The Plot
This story takes place the morning after the events in Al'Mian Oasis, Part I. It is six o'clock in the morning and the previously crowded tavern is quiet and motionless. Only a few unconscious drunks remain by the bar, sleeping in their own drool.
Outside, the sky is brightening but the sun has not yet shown itself. All is quiet, save for the wind that is kicking up sand and the crickets that chirp in the foliage that grows close to the oasis. Nobody is awake at this hour save for a few souls...
Gavriel Venitiago
Shamad Conde
Faythiel
Tadir
The Setting
This story takes place several leagues to the south of Ul'dah within the small trading outpost known as the Al'Mian Oasis. As the name implies, Al'Mian is strategically located around a small watering hole that is essential for the survival of trade in the remote southern regions of Thalalan. To the east and west the outpost is protected by treacherous desert that extends for as far as the eye can see. To the north lies a sprawling flatland that eventually leads to the city of Ul'dah. To the south lies a rocky, mountainous region populated by tribes of Hellsguard Roegadyn.
Al'Mian has been in existence for several generations in one form or another thanks to members of the Ul'dah Syndicate who regularly send food, supplies, and troupes of mercenaries to safeguard their interests. It is very common to see an assortment of travelers and merchants of all races passing through, especially the Dunesfolk, who must water their giant beasts of burden.
(I lack the skills to draw the layout of the camp, so a description will have to do for now...)
The Oasis itself is located in a shallow dip at the base of a treacherous cliff. The southern part of the camp is completely blocked by the cliff face, but it is easily accessed by any other route. The only road into the camp is from the north, which leads back to Ul'dah. However, Roegadyn and Dunesfolk with their beasts of burden tend to arrive unannounced from the middle of the open desert.
There are three mudbrick buildings in Al'Main. The first is the tavern, which houses as many as twenty-five guests at a time with plenty of room outside for stragglers. Like any respectable tavern, there is a well-stocked bar and kitchen. There are a dozen tables as well as sitting room at the bar.
The second building is the Marketplace. Here, traders may set up their own booths and sell their wares to fellow merchants and travelers. Al'Main is a crossroads for several trading routs and a quick deal can be easily made, without burden of taxes, before heading off to Ul'dah and beyond.
The third building is the barracks. This small building houses a-dozen-or-so mercenaries who are hired to protect this vital trading rout. Seeing as how this area is so remote, the mercenaries tend to fight amongst themselves and drink entirely too much wine.
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Rules
So this time around we are going to have an "Open Invite" system. If you would like to join in, please send me a PM. I will fit you in when there is a break in the story or when it seems the most appropriate! The reason for this change is that things got a little out of hand last time. So many people wanted in on the fun that the thread became congested and it became very difficult to follow the story. However, I'm very glad that our community is so active and that people couldn't wait to start having fun. There are absolutely no hard feelings
Gavriel Venitiago