"I am," Alexia answers Arc quietly, the anger in her voice subsiding somewhat. She bites her lip and wraps her arms around herself, staring resolutely at her hands.
”Well, that’s a choice she makes. If you think she ever wants to make a different choice, let me know. I enjoy playing, but a duet would be new. I enjoy learning new things.”
Galius gives Conor a reprimanding look, and glances at Valen but says nothing.
"I like learning new things too," Riannis informs Galius. "I bet I can get Lexi to play with you some time."
Conor merely smiles at the look he receives from Galius "Protection detail isn't really playing to my skills, I'll pass." He replies to Arc's question.
Rollback Post to RevisionRollBack
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Arc looks at the group for a time then changes the subject slightly. "I will volunteer as one of Ishaz's bodyguards. Who else is interested in this assignment?"
“I’m afraid I’d stand out in an unhelpful way. Perhaps Arc, you and Alexia would be the pragmatic choice.”
Galius winks at the sprite. “You’re alright. There’s a lot of hurt in places like this and people like Alexia bear the worst of it. It’s not something people get over easily. Besides, maybe a trumpet and a dulcimer won’t sound so great together. I’ll keep an eye out for something that plays a bit better with it.”
If a forged could look giddy, Arc looks giddy when Alexia volunteers to help. "I am please that you have volunteered to help with the guard duty." He looks at Riannis, following her flitting and disappearing movements. "Your friend will make a wonderful scout for us in difficult situations. I have enjoyed getting to know this race of beings. Such a curious little creature, examining every little thing and able to shrink into Galius horn and such. I can relate because I am curious about things as well."
Alexia nods and shoots Riannis a somewhat annoyed, somewhat amused look. "Yes...she certainly is curious. And feeling talkative, apparently. I'm sure she'll start properly on you once she's satisfied herself about how Galius's horn works." A faint smile appears briefly on Alexia's face before she flushes slightly and ducks her head.
At Galius's words, Riannis nods, her face solemn for a moment. "Lost hope," she informs Galius soberly before flipping in midair, her face resuming its previous cheerful appearance. "Don't let Lexi trick you into thinking she doesn't like you!" Riannis giggles and does a loop-de-loop.
Valen had been leery of the whole endeavour since the night attack. Those apes were fearsome, but couldn't been taken down well enough. Probably for the best that they were left alive. Predators inspire the actions of lesser animals, so future travellers may have a better time than they did when the apes keep their distance.
It was Conor and Alexia's conversation that finally roused him. At first, he was going to stand up for his order of knights. They weren't a conquering force, they were relatively peaceful protectors devoted to guarding and healing. However, the focus was more on civilization versus the natural world, so it seemed like a selfish tangent. Instead, he placed himself between Arc and Alexia, "I'll guard Ishaz. After all, it's only fitting of the Warmfather's conquering legion, right?" A petty little impulse. It may not have been right, but it felt good.
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Alexia turns irritated eyes on Valen. "You're a sunblessed, it is a very bad idea for you to go through the elf slums. Your presence might inspire various actions that will end in my people getting hurt. If you have a reason to come along other than making a snarky comment about an imagined slight, please share." She crosses her arms.
Riannis's face becomes serious, and she hovers in the air by Galius quietly.
"Spreading strife along with the Warmfather's light seems to be a job requirement," Az retorts to Valen's snide comments. "Good to see your upholding that mantle," she adds glaring a the cleric straightening up to her armor clad six foot three wiry frame self standing beside Alexia. "Ishaz like I said before you're the boss," she adds curtly.
"Enough," Alexia says quietly, suddenly slumping with exhaustion. "I didn't mean to start a fight. I'm sorry. I just...focusing on the main point, I don't think it's a good idea for a sunblessed to go through the elf slums, okay?" She wraps her arms around herself.
"I am fairly certain no one means to offend one another. We all have our differences and maybe a second to cool down would be something we currently need." Lucina steps towards them all, remaining completely calm. "Valen, no offense but I believe Alexia is right. A sunblessed amongst elves is sure to be a truly bad mixture and both sides may end up hurt. There is no need to get one another riled up. I do believe we have a job to do and it will make it harder on ourselves if we continue on like this. Surely, no one meant to rile the other up but still."
