Our first few days in Trade Town have certainly been eventful. Garth the wagoneer dropped us off two days ago and our group got its first view of this place; quaint, mostly filled with humans and gnomes, and blindingly colorful. Though there’s something forced, the signs are too cute and the citizens eye us with something between caution and hope.

From the Council Hall postings and later Councilwoman Stacey, we learn that there’s a contract available to adventuring groups. Stacey explains that they want to sponsor us, by providing credits to an outfitter and even a guide so that we might return from adventures to the north with treasure to bolster the local economy. An odd proposal for sure, but one we accepted nonetheless. My companions are eager for action and treasure, and they still appear to be my best option to learn more of the surface world. It’s clear that by acting as “heroes” for this place, we’d gain the trust and adoration of the citizens. An excellent basis to start my true work on. Niaelo, the famed hero of the region, has wisdom to share with these lost and confused surface dwellers. Wisdom that will lead them down through blessed darkness to the Queen. I can see it already.

In the middle of town is a shadowed cobbled lane called Shrine Alley; I counted twelve small shrines with meager offerings. Selune and The Stranger were included, as well as C’Nut’s god. As I offered a mocking prayer to Selune's crescent, a tiny spider – an envoy from my Queen herself – descended from the silver symbol, catching my eye and brushing my mind with pain. Lolth's touch is bliss, a sign that her favor still reaches me on the surface and a reminder of the cost of failure.

We also took some time to investigate the land our deed describes to the north of town. Finigan Farm is squalid, a single room stone hut and barn but with a modest plot of land. It may have promise after we find some goblin thralls to fix it up. I’ll have to brooch this with my companions. During the visit, we were attacked by horrid burrowing Ankhegs but made fairly short work of them. Our group has strength but perhaps a lack of cohesion. We should discuss how to complement each other.

We’ve already met some valuable and intriguing characters in this place; surprising for a town this size.

Symon the Soothsayer has surface magic available, worth investigation, though he suspects me in ways that aren’t yet clear. He warned C’Nut to “guard his heart, especially from those closest to him”. A gnome is hardly sporting, but I relish finding a potential enemy already. I’ll keep an eye out for leverage, or perhaps test this potion maker's tolerance to poison.

Martack the Mighty is a blind half elf and one of the surviving members of an adventuring group that appears to have founded this place. I don’t sense much danger from him now.

Councilwoman Stacey is a member of House Orm, or whatever the equivalent is for the surface; a daughter of Lord Orm, one of Martack’s fellow adventurers. I’d heard rumor that males usually held power on the surface, but perhaps that isn’t the case. Stacey and I will become quite close, I’ll see to that. She needs my group, and influence over the council is too valuable to ignore.

Steve Xorn is a Svirfneblin, a deep gnome, and runs the Dancing Brony tavern. The fools of this town have no idea what he is, and that appears to be how he likes it. He saw through my disguise while we were negotiating with Stacey, but has no interest in sharing my secret while I hold his. Actually, he may be as valuable as Stacey for his connections to the Deepway Merchants and thus the Underdark. We agreed to exchange information and access to magical items as they become available. It’s quite comfortable and refreshing holding uncloaked daggers to each other’s throats, metaphorically of course; I can see this partnership lasting quite some time.

My companions made their own connections as well; Beskar with some dwarven smiths, C’Nut with Martack, and Chet with Symon. Our next step is to choose a guide and venture north in search of enemies and treasure, to venture “beyond the known”. Sitting in this unlit, shuttered room, a quill in one hand and mushroom tea in the other, the surface doesn’t seem so bad.