O'Connell's Travels

Andy was going to join the game, but then couldn't. This wouldn't have been a problem, except that we had already decided that Francine and O'Connell were partners. So Fionn needed a reason to leave wihout saying goodbye. When Andy did finally join the game in San Arrant, he needed to be able to explain his actions. This gave me that chance to start adding plotline from Waves of Blood and involve the group in the rise of Cabora.

You last saw Francine in Altamira, a busy city in North Eastern Castille. Altamira is bright and full of trade, far from the borders of the war with Montaigne. You and she were in the middle of some well-rehearsed ploy. But everything was in motion; you were just waiting for the fish to bite. It was a warm day so you decided to taste the local beer. The ‘Sleeping Maiden’ tavern looked hospitable, so you tried there.

The place was full of quiet afternoon drinkers. Then she caught your attention, sitting alone by the fire dealing and playing with a deck of cards. Only then did you realise it was too quiet. She wore a dress in the Vodacce style. It was black, the colour of a fate witch. She wasn’t just keeping to herself, the others were avoiding her. But this was no usual fate witch. Her skirt was slit and only long enough to reach her calves. It revealed her leggings tucked into strong and slender travel worn boots. She wore a wide brimmed hat from which hung a net veil sewn with glass beads for weight. They gave a gentle clatter as she turned her head. You were just about to leave when she called out to you quietly.

“I see the pirate who sails the land is here at last. Won’t you sit down and tell me your name?”

You wanted to run, but what this woman could do with your back turned didn’t bear thinking about. So you came over and sat with her at the table. There you could see her cards more clearly, Sorte cards, a fortune-teller’s deck. Fighting the fear rising inside you lifted your eyes to meet hers. Despite the veil her features were striking. Her hair framed her face perfectly in waves of black velvet. She was flawless, never have you seen such beauty beyond the Sidhe. But her eyes were so cold they made you shudder. There was something lost there, a terrifying abyss of chaos hid behind them.

“Are you going to return that to me little man?” she said.

But she was talking to the man in the booth behind her, without even lifting her gaze from the cards. He was slumped against a friend with a bad knife wound in his shoulder. He was bleeding badly and holding a bloody dagger, recently pulled from the wound. He didn’t move, terrified of approaching the woman.

“Snip, snip, snip, little man,” she whispered to him absent-mindedly.

At that he moved (though his shoulder obviously pained him) coming over to the table and offering the dagger. She turned and looked at it.

“Aren’t you even going to clean it for me?” she asked, meeting his terrified gaze.

He wiped the weapon clean on his shirt and offered it again. She thanked him as if it was a suitor’s gift and replaced it in a sheath on her belt. Then she gazed around the captive room. Meeting the eyes of everyone there.

“Snip, snip, snip,” she chanted.

Then she turned to you.

“My name is Lucrezia, what might yours be pirate?” she asked.

A little worried she may take offence if you were silent you replied that your name was O’Connell. She sighed as if she had found another piece of a jigsaw that fitted.

“I’m going to tell you the future Mr O'Connell. That is why we are here. If you do not follow the path the cards have laid for you, you may find your friends die. I'm not sure which ones, maybe all of them. It would be a shame as they can all be useful too. Anyway, I've spent a lot of time putting a clear path ahead of you. You may find there just aren’t any paths but this, as I didn't bother to put everything back. So be a good boy Mr O'Connell, you really don't want to go to the places with no fate.”

“But you need a reason to leave your lover I suppose,” she continues. “Dear me, the lady really has you doesn’t she. You men are so easily snared by your desires. So here then is your reason, Berek is dead. Your old captain passed beneath the waves. But his crew still need you. You'll find them after you see the searchers meet, in the broken cove in northern Crieux in Montaigne. Wait there and you'll meet the bloody maid so you can take her to where the outcast lady cannot. If you want to see your lover after that, you must follow to the hawk's rest. But leave the hawk when it flies free, your path lies not with dead returned."

As she speaks she passes into a kind of trance. Her head drops to see only the spread of cards before her, as she turns and deals them. She is not really talking to you, just reading what she sees in the cards. Unsure of what would happen if you interrupt her, you let her spin the words.

