23 Eleasis 2993
Grexes, Fenpenny, Axle, and Huzzah! investigate their own interests while Fernweh trains for second level over the course of the 17th of Highsun to the 23rd of Highsun. Here are their stories:
Grexes
Visit an armorer
Grexes heard of Torunn the Smith from Axle and commissioned a set of scale mail, which the armorer had on hand but took three days to fit to him, which was accomplished prior to the end of Fernweh’s training. The cost of the armor was 50 gp plus 5 gp for the fitting.
Glean any info regarding Nyema and/or the watchtower ghost
Grexes visited Astableon the Scribe and Bookseller and a newly discovered book store that Axle located called Forest of Pages. Through payment to each establishment of 1 gp each, Grexes was able to spend a day reading books and using his “researcher” background feature, learning that the name of the ghost at what has now become known as the Tower of Madness is Yrtol, as he was the last watch keeper at the tower, some sixty years ago when it fell into ruins. His wife, Nyema, was reported to have been taken by the newly resurgent Cult of Set within the Halls for sacrifice in their temple.
Both Astableon and the owner of the Forest of Pages, Elliot DeJoy, tell Grexes that there is a sizable library on Keep Hill associated with the Residence, the palace of Lady Alexia Basileon, but that he would have to acquire a library card from the House of the Thesmothete. Taking time to go to the House of the Thesmothete, Grexes was met by one of the seven Chartoularii, lowest of Eusebia Phokas’ bureaucratic corp and was told that he must make an appointment for examination after filling out paperwork in triplicate before he would be given a pass to enter the Residence compound and a pass to the library specifically. The date for the examination was set for 29th of Highsun.
Continue working on the Gosterwick map
Grexes, with help from Axle (Forest of Pages), locates the following places on the Gosterwick map:
• The Residence - location 2
• The House of the Thesmothete - location 25
• AnteToxins and AnteVenoms - location 35
• Twyla’s Temp Service - location 36
• Practical Potions & Tonics - location 37
Huzzah!
Huzzah! spent the 17th and 18th of Highsun in Thorham with Din asking around the sleepy village after Ace, the halfling from which Din received the fake deed conveying Drachedandian Manor. He was able to glean dates of Ace’s time in Thorham and a description of him, which would enable Huzzah! to believe he would know Ace on sight. Investigating Ace and the closing of the fake deed at the Silent Factor, Huzzah! learned information that led him to believe that Ace is one of the halflings with connections to Phlebotomas Plumthorn’s gang under the Pyramid of Thoth. This information was especially interesting as it means that the gang has connections and goings on outside of the Halls of Arden Vul. Huzzah! also learned that Ace was interested in alchemical supplies while he was in Gosterwick.
Axle
Axle spent three days of his downtime learning to infuse a 250 gp gem with magic and on the 20th of Highsun created Mr. Beaks, a homunculus in the shape of a small, mechanical barn swallow. The rest of the downtime, Axle wandered the streets of Gosterwick and discovered the Forest of Pages, a bookstore located to the east of the Central Market on the edge of the Underkeep neighborhood. After paying the owner Elliot DeJoy 1 gp, Axle could spend a time looking through the limited selection of books that speak about “space.” Axle learned about the Material Plane and that each world in the material plane is surrounded by Wildspace, an airless void that might contain other celestial objects connected to that world. To travel through this void, one needs a Spelljamming vessel that moves with a bubble of air around it. Wildspace is connected to the Astral Sea, all of which is part of the Astral Plane. One can travel through the Astral Sea to other worlds via their own Wildspaces. Axle read about scarcely believable places where dragons and clerics have not existed for hundreds of years as well as other worlds, like a place called Eberron, where mechanical people are common. No inclination is had as to stories of mechanical creatures becoming real boys. Nothing in these books described how to build a Spelljamming vessel.
Fenpenny
Fenpenny spent his week working on learning the Thorcin language. He also investigated the various factors and discovered the following information about each:
The Rarities Factor - The newest of the merchant factors in Gosterwick was recently founded by Wicktrimmer, an Archontean goblin and retired adventurer. His niche industry is antiquities, particularly those recovered from ruined tombs, dungeons, and other locations (such as the nearby Arden Vul). Of course, to compete with the other markets, Wicktrimmer also offers the other basic services of a factor, including banking services and caravan services. To this end, Wicktrimmer’s location near the Grain Hall has ensured that he is starting to receive contracts for shipping goods other than antiquities.
The ground floor of the three-story wooden structure is given over to the reception area where associates conduct business with clients. The second floor holds offices and a dining room, where Wicktrimmer periodically entertains his old adventuring buddies. The third floor is devoted to his personal apartment, plus a guest suite. The vaults are in the basement and are, according to local gossip, protected by both an earth elemental and the ghostly, goblin gurgles. Wicktrimmer oversees a staff of three associates, six clerical workers, and four tough-looking mercenaries.
