With Crowley checking that no one is following or watching him, Belkas steps into the first clothing shop he sees and buys a colorful cloak. In another store, he will pick up a stylish feathered hat, and if he sees a music store, he will pick up a tin whistle. If the town guards, or the thugs' friends, start looking for a dour dark-robed mage, they are unlikely to pay attention to a bright and friendly musician.
On seeing a quiet tavern, Belkas goes in, pays for a private room with lunch and a drink, and takes a short rest to recover.
"I do not know of the places you speak of, but it sounds like you are somewhat of a lost soul, my child. The world, or perhaps the worlds, if there are indeed more than one, are not always predictable. However, we are. We can always choose to look at our situations with the same mindset, one of inner peace and wonder for the magnificence of our existence in this place... wherever it is that we are."
"Tell me, Siobhan, what is it you seek? What does your soul need for nourishment?"
---------
Zyllith, Arisa and Belkas
Zyllith's story is very well received by these three fellow adventures that you're enjoying your late afternoon ales with. Eileen and Adrik especially enjoy the tale and take extremely keen interest in your flashy new rapier. Adrik practically drinks up the details of your fight with the ogres and it's obvious that he has some relevant experience dealing with creatures like this.
Eileen marvels at your storytelling and suggests that the two of you sign up for a slot on the stage this evening and recount the same story for the entire crowed while she plays accompaniment on her lute.
Just then, you spot a familiar figure enter the common room, and you see that it's Belkas, except instead of his black leather armor, he's dressed in a brightly colored cloak and a fancy feathered cap.
"I found the cheese in an old box in the attic. It was odd that I had never noticed it before, but then again, I didn't have the assistance of this trusty shield then." Vernon taps the Sentinel Shield. "Speaking of, you wouldn't happen to be able to add some custom symbology to a magic shield would you? We can discuss on the way to those beers."
If the conversation runs that way, he will describe the pattern he wants as "a unicorn, holding a flaming hammer like the one on my old shield, but with the sentinel's eye as the unicorn's shield."
Belkas takes off his sizeable feathered hat and bows low. "Greetings, my good friends, and friends of my good friends. I must beg your leave to rest a short while, and then it will be back to the streets for me, as I still need to find a place that can sell me a gem with tears inside it. On another occasion, I would love to stay and chat."
Seeing his companions' confused and perhaps amused faces, he adds, "I will tell you all about today's strange happenings later. Should anyone come asking for that fellow Belkas, best to say you haven't seen him."
He smiles broadly at the group and heads off to the rooms, ordering a plate of food on his way.
"In the attic, ya say? That's a strange place to find a hunk o' cheese, but stranger things have happened. You never know what yer gonna find in places where people leave their stuff."
"That's quite a symbol ya got there. Show your enemies a bit o' flair, then whack 'em hard with your dwarven hammer. I like your style, luv! Yea, I can make that emblem on your new shield. Ok, now that we got business settled, let's go see about them beers!"
Closing her shop a bit early, Ovina cleans up the dirt and dust from her face and hands, and then leads you down the block to the Broken Shield, a tavern in the middle the Adventurers quarter. It's an old place, with dim lighting and it's mostly quiet inside. "Most folks prefer the more popular establishments, but this one's got some right good beer and reasonably priced food. The make a darn good rabbit stew."
Ovina leads you over to a table in the corner and orders up a rich dark, malty ale (they also have lighter wheat beers and sours as well), and give you a warm smile as she flips a few star locks of her long hair back away from her bright green eyes. In the softer, dim light away from the smithy, and of course, now being clean, she has quite a pleasing appearance.
"Well, ain't this cozy! Tell me, what's your story! What brings ya to Waterdeep and what's the story behind your hammer wielding unicorn symbol? And while you're at it, ya can tell me yer name!" she winks.
"Ahoy thar' Belkas, seems ye've managed quite tha haul yerself there!" Zyllith grins as she waves to him, "Aye, sounds like ye' had quite a bit o' fun in tha city. Get some rest friend, we'll be sure as ta' neva seen ya. But when yer feelin' more present I can recommend some places to find tha' gem of yers." If asked Zyllith would tell Belkas of her experiences with Halazar's Fine Gems, their location in particular. ( though she kept the details of the items she sold - as well as how much she received for them - a secret for now to avoid problems from unwanted ears ), "Which reminds me, when ever ye wan' yer share o' tha' loot lemme know. I'll keep it safe till then."
With that she bids Belkas a fine rest before turning back to the rest of their gathered group, "Aye, tha's our friend alright, no' tha' most sociable mate, I admit, but a fine crewmate still!" She then turns to Eileen excitedly as she continues their prior conversation, "Oh I'd love ta' show off on stage some more, if ye'd like. Would depend if'n everyone's on board, but definitely no quams from me 'bout it!"
Belkas rests and eats as he reflects on the mornings events. Unless the men who died have vindictive friends, or the city watch is unusually concerned and capable, he should be fine. When he returns to pick up his armor, he will want to be careful, and probably go accompanied in case anyone is waiting in wait for him.