"A man without chains that you've seen before will tell you tales. Careless talk not messages long sent will lead you to her that you miss. But run from the crimson wave or it will crush you. If you do, you'll meet your lady again when the man with a smiling blade comes calling. The lying wife will come to the smiling masque to plead for the heretic. The light bringer will cross ships as the seekers join and fight. Help the smiling masque to help the sleeping Eisen. But do not follow him into the abyss. We will meet again when my sisters come with shears, and if you have the courage then, you might call me a liar."

Then like lightning she grabs your wrist and closes a silver bracelet around it. She is out of her trance so quickly the movement takes you completely by surprise. The bracelet is made of solid silver. It has six pearls set around it, two of which are black. It must be worth quite a bit of money, but you can see no clasp to unlock it.

"You'd better go," she whispers, "if the third pearl has turned before you reach the searchers, you'll miss everything."

You sit there still a little non-plussed.

"Go!" she screams, her face contorted like some banshee. Needing no further prompting you run from the place. You try not to look back as you hear her words to the assembled patrons in the bar.

"Now then little man, where were we?"

*************************

You try to find Francine, but she is gone. You had both been staying out of contact recently, just in case you were seen together. Her rooms are in disorder; the front balcony window is smashed. You know she wanted to hire bodyguards. You remember her saying something about some threat she’d received. It hadn’t worried you; she was resourceful as much as she was striking. But this disarray placed a different light on things. Searching the room you find a note from her, saying she is going to Freiburg. You consider following, but then your wrist began to hurt and the third pearl on the bracelet began to shake a little. You remembered the witch’s words and decided you must get to Montaigne. There was no time to waste. Francine is at least still alive, and you know she can talk her way out of anything. On the other hand if Berek was dead as the witch said, and the Sea Dogs needed you, their need must be dire indeed. If she told the truth, she said you’d meet Francine again.

*************************

It took you the best part of two weeks to reach Crieux. You booked passage on an Eisen mercenary ship travelling west along the great river from Altamira. Then hid on a Montaigne merchant’s ship travelling north up the Sinueuse River to Coteau on the edge of the great Courais Lake in Martise. Then you stole the best horse your money couldn’t buy and rode north along the coast. Finding the ‘broken cove’ itself was easy. In fact you remembered it from a long time ago. Allende and the brotherhood often used it as a stopping place when they needed to lie low. It was as if some giant had ripped out the shore and left this jagged cliff. Sailors who didn’t know it got their ships torn on the odd reefs that littered the bay. It could hide almost three ships in its great curve, and keep them safe from hunters at sea.

But this time there are only two ships in the bay. One is a large ocean going galleon. It flies the colours of the Explorer’s Society. The other you recognise all too well. The ‘Strange Skies’, a galley belonging to Kheired Din and his Corsairs. It is strange to be looking from this angle. Usually you were on a ship looking up. So you have never seen the rock outcroppings that line the cliffs. This stretch of land is too barren and soulless to attract visitors. So you are a little surprised to see a group from the ships standing on an outcropping below you. They have all climbed up from the ships with ropes and tackle. It is a climb you don’t envy them.

They have broken away much of the rock and debris around them to expose a strange metal panel in the rock floor. It is old and dirty, measuring about three feet square. It is covered in dials, levers and switches. You need no skill as an archaeologist to see it must have Syrneth origin.

It is obvious who is with which ship. Kheired Din stands with a selection of warriors from the Crescent Empire. All have the fanaticism you expect of his followers burning in their eyes. Only one who stands with Kheired Din isn’t a crescent, in fact he looks a little Castillian. He says nothing and stands quietly playing with the chains on his hands and feet, beside a pistoleer. The Explorer crew are very different. An older man with a full beard, who wears a scarf tied on his head, leads them. A few scant memories play in your head. If the ship below is ‘The Discovery’ then this may be Guy McCormick. He is no pirate, so what is he doing with Kheired Din? Standing beside him is a young woman with bright red hair. She keeps the other men in line while McCormick and Kheired Din speak. They are arguing about another girl with McCormick who has some sort of marks on her bare feet.

