CAC01.01 Find Elara's Aunt and Uncle

The young girl Elara joined you on the caravan when you rescued her from her evil brothers back in Shadowmere. You have seen quite a transformation from the sad, scared and dishevelled little girl that tried to hideaway in the caravan, to one who is now confident, daring and happy at last. She is excited to see her aunt and uncle and cousins.   Greta, who has semi adopted the young girl during your travels suggests that she will seek out her employer first, and organise her own accomodation, before helping you find the young girl's aunt and uncle.   As you are standing around in the Westmeet Square wondering where to go next, Greta notices you and mentions that she has already sorted her accomodation at the school she is going to be teaching at, and would now be a good time to fetch Elara and look for her aunt and uncle. You all agree, and decide to wait in the square while she collects the little girl from the merchant warehouse.   It's not long before the young woman is back with the the child. But where to start?  
Ask Elara what she knows
Asus roll for Insight DC10 - automatic success
  Elara doesn't really remember an awful lots about them, but thinks either her uncle makes shoes or is a carpenter. She really can't quite remember which. His name is Uncle Harlan.  
Consider that he is a clog maker
Suilven roll for Perception DC15 - automatic guessed
  You suggest to Elara that possibly he makes wooden clogs. "Yes! That's what he does!", Elara cries out. "But how will we find a clog maker in this enormous city?" she asks.   "Hmm?", you wonder. "Where to go next?"  
Consider finding shoe or clog maker's guild
Asus roll for Insight DC15 - success
 
If previously failure, consider finding the shoe maker's or woodworker's guild?
? roll for Insight DC10 - either automatic if guessed or roll
  A guild would definitely be a good place to start searching for the uncle, since you know roughly the trade he's in or might be in.   You're really stumped as to where to head next. You could ask the gate guards if they know him.  
Ask where shoe or clog maker's guild is
Suilven roll for Persuasion DC10 - success
  You ask one of the locals. "Well, I'm not quite sure really ..... but I do know a lot of the guilds are down near The March, beyond the Arena. Eh? What? The March? It's the big road that leads from The Arena to The Capitol. It's where many processions and parades and festivals happen. Trees down the centre of the road. Impressive buildings lining either side. Quite a sight really. Can't miss it. Well I suppose you could miss it if you go the wrong way. Go south from the Old City, stay on the road as it swings east, and after a while yu'll see the Valorium off to your left. Head up to that, the Arena, where the chariot races are held. It's huge, you can't miss that, even if you were blind. And then go to the east end. That's where The March starts.   Following the instructions you are given, you head south from Westmeet Square. As you near the old southern gate arch, a grand, imposing structure catches your eye to the right. Its sheer size and official appearance draw your attention, and when you ask a few locals nearby, they inform you it’s the North Docklands Court.   The road beneath your feet, despite being a major thoroughfare and partially cobbled, is still muddy and unpleasant, clinging stubbornly to your boots. Yet the street pulses with life. Hawkers call out their wares, traders haggle with customers, and townsfolk bustle past, intent on their errands. Shops and homes are packed tightly together, their upper floors leaning precariously close, often forming archways over the narrow alleys that snake between them.   On your left, you pass a weathered mill, its wheel creaking faintly with each turn. Behind it, a tower rises abruptly, its silhouette stark against the sky. The structure has an air of mystery, adorned with arcane symbols that shimmer faintly in the light—a telltale sign of powerful magic.   The road curves gently to the east, your left-hand side, and then you see it.   A monument unlike any you have ever encountered, its enormity takes your breath away. Towering arches and colossal pillars dominate the structure, while banners and flags snap proudly in the wind. It is more than a building—it is a declaration of grandeur and power. This must be the Valorium.   Drawn to its magnificence, you follow the road leading up to it. With every step, the monument grows ever larger, casting its immense shadow across the surroundings. By the time you stand at its base, you are completely dwarfed, shrouded in deep shadow, the towering edifice looming above as if it could touch the heavens.  
Where next?
  It takes some time to make your way around the southern perimeter of the Valorium Arena, its massive walls stretching far. As you walk, the rhythmic clang of metal and the sharp cries of combatants catch your attention. Glancing to your right, you spot a bustling building that could only belong to the Fighter's Guild. The din of sparring fighters confirms your suspicions, and the familiar sign of two crossed swords and an iron gauntlet solidifies it. This might be a place worth visiting later, especially for those in your group with an interest in honing their martial skills.   As you round the eastern end of the Arena, the surroundings change noticeably. A wide, grand avenue unfolds before you, its cobblestones gleaming in the light. Tall, stately trees line the road, their canopies forming a natural arch overhead. The buildings here are distinctly more refined, their stone facades exuding a sense of wealth and prestige. Compared to the rougher streets you’ve traversed so far, this avenue feels like a world apart—a place where the city's elite conduct their business or take their leisure.  
Ask someone if they know where the shoemaker's guild is?
