NEFARION Furyborn, Hell-Knight Commander of the Cabal of Vigilum
SELTYIEL Garrott, a Maniacal, heavily Mutated Tiefling Alchemist
CYNTHIA of Ostenheim, a Vampire Curse-Weaver in Hell-Knight Custody
HEL, the White Necromancer and Apprentice of Nefarion
~11pm, 24th of June, 5th Era 1486 RE (Day 12)
The Elmunich Basin, Celmarune Ocean
Under arrangements made by the Arch Lictor, Nefarion, Hel, Seltyiel, and Cynthia wait anxiously and helplessly aboard a warship worked by corsairs and other undesirables. To these brigands, they are mere cargo, and they have been treated as such. Along the twelve hour journey across the bay, the ship passes the Floating Island (where the idyllic and wealthy city of Falcos Prime is situated atop). Once again, the distinctive Red Airship was seen in the skies nearby - a red balloon section, with a white and gold cabin and fixtures. They continue to cross the waters of the bay unhindered by weather or other vessels for that matter - until they finally see the coastlines of Val Nemor - the shadow realm of the renegade House Villeroy. Coming into an estuary leading to the Port of Zeiduch, the ship passes a cluster of islands stemming from the mainland and on the furthest expanding island the party can see an old ruin claimed by nature, the remains of a once great castle made from a deep red stone - the Corsair Captain explains - but when they ask him how it came to be abandoned, he did not know, or care for that matter. While Nefarion gazes at the old castle from the boat, for a moment, he swears he can see a figure standing atop one of the castle's great towers. The figure seems to be watching the boat, but seems far too tall to be human. When he alerts the corsair captain of his sighting, the figure is gone, and the captain ponders at why Nefarion wanted to share this unremarkable sight with him. As dusk descended, the Captain directed his 'cargo' to their sleeping quarters - which was thankfully in the cabin - although the four of them had to make do with two sleeping-rags. The captain began conversing with them, asking them about their business in Val Nemor, but Nefarion was adamant in not disclosing anything. He spoke to Seltyiel openly and respectfully, for he was a tiefling like him. The two of them conversed in Abyssal for some time, and the captain asked him why he was traveling with Nefarion and the others (collectively referring to them as 'Goat-Fuckers' as he asked this). Seltyiel seemed amused by this, but Nefarion was not - for he also understood Abyssal.
A couple of hours later, the boat finally reaches the Port of Zeiduch, and the captain wakes Nefarion and the others, providing them with rags to wear instead of their current garb. In the dark of the night, torches illuminate the dockyard, and a number of tall and elegant white towers can be seen adjacent to the docks. The rumors regard Port Zeiduch as a beautiful and fair city, paved with pure white stone, and it's also known as the City of Cygnets for it's abundance of swans that inhabit the lakes and ponds within it's walls. The corsair ship is moored at a pontoon, and a plump, imperious looking elf can be seen awaiting their arrival. It's at this point, he tells Nefarion and the others to get inside a large storage crate so that they may be transported to the docks secretly. Through a peep-hole in the crate, Nefarion spots the corsair captain conversing with this obtuse, uppity elf. It's not clear what they are discussing, but the captain eventually signs a book and shakes hands with the elf before returning to his ship to oversee the rest of the cargo drop. At this time in the night, the dockyard is very quiet. There are stacks of crates and barrels, some containing fish and others spices and salts. There are a couple of white buildings with light illuminating from them, and there are only a handful of people out in the yard. They decide to wait in the crate for a number of hours for the 'contact' that the Arch Lictor had mentioned would meet them. When no-one appeared, Nefarion hacked his way out of the crate using his great-axe, and made his way discreetly towards the nearest building (which happened to be a tavern) He entered the Squid and Anchor and was welcomed by a roaring hearth...a single barman swept the floors, and two patrons were seated - one passed out drunk on a bar-stool, and the other hooded figure was sat by the fire reading a local newspaper. Nefarion wanders in and begins to talk to the barman, about finding temporary work. He puts on a typical farmer's accent and claims to be from a small ficticious village called 'Farome'. The unusual spectacle piques the interest of the hooded figure sat by the fire, when she turns around, Nefarion sees her. See's her familiar mocking grin, golden hair, and black leather eye-patch.
"Well well, you made it. I'm actually quite impressed."
*She gets up, folding up the newspaper and grabbing a sheathed rapier she had on the table next to her*
"My name is Astrid. Now I know you must be weary from your travels, but there is much to discuss."
