Lantamori:
"I'm going over to the guild to get settled in and cleaned up," Lantamori told the others as she patted Cloud's neck. "Get an idea of what other jobs might be available."
The Adventurers' Guildhall of Port Lyalee is, as all stories have said, completely made of things found by other adventurers and donated to the Guild. The main building seems to consist of parts of old ships, masts repurposed as columns, siding as walls, ports as windows. A few larger windows seem to have come from ancient homes or temples, as they're formed of colored glass in all sorts of fanciful scenes out of legends and myths. The massive double doors, one of which stands open, are formed of a heavy black wood, expertly carved to look like a reclining pair of dragons atop a mound of treasure, and augmented with hammered bits of bronze and cut glass.
Inside, the ribs of ships make up the beams, and a half-dozen chandeliers, not a one matching, stretch down from the ceiling. Curiously-formed lamps and mismatched (though intriguing) candlesticks line the walls and decorate the tables to await the oncoming of night. Between lamps made of chull claws and krenshar skulls are a tapestry that depicts a manticore fighting a dozen orcs, a painting of a harpy being pursued by a gold dragon, the preserved body of a splayed-out small kraken, a collection of a dozen decorative plates with designs in high relief, and other such large and bulky treasures.
Any item found that did not suit an adventurer's taste, or was too awkward to carry, and was something they didn't find or didn't wish to find a buyer for ended up here. It was said that if you managed to find a retired adventurer, their house would look much the same. Where else would one be able to display their collection of beast horns or captured spellbooks?
No two tables or chairs were alike, and most seemed to have been dining or banquet tables in their youth, now put to use resting the weary bones of adventurers. The few upholstered chairs were around the massive fireplace (with the large jawbone of some sea creature afixed to the mantle), which has the ubiquitous cauldron emitting a savory aroma over the coals. There's a half-dozen other patrons here at the moment. Four seem to be an adventuring group, gathered at a glossy brown table carved with griffons. There's a slender, tanned human with slicked-back black hair in buff traveling robes, a crow on his shoulder, a muscled half-elf with a longsword and shortsword balancing her blue leather swordbelt, a gnome in deep rose leathers with old keys braided into her hair, and a barefoot elf with his simple breeches and shirt bound close to his lean body with cords. These four are eating quietly, occasionally gesturing animatedly as they talk in low voices.
The fifth patron is a plump human man in fine crimson linen, rings on every finger, two earrings in each ear, a glittering ruby stud in his nose, wearing multiple bracelets and necklaces. He chats jovially with the serving man, a gangling human man with knotted muscles and iron-gray hair, before taking his bottle of wine and getting back to perusing a scroll. The sixth patron is a venerable elf woman with pure white hair, wearing fine, parchment-colored robes. She has thin, silver jewelry, and one hand seems to be made of pure silver. A series of five small filigree orbs of silver and pale blue circle the sheets of paper and pots of ink she has at her table, hovering like silent, attentive birds.
Aside from the serving man, there is one more person in the Guildhall, at the large desk at the back of the room. Presumably the Guildmaster or their representative, the person pouring over the ledger is a massively muscled half-orc woman with a shaved, tattooed scalp and a scar on her forearm that looks like snake fangs... if the snake had teeth the size of an elf's finger.
A door to one side of the desk seems to lead to the kitchen, a door to the right is labeled "Private Rooms". Stairs at the back likely go up to the barracks rooms and private sleeping rooms. Near the fireplace is the ubiquitous jobs boards with their plethora of potential opportunities for employment.
Jobs for Adventurers
quote:
Ki'kallen, our beloved mushroom forager, has not returned from the forest. He was last seen four days ago. Need help finding him! Contact Shariden Lull, payment in herbs
Wanted Dead or Alive – Bonecrusher, Orc Chieftain to the west! Warning: very heavily armed and dangerous. Has many henchmen. Reward: 1,000gp. Contact Constable Tallis, Blackguard or above considered!