But they soon reach an agreement and all kneel to look at the panel in the rock floor. The bare footed woman leans forward at both captains’ request and plays with the various levels and dials. Kheired Din helps her a little and suddenly light comes from the panel. The air around the bay goes quiet and tingles with static. Then you look down at your aching wrist and see the third pearl in your bracelet has turned black. Something has been awoken here today. You watch the two crews descend to their ships and sail away in opposite directions. Briefly you wonder if you should climb down and ‘turn off’ the device below. But the climb would be very dangerous, and you have no idea what levers to pull to work the panel.

But as you ponder your situation, you see a ship coming into view on the horizon. It gets closer and turns south. It is still far away, but even from this distance you know the colours and shape of your old ship. It is ‘The Black Dawn’ Berek’s ship and his ‘Sea Dog’ crew. You remember a hidden cove they used to use just south of here. If you are lucky that may be their destination. You jump on your horse and ride along the coast keeping the ‘Black Dawn’ to your right. You wonder whether luck or design may bring you closer to a reunion with your old crew.

*************************

Soon enough the Black Dawn changes tack and sails into the more hospitable cove to the south. You wait on the beach for the small rowing boat to arrive from the ship. But it is not Berek who jumps ashore from the boat but his first mate 'Bloody' Bonnie McGee. Behind her is the graceful form of Lady Celedoine and several crewmates you recognise. Bonnie is glad to see you, and clasps you hand.
"So the land dog has finally remembered where he left his bone has he?” she laughs at you good-naturedly. Then she turns serious. "Have you heard about Berek?"
You reply that you heard the news, but not how it happened.
"He took on Reis for us. The bastard came out of nowhere and hooked the 'dawn. The decks were crawling with Rogers men in moments. But Berek jumped over onto the Crimson Rogers himself. None of us could stop him. He took on Reis himself in single combat, and not even his luck could save him. I saw Reis slice his sword in two with one cut, then sliced again and carved Berek over the side. Even if the cut didn't kill him, the waters are infested with Sirens."

Celedoine steps up behind her and puts a hand on her shoulder.
"There was nothing you could have done Bonnie," she whispers, and then she looks to you. " She saw to it that we cut the ropes and freed the Dawn. Then led us all in driving back the pirates." Then she turns to McGee again, "You saw the captain's sacrifice was not in vain Bonnie. We all owe you our lives."
"That may be my lady," Bonnie replies, " but I'll see Reis in hell for what he's done."
"We all will Bonnie, every last one of us."

Then Celedoine turns to you. "So O'Connell, you're here to lead us to the Grey Isle are you? That mad witch told us we'd find a guide here. I'm rather surprised to find it's you. Fate witches, and even a sense of direction were never your style, if indeed you had one at all."
You've never got on that well with Celedoine. You and she share fae blood, but that just made her more aware of your nature, so consequently she refused to get involved with you in any way. The Isle of the Grey Queen is a fairy place. Hidden from the eyes of men. Celedoine is more Sidhe than you, but a self-imposed outcast. Pride alone would prevent any Sidhe guiding her to their places. To save face you decide to brazen it out, even though you have no idea where you are going or why.

"You just never understood my style Celedoine. Be assured, I'm the man you want," then you add with a grin "as well as the one you need." Ignoring her growl you turn to (now captain) McGee. "Lets get underway," you say. "We can't keep fate waiting can we?”
You wonder if the 'witch' Celedoine mentioned was the same Lucrezia you spoke with. It may be the lady is pulling more than just your strands.

*************************

So you all row back to the Black Dawn. She is just as you remember her. A little beaten about perhaps. But no other ship on all the seas has even survived an encounter with Reis and the Crimson Rogers. So a little damage is no surprise. But you've barely stowed your gear before Captain McGee asks you for a heading. Celedoine stands near, with a disapproving look you know all too well. She is either jealous of your ability to find the isle, or doesn't believe you have such power.

Just as you are wondering if you should just guess and hope you get lucky, you begin to hear music from across the sea. It plays sweetly and gently for you from a long way away. The others seem unaware of its lullaby. You turn to seek the source and point out towards Avalon.

"That way Captain," you say, "That's where we'll find her."

