As expected, we are the last to leave Vogler as it burns and we run. Before we all step into the last boat, Jeyev walks up behind us, holding a winged helmet. He informs us that the battle went poorly. We recognize the helmet as one of a Knight of Selumnia, so I pointedly ignore it for the time being. Without tact, Sterling starts to tell Darrett about the box that he is carrying, that now belongs to the squire. I would have given him more time before confirming the news that is so heavy for the lad.
It is time to leave. The once quaint town is now under attack of a vicious mechanical fire-breathing dragon. Flames engulf most buildings, and the invaders are looting every corner. From our boat, we all watch the spectacle in the silence of despair. It is not a home of mine, but the loss is palpable, hanging heavily, making it hard to breathe. Just like the smoke.
As Vogler becomes but a light in the distance, the Mayor tells us how appreciative she is that we saved everyone. She offers us a belt with a pouch in it. She shows us this rare and magical item, and I am not sure if this is the time or the place. With the help of some magic words, it can protect you for a time, maybe an hour. It can only be used a few times every day, but it helps provide protection for the wearer - some additional armor or even a shield. Mal and Sterling argue about who will have it, and Sterling tries to give his current armor away, and promises to return this item to Mayor Vogler herself. (Really, they argue like brothers, but in a nice way. In my experience, siblings threaten and beat each other, not argue over who will give up something in favor of the other). It seems like Mal will get the item, and he seems to want to wear less. Maybe he'll start to spend more time in his shift, although I never thought he would be that kind of guy.
The sky darkens, and we are still on the boats. Many of us fall asleep, or maybe just hope to wake up from the nightmare that is losing a home, an entire village, to an army of demonic bird-like creatures. I think I fall asleep, but it is hard to tell. Maybe my mind simply ran away from reality. At least the stars have the good conscious of not shining brightly. As light starts to seep into the misty morning, we see a pair of tower beacons. On the shore ahead, we can see our flotilla already landing, and our people sorting into camps. We are among the last to arrive. Of course, we still help those around us. A group of youngsters having issues controlling their oars. A couple of older people who are cold and in shock - I set up a fire. Stopping pickpockets by scaring them off with sparks.
Sterling goes ahead and gives Darrett Becklin's chest. There is a very fancy and shiny suit of armor, obviously made for Darrett. He is obviously touched, his loss still palpable. He tells us that he'll stay in Kalaman, and will help guide the villagers along with Raven.
We all chip in. Personally, helping Raven and Darrett seems better than just sitting around and remembering the battle, and the loss, and the fire, and the flight. Mal soon realizes that we are missing 2 villagers. Lord Bakaris and his son are both missing, although I don't think anyone would possibly miss those two. I refuse to think about them any longer, but Mal waits for the Mayor and informs her. Instead of breathing a sigh of relief, she says that they were probably the first ones to board a ship from the village. Those cowards! An older woman says that they both headed straight to Kalaman as soon as they got here, a lot sooner than we ever did. Raven says that we need the protection and assistance of Kalaman, but she needs to stay here. She delegates to us and Darrett the responsibility (and power!) to make arrangements for the villagers of Vogler. We want safety for these 400 souls.
In a way, I envy Vogler, as in staying here and helping her people, she will be avoiding Lord Bakaris and his hell spawn. We know that his hurry means a swift con, so we hurry into town. In the way, I ask Darrett more about them. They came to Vogler about 1 year ago, and they never really mingled. They probably never developed any type of ties to Vogler.
At the gates leading into Kalaman are 2 massive statues of knights that look grimly across the landscape. The walls are older than the cataclysm! I wonder how long they have been here, and how many refugees they have seen. As we approach, we can see the span of the tent city sprawling around. There are soldiers at the gates, questioning anyone trying to get through. The captain asks up what our business is in the city, and once we tell him we represent Vogler, he asks us, "you, too?". This does not bode well.
Sterling tells us he does not believe Bakaris came here with honorable intentions, and once again, we try to be quick. The path into the city, and the one to the castle rises up the cliff side, overlooked by statues like the ones that flank the entrance into the city. The gates to the castle are also open, but we are again stopped the guards. We explain our situation, and the guards decide to present us to the city council for them to decide. On the way, we are seen by the sniveling Bakaris Jr, who tells Sterling we cannot possibly have any power since we are just commoners. Sterling tells the guard that Bakaris has no standing, but the guard again defers to the council.
