Kull when talking to the innkeeper you learn that his name is E'ag Fennelsman, a local born and raised here. He took over the family business, The Welcome Orc some ten years ago when his father died. His maternal grandfather was an orc, he says, a result of his grandmother being captured by an orc raiding party when she was a teenager; he's obviously never met him. Despite this, E'ag and his family never held a grudge against orc kind.
E'ag has two sons and a daughter. His wife died some fifteen years ago, and he's raised them himself since. The other folk around these parts have helped him a great deal with raising the family and he couldn't be more grateful to them. His children have such diluted blood, he says, that they don't really show any of the usual visual signs, though his daughter is definitely as tough as an orc and could wrestle with the best of the men here in Fennelview. He laughs at this, with pride in his eyes.
He goes on to tell you that one of his boys is a bit of a musician, having been gifted and old and beaten lute by a travelling minstrel some many years ago. He plays in the Tavern some nights when it's busy or there's a merchant drinking. Just to earn a few more coin for the family. He's not half bad.
Elec the four gold pays for everyone. You find a very comfortable bed in the corner of the common room. It's quiet here and dark, you'll get a good nights sleep.
Arlette you talk to the couple people in the tavern and join in the conversation with
Kull and E'ag. Fennelview is a tiny little place, mostly a farming community, not a lot happens here. Being situated on one of the major trails brings them quite a lot of people staying a day or so here at the inn, so in general the people are fairly welcoming of the extra money. There is a sort of general store across the road, run by Sigil, a mage of some skill.
You also learn that the gnomish merchant that
Kull knows who looked after your wagon passed through town rather than stopping. This seems curious to the commoners here, travelling on the road at night, they must be in a rush. It is a full moon tonight and the sky is clear, so it shouldn't be terrible travel, but still the consensus is that they should have stayed here and spent some coin. It's really just rude to pass through a community as a wealthy merchant and not spend something.
When you step out into the darkness, you move with silence and speed that surprises even yourself. There is no way that any of these people have spotted you. It takes you a couple hours all up to completely survey the town. Here's a map of the town that you're able to produce from memory. Let me know if you want to investigate any of these spots more intensely.
- Fennelview.PNG (3.04 MiB) Viewed 13155 times
On this side of the road, just south of the Tavern is a farmhouse. Across from it, or diagonally across from the tavern is the general store. There is another farmhouse in the northwest of the town square (if you could call a patch of dirt a town square). The main trail that leads to Threerun is south from the square. There is a high wooden bridge that spans the river, over the other side are a couple of large farmsteads.
FYI
everyone your wagon and bodies are covered and in the locked stable by The Welcome Orc. There's been no need to advertise what you're carrying so you've not had to explain anything. Common sense and a few questions tells you that many merchants stop here and that the locked barn is always where their wagons are kept. E'ag is proud to say that no one has ever been robbed here, the town is far too small for a thief to get away with anything for long. Still, it's up to you guys if you want to post a guard or not.