After a week or two of travelling, Kosvia and Aginthar started to hear rumours of troubles in some remote villages. Folk talked about them as if the villages or that region were cursed. It seemed like the sort of thing they could help with, or at least that there were people in need, so they headed in that direction.
As Kos and Aginthar ventured into the troubled region, they learned of the plight of several small towns that had been experiencing mysterious disappearances, a couple of fires, some missing livestock and a growing fear of the surrounding woods. The first town they arrived in was called Bramblewood, nestled on the edge of a dense forest. The villagers readily shared their tales of misery, and of the fear gripping the community. Already many wild rumours of the cause were starting to spread.
Eager to unravel the mystery and provide aid, Kos and Aginthar set out into the woods surrounding Bramblewood. The forest, known as Whispering Grove, was renowned for its eerie silence and flickering shadows. As they patrolled the outskirts, they discovered telltale signs of orc activity: broken branches, trampled underbrush, and discarded scraps of food.
Following the orc tracks, our heroes traversed deeper into the heart of Whispering Grove. They encountered small groups of orcs and engaged in skirmishes, gradually dismantling the orc warband’s presence in the area. Along the way, they discovered the remnants of makeshift campsites, suggesting the orcs were preparing for a larger assault.
After a relentless pursuit, Kos and Aginthar finally reached the main encampment of the orc warband. Nestled in a clearing at the heart of the forest, the camp was fortified with crude wooden palisades and guarded by patrolling sentries. The air was thick with tension as our heroes prepared for a formidable battle.
In a daring raid, Kos and Aginthar ambushed the war chief, Gruk the Unyielding, and his entourage of fearsome ogres. The clash was fierce, but with their exceptional skills and teamwork, our heroes emerged victorious. The defeat of their leader sent shockwaves through the orc ranks, causing chaos and disarray.
With the war chief defeated, Kos and Aginthar continued their relentless assault, driving out the remaining orc forces. The once-boisterous camp fell into silence as its occupants scattered, fleeing into the depths of Whispering Grove. Our heroes remained vigilant, ensuring that no orc remnants remained to threaten the nearby towns.
After their hard-fought victory, Kos and Aginthar dedicated themselves to restoring peace to the region. They spent weeks assisting the affected towns, helping to rebuild and fortify their defences. Bramblewood, in particular, became a symbol of resilience as its grateful inhabitants worked alongside our heroes to create a network of watchtowers and secure the outskirts of the forest.
As the duo prepared to move on from Bramblewood, the townsfolk bid them farewell with heartfelt gratitude. Their heroic deeds would be remembered, and the whispers of their bravery would echo through the town for generations to come. The people of Bramblewood could finally sleep soundly, knowing that their protectors had ensured their safety and peace once more.
Continuing their journey toward the forest, Kos and Aginthar stumbled upon a weathered keep standing resolute on the outskirts. Its stone walls had seen better days, but a tattered banner bearing the emblem of House Vardos still fluttered defiantly in the wind. The small fortification, known as Ironhelm Keep, had become a lonely bastion, surrounded by a horde of hostile bugbears and hobgoblins.
Recognizing the dire situation, our heroes swiftly devised a plan to liberate the keep. Taking advantage of the cover provided by the forest, they circled around the besieging forces and launched a surprise attack from the rear. The bugbears and hobgoblins were caught off guard, and chaos ensued as the defenders of Ironhelm Keep joined the fray, their morale boosted by Kosvia and Aginthar’s timely arrival.
In a display of unmatched skill and determination, Kos and Aginthar lead the charge, cutting down enemy after enemy. The bugbears and hobgoblins, overwhelmed by the sudden assault, faltered under the combined might of our heroes and the valiant garrison. Particularly, when Aginthar felled the Bugbear leader with a deft, cleaving blow. The tide of battle turned decisively in their favour, leaving the besieging forces scattered and demoralised.
With the enemy forces defeated, Kosvia and Aginthar were hailed as saviours by the grateful defenders of Ironhelm Keep. The garrison commander, Sir Gareth, welcomed them with open arms and invited them to recuperate within the stronghold’s sturdy walls. The heroes were given free rein to resupply from the keep’s well-stocked armoury and to enjoy the hospitality of the garrison.
During their stay, Kos entertained the locals and the garrison with her performances. Her music and tales of valour (several about Aginthar) resonated within the bastion’s halls, lifting the spirits of all who had endured the trials of the siege. The evenings were filled with laughter, song, and camaraderie as the heroes and the keep’s defenders forged lasting bonds.
