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RSS


You make ready and slowly alter your course. The ship comes into greater focus, slowly and steadily. A single masted ship, it has the lines of a sailing ship more than of a barge. It seems to slow its course slightly, perhaps in apprehension as they've surely spotted you as well by now, but they continue on.

The distance closes as the tension mounts. Eventually the three ships close to triangle, each only a few hundred meters from the next. You can start to make out letters from the name on the side, ... La...s J...

Suddenly, the ship brings outs its sail to full, and steers full into the wind to put on speed. The new course angles it towards the Blessing, but still has it on course to pass between your two ships. you see excited movement on the deck. The Blessings puts on speed as well, moving to intercept.

You adjust your sails to intercept as well. Your sleeker vessel putting on speed faster than the larger ships. Your well on course to close the distance. Your rapidly start closing to bow range and can now make out the name "Latrei's Joy" clearly on the bow.


1189 AU, 16th day in the month of planting.

You spend the day in a lazy patrol pattern, keeping about 3/4 of a league between the two ships. The sea is clear and disturbed only by a light breeze. Only the occasional pure white cloud interrupts a sky near as blue as the sea below it. Day turns into dusk, and as dusk turns into evening, you spot a sail to the southeast. The ship approaches exactly in the corridor you had been told to expect, half way between the two waiting ships. The northern blessing slowly shifts its sails to drift back towards the course the other ship will sail.

I forgot to include this, assume Selherst told you the ship you were waiting for was a single-masted sailing vessel by the name of "Latrei's Joy


Selhert shakes your hand firmly.

He answers you, lowering his voice somewhat. Not whispering, but enough to ensure it won't carry. He goes through the plan step by step with the assuredness of someone whos done this a time or two.

Plan's pretty simple. First things first, the idea here is to get seen. That means they'll be coming back with a description of your boat, so a few basic counter-measures are called for. For the Snake, we have a spare sail in a different color which we'll be hauling once we've left port. We'll also be repainting the bow name and I got myself a false-figure head we can mount. I recommend you use a back-up sail and name-board as well. Name-board's a bit harder to come buy, but I got a spare one here if you haven't got one, reads "Verdant Lance," no idea who came up with that one.

Once were at sea, they'll be staying off the main shipping lane, better for us. The corridor they'll be coming through is about 3 leagues wide. Easy enough for 2 ships to patrol. Winds are easy round there, they may be a day late, but not much chance them being off course. You see 'em, signal us. Your small enough they may be tempted to take you, but the snake's got a crew of 18, all armed. They won't trifle with us. After that it's simple: few flights of arrows, get a bolt stuck in their sides, singe their sails. Let 'em escape. Easy.

Once it's done, Ill have the rest of the payment for you and I got the first third here now. I'd recommend you steer clear of Nerun for a few turns of the tide. No casualties so they'll lose interest quick, but all the same, best stay away a few weeks. Got any questions?


At the appointed hour on the morning of the third day, you head to the appointed quay. In the birth you see a galley of medium size. One large mast, room for 15 oars on each side. A ship not truly built for war or trade, but serviceable for either. A serious looking ballista Grace's the bow. You can make out the words "Sea Snake" along the side of the bow. A serious looking and well-scarred sailor oversees the proceedings. He greets you
Ah, you'll be the crew of the scout ship Halcan hired us. He said the Cimfelder would be hard to miss. I'm Selhert, captaining the snake.


Have decided that Halcan's job is the best course available to you, you spend two quite days wandering the city and seeing the sites. The princes estate, the streets of silver and marble where upscale merchants and trading houses keep their offices, the two great forts guarding the entrance to the Bay, the bustling sock sides we're workers move great quantities of goods to and from the giant warehouses flanking the harbor, and the sprawling street market that spreads out between the harbor and the diplomat's palace.


As you make your way back to the harbor, you detour through a neighborhood were many craftsmen have their shops. You stop in a bow maker's shop and are quoted the following:

longbow - 4 Sb
shortbow - 3 Sb

quiver of 20 - 1 Sb


He gives you the berth of the other ship being used and a time to be there. You have about 2 days to kill.

You will be paid 1/3 (10SS) then and the rest when you return.


Plenty comes across my desk that a capable crew might find interesting. Your interested then?


There is some slight risk, so the coin is more than you make hauling fish, yes? And a cloth around the face makes for slim chances of being recognized.

But worry not, our intelligence is good. One ship, only very lightly armed. Due here in Nerun 4 days hence. You would meet them about a days sail from here, my other men know the precise spot.

For four of you, with your own ship, I can offer 32 sovereigns of silver. Anywhere else you'll struggle to make half that in 3 days work.


Well, you lot certainly look like you can handle yourselves.

*Muttering to himself* and a big Cimfelder, couldn't hurt...

Tell me, you ever heard of a Yuruan raid?

Before you can respond he continues

Its quite simple, lets say your a big trading house and your rival is making money from a fancy new trade route. Lets say your unhappy about this. You got two options, you get some boats and start plying the same route ... or you arrange some Yuruan raids. You hire some boats, sail them out to the route in question and pretend like your attacking some ships. Sail up on them, launch a few flights of arrows, singe their sails a bit, beat the drums, give chase. But they somehow get away and tell the tale. Everyone's safe, but the insurance goes up.

Whole ordeal is not strictly legal, but as such things go, its pretty harmless. You bring enough force to make sure they can't attack you, then you make sure that you don't quite catch them. Nobody gets hurt, whole thing pays well. You boys gotta any interest in an arrangement like that? You look intimidating enough for it.


The man gets up wordlessly and walks through a door behind him. You hear some muffled words and he comes back. He gestures towards the door.

It seems Halcan has a few minutes to spare you. Please go in.

Assuming you go through the door...

You come into another office, it has no windows but is lit by wall lamps. In the center of the room is a large sprawling desk. Where the desk in the foyer had some neat piles of documents, this one is buried behind expansive mountains of paper.

Behind the desk sits an overweight man, in a large brown coat. He appears friendly enough, but you get the sense this isn't a man you would trust all too far.

Ah, Renil tells me you are here responding to my call for a crew. Truth be told, I believe I've mostly found what I need, but perhaps a few more ... Tell me, what are your names?


I'm assuming the others go along

You make your way through the city to the address you were given. Silver street is a broad, airy, tree lined boulevard. Handsome stone offices line the street.

You turn into a little side street and come to nondescript little office building.

You go in. A middle-aged man is sitting behind a desk in foyer, shuffling through some papers. As you enters he looks up.

Can I help you?


You make some inquiries of some sailors and dockmen and come up with a name. A contract agent by the name of Halcan. You gather that his enterprises are often less than perfectly legitimate, but apparently he was putting out word recently for some freelancers who can handle themselves, preferably with their own ship.

You get an address in an alley off silver street, a broad avenue coming out of the harbor district were many contract agents, insurers, and financiers keep their offices.


Some people variously stop and listen for a bit as you tell your tale, but mostly people are too busy to engage. A few look as though they may have been ready to throw you a couple coppers, but no one really has the time to give out career advice to strangers on the street.


You wander through a street market in the harbor district and spend 6 copper bits on a simple herb tea.

You keep wandering through the streets and poke your head into a few alehouses, auction houses, and brokerages. Your not really sure where to begin though.


Ade's fever doesn't seem anything serious. Some bed rest should suffice, though there are some herbs and teas may speed the process. Just ask any apothecary for something for a fever.

I asked for lists of where people's travels had focused, if you didn't list Nerun then there isn't any particular reason you would know people here, but you never know who is passing through.

Ill allow either investigation or streetwise skill rolls to search for leads/contacts.