Island Empire Part 1, to Mermaid's Rest




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  1. #1
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    Island Empire Part 1, to Mermaid's Rest

    You swing around Cambre through a channel that leads to the open ocean from the inner sea and then into a bay. As the boat enters the harbor at Cambre City you are assaulted by a variety of sights and smells, not all of them pleasant. Fishing and shrimping boats ply their trade. Big freighters and numerous small boats move about. Rows of residential barges line up out into the harbor. You pass close to an old hulk that now serves as a tavern. An enormous caldron bubbles on the forecastle. The smell of boiling shrimp wafts too you accompanied by an eye watering mix of onion, peppers and spices. A trio plays an upbeat tune on the aft castle and a mix of sailors and dockside workers seems to pack the boat to the gunnels as they scramble for a lunch table. Several Piers jut out into the water. It is unclear which one might be Pier Seven. To the left of the main channel a row of colorfully painted expensive yachts and personal sailboats are protected by a double chain and a watchtower. A few boats painted in the blue of the Wheelander Authority dart about maintaining some sort of order in all this chaos.

    As you get closer in, the buildings of Cambres largest port come into view. A large customs house dominates rows of warehouses. The Crews and trading houses here seem to be in some sort of competition for the gaudiest warehouse. They are painted in a riot of colors and hung with numerous flags and pennants. Higher up the slope a marble government building gleams in the noon sun. One building in particular catches your eye. It is not the largest or most ornate building on the Cambre skyline, but it is distinctive. It sprawls upward in a crescent shape that follows the flow of the land. It is made of a white stone and has numerous balconies overlooking the harbor. You would guess it is dwarven work from the First Empire, but despite its antiquity it looks as if it could stand another thousand years. Stevedores are loading and unloading cargo from all over the Empire. Orcs in Imperial Warder uniforms direct the unloading of cages of exotic birds undoubtedly from the Imperial Preserve. A large stack of seal skins from the Frozen Sea stands on another deck awaiting customs approval. A fierce looking shaggy Tunnel Dog in a spiked collar is chained to a large crate on a dock menacing any who come too close. A couple of gnolls in long white kaftans stand at the deck railing of an exotic looking ship you would guess to be of Bastiander make.

    With a bump you have arrived on Cambre, though you are still on a pier more than a hundred yards from dry land. An officious Gnome in a Wheelander Authority uniform waits with a small stiff leather writing board and quill to take your names as you step off the ship.
    Last edited by Scotley; Thursday, 26th May, 2005 at 08:08 PM.

 

  • #2
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    Morwyn - Genasi - Berserker 3 / Fighter 2

    Morwyn leads his pair of crewmen onto the pier. He's a tall (6'6") slender (~230 lbs) man in his early 20's. He's wearing boots and pants made of sharkskin leather with a blouse of blue-grey silk which complements his eyes. His fine black hair hangs in a braid to between his shoulders.

    "My name is Morwyn Sachiel, and these are Mr. Thomas River and Mr. Jack Swift. We have an appointment at the Hotel White Wake; could you please instruct me to that establishment?"

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    Arrival at Cambre

    You are amazed at the ability of a three foot tall Gnome to look down his nose at a six and a half foot tall humans, but somehow he manages it. However, the mention of the White Wake seems to bring an almost visable change to the Authority officer. He asks if you have any cargo to declair and since you don't he gives you each a copper disk. "Sir, hand these to the clerk at the window of the customs office at the head of the pier and you'll not have to wait. Once you leave the Customs area take the High Street which is the main road toward the center of the city. After three blocks you will see the large curving white building on your left. That is the White Wake. The main entrance is off the High Street. Please enjoy your stay in Cambre." With a nod he moves to intercept some other passengers from you vessel.

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    Ignore Erland

    Morwyn - Genasi - Berserker 3 / Fighter 2

    We'll take the disks to the customs officer as directed. On the other side of customs, I expect to find wheelbarrows, dollys, or handcarts of some sort for hire. If there are, then I'll pay for one for our luggage (just my sea chest and whatever Jack and Tom have; I'd be surprised if we've got much between us); if not then Jack and Tom will just have to carry our stuff.

    Unfortunately, a captain's so-called dignity prevents me from carrying my own chest; I prefer to carry my own weigtht.

    Then we'll follow the Gnome's instructions to the White Wake. I'll leave Jack and Tom outside with the luggage while I go inside.

    If someone who looks like they're hotel staff approaches me, or when I reach whatever equivalent they have for reception, I'll explain:

    I'm here to see Master Honager Marin; he sent me word that he was a guest of this hotel.

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    Arrival at Cambre

    Indeed when you leave the head of the pier a row of Halfling porters equiped with dog carts awaits. The sturdy little carts are pulled by large shaggy dogs. It will take two carts, one for the sea chest and one for the rest of the gear. Upon hearing your destination the lead halfling quotes a rate of 1gp for the two carts. Clearly, you have been placed in a higher income bracket by your destination. The streets are busy and your trip is hampered by the crowds, but the halflings and their dogs are used to this and weave smoothly into gaps making progress despite the press of people and goods. The afternoon sun is warm and Cambre is very humid. In 15 minutes you stand before the impressive white stone facade of the White Wake. The halflings clearly expect to be rewarded and their banter suggests they are quite please with the speed of the trip. The Hotel entry is surprising understated for such a large building.

    OOC: We'll stop here and give the others a chance to chime in.

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    Ignore Erland

    Morwyn - Genasi - Berserker 3 / Fighter 2

    Tip the Halflings; I've got a new image to uphold, so I'll double their 1gp price.

    OOC - You have my action plan. BTW, most of Morwyn's equipment is in the chest, except for his belt knife; he'll wear the short sword too, but only if larger weapons are expected on everyone.

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    Michael Storm (human male) (thief 2 warlock 4) surveys the scene upon the arrival into port and steps below decks to change clothing. Changing into an expensixe black silk shirt with silver trim, he directs his servant Grond to make arrangements for the securing of the houseboat in a respectable location. When Grond has completed this task they both step off the boat with Grond assuming his customary postion to Storm's Left Side.


    Storm will then step to the customs officaial and ask for directions to the inn as well as directions to Marin and Son's commercial offices.

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    Arrival at Cambre

    The halflings seem pleased and promptly make plans to get a pint and some crumpets before they are missed at the dockside. They scurry up the street to a nearby window where food and drink is being sold. A uniformed door man awaits you at the head of a short flight of steps.

    OOC: Several people on the streets have weapons, mostly guards and tradesmen with goods to protect. You are aware that blades over 6 inches in lenght are generally a problem only if the local Authorites decide to give you a hard time, but as a gentlemen of means you have a right to protect your property. It would not be out of place for the men with you to bear arms to protect your goods.

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    Arrival at Cambre

    Michael and his escort are given directions to the Hotel of the White Wake by a dwarf who seems a little uncomfortable at having to speak with the two of you. "I believe Marin and son can be found about halfway down Pier Seven which is the second pier to starboard as you face the customs house." He takes your names down and eagerly moves to the next batch of arrivals.

    OOC: Please put you name and classes in the title of your post rather than the text. And reguardless of how you plan to play him its 'Rogue' not 'thief' in third edition.

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    Rook - Human - Mage Blade

    Rook (Human, 6'4", 225 lbs, black skin, black eyes, fine straight black hair; wearing simply cut black pants, black sandals, and a loosely fitting gray shirt fastened with a black sash, and carrying a very nice Bastard Sword) steps off the ship and looks for someone able to direct him to the White Wake Inn.
    Last edited by Mowgli; Thursday, 17th March, 2005 at 11:11 AM.

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