----Caer Baelian----
You decide to look for anything familiar, but find nothing particularly striking. In fact, you're positive that the thing sent you to a different island entirely. In the distance you see a small town with a port, perhaps the things would be willing to send you back to your island. Or perhaps not. You sit down to ponder the idea, and an arrow strikes the ground in front of you.
You look up to see what thing had the audacity to attempt to kill you. It's a female thing holding a rather crude bow in leather armor. It seems rather intent on not fighting you, as it can barely hold its bow straight. You determine the thing to be harmless, and grab the arrow out of the ground. Best not to waste such pleasant gifts. You notice the rain start to pour harder, and can't help but chuckle at the thought of being struck by lightning.
Received: one(1) elven stone arrow.
"S-state your business, trespasser!"
----Oza Al'Alasi----
You walk around the children playing in the market, and begin touching the poles along the way to the market. It's a habit you inherited from a lesser spirit you transported for a few trips. He'd become incredibly nervous if you didn't, and the habit stuck. It was around that time when you last saw Elaina. You're snapped back to the present by some kids mocking you, but you're just a few feet from the inn, so you ignore it.
You look up at the sky and see the storm, it's definitely worthy of stopping all ships going through there, but you can't help but worry about the elven cities inside of it. Then again, elven cities are legendarily difficult to harm, so you suspect they'll be fine. As you begin to enter Elaina's inn, you see your old friend storm out, completely ignoring you. Her parents come out with a man you've never met. His presence is imposing and sickening, it's difficult just looking at him. The three begin trying to call Elaina back.
----Nessara Idyll----
You leave your friend's house feeling uncertain about this return. You walk down the long path leading to the damping tower. It seems newly constructed, but that's not a surprise. Welsk was declared the capital a few years ago while you were gone, so it's almost like a different place from what you grew up in. You pass by an old park you used to play at, and see the markings left by you and your childhood friends. You continue walking after shedding a few tears at the prospect of being forgotten from being gone too long.
You reach the tower with a heavy heart. As you enter the rather imposing building, you see your parents arguing with what appears to be the tower administrator.
----Corvander Hellstave----
As you enter the city, you are greeted with a warm welcome from the locals. That's... certainly different from what you were expecting. Human settlements typically aren't fond of others of your kind. Perhaps because this is the capital, the humans will treat you differently. You feel welcome, and walk proudly. You even ask a local for directions, and receive them without having the guards called on you.
The inn you got directions to is supposedly a friendly place, even for this city. You can hardly hold in your excitement, and begin to run around the city, feeling free, from both prejudice and the chains of your tribe. You quickly arrive at your destination, and observe a few humans come out of the inn. Well, one runs out while the others chase her, really. Regardless, one of the humans gives off a putrid scent, but your nose isn't sensitive in the least, so you're not sure why you feel disgusted looking at him.
----Bael Delten----
You leave the mines and begin to move home. The town seems panicked, but you aren't sure why. As you push your way past a crowd that's formed around the town center, you see a stranger and an old goblin friend inspecting a corpse, When you approach the two, you see that the corpse was the miner you talked to. The spike in the feeling must have been when he was about to die. You fall to your knees and punch the ground.
----Roscow Illiad----
While you try to apologize and explain to the client what happened, screams are heard from behind. When you turn around, you see the thief from earlier pulling up a dead body, and people running out of the plaza. You try to attack the thief, but they run off before you can get a hit in. You and the client begin inspecting the body. The wounds couldn't have been from the thief, as whoever it was had no weapons matching the wound. This was likely made by a flail, or something similar.
"This is just great. It's been so long since a big crime was committed in this city... Why now?"