Desnova 5, 1423
The PCs are fetched to the Herring House, where Sister Roil reveals her vision, Captain Condor is being stowed away somewhere near water in a dark space beneath Arkany. They do a final sweep around Omutny, meeting Orekh Stormbeak at his aviary, and then they traverse the Jaggerhead Lake towards the city. En route, Mockleg nervously blasts a giant frog with a lightning bolt so that it won't attack them, and then they decide to visit the Rowers' Point lighthouse, where they inquire about Old Marrow's last sighting, the giant crayfish that was rumored to devour a horse in recent days. It turns out that the fate of the horse's rider is unknown. They say their thanks and row south into the Drenches district, paying a mooring fee and leaving their boats at the docks. They look about the marketplace and then travel further south into the city across The Straight bridge, spying the temple of Sanctos on their way. Once they arrive at The Gentry district, Rucia heads out the gates to summon his steed back, and the PCs speak with some soldiers and other NPCs until Mockleg leads them blindfolded to The Blinking Kettle, an inn that seems magically hidden from its surrounding neighborhood. They speak with the proprietor and meet a curious scholar/student named Jezhe who invites them for a tour of the Skolareum while they're in the city.
In the evening they head out for some further exploration, meeting with Zmiev the Silversmith and also making the acquaintance of a dragonborn bard named 'Cinnamon Frills', who is interested in Bjork and warns him about the nasty duo of bards that make Arkany their home turf. The PCs retire for the evening back at the Blinking Kettle.
Desnova 6, 1423
In the following morning, the PCs make the acquaintance of Sir Arkimedes Oldwater of the Gravers' Guild, who invites them to potentially join, and gives them more information about a duo of adventurers that disappeared in the Flailing Marsh, possibly related to the rumor of Old Marrow. He says he'd love to help them arrange an expedition to local sites like Old Bloodwalls, where the PCs might soon be headed. They decide to further explore about Arkany, and ask about for where Condor might be stowed away. Eventually they end up at the gates of the Skolareum district, where they turn over (most of) their weapons and are allowed access. To their dismay, the girl Jezhe is nowhere to be found, and the guards of the college don't even seem to know of anyone with that name. Perplexed, our heroes make their way to Orglo's Oddities where they wish to trade and/or purchase some magic items, and they get quite a lot of information from the wise old goblin who runs the place, a self-professed contemporary and rival of Old Smite-Eyes hisself, who notices the lantern that Aldren is carrying and knows something about it...
PCs: Aldren, Bjork, Nebol'shoy, Rucia
Aarakocra PCs unlocked
NPCs
'Cinnamon Frills' (dragonborn female): A shapely brass
dragonborn female wearing a fine, forest green leather tunic over equally fancy
pants, her snout and ears are bedecked with as many gold and silver piercings
as they can support. She carries a large sack slung over her shoulder, which
occasionally seems to shift about, and a large birchwood-carved lute with
double the normal amount of strings over the opposite. A rapier with a fat
pommel sits in her belt, and the hilt of a knife is tucked in her left boot.
Ilaryon (human male): A welcoming old
man with a wide grin that reveals a full set of copper false teeth, his dark
gray hair is set into a series of what
has been described as ‘cornrows’ atop his head, braided against his pale scalp.
He wears a loose, glittery blue robe that seems to leave a shimmering residue
wherever he steps, and what appears to be a miniature winged monkey flutters
about his person, occasionally clutching to the man’s robe or braided beard.
The middle finger on his left hand is covered by a talon-like black ring, and
at least three wands of varying designs are wedged into a silver sash about his
waist.
Jezhe (human female): A rather plain but congenial girl of her teen years, with an auburn bowl cut and cream-colored robes that seem scholarly but understated. Aldren notices a disparity with the girl, as if she's a disguise being warn by someone else, and when the PCs inquire at the Administrat in the Skolareum district, the guards claim such a girl doesn't exist.
Kapitan Ilin (human male): A lithe, tall soldier stricken with albinism,
his one good eye glares a hazy red, and his other sits dead in the middle of a
scar running from his forehead to his lower left jaw. His yellowy-pale long
hair is tied into a tight ponytail, and he has a number of silvery hoops in his
right ear to mask that it’s been partly chewed off. He keeps his Soverat
duster, boots and pips in excellent condition and wears a tricorn hat wrapped
in a band of beaver skin. An arquebus hangs from his shoulder and a shashka is
tucked into his belt.
Orekh Stormbeak (aarakocra male): A crouched,
avian humanoid wrapping his wings about him like a cloak, their colors splayed
out in patterns of blacks, browns, grays and whites. Beady black eyes that
swirl an occasional aqua tint from behind a yellow-brown beak. It wears a pair of faded green breeches
torn at the knee-caps, and nothing on its feet, one of which seems curled and
damaged, with several talons broken and cracked on each. It leans upon a gnarled, ancient looking staff,
dressed with its own feathers and those of different patterns, and what looks
like the skull of a young wolf impaled upon the top.
Orglo the Odd-Wright (goblin male): An old, crouched
goblin with olive green skin, white hair and mismatched yellow eyes that glare
at you from the din of his shop. The creature leans upon a wood-framed walker
which dangles with all manner of charms, jeweled chains and other baubles that
are either warding the fellow or being advertised to customers. It wears a
thick red wool coat which helps puff out its natural, wiry frame, and leers at
you with a mouth nearly void of teeth, and those which remain look like tiny
carved effigies of bone.
Sir Arkimedes Oldwater (halfling male): A stout, humble halfling with a trim white
beard, thick mutton chops and wire-framed spectacles. His youthful looking face
and cheeks betray his otherwise apparent age. A stylish vest lies beneath a comfortable gray wool duster, and a quality
feathered beret lies on his head. He leans upon a fancy bamboo walking stick
with a weasel-skull handle, more for show than physical necessity.
Tavikh the Torch-Runner (human male): A calm man of 20-something summers with dirty blonde
hair and a subtle smile, he wears thick bifocal spectacles and a practical set
of white clerical vestments and cloak over the glint of a chain mail shirt. His
white-gloved hands rest upon a brass-framed lantern and the pommel of a long
sword, and a small, sealed book dangles from a chain about his neck.
Zmiev (human male): A hunched, elderly human wearing a humble white
shirt and breeches beneath a thick leather apron. He bears an enormous white
beard, tied off into a number of braids, each dangling a silver chime or bell,
and yet he remains remarkable still and peaceful in disposition, almost as if
to challenge himself not to make any noise while we works.