Mist replies, "Vilroy's requests are rarely fulfilled by a single being. Your team must know and be part of the preparations, but no one else outside of this small group should know you are going to Sharn, or why. Create whatever cover story is required. Now go - and serve well."
The trip is short and quick - only a few hours. Sharn is the largest city in Khorvaire, with a population of half a million people. Lyrandar Tower is in the Upper Central Plateau
Sharn stands above the Dagger River and its eastern tributary, the Hilt. It’s an important port for anyone dealing with Aerenal, Xen’drik, or Sarlona. Mountains line the shores of the Dagger, and Sharn can’t spread out. So instead it has grown ever upward.
The city is primarily made up of these quarters:
Central Plateau
Dura
Menthis Plateau
Northedge
Tavick’s Landing
At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core towers. The district of Skyway floats above the highest towers, while the tunnels of the Cogs stretch out below the lower city.
In between those extremes, each of the quarters is divided into an upper ward, a middle ward, and a lower ward. Each ward is made up of a number of districts, so that the location of a place in Sharn can be expressed with a combination of a ward name and a district name.
As befits the City of Towers, Sharn is also a city of bridges and balconies. These thoroughfares and outcroppings can be extremely narrow or comfortably wide. Although most of them are bounded by walls or railings, there’s always a chance that during your time in Sharn, you or someone you know will go over the edge. So, how do residents cope with this risk?
Those who can afford it usually carry a feather tokenas insurance. No token? Don’t panic! Because of the maze of bridges and spans connecting the towers, there’s an excellent chance that you won’t fall more than a hundred feet before impacting on a lower bridge.
Pepper, armed and armored, but most of it covered by a heavy cloak, moves with the others out of the lightning rail station, and tries to get her bearings. Where are we?
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Cyril moves from the lightning rail with a lazy stretch, having napped during the lead up to the city itself, awakening as they neared the station. He is dressed casually in loose clothes of unremarkable make and style, a staff propped on one shoulder and a knife at his belt. A bag of traveling supplies rests across his back, but for the most part he travels light as usual. The elf moves to stand next to Pepper, his eyes drifting around them to take in the people and architecture, so different from most places. His gaze travels upwards along the length of one of the city's infamous towers.
Pepper nods, and leads the way, eyes roving, a hand resting casually on one of her hilts. There’s no way they can pass without being noticed, not with Pernach, but she can make sure people know they shouldn’t be messed with.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
An orange glow covers the top of Lyrandar Tower as the sun sinks in the sky. Above, the great airships of House Lyrandar float like leviathans surrounded by brilliant rings of elemental energy. Below, bridges crisscross at all levels of the city, connecting Sharn’s great towers. The sounds of crying children, barking vendors, cursing skycoach drivers, and braying hippogriffs rise up to become a unique din that can only be heard in the City of Towers.
As darkness descends on the city, you see windows light up the towers around you from bottom to top. A cool wind whisks between you, drowning out the other noises of the city. A nearby lift rises, carrying a human in her mid-thirties with close cropped black hair and a glowing pipe in her mouth. Germaine gives a wry smile as she nods to you all, saying, “You must be the lot Mist sent. Good enough, I suppose. Let's get to it, then.” The female Brelish human is gruff and no-nonsense.
"Here's the story. I have an appointment to meet some warforged named Coal, who claims to have knowledge of a crime being committed in Old Sharn. But with my status as a Watch sergeant, I'm certain my presence will call undue attention to this meeting and endanger Coal. That's where you come in. I want you to meet with Coal first and see if what she says adds up. I'll give each of you 25 gp now and another 50 gp each if you can bring in Coal. Also, the Academy maintains an apartment at Ghallanda Hall in Middle Dura, where you can stay for the duration of your investigation."
She looks at a time orb and says, "The meeting is set for 2300 - about an hour and a half from now - at the Cog Carnival, a bar in High Walls frequented by warforged. Oh, and take this Sharn Watch writ of enforcement. The writ 'Authorizes the bearers to conduct official duties of the Watch under Sergeant Vilroy’s authority.' City workers and other members of the Watch will respect the writ, although sometimes grudgingly, as long as you don’t engage in flagrantly illegal activity. So don't flub this, got it? Now get going - you don't have much time."
DC19 Insight:
Germaine tries to play up her concern for Coal as her reason for hiring you, but you can sense that she’s holding something back...
This post has potentially manipulated dice roll results.
Caelyn will be wearing her leather armor and have her hood up most of the journey to try and not stand out to much, or atleast cover her face a bit.
Following the others to the Brelish human she looks around and at the womans movements then step forward to take the writ from the woman. Looking at her. We will do what is needed.
She moves a bit towards the door window, trying to see which way they should be going, since time is not on their side.
Pepper glances at the writ in Caelyn's hand. "Are you Sergeant Vilroy?" Pepper asks.
"Of course, who else would I be? Sergeant Germaine Vilroy, Sharn City Watch. But I guess it's good that you accept nothing at face value. Maybe you're the right folks for this job after all..." she replies.
Pepper glances at the writ in Caelyn's hand. "Are you Sergeant Vilroy?" Pepper asks.