Galius looks on disapprovingly at Valen, Alexia and Azrael. He then turns to the sprite.
”Well, Riannis, it’s nice talking with you. When we’re a little more settled in, feel free to come find me again. I’d be happy to play for you. Maybe even teach you some of the basics if you’re interested.”
Valen was taken aback by the resounding opinion, "So we should all be held responsible for the faults of others? My order is dedicated to protection, no conquest. For generations, we've served the people and kingdoms near and far. It's my mission to travel the lands in search of areas that need our aid. It's my obligation that if there is conflict or oppression, I have to be there."
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Alexia rubs her forehead and takes a moment to gather her thoughts. "That's all very well, but quite frankly, it isn't a matter of what your order does or is dedicated to. The last time most of those elves saw a sunblessed in armor, they were probably on opposite sides of a battlefield, at the least. It's asking for trouble to go walking through elf slums, trust me." She sighs. "I really didn't mean to start an argument or imply anything about anybody, I swear. I'm not holding any of you responsible for anything others have done, I just don't think a sunblessed should be one of the people escorting Ishaz."
As the long day draws to a close, the party are split into their sub-groups following the caravan. Tensions, which seemed to reach boiling point earlier, soon subside as the group find themselves approaching the town.
As the orange sky marks the passing of the sun, your group head down the main avenue towards the northern gate of Barmouth. As you travel along the road you find yourselves heading through the centre of the Elfslums, a shanty town of sorts spilling out of the city and onto the northern desolation. The slums are made up of rough wooden shacks and tents. The area is absolutely poverty-stricken. You see a number of races huddled together in the shadows watching you pass. Poor merchants are closing down their stalls, with tough looking bodyguards eyeing you up as you pass. You notice that the constables of the Legion are on every corner in groups, watching for trouble, with the large population of elfs giving them a wide berth. The sounds of urchins scampering around, shouting and rough talk pierce the area around you, and the smells of waste and strife permeate the air. The clothing of the people in this area is shoddy and ripped, with the poor wearing them unclean and oft ill-looking. It is a truly horrible sight. This is the pits of the town, and a place that you can imagine is filled with crime, poverty and sadness.
The presence of the constables dissuades any trouble, but your party receive some strange looks. As you approach the looming town walls, you can see a large gate with a drawn portcullis hanging in the ceiling. A group of five constables are currently checking some miners carrying cargo. As you get closer, Ishaz produces a set of papers and hands them to the sergeant. They talk quietly to each other, whilst another two constables hop onto the wagons and crack open a couple of the barrels at random. Seeing the oil and seeming content, they replace the lids and hop off to quickly check the underside of the wagons. the remaining two guards watch each of you closely, their eyes lingering on you from underneath their kettle hats.
Eventually, you are waved through the checkpoint into the walled northern part of town. You are still within the Elfslums, but these constructions look older - with rotting wood and just as many scruffy looking elfs and poor humans. At the end of the main avenue, in full view of the slums stands a resplendent tall building. You all instantly recognise it as a Temple of the Sun, a wealthy prayer spot for devotees of the Warmfather. The tall spires reach almost a hundred feet into the sky, with brilliant stained-glass windows depicting the Warmfather himself. It's proximity to the slums almost make it seem like a reminder to the conquered of that which was lost. Around the base of the church stand a number of guards of the Legion, keeping the peace. As you move further along the avenue, you start to see the slums coming to an end on your left, and giving way to nicer looking houses and buildings. Stone walls and wooden roofs, specialised merchant buildings and middle-class family homes. Those closest to the slums have shuttered windows and sturdy looking dead-bolts set into the door frames.
You begin to close the distance to the temple, when Ishaz speaks up. "Lovely place, eh?" He points to a street on his right. "The Upper Docks are here, and the Dragon and Bear is just around the corner." He turns to the young mercenaries, "Thank you for your services gentlemen, you are free to leave." Then finally, addressing Arc and Alexia, "You two, with Corrigan and I." The Lions of Lesham nod to your group and depart. Lenk lingers a moment, giving a friendly smile, before following his brother.
