Who'd have thought these light wraps were so cumbersome? Asteria thought as she followed Ed back to the burrow, mother rat tagging alongside. She also wasn’t entirely certain what to think of the humans, but at least they’d let Ed go, despite thinking he may be a ‘Deviant’, whatever that was. They’d also mentioned them being ‘a sign of the Spirits’ and she wondered if that was just a religious or common saying, with the spirits being the equivalent of what people would either term fate or gods back on earth. Of course, they could also have been referring to a mythologically indicated event or an actual existing spiritual being that odd things were correlated with…One couldn’t dismiss even the most outrageously fantastical explanations, in this world.
Once at the burrow, Asteria removed the arm wraps, and coaxed them onto Mother rat. Peripherally, she observed Ed taking his part of the loot. “That might be too heavy for you,” she warned. “These were for me, so I’m passing them off to mother for now. I wouldn’t mind building more strength, but I’m not willing to risk my speed for it.” She waited for the Ratman to take his pick, then turned to gaze at the remaining items. “Ooh, you left the metal knife for me? That’s great, though it may be more useful as a utility item rather than a weapon…” she trailed off, and took the knife into her paws, swinging it around a few times, taking care not to spook or worse, injure her companions. It definitely seemed more of a slashing weapon, so she doubted if she could pierce enemies with it the way she had with that stinger. If it didn’t turn out to be too unwieldy, she’d try it out at the very least.
Asteria also took a vine belt, the bone necklace and the rabbit skull staff. She’d store the staff among their other items until she regained her mana and was able to examine it. The bone necklace was stored as well, as it did not seem to have any immediate practical uses. Asteria was fairly sure the necklace was simply a decorative piece, though perhaps it did channel magical energies, which she could find out later. As for the belt, she used it to tie the knife to her tail, its handle secured to the end of her appendage while its blade protruded as an artificial extension from it. She gazed with extreme doubt at her newly wrapped and armed tail, slowly moving it around. If the knife and/or vine belt were too unwieldy, she’d store them too.
“Hey, before we leave, there’s this gnome here that I talked to before we dealt with the bandits, though I think you missed it. It’s willing to make, though I can only guess what it wants as payment. I’d say we could try bribing it with food, because…Well, some gold coin appeared this morning next to where I burned food last night,” she shrugged, slightly embarrassed at not having more evidence to back her claim. But really, while the gnome had said that it definitely did not want blood or dead humans, it had made no mention of what could entice it. “Though it did say the ‘offering’ was the only reason it didn’t eject a non-human from that second room…” she confessed. “In any case, if you feel like trying to offer it something more, we could try that. But I’m also fine with just leaving and carting all these things towards that lakeside city,” she concluded.
"Definitely not a garden gnome," she shook her head, amused. "It doesn't want blood or raw corpses," Asteria shrugged in response to Ed. "I'll see what I can do," she replied, somewhat cheerful now that she was once again relatively safe and unbothered. Then, she found the remaining two vine belts and began experimenting with knotting them together in the most effective manner, setting out to create something that could work as a sling.
Appearance: Ifrari stands at an average 5'9, is fairly lithe, and is deathly pale. He has startlingly blue eyes and long, braided black hair with an undercut. On missions, he will tie it into a tight bun to prevent it from getting grabbed or otherwise obstructing his movements. Outside of adventuring, he prefers dressing flamboyantly, a dark blue jacket with a light blue furred hoodie one of his favourite items. On missions, he will adopt a practical, comfortable, if drab attire.
Personality: Somewhat of a hedonist and a free spirit, Ifrari desires to live an enjoyable life on his own terms. He is a curious sort, especially about different races, cultures, and lands. He's the type who can easily break the ice with a general kindness and affability. Ifrari likes to have fun, and can take a joke even at his own expense. Though he's open even with strangers, he doesn't trust easily and is extremely tight-lipped about what his life before he started adventuring entailed. When in a potentially dangerous situation, however, it's almost as if he's an entirely different man, becoming focused, quieter, and more detached. As swiftly as he can establish connections in peaceful environments, adventuring with a team is honestly often stressful for him, and his frayed nerves can easily contribute to a conflict. Due to a desire to be in control, he feels compelled (and sometimes even duty-bound) to take on the leadership role, a role that reveals him to be a harsh taskmaster. On the occasions that he can feel comfortable with someone else being a leader (those occasions being when he recognizes a person as equally or more capable than himself), he will absolutely want to situate himself as an advisor of tactics and strategies. Though he has high standards, he is not a hypocrite, and will put in more than his share of effort, more than willing to offer a helping hand to those who are honestly in need or show a desire for learning and improvement.
Brief Backstory: Born in the far, far north, in a vast underground dark elven complex within the Barukstaed region, Ifrari was the first child of an average dark elf couple; a hunter father and a priestess mother. At two years old, his younger sister Rielgi was born. His sister exhibited a great magical talent in her early years, and when Ifrari learned she was to be formally tested for the full extend of her aptitude, he convinced his parents to go along and be tested as well - just in case he had some powers too. His parents allowed it, and so the siblings were taken by their mother to a temple for the aptitude test.
