Chapter 2: The Sanctum of the Insatiable Savant
The party eventually sets out from Drellin's Ferry eastward along The Dawn Way, bound first toward the tanneries just outside of Terrelton and then eventually deeper into the Nimon Hills to seek out the Sanctum of the Insatiable Savant. News has come to their ears of the Jackals' predations along the road, with their new companion, Charlotte, having some first-hand experience with this band of miscreants. With this in mind, they remain vigilant during their daylong walk toward Terrelton.
The weather is warm and hazy throughout, with barely a wisp of feathery silvered clouds to block out the blazing sun. It is warm and dusty now, but in but a few months when summer is upon the Vale, it will be doubly so. A distant line of dark green north of the Dawn Way serves as a visual reminder of the Witchwood, that ancient forest standing as a siren for sun-drenched travelers to seek out elusive shade. To the south, mile upon of trackless savanna stretching all the way to the distant and formidable Wyvernwatch Mountains--these appearing only as a dim visage through the haze.
The party makes good progress throughout the day and save for a few encounters with passing merchant wagons bound for Drellin's Ferry, finds their travel uneventful. After a long days' walk, the party arrives at Terrelton and is assaulted by the odiousness of this dusty town. To say the livestock outnumbers people is a severe understatement. Numerous farms and ranches border the town, boasting an impressive number of cattle and pigs that root at stubborn grass and brush that rise up from reddish-orange earth.
Terrelton is a dusty town that gets by on the livestock and leather trades and most shops in the small town are devoted to this industry. The town has but a single inn, The Tawny Hide, which most refer to as either Tawny's or The Hide. Just outside the town, near the start of the Nimon Hills, the party spies a plume of dark smoke hanging above a cluster of small buildings and workshops. These are the tanneries and they contribute mightily to the olfactory barrage. How anyone would choose to live in such a place is a mystery, but maybe for some there is no choice in the matter.
With nightfall approaching and a long day's travel behind them, the party secures accommodations at the inn and inquires about Yhus' kin. The innkeep knows Yhus' family and says they dwell in a hovel just outside the tanneries and provides directions as best he is able.
After a short rest, the party sets out toward the hovel. A short walk later, the party comes upon it, a squat ramshackle building with a weedy vegetable and herb garden, a couple of chickens pecking at bugs in the cracked soil and a mangy dog chewing its tail. The dog's tail wacks the ground a few times as they approach and lets out a couple of yaps before a middle-aged man emerges from the hovel batting away a swarm of flies that instantly greets his appearance through the curtained door. Behind him a buxom woman and a brood of eager young mouths file out, curious about the adventurers' appearance at their meager abode.
The man introduces himself as Ned while wiping his calloused hands on his soiled tunic and trousers.
"Hello," he calls out, "What can I do for you folk?" he asks.
OOC: We'll play through this and then I will set up the adventure.