Ishaz, Corrigan, Arcast and Alexia break off from the group and round a corner into the area behind the temple. The rest of you wander down towards the Upper Docks, soon finding yourselves face to face with the stretching sea and a distant horizon. The dock area is full of ships of all shapes and sizes, from fishing boats to merchant galleys, and including a few warships of the Legion. There, settled between a pair of large fish-houses, you can see a run-down tavern called the Dragon and Bear. It's nothing to look at, and you can see that sailors are making their way inside after a long day's work. The smell of sea salt, sweat, cheap stew and cheaper beer reaches you. The sounds of raucous music and bawdy songs sung by those inside can be heard all around. It looks like a complete dive, but a hell of a fun dive at that.
Heading inside you see that the place is packed with dockworkers, sailors, fishermen, and everybody and anybody from the lower-classes of Barmouth - mostly humans, with the occasional dwarf or half-elf. The walls are festooned with maritime imagery, and even the bar itself in the centre of the tavern is shaped like a boat's wheel. You can see arm-wrestling contests, games of chance, drinking competitions, the occasional punch thrown, working men and women, and all of the joys of this kind of establishment. A large chalkboard sign hangs above the bar claiming "2 SHINS ShINeS A PINt". The bartender appears to be a hulking dwarf with bristling mutton chops, he's shouting and singing along as he serves ale in his thick Stuhberg accent. The tavern has a fantastic and jovial atmosphere. There are a couple of spare, wonky round-tables not being used for contests or sport of which you can find a uncomfortable-looking seat. As your eyes scan the establishment, you see a crooked wooden stage near the back of the building where entertainment acts may perform, but it is currently empty.
Alexia and Arcast:
As the pair of you accompany the seafolker, you make a turn around the Temple of the Sun, and receive a full view of the large affluent doors that lead inside the huge building. There is currently some sort of religious procession taking place. A large number of people are in attendance as a regal looking Sunblessed gives a speech from the front of the doors. Your passing is quick however, so you don't catch much of it - only reference to the passing of the day and the change to dusk.
Rounding the temple, beyond the procession, you can see the large plaza that acts as the town's central marketplace. Most of the stalls are currently empty or locked and shut at this time of day, with only a handful of merchants still packing away their things. Adjacent to the plaza is an official looking stone building, held up with large pillars protruding from the sides to hold up balconies on the upper level. The building is sparsely decorated, but appears to be made of marble, with an ornate set of stairs leading to the entrance. As you pass, Corrigan leans over and whispers, "That there is the Justice Ward. Find yourselves on t'wrong side of the law and you'll be chained up in the dungeons beneath." He gives a wink and a smile as he leans back up to direct the mules. As you pass through this area. you find yourselves crossing a long stone bridge over a river which extends eastward from the sea, right up towards the east wall and through a large grated gate. It seems that barges may have once travelled this river, but no longer. The bridge is guarded by a group of constables who seem to be approving those who wish to pass. They briefly nod at Ishaz as you make your way across.
Once you reach the other side of the bridge, you notice that men in what look like official servants garb trot up to the poles lining the edge of the crossing, and being to hang lanterns to illuminate the area in a warm orange glow. Meandering through the streets, you see that most corners and long avenues are lined similarly with lanterns, giving evening strollers a good light to walk by. It would appear that the southern side of the river is a more affluent area, as the streets you find yourselves in have the more expensive looking shops and homes. Even the Lower Dock District seems to be of higher class, with pleasure boats and regal looking galleys lining the sturdy quays.
