At the gate sits just a single guard on a rickety wooden desk taking notes of the incoming travelers, but to his side stand four other bored-looking guards.
Wooster looks at Colin incredulously when the "child" is mentioned, "
Your kid is cursed? Wow, you must've pissed off a mage good. Well, there's an adventurer's guild in town, they can probably lift the curse for a fee."
As the group approaches, Kimberly whispers something under her breath and the desk drake sneezes for a moment before he continues taking names. He seems a bit dazed as he runs down the list of pre-scripted questions, waving travelers through absentmindedly.
As your caravan approaches, the Drake looks up and says, "
Name and business?."
"
Trade caravan. We're adventurers assigned as guards," Wooster begins to say. The Drake holds up a hand and massaged his temples as if he has a slight headache, and then just says, "
Standard fee for two four-axle carts plus however many of you there are. Uhh... let's just say 10 silver."
Wooster nods and pays the silver, but his reaction to the price is quite easy to read. It almost seems as if gnolls have some similarities with dogs since his tail began wagging just a little bit before he caught himself and put on his poker face. As your group walks through the gate, one of the guards fixes his gaze on Gobby with a furrowed brow but otherwise says nothing.
As you get past the main gate of Haven, you can see a wide paved stone road run through the center of the city. Buildings advertising their wares and services line the side of the road. The area is rather clean and there's a steady bustle of activity, with drakes and gnolls running about completing their errands slowing ever so slightly to gaze at the humans that just entered the town. In the distance, you can see three rather large buildings, which Wooster points out as the Adventurer's Guild, the Merchant's Association, and the Guard Headquarters.
After the caravan passes the gate, Wooster turns towards the caravan owner and exchanges a few words. A small seal is handed over to Wooster, which the gnoll pockets. Shortly afterward, the caravan owner leads his carts down the large central road towards the Merchant's Association, leaving your group standing with the gnoll adventurers.

OOC:
The drake resisted surprisingly poorly, which is why you guys had an easy entrance through the gate!
The neighborhood directly past the entrance seems to be a fairly well-to-do area. It's regularly patrolled and there's a lack of any homeless people or street urchins. The street and shops are clean and well-maintained.
Also -- currently trying to play around with map software. Will update to make this more pretty as I figure out how to use it better!