Refreshed and renewed, Belkas heads out of the room. To Zyllith, he says, "Thank you for the recommendation and directions to Halazar's. If all goes well I'll return shortly."
He heads out into the streets and heads towards the the Fine Gems shop. Both he and Crowley will keep their eyes open for anyone who may be following.
"I'm Vernon Garrick. My parents raised me to worship Flandal Steelskin, teaching me about mechanics and cheese-making. When even they couldn't identify this cheese, I joined up with the Knights of Myth Drannor, using the flaming hammer of Flandal Steelskin as my symbol. After I finished basic training, Sir Edward Rogers pointed me to Waterdeep. I answered a call for aid at Nightstone, in which I was joined by my present company, more or less. We had an eccentric but lovable Tortle back then. It seems so long ago, but it really wasn't... but back to Nightstone. We got there in time to stop some goblins from looting the temple. I picked up a symbol of Mielikki for safe keeping, and she granted me magical abilities through dreams. When we had rescued the people of Nightstone from the other goblins, I returned the symbol. I feared I would lose my connection to Mielikki, but I did not. I worked through some conflict between Mielikki and Flandal Steelskin, but they seem to have reached an understanding about me, hence the union on the shield. Speaking of the shield, I was given it after fighting an orc in single combat to save some Halflings. That was on our way to Goldenfields, where we fought off more goblins and some giants. We also picked up a Firbolg to replace our disappearing Tortle. With the help of some bears, we tracked the fleeing giants to a cave near the river, which is where we encountered the oozes. The opposite end was the den of a fiend that had already defeated the giants, but we killed it in the open field. And now I am here." Vernon remembers to leave out the part about the Emerald Enclave this time.
Leaving the inn, you turn left and weave your way through the late afternoon crowds, travelers and merchants up The High Road. Following Zyllith's directions, you turn left on Julthoon Street, walk two blocks to Shield Street, turn right and stops a few doors just to the north, at #50, Halazar's Fine Gems."
The front of the shop glistens with a shiny, black facade, no doubt kept that way with magic. Above the door, gleams a single sparkling gem the size of a man's head.
Stepping inside, Belkas sees a showing of finest gems one can find for sale, exquisitely cut and mounted, displayed in glass cases with severe simplicity. She's greeted by a tall, aristocratic, sneering man of soft words and watchful eyes.
----------------
Vernon
Ovina keeps near total eye contact as she listens to your tale.
"It sounds like you've had quite a go I the last few weeks, Vernon Garrick." Ovina rolls out the "r's" in his last name, finishing the final 'k' with a pleasant grin.
"Fighting goblins and giants, protecting the temple and savin' halflings. Sounds like you're one of the good ones. Can't say that about everyone."
"I'm afraid that I don't have quite as exciting story as you, but it may be interest you. I come from a clan in the Crag Mountains, northeast o' Nevewinter. My father was a smith, as was his father, and since my two brothers are much more suited for swinging weapons instead of makin' 'em, my dear ol' da taught me everything he know. Few years went by, workin' here and there, and 'fore you know it, I ended up here in Waterdeep and opened up me own shop."
"However, my father on my ma's side was a chef for the clan, and he was 'specially good at makin' cheese."
"He'd know what kind yer's is... it looks and smells a lot like the stuff he made. I know what you got is dwarven cheese, 'cause I ate a lot of it when I was a wee lass. Made and stored underground while it's aging, it stays kind of soft, and takes on some funky smells and flavors... dank and musty, some taste kind of like mushrooms; some of 'em got a slight metal taste. I you wanted to know the mystery of your cheese, I could tell you where to find 'em up in the Crags."
"Anyway, I see a lot of adventures come through the quarter. Most of 'em are pretty full of themselves, and I gotta say, most of 'em ain't nearly as cute as you!" she says with a wink as she reaches out to put her hand on yours.
Belkas nods in greeting to the shopkeeper and says, "An excellent afternoon to you. A good friend told me I could find the best gems of Waterdeep with fair and honest prices here at Halazar's Fine Gems. You may remember her, a brilliantly fervent and energetic tiefling with an unusual accent. I am looking for a gem of quality with tears inside it. Would you have one, by any chance?"
The gem merchant response with a rather rigid posture and a tight smile. "To you as well. Yes, I remember your friend, she was in her earlier this afternoon."
"Regarding your very specific request, I'm afraid I do not have that kind of gem in stock. Those are rare items, indeed, and not of much interest to my particular clientele. I would suggest you visit Isim's Items and Sundries, which can be found on Ilisar's Alley in the northern edge of the South Ward, just off of Telshambra's Street. You will find that Isim has more... rare and specialized gems in his collection."
Belkas, and everyone else for city details. (Arisa would know the main details of the different wards and other aspects of the city.)
