Re: Deluzion Break
"The question of great powers controlling everything is for clerics," Arcto says. "We can only study the things in front of us. If there is some mortal being behind this, it's not someone I want as an enemy. Now, mind you, here in the Southlands you run across things like this. This isn't the only wonder of the world, it's just chaos's wonder. If you want to walk on a cloud, you can find that too.
"But we're living with this, and I would even say people prosper from it. A chaos farm can make you wealthy, because it brings novelty and unusual things, and people will pay more for that they would pay for another bushel of whatever the local farms always grow anyway. You just have to learn to live with the danger- but that's true for sailors and miners and many people, now? Look at Alchemists, they've been tossed out of three cities and have blown up at least five of their guild halls."
"You should know about the dangers, but don't be overly frightened. Over the years, a few people have been lost entirely. A pair of prospectors with no llamas, a few folk from Stonebell."
One of the Fairies supplies a helpful reminder: "If you are exploring and there's a storm you need a llama."
Arcto continues. "A single event or two can become a legend, and even if it happened only once or twice it becomes something Everyone Knows Happens. Stonebell is old. It doesn’t happen often, but often enough to add up over the years. A few lost, here and there.
"Then, there are a few who were changed, and survived. Occasionally a passing wizard will help out by changing someone back, and a few times it seems to have passed on its own. Sormel the Dwarf is still a four foot tall hedgehog. And that poor fellow from Sanzi is a coach.
"Not the kind that advises athletes.
"The kind with wheels and seats."
Another Fairy interruption: "But the creatures!"
"Yes," Arto says. "A more common danger is unworldly creatures, and the changing land forms. The two roads always stay where they are, but past that, things change. Rocks move. Caves appear and disappear. Never go into a natural cave when the storm comes, because that cave might not be there when its over. Or the cave might turn out to be a tunnel opening into someplace else. Dwarf made tunnels are safe."
The Fairy Staff brings out another menu, since there were requests. Though smaller, it also looks like its been updated many, many times.
It is the Wine and Spirits menu, for those wanting more than the Stonebell Stout that comes with the meals.
Arcto's wife Cornelia explains one key point: "The Fairies engage in their own distilling," she says, "and they are quite... experimental... since we have an unpredictable crop here."
"Brewing drinks from nature's bounty is old Fairy tradition," Firefern says. "Most Fairies won't make quite so much at one time as we do. A few cups will do it for a whole Fairy tribe, but barely get a Dwarf tipsy."
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By the Glass
Yam Cordial 5 cp
Celery Root Liqueur 5 cp
Wildberry Brandy 1 sp
Homemade Watermelon Wine 2 cp
Honoan Rum. Strong, Sweet, distilled from sugarcane and coconut. 2 sp
Tankards
Myrtle Elven White Wine. Light, sweet, slightly floral 3 sp
Honoan Rum. Strong, Sweet, distilled from sugarcane and coconut. 1 gp
Belande Midsummer Red a standard 3 SP
Prozhian Dry White 3 SP Stiffer, stronger than Elven wine
Imported, by the tankard
Ullandian Port 25 GP
Marvoni Wine 12 GP A smooth classic from renowned vineyards across the sea.
Mixed Drinks 1 SP each.
Honoan Sunrise. Rum, fruit juice, clove
Purple Dragon Brandy, various berry juices, mint, spices
Rainbow Fairywhacker (House special, the fairies won't tell anyone what's in it)
Rainbow Fairytickler (The fairywhacker, blended with fruit juice)