For a moment you consider trying to push onward. Those ziggurats fascinate you and likely are where all the good loot is. But a quick look at your companions makes you think better. They are clearly painting and strained and -ugh- sweating. They probably don't have a lot left in them. You have not lived as long as you have without having a clear understanding on when the time is to retreat. Sure you attack the city and rant about your grandeur but one has to know when to not overstay your welcome. You live forever, you can always come back. Any defeat is merely a setback. "There's too many of them, we've got to retreat. Banngard is too far. We should be able to make it to the wizard's tower though, and even if he's a threat we can handle him ourselves if there's a fastness keeping the horde at bay." You say to Emelda, and you turn to shaping a wall of ice to block the gateway, not even waiting to hear if she agrees or not. Ice is very good at this sort of thing. When you've finished temporarily sealing the way behind you, you turn to see your companions already ready to go and starting underway. The sound of weapons chipping into ice and the pounding of hordes of feet follow behind you. If you had thought the fast pace set chasing your quarry here was bad, two hours of straight up sprinting the other way is outright suffering. One day you will destroy all swamps in your territory. The sight of the guard tower turned wizard lair is a merciful break from trees and muck and slime and muck and insects and muck. You don't know how much time your wall bought you but so far it seems that any pursuit hasn't caught up. The tower is tall and aged, but with a stout wall of oak, which is clearly warded. Emelda tries the door, finds it unsurprisingly locked, and then slumps exhausted against the stone wall. "Does anyone know how to pick locks?" she pants out. Agni shakes his head no. You definitely can't. You've never even bothered with locks in your lair, because anyone who could make it your lair was hardly going to be stopped by a lock. Sindri smiles, taking from his shoulder a very animated Zeno. "I can't pick locks, but I do have a certain friend who can." There is a distinct schluping noise as the little creature slips under the door holding a lockpick. You sit there and rest and scan the horizon for enemies as the sound of clicking from the other side of the door.
Eventually there is a particularly loud click and the door swings open. The four of you rush and slam the door behind you. The inside of the tower, what was once an austere military garrison has been turned into a ramshackle laboratory, filled with all sorts of strange glass shapes filled with oozing liquids and dark shapes of creatures. At the top of spiral stairs that lead higher, a figure you assume is the Wizard Xolair stares down at you. He is dressed in thick flowing robes that are dark green with golden toads decorating the green, and a white hem. His face is obscured by thick white sideburns and his hair covered by a large pointed hat that is the same pattern as his robes. "Judging by the fact that you are more concerned with closing the door behind you, I am assuming that you are in fact not here to kill me for whatever imagined evil deeds have been attributed to me lately. I am sure you understand that when a band of what are clearly adventurers break into one's tower, one becomes concerned about their intentions."
Your party exchanges glances. You haven't met a hostile reception, but you don't exactly trust the figure you assume is Xolair right now. Fortunately Sindri steps forward to fill the silence, flashing his rows of pointy white teeth. "Our traveling band stumbled upon an orcish encampment while exploring the Morass, and were forced to depart quickly with a warband behind us. We weren't sure we could make it all the way to the city so we thought we could take shelter in this tower." It's not exactly the truth but neither is it a lie. If Xolair notices the tension in the room, the way that everyone is ready to spring into battle at an indication of hostility he does not show it. "Orcs huh? Well I wouldn't recommend riling them up. I'm almost never bothered by orcs here. They used to sometimes ask me to arbitrate some disputes but they don't really do that anymore. I'm not really one for visitors but I suppose you can stay for a little-while, as long as you don't break anything. Oh and never ever ask me why I do things. That out of the way- Dinner?" He doesn't even wait for a response, he just turns and walks upstairs. Another series of glances are exchanged before a silent decision is made to follow. Better to keep in sight and you may as well accept hospitality.
Soon you are seated around a large lumpy, possibly breathing round "table". You are offered a muffin that appears to have been made from mushrooms, and a truly foul smelling fish bashed drink. You respectfully decline. "So why did you choose to live here? I have not been in this morass very long and I have already decided that I hate swamps." Xolair chuckles, "I am attempting to breed the largest species of toad that magic can enable. You can see my progress so far, Hubert here is tremendous and very well trained. Isn't he doing a great job at the table? Yes he is, yes he is. I think I can do better though I'm hoping for at least one the size of a large wagon, I'm just gonna keep going until I can't anymore." This revelation explains so much about the character of the table. You are about to ask why this man has devoted his life and magical talents to producing particularly large amphibians when you remember that you were advised to never ask why. Everyone keeps on polite smiles, pretending to consume the food- except Sindri who is guzzling the fish based beer. Mercifully Xolair soon excuses himself claiming he needs to return to his work and points you to a floor that was once a barracks where you can stay the night. It is not a comfortable berth, the tower is cold and slimy and the entire building rumbles with a thousand croaks at night, but it is safe. Tomorrow Emelda groans clutching her gut, she will get us an audience with the Archon.
You stand awkwardly in the reception room of Ban's Keep. You honestly have no idea who Ban was, or why the city is called Banngard or if there was a person named Ban. Frankly you had always assumed it was some weird name for the gap it guarded, but the name of the palace makes you wonder. With Emelda currently on bedrest with her sounds, Agni tending to her, and Sindri significantly hung over it has fallen to you to speak for your companions about recent events. Your feet slip slightly on the cold polished marble, and the imperious and impassive gaze of the Archon's guards are only exceeded by the busts and portraits of countless generations of previous rulers, all gazing at the interloper. Another person might be quite intimidated or daunted, but you of course mostly find it just obnoxiously austere. The Grand Dukes had excellent style, all these suits of armor and unflinching guards is just ... .boring. Eventually the Archon Militant himself arrives, and the sea of soldiers parts around him. His sabatons clank as he advances upon, clad in sable finery and with a light Vair cloak. Around his brow is a simple iron band and at his side is a ceremonial mace. It takes you some time to read the expression on his face. Eventually you realize that it is disinterest, almost boredom, an expression that you have never previously encountered facing your direction. You do not like it.
"When I deigned to grant my wayward vassal a meeting, I did not expect her to send one of her traveling companions in her place. Particularly not you, Madam Elf. I would expect from what I hear of your recent time spent in my city that the vagaries of human life do not seem particularly high priority to you. This is not your land, its people not your burden to defend. Tell me this Wryss, before you speak on what Emelda claims to have seen in the swamp. Why is it that you care about all this? Why come speak to me if Emelda could not-you hardly seem a natural courtier."
[ ] "I don't" Maybe it's not the answer he expects, maybe it is. But this means as little to you as anything else. You'll finish the adventure with this meeting but after that you haven't decided if you'll stick around. It depends on your whims.
[ ] "I'm incorrigibly curious." Oh sure you don't really care about the city or its people per se, but you've enjoyed the process of investigating more than you've enjoyed anything for a while. You still have much you don't know, hopefully you can spend more time outside of swamps, but you want to follow the clues.
[ ] "Honestly I'm just horrifically bored." It's generally not your way to admit any kind of weakness but the Archon seems to have a certain amount of the information anyways- perhaps equivocation would be unwise. Besides maybe he will have a suggestion for something more interesting you could do-something that involves far less swamps.
[ ] "Emelda was too wounded and the matter was too urgent to wait." You don't like leaving matters half-finished. An expedition without the report is only half the task. You like to complete the whole task. It's more elegant that way.