Leaving the gem shop, Belkas makes his way back to The High Road and retraces his route from earlier back towards the Way of The Dragon. Waterdeep extends quite a ways from north to south, so even though you're headed in the same direction, the Dock Ward and the area where you were confronted by the four thugs lies at least a mile and a half south from where the High Road meets the Way of the Dragon.
Passing the Blue Ewe once again, you weave your way thought the constant hustle of the Trades Ward, which seems to bustle endlessly with activity, both on the streets and on the balcony walkways that run the entire length of blocks, sometimes layered five stories high. Judging the numerous flags that fly on homes and shops, it seems that purple and green are the colors of this ward, and some people even wear those colors proudly on their own clothes.
It seems that nearly every building is plastered with advertisements all vying for the attention of the eye. Glove shops, shoe shops, jewelry stores, perfumeries, flower shops, cake shops, taverns, cafés, tea shops, inns, row houses, boarding schools, offices, dance academies, grocers, pottery stores, armor vendors — it seems that near anything can be found in the Trades Ward.
Passing Telshambra's Street, you enter the South Ward again, which, as you have now come to learn, is called the "Southern Ward" by locals, who are quite peculiar about this. Having asked directions at least once or twice, you've been corrected quite pointedly.
As you saw before, this ward hosts most of the traveling merchants who visit the city, and is made up of many enclaves, blocks, and streets primarily occupied by citizens who trace their ancestry to other realms. It's obvious that the people of the Southern Ward take pride in their legacy as overland travelers and hardworking folk, and their contrada colors are red and white — which are said to represent the blood and tears the people of the Southern Ward have shed during their labors.
One thing you've noticed is that most Waterdavians go unarmed. There are no laws against carrying weapons, but the city seems to have a culture of civility that makes such behavior unnecessary. That's not to say that brawls, fights, and the occasional mugging don't occur, as Belkas well knows by now, but the more nefarious violence usually happens out of the sight of the City Guard.
You can recognize any member of the City Watch by the uniform: a green-and-goldenrod doublet and a tall steel helmet. Each typically carries a long truncheon, a dagger, and a buckler. Because most citizens in Waterdeep don’t bear weapons, these tools appear to prove a more than ample deterrent to criminal activity.
Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee of wagons, carts, horse and pony riders, carriages, buggies, hire-coaches, and Waterdeep’s signature towering drays (further discussed below) surges through its major thoroughfares. Fortunately, most roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a street a safe space to step out of the fray and wait for traffic to pass.
The city’s centuries-old layout dictates its traffic patterns today. Waterdeep lies on a plateau adjacent to a long mountain that shields much of it from the sea. In the southern third of the city, where the land slopes up from the harbor, the High Road and the Way of the Dragon are the two main south–north roads. These converge both at the Waymoot near the southern gate, and in the heart of the Trades Ward where the city is at its narrowest — bounded by Castle Waterdeep, high on a spur of the mountain, and the walls of the City of the Dead. The conjoined boulevard then splits to the north, continuing as the High Road, and to the west as a boulevard called Waterdeep Way, heading toward the Palace of Waterdeep (not to be confused with Waterdeep Castle, which it passes hard by). In the middle of the city, six boulevards run north from Waterdeep Way, where they meet the road that encircles the Market. On the other side of the Market, five boulevards continue north.
The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most frequently found on those streets, and traffic is at its most hectic there. Most other roads in the city run east to west, but regardless of their direction, traffic elsewhere is generally less hectic and thus safer to cross.
Waterdeep has a remarkable custom of labeling its streets, and even many of its alleyways and courts. The method of identification varies by ward and neighborhood (including brass plates, carvings in stone, and stencil-painted wooden signs), but street names are typically displayed on the corners of buildings at intersections, roughly a dozen feet above ground. The name of the road you travel on will be on the wall nearest, while the name of the crossing road will be around the corner.
-------
Turning right on Telshambra's Street, Belkas turns left on Ilisar's Alley, and quickly spots Isim's Items and Sundries, located on the ground floor of a tall stone-and-timber building. Entering the shop, you are greeted with a smile by the proprietor, a tall, thin man with dark olive skin, long jet black hair and a flamboyant dark blue robe. Looking around, you can see that the store is full of a wide variety of trinkets and odd things you'd never find in the average general store, including a stuffed hawk.
Belkas is impressed by the beauty of the city. He had been too concerned to pay much attention to the details earlier in the day. Now he felt more unrestrained, as if he had been expecting trouble and his encounter with the muggers relieved that tension.
The half-elf watches the people he passes, noting their clothing and features—even the city watch. Any of them could be helpful when he needs a new illusion.
On entering Isim's Items and Sundry, Belkas returns the shopkeeper's smile warmly.
"I was told you are the person I needed to talk to if I was looking for something unusual. You see, I need a gem of quality with tears inside it. Is that something you could help me with?"
“You have come to the right place. Unusual is my specialty. And yes… yes… I can indeed help you with that. However, I don’t know if you were told, I don’t operate like a regular shop. Rather than sell, I prefer to… exchange, if you will.”
