In mid-afternoon, Alzar can make out the volcano that Ak’Ridar is in. They’ll arrive tomorrow. It’s not that big, but rock like that, out here, is easy to make out from a distance.
As day four opens, the sun is overcast. Has the sun been dimmed? This whole journey hasn’t been as scorching as Alzar thought it would have been. Even in clear skies.
They near the town, and there are two major paths that are worn and able to be used. Their steeds and wagons arrives, and a local greets them. They are required to hire someone to use wheelblocks to get to the town, in case of a runaway wagon. Alzar pays, and they head on up. They only have a potential issue once, and the local stops it from even starting.
They round the final bend, and arrive in Ak’Ridar
This tent town is very cramped for space, but Alzar guesses that it has more people than Bralizzar or Ber-Gathy. (It has 2000)
The town has five wells dug and available for anyone to use, and a central, planned oasis, with a stone wall built around it, amount 50 feet in diameter, and it looks like it gets deep. It’s like a pool of water. There are tents that have been here for decades, if not centuries.
A ring around the edge of the town is the mining section, with mining accoutrements and various holdings. In the center is the “estate” of Ali Bahn-Hassad, the ruler, with a variety of tents around a private well. It is designed is the ancient style and tradition of the nomad’s oasis. There are also sections of the town for merchants and locals.
They grab some water and begin to get some information.
|