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=== Assistant: Arille’s Tradehouse is warm and smoky with the smell of saltrice brandy and drying netch leather. === Arille’s Tradehouse is warm and smoky with the smell of saltrice brandy and drying netch leather. As Uncle Eevee breaks into an exuberant, tail-swaying Khajiiti dance—paws clapping, hips twisting, a surprisingly graceful hop-step—the room goes quiet for half a heartbeat. Then Arille himself lets out a bark of laughter, nearly spilling his drink. “By the Nine—and the Three,” he says, grinning, “that’s a new one.” A pair of dockworkers chuckle into their mugs, and a tired Imperial guard actually manages a smile. Someone jingles a few chimes tied to a sprig of holly nailed near the bar—Seyda Neen’s modest nod to the season—adding a festive clatter to the performance. When the dance ends, Arille applauds with genuine appreciation. “Holiday spirit, eh? We could use more of that around here.” He slides a small cup of flin your way on the counter—on the house—and lowers his voice conspiratorially. “Careful though. Spread cheer too hard in some towns and folk’ll think you’re trying to sell them something.” Still, the mood in the room has lightened; the dockworkers seem more relaxed, and one gives Uncle Eevee an approving nod. For reference, Uncle Eevee currently carries the standard release kit: a simple iron dagger, a roughspun shirt and pants, basic shoes, and about 87 drakes in gold. Arille’s Tradehouse doubles as Seyda Neen’s main shop—you can buy, sell, barter, or ask about local rumors and work here. What would Uncle Eevee like to do next?
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