Re: Chance Meetings
District boundaries are not hard and fast things, yet one know when one has left easy comfort and shelter behind. There's no one else in sight. Here and there magical lights have gone out and not been replaced. The wholesome sounds of life come from behind and more faintly, rather than from all around. Nothing, really that would keep some dedicated and motivated people from pushing just that much further out. But better to be safe than sorry, most seem to feel.
They're not sure when it happens, and backtracking even several turns doesn't undo it, but the liminal, not-quite-unwelcoming space at the edge of Gate of Gold quickly gives way to a volume of stairs, bridges and towers that is firmly outside of any proper district. Magical lights are few and far between, and what light their is is often dim, flickering, or transitory, and its source is rarely apparent. Most Sharn natives are used to seeing a ceiling and floor of criss-crossing architecture, when outside of a tower, but in this space one is enclosed by darkness, if not also by walls.
Not silence, though. With fewer bodies and other non-stone surfaces and objects, the space echoes crazily, and sounds carry from sources that would likely be unseen even if there was adequate light: occasional pinging of metal on stone; dull droning, like chanting or a trick of air flow; various dripping sounds; creakings, perhaps of hinges or bridges carrying significant weight; now and then a crack or rumble of some part of a tower deciding, at long last, to settle.
This region was not always thus. It's composed of structures that were all built or erected for a purpose and a population, with room for thousands to live and work together. At one time folk lived here and might one day again. For now, though, it is a mess, with garbage, detritus and muck clogging the streets, the walls marred by gang grafitti and other defacements.
This, in other words, is the city-dweller version of the unforgiving wilderness.
The party has travelled for an hour. Having kept to Zizmith's instructions, they have every reason to think they will reach Castellan within the next hour. That's when they hear a commotion from a few levels down, and behind the party: tromping feet, gruff voices and snarling beasts. At about that moment, they also hear a voice nearby, soft and pleading.
"Please, they're after me. Can you please get me out of here? I can pay you... a little. Please."
The voice is coming from a small alcove, and from a small (for a humanoid) female figure, in ragged and dusty cloak.