Adventure (or at least gainful employment) awaits our players on the streets of Tredroy, The City Of Three Laws, crossroads of Ytarria. The most cosmopolitan city in all the known lands, Tredroy straddles the borders of three very different countries, with a neutral territory on the river island between them all. It is a magnet and home for all varieties of adventurers, diplomats, pilgrims, scoundrels, fugitives, and wanderers.
The plains city of Tredroy is located at the juncture of three different kingdoms. It is divided between the rule of Cardiel (citizens = "Cardien"), a Christian nation that has endured much change and upheaval over the years, al-Wazif (citizens = "Wazifi"), a Sunni Muslim nation of new ideas, and al-Haz (citizen = "Hazi"), a Shi'a Islamic nation of stern traditions. Somehow, the city has forged its own identity, though the wide rivers that divide the city have managed to retain the original culture and laws of each of Tredroy’s nations. As such, Common, Arabic, and Latin are all spoken here. The city itself is home to some 200,000 people, making it roughly the same size and population of real-world Venice. The comparison is also apt as Tredroy is a hub of sophistication, trade, political innovation, and religious debate.
Each section of the city is ruled by a governor who is subservient to his own kingdom. A council, partially elected, partially appointed, runs the city’s day to day affairs. Law enforcement is reasonably staffed with spellcasters, who deploy divination and enchantment magic to track down criminals. Guilds, or livery companies, are highly influential in Tredroy, with the Mercenaries’ Guild, Mages’ Guild, and Company of Merchants wielding the most obvious power in the city. Thieves', smugglers', slavers', and assassins’ organizations mostly operate in the shadows.
Tredroy is also a religious city, with businesses pausing five times a day for Muslim prayers, and churches packed on Sundays. Although the city legally protects religious practice, it is not uncommon for residents to experience religious intolerance as they move between the three sections -- and thus, between three nations.
Tredroy has no walls; the old ones were demolished over a century ago. Still, city guard casually inspect those who enter the city, keeping a particular eye out for slaves being brought into the city (which is illegal in East and North Tredroy) and anyone bringing a large amount of goods into the city without merchant credentials. It is widely known that it's illegal to bring bows, crossbows, and polearms into the city. Such weapons will likely be confiscated, as only men-at-arms are allowed them. Soldiers’ equipment such as swords, plate armor, and war axes are allowed only to liveried men-at-arms and members of the Mercenaries Guild. Expect tension right away!
Our PCs -- who will introduce themselves shortly -- arrive in Tredroy from the east, along Capital Street, in the Cardien section of town.
The continent of Ytarria, where Tredroy is set. (NOTE: This is the default setting of GURPS Fantasy, which I have adapted to 5e).
The elder races of the land - dwarves, elves, gnomes, and orcs -- were disrupted a millennia ago when the Banestorm dumped legions of folk from other worlds on their doorstep. The biggest group by far were humans from the realm of Earth. By their reckoning, the Banestorm struck Earth in the Christian year 1050, and recurred frequently for about 200 years, transporting people mostly from Europe, the Middle East, and North Africa. In the time since then, they have spread their cultures & religions across the face of Ytarria, though not without some... adjustments... being made along the way to account for non-humans and magic.
As Eirik Skoglund arrived at the bustling gates of Tredroy, he was immediately struck by the stark contrast between his home in the northern wilderness and this bustling, diverse metropolis. The city walls, tall and imposing, loomed overhead, casting long shadows across the cobbled streets. He could hear the clamor of the marketplace, the voices of merchants haggling, and the echoes of the muezzin's call to prayer.
Eirik was an imposing figure, standing well over six feet tall with a sturdy, muscular frame that spoke of a life spent in the untamed wilderness. His broad shoulders and powerful arms hinted at physical prowess, built through years of traversing the northern forests and battling the forces of nature itself. His very presence exuded an air of strength and resilience.
A long, russet beard cascaded down his chest, interwoven with intricate braids that gave it an almost otherworldly quality. The hair on his head was similarly braided and arranged, shaved close on the sides, which gave him a distinct and unique appearance among the residents of Tredroy. His piercing blue eyes, like sapphires in the sun, held a gaze that was both unwavering and deeply contemplative.
Eirik's most striking feature was the network of runic tattoos that adorned his face and bare arms. These ancient symbols told a story of his druidic heritage and the connection he shared with the divine forces of nature. The runes, black ink etched into his skin, glowed with an ethereal light when he channeled his druidic magic, emphasizing the bond between him and the natural world.