************************

The journey takes a few days. You spend most of that time on deck listening to the sound that draws you near. Occasionally you call to the pilot to change tack to follow the madrigal across the waters. Oddly the nearer you get the fainter the music becomes. The music swims in your head and infects your dreams. You have the same dream almost every night. You are standing in darkness, and all that lies before you is a huge mirror, framed in silver. You dream that you stand in front of it staring at your reflection. Something about it disturbs you deeply. But one night you dream that despite your standing in front of the mirror, your reflection is gone. That is the last night you have the dream. When you wake that morning you realise you cannot hear the music at all. Running onto the deck you see a thick fog has drawn up around the entire ship, and the air is filled with unearthly still. Then you hear the call from the crow's nest of 'Land Ho' and the mists part to reveal a grey shoreline nearby. You have reached the Isle of the Grey Queen.

Celedoine stands on the deck looking at the mist shrouded island ahead of you. She turns to you with sad eyes.
"I was rude O'Connell. It seems you do still know how to follow the old paths. Would that I could too."
Bonnie and some of the crew are climbing down into a longboat to make for shore.
"Ho lady," she calls, "Will you not be joining us today."
"Not to that isle lass, but O'Connell will guide you."
She turns back to you and indicates the rowboat with an urgent but graceful nod of her head.
"She should have one of us along at least, and it can't be me."
Needing no further hint you climb down the rope into the rowboat and settle in with the crew at the oars. Then the Dawn crew cast off your moorings and you row into the mists towards the isle.

The beach is as grey and silent as the fog that surrounds it. Almost without sound you all jump out onto the shell-covered sand. Dampness clings to you like a shroud. You catch your breath as you realise the crunch underfoot comes not from seashells, but from pieces of broken human bones. You could not say how many skeletons cover the beach. For all that remains are tiny fragments scattered as plentifully as the sand. Ahead of you, up a steep hill a tower rises out of the mists. The crew pull the boat up onto the beach and Bonnie motions for you and two more of the men to follow her towards the tower. Having no wish to stand among the bleached shoal, you join the highland captain.

Once at the tower you turn and realise you can no longer see the beach through the fog. Bonnie seems unconcerned, intent only on getting to the tower. It is almost a ruin; the base is covered in long grass and the grey brickwork old and cracked. Yet it still rises fifty feet above you. The only entrance is a small door in the base. Bonnie looks at you, wary of traps. But you nod to her, knowing that if the Sidhe wanted you dead in this place, you would have never made it out of the boat onto shore.

The door opens into a landing with nothing more than stairs rising into the roof. From the top of the turret you can hear harp music again, just as you heard out at sea. It seems you are expected, but that is no surprise to you. You wink to Ben and Fergus, the two crewmen with you. They are decidedly nervous in this place and need encouragement. The feeling of loneliness is tangible here. Longing fills the air with the fog. Bonnie begins the long climb to the top of the stairs, and the three of you follow.

The stairs are more solid than they look. But it still takes a while to reach the oaken door at the top. Firelight seeps under the door, making the gentle harp music feel more welcoming than mournful. Bonnie steps up to the door, and opens it into the room beyond. The harp music stops, leaving only the crackle of the fire to break the abrupt silence. The four of you creep round the door into the room. In contrast to the island, the room is warm and inviting. Two glass windows look out into the mist outside. The room is well appointed with fine furniture, dominated by a large mirror with a plain silver frame at one end. You recognise it from your dream, and hide the chill that creeps down your back. A tall slim woman with graceful but sharp features was playing the harp near the mirror. She gets up and comes towards you with incredible grace and poise. Despite the less than palatial surroundings, this woman carries herself like a queen. It is to Bonnie that she directs her attention.

"You've come to cross the Bryn Bresail have you Ms McGee?" Her voice is cold but melodious, making her Sidhe nature apparent even to the two crewmen.
"I was told by a witch that you could help me find a weapon to destroy Reis,” says Bonnie, her hated of Reis evident in her voice.
"Then you need to speak to the Sidhe lords, they can strike a bargain for what you need. To speak to them, you must pass through my mirror."
"Then, if I may my lady, I will. This very moment if I can!”
"Just pass through girl," says the queen. "If the Sidhe wish to speak to you they will allow you passage."
Needing no further argument, Bonnie walks up to the mirror and touches it. Her hand passes through, a little afraid she turns to you. You nod, the Sidhe you know would have cut her hand off if they meant harm to her. You and the crew go to follow her but the grey lady puts a hand up to stop you.
"Bryn Bresail is not for anyone but her today. You will stay with me to await her return."
Then, almost as if this intrusion was a daily occurrence, she sits at a spinning wheel and busies herself making thread.

