Count Karnstein:
As the Crew chooses their loot, Aeshma overhears you wondering aloud if you can use both teas for one mission and looks at you, appalled. "No. You. Can. Not. Nor should you. It's not quite like mixing Frost and Fire type potions together, but they do still have a counteraction to each other." She shakes her head and huffs. "Lady of Winds, isn't it enough for you to survive being speared through your heart, struck by lightning, surviving a High Council mage's trapped cabin and pledging yourself to some hussy vampiress? Must you try to experiment on yourself mixing substances too? How about a primer ... Heal Potions go with almost everything except don't work on diseases or poisons, for those you need the Cure Potions. Cure Potions CAN go together or with Heals and be used after Resistances if need be. Resistances do NOT go together and should only be used four hours apart, the exception being a Mental Resistance potion CAN be used with others without a counter-reaction. Don't make me have to pour Argy's rum-garlic chicken broth down you to make you throw up bad mixes." She gives you a stern look, then turns away muttering to Argy , "Honestly, some males will do anything to get someone to play nurse." [ :P ]
Durik:
You inform Admiral Clíodhna that you think Durik has had enough adventure for now. You saw your mum humie released just before you were thrown into the cell, but you don't know if Beckett's people really let her go. Captain Faelan should be able to sneak you back home to check on her, and his ship and crew aren't wanted or being watched too closely. It will be strange not having Dakka on your back, and you'll miss him, but the admiral tells you that as soon as the Ship completes their mission she'll see Dakka released from his oath and find a way to reunite you. She thanks you for being a part of the Crew and gives you a hug, agreeing that Durik has other things on his mind than the Ship's mission, and Captain Faelan is more likely to hunt treasures like Durik seeks in the future. [Thanks for being a part of the Crew. Fair winds and best of luck to you!]
Captain BenKii:
Later that day you manage to catch Admiral Clíodhna alone in the navigation room and inform her that you intend to begin a long term relationship with Aeshma. You also ask for advice of what kind of things Aeshma likes for a potential gift.
Clíodhna regards you for a long moment. "Freedom, Captain BenKii. Aeshma enjoys light and airy freedom, be it in mind, body or relationships. She craves to live and move free and easily under the open sky, unhindered and not boxed in. Aeshma be air attuned, so needs to feel its free movement to be healthy and flourish. It be why she doesn't stay in her cabin much, even during storms, and why her shop be up on deck in the forecastle where she can open the portholes to feel the breeze and step out on deck in the sun and wind." She smiles at you regretfully, and you get the feeling she understands the dilemma she poses to you on a very deep personal level of her own. "Long term, Captain? Are you planning on staying? Aeshma's magics are formed by the Elysian plane and tied into the planes of this world. Have you considered how that is to work?"
"As for gifts, that be easy. You already know Aeshma enjoys dancing. Light, air, music and free movement all appeal to her. She would be delighted with small silver bells, crystals, prisms, small feathers for her hair or earrings, ribbons, smaller wind chimes, a music box, woven scarves in the colors of sky blues, yellows, pinks, lavenders, ivories or whites, but no black, a kite to fly, air plants for her cabin or shop, small pouches or herb satchels made of natural woven fabrics ... and honeyed puffed pastries as she has quite a sweet tooth for airy style pastries," she says with a wink. "Does that help?"
Post edited January 17, 2025 by bjgamer