Covered in rain, sweat and blood, you gaze around at the survivors. A cheer goes up. They clasp hands to your shoulders, crying and thanking you. Everyone knows who saved them. Officials come from the gate offices with sticks and tallying boards to check the survivors' condition and to make sure they brought none of the Deepwood in with them. After a time the survivors begin to disperse into the city, but not before they gather up iron from amongst them as a reward.
ALL OATHSWORN GAIN 1 IRON EACH FOR EVERY REFUGEE (LOCATION TOKENS AND TIME TOKENS) THE FREE COMPANY HAS
IF YOU HAVE 5 OR MORE REFUGEES, ALSO GAIN A FREE COMPANY TRAIT (MARK THIS ON YOUR FREE COMPANY SHEET)
LOSE ALL REFUGEES AND RATIONS
PLACE ALL LOCATION AND TIME TOKENS BACK IN THE SUPPLY AND ERASE YOUR RATIONS FROM YOUR FREE COMPANY SHEET
The captain from the wall approaches. He removes his helm.
"It wants to see you. Follow me." He leads you through the swarms of people, and up a stairway that clings to the side of the outer walls of Verum. He stops at the top and points, unwilling to go any further.
It is unclear if it is shadows that hide The Watcher's visage or if its very face is made of them. It walks slowly to the edge of the wall and looks at the new crowd you have brought with you.
"Report," a rasping voice commands from within the cowl.
It listens as you detail the fall of Bastone, the keening cry of the witch and the trials of the Deepwood. Although its robes pulse and flow with the wind, it seems not to move nor react to any of your tales of woe.
"Leave me," it says finally. You, all too gladly, retreat from it. There are many unnerving things in the world, but the Watchers really set your teeth on edge.