ATCL20 Arrival at The City League
The date in Cerwyn calendar is 337 - Brth - Easetide - Kerdreth (Birt - Estid - KER-dret) (337 - 2 - 4 - 1 - 111). There is quarter cloud cover, with no rain. The temperature is average (10-20C) and there is a very light breeze.As the caravan nears the city's looming southern gatehouse, the bustling scene unfolds: guards patrol the weathered stone guardhouse where taxes are collected, and a sprawling tent village ripples with life on the sloping hill outside the walls. Beyond, the grand bridge arches over the shimmering River Lygol, connecting the shipyard-lined riverbanks to the ancient city's imposing ramparts and towering guard towers. A posse of guards directs the caravans to a halt beneath the shade of the trees lining the road. There, a city official sits at an impromptu desk, a quill in hand and a large tome open before them. Tax collection is underway! The sun dips low in the late afternoon sky, casting long shadows as the caravan rumbles toward the looming walls of the city. To the east, the ancient stone ramparts stretch endlessly, their silhouettes punctuated by towering guard towers that claw at the heavens. Outside these formidable walls, a burgeoning new district has taken root, a sprawling expanse of workshops, homes, and bustling streets—a chaotic but thriving extension of a city outgrowing its ancient confines. On the western flank, the mighty River Lygol rushes toward the city, its surface shimmering like molten silver. A grand bridge arches high above the waters, connecting the old city to the surrounding lands. Beyond the bridge, the riverbanks teem with activity—shipyards hum with the sound of labor, and quaint cottages cluster along the shoreline, their chimneys sending thin trails of smoke into the crisp air. As the caravan approaches the southern gatehouse, the road narrows, funneled past a guardhouse that doubles as a tax collector's station. The building’s weathered stone façade is marked by the presence of armed guards and clerks bustling about, ledger books in hand. Just beyond, on the sloping hill outside the city walls, a sprawling tented village has taken shape. Its colorful canopies ripple in the breeze, contrasting sharply with the stern, unyielding gates of the city that loom ahead, promising passage only to those who meet the scrutiny of the watchful guards. A posse of guards directs the caravans to a halt beneath the shade of the trees lining the road. There, a city official sits at an impromptu desk, a quill in hand and a large tome open before them. Tax collection is underway!
Who does what? If you ask what this is for, or why you are stopped.A guard steps forward and requests the caravan representative to approach the desk to address the official requirements, while the other guards begin inspecting the caravan, its goods, and its occupants. The official glances up from his desk, offers a polite smile, and welcomes you to the City League before requesting your name and the merchant you represent. He quickly begins scribbling in his large tome. You can’t help but feel this process is going to take quite some time.
Tax is really quite simple, it's just thre recording of it all that takes time, and you will need to pay for everyone.You’re informed that the stables, warehouses, and caravanserais are outside the city in the West Bank district. You have pre-paid tax tokens that allow your first entry to the city, but with gates closing at dusk, accommodations at the merchant warehouses will provide secure lodging tonight. The final leg leaves the wagon masters wondering about the six adventurers’ plans as they near the city and the end of their long journey from Southern Cerwyn. You are informed that the stables, warehouses, and caravanserais are located outside the city, at the northern end of the West Bank district. A leather pouch containing tax sovereigns is handed to you—tokens granting first-time entry into the city, corresponding to the taxes you’ve already paid. For future visits, you will pay entry taxes directly at each gate, but your passage will not be formally registered. You are also advised that the city gates close at dusk and will likely be shut by the time you reach the stables. However, the merchant warehouses offer ample accommodation for both travelers and their beasts, ensuring a secure and comfortable stay outside the city walls. As you trundle along on your final leg of this epic journey from Southern Cerwyn, past ship yards and cottages belonging to the people that work the river, with the great city walls looming on the opposite bank, some of the wagon masters wonder what plans the six adventurers have?*This tax is in addition to the beast of burden tax
Entrant Tax Number Total Cart or Wagon* 2sp 9 18sp Horse or other beast of burden 1sp 16 16sp Foot Passenger 1cp 33 33cp Total 3gp 7sp 3cp
