Welcome to Nuono
Having finally arrived in Nuono, the party settled into the Lily Grotto Inn, noting that it was full of refugees from Bihara. It seems that they were not the only ones to use Mermaid Potions to escape to the sea. However, this has led to quite the crowding situation in Nuono.
Things the party discovered about Nuono:
- Domes and houses featured curtains of kelp hanging from them; kelp is multi-use in Nuono — decorative, functional, edible.
- Seahorses! The knights of Nuono ride seahorses, as do citizens who need them for various activities.
- Ambient lighting around town is made up of bioluminescent things - slow-moving glowing jellyfish around the parks and streets.
- Books in the library are stone tablets, to keep them safe from water.
- Buildings are made of coral, grown by coral-speaking magicians — a branch of chimeristry, most likely.
- The inn is shaped like a conch planted in the ground.
The party spends time exploring the town. Serafina speaks to an old lady at the Omphalic Market and learns about the refugee crisis. Irving spends time in the Memorial Library. At one point Irving and Cynthia stumble into the Perfumery, which turns out to be a public bath of sorts — since the whole city is underwater, application of non-water-soluble perfumes largely supplants it.
Seeking to assist with the refugee crisis, the party speaks to Ismene, the queen’s adjutant, and sets an appointment for the next day. In the evening, the group meets at Malia’s Cafe; Serafina takes a stab at making sushi and does very badly, but it’s just her first try. Afterwards they return to the Lily Grotto for the night.