This post has potentially manipulated dice roll results.
(4AM)
At the Camp...
The leader appreciates your company, but is abit disappointed nobody challenged the tattooed man. Standing up for the challenge instead, the leader pulls his bracers off, and gets in a quiet serious boxing stance. The tattooed man gets serious too, but still lets out a little laugh.
9
10
The leaders fists whizzes right passed his jaw, and he looks over at the leader. He knows very well that a blink too slow would have dropped him and they get a laugh in as the leader gives up his gold coin.
At the Gates...
The second guard is very appreciative of Olwer playing dice with him. He excitedly setups up playing and explaining his strategy while Olwer covers John with Elisha looking over them.
6
The two play dice and its very clear that either Olwer is very lucky or the guard is very unlucky but he's so excited to have someone around he suggest three out of five. Olwer continues his winning streak, however, and the Guard laughs giving up his bet. (Olwer Gain 2 Gold)
(5AM)
At the Camp...
The tattooed man packs his things and sets off in the direction of Old Drow Hollow. A fondness in his voice, he admits that he's going to a match in over his head, staring up in the brightening early morning sky with a deep breath.
“I've lived a long life. Done many things I've regretted, and I offer you this old man's wisdom: not everyone who is evil, intends to be.”
With that he walks out of sight.
The other rangers continue packing once he does, some nodding and some simply focused on the task. The leader is the first to be packed, climbing into a tree a blowing a sharp note on a pan flute from the top. You hear the thundering pounding of repeated heavy weights being dropped atop wet earth. The ground shakes as it grows closer, more and more violently until the sound is joined by the crashing of tree limbs and the splashing of water.
Four elk slow their speed as they break the treeline and enter the camp walking up to the leader. Their large forms bristled with thick grey and dark grey fur. Their antlers strong and durable but clearly tailored to fit through trees while maintaining sharp points.
A fifth elk goes flying passed in the direction of the tattooed man. You can see as it flashes by that it has green swirling tattoos that are glowing in a dull light, perhaps to aid when running at high speeds through the dark. The others may have these too, but they appear to not show when they slow down.
“They can carry two people easily. I'll have *Bear Noise*and Anthir ride together and Den can ride with me. We can reach the camp in under three hours.”
The leader loads his pack onto the first Elk, it barely noticing the tent and barrel place upon its form.
The edgy quiet one who had barely spoken in the hours before, now known as “Den”, muttered angrily that they were loosing their spot. They acquiesced, however, and settled to packing up on the leader's horse as well.
(Do you get on an Elk?)
At the Gates...
Shortly before the Sunrise, you both notice that a few elves had already jumped over the wall. Some were fisherman, some were the replacement archers, and some were dock workers setting up to receive ships. They all hustle about their business, some waving, some saying hi, but most just working at their business. You get a moment of awkward silence when this group of archers is fully formed and standing next to you waiting to get in.
It passes as they rush into the village and you make your way through the gates. The second and first guard both escort you directly to the right once you go inside, however, and your glimpse of the village is brief. You get a flash of giant mushrooms, floating glowing spores, twisting tentacles of tree limbs bending in strange fashions and all other manner of Sylvan-architecture before they lead you to a rather plain looking shack of a building made of wood and, more importantly, nails.
You enter the door and a stairway down in the middle of the floor is the only thing in the room. Two large iron-reinforced dark wooden doors sat atop it. The first guard pulls one open with some strain and asks you to wait while they run down for a moment. They come back with a warden, recognized in these lands by the large steel longsword at their side. In this land, you notice that its fairly uncharacteristic for wood elves to carry anything but wood, let alone such a specifically forged weapon of war. Their armor too was made of steel chainmail and hardened leather at the joints. The official looks at the man up and down, and explains that she has space for such a person. The warden's hand offers two stamped metal tokens with the same number on it, explaining that she will hold him until such a time that punishment or innocence is determined. Olwer and Elisha may receive the token to bear the responsivity of seeing out such a determination.