What are your plans? Some of the wagon crews who might need you help now or in the future are;On arrival at the warehouses, you are met by Malric Dunspar, the representative for Elder Oakendust in the City League, along with Lysan and Liora, whom you remember were the two wagon crew who made way for your passage back in Arncastle. He quickly arranges for guides and porters to take the wagons to storage and the animals to be led to fields when they can be penned until next required. The gates to the city have indeed been closed for the night, so everyone on the caravan is accommodated in the warehouse sleeping quarters. There is food, ale and beds provided so saving a few coins. As employees of Elder Oakendust, you have this luxury for you and your team as long as you require. Suilven is requested to attend to the official paperwork and books with Malric. The others once settled may head to the common room, where the food is served and the kegs are being emptied.Asus has promised to help deliver Elara to her aunt and uncle with the help of Greta the school teacher. The Bells need to find their sponsor and their new premises. They may need an escort to deliver them safely. Blackwood's will seek the businessman who has commissioned them at the Leather Workers Guild. The Greys will be stationed at the merchants warehouse until the beer festival. Are you likely to join them? Lina is a wandering bard, and has asked if she can join you in your travels. Father Mark, Monk Samuel, Selene Frost will be continuing on from here on their own but they all agree to leave any messages at the Adventurer's Guild if the party are needed. Anya, the Greens, Mrs Thomson, Jasper, the Harks, the Moors, the Rivers, Nadia, and the Thornes all have pre arranged meetings or rendevous.
What is the payment?Malric is impressed with the work that you have done, and by way of the team you have built up around you. He has heard, for word travels very fast while a caravan goes slow, about some of the adventures you have encountered. Elder Oakendust would always welcome you back into his employment whether that be escorting caravans, people, documents or even ship cargoes. His business deals are many, but wise and capable employees are few. As a matter of respect, Malric presents you with the Elder's medallion, a token that carries both prestige and practical value, granting access to goods, services, and privileges in any establishment owned or affiliated with Elder Oakendust. He also lifts up a small sack, that obviously carries a bit of weight. The Elder promised that you would be paid well for you services, and 100gp is the wages for Suilven and Asus. While the others may have been of assistance, any wages they receive must come from this. He wraps up the meeting with a profound thanks, and safe onward journey to you and the team. While they are in the City League, they may, if they wish remain at the warehouse accomodation at no charge, but of course the evening entertainment is better within the city walls. He winks and shakes your hand. And with that you return to the others. You are in the shared common areas, benefiting from the free services, and enjoying not just the company of the caravan teams, but also all other residents. Outside, the sky is now dark, torches light up the city walls, and some of the buildings alongside the river.
What do you want to do?
Can you detail who has what. What items are held by whom, and how much does a person carry on them.
The warehouse has a safe and storage if you want to leave items while you venture into the city.
Ask about the City League?It's hard to give a short and simple description of the City League. It is a very big city, possibly the largest city in the kingdom, despite it not being the seat of the King. But here goes.
It is a virtual melting pot of races, religions, beliefs, trade, entertainment and more. There is success and failure to be had within, and outwith it's walls. In general, there are places to go, and places to avoid. Via the West Gate, you enter Westmeet Square, part of the Old City. This small square has a little of everything an adventurer may need! But travel further. The Arena district, just south of the Old City, is home for entertainment, sport and guilds. The Capitol is where the wealthy make their business deals, but the Hill and the Punctilio districts are where they live.The Borough, Communities and the New City are where the masses live and often work as well. While the North Slums, the Ravens and the Docklands are best avoided. To the west of the city, the River Lygol. On its eastern banks are the City Docks, where goods are ferried into the city, and on the western shore are shipyards and cottages for those that serve the river industries. North of the warehouse is Grave Hill. You only visit there when you die!
What are your plans for the following day?
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