The Rarities Factor provides the usual banking services: deposits of valuables worth at least 150 gp at a rate of .75% of their worth per month. Caravan services are also regularly available, whether it be hiring an entire caravan (rates vary) or adding letters (15 gp/letter) or goods (18% of the value of each mule’s worth of goods) to an existing caravan. As of yet, the Rarities Factor only has branches in Newmarket and Narsileon.
The Silent Factor - The mysterious Silent Factor has established its presence in Gosterwick in a large structure facing Stone Street. It is a two-story stone structure whose existing windows have been closed by permanent shutters. The ground floor holds interview rooms for meeting with clients as well as offices for the associates. The upper floor holds apartments for the associates and the hidden vaults; the basement holds the main vaults. Alone of the major empirewide factors, the Silent Factor believes that anonymity in business transactions ensures that egos, rivalries, and enmities do not spoil good business. As a result, all associates of the Silent Factor dress in head-to-foot robes made of red silk that conceal their bodies. This attire includes a full, burqa-style head covering. In addition, associates refuse to speak to non-associates (and to each other, when in the presence of non-associates), instead using sign language. Since most non-associates are not familiar with these signals, the Silent Factor grudgingly employs a handful of “translators” whose job it is to meet clients, evaluate their requests, and vocalize the associates’ hand signals during any negotiations. Those seeking the services of the Silent Factor must approach the public door, knock loudly, and state their business through an eyehole. Visitors are admitted by a translator, who listens to their business, and conducts them to an appropriate interview room. There, three associates from the factor will listen and negotiate (through the translator). Like all the factors, the Silent Factor offers banking services, transport services, and communication services. The Chief Associate in Gosterwick is Warin the Tall. He oversees ten associates, three translators, ten staff, and ten guardsmen.
Despite the off-putting demeanor of the associates, the Silent Factor is highly esteemed for its discretion and absolute neutrality. Many consider it the most secure of the factors. Many make use of its banking services. One can deposit wealth (a minimum of 500 gp) for a 1.25% service fee per month. Withdrawals are possible at any time, whether from the branch into which the deposit was made or by letter of credit at any other branch of the Factor within the Archontean Empire. Frequent or high-volume depositors may be offered a more favorable rate of .75% per month. In addition, the Factor will arrange and conduct caravans to and from any other major settlement within the Empire. The costs of such caravans must be negotiated on an ad hoc basis. It is sometimes possible to add one’s merchandise to an already constituted caravan as the Silent Factor will typically be willing to accept any number of sealed letters and up to one mule’s worth of goods. There is a 33% cumulative chance per week that such a caravan is available. The cost of sending a letter in this way is 25 gp, and the cost for adding a mule’s worth of goods is 200 gp or 20% of the appraised value of the goods, whichever is higher.
The Prosperity Factor - Located in a large home facing Imperial Way, the Prosperity Factor is one of the empire-wide merchant collectives. The building is stone for the ground and first floors and wooden for the third floor. The ground floor holds the public Transaction Hall, where citizens can meet with one of the associates to negotiate business. The basement holds the secure vaults, where valuables coming to or from Gosterwick are stored. Citizens who make use of the factor’s banking services also store their wealth in the vaults. The upper floors are devoted to private meeting rooms (for more important customers) and the apartments of the associates of the factor. In Gosterwick, the Chief Associate is Beryl Gneiss a female dwarf. Gneiss oversees a staff of six junior associates, ten support personnel, and eight heavily-armed guards.
Banking services are reliable and discreet. One can deposit wealth (a minimum of 250 gp) for a 1% service fee per month. Withdrawals are possible at any time, whether from the branch into which the deposit was made or by letter of credit at any other branch of the Prosperity Factor within the Archontean Empire. Frequent or high-volume depositors may be offered a more favorable rate of .5% per month. In addition, the Factor will arrange and conduct caravans to and from any other major settlement within the Empire. The costs of such caravans must be negotiated on an ad hoc basis. It is sometimes possible to add one’s merchandise to an already constituted caravan. The Prosperity Factor will typically be willing to accept any number of sealed letters and up to one mule’s worth of goods. There is a 25% cumulative chance per week that such a caravan is available. The cost of sending a letter in this way is 20 gp, and the cost for adding a mule’s worth of goods is 100 gp or 20% of the appraised value of the goods, whichever is higher.
Fen, while in the Silent Factor, circumspectly asked about Din’s transaction with Ace for the Drachedandrian Manor and got the feeling that the interpreter for the Silent Factor member became nervous, but he noticed no change to the fully covered Silent Factor member. This conversation was had after Huzzah! had been to the factor.
