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Old 05-25-2010, 07:46 PM   #508
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The key clicks into the secret door, and they enter a tunnel that goes for a long time before it emerges and leaves these caves behind. They have arrived from the back side of a hill near the slums by the gate to enter this outpost – Suderham.

In the slums, they see a group of wealthy people in silken robes making their way from the docks to the gate. After a quick ambush, they have been killed and they find papers and some gold on them. They are killed and the bodies concealed in the tunnels.


500 gold.
Slaver papers
Rich robes, worn over armor.

They walk up the gate and are challenged by the guards. Alzar presents his papers and they are let in. It’s mid morning. They find a beggar who gives them directions. The city is divided into four quarters – wealthy, military, thieves, and official. There is a money changer here and all money spent must be changed there into the local coin. Alzar moves to this changer. The fee is 15% flat. He’s already used his Charm Person spell today, so they swap the 500 gold from the slavers into 425 of local gold pieces. They start wandering. They pass taverns, a flophouse, few whorehouses, an armory, a gambling hall, an inn, another tavern, blacksmith, alchemist, scribe, Cartwright, tavern that caters to magic users, lumber and tools and nails, a maps and charts store, granary and mill, a deserted fighters’ guild, a temple to Mahte, food store, warehouses of various types, stables, a large number of open air slave cells with more than 200 slaves, several barracks and officers quarters, an armory, a wizards’ guild, houses, jeweler’s shop, another blacksmith, slave auction arena, slave lords’ stronghold, cobblers, tailors, another whorehouse, another tavern, houses, and that’s it, a cull circuit of the outpost in a bit.

Alzar heads to a inn, and chooses the Inn of the White Knight. There are a lot of taverns and whorehouses, but few inns to choose from. They arrive and buy an expensive room for the night, and the bartender takes their money and gives them a key. Alzar leaves the fighters and heads to the wizard’s guild. There are communal research facilities, dorm and library, plus communal dining and lounging. In order to enter, you get scanned four different ways to prove you have no intent to steal, kill or otherwise to harm a mage inside. Alzar is forced to take off his Amulet that prevents such things, and must keep it off while he is in the guild.
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