There is nothing to do but wait. You and the crewmen settle into chairs before the fire, with one eye on the mirror.
You turn to Ben and Fergus, with a question you've been meaning to ask.
"You spoke of a witch who told you about this place. Who was she?"
"Called her self Lucrezia I think," says Fergus. "Captain and Bonnie met her in a bar in Avalon a year ago. She said the Captain would be cast away and that the grey place was where we'd find a way to the other kingdom. Only there would Bonnie find a weapon to kill the ‘man with a smiling blade’.”

You are just about to ask more when Bonnie returns from the mirror.
“That was quick Captain,” says Ben, a little startled.
“Quick,” says Bonnie, rather confused, “I was there a matter of years. Are you saying I only just left?”
“Time is different in the Sidhe kingdoms Captain,” you tell her. “You are lucky, time might have passed the other way around,” you add with a grin.

Bonnie and the lady pass a knowing look between them. Then the highlander leaves, calling for you all to follow. When you exit the tower the mists part to show you the path to the boat. You board and row back in silence. Bonnie utters not a word until you reach the Black Dawn again.
“Where to Captain?” calls the Bosun. “Eisen,” says Bonnie, “we are going to talk to the Nibelung.”

*************************

Needing to pickup supplies, the Black Dawn sails first to Canguine in Avalon. All ports in Avalon are friendly to a sea dog, but Canguine is a pirate town. The crew all rush ashore to indulge in its many delights, as well as securing much needed supplies. You decide to disembark and look around. It is as if fortune is waiting for you. It will be a short journey through Eisen to Freiburg, no matter where Bonnie decides to moor the Black Dawn. Then you can catch up with Francine, or her last message at any rate. But as you walk the docks of the port city you realise fate has more to show you. You pass a normal looking trading galleon, but it is the name that strikes you 'The Falcon's Roost'. You are reminded of Lucrezia's words 'if you want to see your lover after that, you must follow to the hawk's rest. But leave the hawk when it flies free, your path lies not with dead returned'. But this is insane; Bonnie is practically going to Freiburg. A word with the captain tells you this ship is bound for a port city in free Castille in Rancho Gallegos, called San Felipe. It will take days to ride to Freiburg from there. You'll even end up going through Altamira again, right back to square one.

But then you remember how right the witch was before. The Sea Dogs even met her a year ago. If there is a plan in motion you may be better off following it. Maybe only death lies in Freiburg, or Francine has moved on to Castille. You make a decision to follow the witches advice, and book passage on the Falcon's Roost. You first say goodbye to your shipmates. They are all sorry to see you leave, even Celedoine. You have time for one last drink together, and then you board your separate ships and sail away from Canguine.

*************************

San Felipe is a tedious town. The journey was an easy one, but it takes quite some time. There was a Montaigne navel blockade all around Castille. But the recent actions of the Castillian Admiral Orduno break the blockade in time for you to pass. The seas around the south of Castille are awash with navel fighting. But the Falcon's Roost matters little to either side, and you pass unmolested. The captain and crew keep to themselves. You are able to work your passage. But being the new man, no one really trusts you. So you are glad when you arrive in San Felipe.

The Captain orders everyone ashore. It has been a long voyage and there is no need to keep a crew on the ship here. Not wanting to choose people to stay while others go ashore, the ship is left in the hands of the harbour guard for the night. You bid a brief farewell to the few crew you got on with and go out to see where fate will take you. It is not long before fate slaps you in the face. A ship moored in the harbour has caught fire. Some of the stores caught light apparently, with the fire sweeping across the ship. But the crew were warned and they all stand on the harbour stunned as they watch their ship burn. You feel for them, as you know what a home a ship becomes. But you feel for them more when you see the name of the ship. It is ‘The Hanged Man’, the ship of Captain Allende and the brotherhood of the coast.

There among the men you recognise old friends, who greet you well considering their misfortune. But there are more surprises tonight. Through the smoke and heat you see another figure coming towards you. He is carrying the comatose body of the Hanged Man’s first mate – the fate witch Alesio. You cannot believe your eyes, as you realise the man carrying her is none other than Jeremiah Berek.