Siobhan takes a deep breath. Seeing another one of her own kind after so long has sent so many emotions running through her that it takes a moment to not succumb to the urge to cry and collapse here in the street. "What my soul seeks is a return to my homeland, or at least a forest in need of a guardian. But that is beyond the horizon of my journey now. Today I will seek some time speaking to another who knows the speech of beast and leaf and the reminder I am not alone. And," she pauses, thinking back to her own errand, "advice to where one might find supplies to brew healing potions and resupply a healer's kit. I have found folk, good folk, who are taking up defense against whatever disruption that has led to things like giant attacks on farmlands. For right now, that will be my path."
"And maybe some advice for how to deal with," Siobhan gestures at the city around her, "existing within so many buildings and creatures and noise."
"Well... of course," Belkas says, taken by surprise. "I'm not sure that I have much to exchange that you would be interested in, though.."
He opens his backpack and starts searching through it. "It's mostly adventuring gear, but there is a Three Dragon Ante set, pretty, but nothing special. An orc armband with a jewl in it I took from the orc slavers that tried to stral away young halflings. Hmmm. A warg's tooth from Nightstone; you should have seen the look of surprise on its face when the gnome paladin tried to rub its belly. An orc necklace from the same town when we stopped the mauraders from entering. This shard of obsidian that instantly warms when touched from the drow mines. Oh, and I don't have it here, but we have a vial of poison taken from a Vrock."
Belkas looks up to see if anything is of interest to the shopkeeper.
The shopkeeper looks with interest at all of the items that you produce from your pack, peering closely at the warg's tooth and the obsidian shard.
"You have some interesting items indeed, my friend, and, clearly a host of compelling stories to go with them!"
"However, I think you might have misunderstood me... or perhaps I wasn't entirely clear with my wording. I operate my business a little bit differently than most. I don't so much exchange for things that my customers want, but rather what I want, and I base each trade on what each customer wants in return. Does that make sense?"
"In your case, you seek a high quality gem with tears inside it. I know that these are somewhat rare items, and are occasionally used to aid certain types of... magic... if you will... the kinds of which would likely be looked upon with fear by most common folk."
"Do not worry, I have no judgement of what my customers wants and needs may be, nor what they may do with the items they seek, but it does help me calculate the value of our proposed exchange."
"I can indeed produce this kind of gem for you, and in return, I would like two sets of human eyes. Is that something to which you can agree, my friend?"
-------
Siobhan
The older firbolg listens to Siobhan and answers with a comforting response as he places his hand on your shoulder.
"I know that you will find such a homeland, my friend, although it may take you awhile to find it. Fortunately, our lives our long, which affords us the capacity for patience as we search for what we seek. In the meantime, you will need to find other ways to nourish and comfort your soul. The world is filled with many wonders, even here in the big city. I know that it seems so chaotic and obtrusive, but there is beauty and serenity to be found here in the city they call Waterdeep."
"I would recommend a visit to the Heroes' Garden, which can be found at the very northern end of the Sea Ward area, along Trollskill Street. It is not as expansive as the great forests out in the wilds, but for a city part, it is a rather large, lush area filled with grass and trees, and a few ponds."
"And you will find a herbalist on Copper Street in the North Ward, just near the intersection of Delzorin Street. I think you will find what you seek there."
"As for how to retain your peaceful sanity amongst the loudness of the rest of the city, my child, it takes learning how to do what I call walking meditation. The city exists, but so do we, and just as the loud noises of the city can permeate our ears and personal space, so can we allow your inner peace to permeate the city all around us. And know that you are not alone, even here away from the lands of trunk and leaves."
"It pleases me to hear that you have found a group who has welcomed you into their ranks, and that you are doing good in the world with this group. That alone can be enough to quell your restlessness, for there is peace to be found in helping to disrupt the forces that threaten the natural world."
It is then, when the other firbolg turns and adjusts his cloak slightly, and for a few brief seconds, you catch sight of the small small copper and green enamel cloak clasp that's stamped with a the insignia of a stag's head. Dreali watches your eyes and gives you an almost imperceptible knowing nod before readjusting the folds of his cloak again over the pin.
"Two sets of human eyes. Right." Belkas puts his possessions back into his backpack as he thinks quickly. "That's not something I happen to carry around with me. But I can see if I run across any that aren't needed anymore. Do you have any preferences in terms of freshness and coloring?"
It occurs to him that if he had know this in the morning he could have handled the mugging in a different manner.
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With Crowley checking that no one is following or watching him, Belkas steps into the first clothing shop he sees and buys a colorful cloak. In another store, he will pick up a stylish feathered hat, and if he sees a music store, he will pick up a tin whistle. If the town guards, or the thugs' friends, start looking for a dour dark-robed mage, they are unlikely to pay attention to a bright and friendly musician.