Eventually, after winding through the roads for a few moments, the wagons draw to a halt and Ishaz dismounts. You find yourselves outside of a detached two-story building with a peaked roof. An elegantly carved plaque is mounted next to the door, "Kwenthro's Crystal Commodities." Ishaz peeks down the alley to the side of the building knocking on a large pair of wooden doors wide enough for carts to pass through. A small slit slides open for a few moments, before snapping shut. Suddenly the sound of a lock screeching pierces the air and the wooden doors swing inwards. Peeking in, you can see a small operation ongoing. There is an older man in a very wealthy outfit sat at a desk, looking down his bespectacled nose towards your wagons. There are a few workers hanging around to help the wagons enter; but they are all covered in robes and keep their heads low when the doors open. Some appear to have lithe physiques, whilst others are large and cumbersome - built more for heavy lifting. Near the desk you can see what appear to be large vats covered with fine metal grates, with spigots at the bottom and a number of empty barrels stacked nearby.
Ishaz turns to the two of you. "Wait out here. Do not cause any trouble for me or you won't see a damn penny!" He snarls, suddenly adopting a menacing tone. The wagons trundle over the cobbled street into the small building up a ramp, before the large wooden doors shut with a loud click. You find yourselves left outside in the dim orange glow of street lights, alone except for the occasional passer-by on their way to some well-to-do establishment. The shadows of the late evening are cast long across the pavement. This part of town seems to be the safer half, but you can't be sure. Looking up, you can see the last sliver of the yellow moon Carnas finishing its cycle, as well as the top half of the pink moon Velayth poking out from above a wispy patch of cloud.
[OoC]: Included below is a map of the town of Barmouth. Building sizes are not exact, but are an attempt to convey how clustered certain parts of the town are compared to others.
Rollback Post to RevisionRollBack
"The most important step a person can take is always the next one." -Dalinar Kholin; Oathbringer
Alexia keeps her head down and stays completely silent as she moves through the elf slums, endeavoring to keep from attracting the attention of the many constables. She nods when Ishaz tells them to stay, wrapping her arms around herself and staying quiet. Her eyes scan the street carefully.
Riannis spends the trip invisible, fluttering above head height and zig-zagging back and forth. She too stays quiet during the trip. When waiting outside the shop, she turns visible and lands on Alexia's shoulder, her normally cheerful expression replaced by a serious, sober look.
Az goes to the bar orders ale for the remaining party, pays, and then carries the tankards to a free table in the back. The paladin gestures for the remaining party to join placing the drinks down at each empty seat before taking one herself. Az then observes everyone around the party but does not speak to anyone else. She then awaits the remaining party to join her or not. It's a steep learning curve for Az this is only the second tavern she's ever been in, in her relatively short but tempestuous life.
Seeing the friendly gesture from the aasimar, Conor seats himself at the table, nodding as he takes one of the tankards. "My thanks, I'm not much of a drinker but I appreciate the sentiment." The small rogue drinks sparingly but spends most of the time looking about the room. "I wonder how they will get on with the seafolker? I was going to follow him when he wanted to go off alone but I suspect his personal greed isn't too risky, he seems too cowardly to do anything too dramatic." As his eyes alight on one of the tables where the patrons are playing a game of chance his eyes light up, looking intently to see if he recognises the game of it he can see how the players are faring Conor concentrates on the contest.
"He is..strangely untrustworthy but that's just an impression I get," Az replies after giving Conor a curt nod as he sits. "About the....uh messaging," she then says gesturing at her head. "Now that I'm warned so many of you have this...talent," she adds looking brooding again around for Galius before turning her golden eyed gaze back on Conor, "I'd appreciate you use it sparingly with me. I....well it's not a talent I particularly enjoy," she adds flatly trying to sound as diplomatic as possible even adding a faint smile at the end of her sentence. "Coin brings you here I imagine," she then makes a stab in the not so mysterious outward display about the dark clothed, confident, and self professed smaller man.
"You are very perceptive, coins have taken me to every place I have ever been, except one, but then that didn't work out so well." the rogue smiles back at the paladin "I will save the spell for emergencies, I did not intend to upset you, but I had thought we might have had similar views on Ishaz, and it appears I was correct. As I said, perceptive. By the way the spell does not give me any ability to know what you are thinking, I do not have any powers like that, your secrets are safe from me." Conor raises the tankard to his lips again a faint smile visible and as he does holds the aasimir's gaze for a long moment. "For now, at least." With that he gets up and moves about the bar, drink in hand running his eye over the games of chance again.
