The Pawn Guild

The guild building is the “gate to the Everfall”. This means nothing to us right now, but — spoiler — whoo, boy. Head Pawn Barnaby tells us it’s “a place of great importance to our kind”. For me, it’s just the next destination in the quest line-up.

When we agree to help Barnaby he takes us down the stairs to a gated doorway. Pawns are “keepers to the entrance”. Since the dragon’s coming the Everfall has a strange aura, a presence that should be investigated. That’s where we come in!

A broad ledge of pavers spirals ever downward, with a deadly drop-off to our right. Little beasties attack, no problem. Halfway down, though, is an ogre. He can be tricky. I succeed by hitting him with torpor from my enhanced rusty bow, climbing on his head, and bringing experienced pawns.

At the bottom, the base of the Everfall has a stone insert with mysterious light leaking around the edges. First, I TAKE the purple-ish gem in the middle. It’s a portcrystal, and I definitely want that beauty. Then I can EXAMINE the area. (I’ve done these out of order before lol and learned the hard way.)

Tentacles sprout from the ground, and the music crescendos. The pawns will always try to fight, a losing and endless battle. I know to run and call them after me. The entire dash back up the spiral road has worms bursting up into our path.

Once back through the gate we tell Barnaby that we saw a light. He says it’s newly come, and that he will remain vigilant. So, whatever the Everfall was before — and it’s a dark, creepy place — it’s now even more weird.

As we leave the Guild we’re stopped by a messenger. The Duke, impressed with our hydra kill, welcomes us to the Wyrm Hunt. We may now accept orders and are invited to visit the previously closed Noble Quarter.

Moving up, baby.