On seeing a quiet tavern, Belkas goes in, pays for a private room with lunch and a drink, and takes a short rest to recover.
--
(That's the plan anyway)
(( oh bless you! <3 ))
Sylnache Ashrain - 7th Sojourn
Siobhan
"I do not know of the places you speak of, but it sounds like you are somewhat of a lost soul, my child. The world, or perhaps the worlds, if there are indeed more than one, are not always predictable. However, we are. We can always choose to look at our situations with the same mindset, one of inner peace and wonder for the magnificence of our existence in this place... wherever it is that we are."
"Tell me, Siobhan, what is it you seek? What does your soul need for nourishment?"
---------
Zyllith, Arisa and Belkas
Zyllith's story is very well received by these three fellow adventures that you're enjoying your late afternoon ales with. Eileen and Adrik especially enjoy the tale and take extremely keen interest in your flashy new rapier. Adrik practically drinks up the details of your fight with the ogres and it's obvious that he has some relevant experience dealing with creatures like this.
Eileen marvels at your storytelling and suggests that the two of you sign up for a slot on the stage this evening and recount the same story for the entire crowed while she plays accompaniment on her lute.
Just then, you spot a familiar figure enter the common room, and you see that it's Belkas, except instead of his black leather armor, he's dressed in a brightly colored cloak and a fancy feathered cap.
"I found the cheese in an old box in the attic. It was odd that I had never noticed it before, but then again, I didn't have the assistance of this trusty shield then." Vernon taps the Sentinel Shield. "Speaking of, you wouldn't happen to be able to add some custom symbology to a magic shield would you? We can discuss on the way to those beers."
If the conversation runs that way, he will describe the pattern he wants as "a unicorn, holding a flaming hammer like the one on my old shield, but with the sentinel's eye as the unicorn's shield."
EDIT: fixed tooltip.
Belkas takes off his sizeable feathered hat and bows low. "Greetings, my good friends, and friends of my good friends. I must beg your leave to rest a short while, and then it will be back to the streets for me, as I still need to find a place that can sell me a gem with tears inside it. On another occasion, I would love to stay and chat."
Seeing his companions' confused and perhaps amused faces, he adds, "I will tell you all about today's strange happenings later. Should anyone come asking for that fellow Belkas, best to say you haven't seen him."
He smiles broadly at the group and heads off to the rooms, ordering a plate of food on his way.
Vernon
"In the attic, ya say? That's a strange place to find a hunk o' cheese, but stranger things have happened. You never know what yer gonna find in places where people leave their stuff."
"That's quite a symbol ya got there. Show your enemies a bit o' flair, then whack 'em hard with your dwarven hammer. I like your style, luv! Yea, I can make that emblem on your new shield. Ok, now that we got business settled, let's go see about them beers!"
Closing her shop a bit early, Ovina cleans up the dirt and dust from her face and hands, and then leads you down the block to the Broken Shield, a tavern in the middle the Adventurers quarter. It's an old place, with dim lighting and it's mostly quiet inside. "Most folks prefer the more popular establishments, but this one's got some right good beer and reasonably priced food. The make a darn good rabbit stew."
Ovina leads you over to a table in the corner and orders up a rich dark, malty ale (they also have lighter wheat beers and sours as well), and give you a warm smile as she flips a few star locks of her long hair back away from her bright green eyes. In the softer, dim light away from the smithy, and of course, now being clean, she has quite a pleasing appearance.
"Well, ain't this cozy! Tell me, what's your story! What brings ya to Waterdeep and what's the story behind your hammer wielding unicorn symbol? And while you're at it, ya can tell me yer name!" she winks.
"Ahoy thar' Belkas, seems ye've managed quite tha haul yerself there!" Zyllith grins as she waves to him, "Aye, sounds like ye' had quite a bit o' fun in tha city. Get some rest friend, we'll be sure as ta' neva seen ya. But when yer feelin' more present I can recommend some places to find tha' gem of yers." If asked Zyllith would tell Belkas of her experiences with Halazar's Fine Gems, their location in particular. ( though she kept the details of the items she sold - as well as how much she received for them - a secret for now to avoid problems from unwanted ears ), "Which reminds me, when ever ye wan' yer share o' tha' loot lemme know. I'll keep it safe till then."
With that she bids Belkas a fine rest before turning back to the rest of their gathered group, "Aye, tha's our friend alright, no' tha' most sociable mate, I admit, but a fine crewmate still!" She then turns to Eileen excitedly as she continues their prior conversation, "Oh I'd love ta' show off on stage some more, if ye'd like. Would depend if'n everyone's on board, but definitely no quams from me 'bout it!"
Sylnache Ashrain - 7th Sojourn
Belkas rests and eats as he reflects on the mornings events. Unless the men who died have vindictive friends, or the city watch is unusually concerned and capable, he should be fine. When he returns to pick up his armor, he will want to be careful, and probably go accompanied in case anyone is waiting in wait for him.