"Of course, who else would I be? Sergeant Germaine Vilroy, Sharn City Watch. But I guess it's good that you accept nothing at face value. Maybe you're the right folks for this job after all..." she replies.
"Speaking of which... how will we know this Coal when we meet them?"If she doesn't volunteer enough useful information, Pernach will press with further questions; knowing what to ask to identify a strange warforged.
After they finish up with the Sergeant, Pernach turns to the others. "We should take a different approach here in Sharn. There are enough adventurers and travelers here, that we'll attract less attention operating openly as a band of adventurers seeking our fortune than skullduggery. People expect folks like that to stick their noses everywhere so being obvious will be stealthier."
This post has potentially manipulated dice roll results.
"Good idea, Pernach. You feel free to take point on this one."
Insight: 22
(I'm assuming meets it beats it.)
"Anything else we should know, Sergeant? We are putting our necks on the line for you, after all. Would hate to go in without taking all the facts into consideration."
SGT Vilroy shrugs at Pernach's question. "Dunno. Never met 'em before. I figure you lot, trained as you were, can do a little sleuthing and find them. Same thing I would've had to do on my own. As for further info, Coal supposedly knows something about a murder and criminal dealings down in Old Sharn. Hopefully you aren't so green to be completely oblivious about the crime syndicates here in the city...so keep your ears open and your heads on a swivel."
With a small grin she watches as Pepper and Pernach have their clash to lead. She looks down to her belt and readjusts some of her bags. As Pernach said they need to look the part so she makes sure the daggers on her tighs are clearly showing and not covered by a bag.
The bow and arrows on her back are always in view but now they are less likely to mistake her for a hunter.
Caelyn takes another look at Sergeant Vilroy, trying to recall how she spoke and follows the leading pair into the streets. Caelyn will mostly try to listen in on parts of conversations happening near merchants or people walking by, hoping to get a good feel of how to best communicate with these folk.
Starting a bit of Master of Intrigue to mimic speech patterns and accents from people that i hear talking for a minute.
Ashe joins his fellows in headed for the Cog Carnival. "Well, brilliant. If the local syndicates are involved... this could get complicated. For different reasons depending on who they are. Let's proceed cautiously."
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Mist replies, "Vilroy's requests are rarely fulfilled by a single being. Your team must know and be part of the preparations, but no one else outside of this small group should know you are going to Sharn, or why. Create whatever cover story is required. Now go - and serve well."
The trip is short and quick - only a few hours. Sharn is the largest city in Khorvaire, with a population of half a million people. Lyrandar Tower is in the Upper Central Plateau
Sharn stands above the Dagger River and its eastern tributary, the Hilt. It’s an important port for anyone dealing with Aerenal, Xen’drik, or Sarlona. Mountains line the shores of the Dagger, and Sharn can’t spread out. So instead it has grown ever upward.
The city is primarily made up of these quarters:
At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core towers. The district of Skyway floats above the highest towers, while the tunnels of the Cogs stretch out below the lower city.
In between those extremes, each of the quarters is divided into an upper ward, a middle ward, and a lower ward. Each ward is made up of a number of districts, so that the location of a place in Sharn can be expressed with a combination of a ward name and a district name.
As befits the City of Towers, Sharn is also a city of bridges and balconies. These thoroughfares and outcroppings can be extremely narrow or comfortably wide. Although most of them are bounded by walls or railings, there’s always a chance that during your time in Sharn, you or someone you know will go over the edge. So, how do residents cope with this risk?
Those who can afford it usually carry a feather token as insurance. No token? Don’t panic! Because of the maze of bridges and spans connecting the towers, there’s an excellent chance that you won’t fall more than a hundred feet before impacting on a lower bridge.
Love God. Love Others. Any Questions?
Pepper, armed and armored, but most of it covered by a heavy cloak, moves with the others out of the lightning rail station, and tries to get her bearings. Where are we?
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Cyril moves from the lightning rail with a lazy stretch, having napped during the lead up to the city itself, awakening as they neared the station. He is dressed casually in loose clothes of unremarkable make and style, a staff propped on one shoulder and a knife at his belt. A bag of traveling supplies rests across his back, but for the most part he travels light as usual. The elf moves to stand next to Pepper, his eyes drifting around them to take in the people and architecture, so different from most places. His gaze travels upwards along the length of one of the city's infamous towers.
"Well. This is certainly... something."
"It is, but a city's a city. Gutters everywhere, and the nightsoil always goes downhill," Pepper says with a little grimace.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"So, we're headed to Upper Central then, are we? Looks like we're going all the way to the tip-top. Everyone ready?"
Pepper nods, and leads the way, eyes roving, a hand resting casually on one of her hilts. There’s no way they can pass without being noticed, not with Pernach, but she can make sure people know they shouldn’t be messed with.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"As I'll ever be."
An orange glow covers the top of Lyrandar Tower as the sun sinks in the sky. Above, the great airships of House Lyrandar float like leviathans surrounded by brilliant rings of elemental energy. Below, bridges crisscross at all levels of the city, connecting Sharn’s great towers. The sounds of crying children, barking vendors, cursing skycoach drivers, and braying hippogriffs rise up to become a unique din that can only be heard in the City of Towers.
