
Kamakulzar strides out of the thinning marsh haze, one restrained captive over each shoulder like burdensome trophies. At the gate, the Captain and the scattered guards stare, mid-retreat and mid-argument, as if they have not decided whether to run or pretend they meant to wait here all along.

Kamakulzar
Lock them away. The two guilty ones.
The Captain’s eyes flick to the ogre and the companion, then back to Kamakulzar’s hands, the mud, and the club left lying behind in the track. The guards bunch tighter, suddenly aware that the situation is being handed to them.

The Captain
Guilty, perhaps. Alive, certainly. Fine. Take them to the holding pen, and somebody fetch rope.
Two guards edge forward at last, not brave enough to touch Kamakulzar, but brave enough to gesture toward the side yard. The companion twists weakly under one of Kamakulzar’s grips, while the ogre hangs limp, helpless and public in defeat.

The Companion
They mean to cage us like beasts. Let them watch. Let them remember this.
The Captain stiffens at that defiance, then points harder toward the yard. The gate crew parts, making a lane for Kamakulzar and his trophies, and the fortress turns its full attention to the drag of the captives, not the swamp beyond.
✓ Quest Accepted
Bring the captives to confinement
“I say, can your jails handle these two, they're desperate”
SUCCESS (Great Persuasion, rolled +3)


Kamakulzar
Can your jails handle these two? They look desperate.

The Captain
They had best. If they cannot, I will know exactly who to blame for the breach.
That lands. The Captain’s mouth tightens, then he gives a short, unwilling nod, as if Kamakulzar has shoved him into admitting the obvious.

The Captain
A cell with stone walls, iron bars, and three locks. More than enough for two bound prisoners, and more than enough for the hands I have left.

The Companion
Stone, iron, locks, he talks like a man selling strength. At least he sounds afraid of you.
One guard snorts despite himself, another flinches at the companion's jab. The Captain points, not at Kamakulzar now, but at the yard beyond the gate, conceding the route as much as the prisoners.

Old Tusks
Good. Let the walls meet them. That is what walls are for.
Quest Complete
Bring the captives to confinement