like creature atop it.
Several lizardfolk are practicing combat against one another or throwing javelins at the dummy. A powerfully built and tall lizardfolk female stands with several of the heavily armored warriors. She observes the training through narrowed eyes. Another lizardfolk stands near the leader, dressed in a kelp-colored robe and holding a long, polished tooth.
Seeing you enter, three of the warriors immediately go into a defensive stance, but the tall female speaks a word to them, and they relax a little.
"Queen," mutters your guide, quietly. He strides forward and speaks with the queen, quietly.
The shaman produces a new ball of fire to fidget with.
"Only the Queen will speak of defense. We are happy you express peace, but I do not trust you. Mingling with humans..."
He continues to knead the flames.
"You killed our lizards. You owe us. "
Dwal
"For those that are dead here today?" Dwal asks. "We came and spoke plainly, in a language your guards understood. They in turn attacked us. I spared who I could by causing them to fall asleep so we could speak with them once they awoke. Again we did not come here to kill or attack, we came here in peace." Dwal remains calm as he speaks.
"I don't trust the humans either," Dwal continues. 'but I have been thrust into this by the will of the Gods. If it is the Gods Will I help negotiate peace between the Lizardfolk and the Humans I will do my best to see that come about"
Persuasion check to see if Dwal can win any influence e of this negotiator: 3
Having been in this position many times before he listens to Dwal's attempt to brush off the killing of the lizards. Kei knows better. These creatures will want recompense for the death of their guard dogs. Most likely a task of some sort as it seems they do not value coin. He steps forward again.
"In our defence, the lizards attacked us. Yes, that's their job, but still. So what is it that we owe you? We do not have attack lizards in our pockets, so name your price." He speaks bluntly. Almost defeatedly. Turning to Dwal he whispers "I fear its pointless to try and reason with these people. May as well try and negotiate the best deal we can."
Peri tries to mimic Gerrard's formal, courtly posture. But no matter how hard he concentrates he can't match the young nobleman's easy grace; it takes an act of will to keep his hands from fidgeting. As the Queen speaks to their escort she seems to be staring directly at him. The weight of her scrutiny makes his urge to squirm irresistible, so he cheats a bit by offering another pair of candies to the hatchlings. He has learned enough from his previous attempt that he is careful not to get bitten this time.
Gerrard continues to wait quietly by Peri as instructed while the Queen is being updated on the situation at hand. He suppresses a smile at Master Fenwader's mostly successful attempt at courtly deportment.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"I don't trust the humans either," Dwal continues. 'but I have been thrust into this by the will of the Gods. If it is the Gods Will I help negotiate peace between the Lizardfolk and the Humans I will do my best to see that come about"
Persuasion check to see if Dwal can win any influence e of this negotiator: 17
The shaman appears to comprehend Dwal's words. "Yes, peace is helpful," it says, agreeably.
"In our defence, the lizards attacked us. Yes, that's their job, but still. So what is it that we owe you? We do not have attack lizards in our pockets, so name your price." He speaks bluntly. Almost defeatedly. Turning to Dwal he whispers "I fear its pointless to try and reason with these people. May as well try and negotiate the best deal we can."
The shaman considers your offer. "500 pieces of electrum," suggests the lizardfolk. It thinks a bit longer. "Or bring us the head of Thousand Teeth."
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Gerrard:
"Typically a monarch is addressed by title or by the honorific, 'Your Majesty," Master Fenwader," replies Gerrard, "though my experience is solely with human nobility." Smiling at the mention of the fancy armor, Gerrard adds to Peri once they are out of earshot of Oceanus, "And I had hoped that Oceanus was a member of the sea elven nobility, such that his rescue and the gift of the armor would smooth the way for formal and friendly relations with my father's navy and the our above-water settlements in general. That being said, I see no evidence of it yet, but perhaps dealing with the lizardfolk threat will close that circle eventually."
"On to the matter at hand, though. I will translate and attempt to learn who has attacked the lizardfolk, helping them understand that not all humans are of the same tribe, so the ones that attacked them may indeed be our enemies as well. If we are extremely fortunate, their enemies will be the cultists, and we may have cause to ally," he plans aloud as he walks, adding, "Of course, they may decide that all humans must die and attack us, so I hope you have an escape plan for that eventuality."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
With the reality of the group splitting, his laughter subsides quickly. He watches as the lizardman approaches Dwal. Unarmed but still formidable, the reptilian biped is more than a match for the squat shaman. Kei remains standing as his Dwarven colleague forms himself a seat from the ground around him.
"Well, Fiercebeard, let's see what you can do to avoid a fight. I hope your tongue is as good at hammering out a truce as your hands are at carving spruce". His words offering a strange sense of (Bardic) inspiration.
