151. DUHOVNO: TABITHA.
Wiremu has spent the trip hunting with Appā and Mutalil. He thinks they might even have the class before we get to Kirghiz. That means they are really talented at it.
I have spent the trip working with the Comedic Rhythm, developing new skits and ideas around a longer production similar to the Barman and the Nobles Daughter. Zabavno and Manus are very talented in this area, and we have a raft of ideas. I liked the one about the hapless Intelligence agent being given the run around by the big bad imperials and being rescued by mercenaries. I thought it would make a great slapstick comedy.
The great thing about the new Skill, Body Image that I learned in Obalno is it means I can take on more varied parts. This gives us greater freedom in the characters as I can appear as Mer, a dwarf or a gnome. Even animals that we used to only do with Shadow Puppetry and Nyx. I can’t mimic people I haven’t observed, so I can’t mimic the Avions yet.
One interesting thing is Nyx has also learned Body Image. She can take on more realistic people shapes with colour. Before, she only appeared in shades of grey, being a Shadow Elemental.
The city we are approaching is called Duhovno, and an orc Duchess is in charge. There are a lot of orcs and dwarves in the city and very few humans. The rules seem quite relaxed. This city is a major supplier of Spiritual materials and Monster Cores for the Kingdom. The reason is the large geothermal area outside the walls. Many Spiritually enhanced minerals are coming to the surface from the geothermal vents. The bubbling mud pools are refined to extract the minerals. You have to be very careful that it is just mud, as many Mud Elementals are inhibiting the pools.
The Mud is not the only Spiritually enhanced item. The water in the steaming, bubbling ponds and erupting out of the ground in geysers is also Spiritual Water. This is the same water, after it cools that feeds all the plant and animal life in the area. It is a very Spiritual area.
That means Duhovno’s biggest single export is Monster Cores. Creatures that are continually enhanced Spiritually form cores and become monsters. Many merchants are focused on supplying adventures, and the Mercenary Guild is very active with standing orders for materials and Monster cores. The Miltary have a strong base here as well, and they also have patrols for monster cores. These are not the recruits but the veterans. The weak quickly die when every beast is enhanced, and Monsters are continually evolving.
On a personal note, there are hot pools to bathe and relax in, mud baths, etc. I had planned to stay here for a month, but I might need to extend that. Further from the walls, there are some dangerous creatures and elementals, but close to the city, it is safe enough. Then we booked into an Inn, and I discovered those clever dwarven engineers had piped the hot pools direct to the Inn. This is going to be my retirement city.
Duhovno is not as large as Obalno, but there is a very good selection of merchants. There seem to be more Inns than normal for a town of this size, but I discovered they get a lot of visitors for the hot pools, particularly during winter. Duhovno is not on the coast, so there is a well-built road to the nearest port town, only four day's ride away. Riding is still one of my passions. I spent a lot of time on my horse, Dusk, during the trip. I think we can do that four-day visitor ride in two days if we push it. That would be fun.
The person I am most concerned about is my Krvne Sestre, Modrica. She spars in the morning with the caravan guards and then drives a wagon all day. She must be bored out of her brain. I know she is very strong, physically as well as Mentally. Her Mental Agility is not so high, so she is very loyal, steadfast and not easily moved from a course she has decided on. Stubborn is a word commonly applied to her. She does play with the Catkin kids, but they grow so fast. They are almost four years old, and Catkin are considered adults at seven years of age. She’s enjoying the new lion cubs as well. Wiremu is looking for a bond for her, and he did hope one of the lion cubs might bond with her.
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Duhovno has dedicated areas for caravans to lease, and the one we scored had an office and storefront attached. Several of the merchants are displaying some wares there. Tāttā, Appā's father-in-law and Mutalil's grandfather has taken charge of it for me. My job is to see what I can purchase that we can sell in the capital. I am also looking for a permanent agent here as this is a place I want to come back to.
That's all for tomorrow. Tonight I want to explore Duhovno's nightlife. There are two main nightclubs with musicians rocking the crowd. I drag Modrica into one even though I know it is not her thing. I need to find someone to dance with. I grabbed Modrica and me a drink and found a seat. Drunken dwarves are interesting dancers. They certainly wouldn't win any awards. On the other hand, Orcs are very rhythmic, but they are not graceful, having grown up on bass chants, stomping, and challenging movements. There is a scattering of humans, but my chances of finding a partner for the night are slim.
The band started into a traditional orc stomp, and every orc went out on the dance floor. Modrica grabbed me and dragged me out there. I tried to match the movements, and I was mostly successful. We really, and literally, made that building rock. It was fun. It also gave me an insight into what Modrica might be missing. She is an outcast from her clan. She is separated from her people and has been for years. I am her only clan, and orc culture is new to me.
Skavt, Najprej and Drugič are the orcs in the Canine Queens, the mercenary team Wiremu's a member of. They are accepting of Modrica and include her, but they are not clan. Modrica has never indicated she wants to join the team. Similarly, Skavt, the leader of the Canine Queens, has never asked Modrica if she wanted to join. Something from the orcish tradition is sitting between them, and I don't know what it is.
I don't know how to help my Krvne Sestre, my Blood Sister. She walked with me through the month of the Black Butcher in Jern. She was my rock and sanity in that bloodbath. I would walk back into hell if she needed me to. Surely in this city, with over 60% of the population being orcs, there has to be something for Modrica.
Wiremu, Skavt and I went to the Mercenary Guild. I went to see what materials other merchants were asking for, and Wiremu and Scavt went to see what jobs were on offer. The Canine Queen wanted to pick up some extra cash while they were here.
Wiremu and Scavt came back to me with a notice.
“The Mercenary Guild highly recommends the first few trips into the Steam that we take a guide.” Skavt said, “Even though Wiremu and I both have the Mapping Skills, we think it is a good idea. These are the requirements.” and she handed a notice to me.
Hire Mercenary Guild Guides into the Steam Lands
Minimum Team Requirements in addition to the guide.
Five Team Members with a Base Combat class and at least one specialisation each,
Plus one Guild Qualified Healer.
1 Gold per hour.
Minimum tour length of 4 hours.
A healer can be provided for an additional cost.
“You want Ört to be the healer, so you are short one fighter?” I guessed.
“Yeah. Bonds don’t count, apparently,” she replied.
“I want to see the Steam Lands. I will ask if Modrica wants to come as well. What about Appā ad Mutalil? They are Warriors and Sentries.”
“We are thinking we would get a handle on the dangers first, then take them later,” Wiremu replied.
I could understand that thinking. They had new bonds and, in Mutalil’s case, a young family.
“I will book a guide for tomorrow, and we will plan to be all day,” Skavat said.