For More Than Glory

Valdir settles into his impromptu tree stand within spyglass distance of the slaver camp for a day of observation. Confident, after months of training, that Elfenhaus will come running from several yards away in the forest upon hearing a special bird call, he quietly munches some venison jerky and occasionally puts the spyglass to his eye. He watches for any gnome slaves, unusual activity, a hunting party leaving, or any sort of banners and insignia to designate the nobles.
 

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Fleck, for his part, takes Argus and Drack into the city once again, searching for the Broken Wheel. He doesn't know where it is, but remembers the cross streets (even if Memnus doesn't... heh...), and occasionally stops to make contact with slaves if he gets the chance on the way.
 


"Allies." He pauses for a second, wondering just how to distill the complicated network of gnomish Refuges down to something you can explain on a public street. "Probably a safe cellar, plenty of food, and someone with the connections or the nerve to keep the guards looking elsewhere."
 

(Sorry I haven't posted in several days, been rather busy and tired. I'll be more active Friday evening, and Saturday.)

Fleck, Argus, and Drack wander the city for a while until they find the corner of Dasir'bahi Road and Cazon's Avenue, which takes a few hours to find in the unfamiliar city. A short distance down Cazon's Avenue from that corner, peering up through the throngs of midday crowds on the street, Fleck sees a hanging sign with the picture of a wagon wheel broken in pieces, under which is some Mulhati script in white paint, probably the name for what few customers of such a workshop may be literate. The workshop looks to be of middling size, about two stories tall and wide enough to fit a wagon through its big, double doors. It appears to be fairly old and weathered.

Inside, Fleck sees a long, open space with a few wagon wheels hanging along the walls and a small cart near the back, being fitted with new wheels by a pair of workmen. Another fellow speaks with a customer near the doorway, while a big, gruff-looking Kinrisari man stands at a small counter, writing something. All the workshop's employees wear work aprons filled with tools and measuring devices, including the man at the counter. The big guy at the counter hears the entrance of new customers and glances towards Fleck and the two, comparatively giant, men flanking the gnome. He says a short "Salutations." aimed towards Drack, and gets back to whatever he's writing. By the way he glances at Fleck and Argus, he seems to think the two are servants of the bigger, swarthier man.
 

Fleck glances at the sign, not altogether sure that the symbol of the broken wheel wouldn't be a universal sign for a wheelwright, and tries to puzzle out the Mulhati from his short experiences with the languages already. (Decipher Script mod +14 - if it seems like something else, we'll keep looking)

Walking in, he chuckles at the attendant's assumption, but clears his throat to get attention. "Excuse me, sir - I was referred here by a friend and was told you may have some quality goods in stock." Truth be told, he's not very good at pretending as if he were honestly asking about wheels, although the cart parked outside lends some credence to the request.
 

Drack catches his premier status but isn't informed enough to know what to do here nor capable of a lengthy deception. Therefore he stays neutral in this encounter... retaining his duty of being a bodyguard but trying to look somewhat of 'raised status'.

"Yes... as me small friend states... we are indeed in need o' a bit of help."

(Are there gnomes working here?)
 

(I certainly would've mentioned if there were, but no.)

The big Kinrisari man at the counter replies "Don't do much more than simple repairs an' replacements 'ere, sirah, but I might 'ave a few pieces o' work ye might like. Keep me best materials locked in back, follow me. Ye can bring yer servants if ye like, sirah, but make sure yer gnome don't get grabby 'round me wares. The li'l folk can be sneaky sometimes, y'know. Anyway, c'mere." He again talks only to Drack, using Tradespeak mostly, and leads the trio to the back of the room, where he unlocks a storeroom door and gestures for Drack take a look. The Kinrisari steps in and waits.

Once Drack steps into the storeroom a bit, where the nearest workers and customers aren't in line of sight and probably couldn't hear them too well, the Kinrisari man asks aloud "Ye lookin' fer anythin' partic'lar?" More quietly, he adds "By the way, what friend rec'mended me shop anyway? Half-bettin' it's one of 'em what owes me money." He says this in an sort of odd way, as though asking or expecting more than merely what he says. He glances down at Fleck for a moment, but doesn't really seem to look at him contemptibly.
 
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Fleck frowns as he follows into the back room, starting to panic a little. As much as gnomes like jokes, referring someone on business to an incorrect place is awfully low. If there's a third part to this counterpassword, he doesn't know it. "Er... well, a fellow that goes by the name of Thim. Said you were the place to go for our very particular ... er... needs." He trails off sheepishly, looking around for whatever they might be heading for.
 

(Keep in mind this is just in-character for the Kinrisari shopkeep; though I did expect someone to figure out what the guy was really saying. Ah well.)

The Kinrisari man frowns and bends over a bit to glare at Fleck. "Not too clever, are ye?" he says quietly to the gnome. "Say, why don't ye run aroun' outside screamin' out ev'ray thought, so the blind can know what ye've got on yer li'l mind, since the poor souls can't see the obvious signs 'angin' off ye?" he adds, trying to be blithe.

After a brief, scathing look at the gnome, the Kinrisari man says "It's fairly obvious the two fellows followin' ye aren't yer owners," he glances at Argus and Drack, "but ye could try a li'l 'arder not t' make yerself blat'n'ly obvious t' anyone watchin' for gnomes, what might wants t' cause trouble wit' the slave-owners. Ye must be pretty dense t' not've noticed the presence o' Ulruz merchants an' nobles, doin' business 'round Kinrisar, gnome. Just 'cause the Ulruz gov'ment don't care what me kind do wit' yer kind, ain't mean all the Ulruz don't care neither. Keep't in mind, sirah, an' ye might not git flogged by Ulruz or the slave-owners 'round 'ere." The big man pauses at this point to let his words sink in, and to take a breath. Fleck is certain the man must have figured him a fool, as though the man's earlier meaning should've been obvious to any gnome looking for other gnomes around here.

"Now'n..... I take it ye ain't done nuthin' even smackin' o' sneakiness a'fore, gnome, so I'll not bash on yer wits n'more t'day. Suffice t' say, I know what ye came 'ere for, an' I 'ope fer yer kin's sake that ye don't git them 'urt by yer lack o' subtlety in town. I'm sure Thim gave ye a coin if'n 'e mentioned me place t' a gnome, mebbe ye could think on dat next time, eh? Ye won't find a Refuge in Kinrisar, sirah, but the closest ye'll find's in 'ere, an' I'd 'preciate it if ye didn't go makin' it obvious t' me kinsmen."

The big Kinrisari fellow goes over to a shelf of parts and tools in his storeroom, pulls it aside quietly, and opens a small, small trap door beneath. The door is only about two feet square, and beneath is a ladder of handholds and footholds leading down about 10 feet, where it reaches a small cellar. The Kinrisari man waves the trio over to it, then steps back and says aloud in Tradespeak, "Right, very good sirah, Mierren'll work wit' yer servants fer a bit, an' ye're free t' oversee, but I gots t' go back t' work meself. I'll bring in yer cart t' work on later."
 
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