IC Thread 3
The sun sinks lower, offering a fresh glimpse of rosy-fingered Dawn. Eos itself is caught up in the magic, Helios seeming to tinge the sun red with effulgence. Other more distant continents had leveled deserted connections to the distant stars, astronomers branching out even with tools like the sextant. The ground before you is cracked and uneven, reminiscient of an Earthquake spell. Chances are good that magma would tear through this earth in ages past, before Highwall's most initial stakes were set up. It's a town of considerable import, classed as a "City," but some wish to make it a "Metropolis." Which is to say the town is growing, as it has outstripped its origins, replacing wood with magical black glass, some of which you're carrying. Alien creatures flit about here always, tinged with Dancing Lights to make the city stand out in bold. A deep darkness resides here, and not just in the dark glass. Rangers set up shop here, striking out into the nearby woods, which is maintained by Shadow overlords; several of the rangers in Cauldron make trips between the cities all the time, which you know from Knowledge (religion) checks, as they bring sextants into trips across Pelluria. Jack's journal had a colophon suggesting a circular pattern similar to Mongo's mark, and the Tree of Shackled Souls is but a front for deeper machinations, ancient symbols glowing with potent red light. Several rangers on horseback are entering the drawbridge at the same time, and are three of the most powerful people around (level 6 rangers, tracking prey in the King's Woods). Primal forces suggest Perfect Body applies to them, and they all bear the same mark as Mongo. This lets you view them as creatures of Light. Dual-wielding katanas, their belts sag with the authority of Warriors. They possess shields that are slightly larger than usual and sheaths of black glass. The attendant of Izrador sits twiddling his thumbs at the entrance to the city, a half-orc-looking guy.
Cart passing through contains: ten red rubies, bullets +1 for slings, ten panels of black glass, a thunderstone, tanglefoot bag, bag of holding, and quarterstaff +1, scroll of Disguise. It's really dangerous to have these but you will manage. With a Disguise spell, which you all memorized from its sister Jack's Journal, you will be able to make it seem like you're bringing an oxen into the city. Several Izradorian servants mull about aimlessly in the periphery of the city.
Melf's Acid Arrow supposedly strikes the river El from the muezzin/belltower at the center of the city every afternoon, when the water clocks dip down into their tanks. The river runs green around the city, striking throughout the Highlands/Badlands, with mighty gusts of wind caressing the water. The AC of the pallisades is such that it is hard enough to pierce even the thickest armor, and several militia saps seem to be the cargo of the group entering the city behind you.