(WHAT THE HECK A RETURNING PLAYER NO WAY.)
You move on to a small alcove, where a pair of doors are situated. Veihj eventually joins you and warns you to be stick close to him. You're about to enter the village... He opens the door and passes through what was once an office, but has since been torn down and remodeled into a storage facility, with dozens of cheapily made wooden cases holding dozens of random items. Extra bricks, bits of scrap metal, cracked plates, shredded cloth, strips of leather, half-rotted hides and scaled and so on.
He brings you through another door and immediately ducks into a make-shift "alley" passageway between what appears to be rows and rows of hide-bound tents, with the occasional brick hut standing. Over it all is another great stone roof, but this chamber is one of the massive warehouse style ones that seems to crop up in the sewer systems every so often, as needed to house replacement parts for very, very large pieces of equipment or pipe. Running down the side of the rooms are torrents of water that pass by huge, crystal-topped pillars, the crystals radiating an energy that seems to cleanse the obvious filth out of the water, where it pools briefly in circular chambers on the sides of the warehouse, then is flushed away in a whirlpool motion to keep traveling.
Aside from just being arranged in as large of rows as they can make with the occasional gap for travel convenience, all of the rows of tents follow a very vague figure 8 pattern, making two huge circular openings on the North and South sides of the room. You two are starting at the North, which seems to be largely abandoned for some reason, save for the occasional napping kobold occupying a tent, and the South circle is occupied by a huge crowd of the little lizard-men happily roasting a pair of freshly scavenged Basilisk corpses that were also freshly slaughtered! FRESH MEAT! The silhouettes of the very strange, very large six-legged lizards stand out as alien.
But not as alien as what occupies the North Circle, and seems to be scaring away the typical loiterers. There is a single great totem pole carved with elaborate care to resemble five unique Dragon heads: Blue, Black, Red, White and Green. It is carved and painted with better care than most of the tribe's makings, suggesting it's importance. And tied to the front of it is a very angry and savage looking
Gensai, this one looking like a female with a tilt towards the Air/Thundersoul. To say that she is tied to the pillar is an understatement. This important prisoner was discovered trespassing and subdued and under orders, was to be held. So the Kobolds restrained her. They used rope, they found some old chains, they randomly tied bits of cloth in knots, they added more rope, leather straps for good measure and hey, an old pair of iron shackles. And then so they wouldn't like forget the key for the chains and shackles, they hung it around her neck. The clumsy job is effective, if smothering.
Poor Ardna. You had a chance at disarming, escaping or even subduing the giant Lizard-Man guard down here, but a kobold with the primal trappings of a Shaman interrupted your fight in the worst way, by invoking an Enlarging Charm upon the Lizard-Man and making him large enough to pick you up and crush you into the wall like a doll.
Veihj begins leading Azura around the far perimeter of the tent city. He whispers to her. "If we keep going like this, you should get out alright, the celebration will keep them busy!"