The man-at-arms turns away from you to confer with his fellows, speaking too low to hear from the ground. Finally, he shouts the order; the drawbridge is slowly lowered and the portcullis raised with all the sounds of clanking chains and creaking wood. Two men-at-arms come out to meet you, one being the man who just questioned you.
"The Castellan sure will be glad for another band of adventurers to help tame his lands. And coin and news are always welcome. Now if you'd kindly stow your arms and follow me."
Passing through the gate, complete with arrow slits and murder holes, you find yourselves in a clean and well-swept yard overlooked by the massive guard towers at your backs. The yard is fronted by a locked warehouse and a stable, with an that alley leads to the rest of the keep beyond. Coming up to meet you is a retinue of two men-at-arms, a robed scribe, and a splendidly-dressed man in shining white plate mail and mustaches.
Sir Baldwin, Corporal of the Watch
"Well met, travelers. I heard of the weariness of your journey, so I'll make this quick. I am Sir Baldwin Godfried, the corporal of the watch here. Here's the short of it: as long as the Castellan and I are in agreement, my word in this keep is law. That means I'd better not hear of any trouble coming out of you lot. If you're lucky, you'll only be banished from the place."
The scribe beside Sir Baldwin and the two men makes sure to get each of your names (whether you give up your real one is up to you). Two hands take Isolde away to the stable, and Sir Baldwin offers his young squire to show to the Traveler's Inn. As you leave with the squire, the only people Sir Baldwin seems happy to have met are Sir Norris, Darlene, and Natassia—though he doesn't seem to recognize the knight beyond his crest, and one could argue that he seems a little too happy to see the ladies.
The sun sets rapidly as you walk, painting the sky a brilliant rose color. The street is quiet, with only a few people sweeping their storefronts or strolling. The air is sweet with animal musk and sweat, and it carries the whicker of horses, the hum of conversation, and the rhythmic hammering of a blacksmith. Down the alley from the entry yard, Sir Baldwin's squire points out to you the smithy, the provisioner's store, the trader's store, the loan bank, and the guild house before stopping at a small fountain square. The fountain is flanked by the aforementioned Traveler's Inn and an unnamed tavern, and it is here where the boy leaves you.
"If you have any questions for the Corporal, find me or one of the men-at-arms. They all answer to him."
With that, the Keep is yours to explore.
OOC:
That's that for introductions. Long scene, but feel free to go back and do any roleplaying you want. Also, here you may want to shed your extra PC.
[ +- ] Status
6:00 pm — July 18th, 1250
Carl, human cleric 1, 3/3 hp
Fred, human fighter 1, 8/8 hp
Farem Dor, human fighter 1, 7/7 hp
Bofum Dor, human fighter 1, 4/4 hp
Eltrezar, human magic-user 1, 4/4 hp
Kraagor, dwarf fighter 1, 9/9 hp
Natassia, human acrobat 1, 4/4 hp
Darlene, half-elf ranger/druid 1/1, 2/2 hp
Ezra, thief 1, 3/3 hp
Delfarious, human illusionist 1, 4/4 hp
Sir Norris, human knight 1, 9/9 hp
Robin, half-elf thief 1, 5/5 hp
Talyndra, elf 1, 2/2 hp
Father Petronius, human cleric 1, 5/5 hp
Fadrielle, elf ranger 1, 4/4 hp