With his rugged, weather-beaten appearance and a staff of gnarled oak at his side, Eirik felt like an outlander in this labyrinthine city, his presence at odds with the diverse crowd of Christian and Islamic faiths that thronged the streets.
Yet Eirik was not merely a stranger in Tredroy; he was a guardian of nature in a realm where the natural world struggled to find its place amidst the concrete and stone. The scent of spices, the sound of foreign languages, and the rich tapestry of colors in the market stalls all told a story of a city teeming with life and culture, far removed from the remote landscapes he had known.
With a mix of apprehension and determination, Eirik set forth into the heart of Tredroy, fully aware that this city held both the answers to his divine mission and the key to unlocking the mystery of his sister's distress. His presence, though initially foreign, was a testament to the unyielding force of nature and magic he carried within him, ready to shape the destiny of this enigmatic land.
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Writer • Podcaster • Professional Gamemaster
playing Jin Wei, human (Kara-tur) way of the Four Elements Monk in the Princes of the Apocalypse
Corporal Verri Tealeaf had upset one of the officers somehow recently, but was having trouble figuring out what he had done to deserve gate duty again for the fifth day in a row. As the detachment's corporal he was the fellow nominally in charge, which was just as well, because it allowed him to stand in the window of the gate house observing while the other guards interacted with the people coming and going. Yes, that is a bit odd, that even though the walls had been taken down for building materials many years before the gates and the gate houses remained standing. He fit into the window rather neatly because of his 36 inch stature. His dark beady eyes shaded by his helmet took in everything that was going on. Still, he was a little startled to find himself at eyelevel with the big red headed fellow with the tattoos and the robes of person from the forests several leagues away. Nonetheless, Corporal Tealeaf draws out his notebook and pencil...
Hello my good fellow. Can ye state your name and business for good Sir, and is that a walking stick or a quarterstaff?
Eirik looked at the guard and smiled. His grandmother had told him that the city was full of peddlers and that they’d try to buy the shirt off your back if you let them.
“Not for sale,” Eirik said. “Tis my staff. Good for exploring the woodlands, but I don’t think it will do you much good here in the city.”
He started walking away, proud he’d dealt with the first city dweller so successfully. An odd bunch they were indeed.
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Writer • Podcaster • Professional Gamemaster
playing Jin Wei, human (Kara-tur) way of the Four Elements Monk in the Princes of the Apocalypse
Eirik looked at the guard and smiled. His grandmother had told him that the city was full of peddlers and that they’d try to buy the shirt off your back if you let them.
“Not for sale,” Eirik said. “Tis my staff. Good for exploring the woodlands, but I don’t think it will do you much good here in the city.”
He started walking away, proud he’d dealt with the first city dweller so successfully. An odd bunch they were indeed.
OOC: You have a hand axe and a dagger listed in your Inventory. If you intended to conceal them, make a Dexterity (Sleight Of Hand) check vs Veri's Passive Perception (DC 14).
Verri blinks in consternation...o for the love of...
It was not the first time he'd been brushed off by one of the big folk.
OI! NOW LOOK HERE YOU!
Verri leaps onto the ground at the stranger's feet impeding the very big fellow's forward progress.
We has some more questions for ye. And you still have yet te answer me first two. So how aboot we turns back around and head back te the gate, sharpish like, and then discuss this further, yes, without blocking traffic any more than it already is?
Aamira paused at the end of Al-Seef Road, looking down the South Road leading out of The Golden City at the great bridge spanning the Lorian River, leading to the town of the pig-eaters.
"Why did we have to meet there, old friend?" she muttered as she wrapped her shayla around her head and wrangled her shoulder-length dark curls into submission, the garment's crimson a stark contrast to her dark clothing, and marking her as a Sword of the Grand Mosque. Across the river in East Tredroy, her affiliation's only significance would be the allowance of the twin scimitars at her waist without hassle from the guards, per the city's covenant and the agreement between the Mosque and the Southhold Guild. Her longbow was a different matter, so it resided, unstrung, inside her rolled-up prayer mat, slung across her back.
Once across the bridge, she weaved her way through the traffic, averting her eyes in part to avoid unnecessary trouble, and in part to hide her own reaction to a people who apparently thought bathing was some kind of occasional hobby rather than a necessity, and skirted the edge of town toward Capital Road. As she neared the gatehouse, she spared a glance at the top of the shining dome of the Mosque of the Kardi Martyrs, rising in perfect incongruence among the blocky, dirty maze of the Christian city. "Someday," she whispered.