((OoC. Take a d6 Dave. As for the 28....why are you surprised that such a shady fellow would roll so high on a deception check? He does have +10 in deception. ;) ))
The weaponless lizardfolk, clad only in a thin robe, steps forward to stand roughly in center the mucky cave – maybe thirty feet away from Dwal's earthen new throne, Kei and Oceanus to his side. Three javelin-wielding lizardfolk stand at his side, ready to act at a moment's notice.
"We do not want war with humans," it rasps thickly to Dwal and Kei in Common. "But you did not stop killing fourteen of us. One was a hatchling, new from the egg."
Eyeing Dwal's magic warily, it responds with a little of its own. It produces a ball of glowing flames in its claws. It plays with the ball of fire as it talks. Then a sudden puff of wind extinguishes it as quickly as it appeared. Oceanus is extremely tense, but still and silent.
"What do you want now? You owe us three lizards now, and also the dead of your last attack."
- - - - - - - - - Meanwhile:
Gerrard and Peri are led eastward, through a wide, dark passage made of rammed earth, deep into the hillside. There is a strong sulfuric smell here, although it's difficult to smell anything over Gerrard's nasty acid-drenched attire. The leader of the trio of lizardfolk accompanying you wears a thick armor made of what looks like a combination of metal and crocodile hide. You pass an open door with a torch-lit room within - you get a glimpse of straw mattresses, small wooden chests, and a long table with benches to each side. More dark passages branch off, then another door: closed, but with a hint of torchlight behind it and the sound of chickens squawking.
"The Queen's word is law. You will listen. You will obey," says the lizardfolk to Gerrard and Peri in Common, as it leads you forward.
Kei
"Fourteen? We most certainly did not kill fourteen of your kin. Perhaps another tribe of humans, but not us. We have come to see a peaceful resolution. Tell us, if you are not here to wage war, why are you buying human weapons and why are you settled so close to Saltmarsh?" If the gecko can speak Common, the bard tries his luck to glean even the smallest bit of information.
Peri:
As their guards lead them through through their home, Peri invokes his Eldritch Sight to scan for any magical wards they would have to contend with if they need to fight their way out. At the guard's warning to "Obey" he mutters quietly to himself, "Yeah, well, maybe since we're guests and all..."
Gerrard:
As they progress towards the Queen's chamber, Gerrard responds to their escort, saying, "Of course, we will listen carefully and negotiate in good faith assuming the Queen does so as well. As far as obedience, we all have obligations to our respective leaders--yours to your lizardfolk Queen, ours to our human King. Let us hope our respective obligations line up well enough for our two peoples to come to a peaceful understanding."
A few steps later, Gerrard pipes up again and asks, "What is the proper form of address for your Queen? I wish to properly honor her when we meet."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The arcane-fluent lizardfolk considers Kei's questions. "We have our enemies. We hope you are not them. We trade weapons for metals to protect the eggs. The salt marsh is our home. We are children of the marsh. You are not. Where do you live? Why are you here?"
Just as he's being led away, Peri gets a glimpse of something arcane behind him, under the mud of the lizard cave, about 5 feet north of the center of the southern wall. But he sees nothing else of an arcane nature so far on their walk to see the queen.
"We call her, 'Queen'" instructs the finely-armored lizardfolk. "Do not call her 'King.'"
They stop at a massive double door. "You will stand quietly when speaking with the Queen," it says. "Do not make any sudden actions or speak any threatening words, or we will kill you."
The lizardfolk opens the door to an ornate throne room of some kind. Two sets of three pillars flank a central area where two lizardfolk hatchlings are playing. At the far end of the room, an empty wooden throne stands on a low, stone dais. Carvings of reptiles decorate the throne, and glints of reflected light hint at the presence of inset gemstones. The heads of several creatures hang on the walls, mounted on plaques of wood for display as trophies.
The hatchlings run over to join you, very curious about your presence. Your lizardfolk host turns you around. "The Queen is not here."
Peri:
"The Queen summons us but then she's not home? Seems a tad odd, doesn't it?" he quietly asks Gerrard. Then he gets the guard's attention and very slowly, in a very non-threatening way, reaches into his belt pouch and pulls out three of the molasses candies from the market. He pops one into his mouth, to show they aren't dangerous (and he could use a little snack, to calm his jitters) and offers the other two to the hatchlings, unless the guard prevents it. Dunno the exact diet of lizardfolk, but who doesn't like sugar?
Gerrard:
Addressing their guide, Gerrard asks, "Is there a problem? Shall we wait here?"