As the days passed, the keep began to breathe new life. Aginthar shared his knowledge of combat and strategy, training the garrison in new techniques to strengthen their defences. Together, they devised plans to fortify the keep’s walls and bolster its resources, ensuring its ability to withstand future threats.
Before bidding their farewell, Kos and Aginthar received a heartfelt send-off from the keep’s defenders and the nearby villagers who had sought refuge within its walls. The heroes left Ironhelm Keep knowing they had made a lasting impact, not only in defending the stronghold but also in rejuvenating the hope and resilience of its inhabitants.
As they ventured deeper into the forest to find their friend Kipling, the pair had the chance to spend some time alone in the forest camping beneath the stars, but it was not long before they found Kip. The trio ventured to Kip’s home, a place Kos had considered the closest thing to being her home for the last few years. While they were there Kosvia celebrated her birthday, happy to be with those who meant the most to her, though the celebrations were modest. However, it was not long before the road called to Aginthar and Kosvia again, and they soon made plans to leave.
Leaving the serene forest behind, Kos and Aginthar embarked on a river journey that meandered through the lush landscape. They boarded a sturdy boat at a quaint settlement nestled within the woods, bidding farewell to their dear friend Kip and promising to see him again soon. The river’s gentle current carried them downstream, revealing ever-changing vistas of vibrant flora and fauna.
Their voyage eventually brought them to a bustling coastal town known as Seabreeze Haven. The salty scent of the ocean mingled with the lively atmosphere of the town, drawing in merchants, sailors, and adventurers alike. Eager to explore this new environment, Kos wasted no time in sharing her musical talents in the local taverns, enchanting audiences with her skillful melodies. Inspired by their adventures and the bond they shared, she crafted new songs that extolled the valour and friendship of Aginthar, leaving audiences captivated by her heartfelt performances.
As their stay in Seabreeze Haven continued, Kos and Aginthar found themselves inadvertently embroiled in local affairs. Their notable presence attracted attention, and they were approached by individuals seeking their assistance or offering alliances. Eager to make a positive impact, our heroes involved themselves in community matters, advocating for the common folk and championing justice. A couple small jobs ensued helping out local merchants and artisans, and the town guard here and there.
However, their enthusiastic meddling didn’t sit well with the local nobles, who grew resentful of their interference. Tensions reached a boiling point at an extravagant ball held in honour of the town’s elite. Aginthar, renowned for his unwavering principles, found himself embroiled in a verbal altercation with an arrogant noble who disparaged the rights of the less fortunate. The argument escalated, and with tempers flaring, Aginthar was challenged to a duel by the offended noble.
Facing his opponent in the grand ballroom, Aginthar showcased his skill with a blade, parrying each strike with precision and determination. Despite being outnumbered by his opponent’s supporters, he fought valiantly, leaving the room in awe of his prowess. In the end, Aginthar emerged victorious, defending not only his own honour but also the ideals he held dear. And delighting Kosvia who cheered him on from the sidelines.
Unbeknownst to them, the city was home to a small band of thieves known as the Black Vipers. The guild’s leader attempted to pickpocket Kosvia while she was in the market. Due to her magical attire and a badly timed movement this did not result in him getting hold of her money pouch. In a series of comical misunderstandings, an unfortunate stabbing, strange traditions within the Black Vipers, and Kos’ unexpected ability with a sword, Kos inadvertently found herself being granted leadership of the Black Vipers. Much to her surprise and the bewilderment of some of the more traditional members. She also found herself often coming face to face with the dashing and daring cat burglar called The Raven who seemed to delight in their strained circumstances.
One way or another, Kos seemed to keep running into the Raven. Whether while standing on a city rooftop, or in the back room of a tavern. Sometimes he would send her a drink from across a crowded bar, turn up in a towel (and nothing else) at the town baths, or drop a rose onto the balcony she was standing on before disappearing into the night.
Kos was embarrassed by this situation and decided it might be best if they just leave town. They had been in Seabreeze Haven for a while now, so it seemed like time to leave anyway. As they bid farewell to Seabreeze Haven, the town’s residents told tales of Kos’s musical prowess and Aginthar’s unwavering strength, but a mysterious shadow loomed over their departure. The Black Vipers, still unaware of the misunderstanding surrounding their new leader, vowed to track down Kos and bring her back to the guild, seeing her as their key to a new era of prosperity and power.
