D&D 5E [IC] Adventures in Ashwell: The Edge of Dispater


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Steve Gorak

Adventurer
Intrigued by the woman's knowledge, Thael asks: "Can you tell us why the Jester god was cast out? and wy do we see signs of him throughout the city?"
 

Creamsteak

Explorer
"A god cannot kill another god, nor bring one into being. That task belongs only to mortal hands. Ajokli tried to break that rule by sharing himself entirely to a mortal, a king. The jester and the king became one and the same, and those two souls in one body killed all who were not pledged to him. They wished to deny the other gods worship, and in so doing starve them from the cycle."

"The Mummers Merchant guild claims the jester god as their symbol. They are... invested... very heavily in this city and its endeavors. Trade goods from the mainland, exported artifacts from the depths, they even mint their own currency."
 

Steve Gorak

Adventurer
"Thank you, this is fascinating." Thael gets some sheets out and scribbles some notes "Can you tell us what the jester god promises? Does his gifts come with consequences? And what is the link with the other underground cities" Thael knows that this last question may be a stretch, but he ventures anyways.
 



Steve Gorak

Adventurer
The woman doesn't know any answers to those questions.

"well, thank you for the information. Oh, one last question, where can we find the headquarters of this Mummers Merchant guild?".

Thael then proposes to go and meet said merchants. The group has met their god after all, perhaps they'd be welcoming and give them more information. Thinking to himself, Thael would be eager to learn about the items they are retreiving from the dephts.
 

Creamsteak

Explorer
"The new quarter, where the wall begins."

OOC: World of exposition-craft. Presuming you all do have an interest in visiting there...


A mile wide twenty-foot tall stone wall seems to be under construction here to wrap around the city. The design, however, raises some obvious questions. Arrow slits seem to exist both facing the interior and exterior of the structure, an ominous overlooking cage of sorts. The wall is only a third complete, primarily watching over the northern edge of the city proper.

A relatively well constructed and engineered city-in-miniature seems to be built up to support the wall efforts. Numerous trade caravans have space in various stalls. The port is not too far to the north-east, which seems to bring in a great deal of food and supplies to the civilization near Ashwell.

The "steam quarter" is a part of this area from which billows of smoke can be seen at all hours. Forges run hot most hours of the day, as well as alchemical laboratories and even shops dedicated to the repair of certain artifacts found in Ashwell. One such invention seems to be used to light this part of the city day or night, the streetlamps. Little bars of glowing light make an interconnected net of illumination in the part of the city patrolled by merchant-guards at almost all hours.

The Mummer's base of operations is built right up against a part of the wall. It seems they have a money-changer for various nations, and their "guards" wear the costumes of mimes... whether to entertain or intimidate is not certain. The Guild-Hall looks like it has a barracks for at least a hundred adjoined to it.
 


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