Day 14: Flamerule 19
Targos to Bremen
The Quagswag brings you to a large patch of open water a quarter mile from town. When you last passed by Targos, you saw the palisades that surrounded the city. Now, you can see the wall continues into the waters of Maer Dualdon. A narrow opening through the wall leads to the town harbor, easily the largest you have seen. Stepping onto the wharf, the stark contrasts between this place and Termalaine are obvious. Rough log shacks and lean-tos dug into the side of a hill near the harbor seem to be about the height of architecture here. Grimacing fishermen focus silently on moving fish from their boats to the dock, and from the dock into town. This is the most you’ve felt desperation and despair. Unhappiness seems to linger over the town like a cloud.
Grændel’s Fine Dwarven Craft
A small one-story building made from withered stone is home to Graendel Granitefist. His house consists only of one room. It is a well-outfitted smithy where he works, eats, and sleeps. In the center of the room stands a huge forge made from solid granite and engraved with dwarven runes praising the dwarven gods Moradin, Berronar Truesilver, and Clangeddin Silverbeard.
The old dwarf introduces himself as Targos' longest living resident. He is proud to show you his black-hued wares, which are prodigious. As you handle a few, you're taken by the balance and feel of them. These are some of the finest weapons you've come across, and they're selling for unbelievable prices.
Elva passes on purchasing anything new, but Numchuki settles on a javelin and handaxe.
"I'm just glad to get my weapons out to the people. The people need protection in times like these."
Wolf's Pelt Inn
This simple one-story inn faces Maer Dualdon, providing guests with a fantastic view of the harbor. The interior is filled with a haze of smoke, smelling of cedar and delicious fish. The appetizing aromas waft in from the doors to the smokehouse or kitchen. The common room also serves as a sleeping area, but, you are informed there is no vacancy for the night. You are encouraged to try the Luskan Arms. After finishing a pricey, early lunch, you move on.
Central Market
This is the most lackluster market you have encountered. Fish hawkers seem to dominate. Most weapon makers have moved on, unable to compete with Graendel’s quality and price. Most inquiries are answered with, “No, we don’t have that. You could try Faruk’s.”
Faruk's Emporium
Near the town center of Targos is a large emporium open to the street, yet well-lit and heated inside. “Faruk’s Emporium” sells clothing, home goods, rugs, lamps, cookware, in fact, just about everything except fishing supplies, all of it at relatively low prices. This is clearly one of the most popular stores in town— though it is apparent that there are large gaps on some of the shelves.
A handful of overly-friendly employees greet you as they approach. Easily identifying you as new to to town, they immediately usher you towards the back, saying,
“Sahmad loves to meet strangers!”
You are led to a spacious back room brightly lit by numerous lamps and braziers. The heat is almost enough to make it uncomfortable. Here, a man in Calamshan garb sits behind a vast desk, drinking chilled wine as he goes over the books.
Sahmad el Faruk
He looks up and welcomes you with a smile,
“Ah, come in, come in, my good friends! And who is this? Have I not met you before? Come, take seats. Wine?”
He introduces himself. When you inquire about magical items, he admits he has few and they're of less than useful qualities (a long staff that turns into a fishing pole, and the like). When he learns you're traveling to Caer Dineval he asks you to deliver a letter. He quickly jots down something, folds the letter and seals it with a signet ring.
"It is of the unmost importance this be delivered to a man named Roark, the proprietor of a tavern called The Uphill Climb."
He he hands you two gold coins for your trouble, and tells you the reward will be doubled when delivered.
"If this arrives safely, I will have more work for you."
Inverna Coldwater
The Trip and Shuffle
On your way to this tavern, you notice a large stone-built residence. It is the largest and finest home you've seen in the Ten Towns and it sticks out like a luxury thumb given the rest of the buildings here.
The Trip and Shuffle is simply furnished, almost resembling barracks. The cleanliness of the tavern stands in stark contrast to its customers, who appear a bit on the disreputable side.
It’s quiet, even the talkative group in the corner is speaking in near-whispers. Then you hear a shout from below, what must be the cellar. You’re not familiar with the language, but you can tell cursing when you hear it. Heavy foot-stomps come up the stairs. The door flies open with a bang. A woman, white as a sheet, eyes glowing a soft pink, stands glaring at the bartender. Her hood partially falls down in the commotion and she’s quick to replace it. But you catch a glimpse of a spiraled horn. A tiefling. A white tiefling. She heads to the barkeep and tosses two very frozen rat cadavers on the bar in front of him.
“Rivercrest! You’ve got to do something about those godsdamned rats. They ate the last of my bread."
The bartender seems nonplussed. “I don’t gotta do nothing, Darling. If you don’t like the rats, take your chances out there. Makes no difference to me, for what you’re paying. Besides, I thought I was paying you to do something about the godsdamn rats."
He slides her a copper.
“It’s a copper per rat, you cheapskate. And I’m only doing something because you won’t.”