Missing: a large turtle named Hubert who has escaped from Pultain School of Polymorphing. Please return if found! Reward in spells! Contact the Headmaster
Need basilisk eggs for experiment! Big reward! Contact Waggins Pugsmith
Island Adventure! Crew of the Sea Lady needing adventurers to help us explore possible new island. Contact Mad Morrie
Missing: One semi-intelligent skeleton construct (not actual skeleton). 5 feet 10 inches. Last seen wearing blue cloak. He was sent to the market for some groceries five days ago, and hasn’t come home. His creator misses him very much. 500 GP & four Stones of Farspeech upon return. Contact La Dorva ilk'Vale
Mimic hunt! Mimics are running rampant throughout the town of Giffly's End. Find and kill as many mimics as possible, bounty 50gp per mimic. Find the source of the buggers, name your bloody reward! Contact Bumblefoot Bramble
Adventuers Looking for Jobs
quote:
Graduates of Pultain School of Polymorphing seeking first adventuring jobs! Those seeking arcane support to be tougher in battle, we are ready to go! Contact at Uphalon House
Fighter specialized in axes and hammers seeking new group. Old partners retired, and I'm not dead yet. References from Thunder Strikers on request. Contact Thulon Ironjaw
Dragonhunter specialist seeking group to join. Lance, arrow, and sword expertise. Contact Muk-harrin the Blue
Locks be gone, traps be gone, worry be gone! Expert locksmith and trapsmith seeking group to give her a second chance. Open-minded groups only need apply. Contact Pelskin Scaletail
Abjurer seeking group to protect, just returned from journeyman trials. Contact Barasma
Water mage seeking unusual group. Hardworking and creative. Contact Ooolorn Octavia
Services for Adventurers
quote:
Seeking Swords? Aching for Arrows? In a Bind for Bows? The Lucky Blade Smith, Bowyer, and Fletcher has all your weaponry needs. Wizard on staff for enchantments! Metal Street, Port Lyalee
Rope and rations, backbacks and bedrolls, waterskins and whetstones, we carry all adventuring supplies whether you are trekking to forest, cave, swamp, desert, or sea! Landon's Dry Goods and Supply House, Market Square, Port Lyalee
Curious treasure? Unusual artifacts? We buy all kinds and sell even more at the Supple Hourglass, Treasure Row, Port Lyalee
Melgin's Magnificent Magical Emporium! Items enchanted and identified, scrolls, potions, magic items and more! Guild-certified! Treasure Row, Port Lyalee
Stable your beast, buy a mount, tack and equipment repaired and upgraded. Killdagger Stables, Market Square, Port Lyalee
Gemma's Fine Fabrics - we'll dress you to impress at a price that won't empty your beltpouch! Market Square, Port Lyalee
Steelheart Armor - keeps you alive. Metal Street, Port Lyalee
Moll's Market - Haggle your way to a good bargain, all items considered! Market Square, Port Lyalee
Seeking a quick trip around the coast or up a river? Talk to Castor's Consortium of Captains for your next journey! Red Docks, Port Lyalee
Visit Inn Street for rest and relaxation! Enjoy fine music at the Golden Lark or Lillend Inns! Exceptional Meals at the Silvermoon or Golden Crown Inns! Excellent beer at the Foaming Tankard Alehouse or Upended Keg! And a rousing good time at the Roaring Wave or Pickled Eel!
Games, gambling, and other entertainments at the Wicked Way! Mist Docks, Port Lyalee
The Sun seeks to bring balm to all living creature, and to bring the Light within them to heal them and free them from the vile curses of wickedness. Book 2, Canto 67. Pelor's Temple of Light, Shrine Street, Port Lyalee
For understanding brings wisdom, and study is the root of that. Consider the tomes of magic carefully, and all things will reveal themselves in time. Boccob's Temple of Magic, Shrine Street, Port Lyalee
Death is not the end, but another way to view the world. The magic inherent in that understanding can be misunderstood by the fearful, but a boon to the wise. Temple of Wee Jas, Skull Road, Ruby Conclave
The group, once inside, can inquire of the serving man about places to refresh themselves. Once you show him your badges and let him know who you are, he nods.
"
Right you are, Leafblade Company. Up the stairs, bathhouse is at the back. There's a cistern on the roof, so water should be warm. Got room in the barracks for you for next three nights for certain, likely longer if you think you'll be there that long. Free for tonight, three silver a day after. Name's Rosto, if you need me. Guildmaster is Karaja Fangbreaker."
The bathing room has good privies with not the least bit of smell, four good tubs, and several sinks to clean up in. The soap is harsh but cleansing, and the towels simple sackcloth. More money will likely produce softer towels and better soap. The barracks room, a typical example, has sturdy cots and plain, unlocked chests with hafts at their feet. There's evidence at least four other cots are in use.
Sir Aberlayne takes a quick wash and then will go, with anyone else interested to tell her what you have been up to since you left Redhaven. The Guildmaster looks up at the Leafblade Company at the interruption from her scribing in her ledger. She has half-moon spectacles perched on her nose, and regards you all with a squint.
"
Tell me your tale first. Gotta do things in order," she says gruffly. She turns to a clean page and dips her pen in the ink to fill the reservoir. Upon the relation of your stories, of the ogres, werewolves, vampire spawn, possible actual vampire, lifting a siege, and aiding Fort Cross in recovering tribute, she writes furiously, tongue tapping against one of her small tusks as she does. At the end of the recitation, she leans back and lifts a tattooed eyebrow at you all.
"
Impressive. Moves you up to Ironguard, that will. I'll get new badges in the morning. Make your marks," she says, indicating where she had finished scribing. Those looking over the account find it accurate, and the handwriting is impeccable.
--
Farian, when you go to Shrine Street, you have no trouble finding the Temple of Light. Made of pale wood and stone, and carved with many windows to let the light in, the inside of the temple is as bright at the outside, augmented by brass reflectors and magical lights. The priests there are happy to add you to their ongoing rights, and pleased to accept your donation to the needful folk of the area.
"
Have you any news to impart, Sister, or any need you need met?" one of the priests asks, a young human woman named Sister Drell. When told she needs to see the high priest about a serious healing, she is conducted to the private chapel for privacy. Within an hour, the high priest Leparion, an older half-elf man with pale blond hair just going white, comes to speak with her. Upon hearing about Volsh's condition, he nods gravely.
"
That is indeed dire news. I must confess, I have never personally lifted a curse of lycanthropy, but I have lifted other curses. Thought I may ask for the blessing to do so, much remains with the will of the afflicted. This friend of yours must have the strength of spirit to throw off his curse, or else no divine magic I bring to bear can remove it," he says gently.