Genesh loaded his gear on to the Elk then mounted the creature situating himself on its back then looked to Irenia, "looks like we're off then." The tortle said his eyes bright with excitement"
When Genesh mounts the Elk, there is a sensation that you are somehow attached physically to this animal by a magical force. You feel as though you have the ability to ride confidently at great speed without the worry of falling, and at the same time you could dismount at will.
Olwer makes no move to take the token just yet. He politely inquires about exactly how he and Elisha are to collect the reward for the capture of the arsonist.
He doesn't intend to let John out of his sight until the reward money is safely in is hands.
Warden: "His guilt will be determined at a later time. The token is for you to be directly involved in the investigation further should anything come of it. If you do not accept the token, I will not imprison this person and you would have to take them through that process yourselves."
A moment of consideration,
Warden: "Unless you have some damming proof...More importantly, does he confess? I am authorized to make an arrest without token exchange if I directly receive a confession or witness the crime myself."
Counting up imaginary numbers visually with a hand, the warden backtracks a bit,
Warden: "Damming proof usually provides a confession, I am not authorized to do an investigation."
John looks at Olwer and Elisha silently, unsure of what to do.
Warden: "His guilt will be determined at a later time. The token is for you to be directly involved in the investigation further should anything come of it. If you do not accept the token, I will not imprison this person and you would have to take them through that process yourselves."
A moment of consideration,
Warden: "Unless you have some damming proof...More importantly, does he confess? I am authorized to make an arrest without token exchange if I directly receive a confession or witness the crime myself."
Counting up imaginary numbers visually with a hand, the warden backtracks a bit,
Warden: "Damming proof usually provides a confession, I am not authorized to do an investigation."
John looks at Olwer and Elisha silently, unsure of what to do.
Olwer will accept the tokens while the talk is going on.
"Very well. I'd hoped to see him through the process myself. But I don't make to make a fuss."
He suspects those imaginary numbers the Warden was counting might be gold pieces, and is leery of being cheated of his reward by a corrupt official. He hangs around, though, hoping to hear a repeated confession from John. He still doesn't want to lose sight of John before he's sure of getting that reward. If he can just get a note from the Warden...
Olwer then says in the Common Tongue,
"Oh, yes, he confessed everything to us last night. I expect the judge won't be too hard on John once he has all the facts before him. You see, John here accidentally started the fire in tavern during the course of a fight over a woman and he hid his misdeed afterward. Afraid, no doubt, and embarrassed. Now he's come clean. The fire was the result of a brawl among a couple of humans for personal reasons. Nothing more serious. A simple case. Isn't that so, John?"
He looks at the prisoner and smiles slightly, giving the man an encouraging little nod.
With a hint of disbelief, the Warden extends her hand out to John,
Warden: "Is this true? Do you confess to such crimes?"
John contemplates lying, then looks at Olwer who implored him to be honest. He does his absolute best but whether it was his own prejudice or the truth, he got stuck on one fact about the night in particular.
John: "But I still think it was the elves! There's no way one little lantern burned the whole thing down. No way! You know you can't trust them-"
He once again recognizes that he's speaking to an elf.
John: "C'mon!!! I mean the ones that are near town!! Not Every Single Elf is bad BUT there are BAD ELVES and the ones I'm talking about run in a group!"
The warden appears to shift slightly at the mention of the group.
Warden: "How many of them are there?"
John: "About five! They stay North of town, they're always harassing humans in the area!"
The Warden contemplates for a moment again, then speaks,
Warden: "...And this does not change you confessing to starting the fire?"
John: "Yeah, I definitely knocked the lantern over but-"
Warden: "-Then its settled, come with me."
The armor wearing elf pulls a sheet of paper from their back pocket and walks back down the stairs with John. She returns with a signed note of confession as well as arrest, handing you them. A third paper with a list of "investigators involved" is handed with a pre-signed note from the Warden.
Warden: "We will investigate the band of 5. If you have any information on them I'd appreciate any updates. Thank you for bringing this criminal and crime to our attention. Head to to the Hall with the third note to collect your reward."
