Session 3: Days 15 and 16 of Rainhelven - Adventuring Preparations: Quests and City Life

The Sands of Tanis: An Observer's Journal

The desert wind whispers tales, and I, the Desert Observer, find myself drawn once more to the heart of them, recently settling in at The Glowing Portal Inn in the sun-baked city of Tanis. It is Day 16 of Rain Helven, and the dry heat is a constant companion, though the inn, bless its industrious owners, employs a clever system of slats, ice, and fans to offer a surprising coolness within its walls.

Tanis itself feels like a hub in the arid expanse. To the west lie the feared Wheezing Gasp goblins, led by hobgoblins, known for their raids. Eastward, the Burning Brand orcish tribes loom, with a prophet in Crocodiliopolis dreaming of fiery devastation. The city hums with mundane life, yet whispers of deeper dangers persist: reports of animated dust devils stealing livestock and the discovery of a half-buried stone tablet near Lipel, possibly holding the true name of an undead lord. These are the undercurrents in the daily grind, the city's precarious dance with the wilderness.

My observations often center on the wanderers, the adventurers who drift into these havens. Here, a diverse group has converged: a Gray Elf Cleric Mage named Jalen Starfire, whose high-middle social status and impressive wisdom (17) allow him to cast four first-level cleric spells and four magic-user spells daily. Then there is Fitz, a half-elf fighter thief, and Stripes, a dwarf whose demeanor suggests a perpetual grumble. A human, named Lowell, appears to be the group's spokesman, and they mentioned other companions, Will (a healer), and Trellimar, a cleric druid. This particular group, hailing from diverse backgrounds, met here at The Glowing Portal Inn, drawn by tales of adventure, treasure, and wealth.

Their first order of business on this day was a pilgrimage to the city's temples, a fascinating study in divergent faiths and rituals.

First, to the Shrine of Elu'kharis, the Moonbeam of the Silver Oasis, a deity of twilight, life, and tempest. This elven temple, located on the western edge of Tanis, is a circular, open-to-the-sky shrine, partially sunken into the sand, featuring a floor of smooth white marble and a central reflecting pool said to reveal truth under the full moon. Here, silence is tradition; ceremonies are conducted in gestures and soft chimes, and even worshippers speak in whispers. To enter, guests offer one silver piece, while followers donate five. Jalen, a follower, approached the pool and saw a serpent, like a shimmering ribbon of moonlight, slither beneath the surface before it vanished. Another believer saw their reflection change to an older, battle-marked version. The acolytes offer no direct interpretations, stating these visions are personal matters between the worshipper and their deity, emphasizing the introspective nature of this faith. Fitz and Stripes, however, chose to observe from a distance, with Stripes "grumpily staring at the people".

Next, they journeyed to the Shrine of Saralhae of the Thorns, a goddess of war and nature. This shrine, built into a cragged sandstone ridge at the southern edge of Tanis, resembles a fortified outpost more than a tranquil place of worship. Its thick wooden doors are banded in iron, and vines of razor-leafed brambles cling to the walls. The air here smells of sweat, blood, and desert sage, a stark contrast to the Moon Shrine's serenity. Believers here must display a scar or accept a ritual thorn prick. Lowell, already bearing a scar, was welcomed. Non-believers, like Jalen, are asked to walk the "path of endurance," a gravel path with thorn branches underfoot. Believers, upon whispering the name of one they wish protected or avenged, have a ribbon of their blood taken and bound to a thorn charm hung from the sacred thorn tree. A temporary blessing of the thorn – a stinging, glowing rune on the hand granting +1 damage against enemies who have wronged them – can also be requested. This blessing lasts for 10 days.

Finally, the dwarf Stripes led them to the Ember Hold, the temple of Durog Flamevein, the Stone Forger. Located in the stone working district, this temple is half-carved into the red rock, with its exterior featuring black basalt and bronze, and smoke faintly rising from its forge chimneys. Twin statues of Durog flank copper doors, and engravings proclaim "To the flame, Tribute is due". Like the others, a donation is requested: five silver for followers, one for guests. Here, the ritual for a follower involves approaching the Soul Forge, a holy furnace said to have burned for over a century, tapping it three times with a snapping hammer, kneeling, offering a vow, and casting a small piece of metal into the fire as symbolic fuel. Stripes vowed to be true to his god and, lacking his own metal, was provided a nail by an acolyte for the offering. Interestingly, these clerics also craft and sell rugged timepieces known as "watches", made of matte blackened steel or bronze, etched with dwarven runes. These are not mere decorations but "sacred tools," starting at 60 gold pieces and sold only to believers. The adventurers, however, found themselves unable to afford such a purchase at this time.

After their spiritual journey, the group returned to the inn for a late lunch, around 3 or 4 PM. Meals, such as date-stuffed flatbread with goat cheese, spiced pigeon skewers, or river perch salad, cost two silver pieces each and were described as delicious and nutritious. Jalen, with 48 gold pieces, seems to be the most financially comfortable of the group.

Their focus then shifted to more worldly matters. They sought out the Magistrate Almah Seret-Het, known as the "voice of Tanis," a calm and composed human woman. They inquired about the missing caravan from Lipel, last seen three days north of Tanis. The Magistrate detailed the quest: discover the caravan's fate, rescue survivors, and eliminate goblin captors. Rewards include 100 gold pieces for confirmation, 25 gold pieces per rescued merchant or guard, and 10 gold pieces per named goblin commander slain, with emphasis on tangible proof like sigils or bloodied symbols. The Magistrate warned that it was not wise to venture into the desert at night, suggesting they wait until morning.

Later, while enjoying their dinner – five silver pieces for dishes like brazed goat shoulder or N
ile pike with honey coriander crust – I observed their interactions with other commoners at the inn. A mason proved to be a local who knew little beyond his work, advising against "fool-hearty adventures". A drunk woman rambled about crocodiles and cultists to the north, seemingly unconcerned with specific details. A cart driver dismissed adventurers as "fools". Most insightful was an off-duty city guard, whose burned, scarred hand was a testament to his service. He confirmed the Wheezing Gasp goblins are a "regular threat" and advised courage, holding the line, organization, and prayer against them, noting their well-organized forces of archers, spearmen, and swordsmen. He also revealed that goblins harbor a racial hatred against dwarves but like elves "a little better", reinforcing the common distrust between the often chaotic elves and lawful dwarves. This guard, a worshipper of Durog, even gave the dwarf Stripes three silver pieces as a token of gratitude, perhaps seeing a reflection of his own faith.

As the day drew to a close and they prepared for their private rooms (one gold piece per night), the adventurers decided to postpone their journey to the missing caravan until their full party, including Will, could be present, recognizing the value of their healer. Their ambition is clear, yet tempered by prudence.

The sands of Tanis hold many stories, and these adventurers are just beginning to write theirs. I shall watch with keen interest from the shadows of The Glowing Portal.

Until my next entry, The Desert Observer

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