Rollback Post to RevisionRollBack
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
"I am," Alexia answers Arc quietly, the anger in her voice subsiding somewhat. She bites her lip and wraps her arms around herself, staring resolutely at her hands.
"I like learning new things too," Riannis informs Galius. "I bet I can get Lexi to play with you some time."
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Conor merely smiles at the look he receives from Galius "Protection detail isn't really playing to my skills, I'll pass." He replies to Arc's question.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
“I’m afraid I’d stand out in an unhelpful way. Perhaps Arc, you and Alexia would be the pragmatic choice.”
Galius winks at the sprite. “You’re alright. There’s a lot of hurt in places like this and people like Alexia bear the worst of it. It’s not something people get over easily. Besides, maybe a trumpet and a dulcimer won’t sound so great together. I’ll keep an eye out for something that plays a bit better with it.”
Paladin - warforged - orange
If a forged could look giddy, Arc looks giddy when Alexia volunteers to help. "I am please that you have volunteered to help with the guard duty." He looks at Riannis, following her flitting and disappearing movements. "Your friend will make a wonderful scout for us in difficult situations. I have enjoyed getting to know this race of beings. Such a curious little creature, examining every little thing and able to shrink into Galius horn and such. I can relate because I am curious about things as well."
Lot's of stuff ...
Alexia nods and shoots Riannis a somewhat annoyed, somewhat amused look. "Yes...she certainly is curious. And feeling talkative, apparently. I'm sure she'll start properly on you once she's satisfied herself about how Galius's horn works." A faint smile appears briefly on Alexia's face before she flushes slightly and ducks her head.
At Galius's words, Riannis nods, her face solemn for a moment. "Lost hope," she informs Galius soberly before flipping in midair, her face resuming its previous cheerful appearance. "Don't let Lexi trick you into thinking she doesn't like you!" Riannis giggles and does a loop-de-loop.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Valen had been leery of the whole endeavour since the night attack. Those apes were fearsome, but couldn't been taken down well enough. Probably for the best that they were left alive. Predators inspire the actions of lesser animals, so future travellers may have a better time than they did when the apes keep their distance.
It was Conor and Alexia's conversation that finally roused him. At first, he was going to stand up for his order of knights. They weren't a conquering force, they were relatively peaceful protectors devoted to guarding and healing. However, the focus was more on civilization versus the natural world, so it seemed like a selfish tangent. Instead, he placed himself between Arc and Alexia, "I'll guard Ishaz. After all, it's only fitting of the Warmfather's conquering legion, right?" A petty little impulse. It may not have been right, but it felt good.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Alexia turns irritated eyes on Valen. "You're a sunblessed, it is a very bad idea for you to go through the elf slums. Your presence might inspire various actions that will end in my people getting hurt. If you have a reason to come along other than making a snarky comment about an imagined slight, please share." She crosses her arms.
Riannis's face becomes serious, and she hovers in the air by Galius quietly.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
"Spreading strife along with the Warmfather's light seems to be a job requirement," Az retorts to Valen's snide comments. "Good to see your upholding that mantle," she adds glaring a the cleric straightening up to her armor clad six foot three wiry frame self standing beside Alexia. "Ishaz like I said before you're the boss," she adds curtly.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
"Enough," Alexia says quietly, suddenly slumping with exhaustion. "I didn't mean to start a fight. I'm sorry. I just...focusing on the main point, I don't think it's a good idea for a sunblessed to go through the elf slums, okay?" She wraps her arms around herself.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
"I am fairly certain no one means to offend one another. We all have our differences and maybe a second to cool down would be something we currently need." Lucina steps towards them all, remaining completely calm. "Valen, no offense but I believe Alexia is right. A sunblessed amongst elves is sure to be a truly bad mixture and both sides may end up hurt. There is no need to get one another riled up. I do believe we have a job to do and it will make it harder on ourselves if we continue on like this. Surely, no one meant to rile the other up but still."