He sets her body down in the middle of the circle of men and women. You look around the group, lit only by the fire from their burning home, and wonder about the fate of Allende.

“They have Allende boys,” says Berek. “A trio of fate witches took him and did this to Alesio. She told me before she passed out that the captain is alive. She’d been playing the strands, knowing this day would come. It was she that led you to fish me from the waters, so I could lead you when she gave up Allende.”

“How can you lead us Berek?” shouts one of the men, letting the pain and rage take over. “You aren’t a Buccaneer, you’re some Queen’s lap dog. We all know you’re a good man, but there is a hearty meal waiting for you in every town in Avalon. What do you know about leading lads and lasses like us?”

The men and women of the brotherhood all mumble in agreement. But then you decide to speak.

“I’ve served with Captain Allende, but I’ve also been a Sea Dog. So I tell you now that if you cannot have Allende as your captain, you’ll find no better man than Captain Berek. I’ve sailed with his crew who think him dead. They mourn him as much as you mourn Allende. But he thinks not of them but of you. How many of you would make that sacrifice for some other ship mate?”

You feel the tide of the crowd turn a little. They all know Berek is a good man. They just needed to be reminded.

“Fine words O’Connell,” say Berek, “and I thank you for them. But what we need now is a ship methinks, before the witches come for us too.”

“Well,” you say winking at Berek in reply, “I can help you there Captain.”

You remember that the Falcon’s Roost’ isn’t far down the port, and almost completely unmanned. It’s a good ship, and not a bad match for the ‘Hanged Man’. You lead the crew to the ship, and Berek leads them in taking it. Safely aboard the pirates begin to cast off. But one rope refuses to come free, and cutting it lets it fall into the tiller, jamming it. Someone needs to get it free. But doing so would not leave that man time to get aboard. The alarm has been raised and the original crew of the Falcon’s Roost is coming. The ship must sail or else all will be lost. Berek offers to do it, but you stop him. The last words of Lucrezia come to mind again. ‘But leave the hawk when it flies free, your path lies not with dead returned.’ Perhaps someone needs to carry word of Berek’s survival to Bonnie and the Sea Dogs. So you dive in and cut loose the rope. Wind fills the ships sails and she slides out of port onto the open sea. The Falcon’s original crew fishes you out of the water. You tell them you were pushed overboard by the pirates. While the crew believe you, the harbour guard do not. They want a scapegoat to shift blame from themselves.

*************************

They arrest you, and throw you into the local jail. It is in a small cell in a small jail that you find yourself. The food is almost adequate, and the guards are almost human. But you are no high profile criminal. You are simply left to languish in the dim cell awaiting a trial. Days pass into a week and nothing happens. You wonder what possible good it could do to leave the brotherhood and sit here rotting. The witch was obviously mad, and maybe just occasionally wrong.

Again there is nothing to do but dream. But your dreams are filled with chaos. You see levers and dials, strange machines and glowing symbols. None of it makes any sense. Until one day you wake in the middle of the night to dreadful pain from your wrist. Another pearl has turned, bringing the total to four. But this time it is pain not some tingle that brings it to your attention. You need to get this thing off before any more pearls turn.

About two weeks or so later the door to your cell opens and the guard ushers you out. He brings you into the daylight and unlocks your manacles.
"They dropped the charge," he gruffly mutters. "You’re free because they can't find evidence to try you. Get going before someone changes their mind." Then just as he turns to go inside he faces you again from the doorway.
"Don't try and take anyone to court for unfair arrest. They'll only laugh at you and lock you up again."

There is little else to do but find a pub and get something to drink. You could also do with a decent meal.

*************************

‘The Burning Man’ is a reasonable keyside inn. This time you check inside for mysterious women in black before entering. Things are rather crowded, but it all seems safe from witches. You order a meal and settle into a booth. You are unable to have the booth to yourself as the crew of a ship are filling the bar. Quite by accident you find the ship’s captain sitting in the booth with you. He is a Castillian; in fact he is the same Castillian that stood chained next to Kheired Din on the cliffs in Montaigne. Needless to say he doesn't recognise you. There is something odd about him though. Your Glamour tells you he has an aura of power, something you’d expect of a sorcerer. Every now and then as he turns you see fire reflected in his eyes.