They argue like this for a while. It escalates and eventually ends with the bartender yelling, “Take your shit and get out of my tavern, you ungrateful freak. Best of luck out there. I’ll be too busy the next tenday to make it to your funeral.”
She storms out of the tavern, slamming the door behind her.
As you leave the tavern, you find her waiting.
“Sorry about that in there. I’m usually slightly more pleasant. I’m Inverna. Where are you headed? Sorry to be so forward, but… Do you mind if I travel with you for a bit? I’m hoping to get to Easthaven eventually, but I don’t mind detours. I don’t have much but I can pay my own way.” She explains it hasn't safe for a tiefling on their own here.
You agree to let her accompany you as far as Easthaven. Your next stop will be back in Bremen to collect your reward.
A Vision of What Could Be?
As you pass the gates of Targos and start back on the road that took you to Bremen more than a tenday ago, you experience a waking dream. In the vision, the sun rises from behind Kelvin's Cairn. As it circles around the horizon, years of snow melt away, flowers bloom, song birds and waterfowl return to the land. You can smell the moist earth and vegetation - the smells of springtime - and feel the sun on your face. Then, just as quickly as it came on, the vision is gone. You are confronted again with the cold, dark reality that is Icewind Dale under this everlasting darkness. You realize you both shared the same vision. Despite returning to your bleak reality, you feel invigorated - stronger, more committed and able to complete your goal of ending this darkness. Turning back to your new companion, you see Inverna staring at her hands, as they spark with newfound magical power. It appears you were not the only ones who shared this vision.
Back to Bremen
Arriving at Bremen after an hour's hike, you collect your reward from Vek -- 25 gold and an uncut tourmaline. He expresses his gratitude for you passing along the message to his daughter. Finding a buyer for the gem shouldn't be too difficult - you've learned items that are small and valuable have increased demand here.
Stopping by Ewin's to pick up some lantern oil, you spot Allistair on the stoop of the shop, posting a notice.
"Oh grand, it's you two. And you've brought another. Splendid. At any rate, Ewin's is closed until further notice."
Inquiring, you learn Ewin is missing. He hasn't been at the shop in two days and Allistair secured the shop to ensure nothing goes missing.
"He would go up the shore looking for more garbage from time to time. There's an old ruin about four miles up he would shelter in if the weather got bad - and it was bad two nights ago - but yesterday was clear and he still isn't back. Huarwar and some others left a few hours back to look for him."
Allistair agrees to give you some lantern oil from Ewin's shelves, "... As long as you just go away."
Following the shore, you see the faint outline of figures lying prone on a hill ahead of you. It seems as though they are trying to peer over it without being spotted, as if hunting. One of the figures peels off and sprints towards you. You keep your weapons stowed for now, your instincts pay off when you recognize its Huarwar -- running, frantically and signaling for you to put out your lantern.
"It’s Ewin’s camp, but we don’t see Ewin. There’s a Reghed there though. We were just about to head back to Bremen to get help. We can hold our own in a fight if it comes to it, but Reghed are fierce, and we don’t have any real weapons. This was supposed to be a search party. You do whatever you want. "
Taking position in the same place Huarwar and the others were, you look down at ring of stone ruins surrounding a halfing-sized tent. Out of the tent stick a pair of fur-covered boots, occasionally shifting as the Reghedmen tries to sleep. Nearer the wall, you spot a bedroll, splayed out.
Creeping down, unsure of the next move, Elva takes up position outside the crenulations.
"Ewin?"
The figure stirs and quickly bolts out of the tent. Elva, dives for cover, managing to stay hidden. The Reghedmen starts shouting in Reghedjic, a language none of you understand. He draws his twin handaxes searching the horizon. There is no mistaking his intention. Elva surprises him and strikes first.
As battle ensues, another clansmen sprints down from the hill, opposite, brandishing a battleax. The battle is fierce, but over quickly. You've outnumbered them, and despite your intention only to talk to them, neither survive. Inverna, the warlock, delivers the first final blow, Numchucku the second.
Following footsteps up the opposite side of the small valley, you see the Reghedmen have been pacing, perhaps keeping watch. It is Inverna who discovers the body among a small copse of trees: Ewin, showing the now charteristic markings of the murderer (or murderers): Spine split open from the back, lungs removed, hand chopped off cleanly.
There are more footprints heading north. It has begun to snow. If you're to follow them, you'll need to do so now. You make the decision to head back to Bremen and return the body of Ewin to his town. As you leave the circle of ruins, Elva makes a discovery: Carved into one of the stones making up the wall, is a petroglyph of an owl: her family crest, as it would have been before her birth. It tells of a victory which occured on this spot. Elva makes the decision to return and investigate this place further.
Taking turns dragging Ewin's body through the snow, you return to Bremen without incident. Now late afternoon, you take him to city hall where Allistair greets you. He is surprisingly deferential and polite toward you, given the gravity of Ewin's death. You repeat the story of what occured at the ruin. Alistair
given tokens for taverns
in celebratory mood over purchase by Finna, sad to hear of Ewin
spend night at buried treasure
head to BS, gate