Next week will be less shitty than previous two, so I do hope I will get back to ye olde daily updates.
Alexandria
No problem with having a room. That costs you an Imperial to host all of your gals remaining in a decent motel for two days. The rooms have only basic items of furniture and are a bit small for ones of your kind. Those are a standard square rooms. The whole building is quite old, but is obviously state-built. You even mention an insignia of dwarven factory on a brick of the wall on the place where a small piece of stucco fell off. Looking into the window, you mention that the whole city's architecture is a strange mixture of squat, angular and thick-lined dwarven style and the typical modern elements of men, like standardized design and thinner lines looking up to the skies.
You hang around for two days in a city that is slowly integrating into Men's Empire. Your artillery units attract lots of attention, and soon a commissar comes to visit you and, in fact, asks you politely to sacrifice those willingly to the Armoury of Men. You think to charm him at first, but then you remember those pesky lists all over the city promising 100 Imperials for a dead mage and 1000 for a living one and wisely decide not to risk with revealing yourself. you give those and receive a small gratitude of an Imperial for each of those given.
You see dwarves gathering around the Sea department and freshly raised City hall, some wishing to leave the territory under Men's control, others wanting to stay and define themselves as a citizens. You mention a few Kriegsmarine ships visiting the bay and leaving. One of them seems to be damaged badly and hardly afloat. You also manage to purchase the tickets for your whole company, which drives your funds to total zero, however. Literally. Those were hardly enough to get you a third-class places.
Finally, the day of department comes. You gather your poor belongings and head to the pier. There a whole damn lot of dwarves are, hustling and bustling all around, as well as some businessmen of different nations. You stand about two hours in a queue to get onboard of SS Intergar, the transport ship of one of the largest dwarven companies. You finally end up in the third-class saloon, where a lot of dwarves sit, with their faces grim, tired, exhausted, hopeless. Whole families are here, as well as individual dwarves. The noise of working engines is horrible, and when the steamer starts, it gets even worse - the last bits of air seem to be breathed out by machines and the grim horde of dwarves in the steel belly of the ship.
Youк company sits around without a word on the huge piles of rags you managed to hide your guns into. Yes, you managed to smuggle the guns and save them from commissar. Any actions or just go on?
UltraValican
You draw your gun, just in case, and run down to locate the fire. As you yell, they hear you and raise a happy cry in their ranks. The smoke intensifies on the first floor, and firу is goddamn everywhere here, as well as clouds of smoke. [1] You haven't expected the smoke to be that dense. It hurts your eyes badly, casuing you to shut them immediately in order to save them and it chokes you badly as well, causing you to fall on the floor, dropping your gun. You fail to pour magicked water on that matter. Get out of there, dude.
WhitusOpus
You put on your coat and make yourself look as serious and mean, as you think a member of whatever band could ever be. You head towards the border pass and try to walk along, like if you do it every day. [4-2] (You have -2 roll to social interaction like that, look at your charlist at the OP) The guard, however, stops you and asks if he have seen you before. You pull out an Imperial and rasie it to the level of the head, holding it in two straight fingers, so it is now between your face and guard's face. "Ah, now I recognize you, good sir. Enjoy your stay."
So you're in. What do you do now?
Caerwyn
[6][5][1] You all reach for Zigfried and hold his red glowing gauntlet from popping out to view and revealing your position. You hear the whole bunch of soldiers rushing into the dungeon, probably searching for intruders there. While you and Alexander are holding Zigfried's hand - it takes your collective effort - Urast reports that there are four guards left outside - two on front gates and two on inner gates.
Zigfried's hand still glows, but it now seems to obey him again. You look around the tower you're in. You find some formerly red rags here, too. You guess those were the banners that are usually hanged over the fortress walls. Now, those are half-rotten rags. Zigfried tears a long strip and wraps his glowing gauntlet in order not to reveal the position.
Alexander throws a look around and presumes that you may try to escape via sneaking.
Still want to shoot?