Refreshed and renewed, Belkas heads out of the room. To Zyllith, he says, "Thank you for the recommendation and directions to Halazar's. If all goes well I'll return shortly."
He heads out into the streets and heads towards the the Fine Gems shop. Both he and Crowley will keep their eyes open for anyone who may be following.
"I'm Vernon Garrick. My parents raised me to worship Flandal Steelskin, teaching me about mechanics and cheese-making. When even they couldn't identify this cheese, I joined up with the Knights of Myth Drannor, using the flaming hammer of Flandal Steelskin as my symbol. After I finished basic training, Sir Edward Rogers pointed me to Waterdeep. I answered a call for aid at Nightstone, in which I was joined by my present company, more or less. We had an eccentric but lovable Tortle back then. It seems so long ago, but it really wasn't... but back to Nightstone. We got there in time to stop some goblins from looting the temple. I picked up a symbol of Mielikki for safe keeping, and she granted me magical abilities through dreams. When we had rescued the people of Nightstone from the other goblins, I returned the symbol. I feared I would lose my connection to Mielikki, but I did not. I worked through some conflict between Mielikki and Flandal Steelskin, but they seem to have reached an understanding about me, hence the union on the shield. Speaking of the shield, I was given it after fighting an orc in single combat to save some Halflings. That was on our way to Goldenfields, where we fought off more goblins and some giants. We also picked up a Firbolg to replace our disappearing Tortle. With the help of some bears, we tracked the fleeing giants to a cave near the river, which is where we encountered the oozes. The opposite end was the den of a fiend that had already defeated the giants, but we killed it in the open field. And now I am here." Vernon remembers to leave out the part about the Emerald Enclave this time.
Belkas
Leaving the inn, you turn left and weave your way through the late afternoon crowds, travelers and merchants up The High Road. Following Zyllith's directions, you turn left on Julthoon Street, walk two blocks to Shield Street, turn right and stops a few doors just to the north, at #50, Halazar's Fine Gems."
The front of the shop glistens with a shiny, black facade, no doubt kept that way with magic. Above the door, gleams a single sparkling gem the size of a man's head.
Stepping inside, Belkas sees a showing of finest gems one can find for sale, exquisitely cut and mounted, displayed in glass cases with severe simplicity. She's greeted by a tall, aristocratic, sneering man of soft words and watchful eyes.
----------------
Vernon
Ovina keeps near total eye contact as she listens to your tale.
"It sounds like you've had quite a go I the last few weeks, Vernon Garrick." Ovina rolls out the "r's" in his last name, finishing the final 'k' with a pleasant grin.
"Fighting goblins and giants, protecting the temple and savin' halflings. Sounds like you're one of the good ones. Can't say that about everyone."
"I'm afraid that I don't have quite as exciting story as you, but it may be interest you. I come from a clan in the Crag Mountains, northeast o' Nevewinter. My father was a smith, as was his father, and since my two brothers are much more suited for swinging weapons instead of makin' 'em, my dear ol' da taught me everything he know. Few years went by, workin' here and there, and 'fore you know it, I ended up here in Waterdeep and opened up me own shop."
"However, my father on my ma's side was a chef for the clan, and he was 'specially good at makin' cheese."
"He'd know what kind yer's is... it looks and smells a lot like the stuff he made. I know what you got is dwarven cheese, 'cause I ate a lot of it when I was a wee lass. Made and stored underground while it's aging, it stays kind of soft, and takes on some funky smells and flavors... dank and musty, some taste kind of like mushrooms; some of 'em got a slight metal taste. I you wanted to know the mystery of your cheese, I could tell you where to find 'em up in the Crags."
"Anyway, I see a lot of adventures come through the quarter. Most of 'em are pretty full of themselves, and I gotta say, most of 'em ain't nearly as cute as you!" she says with a wink as she reaches out to put her hand on yours.
Belkas nods in greeting to the shopkeeper and says, "An excellent afternoon to you. A good friend told me I could find the best gems of Waterdeep with fair and honest prices here at Halazar's Fine Gems. You may remember her, a brilliantly fervent and energetic tiefling with an unusual accent. I am looking for a gem of quality with tears inside it. Would you have one, by any chance?"
Belkas
The gem merchant response with a rather rigid posture and a tight smile. "To you as well. Yes, I remember your friend, she was in her earlier this afternoon."
"Regarding your very specific request, I'm afraid I do not have that kind of gem in stock. Those are rare items, indeed, and not of much interest to my particular clientele. I would suggest you visit Isim's Items and Sundries, which can be found on Ilisar's Alley in the northern edge of the South Ward, just off of Telshambra's Street. You will find that Isim has more... rare and specialized gems in his collection."
"Thank you for your help. I will be sure to visit again in the future."
Belkas waves merrily, steps out into the street and heads southward, looking for Isim's shop.
Belkas thinks to Crowley, 'I thought that once we reached town I wouldn't need to walk as much, and now it seems to be all I do.'