Galius looks on disapprovingly at Valen, Alexia and Azrael. He then turns to the sprite.
”Well, Riannis, it’s nice talking with you. When we’re a little more settled in, feel free to come find me again. I’d be happy to play for you. Maybe even teach you some of the basics if you’re interested.”
Paladin - warforged - orange
"I'd like that!" Riannis says to Galius cheerfully. "Be nice to Lexi," she adds sternly.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Valen was taken aback by the resounding opinion, "So we should all be held responsible for the faults of others? My order is dedicated to protection, no conquest. For generations, we've served the people and kingdoms near and far. It's my mission to travel the lands in search of areas that need our aid. It's my obligation that if there is conflict or oppression, I have to be there."
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Alexia rubs her forehead and takes a moment to gather her thoughts. "That's all very well, but quite frankly, it isn't a matter of what your order does or is dedicated to. The last time most of those elves saw a sunblessed in armor, they were probably on opposite sides of a battlefield, at the least. It's asking for trouble to go walking through elf slums, trust me." She sighs. "I really didn't mean to start an argument or imply anything about anybody, I swear. I'm not holding any of you responsible for anything others have done, I just don't think a sunblessed should be one of the people escorting Ishaz."
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
As the long day draws to a close, the party are split into their sub-groups following the caravan. Tensions, which seemed to reach boiling point earlier, soon subside as the group find themselves approaching the town.
As the orange sky marks the passing of the sun, your group head down the main avenue towards the northern gate of Barmouth. As you travel along the road you find yourselves heading through the centre of the Elfslums, a shanty town of sorts spilling out of the city and onto the northern desolation. The slums are made up of rough wooden shacks and tents. The area is absolutely poverty-stricken. You see a number of races huddled together in the shadows watching you pass. Poor merchants are closing down their stalls, with tough looking bodyguards eyeing you up as you pass. You notice that the constables of the Legion are on every corner in groups, watching for trouble, with the large population of elfs giving them a wide berth. The sounds of urchins scampering around, shouting and rough talk pierce the area around you, and the smells of waste and strife permeate the air. The clothing of the people in this area is shoddy and ripped, with the poor wearing them unclean and oft ill-looking. It is a truly horrible sight. This is the pits of the town, and a place that you can imagine is filled with crime, poverty and sadness.
The presence of the constables dissuades any trouble, but your party receive some strange looks. As you approach the looming town walls, you can see a large gate with a drawn portcullis hanging in the ceiling. A group of five constables are currently checking some miners carrying cargo. As you get closer, Ishaz produces a set of papers and hands them to the sergeant. They talk quietly to each other, whilst another two constables hop onto the wagons and crack open a couple of the barrels at random. Seeing the oil and seeming content, they replace the lids and hop off to quickly check the underside of the wagons. the remaining two guards watch each of you closely, their eyes lingering on you from underneath their kettle hats.
Eventually, you are waved through the checkpoint into the walled northern part of town. You are still within the Elfslums, but these constructions look older - with rotting wood and just as many scruffy looking elfs and poor humans. At the end of the main avenue, in full view of the slums stands a resplendent tall building. You all instantly recognise it as a Temple of the Sun, a wealthy prayer spot for devotees of the Warmfather. The tall spires reach almost a hundred feet into the sky, with brilliant stained-glass windows depicting the Warmfather himself. It's proximity to the slums almost make it seem like a reminder to the conquered of that which was lost. Around the base of the church stand a number of guards of the Legion, keeping the peace. As you move further along the avenue, you start to see the slums coming to an end on your left, and giving way to nicer looking houses and buildings. Stone walls and wooden roofs, specialised merchant buildings and middle-class family homes. Those closest to the slums have shuttered windows and sturdy looking dead-bolts set into the door frames.
You begin to close the distance to the temple, when Ishaz speaks up. "Lovely place, eh?" He points to a street on his right. "The Upper Docks are here, and the Dragon and Bear is just around the corner." He turns to the young mercenaries, "Thank you for your services gentlemen, you are free to leave." Then finally, addressing Arc and Alexia, "You two, with Corrigan and I." The Lions of Lesham nod to your group and depart. Lenk lingers a moment, giving a friendly smile, before following his brother.
