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"The Pirate, the Dragon, and the Drow"
by Myrg



Introduction

On my travels of these lands I have seen many things both good and evil.
Rarely am I surprised, so take a seat and let me share with you such a
tale of surprise.

Chapter 1

The day started much like most others: the people of these lands
scrambling for the resources to better hone their skills; the young
rogues and fighters teaming together to cull the growing threat in Haven
and Gofur; the mages heading to Asmar to ensure the Asmarians were not
strengthening for another attack on Cardania; so on and so forth,
business as usual.

I spent a good hour shadowed in Riathan Square, where, as per usual, the
dragon Anchor sat quietly watching life go by amidst  the usual banter
between those wandering in and out, when suddenly Ripskin wandered in
with a glint in his eye.  Now understand: this isn't any ordinary Ranger
- this is not only the most powerful of bothh the rangers and the Artrell,
it is also the Captain of the Pirates; what was he doing on land? I had
to know.  As silence and fear befell Riathan, Anchor awoke from his
slumber and, seeing Ripskin, sat up, whispered something to him and
patted a bag strapped to his waist. Ripskin bellowed a laugh and the pair
of them headed north.

Now common sense would dictate that following these two is not a wise
idea, particularly as Anchor hadn't had his third breakfast yet, but you
see, I have never been a sensible man.


Chapter 2

After a short journey, I watched the two of them enter the room below the
bard. Now, for those in the know, this is the room where often plans are
hatched and deals are made; an adventure I felt open up before me, and a
story in the making.

Suddenly, the first of a few odd things happened: Ripskin removed his
weaponry and put them in the corner and sat down on the floor. This was
strange for a Pirate - to not have a weapon close to hand; odder still
that he did this without being requested to.  At this point I feel I
should formally introduce Anchor - Guild Master of the Stormbringers,
such a fearsome creature that it has no need for weapons; the real skills
lie in Myth as Anchor is the last of the Water Dragons and no one knows
the true powers of this race except Anchor himself. All we know for sure
is what history has shown us - intolerance, fearsome in battle and, like
all dragons, a hunger for gold.  So a treasure hunt was ahead, and I was
here to witness it. Anchor sat, and I listened from the shadows.


Chapter 3

In the corner I sat as these two legends joked of Ripskin's latest
adventures and Anchor's dislike for the taste of Orcs and Goblins (too
chewy apparently); then a sense of fear hit me, then dread and I began to
shiver, a darkness befalling the room as Grym entered.  Now understand
and be very sure you listen carefully, before me stood a Drow and not
just any Drow; it was Grym: the most powerful of the Drow, right hand to
the Valsharess, a necromancer, a dealer in death - most that meet him
will barely be alive long enough to recount the tale.  I stood there,
daring not breathe as suddenly Grym threw his staves at Ripskin; as
Ripskin caught them static crackled on Grym's hands and a dark grin
crossed his lips. My heart was pounding. Why hadn't Anchor turned and
prepared for battle? Could Ripskin reach his weapons before Grym
attacked? Why had they left themselves so open to it? Then Grym reached
into his cloak and his lips began to move; here it came: the spell of
death, my own life flashing before me, when suddenly he removed a package
from his cloak and spoke in a low broken voice, "Anyone for Poker?"



Chapter 4

Ripskin gave a hearty laugh as he placed the staves in the corner with
his own weaponry. Anchor grinned as he said, "Your late again, Grym".
Grym just muttered, "Damn Pirate sending me to Xenora for a deck of
cards. You know I can't walk through there without slaughtering a few."
And with that he took a seat alongside the two and passed the cards to
Ripskin.

And so they sat the three, the cards dealt, the stakes laid and so set in
motion a game of poker; all three known for their cunning and guile. Who
would be the victor? The first few rounds passed with the Dragon folding
early on and Grym failing in his bluffs to Ripskin; then Grym snatched a
few large wins - the pattern was very much Anchor didn't bluff, Grym
would raise the stakes, and Ripskin would just stay in for the sheer hell
of it; or so it seemed. For out of nowhere, Anchor stayed in as the
stakes got high, forcing the other 2 to fold through fear of his
hand....a pair of 3s. Anchor's greatest bluff was that he pretended that
he didn't bluff and had just made 200,000 gold on a pair of 3s. Amongst
raucous laughter, the game was now very much in motion.



Chapter 5

Ripskin would be known to say "stranger things happen at sea". Me, well;
I very much doubt that. I sat there for some hours watching these three
legends play poker.  The money for the bet thrown on the floor, none of
these three distrustful characters once felt the need to check the
amount. They just laughed, joked and played, whilst drinking Drow ale.    

As the afternoon passed, a few adventurers entered - they would bow in
respect or look at the current pile of gold on the floor and leave. Not
once did one attempt to disturb these three deep in game nor did they
dare touch the pile of gold on the floor.

Like all good things, the afternoon finally came to a close. Ripskin
rose, a little lighter in the pocket, saying, "Well, me hearties, ye ole
landlubbers have lightened my pockets enough for one day and my ship is
awaiting me." With this he grabbed his things and tossed the pack of
cards back to Grym. Now, as I have said before, this was a strange day;
as before Ripskin got out the door, Grym cracked a smile and shouted,
"Rip, you'll be needing these if you want to get your money back", and
tossed the cards back to Ripskin. Again, the three laughed before
disappearing onto whatever adventures laid before them.

END
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