Then her gaze returned to the gate, and fell on what appeared to be a small man riding a larger one, who didn't appear to want to be ridden. Aamira shook her head as she approached the scene. Pig-eaters.
OOC: not concealing the hand axe or dagger. They’re just tools as far as Eirik is concerned. Not weapons. In fact, they’d likely be stowed in his pack versus at his hip.
I’m not big for pvp attacks. But jumping on Eirik’s back and dropping a helmet over his head is an act of aggression that he wouldn’t just allow. Probably needs some attack rolls, imo. The 11 acrobatics check doesn’t hit my armor class.
I’ll hold off on yeeting verri back into the guard station for a moment until there is a ruling here.
OOC: I'm not big on pvp attacks, either. Let's not do this again.
Veri's Acrobatics roll does not beat Eirik's AC. Therefore, none of that just happened.
Let's Mulligan something else. Reset to Eirik passing by Veri's window and saying the staff is not for sale. We can either edit the previous posts, or make new ones.
And no more pvp attacks. We can raise the tension during RP moments up to the point of drawing weapons, but I expect PCs to find a way to de-escalate in the interest of forming a group for the adventure who can trust each other.
OOC: Interesting. I didn't interpret an action that wasn't intended to cause any damage as PvP, and I found it in-character for both of them, and entertaining. But it's the DM's game so I'll go with the retcon. Tension is building, indeed. :)
OOC: Interesting. I didn't interpret an action that wasn't intended to cause any damage as PvP, and I found it in-character for both of them, and entertaining. But it's the DM's game so I'll go with the retcon. Tension is building, indeed. :)
OOC: Any time one PC takes an action that physically affects another PC without the other player knowing about or expecting it, dice rolls will be needed. And the PC taking the action should wait until they know whether or not the roll succeeded before describing the effects of their attempt.
As Steven approaches he presents his dagger. This is a regular occurrence as he is very familiar with passing through this way. "How are you doing today? Anything interesting happening?"
Verri blinks in consternation...o for the love of...
It was not the first time he'd been brushed off by one of the big folk.
OI! NOW LOOK HERE YOU!
Verri leaps onto the ground at the stranger's feet impeding the very big fellow's forward progress.
We has some more questions for ye. And you still have yet te answer me first two. So how aboot we turns back around and head back te the gate, sharpish like, and then discuss this further, yes, without blocking traffic any more than it already is?
edited to revise Verri's decision regarding how to handle the current situation
DM OOC: Any time one PC takes an action that physically affects another PC without the other player knowing about or expecting it, dice rolls will be needed. And the PC taking the action should wait until they know whether or not the roll succeeded before describing the effects of their attempt.
Verri blinks in consternation...o for the love of...
It was not the first time he'd been brushed off by one of the big folk.
OI! NOW LOOK HERE YOU!
Verri leaps onto the ground at the stranger's feet impeding the very big fellow's forward progress.
We has some more questions for ye. And you still have yet te answer me first two. So how aboot we turns back around and head back te the gate, sharpish like, and then discuss this further, yes, without blocking traffic any more than it already is?
Eirik squatted down to be eye level with Verri. “I told you my staff was not for sale. I have no business with you. I’m looking for my sister.”
He stood up and looked around. Tredroy was a big city. Mani was right that nature had forsaken this place. It smelled of waste and filth and too many people in too small a place.
He pulled out the letter from Astrid and showed the small man. “Do you know where I can find the Knights of St. Christopher?”
Rollback Post to RevisionRollBack
Writer • Podcaster • Professional Gamemaster
playing Jin Wei, human (Kara-tur) way of the Four Elements Monk in the Princes of the Apocalypse
As Steven approaches he presents his dagger. This is a regular occurrence as he is very familiar with passing through this way. "How are you doing today? Anything interesting happening?"
I assume Steven is doing this to a city watch member who isn’t Veri?
I am so very sorry, sir, about your missing sister, we will help you with that just as soon as we get your pole arm squared away. I'm asking you what it is for the forms and permits and so forth...so, is it a walking stick? Or a quarter staff?
Consternation is replaced relief, segueing into concern for the missing woman and proper record keeping...