Ifrari was found to posses some small amount of magic, just enough to learn a few minor support spells. Though he was pleased to have a bit of what his sister had, his success was overshadowed by the frankly genius level of talent and vast amounts of mana his sister had. Ifrari was jealous and disappointed, because he'd built an expectation that he'd do everything alongside his sister. However, Rielgi was seen fit to be formally and thoroughly educated as a sorceress,and Ifrari was not. Even though they were close, Ifrari realized they would have to tread separate paths. In the end, this separation was not quite as dramatic as Ifrari had imagined; they still shared a living space, had their general education in common, and spent their free time together.
And so, during the period Rielgi spent learning how to use her inherent magical talents, Ifrari had committed himself to learning his father's skill in hunting, though when it came to wisdom and social relationships, he tended to turn to his mother. Ifrari was taught cautiousness, the layout of their underground network, the dangers that lurked both within (rivalry and duplicity) and without (the beasts they hunted - or were hunted by), and once his theoretical knowledge was satisfactory, he began learning more practical matters, such as how to make and utilize traps, how to handle a weapon, how to prepare the prey he caught et cetera. Sometime in his middle teens, Ifrari began hunting with his father's team, and not long after, he found himself a tutor he could trust to learn some magic. The spells he learned were all of a sort that could help in the pursuit and killing of beasts.
Years passed, and he became an established hunter of his own. He would have probably spent many years longer underground - perhaps till his death - if not for his sister. Rielgi completed her training, education, and apprenticeship, and became one of the youngest recognized independent masters of her craft at 18. As it so happened, she had specialized in terramancy, and encouraged Ifrari to go with her take a look at the outside world above ground, where dark elves rarely ventured. There was not strictly any need for the siblings to do so in secrecy, but such a momentous event was not something Rielgi wished to share with anyone but her brother (nor did she want to have it interrupted in any way by another). And so, they planned their expedition in secret. A fortnight later, they sneaked out.
That night...was memorable, to say the least. The lands they saw were cold and desolate, empty but for the snow. The night-sky was covered by storm-clouds, no hints of stars or the moon. It was utterly dreary and bitterly frigid. Hardly appealing. Yet, the wide, seemingly endless expanses of land were something the siblings hadn't seen beforehand. The outside was hauntingly beautiful. They were the only two living beings up there for miles and miles around. As the wind bit into their skin, the air clawed into their very being, and snow relentlessly assailed them, they stood, still and silent.
Moments later, they returned, covering their tracks as they did so. The sibling headed to sleep, each with their own thoughts, and did not discuss the mater until the following night. Then, Rielgi told him, "I want to go south," and "We should be living up there! Just imagine!" some time later. Ifrari wasn't so resolute, but he did indeed want to see above-ground lands that were actually inhabited, lands they'd only been told or had read about, lands that were consistently described as always vibrant and full of life. There might have been warnings of potential treachery in those stories too, but then again, didn't that danger exist everywhere?
In any case, the siblings were struck by wander-lust. However, they needed time to prepare and lay the ground for their departure. A year passed before they set out again. This time, they travelled underground, using established pathways whenever they could, creating their own or going above ground whenever they couldn't. As they travelled southwards, they saw many new things, and meeting eye to eye with the first non-elves and their way of life was quite the culture shock. Nonetheless, they adapted, and explored various villages, towns, and cities, not staying in any one place too long.
Eventually, they arrived in Estival. Ifrari learned of the Adventurer's Guild, and thought this was right up his alley - they had scouting and hunting missions his skill-set fit rather well. There was also the promise of a stable income, the chance to settle but also travel and adventure regularly. Rielgi, on the other hand, had her sights set on studying magic and see how her skills measured up to the best of the best. Once again, the siblings' paths deviated, and though Ifrari still got the occasional visit from his sister, their days of practically being attached at the hip were finally over. When he had been a child, the prospect of independence from his one trusted companion had terrified him, but now, as an adult, he could accept that he and his sister had each their own passions, desires, and purposes in life. Since the time Ifrari had registered at the Guild at 22, he had gradually moved through the ranks, and continues his days as a professional adventurer to this day.
Equipment: His armour is comprised of leather, cloth, and silk, which allows for easy and near-silent maneuverability. Even with some additional enhancements, the protection it offers is relatively minor. Ifrari carries with him a spear, a dagger, a hunting knife, several throwing needles, and a spool of wire. His spear is the most expensive and best crafted piece of equipment, as it is his primary weapon. The spear is sturdy, well-balanced, and can either be used in melee or thrown at an enemy. The blade of the spear has been enchanted to hold five charges of a paralyzing spell, which the caster can activate any time with a key-phrase. The spear's shaft is carefully insulated so the user is protected from being shocked alongside the enemy. When the charges run out, Ifrari can replenish them himself (which he typically does outside of a mission). He carries the spear in his hand, though if the situation requires it, he can always tie a piece of rope on it and sling it across his shoulder.
