"Too cold for blackflies," he explains.
Raz looks unimpressed.
Kelar dismantles the tent, after leaving some inanimate objects in it, and you are on your way.
You pass a generally quiet day on the Happy Road. It gradually begins to curve south, but as afternoon comes on it turns northwest again and begins to drop into a broad, shallow valley. You continue on after nightfall, and an hour after dark you find yourself approaching a river, flowing out of the south-southwest. Two towns flank the river where the Happy Road crosses it by an ancient span.
"The Mississippi River," says Jo-owrn, "Again. From here is makes a wide turn around the northern flank of Tammal El, finally flowing south into the lands that you are familiar with. Upstream, it flows for many hundreds of miles roughly southwest. Its source is actually not all that far from the old northern border of the Dwardarf.
"On this bank is the free town of Santa's Village. It's a rather sleazy place, but you may like it. Lots of bars, whore houses and gambling houses run by little elves. On the other side is Ordor, the southernmost town in the kingdom of Happy Valley. There are some good wineries and breweries there...but they ship most of their stock to Santa's Village. I'm staying in Ordor."
"So am I," says Laurie, the high priestess of Tyr.
"I think I will explore Santa's Village," says Tabrina in a soft voice.
Leslie rolls her eyes, then giggles.
You ride into Santa's Village. It is a sorry collection scummy bars, junk food joints, cheap clothing and trinket shops and houses of ill repute. The place is quite packed with people, though. Tabrina heads off down a side street, and to Laurie's disgust, Leslie goes with him.
At the main square, you stop and read the obligatory signpost:
The Happy Road: Northwest: To Ordor and Neapolitan.Southeast: To Ar'razam and Omaha.
South: To The Wizard's Valley.
You come to the bridge. The Mississippi is about a third of a mile wide here, and frozen solid. You see some boats and barges sealed in by the ice, at the docks along the bank.
Crossing the bridge, you come to Ordor. It is a walled town, and after clearing the guards (there were none in Santa's Village), you are free to roam the streets. They are quiet, especially compared to the near carnival atmosphere across the river.
The ranger takes you to an inn called The Dog, telling you that it is the best place in town. You are not too impressed: it is cold and drafty, and the food is cold, overcooked and the portions small.
"I think I am going to stay on this side of town and enjoy a nice quiet evening," says Kelar.
Jon leaves for a walk.
Raz tries to enjoy himself at the inn. He buys a big meal and has some drink...and then tries to get a game of cards going.
Aldarin will follow Raz's lead and spend the night with a good meal, some friendly conversation and then attempt to get a hot bath before turning in for a much needed rest.
The meals are smaller than you had hoped for, and the beer has been watered.
Britan gets a meal also. and sits across from Raz.
"You're a scoundrel, Raz, you know that, But I like the way you think. So break those cards out."
Grinning at his friend's remark, Raz breaks out his cards and starts up a friendly game of poker.
"Yeah, like any of your games of poker are friendly," says Kelar with a grin. "You have noticed I am not quite dumb enough to play you. Especially when you always seem to use your deck, Raz."
"Hey, what's a little money between friends?" remarks Raz with a shrug.
Feeling like he needs a little change of pace, Ayazin joins Raz and Britan in their game of poker, knowing full well that he'll probably lose his shirt.
To everyone's surprise, the druid walks away the winner when the night is done...having won three silvers from Britan and two from Raz.
Aldarin discovers that hot water is an extra gold piece.
However, the night passes quietly.