As darkness descends on the city, you see windows light up the towers around you from bottom to top. A cool wind whisks between you, drowning out the other noises of the city. A nearby lift rises, carrying a human in her mid-thirties with close cropped black hair and a glowing pipe in her mouth. Germaine gives a wry smile as she nods to you all, saying, “You must be the lot Mist sent. Good enough, I suppose. Let's get to it, then.” The female Brelish human is gruff and no-nonsense.
"Here's the story. I have an appointment to meet some warforged named Coal, who claims to have knowledge of a crime being committed in Old Sharn. But with my status as a Watch sergeant, I'm certain my presence will call undue attention to this meeting and endanger Coal. That's where you come in. I want you to meet with Coal first and see if what she says adds up. I'll give each of you 25 gp now and another 50 gp each if you can bring in Coal. Also, the Academy maintains an apartment at Ghallanda Hall in Middle Dura, where you can stay for the duration of your investigation."
She looks at a time orb and says, "The meeting is set for 2300 - about an hour and a half from now - at the Cog Carnival, a bar in High Walls frequented by warforged. Oh, and take this Sharn Watch writ of enforcement. The writ 'Authorizes the bearers to conduct official duties of the Watch under Sergeant Vilroy’s authority.' City workers and other members of the Watch will respect the writ, although sometimes grudgingly, as long as you don’t engage in flagrantly illegal activity. So don't flub this, got it? Now get going - you don't have much time."
DC19 Insight:
Germaine tries to play up her concern for Coal as her reason for hiring you, but you can sense that she’s holding something back...
Love God. Love Others. Any Questions?
Pepper's Insight about Germaine: 15
Also, regardless of the roll, Pepper will very obviously eye this woman up and down. Maybe she's looking for hidden weapons. Maybe.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Caelyn will be wearing her leather armor and have her hood up most of the journey to try and not stand out to much, or atleast cover her face a bit.
Following the others to the Brelish human she looks around and at the womans movements then step forward to take the writ from the woman. Looking at her. We will do what is needed.
She moves a bit towards the door window, trying to see which way they should be going, since time is not on their side.
Pepper glances at the writ in Caelyn's hand. "Are you Sergeant Vilroy?" Pepper asks.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"Of course, who else would I be? Sergeant Germaine Vilroy, Sharn City Watch. But I guess it's good that you accept nothing at face value. Maybe you're the right folks for this job after all..." she replies.
Love God. Love Others. Any Questions?
"Speaking of which... how will we know this Coal when we meet them?" If she doesn't volunteer enough useful information, Pernach will press with further questions; knowing what to ask to identify a strange warforged.
After they finish up with the Sergeant, Pernach turns to the others. "We should take a different approach here in Sharn. There are enough adventurers and travelers here, that we'll attract less attention operating openly as a band of adventurers seeking our fortune than skullduggery. People expect folks like that to stick their noses everywhere so being obvious will be stealthier."
Pepper acknowledges Sgt. Vilroy’s comment with a wide smirk, then turns as Pernach suggests the group hide in sight, as it were.
”A good thought,” Pepper nods. “You should take the lead at the Cog, Pernach. They may not be keen on organics in there. Best you take charge.”
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"Good idea, Pernach. You feel free to take point on this one."
Insight: 22
(I'm assuming meets it beats it.)
"Anything else we should know, Sergeant? We are putting our necks on the line for you, after all. Would hate to go in without taking all the facts into consideration."
SGT Vilroy shrugs at Pernach's question. "Dunno. Never met 'em before. I figure you lot, trained as you were, can do a little sleuthing and find them. Same thing I would've had to do on my own. As for further info, Coal supposedly knows something about a murder and criminal dealings down in Old Sharn. Hopefully you aren't so green to be completely oblivious about the crime syndicates here in the city...so keep your ears open and your heads on a swivel."
Love God. Love Others. Any Questions?
Given that warforged don't need to breath, the sigh Pernach lets out at the Sgt Vilroys answer is hard to mistake as a mere exhalation.
"We'll see what we can learn and get word to you. Unless you plan to meet us tomorrow as you know where we'll be staying."
Once they've collected their coin, Pernach will tuck the writ into their pouch and start leading the way to the Cog Carnival.
Pepper will shoulder the warforged aside. "If you're in charge, you won't be leading. I'll be clearing the path for you." She'll then preceed him.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
With a small grin she watches as Pepper and Pernach have their clash to lead. She looks down to her belt and readjusts some of her bags. As Pernach said they need to look the part so she makes sure the daggers on her tighs are clearly showing and not covered by a bag.
The bow and arrows on her back are always in view but now they are less likely to mistake her for a hunter.
Caelyn takes another look at Sergeant Vilroy, trying to recall how she spoke and follows the leading pair into the streets. Caelyn will mostly try to listen in on parts of conversations happening near merchants or people walking by, hoping to get a good feel of how to best communicate with these folk.
Ashe joins his fellows in headed for the Cog Carnival. "Well, brilliant. If the local syndicates are involved... this could get complicated. For different reasons depending on who they are. Let's proceed cautiously."