@nimelennar @Daaksyde @Mitchell @William_George @daneel
GM SCENE
While the rest of you settle in, Thwip and de Courcy head back on deck in search of Lord Aronn.
North Tredroy lies to the left, East Tredroy is on your right and Council Island is rapidly diminishing behind you.
On deck, the chaos of the departure has begun to settle into the smooth rhythm of a working ship. A fresh wind blows from almost directly astern, and the ship is moving briskly downriver, already almost clear of the city. This is somewhat peculiar, as the progress of other craft on the river makes it clear that at least some of them are sailing “downwind” in the opposite direction.
The crew are entirely human, apparently drawn from both Catholic and Muslim lands. At the bows of the ship, some of the sailors are still tightening sails and tying down ropes.
On the quarterdeck at the stern, a small group of people stand gathered around the wheel. One of these is the man who directed you below decks when you came aboard; another is recognizable from his dress as an apprentice from the Tredroy Mage’s Guild. The apprentice is staring at the sails and apparently concentrating deeply, occasionally making small gestures with his hands.
As you approach the quarterdeck, one of the sailors intercepts you. “Ain’t a good idea to interrupt the XO when he’s busy, gents. Would you be needin’ help with something?”
After hearing your request as to the whereabouts of Lord Aronn, he replies “The Elvish gentleman? Oh, yes, he’s aboard, to be sure, although God only knows if he’ll survive the journey. I’ve never seen one of his kind looking so poorly. So you’re working for the gent, are ye? I hope you’ve a healer amongst you; aye, maybe a priest too.”
“He’s taken to his cabin, and he’s not to be disturbed. I can take a message for him if you like, though. Just you sit tight and everything will be fine; just stay off the quarterdeck, stay out of officer’s country and stay clear of the crew while they’re working the ship. We’ll have you downriver in a jiffy.”