Trying to intuit the situation--whether it is commonplace for the Queen to be away, or whether this is an unusual (and dangerous) sign: Insight: 19
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The hatchling snatch the candies from Peri's hand with their mouths. The second one draws blood as it nips the halfling's fingers as well.
"We look for the Queen," responds your guide.
Exiting, the hatchlings follow Peri, unable to take their eyes off his offering hand.
You are led deeper into the complex. Stopping at another door, your guide opens it. Inside you see five unarmed lizardfolk setting several long wooden tables with wood and stone utensils. At the south end of the tables is a large wooden chair; four slightly smaller chairs flank it, two on each side facing the table. Placed on the tables are earthenware pots, jars, plates and cups, five drinking mugs, and woven baskets. Against the west and east walls are tall wooden cupboards.
"We look more for the Queen," it says, turning you back again, and then leading you further down a tunnel leading east. The hatchlings continue to follow Peri.
Dwal
"We do not come as enemies to the Lizardfolk." Dwal states. "The village leaders want peace with the Lizardfolk and asked us," Dwal indicated to his companions. "to seek out the Lizardfolk and ask why they would buy metal weapons from the enemies of the village? The village leaders are concerned the Lizardfolk are going to war with them because of all that has come before between them and the Lizardfolk."
Dwal pauses for a moment then continues.
"If the Lizardfolk are not going to war with the village then I would ask who are the Lizardfolk going to war with to protect their eggs and hatchlings from?" Dwal asks.
Kei
Speaking plainly he replies. "I am from an island group off the coast, but my kin is here in the big town. That is from where we hail. As to why we are here, the tribes shaman speaks the truth. We seek peace in the area as there are enough enemies already."
He takes a half step back to allow the shaman to be the focal point. A sign of respect in some cultures, he hopes it translates well with the skinks.
The shaman produces a new ball of fire to fidget with.
"Only the Queen will speak of defense. We are happy you express peace, but I do not trust you. Mingling with humans..."
He continues to knead the flames.
"You killed our lizards. You owe us. "
Gerrard and Peri are led further down the hallway to the east, the two hatchlings still in tow. The passage ends at yet another door, which your guide opens. It opens into some sort of a drill hall.
This open area features six floor-to-ceiling pillars that demarcate a central area bare of furniture. In this central area, the earth floor has been packed closer than elsewhere, as if by the passage of many feet. Several wooden benches stand near the north and south walls.
A large mattress has been fixed to the center of the east wall. Attached to it is a large target dummy with the head of a fish-like creature atop it.
Several lizardfolk are practicing combat against one another or throwing javelins at the dummy. A powerfully built and tall lizardfolk female stands with several of the heavily armored warriors. She observes the training through narrowed eyes. Another lizardfolk stands near the leader, dressed in a kelp-colored robe and holding a long, polished tooth.
Seeing you enter, three of the warriors immediately go into a defensive stance, but the tall female speaks a word to them, and they relax a little.
"Queen," mutters your guide, quietly. He strides forward and speaks with the queen, quietly.
Dwal
"For those that are dead here today?" Dwal asks. "We came and spoke plainly, in a language your guards understood. They in turn attacked us. I spared who I could by causing them to fall asleep so we could speak with them once they awoke. Again we did not come here to kill or attack, we came here in peace." Dwal remains calm as he speaks.
"I don't trust the humans either," Dwal continues. 'but I have been thrust into this by the will of the Gods. If it is the Gods Will I help negotiate peace between the Lizardfolk and the Humans I will do my best to see that come about"
Persuasion check to see if Dwal can win any influence e of this negotiator: 3
Kei
Having been in this position many times before he listens to Dwal's attempt to brush off the killing of the lizards. Kei knows better. These creatures will want recompense for the death of their guard dogs. Most likely a task of some sort as it seems they do not value coin. He steps forward again.
"In our defence, the lizards attacked us. Yes, that's their job, but still. So what is it that we owe you? We do not have attack lizards in our pockets, so name your price." He speaks bluntly. Almost defeatedly. Turning to Dwal he whispers "I fear its pointless to try and reason with these people. May as well try and negotiate the best deal we can."
Peri:
Peri tries to mimic Gerrard's formal, courtly posture. But no matter how hard he concentrates he can't match the young nobleman's easy grace; it takes an act of will to keep his hands from fidgeting. As the Queen speaks to their escort she seems to be staring directly at him. The weight of her scrutiny makes his urge to squirm irresistible, so he cheats a bit by offering another pair of candies to the hatchlings. He has learned enough from his previous attempt that he is careful not to get bitten this time.
Gerrard:
Gerrard continues to wait quietly by Peri as instructed while the Queen is being updated on the situation at hand. He suppresses a smile at Master Fenwader's mostly successful attempt at courtly deportment.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"