Elisha will ask the warden if they allow written statements in their 'trials'. If so he will write one on Johns behalf. He also thinks the fire that burned the inn was more than a knocked over lantern.
He will follow Owler's lead as he (Elisha) chose to follow him on this mission.
The warden accepts a note stating: "Elisha vouches for John not burning the entire tavern down & Olwer seconds it. They are the same investigators who turned him in."
She returns to her duties below and the guards walk outside back to their homes. You are welcome at Dianthir's place, next to the bar. (Second Guard, The one Olwer played Dice with)
Outside you are exposed to the formerly hidden architectural wonders of Artisan druid craft. The dead trees that should have remained still and unmoving in winter twist and bend over the top of the tall wooden walls like a wicker awning, letting small bits of light through. They shine brilliantly off the floating spores in the area, bouncing out in a prism of blues and greens, cascading the entire town in a dull viridian hue.
The buildings are made of the roots and trunks of the trees that carry the village, only hollowed out where needed. Small mushrooms provide lamp like light, and you watch them bob and flicker their purple glow about the hands and desks of many people coming and going. Its mostly elves, but you immediately notice that there are half-elves, humans, dwarves, and even a gnome you noticed running through. They are all dressed in different browns and greens, covered in natural armors of wood and leather.
From where you are there are a dozens paths, all leading to and around just as many trees. Some have elaborate decorations and entrance like constructions at their openings with doors and curtains. At the back, you see a grand tree, large enough to fit several of the others inside. Its top does not reach the wicker roof, having died long ago. It has been well carved and worked into a magnificent symbol: That of an Arch Druid's blessing.
Inside there are several rangers pointing to differing scouting maps and discussing ongoing plans. Some excuse themselves as you walk up and one is kind enough to point you to a hooded one. They speak low, and sharp,
Hooded One:"Why are you here?"
You produce the note from the warden, and they begrudgingly hand you your reward.
Hooded One: "One Hundred and Eighty each, No More. The other two can come and get there's."
When you see them turn to place the notes in a specific box, you see a familiar insignia. Looking back at the token, this eagle's talon dropping an acorn symbol must be affiliated with the Warden's as well as the Druidic Circle in this land.
When Genesh mounts the Elk, there is a sensation that you are somehow attached physically to this animal by a magical force. You feel as though you have the ability to ride confidently at great speed without the worry of falling, and at the same time you could dismount at will.
Even though Genesh feels a sensation that he is somehow attached physically to the Elk by some sort of magical force as a tortle he is not used to riding mounts and does not feel overly reassured or comfortable. He does try to keep a close eye on his companion Irenia on her mount periodically throughout the journey.
Olwer collects his reward and thanks the one who pays him.
He then tells Elisha,
"We're saved the bother of transporting the money to the others. I mean to book passage back upriver to inform the others that they can come here to get their payout, but we've only just arrived in town. So first I want to find an inn or tavern and eat something warm, put my feet up. Would you like to come with me? "
The leader blows on the flute once again once everyone is loaded, and like a barrel full of gunpowder the Elks explode from the ground leaping into the air at high speed. As suspected, the green light begins to glow brightly, and you fly through the trees like wisps. Every once and awhile you feel it slam into the ground before it leaps into the air sailing for longer and longer each bound. Eventually, it nearly feels like flying as the wind picks up in speed and the crashes fade from existence. (1\3)
(6AM)
At the Elven Village...
Around you there are many trees that you suspect may be the various stores and businesses of this place. Walking into the first carved hole, you can see you are right. The vast majority of these people's commerce takes place inside these trees deep below in hollowed out caverns made into comfy hovels. They are often well furnished with many having rugs and candles a plenty. You cycle through the first few until you come to somewhere that apparently serves food. They offer fish, vegetables, and wine.
Surprisingly no beer or other kinds of meat though, which is odd as that's nearly all the Inn at Old Drow offered. Surely if Old Drow could get meat, this place could get meat.
