The Way of Water
16th of Neth 4707 A.R. (Absalom Reckoning)
"If your people can migrate once, they can migrate again should it prove necessary," you hedge, hoping that it is the counsel of caution more than fear. "If the new home you have arranged for them on the plains of Andoran fail to meet their expectations, or their human neighbors refuse to accept them, the trek to the Verduran Forest would be much less perilous than the journey out of Cheliax."
"A thought," your friend tips his head back and forth, forgetting to make it a proper nod, though you get the gist of it. "A good thought. I had not considered moving again. Moving once is already so strange to us who have lived long on the land and were pushed out only slowly as we clung with all our claws to it, but the world is wide, wider than any of us knew."
***
19th of Neth 4707 A.R. (Absalom Reckoning)
Those words ring in your mind still three days later as the caravan reaches the wide mossy banks of the Selen River, about twenty miles upstream of where it meets the Verduran Fork around the Isle of Arenway. Although the Selen itself is passage for all manner of folk willing to dare water snakes, kelpies, and river bandits, from halfling houseboats and Andoran merchants to Galtish refugees and grey elves sailing down from the warded Kingdom of Kyonin. What law can be said to exist in these parts is down to the Taldan River Guard, though it rarely sails upstream of its compound in Arenway according to the notes you had recovered from Gavhaul, confirmed in mirror-speech with Venture Captain Brackett. And even more rarely do they investigate movement or fires on the bank.
Those bandits eat well, even if they do not seem quite keen to tangle with a company as heavily armed as yours.
In the absence of Taldan contacts and Taldan boats, you now have two choices: either follow the river by wagon, one hundred and eighty miles, albeit on trails that are easier on the horses than the path through the forest had been, two weeks 'with Desna's grace', or three weeks without, as Mina puts it, or you could make your own boats. There's trees aplenty and you do not lack for axes to hew them with, and while none of you are boat builders by trade it doesn't take much know-how to lash a raft together. Cob's certainly keen to try his hand at it.
"The land spirits here are spirits of tree and earth and water, they will not love us for hewing the first to set upon the last," Gorok warns before the dwarves can get to hefting their axes to help out.
"You've killed one of them before though, haven't you?" Leontas asks. "Not to mention those ogres you killed. Can't imagine those were tiptoeing around the fey, not breaking a branch, and they made it far enough south to die in a dragon's gullet."
They had a god watching out for them though, you think to yourself. When Mina, with some help from Sirim, told the story of the battle at the ogre camp she had neglected to mention some of the more
uncanny verses. No need for them to know you have what once was a holy blade tucked away, no need to tell of the
fire whose true name the Taldan tongue had lost, if it had ever known it to begin with.
"We could try making rafts out of just the wagons," one of the other sellswords suggests, though her comrades look at her with doubt. Only so many planks to a wagon, and they hadn't been made with rafting in mind.
What do the Ghosts suggest?
[] Keep hauling the adamantine along the shore
[] Cut down trees to make a raft
[] Try to make a raft out of the wagons
[] Write in
OOC: Keep in mind you have access to a lot more magic thanks to Wild Arcana and Inspired Spell.