Book 2, Chapter #4: Magnimar
It was not long before Kerr and Liseth made their appearance at the Rusty Dragon, and the reunited group was able to let some of the cares afflicting them slough away in the presence of good company, good food, and good drink. In the midst of the meal, none other than Ser Jasper Korvaski appeared, informing the party that he had booked passage for them aboard the trading ship Sunfish, currently berthed at Sandpoint Harbor and scheduled to sail for Magnimar with the morning tide.
Kerr, for his part, was relieved to hear that they would be traveling by ship to the south, rather than trekking down the notoriously bandit-infested Lost Coast Road.
That evening, Kellan wrote a heartfelt letter to Shayliss, telling her of their plans, that he missed her, and that he looked forward to seeing the redhead upon his return. Kerr returned to the Sandpoint Cathedral to inform Ser Klerris of their impending journey. The paladin encouraged him to visit the Temple of Iomedae in the Naos district, and gave his young charge a sealed letter to deliver to Chaplain Tira Ronnova, the prelate. Ser Klerris cautioned Kerr to remain true to himself, for temptations and distractions abounded in Magnimar.
Brodert Quink made an appearance later that evening outside Cato’s room, the old sage clutching a bundle of papers, journals, and scrolls to his chest. He requested that Cato deliver the gathered materials to Heidmarch Manor. Lord and Lady Heidmarch, Brodert informed his erstwhile assistant, were both notable members of the Pathfinder Society and two of his few patrons when he had worked at the Founder’s Archive in Magnimar. He believed that the Heidmarches would be able to help him with the publishing of his findings from the catacombs below Sandpoint and ensure that the acclaim for them are not stolen by other ambitious academics in the city.
Brodert also encouraged Cato to visit the Lady of Blessed Waters, a monument in Seerspring Park, and to see the Aquaretum nearby. He went on to praise the plain, homespun Dead Eye Lodge immediately adjacent to the park.
Pisca was eventually left chatting with Ameiko, only to be surprised by the appearance of a blushing Vesnutt Parooh, who nervously inquired about her impending departure. The mapmaker revealed that he wished to present a “parting gift” to Pisca in the hopes of encouraging her return. This gift turned out to be a rather artistic map of Varisia, depicting many of the legendary beasts reputed to lair in the wilds of the land. Though the map was not particularly detailed, it did show all of the major Varisian caravan routes, including distances. The gnome shyly confessed that this way Pisca “will always be able to find her way back to Sandpoint.”
Early the next morning, the group made their way to Sandpoint Harbor, boarding the waiting Sunfish, which they found to be captained by Sir Appeldine Gentry, a formal but friendly former Andoran naval officer. The overnight voyage was uneventful, if pleasant. A school of dolphins escorted the ship a short way down the coast before the noonday sun became too searing. That night, the shipmates watched a towering thunderstorm as it made its way across the outer gulf. From such a great distance, the intense lighting and thunder were inspiring rather than intimidating, but not a few prayers of thanks were uttered for their current clear sailing.
The ship sailed into Magnimar in early afternoon the next day, easing past the towering columns of the Irespan, and navigating slowly past the red barges marking tumbled stones from the ancient bridge resting in the shallow port. Cato explained that the stones from the Irespan were valued in the construction of golems, but that early excavation on the bridge itself released evil, man-sized spiders from chambers hidden within the span, putting an immediate end to the practice.
Now aspiring golem-makers used only already-fallen stones.
Then the Sunfish docked, and the Saviors disembarked in the city of Magnimar. The first thing they saw were the masses of people teeming over the ships and along the piers. Countless wagons crossed the road, taking goods and even livestock to and from the ships. The clamor of the place was so loud it was difficult to differentiate one noise from another, and the yelling of sailors and longshoreman struggling to make themselves heard only added to the din. Ship’s bells clanged loudly to signal their crews or stevedores, and armored members of what looked to be the City Guard strolled down the main dockside avenue in watchful pairs. Urchins stood watchfully or darted through the streets, intent on missions of their own.
The dock was absolutely bustling. The place was so alive; there was always something different going on and there was always something different to draw one’s attention away from looking at the thing that you were currently looking at, and then another thing, and then another, world of fantastical sights without end.
And somewhere out there, beyond the milling dock folk or even among them, waited the Brotherhood.
This message was last edited by the GM at 16:34, Tue 22 Aug 2017.