Ishaz, Corrigan, Arcast and Alexia break off from the group and round a corner into the area behind the temple. The rest of you wander down towards the Upper Docks, soon finding yourselves face to face with the stretching sea and a distant horizon. The dock area is full of ships of all shapes and sizes, from fishing boats to merchant galleys, and including a few warships of the Legion. There, settled between a pair of large fish-houses, you can see a run-down tavern called the Dragon and Bear. It's nothing to look at, and you can see that sailors are making their way inside after a long day's work. The smell of sea salt, sweat, cheap stew and cheaper beer reaches you. The sounds of raucous music and bawdy songs sung by those inside can be heard all around. It looks like a complete dive, but a hell of a fun dive at that.
Heading inside you see that the place is packed with dockworkers, sailors, fishermen, and everybody and anybody from the lower-classes of Barmouth - mostly humans, with the occasional dwarf or half-elf. The walls are festooned with maritime imagery, and even the bar itself in the centre of the tavern is shaped like a boat's wheel. You can see arm-wrestling contests, games of chance, drinking competitions, the occasional punch thrown, working men and women, and all of the joys of this kind of establishment. A large chalkboard sign hangs above the bar claiming "2
SHINSShINeS A PINt". The bartender appears to be a hulking dwarf with bristling mutton chops, he's shouting and singing along as he serves ale in his thick Stuhberg accent. The tavern has a fantastic and jovial atmosphere. There are a couple of spare, wonky round-tables not being used for contests or sport of which you can find a uncomfortable-looking seat. As your eyes scan the establishment, you see a crooked wooden stage near the back of the building where entertainment acts may perform, but it is currently empty.Alexia and Arcast:
As the pair of you accompany the seafolker, you make a turn around the Temple of the Sun, and receive a full view of the large affluent doors that lead inside the huge building. There is currently some sort of religious procession taking place. A large number of people are in attendance as a regal looking Sunblessed gives a speech from the front of the doors. Your passing is quick however, so you don't catch much of it - only reference to the passing of the day and the change to dusk.
Rounding the temple, beyond the procession, you can see the large plaza that acts as the town's central marketplace. Most of the stalls are currently empty or locked and shut at this time of day, with only a handful of merchants still packing away their things. Adjacent to the plaza is an official looking stone building, held up with large pillars protruding from the sides to hold up balconies on the upper level. The building is sparsely decorated, but appears to be made of marble, with an ornate set of stairs leading to the entrance. As you pass, Corrigan leans over and whispers, "That there is the Justice Ward. Find yourselves on t'wrong side of the law and you'll be chained up in the dungeons beneath." He gives a wink and a smile as he leans back up to direct the mules. As you pass through this area. you find yourselves crossing a long stone bridge over a river which extends eastward from the sea, right up towards the east wall and through a large grated gate. It seems that barges may have once travelled this river, but no longer. The bridge is guarded by a group of constables who seem to be approving those who wish to pass. They briefly nod at Ishaz as you make your way across.
Once you reach the other side of the bridge, you notice that men in what look like official servants garb trot up to the poles lining the edge of the crossing, and being to hang lanterns to illuminate the area in a warm orange glow. Meandering through the streets, you see that most corners and long avenues are lined similarly with lanterns, giving evening strollers a good light to walk by. It would appear that the southern side of the river is a more affluent area, as the streets you find yourselves in have the more expensive looking shops and homes. Even the Lower Dock District seems to be of higher class, with pleasure boats and regal looking galleys lining the sturdy quays.
