As we navigate the woods beyond the Manor, Quicknife moves with haste. His pace is challenging to match, though we manage and retain vigilance for any other disturbances in this foul wood. Sensations of being watched yet utterly alone conflict with one another.
We cross some distance before the fatigue of battle with the flesh mound prompts Quicknife and Belmont to stop to rest. As the hour passes, I call the attention of the others, note that they have impressed me, and propose an extended partnership for our tour of Barovia. I state the two rules I live by: that my word is my bond (including that, for my companions, I will inform them of any conflicts of interest before making decisions), and that I will bring immense suffering and death to those who betray my trust. Quicknife tastelessly jokes that it means he will have to immediately kill me if he plans on betraying me, and I glare at him until he returns to silence. This is no place for the lesser species' humor, but I remain largely unknown to him, so it is a forgivable error. I will remember this moment, in the event that his joke portends actual betrayal.
The others accept my offer, for the time being. In mention that we will need to rally to survive this cursed place, Lenore seems uncertain that it is indeed cursed, but is reassured of that truth by Belmont and the others. I mention that I came here intentionally on business, and at their questioning, state only that a rumor must be investigated and its validity influences the entirely of my kind. There is no need to elaborate in full until a development arises that justifies my concern. In goodwill, I offer to have a shortsword made for Quicknife from the ghast claws, granting the hypothetical weapon some paralytic properties.
Finished with our rest, we continue along the road. The sun seems to rise, blocked as it is behind a dense layer of clouds, as we come upon a great gateway of stone. Two towering statues rest in vigil at either side, beheaded at some point in the past. The stench of decay draws us to a nearby corpse clutching a note from the "Burgomaster" Kolyan Indirovich, speaking to his fears of losing his adopted daughter Ireena to the Vampire Strahd. I take the note as we depart. At the gates, we see the way into a village; I utilize my lesser psionics to alter my appearance to that of a human, and announce to the others that my name in this form is "Mannheim Huleman."
We enter this forsaken town, Barovia, to the distant howling of sobbing over decrepit rooftops. This bland village has been palpably subjected to terror hundreds of times over. It reeks of rotting wood and death, and broken stone and dirt smudges are everywhere. This early, few if any establishments are open, but we do find our way to the Blood on the Vine tavern (formerly Blood of the Vine) and make our entry. For all the diversity common in humans, these people evidently struggle with variance in their naming conventions.
The bartender welcomes us (though surprised at Quicknife's appearance), and the goblin wastes no time in closing distance between himself and the alcohol. Kalazorn inquires about whiskey, but is immediately disappointed. The only thing offered here is wine, and Talin quickly consumes what is poured into his tankard. I begin asking the misshapen bartender questions -- his name being Arik Lorensk-- but he cowers away to continue his tasks even as I offer to pay for information. Simultaneously, we are met by a human of some stature, Ismark: brother of Ireena, son of Kolyan. With the death of his father, he has been promoted to Burgomaster of Barovia, but appears none the better for it; I put forth my best efforts to sympathize with his sadness, but a dead human and a promotion would generally be cause for either apathy or praise. Life within the unity of the colony is different by orders of magnitude to the petty existence of humanoids, doubly so to those trapped in Barovian squalor. I have been without it for what feels like an eternity, but it continues to present reflections of immense contrast.
At his table, we discuss many things. He intends to request assistance, but is hesitant to speak in front of the women at a nearby table who continuously eavesdrop on our conversation. I maintain eye contact with them as I continue to speak with him at audible level, broadcasting my impatience with this half-hearted game of conflicted intentions. He refers to them as the Vistani, that they are nomadic bohemians of some kind, are favored by Strahd, and that they own this establishment. I make it clear that, for whatever assistance we agree to help with, we will begin the negotiation with a map of the greater Barovia region. I want as much information on this place and its landmarks as possible. He is hesitant to agree, but says to meet him in his home-- the Burgomaster's mansion on the Southern edge of town-- when we are ready to speak in private. He departs, and I expect more is to be learned from him before long.
