Brier
Brier manages to repair his Weave Cracker, but he couldn't do much more than that. Its longevity isn't much better, but with the little amount of sleep Brier had it's amazing that it was successfully repaired in the first place. He immediately puts his piece to work on another door in the kitchen, which cracks open leading to what appears to be food storage. Amazingly the machine withstood the breach, but until it gets a much needed upgrade, Brier supposes it won't be put into use any time soon.
This new storage is incredibly cold, with a closed off area that's far too frigid to just waltz on into. There's not much food, and anything he can find isn't worth eating. The only piece of food that seems unspoiled is an apple. Something seems off about it though, so Brier decides to leave it where it stands.
As Brier exits the storage and double checks the locks on the kitchen door, the overworked elf passes out where he stands, falling to sleep on the kitchen floor. Brier will not be awake until midday tomorrow.
Veranus Tigerclaw
Not trusting unknown strangers, especially caravans of them, in this bizarre land is the only way Veranus knows to ensure even a little safety for her saviors. She holds a small meeting with those that seem unable to defend themselves informing them all to stay in the barracks while she and the other fighters check out the caravan to make sure it's safe.
She offers herself as a representative of the group, and the necromancer has a little chuckle at the idea. After a few questions, and some mild debate between onlookers, everyone in the courtyard goes to the barracks, and Veranus goes back to her shelter under the obelisk-like statue she has claimed "ownership" of. The idea of having to eat another of her disgusting rations causes Veranus to lose her appetite, sending the woman to sleep with no supper. Something she loathed doing.
Forrel de Yahmiz
Forrel is taken back to the castle in mere seconds by the large spirits, who quickly return to their lair. A meeting was already taking place, so Forrel takes the opportunity to share his findings with the rest of the group, which the scholars delight at. They quickly drag Forrel off to have him help write down the information. Having no chance to escape, the shaman ends his day with a rather uncomfortable rest with the men and women that dragged him off.
Cicatrix Greywood Greenflower
Cicatrix attends the meeting, while working a bit more on her home. The woman who gave her the bones proposes to represent the group when the convoy arrives. A rush of nostalgia fills the fallen queen's mind as she remembers when she would make similar proposals to her father. She chuckles at the memories. The young Forrel person talks about the mage king, which causes Cicatrix to recall her father having an old friend named Solom who died hundreds of years before her birth.
Having her temporary home mostly completed, Cicatrix takes another whack at the plants in the garden, this time knowing not to be aggressive. She studies the weave of the plants, something far more complex than the doors could ever hope to be. It seems that the plants mattered more to this Solom person than anything in the rooms he had locked. As time goes on, Cicatrix notices that the weave is still going on, and she quickly abandons the idea of being able to break it.
She begins talking with the plants that will answer back, and finds that these plants would be rather useless for her army and home, as they are locked in that endless weave to keep them from destroying themselves. They'd go extinct long before she'd have the chance to incorporate them into anything.
She takes mental notes of plants that grow fruit or have venom, then goes back to her plant-house. Cicatrix eats a ration, and begins to gag. A few hundred years in prison, and the first meal she gets after finally having a proper room is more stale and salty than sin itself. She coughs down the rest of the ration, and quickly begins gulping down some of her drinking water to wash away the taste. She nearly passes out from the experience, but eventually manages to fall asleep.
Ba'gandi Kashi
Ba attends the meeting, offering himself as a guard for those who'd be hiding in the military wing. The bizarre bird-thing comes back and starts yammering about someone Ba didn't particularly care about. The whole caravan affair doesn't sit well with Ba though, it feels too familiar to an experience he had after Hyperion's attack. He can't put his finger on what it could be, and eventually gives up on thinking about it.
To take his mind off of things, Ba perches himself at the only entrance the caravan can reach this overly-huge complex in, sniffing around in the direction of the other paths leading out to see if there's anything worth exploring eventually.
Ba spends the night guarding the entrance and sniffing around. A cave to the east is smelled, and there appears to be something behind the building birdy called the hub.
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The night passes with no spectacular events. It is now morning, and the NPCs are huddled in the barracks. The caravan has arrived. Everyone(excluding Brier) has confronted the caravan.
A rather portly fellow in an extravagant robe lined with golden linens steps out of the leading carriage, surprised to see people actually here. Ba recognizes the person and suddenly realizes why the situation felt familiar. It's a merchant he worked for, one of the more annoying ones too.
A few mercenaries step out and pay the merchant, apparently they were just passengers. The lead mercenary is a rather large male human, covered in scars from head to toe. He has short black hair, tan skin, and one of his eyes appears to be gouged out. He stands at about 8'7" and seems to be uncharacteristically somber. On his back is a colossal sword that's only slightly shorter than him, it's about the width of three people, and has no guard. Its handle would require at least six hands, and is wrapped in a bloody cloth. How such a weapon can be swung by anyone is a mystery to the group.
The merchant says they'll be staying for the next two days and will come around once a week for two days every time. The portly fellow is acting uncomfortably close to everyone.
The civilians in the barracks are told they can come out by a rather disgruntled Ba'gandi.
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It is morning. For the next two days anyone can interact or RP with the merchant or mercenaries.