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(Casual D&D III) The Man in Black
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<blockquote data-quote="Guilt Puppy" data-source="post: 2495431" data-attributes="member: 6521"><p><strong>Onward to Despia</strong></p><p></p><p><em>(Doing a bit of a jump forward in time... Partly to compensate for lost time out-of-game, partly to try to clear the slate a little to try to get some fresh inertia going. Hope you don't mind the auto-piloting.)</em></p><p><em></em></p><p><em></em>After the night visit from the boatsman, who quieted and disappeared given time, the journey North goes easily enough... Following the river, you encounter a road which leads readily to your destination, friendly towns to sleep in each day along the way... And at last, into Despia.</p><p></p><p>It is a fortified city, that much is clear: High stone walls mark it on the landscape. Unlike other cities of the sort, these walls sit naked; the insulating shanty towns typical elsewhere are conspicuously absent. At the gates, the guards -- all bearing symbols of Cuthbert -- examine your belongings and record your passage in a thorough but respectful fashion. They advise perfunctorily against brandishing weapons in town, but beyond that only seem to take interest in the bottle of elven wine received in the halfling village, and then only to make sure that this is the only intoxicant in your possession. </p><p></p><p>Upon requesting to see Brother Aramil Kethett, you are directed to the Common Hall at the center of town, which sits across from the Temple of Cuthbert and is almost indistinguishable in terms of architectural buildings: Both are short, plain buildings finished in off-white plaster, but the depth of their windows suggests that their true nature is something much more imposing, heavy stone or the like.</p><p></p><p>Going to either, you find that it is too late in the day to arrange any meeting or deliver anything directly to Kethett: You will have to wait until morning for that. Fortunately, there is an inn nearby, called Goureth's, which seems decent enough. The patronage is quiet and relaxed, far from rowdy, the service is direct and respectful, and the pricing is quite reasonable for such a tidily-kept establishment.</p><p></p><p>By this point, there are three things you will have noticed about Despia: First, half-orcs are abundant, comprising roughly half of the inhabitants you meet. Second, guards are abundant, with at least one in sight almost everywhere you go, including the inn. And third, the Star of Cuthbert is abundant, displayed tastefully and discreetly on doors, on windows, on walls, on jewelry, on clothing... It does not seem that <em>every </em>citizen is a devotee, exactly, but it is clearly the predominant religion, moreso than any other religion has been in any other city of significant size seen thus far in your journeys.</p><p></p><p><em>(And as for what else is noticed, make some Spot checks and Int checks...)</em></p></blockquote><p></p>
[QUOTE="Guilt Puppy, post: 2495431, member: 6521"] [b]Onward to Despia[/b] [i](Doing a bit of a jump forward in time... Partly to compensate for lost time out-of-game, partly to try to clear the slate a little to try to get some fresh inertia going. Hope you don't mind the auto-piloting.) [/i]After the night visit from the boatsman, who quieted and disappeared given time, the journey North goes easily enough... Following the river, you encounter a road which leads readily to your destination, friendly towns to sleep in each day along the way... And at last, into Despia. It is a fortified city, that much is clear: High stone walls mark it on the landscape. Unlike other cities of the sort, these walls sit naked; the insulating shanty towns typical elsewhere are conspicuously absent. At the gates, the guards -- all bearing symbols of Cuthbert -- examine your belongings and record your passage in a thorough but respectful fashion. They advise perfunctorily against brandishing weapons in town, but beyond that only seem to take interest in the bottle of elven wine received in the halfling village, and then only to make sure that this is the only intoxicant in your possession. Upon requesting to see Brother Aramil Kethett, you are directed to the Common Hall at the center of town, which sits across from the Temple of Cuthbert and is almost indistinguishable in terms of architectural buildings: Both are short, plain buildings finished in off-white plaster, but the depth of their windows suggests that their true nature is something much more imposing, heavy stone or the like. Going to either, you find that it is too late in the day to arrange any meeting or deliver anything directly to Kethett: You will have to wait until morning for that. Fortunately, there is an inn nearby, called Goureth's, which seems decent enough. The patronage is quiet and relaxed, far from rowdy, the service is direct and respectful, and the pricing is quite reasonable for such a tidily-kept establishment. By this point, there are three things you will have noticed about Despia: First, half-orcs are abundant, comprising roughly half of the inhabitants you meet. Second, guards are abundant, with at least one in sight almost everywhere you go, including the inn. And third, the Star of Cuthbert is abundant, displayed tastefully and discreetly on doors, on windows, on walls, on jewelry, on clothing... It does not seem that [i]every [/i]citizen is a devotee, exactly, but it is clearly the predominant religion, moreso than any other religion has been in any other city of significant size seen thus far in your journeys. [i](And as for what else is noticed, make some Spot checks and Int checks...)[/i] [/QUOTE]
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