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Episode 3: Ashalash, City of Trade - Summary

After making it to shore and resting (and attuning to their recently acquired magic items, the party continued on Ashalash.

Along the way, they discussed possibilities of future trade, and learned that Murtagh had considerable knowledge and background in the growing and distillation processes of Healing Moly and healing potions from his earlier life in Thell. He explained to the group that making the most potent healing potions comes down to three factors: freshness (the quicker the flowers are harvested, the more potent the healing can be), the distillation process (higher levels of potion require a more elaborate and multiple run distillation process), and artisan skill (to take a potion from "basic" to optimal, being able to add in special characteristics, flavors, etc.).

Murtagh pointed out that while he could make healing potions from the pound of healing moly flowers they had, each one would require eight hours of distillation and brewing time. (The freshness of the flowers is of baseline quality).

As they walked further south, the ground began to slope downward. Murtagh summoned his owl familiar Thorn to fly ahead and get an idea of what waited for them in the village ahead. When he returned, he shared what he could see from an overhead view -- a small village, with a few larger buildings and a good amount of construction. Soon, they also found a well-maintained bridge to allow the wagons to cross the river. Once they made it safely across, they found a site of a previous campsite, though it appeared to be somewhat old.

Just to be on the safe side, Murtagh ritually cast Detect Magic to make sure there were no hidden dangers lurking there. As he did so, he saw a magic glow coming from inside Renfold's pouch, a glow that was revealed to be magical ink that had been used on a small folio of pages that Renfold had somehow managed to smuggle out of the Sabelite Monastery. More mysterious was that the pages fit perfectly into Murtagh's journal -- a journal that had been found by his father in a chamber hidden in the ice in Thell. Even more mysterious was that the magic ink depicted a map of Meerchim Radiants, along with pages of numbers and symbols. The final page had a depiction of a three eyed, two-faced mask, which Renfold called the Mask of Silenthost.

It took some time to unpackage these inter-related revelations, but ultimately, the party learned that Murtagh's father had been a healing moly farmer in Thell, but that he had been arrested and thrown into a labor camp in the salt mines after a night in which all his neighbors had mysteriously died, and his father had been seen by several witnesses at their farms. The rest of his family had been exiled from Prea Baba (where the farms were located). His brother, sister and mother had gone back to their ancestral lands, and Murtagh had decided to find a new path by leaving Thell and going to Dair. It was not until he was on the other side of the Frost Rush and had made camp that he found his father's journey in his backpack, although there were pages missing -- the pages he had now rediscovered from Renfold.

From Renfold's perspective, he had been searching for a map of the Meerchim Radiants, and had found and procured this map from the Sabelite Monastery. He knew nothing of Murtagh, his father, healing moly or any of the rest. But he explained that the map of the Radiants had at their center a name -- Silenthost. He considered Silenthost to be a metaphor for the prize reached at the center of the Radiants -- something of great worth, perhaps riches or wishes or your hearts desire. He pointed out that for most of those who have heard of Silenthost, is a generally believed to be a place associated with Shadari magic, a place where Shadari go. But instead he insisted, Silenthost is not a place, but a game, a game that is propelled by forces of fate, confluence of chance, and a mystical power called Urthantu. He was studying these things, and had secured passage with Mrsabo and the caravan to take him to the Wizard, a person who he believed knew more about the Radiants and the Game (which he seemed to use interchangeably with the term Game of Masks and Game of Silenthost).

Overall, it was a lot to take in, and very, very Maugtheni.

The next morning, the caravan made its way to Ashalash. They passed a sign painted with the following in Reginalia "All travelers must immediately report to the Reeve’s office, upon penalty of Law", as well as some writing in Eldrath which caused Renfold to burst out laughing. He said that it translated as "Eat my ass Reeve". Small in the corner of the sign was the orange field with a white hawk, the flag of Regimantis.

The wagons made their way to the village. A heavy smell of tar hung in the air in the town, and there was considerable work being down to large building site across the street from the Reeve's building, which they later learned was to be the future site of an inn.
The decision was made to walk in boldly to the Reeve to announce their presence (with the exception of Murtagh, who wildshaped into a spider and hid in Kharos' hat.)

The Reeve was named Phantasmus, who was a city guard in Tarshnash for many years before moving to Ashalash with his wife, who was Regimantian. Now, is looking to build up this place to become "Ashalash: City of Trade". The party was required to pay a merchant tax of 1gp per wagon, as well as declare and lock up all weapons and magic items. (Daggers were acceptable and could still be carried.)

Following this, Phantasmus lead the group to a long bench, where he shared some Bramman Gravewine and discussed trade opportunities and neighboring villages. Among the many things discussed:

  • The main items of trade in Ashalash are tar (from the natural tar pits here), used for construction and weatherproofing, cypress wood (used in shipbuilding), and alligator leather (used for shields, boots, sword hilts, etc.) The party filled their wagon with a collection of these things, using the main operating fund from Mrsabo.
  • Ashalash is built on the ruins of a very old city. There was once a tower here, but now all that remains are a few stones from the foundation. Most of the stone work was repurposed into the building of the newer structures.
  • The city is growing -- almost 40 people now.
  • Phantasmus shared that there are two trade fairs that are coming up -- one (the largest) in Tarshnash, the other in the Regimantian city of Dol Sabel. He hopes that perhaps one day, Ashalash could host such an event. Zungar suggested that the caravan might enter into some kind of sponsorship or partnership with the city to be partial owners in the Inn. (Details of such an agreement to be worked out).
  • He noted that the closest area for trade was Feetal's Outpost to the southeast, and much further down the river, was Nostanda, a comparable village to Ashalash.
  • There is "a store" in town -- the sign says "Tannery". It's like 90% tannery and 10% a collection of a few mundane items of note. The group bought some basics there, as well as a spare wagon wheel, and an additional draft horse in case something happens to one of the other horses.

While shopping at The Tannery, the group met another visitor in town -- a bard named Therador. He offered to draw them maps to two places of interest (for a nominal fee) -- one was a monastery called "The Brothers of the Cymbal" which was shrouded in a aftershadow-created zone of silence. The monastery apparently had access to a source of metal mining -- copper, iron, perhaps more -- which they also smelted on site. The other map was to a "more dangerous" place within the Elflaw that Therador said housed ancient artifacts. It was a fallen arch, with a cave leading deeper within a catacomb or cave system. He mentioned it was infested with insects and spiders. Also, of note, it was deep enough into the Elflaw that wagons would not be able to progress without substantial effort.

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