'Tell me about it. You might want to buy a frask of massage oil while you're shopping. My back will be killing me after all this flying.'
---
(Is this anywhere near the site of the attempted mugging?)
Belkas, and everyone else for city details. (Arisa would know the main details of the different wards and other aspects of the city.)
Leaving the gem shop, Belkas makes his way back to The High Road and retraces his route from earlier back towards the Way of The Dragon. Waterdeep extends quite a ways from north to south, so even though you're headed in the same direction, the Dock Ward and the area where you were confronted by the four thugs lies at least a mile and a half south from where the High Road meets the Way of the Dragon.
Passing the Blue Ewe once again, you weave your way thought the constant hustle of the Trades Ward, which seems to bustle endlessly with activity, both on the streets and on the balcony walkways that run the entire length of blocks, sometimes layered five stories high. Judging the numerous flags that fly on homes and shops, it seems that purple and green are the colors of this ward, and some people even wear those colors proudly on their own clothes.
It seems that nearly every building is plastered with advertisements all vying for the attention of the eye. Glove shops, shoe shops, jewelry stores, perfumeries, flower shops, cake shops, taverns, cafés, tea shops, inns, row houses, boarding schools, offices, dance academies, grocers, pottery stores, armor vendors — it seems that near anything can be found in the Trades Ward.
Passing Telshambra's Street, you enter the South Ward again, which, as you have now come to learn, is called the "Southern Ward" by locals, who are quite peculiar about this. Having asked directions at least once or twice, you've been corrected quite pointedly.
As you saw before, this ward hosts most of the traveling merchants who visit the city, and is made up of many enclaves, blocks, and streets primarily occupied by citizens who trace their ancestry to other realms. It's obvious that the people of the Southern Ward take pride in their legacy as overland travelers and hardworking folk, and their contrada colors are red and white — which are said to represent the blood and tears the people of the Southern Ward have shed during their labors.
One thing you've noticed is that most Waterdavians go unarmed. There are no laws against carrying weapons, but the city seems to have a culture of civility that makes such behavior unnecessary. That's not to say that brawls, fights, and the occasional mugging don't occur, as Belkas well knows by now, but the more nefarious violence usually happens out of the sight of the City Guard.
You can recognize any member of the City Watch by the uniform: a green-and-goldenrod doublet and a tall steel helmet. Each typically carries a long truncheon, a dagger, and a buckler. Because most citizens in Waterdeep don’t bear weapons, these tools appear to prove a more than ample deterrent to criminal activity.
Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee of wagons, carts, horse and pony riders, carriages, buggies, hire-coaches, and Waterdeep’s signature towering drays (further discussed below) surges through its major thoroughfares. Fortunately, most roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a street a safe space to step out of the fray and wait for traffic to pass.
The city’s centuries-old layout dictates its traffic patterns today. Waterdeep lies on a plateau adjacent to a long mountain that shields much of it from the sea. In the southern third of the city, where the land slopes up from the harbor, the High Road and the Way of the Dragon are the two main south–north roads. These converge both at the Waymoot near the southern gate, and in the heart of the Trades Ward where the city is at its narrowest — bounded by Castle Waterdeep, high on a spur of the mountain, and the walls of the City of the Dead. The conjoined boulevard then splits to the north, continuing as the High Road, and to the west as a boulevard called Waterdeep Way, heading toward the Palace of Waterdeep (not to be confused with Waterdeep Castle, which it passes hard by). In the middle of the city, six boulevards run north from Waterdeep Way, where they meet the road that encircles the Market. On the other side of the Market, five boulevards continue north.
The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most frequently found on those streets, and traffic is at its most hectic there. Most other roads in the city run east to west, but regardless of their direction, traffic elsewhere is generally less hectic and thus safer to cross.
Waterdeep has a remarkable custom of labeling its streets, and even many of its alleyways and courts. The method of identification varies by ward and neighborhood (including brass plates, carvings in stone, and stencil-painted wooden signs), but street names are typically displayed on the corners of buildings at intersections, roughly a dozen feet above ground. The name of the road you travel on will be on the wall nearest, while the name of the crossing road will be around the corner.
-------
Turning right on Telshambra's Street, Belkas turns left on Ilisar's Alley, and quickly spots Isim's Items and Sundries, located on the ground floor of a tall stone-and-timber building. Entering the shop, you are greeted with a smile by the proprietor, a tall, thin man with dark olive skin, long jet black hair and a flamboyant dark blue robe. Looking around, you can see that the store is full of a wide variety of trinkets and odd things you'd never find in the average general store, including a stuffed hawk.
Belkas is impressed by the beauty of the city. He had been too concerned to pay much attention to the details earlier in the day. Now he felt more unrestrained, as if he had been expecting trouble and his encounter with the muggers relieved that tension.
The half-elf watches the people he passes, noting their clothing and features—even the city watch. Any of them could be helpful when he needs a new illusion.
On entering Isim's Items and Sundry, Belkas returns the shopkeeper's smile warmly.
