The Broken Wheel: Interior: (Karl, Mira, Pyros, Del, Elsa, Jerry, Merrick, Cross, Esker, Iscind, Gregor)
The group finishes their drinks and heads out into the street. The day had gradually grown overcast and the chill had deepened despite the mid afternoon hour. The streets were somewhat sparsely populated by locals, many of which cast curious glances at the large and diverse group. The cobblestone road passing the inn rises steeply as they make their way up, and those not used to such trekking find themselves just the slightest bit out of breath before the terrain levels off.
Now in what is colloquially known as 'The Hill' it becomes noticeable that the buildings are slightly more elaborate and well structured. Intricate carvings and moldings adorn the doors and windows, a finer quality of materials are employed in their construction, and in-general the streets and lawns are in a better state of repair. The road opens up to a wide intersection where 5 paths come together.
Following the road south-east a few hundred yards, the party comes to the T-shaped intersection where the trail went cold. At one corner of the intersection stands an imposing and well-cared for building Mira and some others recognize as the "Grand Hall of Song and Dance". The front of the structure (facing South) is lined with redstone columns carved with depictions of men and women playing various instruments up the entire length. At the ends green malachite makes up the caps and bases, gilded in spots to resemble leaves. It is three stories high with a multi-peaked roof and tall narrow windows on the upper floors.
Dozens of locals of all ages mill about the area, talking and watching; and the party draws no few eyes from the crowd. The sounds of music with varying degrees of skill can be heard faintly coming from the building itself.
Fenrir shifts from foot to foot on Cross' shoulder, then begins to spread his wings. After a few test-flaps he takes to the air, spiraling into the sky to light atop one of the highest
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From the 5-points intersection
-The road North leads directly to the Old Kartakan Inn [1 on the map],
-The path to the NorthEast leads to a quite long and non-descript looking Warehouse with many carts around it [3]
behind this building, on a natural rock formation jutting from the cliff-side stands a large Clock Tower [2], which has a swinging bridge running from a door halfway up the side of the tower to the warehouse.
-The path South leads to even more luxurious neighborhoods where cultured gardens and fine Mansions of the well-to-do can be seen
-The path West leads back to the Broken Wheel [BW]
-The path SouthEast leads directly past the Grand Hall of Song and Dance [GH]
Tall guard-towers stand atop the high redstone cliff face along the Eastern edge of the city
A massive keep perches atop the cliff face at the far SouthEast edge of town, visible from everywhere. IT hunches over like some omnious great stone ominous guardian... or predator...
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link to the map
viewtopic.php?p=96901#p96901
descriptions of the places in the list below that link
Location 3 doesn't have an entry because nobody in the party has been there or heard anything about it.
Locations 2 and 4 have vague descriptions because they are visible from most areas in town, even though nobody has been there
Other unmarked areas of potential interest may have been roughly described here or in the past...
For scale, the distance between the "Broken Wheel" and the edge of the 5 points intersection is about 200 yards. Similar distance between the "Grand Hall" and the intersection.
The blue dot below indicates the Party's current position at the Grand Hall of Song and Dance