Nefarion seems surprised, he knows this woman, but by a different name; Melanie. He carries on the act of the simpleton, and follows her out of the bar area, up a spiral staircase, along a corridor and into her rented appartment within the tavern. He returns to the cargo crate beforehand to collect Seltyiel, Hel and Cynthia. When everyone is together in 'Astrid's apartment', they are pleasantly surprised to see that the apartment is well furnished (with a fireplace, a comfortable seating area with two chaise lounges, and multiple bedrooms) and more than adequate for the four of them to stay. A large table is placed in the center of the living room, and on it sit many old books, newspaper extracts and building plans. Astrid shuts the door behind them, and expresses a sigh of relief. She reassures them that this room is safe for them to talk freely in. She explains to them all that these quarters served as her work/research station while she has been undercover in Val Nemor. So as not to arouse suspicion, she went under the guise of 'Astrid'; a shipwright's daughter from Vollengarde. Melanie explains the political situation in Val Nemor to the others; on account of their allegiance in the Civil War, there can be no safety for them in this part of the world. Port Zeiduch is a renegade-aligned city headed by House Rommedal - enemies of the crown, among House Villeroy's greatest allies and by affiliation, among the Royalists/Hell-Knights' greatest foes. Melanie's investigation regarding this 'Dark Master' (who was fabled to operate here) has so far proved fruitless. She is beyond frustration, and now begins to admire his secretive ways. How can one so prolific and renowned operate unseen and uncharted? She fumbles through her notes on the table, and some of the newspaper articles can be seen to the party. They read:
"Harrington Mausoleum Desecrated. Bodies still Missing"
"Missing People across Val Nemor. Highest cases in Fifteen Years"
"Lady Carmine's face marred by Acid. Perp still at Large."
"Distinguished Knight; Cort Vel Drune dies from Tournament Injuries."
Nefarion mentions the yearly Tournamentum at Dunfarg being held in a couple of days, insisting that this is probably their best chance of finding the Dark Master. Melanie thinks it a bad idea, insisting it's quite challenging...and not without it's share of death. But for the meantime, Nefarion is right, it seems to be their only option. Melanie agrees to go with them to the City of Dunfarg; which is situated a few days northwest. Before they even think about leaving however, she insists that everyone must think up new aliases and occupations - should they get accosted or give cause for suspicion along the way. Conveniently, Melanie has a trunk full of outfits and disguises in her room, in preparation for their identity changes.
Nefarion becomes 'Nygel'; a Bodyguard for Hire.
Seltyiel becomes 'Glorfindel'; a Travelling Healer.
Hel becomes 'Eevee'; a Monk who was born blind.
Cynthia becomes 'Kandi'; a Traveling Courtesan.
Melanie becomes 'Astrid'; a Shipwrights Daughter
They spend the rest of the night at the Tavern apartment, and head out at first light to Port Zeiduch's market square. The streets are bustling with all manner of individuals, aristocrats, guardsmen, laborers, street-urchins. Their first order of business is finding Nygel (aka: Nefarion) some suitable bodyguard armor to adorn. They find him some at the local blacksmiths, and become quite friendly with the proprietor in the process, before they leave, he tells them that he will be going to watch the Tournamentum, and that he might see them there. For the most-part, Port Zeiduch seems as nice a settlement as any other in the realm - perhaps nicer even. The people here seem quite harmless and pleasant. With no-one having any means of transport to Dunfarg. Glorfindel (aka: Seltyiel) calls upon a favor from an old friend he knows to live here. They find the rotund, bearded and obnoxious man at a stall in the market square. His stall contains numerous magical knick-knacks and trinkets. He recognizes his old friend; Seltyiel, and the two of them converse for some time. To the others, he is revealed as Black-Hand Gregor; a sort of jack-of-all-trades, master-of-none. Seltyiel offers some payment to Gregor and explains to him that he and his accomplices require transport to Dunfarg in time for the upcoming knightly event. Gregor obliges, and tells them to find a man called 'Umberto' on the outskirts of the city. He warns them not to trust him however, for Umberto is not your average travelling salesman. When they finally locate the eponymous and peculiar Umberto, it is as his stagecoach is rolling into town. The coach is opulent and emblazoned, and the slim, pale man at the reigns is dressed just as impeccable (boasting multiple waistcoats, cravat, and tall top-hat.) His face is completely hairless except for two long sideburns amidst a curly mess of black hair. As he speaks to the party, he seems gentlemanly in his speech, although quirky in his manner. He introduces himself as a traveling salesman, and medicine-man - purported to sell unique miracle potions which he calls his 'elixirs'. They assess him carefully with wary eyes, and consider him more of a fraud or a charlatan than a humble traveling apothecary. Nonetheless, beggars can't be choosers, and they decide to go with him to Dunfarg, and he agrees to take them - for payment has been arranged by Gregor.
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