Aegnor has been to this city many a time before, and it was usually always a welcome trek, and this seems like one of those days. Of course, being a performer, he's familiar with just the bare minimum of this town and what lies inside. With his hands folded behind his back, the slightly hunched figure that was Aegnor Rustad took a slow venture into the marketplace for a nice morning of shopping. The carnival he was a part of was out of town for the next few months, so he didn't have much to do. As expected for an old man like he, Aegnor is bald, with a thick, graying beard, donning a pair of dimmed eyeglasses, likely to read better... but he's not doing much reading, anyways. He had a slightly muscular build, but it's nothing all that spectacular. Not to mention he's also quite short. Clad in a short, leather robe, he stood amongst one of the vendors on Capitol Street, scratching his chin slightly and looking among some of the fruits and other things. "Hm... what to get, what to get..." He chuckles, squinting at the table... before hearing commotion nearby. Squinting at the group, he sets the vegetable he was pondering down and wanders over to see what the commotion was. "Goodness, what's going on here?"
Adventure (or at least gainful employment) awaits our players on the streets of Tredroy, The City Of Three Laws, crossroads of Ytarria. The most cosmopolitan city in all the known lands, Tredroy straddles the borders of three very different countries, with a neutral territory on the river island between them all. It is a magnet and home for all varieties of adventurers, diplomats, pilgrims, scoundrels, fugitives, and wanderers.
The plains city of Tredroy is located at the juncture of three different kingdoms. It is divided between the rule of Cardiel (citizens = "Cardien"), a Christian nation that has endured much change and upheaval over the years, al-Wazif (citizens = "Wazifi"), a Sunni Muslim nation of new ideas, and al-Haz (citizen = "Hazi"), a Shi'a Islamic nation of stern traditions. Somehow, the city has forged its own identity, though the wide rivers that divide the city have managed to retain the original culture and laws of each of Tredroy’s nations. As such, Common, Arabic, and Latin are all spoken here. The city itself is home to some 200,000 people, making it roughly the same size and population of real-world Venice. The comparison is also apt as Tredroy is a hub of sophistication, trade, political innovation, and religious debate.
Each section of the city is ruled by a governor who is subservient to his own kingdom. A council, partially elected, partially appointed, runs the city’s day to day affairs. Law enforcement is reasonably staffed with spellcasters, who deploy divination and enchantment magic to track down criminals. Guilds, or livery companies, are highly influential in Tredroy, with the Mercenaries’ Guild, Mages’ Guild, and Company of Merchants wielding the most obvious power in the city. Thieves', smugglers', slavers', and assassins’ organizations mostly operate in the shadows.
Tredroy is also a religious city, with businesses pausing five times a day for Muslim prayers, and churches packed on Sundays. Although the city legally protects religious practice, it is not uncommon for residents to experience religious intolerance as they move between the three sections -- and thus, between three nations.
Tredroy has no walls; the old ones were demolished over a century ago. Still, city guard casually inspect those who enter the city, keeping a particular eye out for slaves being brought into the city (which is illegal in East and North Tredroy) and anyone bringing a large amount of goods into the city without merchant credentials. It is widely known that it's illegal to bring bows, crossbows, and polearms into the city. Such weapons will likely be confiscated, as only men-at-arms are allowed them. Soldiers’ equipment such as swords, plate armor, and war axes are allowed only to liveried men-at-arms and members of the Mercenaries Guild. Expect tension right away!
Our PCs -- who will introduce themselves shortly -- arrive in Tredroy from the east, along Capital Street, in the Cardien section of town.
Players: introduce & describe your characters!
The continent of Ytarria, where Tredroy is set. (NOTE: This is the default setting of GURPS Fantasy, which I have adapted to 5e).
The elder races of the land - dwarves, elves, gnomes, and orcs -- were disrupted a millennia ago when the Banestorm dumped legions of folk from other worlds on their doorstep. The biggest group by far were humans from the realm of Earth. By their reckoning, the Banestorm struck Earth in the Christian year 1050, and recurred frequently for about 200 years, transporting people mostly from Europe, the Middle East, and North Africa. In the time since then, they have spread their cultures & religions across the face of Ytarria, though not without some... adjustments... being made along the way to account for non-humans and magic.
As Eirik Skoglund arrived at the bustling gates of Tredroy, he was immediately struck by the stark contrast between his home in the northern wilderness and this bustling, diverse metropolis. The city walls, tall and imposing, loomed overhead, casting long shadows across the cobbled streets. He could hear the clamor of the marketplace, the voices of merchants haggling, and the echoes of the muezzin's call to prayer.
Eirik was an imposing figure, standing well over six feet tall with a sturdy, muscular frame that spoke of a life spent in the untamed wilderness. His broad shoulders and powerful arms hinted at physical prowess, built through years of traversing the northern forests and battling the forces of nature itself. His very presence exuded an air of strength and resilience.