Eventually, after winding through the roads for a few moments, the wagons draw to a halt and Ishaz dismounts. You find yourselves outside of a detached two-story building with a peaked roof. An elegantly carved plaque is mounted next to the door, "Kwenthro's Crystal Commodities." Ishaz peeks down the alley to the side of the building knocking on a large pair of wooden doors wide enough for carts to pass through. A small slit slides open for a few moments, before snapping shut. Suddenly the sound of a lock screeching pierces the air and the wooden doors swing inwards. Peeking in, you can see a small operation ongoing. There is an older man in a very wealthy outfit sat at a desk, looking down his bespectacled nose towards your wagons. There are a few workers hanging around to help the wagons enter; but they are all covered in robes and keep their heads low when the doors open. Some appear to have lithe physiques, whilst others are large and cumbersome - built more for heavy lifting. Near the desk you can see what appear to be large vats covered with fine metal grates, with spigots at the bottom and a number of empty barrels stacked nearby.
Ishaz turns to the two of you. "Wait out here. Do not cause any trouble for me or you won't see a damn penny!" He snarls, suddenly adopting a menacing tone. The wagons trundle over the cobbled street into the small building up a ramp, before the large wooden doors shut with a loud click. You find yourselves left outside in the dim orange glow of street lights, alone except for the occasional passer-by on their way to some well-to-do establishment. The shadows of the late evening are cast long across the pavement. This part of town seems to be the safer half, but you can't be sure. Looking up, you can see the last sliver of the yellow moon Carnas finishing its cycle, as well as the top half of the pink moon Velayth poking out from above a wispy patch of cloud.
[OoC]: Included below is a map of the town of Barmouth. Building sizes are not exact, but are an attempt to convey how clustered certain parts of the town are compared to others.
"The most important step a person can take is always the next one." - Dalinar Kholin; Oathbringer
Alexia keeps her head down and stays completely silent as she moves through the elf slums, endeavoring to keep from attracting the attention of the many constables. She nods when Ishaz tells them to stay, wrapping her arms around herself and staying quiet. Her eyes scan the street carefully.
Riannis spends the trip invisible, fluttering above head height and zig-zagging back and forth. She too stays quiet during the trip. When waiting outside the shop, she turns visible and lands on Alexia's shoulder, her normally cheerful expression replaced by a serious, sober look.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Az goes to the bar orders ale for the remaining party, pays, and then carries the tankards to a free table in the back. The paladin gestures for the remaining party to join placing the drinks down at each empty seat before taking one herself. Az then observes everyone around the party but does not speak to anyone else. She then awaits the remaining party to join her or not. It's a steep learning curve for Az this is only the second tavern she's ever been in, in her relatively short but tempestuous life.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Seeing the friendly gesture from the aasimar, Conor seats himself at the table, nodding as he takes one of the tankards. "My thanks, I'm not much of a drinker but I appreciate the sentiment." The small rogue drinks sparingly but spends most of the time looking about the room. "I wonder how they will get on with the seafolker? I was going to follow him when he wanted to go off alone but I suspect his personal greed isn't too risky, he seems too cowardly to do anything too dramatic." As his eyes alight on one of the tables where the patrons are playing a game of chance his eyes light up, looking intently to see if he recognises the game of it he can see how the players are faring Conor concentrates on the contest.
Perception 20
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
"He is..strangely untrustworthy but that's just an impression I get," Az replies after giving Conor a curt nod as he sits. "About the....uh messaging," she then says gesturing at her head. "Now that I'm warned so many of you have this...talent," she adds looking brooding again around for Galius before turning her golden eyed gaze back on Conor, "I'd appreciate you use it sparingly with me. I....well it's not a talent I particularly enjoy," she adds flatly trying to sound as diplomatic as possible even adding a faint smile at the end of her sentence. "Coin brings you here I imagine," she then makes a stab in the not so mysterious outward display about the dark clothed, confident, and self professed smaller man.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
"You are very perceptive, coins have taken me to every place I have ever been, except one, but then that didn't work out so well." the rogue smiles back at the paladin "I will save the spell for emergencies, I did not intend to upset you, but I had thought we might have had similar views on Ishaz, and it appears I was correct. As I said, perceptive. By the way the spell does not give me any ability to know what you are thinking, I do not have any powers like that, your secrets are safe from me." Conor raises the tankard to his lips again a faint smile visible and as he does holds the aasimir's gaze for a long moment. "For now, at least." With that he gets up and moves about the bar, drink in hand running his eye over the games of chance again.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales