Sunrise: 0355Sunset: 2005
- No Greyhawk Events today
Through the forest and over the hills [27 Apr 1211]
The 26th closes with the Company pitching camp at the edge of the Fellreev. With a small tributary of the Artonsomy River and a day’s travel between them and the Castle Dahlvier. They know little of the Castle other than it is the Eastern most outpost of Iuz. Though, technically not in Iuz’ territory, but still in the Bandit Kingdoms territory the Barrens of Iuz have not well marked boundaries. Technically, they will not be in Iuz until they cross the Opicm. That doesn’t give many in the Company much comfort.
The Company follows the creek as it winds back toward the Felreev, at which point they strike out West toward a much smaller forest, unnamed on their maps. They’re plan is to camp the night of the 27th in that grove. Sure enough, the plan is accomplished easy enough and by the end of the day, they are encamped in the forest. Nyra is praying to the Forest Spirit, those not on duty and are interested are playing Tonk and Morven is resting writing in the ever-present journal. Tar is leaning against a tree staring at the hills before the Company. They are mostly passed the danger of Dahlvier Castle and now, must hike up the rise to the town of Pinnacle. What lies before them, he wonders.
With temperatures in the mid-50’s, the day is a a fine one with now clouds on the sky. It’s a good thing as the relative heat and the three day dry spell has allowed the ground to dry out. In addition, the hard-packed clay of the ground makes good traction for the wagon wheels. It will be a long day, but by the time they reach the highest point of the hill, Tar is encouraged to believe that they will make Pinnacle by day’s end—if only because of the long days of the month.
Sure enough, by 6 bells, the Company finally crests the hill and stops to look down. Pinnacle is a small village on a well-defended outcropping of the hill. The hills slope down for about 30 meters at about an 80 degree angle from the town to the road going to the main entrance of the town. The gate to the town lies open to any visitors, however there is a pair of guards at the entrance. Tar decides that, based on the experience from the last town they will not send Yalinari and crew. They should expect that the town will bring trouble.
As the Company enters Pinnacle, Firena is surprised to recognize one of the men in a group of ne’er-do-wells hanging about the town gate. She tries to place him and can only come up with a group of youths that she knew in Greyhawk. If she’s right, he and his group are not to be trusted. Though he’s not facing her, rather he’s talking to someone seated by the wall of a tavern he seems to feel her stare. Slowly, he turns and looks her directly in the eyes. His eyes pierce hers and now she knows that she knows him. Her mind simply can not find his name or fathom what he’s doing this far from Greyhawk. So intent isshe on this man, that she nearly jumps when she feels the mental touch of her Captain on her mind, “Rena you ok? What is it?”
Firena:
I know that lad. From Greyhawk, I think, but what he’s doing here, I can’t imagine. He’s bad news.
Tar nods and sends back:
Should we put two on him?
Firena:
Couldn’t hurt. I can’t really place him. Might be nothing, but I have a gut feeling about him – and it’s not a good feeling.
Tar nods and mentally responds:
“OK, do it, but I don’t want them alone anywhere and refreshed every hour. We’re getting closer to the dark one’s lands.”
Firena:
We might also ask our stealth team to do a little asking around. I can’t imagine that his presence here is coincidence.
Tar:
Good idea.
Firena sends Yalinari, Vanith, Cust, and Hanar to do some research on either Jibril or Pattin. It’s a long shot, but maybe the amulets stop here on their way to Hallorn. Dreune, Marky, Gustuv, and William are sent to watch the guy at the front gate. Shasivin, Orvin, Tovish, and Plynsen are sent to find rooms. That leaves the others to look about the town. Since it is close to dinner, Tar suggests a tavern for supper, but Firena holds him off until they know where they will be staying. Tar begrudgingly agrees and the Company head into the town market—just shutting down for the night. By the time they have finished touring the market, Shasivin returns with the news: There is one inn in town and they have three rooms, each holding two beds, although a total of four could fit in each room. Firena decides that rather than split the Company (some in rooms and some in a field somewhere), she’d rather they all stay together, which means they’re camping outside the walls somewhere. Tar agrees as well.
