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After a few solid seconds of agonizing over it, you decide that you better get a room before you continue to follow
those footsteps. No matter what you do, you are going to attract a lot of attention, so it behooves you to establish your right to be here by taking a room for the night. More than that, if you were just to start wandering through this place with a creaky cart and alarmingly squeaky boots, you might get asked to leave for being a nuisance - or worse, they might call the Guard. Having settled on that, you turn to an even more agonizing decision; should you arm yourself before setting foot in the common room? The sleeves of this dress are tight on your wrists, tight enough that concealing a blade in there would be difficult, if not impractical. Similarly, the Oilers that you are wearing have straps to keep them water tight, but that means that they are not particularly well suited for stashing knives in. The apron you are wearing does have pockets, but they have the opposite issue - they are large, and deep, to the point that you would have to fish around a bit for the pin-stiletto. Or your wand, if you wanted to go that route.
But setting aside how you would carry the fraying thing, there is the equally pressing question of how you are going to get your hands on it, as right now, it is buried somewhere, deep in the cart. No doubt, it would be much easier to just forget it ... but can you? For all you know, the two men that made those prints could be sitting in that room right now, and it is possible that they could have some means to 'see' Strangeness, either a Glyph like yours, or something like the hermaphrodites like the Inquisition uses.
And right now, you are still Strange.
If the roles were reverse, and you were in their shoes - or rather, their boots - and someone covered with Strangeness just strolled into the room you were in, you would be wondering if they were a Witch, or at least were in service of one. And you would be seriously considering making the first move. Now, there is a lot of conjecture here. First off, you don't know if they are even in the room. More than that, you don't know if they have anyway of detecting Strangeness. But are you willing to take those bets?
The floor creaks, and you damn near jump straight of your skin. Even once you realize that it was the floor <span class="mu-i">above</span> you, your heart doesn't stop hammering away. Fraying Hell, you need to calm down.
Deciding that you need to move now before you start making a scene here, you leave your knives and your wand where they lie. You are going to find the proprietor, or whoever is running the place, and you are going to -
>Please choose ONE of the following:
> - have to weave some tall-tale, like you did with the Cobbler. It worked for you there, it will work again here.
> - try to bribe them, as the longer you are talking, the longer your back is going to be to the room, and the front door.