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Battle for Kazragun

Baird awakes with a start and clutches his amulet jolting upright in his bedroll. After feeling its' relative warmth, Baird calms down for a moment and assesses what the hell just happened in his dream. The Dragon was speaking, but he was wearing a great sword and possessed great golden scales. ~The Legend was true! The gold one was a spell sword in human form! If there was any doubt its' gone now.~ Baird rapidly thought to himself. As for the woman named "Shaona," That was the same voice as the warden, it must have been her true name! "Ugghhh," Baird groaned as he got himself out of the bedroll and suddenly became clear as to the situation. Gordib was out of commission despite everyone's best attempts; perhaps he might be able to solve something with his dragon side? Approaching the group, Baird then placed his hand firmly on Gordlib's shoulder and spoke, "Gordlib, we need your help."
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Once again, the man reacts to his name, though it is not enough to free him from his mental absence. It seems as if your efforts won't be enough, and Io is the first one to speak out loud: "I doubt we'll be able to help him here - at least I'm not familiar with the consequences of such a rage. It took us half a day to get here yesterday - probably a whole day to make it all the way to the camp. And that's without someone not capable to walk on his own." Of course, you have still access to the raft - let me know how you'd like to travel, or what else you'd like to try instead.
 
"Io we can't leave him behind that's for sure, is there someone more versed in the arcane that might help us? Baird wasn't sure who could help in this instance, but had an inkling that Io might know someone.
 
"There might be at the main camp - after all, both the Order and the mercenary companies should have brought their best healers with them, right? Other than that - I don't know. Maybe the locals have some way to deal with it" - she looks in direction of Veskassdak - "or we have to hope that things get better over time."
 
Renna shakes her head. "I fear that he requires the use of healing skills far beyond what I am capable of, and only the clerics at the main camp can bring to Gordib what he needs. Unless Veskassdak has some knowledge to share, we need to have an escort take Gordib back to the camp to try and restore his mind."
 
Wren looks at the man with sympathy in her face. "We can't leave him here like this. We have to help him, if we can. Lets make ready to take him back to the camp."
 
Veskassdak spoke up at the suggestion that he may know a remedy for Gordib's malady, "Not know cure. Not ssshaman. Bring him to camp bessst. Then look for nexsst thing needed to fight green-mammalsss, orcsss. No forget enemiesss."
 
Seeing everyone in agreement Baird spoke, "It's settled then, we need to get Gordib back to the camp. We can't just rush in blindly and it will give us time to plan strategy as well too."
 
Renna is relieved to hear that everyone is on the same page. "Good. Now, before we get started, does anyone still have injuries from the fight yesterday that I can tend to? No sense in traveling into potential danger at anything less than full strength."
 
Wren shakes her head. "I have no need of extra healing, thank you. I'll start to break camp, since the sooner we leave, the sooner we can get back to dealing with the orcs in the area."
 
As far as you can tell, there is no need for additional healing. Thus, you all prepare to leave, collecting the few things you used yesterday and eat something before heaving Gordib back onto the raft - starting your trip in north-western direction, where the main forces are gathering for the decisive attack. Between Io's description of where the camp is (thus far, only she has been there) and Veskassdak's knowledge of the swamps (while you might not have been here yet, you know that there is mostly one area large and dry enough to have an army encamp there), you manage to navigate your way through the swamps, mostly uninterrupted by the local fauna.

It takes you about three quarters of the day until you reach the secure path Veskassdak pointed out days ago, back in the camp before your travel started. Just as it begins to rain, you can spot it to your left, tracks of carts, horses and footmen recognizable in the mud. That said, there is noone to be seen yet, just a lonely scavenger searching for anything left behind. Another hour passes until you see the first few tents in the distance, and hear the noises of hundreds of soldiers and horses awaiting the upcoming battles. You jump off the raft (or limp off of it, in Gordibs case - while he still is as absent as in the morning, he at least gathered that much control over his body once more), and follow the track towards your destination.

From what you can tell, things look rather chaotic - as it seems, this part of the camp belongs to one of the mercenary companies, and it looks as if hundreds of people would just have put up their tents in random places, all in different colors, and of different sizes. Amongst the soldiers, you can spot more than a dozen different species, including half-orcs, a group of ifrits, and even a horned tiefling sitting next to one of the camp fires. Certainly not members of the Order, the King's Guard or the Army of the third Prince - most likely, these fighters belong to the "Forgotten", known as the scum that is too different to fit in anywhere else. Given their own nature, your group does not get as much attention as you might have expected - except for one person, noone seems to worry too much about your arrival. Clothed in a fine, dark blue robe, resting upon his walking cane, a white-haired halfling musters your approach. He looks slightly out of place in the midst of the others, the symbols of the All-Seeing Eye, guild of the most powerful magic wielders, on his clothes and a golden necklace indicating a rather high position within its ranks.
 

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