Chapter 60: Calm Waters at Dawn



Arthur finally manages to have dinner with the four women he loves most together, and it is great. As it is Margaret's first day living in Arthur's house, she tries to behave, as does Nyx, and everything goes smoothly.

After dinner, Arthur plays around with Eve as usual and then accompanies the girls to their bedrooms. His sister receives a gentle goodnight kiss on the forehead and his mother a warm kiss on the cheek, but Margaret receives dozens of passionate kisses on the lips.

Then he goes to his own bedroom and lies on the bed with Nyx. She still seems hungry and only lets him rest after he comes in her mouth again. That is also great for Arthur, who then sleeps very relaxed.

The evening ends on the continent of Eldoria, marking room for the characteristic early dawn cold. Three hundred miles south of Fletcher's villa is Lakeview city, where Alicia found Draven, and a few hundred miles further south is the capital of the Lumindell Kingdom, and at a similar distance even further south is the Sea of Ichor and Saltstone City, the largest port in the southeast of Eldoria.

Saltstone's port is the lifeline of the city, situated on the edge of a vast, shimmering sea, with the city itself sprawling behind it like a living organism made of stone and wood. The port is a hive of activity at almost all hours, with merchants from distant lands, sailors with tales as deep as the ocean, and adventurers seeking their next quest.

The architecture around the port melds functionality with leisure, featuring stone quays and wooden docks that stretch out like fingers into the water, ready to embrace ships of all sizes. Cranes, powered by a combination of manual labor and magic, hoist goods from the holds of ships, while workers with low warrior ranks and mages work side by side to manage the cargo.

The atmosphere is filled with a cacophony of sounds: the creak of rope and wood, the shout of dockworkers, the language of different peoples mixing with the occasional roar of magical beasts being sold as pets or used to load or guard valuable shipments.

The smells are just as varied, with the salty tang of the sea mingling with the aromas of spices, leather, and exotic fruits brought from faraway lands, but there are also other quite unpleasant smells in the air, such as spoiled fish, cheap beer, and every kind of human fluid.

Shops and stalls line the waterfront, selling everything from everyday supplies to rare and mystical artifacts. But that is only half of the local business, which, on the other hand, is only about one type of item negotiated in dirty passages, dark alleys, and also establishments such as taverns and even clandestine auction houses: people.

At night, the port transforms. Lanterns, both magical and oil-based, light up, casting a warm glow that dances on the water's surface. Taverns and inns near the docks come alive with music, laughter, and the swapping of stories, where the line between truth and tale is joyously blurred.

The port at night is a place of mystery and potential, where fortunes can be made, alliances forged, and adventures begun, but also when some lives are sealed with a dark fate, and innocence lost forever.

Guarding the port and the city is a formidable fortress, part of the city's ancient walls, which have been reinforced with spells to ward off sea monsters and pirate attacks. The guards are a mix of skilled warriors and mages, vigilant against any threats that might emerge from the horizon or slip in with the tide.

The warriors wear armor that varies between full plate and mixed armor with leather and resistant fabric, while mages wear tunics, cloaks, and capes. In addition to the insignia of Lumindell, the four-pointed star, and Saltstone, a small rowing boat bearing stones, there are also small silver or golden brooches on the chest of each guard, symbolizing their ranks.

From one to three silver ones, meaning from Novice Rank to Elite, or Apprentice to Advanced for mages; starting from the gold ones, the first is Champion or Ascended, which number of such beings can be counted on the fingers of everyone in the city; the next rank is even rarer in such a region, having only one Hero in all of Saltstone, its governor.

The whole scene happens very quickly, and the guards behind don't notice it because they are too focused on the other hooded figures. One of them approaches the woman, who whispers so that only he can hear. "It's done, Ivar; you can order him anything."

"Good work, Circe," Ivar approaches the guard and starts asking him several questions about Saltstone and the continent of Eldoria. The other guards see nothing unusual in that since they understand how the guard leader would want to be friendly with such a peculiar and impressive group.

But they fail to notice how the man now acts like an emotionless servant, different from his behavior a while ago.

After questioning the chief guard, Ivar returns to Circe and their other companions. "This trash knows nothing useful, but since this continent seems quite large, I think our chances of finding the princess are good."

"And the old witch?" The man called Varren asks, his tone a little concerned. Ivar shakes his head. "That guard has never heard of her, but it's better if we stick together as always; I feel that a place so far from home would be perfect for them to start a new life."

"Yeah, I also have a good feeling," Circe comments, her red eyes gleaming sinisterly. "Where shall we start? The princess must be the most beautiful woman these worms could see, so I think we can use that."

"It's a good start," Ivar nods. "The guard mentioned some people who sell information, members of the Assassins' League."

"The League is in such a remote continent?" Varren asks, curious. "I thought their influence wouldn't reach here."

"Should we worry about powerful members?" Circe asks, and Ivar quickly shakes his head. "I doubt there are many Great Heroes among them, but let's be cautious anyway."

"Alright," Circe nods. "So, where shall we start?"

"Spread out through this city and try to find League members; we want to talk to the Spy Leader of this region; that person should give us the information we need about the princess or the old witch," Ivar explains.

"Alright," Circe nods again, as do Vorren and the other three hooded members. They begin to fly in different directions, surprising the guards.

Ivar is the last to leave after giving more orders to the chief guard. "Take care of our ship, and don't let anyone aboard."

"Yes, My Lord." The man responds in a servile tone.

The other guards are shocked by the strange situation, but they cannot disobey their superior's order. So they just watch as those mysterious figures disappear into the fog. "What the hell just happened?" All wonder the same.