Beneath the tree, inside the Stuffed Onion Tavern, the smell of such a wonderful dish comes wafting over the single opening. There are few people inside, all of them elves including the one or two staff. They regard you with courtesy and after a brief wait you are guided to sit in a cool area atop carefully carved stools padded with some kind of soft dry sponge. Your back is allowed to rest upon the strong back, and its thick padding is very accommodating for long durations without loss of comfort. The purple mushroom lamps return, with several being placed nearby. Their light started bouncing off more spores, illuminating this side of the room with the same green hue of outside.
After about a half hour, the man comes up to serve you water placing two glasses on the table. The glass is full and only partially filled with ice as not obstruct drinking.
Staff: “Is there anything I can get you?”
(7AM)
Gliding through the Forest...
The massive form of these giant beast seem to have no problem keeping up this extreme speed. At first damning the winter's frosty bite on the wind, now numb to its pain you are glad for the disappearing of leaves. The branches, high above trying to grasp what little sun they can through the dim cloudy light. They are far away from your face as sail through. (2\3)
Staff: "I'm very glad you asked! We offer a variety of fresh fish and farmed vegetables. In specific, we have Perch, Pike, and, most recently, Eel, served over cabbage or chard. Sauce varies upon preference as well ranging from spicy to sweet. All of our fish are either grilled or baked, as are our vegetables. We promise everything only seasoned as needed and never over or under..."
He makes a grand gesture, waving his arm and standing proudly with his chest puffed. In near in reverence of the subject, he exclaims,
Staff: "...And of course, the most stupendous, world renowned, STUFFED, OOOOONION!~"
He finishes in near song as another staff member brings a baked sweet onion, the size of a large pumpkin, steaming through the door to the kitchen on a large wooden board. He places it on a nearby table, the customer looking at it in aw, They pull the green stalk to reveal an artfully carved top concealing a hollowed out core full of delicious smelling ingredients. There is a slight clap before everyone returns to normal.
Staff: "My apologies, its customary to do that for the first one of the day and your question lined up perfectly. But yes, we have fish, vegetables, and the world famous Stuffed Onion with toasted breading, roasted vegetables, and, secret seasonings."
(4AM)
At the Camp...
The leader appreciates your company, but is abit disappointed nobody challenged the tattooed man. Standing up for the challenge instead, the leader pulls his bracers off, and gets in a quiet serious boxing stance. The tattooed man gets serious too, but still lets out a little laugh.
9
10
The leaders fists whizzes right passed his jaw, and he looks over at the leader. He knows very well that a blink too slow would have dropped him and they get a laugh in as the leader gives up his gold coin.
At the Gates...
The second guard is very appreciative of Olwer playing dice with him. He excitedly setups up playing and explaining his strategy while Olwer covers John with Elisha looking over them.
6
The two play dice and its very clear that either Olwer is very lucky or the guard is very unlucky but he's so excited to have someone around he suggest three out of five. Olwer continues his winning streak, however, and the Guard laughs giving up his bet. (Olwer Gain 2 Gold)
(5AM)
At the Camp...
The tattooed man packs his things and sets off in the direction of Old Drow Hollow. A fondness in his voice, he admits that he's going to a match in over his head, staring up in the brightening early morning sky with a deep breath.
“I've lived a long life. Done many things I've regretted, and I offer you this old man's wisdom: not everyone who is evil, intends to be.”
With that he walks out of sight.
The other rangers continue packing once he does, some nodding and some simply focused on the task. The leader is the first to be packed, climbing into a tree a blowing a sharp note on a pan flute from the top. You hear the thundering pounding of repeated heavy weights being dropped atop wet earth. The ground shakes as it grows closer, more and more violently until the sound is joined by the crashing of tree limbs and the splashing of water.
Four elk slow their speed as they break the treeline and enter the camp walking up to the leader. Their large forms bristled with thick grey and dark grey fur. Their antlers strong and durable but clearly tailored to fit through trees while maintaining sharp points.
A fifth elk goes flying passed in the direction of the tattooed man. You can see as it flashes by that it has green swirling tattoos that are glowing in a dull light, perhaps to aid when running at high speeds through the dark. The others may have these too, but they appear to not show when they slow down.