A long, russet beard cascaded down his chest, interwoven with intricate braids that gave it an almost otherworldly quality. The hair on his head was similarly braided and arranged, shaved close on the sides, which gave him a distinct and unique appearance among the residents of Tredroy. His piercing blue eyes, like sapphires in the sun, held a gaze that was both unwavering and deeply contemplative.
Eirik's most striking feature was the network of runic tattoos that adorned his face and bare arms. These ancient symbols told a story of his druidic heritage and the connection he shared with the divine forces of nature. The runes, black ink etched into his skin, glowed with an ethereal light when he channeled his druidic magic, emphasizing the bond between him and the natural world.
With his rugged, weather-beaten appearance and a staff of gnarled oak at his side, Eirik felt like an outlander in this labyrinthine city, his presence at odds with the diverse crowd of Christian and Islamic faiths that thronged the streets.
Yet Eirik was not merely a stranger in Tredroy; he was a guardian of nature in a realm where the natural world struggled to find its place amidst the concrete and stone. The scent of spices, the sound of foreign languages, and the rich tapestry of colors in the market stalls all told a story of a city teeming with life and culture, far removed from the remote landscapes he had known.
With a mix of apprehension and determination, Eirik set forth into the heart of Tredroy, fully aware that this city held both the answers to his divine mission and the key to unlocking the mystery of his sister's distress. His presence, though initially foreign, was a testament to the unyielding force of nature and magic he carried within him, ready to shape the destiny of this enigmatic land.
Writer • Podcaster • Professional Gamemaster
playing Jin Wei, human (Kara-tur) way of the Four Elements Monk in the Princes of the Apocalypse
Corporal Verri Tealeaf had upset one of the officers somehow recently, but was having trouble figuring out what he had done to deserve gate duty again for the fifth day in a row. As the detachment's corporal he was the fellow nominally in charge, which was just as well, because it allowed him to stand in the window of the gate house observing while the other guards interacted with the people coming and going. Yes, that is a bit odd, that even though the walls had been taken down for building materials many years before the gates and the gate houses remained standing. He fit into the window rather neatly because of his 36 inch stature. His dark beady eyes shaded by his helmet took in everything that was going on. Still, he was a little startled to find himself at eyelevel with the big red headed fellow with the tattoos and the robes of person from the forests several leagues away. Nonetheless, Corporal Tealeaf draws out his notebook and pencil...
Hello my good fellow. Can ye state your name and business for good Sir, and is that a walking stick or a quarterstaff?
Eirik looked at the guard and smiled. His grandmother had told him that the city was full of peddlers and that they’d try to buy the shirt off your back if you let them.
“Not for sale,” Eirik said. “Tis my staff. Good for exploring the woodlands, but I don’t think it will do you much good here in the city.”
He started walking away, proud he’d dealt with the first city dweller so successfully. An odd bunch they were indeed.
Writer • Podcaster • Professional Gamemaster
playing Jin Wei, human (Kara-tur) way of the Four Elements Monk in the Princes of the Apocalypse
OOC: You have a hand axe and a dagger listed in your Inventory. If you intended to conceal them, make a Dexterity (Sleight Of Hand) check vs Veri's Passive Perception (DC 14).
Verri blinks in consternation...o for the love of...
It was not the first time he'd been brushed off by one of the big folk.
OI! NOW LOOK HERE YOU!
Verri leaps onto the ground at the stranger's feet impeding the very big fellow's forward progress.
We has some more questions for ye. And you still have yet te answer me first two. So how aboot we turns back around and head back te the gate, sharpish like, and then discuss this further, yes, without blocking traffic any more than it already is?
Aamira paused at the end of Al-Seef Road, looking down the South Road leading out of The Golden City at the great bridge spanning the Lorian River, leading to the town of the pig-eaters.
"Why did we have to meet there, old friend?" she muttered as she wrapped her shayla around her head and wrangled her shoulder-length dark curls into submission, the garment's crimson a stark contrast to her dark clothing, and marking her as a Sword of the Grand Mosque. Across the river in East Tredroy, her affiliation's only significance would be the allowance of the twin scimitars at her waist without hassle from the guards, per the city's covenant and the agreement between the Mosque and the Southhold Guild. Her longbow was a different matter, so it resided, unstrung, inside her rolled-up prayer mat, slung across her back.