Tar:
We’ll set camp and let them have leave in groups of four.
Firena:
Are you sure? Perhaps we’d be better off, staying in camp?
Tar:
At least let them have supper at a tavern. Perhaps a curfew of 9:00?
Firena:
A strict curfew. At least one sergeant or senior person in each group.
Tar (with a smile on his face):
Agreed. Can we have supper now? My tummy’s rumbling!
Firena:
You go. I’ll wait until the others have all eaten.
Tar:
So, I’m not going to see you’re smiling face at dinner? Well, OK. The men found a nicer place called the Twisted Oak Tavern. Come on over when you’re ready. I’ll have Dwarven Whiskey ready for you.
Firena:
Go. Eat. If I am up to it, I’ll be there.
Tar:
Come now, Rena, you have to eat.
Firena:
And I shall. But I’m also getting through my healing supplies at a fantastic rate. I need to inventory my gear and stock up. ... If you’d learn to duck once in a while, I wouldn’t expend so much from the Company coffers.
Tar smiles:
I’ll tell the boys! (out loud) ‘ow who’s eadin’ wif da cap’ain donigh’?
Many hands, though Tar notices that none of the new guys jumps up.
Tar:
(pointing to people) Morfen, Ply’se, Drafon, La’broo’, Melufia, Koo-rkin wif me. Da res’ wif da Loodenan’.
There’s not much enthusiasm in the group staying with the Lieutenant and the three newcomers aren’t enthralled about their leader leaving them, but none grumble and soon are put to work. After setting up the camp, she allows the rest to leave—with the exception of Tovish, Benito, Orvin and Sergeant. Miles. They’re on first guard watch. Next watch is Sergeant. Hanar, Alonso, Ladbrooke, and Gustuv. Miles immediately sets them to watch posts and begins to sharpen his sword. The others head into town, passing the group of ne’er-do-wells again. Since they haven’t moved or made any untoward motions, Firena calls of the people watching them. Most head toward the Twisted Oak, but Firena grabs Shasivin, Alonso, and Gustuv (reluctantly) to re-stock her supplies (and find a new cape for Dreune). By the time she arrives at the Twisted Oak, she finds that the Company has all but taken over the place. Somehow, she’s not surprised to see Yalinari sitting next to Tar with an orange drink before him. Two other empty glasses sit behind the goblin in front of him. She shakes her head and immediately heads over to him.
Firena:
What have you found?
Yalinari:
Wwwwwell. Ththththere’s tttttwo ppposibilities: it’s either ththththat lovely maiden in thththththe ccccccorner or that … (he stops at her glare)
Firena:
You’re research into the merchants?
Yalinari:
Oh. You’re wwwwwound ttttoo ttttttight you knknknknow ththththat! (at her continued glare he continues). Noth-noth-noth-nothing tttttto reppppp, repppp, repppport.
Vanith:
We tried at all the taverns, though the Rooster was the best bet. It’s possible some know of them, but unlikely.
As she’s about to speak the outer door opens and the man Firena saw before enters. He glances around the room and then moves toward two men sitting at the bar. He talks to them and they begin to get up. Maybe its her imagination, but one of them seems to furtively looks in Firena’s direction. The trio then leave the bar.
Firena (to Tar):
My friend is back.
Tar glances over to where she is looking and then then glances back to Firena.
Firena:
I can accept him at the front gate. Coincidences happen. Wandering in here when we’re here, out of all the buildings in the town, that strains credulity, don’t you think?
Tar nods, thinking and then sends mentally to Firena:
Check it out. Make sure’s there’s enough protection.
Firena (replying mentally):
Stealth team: That means you, Tar, plus Yalinari, Vanith, Dreune. Cust wouldn’t be a bad idea for support. I’d like Hanar, too.
Tar nods and sends back mentally:
OK, but I want you with us as well. You know him. There may be others that you know as well.
He rises from his chairs and drains his dark ale. Firena doesn’t drain her drink, but nods and rises. She gives orders to Drathon to make sure the others get back by curfew. Drathon simply nods (though Tar can detect a “no shit” emotion flit across his face very briefly). She tells him that that they will be leaving to check some things out and explains quickly about the man she saw. Drathon nods and tells the men to be prepared as the other seven leave the bar. That many people leaving a bar at one time is bound to make a scene and Drathon watches the patrons to see if anyone leaves after them. When they don’t he relaxes a bit, but not too much. Finally, he stands up and whispers in the ear of Shasivin to watch for them out of the window. He wants to know if they should leave quickly. He also tells the Company members that they are to stay in the tavern. William will take Hanar’s shift. Since it’s just past 8:00, no one was going to leave anyway, though there is speculation about where the group went. The speed of their departure fuels speculation and the heavy betting is on the Captain and the Lieutenant getting even on a score that needed to be settled.
Outside in the nearly empty street, the seven Company members head in the same direction as the three youths trying not to look like they are following them. If the young men notice, they don’t seem to care. Rather they are loud and boisterous in the street—out of character for the quiet town. They continue down the street picking up confederates as they go and by the time they reach the Sweaty Bull Pub, there are ten of the ruffians. The last to join them is a woman—very pretty in an exotic, alluring, Bakluni way.
Firena is shocked to see that she recognizes the woman. Suddenly, it dawns on her and she now knows where she knows the man from. These are the Kemet! As she says that word to herself, the woman smiles at her and mouths the words, “Join us.” Firena hears the words in her head, just as she would have had Tar spoken it. At Firena’s non-compliance, the woman shrugs and enters the pub.
Firena grabs Tar’s sleeve (surprising the giant, who knows that Firena would rather die than touch anyone or be touched by anyone outside of a healing situation):
We need to get out of here. They’re Kemet.
Dreune:
Who are the Kemet?
He looks at her strangely, while Yalinari starts to finger some kind of fethery leather thing.
Firena:
Not here.
Tar looks into the bar as the Company hears the unmistakable sound of a bar fight.
Yalinari (after crossing himself in a complex pattern and spitting three times):
Wwwwe ccccan’t ggggo ffffar or ffffast enough. If ththththey wwwwant yyyyou, ththththey’ve ggggot yyyyou.
Tar:
Righ’ bes’ nod doo be aroun’. Doo da cam’ way off de Oak.
Firena:
Don’t buy into it. Let’s get out of here.
Dreune:
Why are we all frightened of these kids?
Tar, looking at Yalinari, holding onto Firena’s arm, and talking mentally, “What did she mean, join us?”
Firena:
You heard that?
Tar:
No. Remember, I read lips half the time.
Firena:
I don’t exactly know, though I pretty sure she meant it in the “we want your soul” sense.
Tar:
Right. Well, she can’t have it. Let’s go and talk about this at the camp.
Firena:
My thoughts exactly.
Tar starts to move towar the Oak tavern, while Dreune just follows in confusement. As the Company heads off, they can hear the sounds of the whistles of the guards coming. They head off quickly, but not running. Tar sends Vanith into the bar with this message: Curfew’s over. Head back into Camp. The message is greeted with confusion, but msot of the gropu are too well schooled to dawdle. Within moments, the busy bar is nearly empty. Meanwhile, as Tar heads into camp he tells Firena to get the command staff together. It is unecessary, as she has already spread the word.
Once assembled, he turns the floor over to Firena immediately, who Firena gestures to Yalinari, who stands and in his best speaking voice:
This tale takes place in the days of antiquity, before the Bakluni were fearful of and reticent around strangers. In that time, a small wandering clan of 10 people arrived at a valley where a Bakluni clan was wintering over. As hospitable people, the Bakluni invited them in, provided them with food and drink, and told their own young girls to prepare a sleeping place for the strangers.After the guests had supped, they were invited to enjoy the nightly revelry—music, dancing, and conversation round the campfire. Later, while returning to their lodging, the elder father of the strangers clan lagged behind the others. When he came upon a woman sitting on the back steps of her caravan holding a baby, he made himself trip and fall. As he fell, he put his hand on the baby’s head and crushed it. Ignoring the woman’s screams of horror and sorrow, he went to join his clan.
The Bakluni people were outraged, but deeply frightened, positive that the strangers were really mulé—evil spirits—in human form. How else could they explain people such as these who could kill a baby without regret? They planned to trick them, to lure them away from the campsite and kill them.
The next morning, one of the Bakluni elders visited the strangers. He invited them to go on a beaver hunt, promising a good kill and a share of the meat and pelts. The strangers agreed to go along with them.
This is how the Bakluni planned to kill the mulé: they would go in three groups, the younger men in the first two groups, the older people coming behind. Three of the mulé went with each of the first two groups, while four, including the elder father followed behind with the third group. The lead group would make the first killing, this being the signal for the other groups to follow suit.
And so it went. The snow ran red that day with the blood of the 10 human-bound mulé before the Bakluni turned and went home, leaving the dead for the forest spirits to consume.
The Bakluni returned to their normal lives: hunting, fishing, and gathering the fruit and nuts of the forest. In the spring, they departed the valley to pursue their traditional caravan route, living peacefully as the seasons came and went. As usual, they returned to their peaceful valley just before the first snows of the season of the wolf—winter—returned to hush the forest with its carpet of snow and ice.
One icy, moonless night, a gentle snow was falling. Suddenly, the Bakluni were awakened from their sleep by the sound of footsteps walking through their campsite. Apart from the footsteps, the night was silent, but the silence was unreal, unnatural. It was not the gentle hush that settles on the forest as snow descends from an invisible sky. It was a complete absence of sound; no muted murmur of speech, no rustle of clothes, no rush of wind through bare trees. The only sound was that of the footsteps, and even those had a supernatural feel, for it was not the sound of snowshoes or even of moccasins. Rather, it was the sound of bare feet. But how could a person walk through such a frigid night in their bare feet? Who were these strangers? Were they mulé? The Bakluni, frightened, clutched their protective amulets and remained firmly locked inside their caravans.
Each night for many nights the footsteps returned—always the solitary sound of bare feet in snow, and no other. After a time, a young hunter was chosen to stay on guard. Accordingly, the solitary sentinel sat alertly near his caravan in the snow and cold. That night, there were no unusual sounds or lack of sounds; however, the next morning, when the people came out of their caravans, they found the young man gone, his shape still outlined in the snow. Of the young man, no trace was ever found – the only clue to his disappearance, the imprints of bare feet approaching the spot and then departing. The people followed the prints but soon lost the track as they vanished in drifts of snow.
The next night, another young man was chosen to guard the people through the night. Again, though there was nothing unusual in the sounds of the night, the man was gone the next morning, the circumstances identical to those surrounding the disappearance of the first.
The Bakluni were grievously frightened. In the interest of safety, no guard was posted the next night, but the nighttime visitor came anyway, silently taking a young man in the night. Night after night one went missing; alone or in company, they were taken. A wife would awaken in the morning to find her husband gone, taken from her very bed without disturbing her slumber. An elder in the company of others, awake and watchful, would be gone, taken in the one moment that all eyes were momentarily turned away.
And so it went for 10 nights. None of the 10 men were ever found, and of course none returned. No one now remembers who first made the connection between the 10 dead mulé and the 10 missing Bakluni, but the connection was made, and in the end, the elders were forced to call upon the clan to abandon this place of cold and death. They gathered their families, packed up their caravans, and fled the valley, never to return. Twilight was descending as they came to the pass at the entrance of the valley of their former traditional winter settlement. As they looked back one last time, they saw a lone human- shaped figure in the distance, silhouetted black against setting sun.
They traveled many days to leave that place of misery far behind. They taught their young to be ever wary of strangers, to carry their protective talismans, and to seal and remain within their caravans in the dark of night. And ever afterward, the Bakluni would look into the dimming twilight of day, in the hour of the wolf, searching for the lone stranger in the distance. And every Bakluni, even today, fears to hear the solitary footsteps at night of the wanderer, the Nomad (Kemet), the Eater of Souls!
Firena:
When we were on the road to Crystal Waters, before you joined us, Dreune, we met a shaman who grabbed me before he died. To make a long story short [glances at Yalinari], he transfered part of his soul into me. That would have been bad enough, but he was a target of the Kemet. When he became me, or I became him, or however that works, I became “known” to the Kemet. At the Bakluni camp, one of their senior people, Choriahani nak Anjelique told me that once the Kemet know you, you can never hide from them. ... I don’t think their presence here is an accident.
Yalinari:
Bbbbeautifully ttttold, Ffffirena!
Firena simply stares at the Protocol Officer.
Dreune:
Well, i’m guessing that it would be good for us to strike first…right?
Tar:
Wew. wad are ou’ opshuns. Duh-ray-oon.
Yalinari:
Whwhwhwat? YYYYou ccccan’t ffffight ththththe Kkkkemet!
Tar glances at his superstituous friend.
Dreune:
Why can’t you fight them? You can’t always run away from them. They found you here, so it seems that we’ve no choice.
Yalinari:
Ththththey’re immortal! Ththththey’re nnnnot hhhhuman. Ththththe BBBBakluni hhhhave a ththththousand ttttales of ththththem, and nnnnever hhhhas ththththere bbbbeen one in whwhwhwhich it wwwwas even hhhhinted ththththat a KKKKemet hhhhas bbbbeen kkkkilled.
Drathon:
Not the time now.
Yalinari:
Ththththat’s jjjjust it—it’s nnnnever ththththe ttttime! [He pulls out his talisman again, and starts fingering it madly.]
Morven simply watches and listens…as does Tar.
Dreune:
We’ll I’m quickly learning a lot about Bakluni lore. Do we know any acutal abilities of these damned kids?
Yalinari:
Ggggods! All I wwwwanted wwwwas a ddddrink and a wwwwoman, and nnnnow ththththis!
Tar sends to Firena:
Uh, Rena are you still posessed by this shaman?
Firena:
No. I can’t guarantee that some vestige of Wolsig’s personality wasn’t left behind, but I underwent a ceremony and Demeter declared me healed.
Dreune:
So that means we are outta here? I mean, if we can’t fight them that’s what we’ll have to do right?
Tar:
Ya’inari ca’ ou’ guar’s see dese fings?
Yalinari:
Nnnnot if ththththey’re llllucky, thththey ccccan’t.
Tar buries his head in his hands and Dreune suggests to everyone that they include Nyra. She’s the expert on spirits and such.
Tar:
Do id! (he almost shrieks)
Morven:
I’ll get her. (Dreune accepts Morven’s invitation to go talk to Nyra)
Yalinari:
Yyyyou ddddon’t understand. If yyyyou ccccan ssssee ththththem, ththththey ccccan ssssee yyyyou ttttoo. Yyyyou ddddon’t wwwwant tttto bbbbe sssseen bbbby ththththe Kkkkemet. ... Yyyyou especially ddddon’t wwwwant tttto bbbbe sssspoken tttto bbbby ththththem.
Firena glares at Yalinari, while Tar asks:
Doo-Ray-Oon wad abou’ wookin’ wif maysh side?
Firena stumbles but successfully translates that to “Dreune, what about looking with Mage sight?”
Dreune:
Unadvisable, without the coucil of Nyra. They could be worse astrally.
Tar shakes his head and at this point Nyra comes in.
Nyra:
What’s going on? Morven wouldn’t tell me out there.
Firena:
We’ve met the Kemet in town.
Nyra:
hmmm …
Yalinari:
Ththththe KKKKemet! Hhhhere! And ththththey sssspoke tttto FFFFirena!
Dreune:
I’m not familiar with the Kemet. Tar would like to know if we can see them Astrally. I wasn’t sure about it without some wiser council. Would be so kind as to offer it to me?
Nyra glances at Yalinari with disdain, but answers Dreune:
I really don’t know. I’ve never seen them astrally myself. In fact, I’ve never seen them at all. Only Firena has.
Yalinari:
Hhhhah! Llllook ddddaggers at mmmme all yyyyou wwwwant, bbbbut yyyyou knnnnow whwhwhat it mmmmeans whwhwhwhen ththththe KKKKemet sssspeak tttto yyyyou, ddddon’t yyyou? It mmmmeans thththey “knnnnow” you! Ththththat is wwwwell ddddocumented!
Nyra, looking around:
Can someone get our bakluni friend a nice wine .. or perhaps one of those orc things he drinks?
Dreune:
We’ll it looks like there is only one way to find out. Nyra, would you please assist me? The two of us need to go astral and take a look at these damned kids. (to Tar) If they don’t kill us, we’ll tell you about them
Firena:
As good as that sounds, I’m not sure that’s a good idea right now.
Tar:
Hol’ Dey hafen’ come for us. Less nod wook fo’ twoub’e before id see’s us oud.
Nyra:
Perhaps, I should conjure a earth guardian.
Druene:
So we can’t get any info. We just have to sit here and wait to be surprized? That can’t be good. Will you allow Nyra to conjure her Earth guardian to seek them out?
Yalinari:
Earth gggguardian? Against ththththe KKKKemet?
Tar listens, hos mood souring quickly, but doesn’t say anything.
Nyra:
I’m not sure how strong they are. Yalnari, do you have any information that’s useful other than these are boogeymen?
Dreune cracks a smile at Nyra’s reference.
Drathon:
Defense is the road to defeat. Take the chance? Look for information?
Yalinari:
Ththththey ccccome in ththththe nnnnight. Ththththey ttttake ppppeople away. Nnnno wwwwun ever ssssees ththththem. Nnnnone knnnnow hhhhow ththththey bbbbehave. [as if a light bulb just went on] Ththththey pppprey on ththththe llllone pppperson. If nnnnone are alone, ththththey llllure thththeir pppprey into ththththe open, whwhwhwhere ththththey sssstrike. Wwwwe mmmmust sssstay in ggggroups. Wwwwe ccccan’t llllet anyone bbbbe alone. Wwwwe’re especially vvvvulnerable at nnnnight. Ffffrom ssssundown tttto ssssunrise is ththththeir hhhhunting ttttime.
Nyra:
Tar, these things made a senior mage and his assistant kill themselves out of fear. Of course, they went out to find these things. I wouldn’t advise looking for them. On the other hand, they seem to have found Firena. I don’t know how to stop them, but I think we need to talk to some fairly powerful shamans. There are none around. Leaving is, I think, our best option. (She glances at Drathon) These spirits are not from this world—they are evil spirits bent on destruction of Firena. This is different than a cavalry charge. We’ll need help to defeat them—if defea them we can. We may have to be satisfied with staving the off or sending them away.
Dreune:
I am in full agreement with Nyra
Tar:
If dat’s da case, den we stay hewe. Nyra, shoul’ you wook wif mashe side.
Nyra:
Looking astrally for them. No, I don’t think it’s a good idea.
Firena:
If what Yalinari says is accurate, we should add extra guards, just to be sure none fall asleep. Three per shift?
Tar:
No, I mea’ sed wash ofer da re’u‘ar guar’s wif mashe side.
Drathon:
Link them with rope? Don’t allow them to wander?
Tar nods:
‘Ake dat one, Morfen, Duh-Ray… Dam’ Duh-Ray-une..I nee’ a bedder na’e, an’ Nyra.
Dreune:
Why don’t we just pull an all nighter and get the hell out of here? Are we pitching camp as soon as we get up?
Drathon:
Camp’s already pitched.
Dreune:
I could make that argument for tomorrow morning.
Drathon:
Camp’s still pitched! Won’t be breaking it ‘til tomorrow.
Dreune:
Oh…pitched means to put it up…and I learned something today
Tar:
Beshi’s, We’w seferal hundre’ feed in da hiws wif leshes and dro’offs in un’own derridory. De wal’ may be worse dan de Kuh-eme’.
Yalinari:
Nnnnothing’s wwwworse ththththan thththe KKKKemet. Except mmmmaybe LLLLikho. And Ththththarizdun.
Dreune rolls his eyes as does Drathon. Dreune says that he’ll start Astral watch, then Morven, then Nyra and so it follows for the rest of the night.
Tar:
OK, Dat’s de pla’ den. Drafon sed da guarshs. I wan’ at leas’ one seaso’ed fighder on eash shif’. Fowwow Ray’s schesule.
Tar (mentally to Firena):
Oh, and Firena, prepare to leave camp in a hurry if you will.
Drathon smiles at “Ray”:
Of course, Cap’n.
Firena:
Yes, Captain.
Dreune:
(whispers) Ray???
Yalinari:
I’m already rrrready.
Tar (mentally):
I meant not you personally, but the whole Company. Tents stowed, horses bridles. If we need to move quickly, I don’t want anyone tripping over the wires or leaving things behind.
Firena:
I’ll see to it.
Tar (mentally):
I’ll talk to Vanith and Plynsen about the horses and teams.
Firena exits and gives orders—everything that can be stowed before bed, is to be put up and ready to go first thing in the morning. There’s lots of grumbling in camp, but she quiets that down quickly and the Company settle in for an uncomfortable night. However, nothing much happens at night.
29 April 1211
In the morning of the 29th, the Company is chattering about the strange behaviors the night before. It isn’t long that they are on the road before both Tar and Firena decide that they will have to tell the Company something. The question is what exactly will they tell them.
Firena:
Why don’t we tell them that there was trouble in the town that we didn’t need to get involved in. Thugs tearing up one of the bars, and we needed to get out before we got involved.
Tar:
However, we left in the morning and not immediately.
Firena:
No, we left the town immediately, back to our camp (which was outside the town walls). Our plan was always to leave the next morning, which we did.
Tar nods:
That’ll work. I’ll talk to Yalinari.
Tar heads over to Yalinari and tells him to ensure that he tells some of the new lads about the bar fight and its viciousness. Things were getting out of hand. We were seen in the company of some of those folks and wanted to be out of there before they came for us. It wasn’t anything that we couldn’t handle, but we didn’t need the distraction. He reminds him not to mention the Kemet. Yalinari, with his typical aplomb tells Tar not to worry.
Later in the day, Tar is glad to hear Yalinari relating the Company’s exploits to the new group and interweaving in the events from the night before. He’s also glad to see Parnalam jotting down notes. Perhaps there is a new song to be made!
Though the sun is shining, the weather pleasant enough, and the ride easy it still seems like a long day to Tar. Firena seems highly agitated and she has a right too. Once we get some distance between Pinnacle and the Company things will improve he hopes.
The day of riding has been a long one and by the time the supper hour arrives, the next town is still on the horizon. From the amount of smoke it is producing, the seasoned Company members aren’t hopeful about sleeping in a warm bed for the night. On the other hand, they are hoping that they will at least have their tents to sleep in. Sure enough it is about, when the Company can make out the town on the plain. It is certainly a small one — no more than 10-15 buildings and none seem big enough to house the entire Company. With little option, Tar decides