Herald of the waters

You understand that the house you take for home is no longer yours for you to dwell in, but at the same time refuse to accept the fate of the servant; which is likely to become a lifelong bound. So, ashamed that you may have displeased the Count you reply:
"I'm so sorry, but I think I'd rather look for a kind master in Denai'oli that would accept me as an apprentice."
Like if he is trying to ease your concern about the Count's opinion about your refusal, smiles and says:

"I would love to have had your boldness so much time ago, yet there are many boys corpses that would have rather had my prudence.
Farewell brave cub, remember me in your adventures."
And then he turns and is gone.

~~~ooo~~~
After the parting of Mr. Voloi you spend some time wandering in your little hut, still unable to think in anything concrete. But that time has come to an end. Now you have clothed yourself in what could be described in a rather unsympathetic way as rags, but that you, used to them, see no particular objection. They consist in a slightly oversized but fairly new hat, that your older brother kept but refuse to use, a slightly gray shirt, that used to be white and has half a dozen mends, and knee breeches. You are also barefoot, as this is the lot of poor children in this place and time.

You can now take with you just two objects from this list; they could be important later on as this adventure progresses, so choose wisely. A change of clothes of similar quality to the ones you are wearing, a brown jacket whit some buttons missing, a knife, a pair of dice, bread and cheese to last for two days, and a set of flint and steal (to start a fire).

Make a note in your diary of the things that you have chosen to take with you.

Ready? I hope you are my dear reader, because it is that great adventure expects you. I know it is a rather difficult start, but such is the path of the hero.

Here you are at last, on your way towards fame and fortune; or at least to a warm meal every day, or so you hope. No, there is no turning back now; you disregard any thought of fear and first slowly, then at a speedy pace you leave your home village - maybe for life. Your first day on the road is rather uneventful, however you thank the gods that you arrive to the nearby village of Aldeai as the night starts to kiss the country. There you can find a temple who certainly will offer you lodge for a little work tomorrow.

Aldeai could certainly be called a citadel, for its walls notably surpass the importance of this little population. Your parents taught you that there was a time long ago when it boiled with all sorts of trades and businesses, simply because it was one of the safer places in the whole kingdom. Aldeai's walls were not only its shield, but also its gold. Now they only serve as painful reminders of Aldeai's former glory and to some psychological comfort for the little travelling boys that take refuge in it from the night ;).

You keep on to the gate, that is now left open at all but the most perilous of times. One step and you are inside. A lion greets you!

The bronze statue, symbol of the god Athurahah'i, seems but inches of being alive at this hour of dim light. Indeed the shadows that caress the monument seem like warning you of a ghost about to be summoned. You reject these fearful thoughts, as you have been taught from cradle, that Athurahah'i is the Lord Protector of the kingdom; a force, you have been taught, only the enemy and the traitors have anything to fear of. It is not much that you have to walk before the magnificent columns of the House of the Gods, appears before you.

The huge, bronze reinforced oak double door is now closed, and you know it would be of little use knocking at it; instead you walk past the corner till you meet the small side door used for the general service of the temple; because, as you can easy imagine, it requires considerable exertion by several men to move the main ones. Finally you knock the door and it is opened.

You are welcomed in the common room where you spend the night
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