The others join the trio of Vistani females (Alenka, Mirabel, and another with a rather forgettable name: Sorvia?) at their table. They are playing a game of cards, identified as Tarokka. I don't understand its purpose, but it appears to be a tool of fortune tellers, given the direction of the conversation. They speak widely of the Vistani, who claim to be able to leave Barovia at will, and supposedly sell potions to allow others to pass through the fog unharmed. They also speak of a grand fortune teller, Madame (Eva? Ava?) in one of their encampments. They mention various things to the curiosities of my companions: that the people of Barovia have old souls (or none at all), and the soulless are consumed by fear. They suggest that we stick to the main roads, such as Old Svalic road, which "passes through Strahd's domain" and connects the three settlements Krezzk, Vallaki, and Barovia. At mention of the Durst manor, they say that its inhabitants died centuries ago, and that "everyone knows to avoid it and the house's evil." Belmont gives them the entire story of our journey within as a means of appealing to their nature as storytellers, and I am careful to listen for any references he makes to my true nature. He is cognizant of my caution and makes no mistakes.
My companions thank them for the wealth of information (eager to get on their good side, if it means a guaranteed exit strategy from this place), before we depart for the Burgomaster's house. I am circling in thought about how suspiciously joyous these colorfully-dressed people were, particularly for the grim state of everything else in this place. They appear immune to the darkness of the shadow cast over everything else.
We arrive at the Burgomaster's house, its grounds devastated and scarred with battle damage of teeth and claws. Invited within, we are reunited with Ismark and introduced to Ireena, who is cautious to us. They have the cadaver of their father, Kolyan, prepared and ready to be taken to the church for burial rites; he fell to the wolf attacks upon the house, prior to one of the instances Ireena was bitten by Strahd. I'm interested to see if she was bitten upon the neck and shows any signs of vampiric transformation, but her high collar guards her neck from view.
As Lenore moves to the body to offer a prayer, I stand at its opposite side and look upon it in assessment. I refrain from asking if I may harvest his brain, but only barely. While we stand over the body, the siblings discuss their father, their experience of loss, and their intentions for getting Ireena to Villaki for safety (though she refuses until their father's body is given its rites). When I have an opening, I confirm with Ireena that Strahd has continuously targeted her, obviously wanting something from her. She claims the experiences are all without clear memories. I ask if she's put any though into leveraging his desires, such as threatening him with suicide if he does not respect her autonomy; the question seems to shock the others, but I present it with sincerity. She states she'll consider that tactic, but I sense her hesitation.
We agree to help with the preparations necessary for the funeral, despite Ismark's hesitation in offering a map (even as I repeatedly reiterate its necessity for our travel). Belmont seems eager to help with both this task, and to eventually engage Strahd-- the vampire may be a bastard, but so long as he does not intercept nor interfere in my business in Barovia, I would leave him and his schemes be. Quicknife mentions similarity in assessment.
With not enough time left in the daylight hours, the others intend on questioning the crying woman we heard on the way into town. Knowing my disguise is due to wear off, I mention that I will remain with Ismark and Ireena.
Alone with them, I give them proper notice that my appearance is due to change. They stare in fear as my form is revealed, but I maintain my stance without movement in the seat facing them. As they understand I do not pose an immediate threat, Ireena mentions that-- of all the many travelers who have come to Barovia-- she has never seen one like myself. I respond only that it is to be expected, and that my people hail from the Underdark, the World Beneath the World, and they do not often venture forth from it. I continue to speak with them, observing their morbid, fearful fascination as I remove another specimen jar from my pack, and artfully consume the brain within the brine. As this conversation sees its conclusion, they know exactly what I've told the others: that I stand by my word, and that there is no tolerance for betrayal. They ask for few other details before cautiously returning to their own devices. I reiterate my desire for a map before returning to my studies.
I suspect they won't be having consistent nightmares about vampires anymore.