25 Monpel - Nexrin and Yezra in Greenmarket

### Writeup

The two children of New Tidelight arrive in Greenmarket, their pockets full and their eyes open. This part of the city is more comfortable for them, breezy, with sun or stars above, though the pace of the people and carts is little reduced. The two spend most of their evening going from bar to bar, growing increasingly waisted, and wake up in the morning with only partial memories of the previous days affairs. Turning about in their inn beds, they both immediately leap up in surprise and a bit of fear, for laying in bed with them is another body, strangely still and warm. For a moment, they each seperately think they've taken some stranger to bed, but the truth is even stranger than that. In each of their beds is a simple manikin, in the style of a scare crow, excellently put together of straw and cloth. And this is not the end of the weirdness. For the manikins look uncannily similar to the dragonborn themselves. As Nexrin sets aright the green construct, he wonders at how an artist could have caught his features with such precision even in such crude materials. Yezra wonders the same as she pulls blue painted straw from between her fins. Thinking back to the previous night, as they take their breakfast in the inn beside these new effigees of themselves, the two recall the following:

1. Of the inns they attended, two stand out. The first was the Journeyman's Bell, a wide bar that plays host to a variety of Capitolan rat catcher's, mercenaries, merchants, and other hired hands. The two had enjoyed themselves there, and things had gotten rather rowdy. Yezra got herself in a fistfight with a rough barbarian of an elf, named Sha'ler, and in so doing became fast friends with her. Meanwhile, Nexrin had been sharing stories with a very impressed archer, a human man named Thomson Torrfriend, who was apparently part of the same crew as Sha'ler.

Nexrin, you additionally recall Thomson referring to a Silver Valleyan woman who had been working with them on a couple short jobs, whose style you're familiar with and whose name you recall "Delilah Ag Braj" the pseudonym that you know Delphi has been using out here. You also remained sober enough to note a bit of tension at play in the room, between Mercenaries who had recently returned from the South and those that had refused calls to head to that war. You learn that a lot of mercenary contracts have run their duration, and many northern mercenaries are returning home, with not insignificant amounts of loot and victories under their belt.

2. The second inn you recall, and the one you find yourselves in now, was the Amaranth Abode. This broad and comfortable building is painted in bright shades of fuschia and mauve, and draws attention from along the thoroughfare. Along with the usual folks, it seems that this place provides refuge for various amateur artists. Various sketches and paintings adorn the walls for sale and the bar is littered with flecks of paint. The atmosphere is welcoming, though you still feel a bit more out of place here. Nevertheless, Yezra is quickly able to sit Nexrin down beside a charming half-elven man of similar age, who turns out to be an artist of a rather strange profession, making decorative scarecrows and manikins, as it would turn out! Yezra herself would go on to debate the qualities of natural scenes with a few painters.

Yezra, you manage to make some good points, and strike up a long conversation with a few of the painters, and one brings you to a seascape painting that you find absolutely beautiful. It contrasts a deep and foreboding ocean with a brilliant sunrise above, complete with a beleagured ship tossed in the waves and a tiny lighthouse peaking out in the distance. It's a good find, and you buy it for 5 silver.

### Mechanics

At the end of the day, Nexrin has spent 4 silver, 15 copper of which counts towards desire expenditures. Yezra spends all 10 silver, 15 copper of which counts towards desire expenditures. Each of you gains one temporary d6 hit dice, Each of you gains 1 wild connection in Greenmarket (redeemable to say "I've met them!" about any common character within the district.)

You also gain the following connections:

1. The Amaranth Abode - meeting place of amateur and beginner artists
2. The Journeyman's Bell - meeting place of mercenaries and traveler's
3. The Saviors of Aug Village - a small rat catcher company that works out of capitol, including Thomson Torrfriend and Sha'ler. They mostly do small jobs in the surrounding countryside, and seem to have done some work with Delphi in the past.
4. The Maker of Manikins - you know where to find him, but you can't quite recall what he looked like (cause you were very drunk, not do to anything mysterious on his part)

You also gained:

* A beautiful painting (+1) of stormwracked seas
* A pair of startlingly accurate dummies, built to reflect your own visages.