Matrox roll for Persuasion DC10 - success
  "I'm not really sure, but if you walk down the street you'll see mosaics on the ground outside most guild buildings. The mosaic will indicate the guild. Hope you find the right one.", and with that they're off. Too busy to just stand and chat.   You split into two groups walking down either side of the street. Checking the mosaics on the ground and marvelling at the abundance and diversity of the buildings, the trades and the people. The pictures depict everything from bakers, butchers, candle-makers, potters, saddlers, salters, and many more. Eventually you arrive at one which seems to indicate a cobbler.  
Go inside and ask about Harlan, the clog maker.
Asus roll for Persuasion DC20 - failure
  You ask an elderly man sitting behind a plain wooden table near the entrance. "No idea!" is the gruff reply you get when you ask. "Though, you might like to try the Clogmaker's Guild next door!", and with that he gets back to scribbling away in a large ledger. Obviously recording the important visitors he's just received.   You ask an elderly man sitting behind a plain wooden table near the entrance. "Well, I don't really know all that many of the clog maker's in t'League, as we only acquaint ourselves with proper shoe maker's here. The clogmaker's guild is next door. But you said Harlan? I do know a cobbler by that name. He's quite a decent fellow if I recall. Helped us out in the past, he has."  
Ask next door
Yes they know him.
  "Harlan run's his business up in the north-western part of The Arena district, not too far from here really, near the Blue Boar tavern. Shouldn't be too hard to find. Good luck!" the guild member explains, along with more precise directions and waves you off. They've obviously got business to attend to.   The route almost takes you back to where you started, back to the Valorium , but along the north side. The locals on this side seem to be a little more diverse and... artistic. You see posters nailed to walls depicting shows and theatres and bizarre and psossibly unnatural shows. At the far end of the Arena, you catch a glimpse of the Blue Boar tavern. Alleys lead off either side.  
Decide to ask in the tavern
Suilven roll for Perception DC15 - automatic if suggested
  "What can I get for you gentlemen? Something to quench your thirst?" the barman asks.   You mention that you are looking for a clog maker by the name of Harlan.   "Harlan? Oh yes, Harlan and his wife Carys are regular's here. Little ones always given 'em trouble. They can escape here, but sooner or later those little one's find em. Ah yes, yes, yes. Harlan lives down the alley to the side. Back out the front door and double back to your left. Five doors down. He'll be in his workshop at the back at this hour, but the door will be open. Just go right in.  
Do you want to approach Harlan first, or go back and get Elara?
  You decide to take Elara straight in to meet her aunt and uncle.   As little Elara walks through the door of her aunt and uncle's modest home after her long, perilous journey, the scene is one of intense emotion, a mix of relief, concern, and indignation.   Carys, her aunt, is fiercely protective of Elara, and is the first to embrace her niece. Tears fill her eyes as she pulls the girl close, a blend of relief and anger etched on her face. Her voice cracks as she murmurs, “You’re safe now, my dear. They’ll never hurt you again.” Her long-held grudge against Elara’s brothers resurfaces in full force, her tone hardening as she vows, “Those boys… they’ve taken enough from us. They won’t take you too.”   Carys takes charge immediately, insisting on feeding and tending to Elara, while voicing her outrage about the brothers and lamenting the loss of her sister.   Harlan, though is not as openly emotional as Carys, displays his concern in a quieter, steadfast way. He places a reassuring hand on Elara’s shoulder, saying in his gruff but kind voice, “You’re safe here, lass. No one’s going to bother you while you’re with us.”   Edris, eldest daughter, and therefore being Elara's eldest cousin, immediately steps in to comfort and support Elara, offering her a seat and quietly asking about her journey. She has a nurturing streak and instinctively tries to ease Elara’s fears, even so much as offering one of her own possessions—a scarf—as a sign of solidarity. Edris also take cues from her mother and helps make Elara feel at home.   Wynn, the middle son, is curious and energetic, initially being a little awkward, unsure of how to handle Elara’s arrival. But soon understands the gravity of her journey, and he tries to lift her spirits in his own way—offering to show her around their home. He blurts out inquisitively, “Did you really escape all on your own?” before being hushed by his mother.   Lorien, the youngest, is wide-eyed and quiet at first, clinging to her mother’s skirts. But as the tension eases, she shyly approach Elara with a gift—a flower. Her innocence and warmth provides a small moment of levity, reminding everyone of the hope and love still present in their family.   Overall, the reunion is a deeply emotional moment, with the family rallying around Elara, their bond solidified by the shared grief over her mother’s death and their collective disdain for her cruel brothers. Carys, in particular, will be a fierce advocate for Elara, ensuring she feels loved and protected as she begins to rebuild her life.   They are most grateful to you for bringing her safely to their home, although they are embarassed that they have little if anything to offer. You decline, and say it was just the right thing to do. And with that you say your farewells and depart, back to the warehouse accomodation for the evening.
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