"Ghastenhall," you say with fond nostalgia, "My family is from Goldquarter."
"Bollocks," Trik says without a moment's doubt, shaking his head even as he splits the small deck of cards into two, "Nobody
lives in Goldquarter."
You blink, then rear back, offence colouring your tone and breaking through the last of the shock. "Excuse me? I should damn well say I know better than you where my family is from!" Trik just raises his eyebrows at you, while the rest of your party looks awkwardly from one to the other. Then, once the point has been made, you concede. "Just because the house happens to be in Kingspeace…"
"Ha! I knew it!" Trik laughs triumphantly, "Gods, Kingspeace? No wonder you'd claim to live next door, who'd ever want to live there?"
You sniff, turning your face away, but despite it all you find yourself smiling. Kingspeace is perhaps the most boring of all Ghastenhall's many districts, and while you personally might like the peace and quiet, you'd be willing to concede it isn't for everyone. "And you? You'd best be a fellow Ghasten, to be talking about home that way…"
Trik snorts, flipping over the cards and dividing them on the deck between you. You recognise the layout immediately - Blind King's Bluff, a game that somehow never caught on outside your home city. Too many rules, apparently.
"Oh, Trak and I have god's salt in our veins, never you worry," Trik says with a cardsharp's grin, inviting you to claim your cards with a sweep of his hands, "Da was a scarper, back 'afore the salties got him, and we still remember our way around. You've a learned look about you - black or blue?"
You nod, picking up the cards. The Godscar is a freshwater river, the Cambrian Bay salty and connected to the sea, and Ghastenhall built on the rocky hills where the two waters meet. Scarpers fish the former and salties the latter, and while their rivalry usually stays civil, it wouldn't be the first time someone paid with their life for wandering across the dividing line while drunk.
"Black, obviously," you reply with a sniff, vaguely offended that he would even suggest you got your schooling through the church and its charity, "I worked as a bookkeeper, back before… all of this."
Off to your side, Lisara sighs and shakes her head. You think you catch her muttering something about 'fucking ghastlies', but it would be impolite to recognise it, so you don't. If she cannot handle the presence of two citizens from the greatest city in the kingdom, that is her problem, not yours. At least Dorgo and Mikael have the good grace to merely look a trifle baffled by the byplay.
"Makes sense," Trik nods easily, "Everyone knows them up in goldquarter don't much care where something comes from, but they'll tell you to the penny how much it's worth. Say, did you ever…"
The conversation meanders from there, falling into the easy back and forth of two neighbours speaking of home. You talk of your favourite places to eat along the waterfront, the strangest clients you ever worked for, and the most outrageous rumours about the mad old Duke. Trik has a seemingly bottomless store of anecdotes and jests, all delivered with a smile and a flick of the cards, and as you play you find yourself enjoying his company far more than you would have ever expected.
Even here, even among the forsaken, you have found a tiny piece of home.
-/-
Life aboard the
Frosthamar is simultaneously peaceful and vaguely uncomfortable. You know nothing of sailing and the crew expect nothing of you, but neither is there much of anything to do. There's no privacy either - you sleep on the deck beneath improvised tents, and when nature calls you are forced to squat awkwardly over the side rail and hope that nobody is watching. You play cards and dice with your fellows, watch the countryside as it rolls steadily by, and try not to go out of your mind with boredom.
The first leg of the journey is entirely uneventful. Half a day's sailing down the Varryn River brings you to the sea, at which point the heavily laden ship turns north and hugs the coast like a drunk clutching his friend's shoulder. You see farms and villages by the dozen, small patches of forest and loose handfuls of fishermen, and whenever you pass the locals wave to you and shout greetings rendered inaudible by wind and distance. Kargeld always waves back, a surprisingly cheerful gesture from the bitter old pirate, and when he catches you looking just grunts and spits over the side.
"Wouldn't want them getting suspicious," he says, and will not be drawn to further conversation.
After a week on the waves you are surprised to wake and see the great port city of Davryn off your port side. The City of Waves is one of the great metropoli of the realm, visited by traders and travellers from all across the world, but despite the grumbling of his sailors Kargeld makes no move to put in at the port. You suppose you can understand that, for with a port city come harbourmasters, and there are no good answers to be had to questions surrounding your cargo of weapons and ammunition, much less the presence of Talireans of no fixed abode aboard a foreign vessel.
A few days later, as you approach the northern border of the kingdom, your fears are proven correct.
In this system, perception checks are only rolled if you are actively seeking for something. Otherwise, attempts to evade notice are rolled against a flat DC of 10 plus target's perception bonus, usually modified by environmental conditions etc.
In this case, no attempt at stealth is being made, so Dorgo - as the person with the highest perception modifier - is the first to spot the trouble.
"Ah, crap," Dorgo growls one day, rising from his position by the gunwale and staring past the aft of the ship, "Captain!"
Following his gaze tells you what the problem is almost immediately. You've seen plenty of other ships during this voyage, most especially around Davryn and the smaller regional ports, but the vessel following in your wake bears sails of white and blue emblazoned with the crowned sun of Talingarde. Kargeld confirms your impression a moment later, stomping over to the stern and spitting out a poisonous curse in his native tongue.
"Coastal guard," he growls to you as your team gathers, "Taxmen and soldiers. The
Frosthamar won't outrun them, not this heavily loaded. They take one look at our cargo…"
You nod, hardly needing him to elaborate. There might not be any specific law on the books about shipping weapons to a hostile army, but at the very least they'll impound the ship and cargo and send word to their superiors in the capital.
"How many aboard?" Elise Zadaria asks in a cool voice, joining you at the stern with her staff firmly in hand. Beyond her, you can see all of your comrades gathering their weapons and working the stiffness out of their limbs, preparing for a fight.
"Ship of that size? A score, maybe," Kargeld grunts, running a calloused hand through his thickly braided beard. He's got a calculating gleam in his eyes now, and you know you're not the only one measuring the odds. Even with your team and the seventh it seems the Talireans outnumber you, but that is not necessarily the end of the matter. After Thorn's training you would certainly lay good money on any of your fellow agents against a mere soldier, but perhaps it does not have to come to that.
Either way, you need to make a decision quickly. The patrol ship is moving quickly, and you doubt you have more than a handful of minutes before it is close enough to board.
How do you wish to proceed?
[ ] Burn the Sails
With your magic you can ruin the patrol ship's sails and perhaps set fire to its deck as soon as it draws within range. The crew will be too busy trying to save their vessel to catch you. Minimal risk to you, but the Talireans will know an uncommonly capable group was seen headed north.
[ ] Ambush Them
Allow the patrol ship to draw alongside and send across a boarding party, then ambush them. Combat is always risky, but you are confident in your chances. The Talireans will only know that one of their patrol ships set out one day and never returned.
[ ] Deceive Them
Use magic to disguise your team and the Seventh as agents of Talingarde, then make up a story that will satisfy the patrol ship. If successful you may be able to send the Talireans off chasing a red herring, leaving your mission to proceed unopposed.