The Return of Captain Dash
Candlemass 19, 6105 RTR (17 Jan 2002) The captain of the Happy Maid has certain expectations of Nekara.
(Airship) (Alptraum) (A Dream of Seven Sisters) (Spheres of Magic)
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Alptraum's journey on the Happy Maid is more or less uneventful, though the lecherous captain, a Himarian Jupani who calls himself "Captain Dash," makes it obvious that he has less-than-wholesome intentions toward Nekara and Autumn-Storm – and that he's not really the original Captain Dash at all, but simply uses it as a ruse to win over gullible females in various ports. Alptraum overhears the captain boasting about his exploits in Babel, and about his time at the Temple of Inala. This angers Alptraum – not only to hear the captain speaking of his people this way, but that he's learning yet more less-than-savory aspects of Babel from someone other than Nekara. He confronts Nekara about this, and she attempts to blow it off, saying that Alptraum need not concern himself with the affairs of the other Sisters. Nonetheless, he insists, and she tells him a little more of the other goddesses and their areas of influence.

Later, while Nekara is above decks, and Alptraum is in the cabin with Autumn-Storm, Captain Dash comes by and indicates that they should be arriving the following morning at Rephidim … but he also indicates that Nekara will be having dinner with him – in such a tone that suggests that dinner is the least of his concerns. This infuriates Alptraum further, and he meets with Nekara and finds out that the captain has threatened to turn them over to the Temple authorities, thinking Nekara to be a "Yodhinala" – and even if that particular point may be in error, the Temple is likely to find issue with a Yodhsunala coming to Rephidim to rescue someone help captive by the College Esoterica regardless. Nekara intends to go along with the so-called "Captain Dash" … or, at least, to let him think she's doing so. She indicates that she will use her magic and a bit of potion-working to subdue him, and let him think he had a wild night and simply forgot the details.

Alptraum reluctantly goes along with this plan, hanging about the captain's room, listening for any sign of things going wrong. Nekara emerges from the room, after trashing it to make it look like something "wild" went on, then returns to the cabin … and Alptraum finally gets at least a little sleep to prepare for his arrival in Rephidim.

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GMed by Greywolf

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