Once across the bridge, she weaved her way through the traffic, averting her eyes in part to avoid unnecessary trouble, and in part to hide her own reaction to a people who apparently thought bathing was some kind of occasional hobby rather than a necessity, and skirted the edge of town toward Capital Road. As she neared the gatehouse, she spared a glance at the top of the shining dome of the Mosque of the Kardi Martyrs, rising in perfect incongruence among the blocky, dirty maze of the Christian city. "Someday," she whispered.
Then her gaze returned to the gate, and fell on what appeared to be a small man riding a larger one, who didn't appear to want to be ridden. Aamira shook her head as she approached the scene. Pig-eaters.
OOC: not concealing the hand axe or dagger. They’re just tools as far as Eirik is concerned. Not weapons. In fact, they’d likely be stowed in his pack versus at his hip.
I’m not big for pvp attacks. But jumping on Eirik’s back and dropping a helmet over his head is an act of aggression that he wouldn’t just allow. Probably needs some attack rolls, imo. The 11 acrobatics check doesn’t hit my armor class.
I’ll hold off on yeeting verri back into the guard station for a moment until there is a ruling here.
Writer • Podcaster • Professional Gamemaster
playing Jin Wei, human (Kara-tur) way of the Four Elements Monk in the Princes of the Apocalypse
OOC: I'm not big on pvp attacks, either. Let's not do this again.
Veri's Acrobatics roll does not beat Eirik's AC. Therefore, none of that just happened.
Let's Mulligan something else. Reset to Eirik passing by Veri's window and saying the staff is not for sale. We can either edit the previous posts, or make new ones.
And no more pvp attacks. We can raise the tension during RP moments up to the point of drawing weapons, but I expect PCs to find a way to de-escalate in the interest of forming a group for the adventure who can trust each other.
OOC: Interesting. I didn't interpret an action that wasn't intended to cause any damage as PvP, and I found it in-character for both of them, and entertaining. But it's the DM's game so I'll go with the retcon. Tension is building, indeed. :)
OOC: Any time one PC takes an action that physically affects another PC without the other player knowing about or expecting it, dice rolls will be needed. And the PC taking the action should wait until they know whether or not the roll succeeded before describing the effects of their attempt.
As Steven approaches he presents his dagger. This is a regular occurrence as he is very familiar with passing through this way. "How are you doing today? Anything interesting happening?"
D&D since 1984
edited to revise Verri's decision regarding how to handle the current situation
DM OOC: Any time one PC takes an action that physically affects another PC without the other player knowing about or expecting it, dice rolls will be needed. And the PC taking the action should wait until they know whether or not the roll succeeded before describing the effects of their attempt.
Totally agree with that.
Eirik squatted down to be eye level with Verri. “I told you my staff was not for sale. I have no business with you. I’m looking for my sister.”
He stood up and looked around. Tredroy was a big city. Mani was right that nature had forsaken this place. It smelled of waste and filth and too many people in too small a place.
He pulled out the letter from Astrid and showed the small man. “Do you know where I can find the Knights of St. Christopher?”
Writer • Podcaster • Professional Gamemaster
playing Jin Wei, human (Kara-tur) way of the Four Elements Monk in the Princes of the Apocalypse
I assume Steven is doing this to a city watch member who isn’t Veri?
I am so very sorry, sir, about your missing sister, we will help you with that just as soon as we get your pole arm squared away. I'm asking you what it is for the forms and permits and so forth...so, is it a walking stick? Or a quarter staff?
Consternation is replaced relief, segueing into concern for the missing woman and proper record keeping...
Aegnor has been to this city many a time before, and it was usually always a welcome trek, and this seems like one of those days. Of course, being a performer, he's familiar with just the bare minimum of this town and what lies inside. With his hands folded behind his back, the slightly hunched figure that was Aegnor Rustad took a slow venture into the marketplace for a nice morning of shopping. The carnival he was a part of was out of town for the next few months, so he didn't have much to do. As expected for an old man like he, Aegnor is bald, with a thick, graying beard, donning a pair of dimmed eyeglasses, likely to read better... but he's not doing much reading, anyways. He had a slightly muscular build, but it's nothing all that spectacular. Not to mention he's also quite short. Clad in a short, leather robe, he stood amongst one of the vendors on Capitol Street, scratching his chin slightly and looking among some of the fruits and other things. "Hm... what to get, what to get..." He chuckles, squinting at the table... before hearing commotion nearby. Squinting at the group, he sets the vegetable he was pondering down and wanders over to see what the commotion was. "Goodness, what's going on here?"
Sorry, you are correct. It is a person he knows, but not Veri. (Unless it makes more sense that it would be Veri. - @Veri - what do you think?)
D&D since 1984