When we arrive, I inform the council of Bakaris' cowardice, especially since he tries to downplay us and our achievements. I cannot stand it. I tell them the entire story, starting from when Bakaris suggested the village stand against the army of Takhisis! The council listens, and inform us that there have been other towns rumoured to have burned like ours, but with no survivors. They have no idea who they are dealing with, or even the scale of the enemy. We are some of the first and only people to arrive with any real information for them.
Finally, the council asks us to leave (but not that cretin!). As we wait, I try to find Bakaris junior to trick him regarding something stupid. Arinona sits by the doors, trying her best to hear the ongoing council discussion. She can tell the people in there are getting frustrated. Mal listens while Sterling keeps watch. Marshall Vendry, the councilwoman who seemed to support us the most, keeps interrupting Bakaris and catching him in his lies. Finally, the governor calls for a vote. The doors open, and we are beckoned inside. The Marshall asks up back inside. The governor tells us that they will offer us shelter outside, in the tent city, but that his soldiers will protect them. They are concerned about the threat, and know nothing about the enemies. He proposes that we report to the Marshall as special operatives. The offer is good, but I object because Lord Bakarus is still in the council. I am informed that he is no longer in good standing, so I withdraw my objection, and become a Special Operative for Kalaman. As such, we are offered a salary, lodging in the castle, and a special emblem of our rank of lieutenant.
Mal wants more clarity about what they mean when they say "protection", and they answer that they do not mean to close the doors with anyone outside. He also says that the people of Vogler will have food provided by Kalaman. In fact, he will send note to Mayor Vogler, relocate them closer to the gates, and send them food.
Marshal Ventry asks us to her office, but gives us enough time to rest or even explore Kalaman. I pull Waah, and we go explore the east part of the city, by the docks, trying to find some friendly faces. No such luck. We do see a vast warehouse, the docks. There is even a weird shop run by a kinder, who sells oddities. Other than that, not much to tell about the little of the dock that we did see.
We go back, and I tell Waah that I'm going to explore on my own. She also has something to do, so we part ways. I explore the castle, and try to keep an eye out for that jerk, Bakaris. I see enough room for about 100 of the troops to be stationed inside. I also see the entrance to some dungeons or catacombs, but those are now sealed. I ask a servant about visiting the dignitaries, but he tells me that they stay in the inns around town, like the Prancing Unicorn. I make a note of that name, since maybe Lord Bakaris will be covered in fleas in the near future. On the 1st floor is where the council meet, and the armory room. Then on the 2nd floor is where the military command stays. The 3rd floor houses most of the castle guards. Most of their men are stationed outside the castle, or on an ancillary building.
It is getting close to the time the Marshall requested for our meeting. I wait for my friends by her office. I will need dresses and additional weapons. We start the meeting soon, and again explains that they have no information about the enemy. At first I imagine they want us to bring them bodies, but she clarifies that she wants intel. Numbers, positions, what parts they have control over. The real question is how we can best communicate. It does not seem reasonable for them to wait every time we go on a mission. However, can we really trust runners and scouts to not get caught? Or even mail birds? That seems risky. The offer us horses, which is a great start.
First, Marshall Ventry wants us to confirm a person at a specific outpost. She gives us our money, lets us gather any weapons we need from the armory, then shows us to our lodging on the 4th floor - the one that looked locked up when I previously explored. Before settling for the night, I visit a shop. I spend my own money (note to self, special operatives will need bonuses when they sign up so they can be effective!) on a fancy dress, a child-like set of clothes, and a peasant garment. This last one may be something I exchange with an actual peasant, as a peasant that does not smell will certainly arouse suspicion, and as will any clothes that are not worn.
On my way back, I get to really look at our place. Much like the rest of the castle, it looks like it is old and has not aged well. Where we are looks like an old ballroom, especially because of the pillars, vaulted ceiling, and wall decorations. There are 5 sleeping cots and 5 chests. I wonder if this means Darrett will not be with us. Adjoining this larger room are 3 more. Waah and I decide to share a room, and request a bathtub. I've never seen a goblin enjoy water as much as Waah. Arinona will have one room, and of course, the Sterlings will have the last one. Darrett soon joins us at tells us that his orders are different. As he has had training, his orders were for him to help train a new unit of soldiers on tactics. His lodgings will be downstairs with the other castle guards. I'll need to remember to ask him if the other guards are nice to him. After all, we all know how mean guards can be, especially to the new recruits. And someone has to look out for poor Darrett.