The Living Isle
The third day of your voyage passes peacefully and uneventfully, the seas calm and the skies resplendent with sunshine. On the morning of the fourth day however, your party awakes to find that the green ridge you had seen on the distant horizon is now clearly visible as an island mountain range that looms ever closer. By midday the Swiftcurrent has entered a large bay, shielded on either side by a rocky outcropping and a sandbar, where the mouth of a small river empties out into the shifting seas.
Emerging from his cabin, Berekis speaks quick instructions to his first mate, "Weigh anchor, prepare the lifeboat."
To your party he says,
"Well friends, we've reached your destination. This bay is the only decent anchorage to be found around this rock. And on the southernmost tip of the island, it's a far cry from the only trace of civilization here: the Gnomish village at Laughing Glade. I'm not sure what your business is here, but watch yourself on the Living Isle, it's a dangerous place."
"I'll have my crew ready the lifeboat, and my man Willace will row you to shore. There's a few scattered human tribes that live on the south side of the island here. Do not fear if you come into contact with them. They're friendly enough if you don't approach them with weapons drawn, and many of them speak Allarian, though often not terribly well. They might even prove to be able guides if you can so persuade them. The nearest group lives on that small island, just offshore," the tiefling says pointing southwestward, to starboard and stern, "you'll probably run into another of their camps if you follow this river northward and take the western branch."
"Unfortunately friends, I do in fact have a shipment bound for the Isle of O, and my deadline is pressing. I will not be able to wait here for you to finish your business... However, as I mentioned previously I have a source on this island that supplies my business. Before we embark I will sail along the eastern coast, flying our colors, and let Snarl know that I intend to return in approximately two weeks time to pick up a shipment, provided the Great Turtle doesn't get restless and swim farther afield," the tiefling says with a chuckle. Seeing your puzzled expressions, he says, "What? Oh, nothing. Just a silly native superstition. But, as I was saying, if you are finished with your business here in about a fortnight, give or take, I will be able to convey you back to Daunton when I pick up my next shipment of hazia from Snarl's people."
As your party boards the lifeboat, the tiefling captain gives your party a sardonic salute with his crippled hand, saying,
"Many thanks for your help friends. Godspeed, and may your business on Kythira prove profitable!" And with that, the captains man rows you to shore.
A Warm Welcome
Your party stands on the sandy beach of the living isle momentarily at a loss for what to do. At high noon with high humidity the heat is brutal. There is not a soul to be seen along either stretch of the coastline and before you lies a dense growth of mangrove trees, that seemingly forms a continuous wall between the shores and the interior of the island. You watch for a few minutes as Willace rows the lifeboat back to the Swiftcurrent, listening to the hum and buzz of numerous insects, and the musical cries of tropical birds.
As you stand around wondering what to do, you gradually become aware of a faint rustling sound coming from within the mangroves, just a short distance ahead of you...
[sblock=ooc]Sorry for the lack of updates! It was a busier weekend than expected.[/sblock]