“They can carry two people easily. I'll have *Bear Noise* and Anthir ride together and Den can ride with me. We can reach the camp in under three hours.”
The leader loads his pack onto the first Elk, it barely noticing the tent and barrel place upon its form.
The edgy quiet one who had barely spoken in the hours before, now known as “Den”, muttered angrily that they were loosing their spot. They acquiesced, however, and settled to packing up on the leader's horse as well.
(Do you get on an Elk?)
At the Gates...
Shortly before the Sunrise, you both notice that a few elves had already jumped over the wall. Some were fisherman, some were the replacement archers, and some were dock workers setting up to receive ships. They all hustle about their business, some waving, some saying hi, but most just working at their business. You get a moment of awkward silence when this group of archers is fully formed and standing next to you waiting to get in.
It passes as they rush into the village and you make your way through the gates. The second and first guard both escort you directly to the right once you go inside, however, and your glimpse of the village is brief. You get a flash of giant mushrooms, floating glowing spores, twisting tentacles of tree limbs bending in strange fashions and all other manner of Sylvan-architecture before they lead you to a rather plain looking shack of a building made of wood and, more importantly, nails.
You enter the door and a stairway down in the middle of the floor is the only thing in the room. Two large iron-reinforced dark wooden doors sat atop it. The first guard pulls one open with some strain and asks you to wait while they run down for a moment. They come back with a warden, recognized in these lands by the large steel longsword at their side. In this land, you notice that its fairly uncharacteristic for wood elves to carry anything but wood, let alone such a specifically forged weapon of war. Their armor too was made of steel chainmail and hardened leather at the joints. The official looks at the man up and down, and explains that she has space for such a person. The warden's hand offers two stamped metal tokens with the same number on it, explaining that she will hold him until such a time that punishment or innocence is determined. Olwer and Elisha may receive the token to bear the responsivity of seeing out such a determination.
(Do you give up John to the Warden?)
Genesh loaded his gear on to the Elk then mounted the creature situating himself on its back then looked to Irenia, "looks like we're off then." The tortle said his eyes bright with excitement"
When Genesh mounts the Elk, there is a sensation that you are somehow attached physically to this animal by a magical force. You feel as though you have the ability to ride confidently at great speed without the worry of falling, and at the same time you could dismount at will.
Olwer makes no move to take the token just yet. He politely inquires about exactly how he and Elisha are to collect the reward for the capture of the arsonist.
He doesn't intend to let John out of his sight until the reward money is safely in is hands.
At the Warden's Grove...
Warden: "His guilt will be determined at a later time. The token is for you to be directly involved in the investigation further should anything come of it. If you do not accept the token, I will not imprison this person and you would have to take them through that process yourselves."
A moment of consideration,
Warden: "Unless you have some damming proof...More importantly, does he confess? I am authorized to make an arrest without token exchange if I directly receive a confession or witness the crime myself."
Counting up imaginary numbers visually with a hand, the warden backtracks a bit,
Warden: "Damming proof usually provides a confession, I am not authorized to do an investigation."
John looks at Olwer and Elisha silently, unsure of what to do.
Olwer will accept the tokens while the talk is going on.
"Very well. I'd hoped to see him through the process myself. But I don't make to make a fuss."
He suspects those imaginary numbers the Warden was counting might be gold pieces, and is leery of being cheated of his reward by a corrupt official. He hangs around, though, hoping to hear a repeated confession from John. He still doesn't want to lose sight of John before he's sure of getting that reward. If he can just get a note from the Warden...
Olwer then says in the Common Tongue,
"Oh, yes, he confessed everything to us last night. I expect the judge won't be too hard on John once he has all the facts before him. You see, John here accidentally started the fire in tavern during the course of a fight over a woman and he hid his misdeed afterward. Afraid, no doubt, and embarrassed. Now he's come clean. The fire was the result of a brawl among a couple of humans for personal reasons. Nothing more serious. A simple case. Isn't that so, John?"
He looks at the prisoner and smiles slightly, giving the man an encouraging little nod.