It was almost immediately obvious that the Black Vipers would not give up so easily and had started following them, so Kosvia decided it was time to reveal the truth to Aginthar about her inadvertent involvement with the thieves guild. Recognizing the potential danger it posed to both of them, she shared the details of her encounters, ensuring that Aginthar was aware of the situation.
With their understanding of the complex lives led by many thieves, Kosvia and Aginthar resolved to approach the matter with a sense of empathy and pragmatism. They believed that beneath the veil of criminal activities, the guild members might possess skills and potential that could be redirected towards more beneficial endeavours.
Together, Kosvia and Aginthar hatched a plan to meet with the Black Vipers and seek a peaceful resolution. They reached out to the guild’s members, offering them an opportunity to channel their talents into more constructive pursuits. Recognizing that circumstance often drove individuals into lives of crime, Kosvia and Aginthar aimed to provide the thieves with a chance to find purpose and meaning outside of their illicit activities.
Through heartfelt conversations and a display of genuine concern, they managed to gain the trust of the guild’s members. Kosvia’s reputation as a skilled musician and Aginthar’s unwavering sense of justice lent credibility to their intentions. Together, they guided the Black Vipers toward alternative paths, encouraging them to find useful and productive ways to employ their organisational skills and expertise.
In time, the Black Vipers transformed from a notorious thieves guild into a force for positive change within Seabreeze Haven. Under the guidance of Kosvia and Aginthar, and some sizable investments the two made in new ventures, the guild members utilised their street-smarts, skills, and intricate network for community protection. Beginning to lead honest lives providing security, assisting in resolving local disputes, and assisting those in need.

Though it is not clear how much this affected the plans and intentions of The Raven.
Their efforts didn’t go unnoticed by the townsfolk and local authorities. Initially sceptical, the townspeople began to see the genuine transformation taking place within the former guild. The once-feared Black Vipers became a more respected name, bridging the gap between the shadows and the light, and instilling a sense of growing hope within Seabreeze Haven.
With the Black Vipers now focused on their newfound purpose, Kosvia and Aginthar bid farewell to Seabreeze Haven, leaving behind a legacy of transformation and hope. Their journey continued, leading them to new adventures and challenges, as they sought to make a positive impact wherever they travelled.
Having heard rumours of pirates on a nearby trade route, Kosvia and Aginthar decided to sail away from the coastal town, keeping an eye out for such trouble. Boarding a small ship called the Silent Serpent, disguised as an easy target, they awaited the opportune moment to strike back.
When the pirates inevitably struck, Kosvia and Aginthar swiftly counterattacked, displaying their formidable combat skills. With their coordinated efforts, they managed to eliminate the pirate captain, one Captain BlackSabre, and the Goliath first mate, who posed the greatest threat among the raiders.
Taking advantage of the chaos, Kosvia delivered a persuasive speech to the remaining pirates, appealing to their sense of self-preservation and offering them a chance at a different life. The speech was assisted by the presence of the well armed Aginthar standing by her side. Moved by her words, and what they had seen of the battle so far, the pirate crew surrendered their weapons and pledged their allegiance to their newfound leaders. At least, for now.
Talking more with the crew, the pair learnt of a notorious pirate king who ruled the seas with an iron fist. After some coaxing, Kosvia and Aginthar learnt of the pirate who called himself Admiral Plunder and his home port, an island called Raven’s Cove. Armed with this information, they set sail on the captured pirate ship, accompanied by some former pirates who had chosen to join their cause, and a few of the more adventurous sailors from the Silent Serpent. Kosvia also adopted a new hat. It was very jaunty and had some braid and a feather.
Their journey lead them across the waves to the secluded pirate haven of Raven’s Cove, a lawless den of scoundrels and cutthroats. Braving the treacherous streets, Kosvia and Aginthar engaged in intense battles, fighting their way through to confront Admiral Plunder himself, a massive Red Dragonborn well over 7 feet tall. After a tense verbal exchange, they fell to an even more intense combat with Plunder and his lieutenants. With their combined strength and skill, they successfully defeated Plunder, though the collapse of the roof in the part of the seemingly ancient mansion in which he lived prevented them from confirming the state of the body.
Taking advantage of the situation, several ambitious pirate captains went to war with each other, all seeking to become the new Admiral. Amidst the chaos in Raven’s Cove Aginthar and Kosvia were able to liberate many people who had been taken by the pirates from various ships or coastal communities and forced into service.
Seizing control of a large vessel in the harbour called Wave Shadow Kosvia, Aginthar, and their new and old allies commandeered the ship, aiming to get the former pirate captives away from the dangerous island. However, their escape was not without challenges, as a few pursuing ships chased them relentlessly. A thrilling ship-to-ship battle ensued, testing their determination and limited naval prowess. Fortunately, some of the former pirates and freed captives had considerably more experience with ships than Aginthar and Kosvia who were mostly able to assist by damaging the pursuing ships and dissuading their crews.
Despite Wave Shadow being somewhat crippled, Kosvia and Aginthar managed to eventually outmanoeuvre their pursuers and make their way to a serene and secluded isthmus, a region called the Seraphic Wilds. The warm weather and scattered settlements offered them a much-needed respite from their perilous adventures. And it provided a new home to those with them who were in search of a new life.
During their stay on the idyllic isthmus, Kosvia and Aginthar embraced the opportunity to immerse themselves in the local community. They spent much of their time staying in a tiny village called Azure Bay, notable for its white sands and the crystal blue waters sheltered by a small coral reef. Recognizing the needs of the newly arrived settlers, they dedicated much of their time and efforts to assist in their integration.
Understanding the challenges of adaptation, Kosvia and Aginthar offered guidance and support to the new settlers, helping them navigate and adapt to the local customs, traditions, and resources. They sometimes acted as mediators during potential conflicts, encouraging open dialogue and understanding between the newcomers and the existing residents. They also ended up again investing in some new local businesses.
The warm weather and tranquil, exotic surroundings provided a serene backdrop for Kosvia and Aginthar to recharge and find solace. They took time to explore the lush landscapes, discovering hidden gems and natural wonders along the coastline and within the dense forests that adorned the Seraphic Wilds. Kos noted many features she would enjoy describing to her friend Kip when next they were together. After a while, though, it inevitably started to feel like time to move on.
As Kosvia and Aginthar ventured further along the isthmus, their journey took them through untamed territories, where nature revealed its more perilous side. The lush and diverse flora of the isthmus concealed hidden perils, with carnivorous plants lurking amidst the verdant foliage. As the duo travelled deeper into the untamed wilderness, they remained vigilant, using their knowledge of nature and their skills to evade the snapping jaws and ensnaring tendrils of these menacing plants.
In addition to the plant threats, the presence of lizardmen posed a formidable challenge along the way. These fierce reptilian creatures, adapted to their swampy habitats, guarded their territory with territorial ferocity. Kosvia and Aginthar engaged in skirmishes with the lizardmen, relying on their combat prowess, magic, and resourcefulness to overcome these reptilian adversaries.
The encounters with the man-eating plants and lizardmen tested the resilience and survival instincts of Kosvia and Aginthar. Through their perseverance, tactical acumen and not a little magic, they managed to navigate the hazardous terrain, steadily making progress toward more populated areas.
As they journeyed onward, the duo witnessed the gradual transition from the secluded wilderness of the Seraphic Wilds to bustling and vibrant settlements. The signs of civilization grew more prevalent, with signs of trade, bustling markets, and the comforting presence of fellow travellers.
Kosvia and Aginthar arrived at the small, but powerful Duchy of Kaerthos, that appeared outwardly welcoming, but something felt amiss. As they settled in, the peculiar atmosphere became more apparent. At night the streets of one of the small towns, or villages of the Duchy, or the capital itself would be covered in a freezing, cloying mist. Those who found themselves out in it became ill with fever and boils, and were plagued by horrifying dreams.
Duke Taeshen, Kaerthos ruler, was a charming and intelligent man who welcomed Aginthar and Kos to his court as they arrived. Their arrival was heralded by word of the curative help they had given in some of the settlements they had passed through. Now they came to the capital to try and trace the source of the problem. Taeshen seemed particularly pleased to welcome Aginthar and spared no effort in attempting to marry him to any or all of his three daughters, hoping to solidify his hold on power through a prestigious alliance.
Kosvia and Aginthar spent time trying to research this seeming plague or curse that had befallen Kaerthos. They also travelled to afflicted towns, curing who they could and bringing some sense of relief and hope where they could. During their investigations they got to know Taeshen and his daughters Korina, Adje, and Petra, as well as the Dukes advisors, Lady Volkre of Chajm, Tomasz the Black, and kindly Cardinal Braczus, who always seemed to know what was best for the people. During the investigation, Kosvia and Aginthar seemed to always be a step behind the cause, and seemed to have more and more people to cure.
One evening, during a grand banquet around a local festival, Kosvia, having just finished a performance, was making her way back to her room with her instruments. Unbeknownst to her, the Duke, deeply entrenched in his web of deception, was finalising his plans for further treachery and intercepted her, intending to poison her. Perhaps during an intimate moment he tried to manufacture. Kosvia found him in a small side room adjacent to the banquet hall, but on the way to her room. Kosvia was not taken in by the Duke’s words. Nor was she seduced by him, or affected by the poison he attempted to scrape on her skin. Rather, she sensed something wrong. Unsure how much she had seen or figured out, the Duke scrambled to cover his intentions.
Realising the Duke’s malicious plot, Kosvia skillfully avoided his advances and recognized the imminent danger. Swift and resolute, she utilised her surroundings to her advantage and propelled Duke Taeshen out of a nearby window. He may have also been on fire. Kosvia was smoothing out her clothes and peering out the window when the sounds of commotion and Duke Taeshen’s yell, abruptly cut short, brought the Duke’s guards rushing into the room ready to defend their master. Aginthar followed close behind.
In the face of impending conflict, Aginthar, with his quick thinking, presence, and diplomatic finesse, managed to defuse the tension and prevented unnecessary bloodshed. He calmed the guards, explaining that the Duke had revealed himself as a treacherous conspirator, and that Kosvia’s actions were an act of self-defence against his sinister intentions.
The following days there was no recurrence of the night mists, or the murders that had begun to be more common in the capital. The revelation of the Duke’s true nature sent shockwaves through the duchy. The eldest daughter, Korina, burdened by her father’s malevolence, rose to the occasion and took charge of the duchy, determined to lead with integrity and restore its tarnished reputation. But not before making one last suggestion to Aginthar that he could stay and rule by her side.
With their visit in the duchy at an end, Kosvia and Aginthar bid farewell to the newly appointed Duchess Korina and the rest of the court. They carried with them the satisfaction of having exposed the truth and brought justice of a sort to a corrupt and dangerous ruler. Their arrival and subsequent actions had made a significant change to Kaerthos, setting it on a path of redemption and renewal. And leaving it with a significantly less evil ruler.
Continuing their journey, Kosvia and Aginthar embarked on a series of small-town visits, offering aid to the locals and sharing their tales of valour and adventure. Their presence brought hope and inspiration to the communities they encountered, as they used their skills to cure diseases, heal the sick, and bring stories of adventure and far off lands to the people.
Amidst their travels, they stumbled upon a quaint village renowned for its exceptional cider. The villagers welcomed them warmly, and Kosvia and Aginthar indulged in the flavorful beverage, savouring its taste and enjoying the jovial atmosphere.
With their spirits lifted, Kosvia and Aginthar pressed on. One night they arrived in a tiny village near the coast. Accommodation in the town was scarce, so they decided to camp on a nearby bluff overlooking the sea. A somewhat romantic location under the bright full moon. However, in the early evening as they were cooking some food, they were surprised by two visitors. Cardinal Braczus and Petra of Kaerthos arrived, having shed their courtly raiment for humble travelling clothes, explaining they had taken to the road as a kind of pilgrimage to further Petra’s religious studies. Braczus talked of a nearby temple where he had trained they were travelling to.
They shared a basic watch overnight, Braczus and Petra offering to take the later watch and prepare an early breakfast, so it was as morning began to break, Kosvia and Aginthar curled comfortably in each other’s arms, that they were attacked. They were wracked with pain and injury as Braczus unleashed spell after spell at them, and the girl they knew as Petra transformed into a foul beast of sharp bones and carrion stench. Caught unawares the pair responded as best they could, grabbing their equipment that thankfully lay close to hand. Unfortunately, something in Braczus’ magic twisted their minds. The Petra beast wrapped its long foul tongue around Aginthar’s neck as the magic of Braczus caused him to push his sword into Kosvia’s belly. A moment later, it was Kos who fell under the evil Cardinal’s sway as she unleashed lightning, striking both Aginthar and the thing that had been Petra, causing Braczus to take a few steps back. With their last vestiges of health trickling away Aginthar called on his divine power and held his hand forth causing the beast that had been Petra to disappear into another realm for precious moments. Braczus stepped forward again unleashing thousands of tiny foul abrasions across them both.
Braczus screamed “Queen Carrion knows your names. She remembers those who wronged her. The Mistress of The Fifth Chain will bring the waking death unto you!”
With her last mote of resilience, Kosvia spotted the masts of a boat or small ship just offshore, below the bluff and moved them toward it in a last, desperate, arcane blink. Unfortunately, she could not see the deck of the boat from where they had stood. So, the last thing she remembered was appearing in the air, next to the mast, many feet above the deck of the small fishing vessel.
When Kosvia awoke, she was in a small space under the deck of the boat, out of the elements. Aginthar leant on a small upright beam nearby examining a row of festering blackened wounds across his chest. As had become common over the past months, they moved to hold out their hands and heal each other. But when they touched no healing took effect, instead they were both wracked with intense pain and sudden, unrelenting visions of death, calamity, and decay.
At the end of the day, the little fishing boat came to shore in their small coastal home. Aginthar and Kosvia thanked the quiet but kind, if somewhat perturbed, fishermen for their help and paid them handsomely for their trouble. The pair were able to find lodging in a small guest house and hoped a night’s rest would help them. But good sleep was elusive as their bodies continued to periodically explode in pain, and their dreams were filled with the more and more visions of death and destruction. They lacked even the comfort of each other, as any touch between them exacerbated the pain and visions. Even Aginthar’s divine powers could not shift this affliction.
They rose the next day, more exhausted, and still carrying stubborn wounds. They decided to make their way inland, purchasing passage on a caravan. They travelled for several days. Their condition did not improve, but their exhaustion worsened. Eventually they came to a small town that they both recognised for different reasons. It lay near Drachenwold, and Kosvia had passed through there with Kip a couple years previous. Kosvia lead them into the rear yard of a tavern in the town where a huge chestnut tree shaded the whole beer garden. She took her sending stone out and called Kip for help, hoping her friend who had become so wise and powerful could help them. A moment later, a space opened in the massive tree and Kipling Infernus beckoned them through into the forest where he lived.
Kosvia and Aginthar arrived in Kip’s care ragged, exhausted, feverish, covered in pain sweat and haunted by their visions of their nightmares. The gentle Druid gave them some specially prepared potions for the pain, and poultices for their stubborn wounds. Then he lead them to a peaceful, sunlit glade near his home with great menhir sitting at each of the compass points of its perimeter. A huge Elk standing in the grove nodded, seemingly in welcome, as they entered the space. Then it walked calmly into the forest leaving a small flight of butterflies the only other inhabitants of the clearing. Kip had clearly been creating something very special.
There they slept for 3 days on a bed of moss and soft grass. Kip sheltering nearby to keep an eye on them. On the morning of the fourth day Kosvia awoke in the early morning. She felt well. For the first time in many days. Her wounds were healed or healing, and her head was clear. Lying on the ground in the morning light she reached out toward Aginthar, but her hand stopped before it touched him. The memory of the pain that had come with their touch in recent days causing her pause. Instead she got up, and smelt the sweet morning air and felt soft moss beneath her toes. Her muscles ached and she was covered in dried sweat and grime. And surely smelt like it.
Kos made her way to a small pool nearby, deep enough to stand in and with just enough of a waterfall tumbling into it to stand under, and began washing herself. She used a little magic to warm herself under the chill water as she finally started to feel clean. A few minutes later, she wiped the water from her eyes, and pushed back her hair to see a figure standing by the pool. Aginthar had awoken and made the short walk down to the pool. She smiled at him and finally found herself able to put aside the harsh memories of the pain that had accompanied their touch in recent days. She took a moment to twist her hair into a loose, tidy gathering that tumbled over her left shoulder before walking slowly out of the pool and toward the embrace she longed for.
The three of them would need to discuss what was next and where they might travel onward when the time came. And whether Kip would come along. There were questions and memories of Drachenwold, Treffenbaume, Kaerthos, Bramblewood and Whispering Grove, Seabreeze Haven, Azure Bay in the Seraphic Wilds, and Raven’s Cove. Kos also thought now and again of Eryndor, though much less than she used to. And they all wondered where Dik and Bob might be now. And, of course, Aginthar and Kosvia discussed the great debt they owe Kip. Perhaps they could contribute to his work in the forest that meant so much to him in some way.



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