The noisy calm of the inn is broken when one of his slightly drunken crew decides to make an announcement.
"Raise you glasses all, to our new captain Espera. The master of fire and mutiny who delivered us all from slavery. Raise you glasses too to the man who shot Kheired Din in the back, the best thing he deserved for his unholy ways."

The room falls into a muttered chant of 'Espera and Dunti' as the crew raise their glasses in toast. You can only guess Dunti is the pistoleer sitting with Espera in your booth. He smiles and taps his flintlock. He was the same man you saw standing with Espera before, but then and now he wears no chains. You realise this may be a good opportunity to find out what Kheired Din was up to with the explorers.

"Did you really escape one of that crescent devil's galleys?" you ask.
"Aye, " says Espera, a little warily. "Who wants to know?"
"My name's McFinan," you reply, "I'm a sailor myself. I've heard of the crescent pirate, and I'm curious to know how you escaped. I may need to know one day myself."
Espera softens a little. "We saw our chance, and took it. Now the bastard can look for his switches alone. A fine time he'll have with no pilot I'll say."
"What do you mean, switches?" you pry.
"The captain was looking for switches. You hear things when you’re his pilot. I think there are about six. He'd found two before we escaped. He made some deal with an explorer called McCormick, and he'd found another. I don't know what the last one will bring, but he thinks it’s some holy quest. He believes he'll find some pathway to Theus if he turns them all on, something about remaking the world. But I don't care about that, I've got my own business to deal with."

You are about to ask more, although you expect he has told you all he cares to, when you overhear another conversation. Two knights of the Rose and Cross are talking nearly. They are eager to return to their chapter house in Freiburg. This itself holds no interest, until one mentions that he hopes 'the lady Clarisse' is well. It seems this lady went through quite an adventure with help from another Montaigne lady called Francine and her friends. After doing some task for the knightly order they had offered to escort lady Clarisse home to Montaigne.

You can’t believe your ears. Coincidence or Sorte is playing a strange game with your life indeed. But you need no further urging. You need a ship for Montaigne, and fast before your lady moves on somewhere else. It is strange, after all Francine was never keen to return to her native soil. She may not stay long, although the lure of the court and all that money may prove too tempting for her. It certainly would for you. What damage you will do together! As long as these new friends of her’s don’t get in the way.

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The only ship you can find is a Vodacce merchant ship sailing for Entour, a garrison town in Toille. They are taking grain and supplies for the soldiers there. They are keeping quiet about their trade as they are still in unoccupied Castille. So they are leaving tonight as soon as the tide turns. How lucky, they even need a new crewman for this trip.

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The journey round the seas of Castille is a pleasant one. The fighting ships have little interest in the merchant traffic. Once past the shattered Montaigne blockade, you only need tell your destination and cargo to the Montaigne captains and they let you pass. You are helping their war effort with your trade anyway. The waters are rather free of pirates too. Who wants to try such crime when there are only warships to pick on? So your crew are taken completely by surprise when off the coast of northern Castille you sight the Crimson Rogers. The Pirate ship of the most feared man in Theah, Captain Reis. You consider fighting but remember the word s of Lucrezia again. ‘But run from the crimson wave or it will crush you. If you do, you'll meet your lady again when the man with a smiling blade comes calling.‘ So when the crew man the lifeboats you join them. You are not far from the coast, so even from here you can row to the town on the shore. The crew tell you it is some small port in Rancho Torres, called San Arant. They are sad to loose their ship, but better to take their chances with sirens and the sea than Captain Reis. At least with the sea there is a slim chance of survival.

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From the rowboat you see the Crimson Rogers throw lines across onto your ship and hear the pirates shout delight at their prize. You land in San Arant a sad and fallen crew. They and their captain make their way to the inn. They wish only to drink and drown their sorrows. What they will do with no ship is anyone’s guess. But you still have to get to Montaigne to find Francine, and then it hits you. ‘If you do, you'll meet your lady again when the man with a smiling blade comes calling.’ You turn and see on the horizon the blood red sails of the Crimson Rogers sailing towards the town. You remember tales of Reis’s Syrneth scythe, a smiling blade indeed. If that is true then somehow Francine must be here, somewhere. She has no idea that Reis is coming. You know he’ll cut her and anyone else that comes against him in two. You have to find her and warn her, before Reis comes calling.