I don't know if anything anybody says will have an effect on John now, but if it applies, persuasion skill check:
13
With a hint of disbelief, the Warden extends her hand out to John,
Warden: "Is this true? Do you confess to such crimes?"
John contemplates lying, then looks at Olwer who implored him to be honest. He does his absolute best but whether it was his own prejudice or the truth, he got stuck on one fact about the night in particular.
John: "But I still think it was the elves! There's no way one little lantern burned the whole thing down. No way! You know you can't trust them-"
He once again recognizes that he's speaking to an elf.
John: "C'mon!!! I mean the ones that are near town!! Not Every Single Elf is bad BUT there are BAD ELVES and the ones I'm talking about run in a group!"
The warden appears to shift slightly at the mention of the group.
Warden: "How many of them are there?"
John: "About five! They stay North of town, they're always harassing humans in the area!"
The Warden contemplates for a moment again, then speaks,
Warden: "...And this does not change you confessing to starting the fire?"
John: "Yeah, I definitely knocked the lantern over but-"
Warden: "-Then its settled, come with me."
The armor wearing elf pulls a sheet of paper from their back pocket and walks back down the stairs with John. She returns with a signed note of confession as well as arrest, handing you them. A third paper with a list of "investigators involved" is handed with a pre-signed note from the Warden.
Warden: "We will investigate the band of 5. If you have any information on them I'd appreciate any updates. Thank you for bringing this criminal and crime to our attention. Head to to the Hall with the third note to collect your reward."
Elisha will ask the warden if they allow written statements in their 'trials'. If so he will write one on Johns behalf. He also thinks the fire that burned the inn was more than a knocked over lantern.
He will follow Owler's lead as he (Elisha) chose to follow him on this mission.
Olwer tells John,
''You did the right thing by confessing. It was an accident, really. I'll add my name to that note on your behalf.''
He then hastens to collect the reward....
The warden accepts a note stating: "Elisha vouches for John not burning the entire tavern down & Olwer seconds it. They are the same investigators who turned him in."
She returns to her duties below and the guards walk outside back to their homes. You are welcome at Dianthir's place, next to the bar. (Second Guard, The one Olwer played Dice with)
Outside you are exposed to the formerly hidden architectural wonders of Artisan druid craft. The dead trees that should have remained still and unmoving in winter twist and bend over the top of the tall wooden walls like a wicker awning, letting small bits of light through. They shine brilliantly off the floating spores in the area, bouncing out in a prism of blues and greens, cascading the entire town in a dull viridian hue.
The buildings are made of the roots and trunks of the trees that carry the village, only hollowed out where needed. Small mushrooms provide lamp like light, and you watch them bob and flicker their purple glow about the hands and desks of many people coming and going. Its mostly elves, but you immediately notice that there are half-elves, humans, dwarves, and even a gnome you noticed running through. They are all dressed in different browns and greens, covered in natural armors of wood and leather.
From where you are there are a dozens paths, all leading to and around just as many trees. Some have elaborate decorations and entrance like constructions at their openings with doors and curtains. At the back, you see a grand tree, large enough to fit several of the others inside. Its top does not reach the wicker roof, having died long ago. It has been well carved and worked into a magnificent symbol: That of an Arch Druid's blessing.
Inside there are several rangers pointing to differing scouting maps and discussing ongoing plans. Some excuse themselves as you walk up and one is kind enough to point you to a hooded one. They speak low, and sharp,
Hooded One: "Why are you here?"
You produce the note from the warden, and they begrudgingly hand you your reward.
Hooded One: "One Hundred and Eighty each, No More. The other two can come and get there's."
When you see them turn to place the notes in a specific box, you see a familiar insignia. Looking back at the token, this eagle's talon dropping an acorn symbol must be affiliated with the Warden's as well as the Druidic Circle in this land.
Even though Genesh feels a sensation that he is somehow attached physically to the Elk by some sort of magical force as a tortle he is not used to riding mounts and does not feel overly reassured or comfortable. He does try to keep a close eye on his companion Irenia on her mount periodically throughout the journey.