"I was told you are the person I needed to talk to if I was looking for something unusual. You see, I need a gem of quality with tears inside it. Is that something you could help me with?"
Belkas
The merchant responds with a wide smile.
“You have come to the right place. Unusual is my specialty. And yes… yes… I can indeed help you with that. However, I don’t know if you were told, I don’t operate like a regular shop. Rather than sell, I prefer to… exchange, if you will.”
”Is this type of arrangement amenable to you?”
Siobhan takes a deep breath. Seeing another one of her own kind after so long has sent so many emotions running through her that it takes a moment to not succumb to the urge to cry and collapse here in the street. "What my soul seeks is a return to my homeland, or at least a forest in need of a guardian. But that is beyond the horizon of my journey now. Today I will seek some time speaking to another who knows the speech of beast and leaf and the reminder I am not alone. And," she pauses, thinking back to her own errand, "advice to where one might find supplies to brew healing potions and resupply a healer's kit. I have found folk, good folk, who are taking up defense against whatever disruption that has led to things like giant attacks on farmlands. For right now, that will be my path."
"And maybe some advice for how to deal with," Siobhan gestures at the city around her, "existing within so many buildings and creatures and noise."
"Well... of course," Belkas says, taken by surprise. "I'm not sure that I have much to exchange that you would be interested in, though.."
He opens his backpack and starts searching through it. "It's mostly adventuring gear, but there is a Three Dragon Ante set, pretty, but nothing special. An orc armband with a jewl in it I took from the orc slavers that tried to stral away young halflings. Hmmm. A warg's tooth from Nightstone; you should have seen the look of surprise on its face when the gnome paladin tried to rub its belly. An orc necklace from the same town when we stopped the mauraders from entering. This shard of obsidian that instantly warms when touched from the drow mines. Oh, and I don't have it here, but we have a vial of poison taken from a Vrock."
Belkas looks up to see if anything is of interest to the shopkeeper.
Belkas
The shopkeeper looks with interest at all of the items that you produce from your pack, peering closely at the warg's tooth and the obsidian shard.
"You have some interesting items indeed, my friend, and, clearly a host of compelling stories to go with them!"
"However, I think you might have misunderstood me... or perhaps I wasn't entirely clear with my wording. I operate my business a little bit differently than most. I don't so much exchange for things that my customers want, but rather what I want, and I base each trade on what each customer wants in return. Does that make sense?"
"In your case, you seek a high quality gem with tears inside it. I know that these are somewhat rare items, and are occasionally used to aid certain types of... magic... if you will... the kinds of which would likely be looked upon with fear by most common folk."
"Do not worry, I have no judgement of what my customers wants and needs may be, nor what they may do with the items they seek, but it does help me calculate the value of our proposed exchange."
"I can indeed produce this kind of gem for you, and in return, I would like two sets of human eyes. Is that something to which you can agree, my friend?"
-------
Siobhan
The older firbolg listens to Siobhan and answers with a comforting response as he places his hand on your shoulder.
"I know that you will find such a homeland, my friend, although it may take you awhile to find it. Fortunately, our lives our long, which affords us the capacity for patience as we search for what we seek. In the meantime, you will need to find other ways to nourish and comfort your soul. The world is filled with many wonders, even here in the big city. I know that it seems so chaotic and obtrusive, but there is beauty and serenity to be found here in the city they call Waterdeep."
"I would recommend a visit to the Heroes' Garden, which can be found at the very northern end of the Sea Ward area, along Trollskill Street. It is not as expansive as the great forests out in the wilds, but for a city part, it is a rather large, lush area filled with grass and trees, and a few ponds."
"And you will find a herbalist on Copper Street in the North Ward, just near the intersection of Delzorin Street. I think you will find what you seek there."
"As for how to retain your peaceful sanity amongst the loudness of the rest of the city, my child, it takes learning how to do what I call walking meditation. The city exists, but so do we, and just as the loud noises of the city can permeate our ears and personal space, so can we allow your inner peace to permeate the city all around us. And know that you are not alone, even here away from the lands of trunk and leaves."
"It pleases me to hear that you have found a group who has welcomed you into their ranks, and that you are doing good in the world with this group. That alone can be enough to quell your restlessness, for there is peace to be found in helping to disrupt the forces that threaten the natural world."
It is then, when the other firbolg turns and adjusts his cloak slightly, and for a few brief seconds, you catch sight of the small small copper and green enamel cloak clasp that's stamped with a the insignia of a stag's head. Dreali watches your eyes and gives you an almost imperceptible knowing nod before readjusting the folds of his cloak again over the pin.
"Two sets of human eyes. Right." Belkas puts his possessions back into his backpack as he thinks quickly. "That's not something I happen to carry around with me. But I can see if I run across any that aren't needed anymore. Do you have any preferences in terms of freshness and coloring?"
It occurs to him that if he had know this in the morning he could have handled the mugging in a different manner.