Ambrus
Explorer
In the morning, Dj'hân awakens to the sound of voices. Bleary eyed, the boy yawns and sits up in his hammock. The miniature crown has slid off his head, revealing his mop of disheveled russet hair. Rubbing the sleep from his eyes with the palm of his hands, Dj'hân blink uncomprehendingly at his surroundings and the odd group of people nearby. Listening to the beautiful half-elf and holy knight explain circumstances to the injured soldier, the odd events of the previous evening slowly begin to drift up to the surface of the boy's jumbled memories. Picking up one of the three giant feathers lying in his hammock, the grimy guttersnipe slides down to the floor to make his way over to the trio of adults. Holding up the hippogriff wing feather up over his head in both hands, Dj'hân offer the mountless rider a cherubic smile. "Here Mister. Sorry about your hippogriff. It's next to the fountain of Saint Alika over on Haborview Boulevard."
Going back to his hammock, the urchin gathers together his few possessions into his long pointed red cap, places it back atop his head and heads off in search of the timid half-orc. Finding him upstairs, the boy addresses his friend. "Morning Mr Giant. I hope you're feeling better. I was going to go check out the old boat out back. I don't think it's safe for you to go on it, but do you want to come and watch me?"
OOC: Going to carefully proceed along the upper walkway along the side and back of the building and then onto the ship to investigate the cabin door. Dj'hân will try Lamm's keyring if the cabin door seems locked.
Going back to his hammock, the urchin gathers together his few possessions into his long pointed red cap, places it back atop his head and heads off in search of the timid half-orc. Finding him upstairs, the boy addresses his friend. "Morning Mr Giant. I hope you're feeling better. I was going to go check out the old boat out back. I don't think it's safe for you to go on it, but do you want to come and watch me?"
OOC: Going to carefully proceed along the upper walkway along the side and back of the building and then onto the ship to investigate the cabin door. Dj'hân will try Lamm's keyring if the cabin door seems locked.