Now that you are able to enjoy a moment of respite, you decide to seize this second chance at introducing yourself and your party to the friendly seadog. And this time, having learned from your mistakes, you do so without the signature flirting.
Friendly seadog: “Err… yes. Hello. This one is Snap.”
You tell Snap that you are humbled to see her again, and try your best to explain your current situation to her. When you ask about sailing to Midgard, she waves a paw dismissively.
Snap: “Not now, getting dark. Waters here, not safe, no way. First stop at crew island, can rest there. Then you go, yes?”
You and your friends agree to make the seadog’s home your destination for the night, trusting that she knows the high seas better than any of you. And so, you continue to sail along the wind and toward the southern stars for the next hour or so.
Every now and again, a few tall waves roll over the gunwale and flood the deck. Depsite some initial panic, you are fortunately well-equipped to promptly pump the water back out, and through a bit of teamwork, you manage to keep the boat afloat with little effort.
Eventually, land comes into view, and upon approaching, you are able to discern a small group of floating islands with what seems to be a settlement built on top.
Snap stows the sail as you arrive below, then drops anchor by one of the lower islands. She signals to a lantern above, from where a rope ladder unfurls to offer the wingless a way up.
You are then given a brief tour of the Wind Shepherd village. On the main island, several farmhouses surround a natural freshwater fountain. You are wordlessly welcomed by a few seadogs still out and about at this hour, and given curious looks by pups who were splashing about in the water nearby.
Solid wooden bridges lead to other islets along the southern side; some to workshops, still open, and others to large households. Most of the town structures double as large sailcloth-bladed windmills, adding a mesmerizing motion to the moonlit scenery all around you.
Snap: “There, you can rest when you need. And, err… watch your step, yes?”
To the north is your sailboat.
To the east is the blacksmith, the carpenter, the tailor, and the tavern.
To the south is the captain’s quarters, and the guest islet, which includes a bathhouse, and a dormitory.
To the west is the bakery, and the chemist.
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