THE ELF RIVERPORT
Olwer collects his reward and thanks the one who pays him.
He then tells Elisha,
"We're saved the bother of transporting the money to the others. I mean to book passage back upriver to inform the others that they can come here to get their payout, but we've only just arrived in town. So first I want to find an inn or tavern and eat something warm, put my feet up. Would you like to come with me? "
Irenia mounts her elk as well and rides calmly, while focusing on the goal at hand. She does respect this creature's ability to carry her well.
I have an intelligence of six, I know what I'm doing.
At the Ranger Camp...
The leader blows on the flute once again once everyone is loaded, and like a barrel full of gunpowder the Elks explode from the ground leaping into the air at high speed. As suspected, the green light begins to glow brightly, and you fly through the trees like wisps. Every once and awhile you feel it slam into the ground before it leaps into the air sailing for longer and longer each bound. Eventually, it nearly feels like flying as the wind picks up in speed and the crashes fade from existence. (1\3)
(6AM)
At the Elven Village...
Around you there are many trees that you suspect may be the various stores and businesses of this place. Walking into the first carved hole, you can see you are right. The vast majority of these people's commerce takes place inside these trees deep below in hollowed out caverns made into comfy hovels. They are often well furnished with many having rugs and candles a plenty. You cycle through the first few until you come to somewhere that apparently serves food. They offer fish, vegetables, and wine.
Surprisingly no beer or other kinds of meat though, which is odd as that's nearly all the Inn at Old Drow offered. Surely if Old Drow could get meat, this place could get meat.
Perhaps it was a choice of cuisine & culture.
Genesh closes his eyes and hangs on for dear life!
At the Elven Village...
Beneath the tree, inside the Stuffed Onion Tavern, the smell of such a wonderful dish comes wafting over the single opening. There are few people inside, all of them elves including the one or two staff. They regard you with courtesy and after a brief wait you are guided to sit in a cool area atop carefully carved stools padded with some kind of soft dry sponge. Your back is allowed to rest upon the strong back, and its thick padding is very accommodating for long durations without loss of comfort. The purple mushroom lamps return, with several being placed nearby. Their light started bouncing off more spores, illuminating this side of the room with the same green hue of outside.
After about a half hour, the man comes up to serve you water placing two glasses on the table. The glass is full and only partially filled with ice as not obstruct drinking.
Staff: “Is there anything I can get you?”
(7AM)
Gliding through the Forest...
The massive form of these giant beast seem to have no problem keeping up this extreme speed. At first damning the winter's frosty bite on the wind, now numb to its pain you are glad for the disappearing of leaves. The branches, high above trying to grasp what little sun they can through the dim cloudy light. They are far away from your face as sail through. (2\3)
Elisha will say: "Thank you. What is your specialty?"
At the Tavern...
Staff: "I'm very glad you asked! We offer a variety of fresh fish and farmed vegetables. In specific, we have Perch, Pike, and, most recently, Eel, served over cabbage or chard. Sauce varies upon preference as well ranging from spicy to sweet. All of our fish are either grilled or baked, as are our vegetables. We promise everything only seasoned as needed and never over or under..."
He makes a grand gesture, waving his arm and standing proudly with his chest puffed. In near in reverence of the subject, he exclaims,
Staff: "...And of course, the most stupendous, world renowned, STUFFED, OOOOONION!~"
He finishes in near song as another staff member brings a baked sweet onion, the size of a large pumpkin, steaming through the door to the kitchen on a large wooden board. He places it on a nearby table, the customer looking at it in aw, They pull the green stalk to reveal an artfully carved top concealing a hollowed out core full of delicious smelling ingredients. There is a slight clap before everyone returns to normal.
Staff: "My apologies, its customary to do that for the first one of the day and your question lined up perfectly. But yes, we have fish, vegetables, and the world famous Stuffed Onion with toasted breading, roasted vegetables, and, secret seasonings."
Elisha will say: " I believe I will try your famous Onion the and a good wine please."