While investigating the factors, Fen noticed multiple times in the seven days of downtime that the same person would come to the Rarities Factor near closing, enter, spend about thirty minutes inside, and then leave. Curious, Fen tailed the person on the 22nd of Highsun once they left the factor, following them toward the docks. Fen lost the mark as they approached God’s Hill.
Fen also spent some time at Astableon’s shop and asked about the Arcane Practitioner’s Club, taking a brief tour and learning that it is technically a private club catering to magic users and illusionists. The thinly-veiled raison d’etre for the institution is the training of arcane casters who cannot (or are unwilling to) get back to their collegium for “official” training. The building is four stories tall, with the first three made of heavy granite and the top floor made of wood. The ground floor contains a kitchen, dining room, and lounge for members only. The second floor holds two alchemical laboratories. On the third floor is a library and a practice chamber. The fourth floor offers eight small apartments plus the owners’ suite. Two basement levels provide training space for spell casters. Lyssandra Astorion and her partner, Pelteon Greywand, are adequate mages but truly gifted entrepreneurs. Training of arcane casters is the prime service, although Lyssandra will also sell spell components at 150% of list price. She has a 33% chance to have a given component.
Fenpenny attended the Thirdsday Market in the Central Market and met Azân. Fen learned nothing new but asked about the magic items for sale at the moment, which were:
Lux’s Teacup Holster (Wondrous Item, Common) - This finely crafted leather teacup holster can be worn at the hip and contains an ornately decorated teacup and saucer plus a small side pouch for tea. While holding the teacup, you can use an action to speak the holster’s command word and have the cup magically fill with scalding hot (“Tea. Hot.”) or iced (“Tea. Cold.”) tea of the flavor of tea leaves contained in the side pouch. If the pouch is empty, the cup fills with flavorless water instead. Once the holster has produced 2 gallons of liquid, it can’t produce more until the next dawn.
Potion of Luck (Potion, Rare) - When you drink the potion, you become blessed with extraordinary luck. Whenever you make an attack roll, an ability check, or a saving throw, or when an attack roll is made against you, you can choose to roll an additional d20. You can choose to do so after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. This effect lasts for 1 hour or until you have used your luck three times.
Bands of the Found and Lost (Wondrous Item, Common) - The compass-like mechanisms on top of these matching leather bracelets remain motionless until each bracelet is worn by a different creature. While they’re worn, each compass points in the direction of the other matching band. It doesn’t indicate height or depth. The compasses spin wildly if the two bands are worn on different planes of existence.
Bird of a Feather (Wondrous Item, Common [single use] or Uncommon) - This small stuffed roc toy is filled with enchanted down. While holding onto the toy and concentrating, you magically gain a flying speed of 20 feet for up to 1 minute. The stuffed toy’s weak magic can carry up to 200 pounds. If you take any damage while flying in this way, you lose concentration on the toy and immediately start falling. If the toy is of uncommon rarity, the toy cannot be used again for 1d4 hours. It gives a happy little chirp when its magic can be used again.
Fernweh
On the 17th of Highsun, Fernweh wandered the streets of Gosterwick, looking for the local branch of the Archontean thieves guild, the Benevolent Brotherhood. Following thieves’ cant signs, as clear as day to him, he came to a dockside building.
The chapter house, located north of Serpent Row, is unassuming, taking the form of one section of a triplex. The ground floor of the chapter house is open to the public. Its contents are few, namely a receptionist at a central desk and two banks of wooden pigeon-holes on the flanking walls. The receptionist, whose name is “Shirley,” as always, greets visitors cheerfully and helps them to fill out requests for services. With respect to training for rogues, Shirley told Fernweh to leave a message for Anders the Snake and that Fernweh would be contacted the next day to speak about availability.
After leaving a message, Fernweh made his way up God’s Hill, next to the docks, and entered the House of the Gods. Asking about any stalls dedicated to halfling gods, he was directed to the back, where he found an altar and donation box to Rowan Fairbrow (F), lesser god of security, protection, and love. Her symbols of a ripe red apple and a halfling-sized boar spear were present.
Fernweh closed his eyes and started a prayer to Rowan full of meaning and symbolism: “Apple tree, apple tree, we all come to wassail thee. Bear this year and next year too. Bloom and to blow, branches hanging low, hat fulls, cap fulls, three cornered sacks full. Hip, hip, hip, hurrah, holler biys, holler hurrah.” A voice–gentle, seductive, and full of fecundity–spoke in his head and said, “Fernweh, my little blossom, help me. Serve me. Be one with me.” Amazed, Fernweh returned daily to the shrine, made excuses to Anders the Snake, and over the course of the next six days learned the secret rites of Rowan Fairbrow, who unlocked his latent potential. He woke up on the 24th of Highsun a first-level rogue and first-level divine soul sorcerer.