‘City of Splendors’, that is the official nickname for Waterdeep. For you it has become more the City of Tolerance, or maybe even City of Acceptance. You cannot think of a city that is more tolerable or accepting to your kin, let alone your profession.
At least part of the reason you have not been apprehended by the City Watch or found a dagger in your back in some dark alley years ago, must have been the fact that 8 years ago, the Harpers have approached you with the question to act as their agent within the city. Your special contacts and abilities were a welcome addition to their organisation they told you. Obviously no stranger to ceiling pacts, you were a bit reluctant to accept their invitation, but in retrospect, it has not only has kept you alive, but also given you the resources and opportunities to hone and develop your skills.
Last night, you were contacted in your dreams by Farideh, only of the few other warlocks within the organisation. She told you:
“A caravan from Mirabar to Summit Hall has disappeared somewhere in Dessarin Valley. A dwarf named Bruldenthar was a member of this caravan. He was carrying manuscripts of importance to our organisation. Other agents will be dispatched for this purpose as well. Please investigate this matter together with them. May our lady Storm protect you.”
The next morning, you search to join a caravan out of Waterdeep heading north. The first one you find is only a small caravan, consisting of a merchant and his family, two wagons in total.
They are really reluctant to take you on at first, but after you have given them some time (and coin) to think it over, they decide you can travel along, just as long as you keep a low profile. Your cloak does a good job of hiding your horns and tail and you are more than happy to remain silent for the trip.
Five days out of Waterdeep, your caravan is attacked. A band of thugs, led by a large brown genasi is looking for a easy coin. Although the merchant and his family do their best to keep the thugs at bay, they are quickly overwhelmed and killed. You take a stand atop one of the carts and strike down two of the thugs with your spells. The genasi suddenly looks down the road and utters a command that makes the rest of the group turn tail and leave to the north . When you look down the road southwards you notice why the group fled.
A cloaked figure walks towards you. When he reaches your cart, you notice he is a drow. Suspicous you dismount the cart but are taken by surprise by his greeting: All beings should walk free of fear”.
Recognizing the Harper code, you answer: “with the right to live their lives as they wish.”. He must be one of the other agents your dream mentioned. You decide to travel north together.
Your journey into the Dessarin Valley leads you to the town of Red Larch first. Upon arriving in Red Larch, you find a busy trading town located at the foot of the Sumber Hills. The town is not that large, and you quickly spot an inn located just across the road from a tavern to your right. Located just before the inn on your left hand side you walk past a small shrine.
Even at this midday hour the tavern, a ramshackle two story building with a sign saying “The Helm at Highsun”, appears to be pretty busy already. You decide to settle first and head for the inn opposite. It is called the Swinging Sword inn, and it’s friendly proprietor named Kaylessa Irkel bids you a warm welcome when you step inside. Rooms are nicely priced and available so you are in luck.
While unpacking you hear that the locals have already picked up on the missing delegation. This is not that strange, seeing as it was a large, well-armed party and there were no reasons to assume something should have gone wrong. However, nearly everyone agrees that this is the latest in a string of misfortune that seems to have befallen the area in the last few months.
Suddenly, your drow companion gestures you to follow and approaches a lne figure at a table in the corner.
|