The scabbards of his knife and dagger are enchanted so as to allow for soundless sheathing and unsheathing. His boots have a good grip, comfortable for climbing and running. Hanging on his belt are several easy to access support items: two smoke bombs, one small-scale explosive bomb, and a bag of poison-laced caltrops. For longer, dangerous solo missions, he may buy a vial or two of regeneration/invigoration potion.
Ifrari also carries some general travelling supplies packed compactly in an easy-to-carry travelling bag (which contains food, water, a spool of rope, bandages, herbal poultices, a pot, a piece of flint, a bedroll). A definite constant among his equipment is also his person a journal (and writing implements), which he uses to sketch explored locations and encountered beings, as well as to make various notes.
Skills: Stealth and observation are practically a habit of Ifrari's, since he has been rigorously trained that noticing details and blending in or remaining unobserved are keys to his survival. The dark elf is extremely meticulous on missions, taking scouting to a t, researching all there is to know about a location and the enemies within. He can make functional, detailed maps of locations and sketches of enemies, which is quite the worthwhile skill for the guild. One of his drawbacks is that his activities take a lot of time and planning. Ifrari doesn't even consider that cautiousness, just a matter of course, though some others might even go so far as to term it paranoia.
Ifrari is a trained hunter, and has successfully utilized his skill for adventuring. He is exceptional at locating specific things or beings, detecting and making use of their various characteristics. He takes exploring and research to an almost obsessive degree, noting any shortcuts, nooks, and crannies of a location. Given some time, Ifrari can discover any and all weaknesses of an enemy that can be exploited - and exploit them he does. Combat-wise, Ifrari specializes in removing single targets or, at most, small groups. He is also a good treasure hunter, as he can remove objects from dangerous locations while minimalizing danger to himself. He is most familiar with underground cavernous terrain, though he's learned how to survive off the land (by hunting, sometimes gathering) above ground as well.
While he might hold on in a one-on-one confrontation (at least long enough to manage to escape somehow), direct fights are definitely not his forte. Though Ifrari has proven to be a capable back-up to front-line fighters, he is very picky when it comes to team-mates, as he absolutely despises recklessness. Unfortunately, some missions are simply too enticing to leave alone and also require a team, so as needs must...
Ifrari has an inherent well of mana just large enough to allow him to cast a limited amount of relatively simple spells. He has a rather wide variety of spells considering he is not primarily a caster. However, he doesn't have a large enough mana pool to use more than two or three spells consecutively, after which he will need some time to recover.
Afanis. A minor illusion spell. Makes target more difficult to perceive and/or locate. Usually incorporated into a longer chant before a mission, so the spell lasts a few hours. The chant: "Light as a dust mote, swift as a swallow, may I be one with the wind, unseen wherever I tread. Afanis!"
Hypnos. A minor curse. Saps energy from an opponent, making them feel weaker and more tired, reducing their ferocity, reaction speed, and general effectiveness.
Paralytos. A minor electricity based spell which shocks the target. The effect varies based on the body part affected; a shock to the chest area will usually knock out the opponent, while a targeted limb will merely have its functionality reduced for a few minutes.
Haima. A minor curse. Ruptures small blood vessels and increases the severity of open wounds, making them bleed faster.
Stasi. This phrase attached to certain other spell-triggers makes those spells inactive until (physically or magically) disturbed. Useful for trap making.
Akouo. Temporarily heightens hearing/sensitivity to sounds. A minor enchantment lasting a few minutes.
Skeptomai. Temporarily sharpens eyesight. A minor enchantment lasting a few minutes.
Aktis. A light based spell which blinds anyone within a meter of the caster. Closing one's eyes negates the effect, while staring directly into the light-ball pronounces it. Lasts several seconds. A short incantation changes the offensive nature of the spell and shifts it to a purely utility functionality, basically altering it to work as a torch.
Appearance: Ifrari stands at an average 5'9, is fairly lithe, and is deathly pale. He has startlingly blue eyes and long, braided black hair with an undercut. On missions, he will tie it into a tight bun to prevent it from getting grabbed or otherwise obstructing his movements. Outside of adventuring, he prefers dressing flamboyantly, a dark blue jacket with a light blue furred hoodie one of his favourite items. On missions, he will adopt a practical, comfortable, if drab attire.
Personality: Somewhat of a hedonist and a free spirit, Ifrari desires to live an enjoyable life on his own terms. He is a curious sort, especially about different races, cultures, and lands. He's the type who can easily break the ice with a general kindness and affability. Ifrari likes to have fun, and can take a joke even at his own expense. Though he's open even with strangers, he doesn't trust easily and is extremely tight-lipped about what his life before he started adventuring entailed. When in a potentially dangerous situation, however, it's almost as if he's an entirely different man, becoming focused, quieter, and more detached. As swiftly as he can establish connections in peaceful environments, adventuring with a team is honestly often stressful for him, and his frayed nerves can easily contribute to a conflict. Due to a desire to be in control, he feels compelled (and sometimes even duty-bound) to take on the leadership role, a role that reveals him to be a harsh taskmaster. On the occasions that he can feel comfortable with someone else being a leader (those occasions being when he recognizes a person as equally or more capable than himself), he will absolutely want to situate himself as an advisor of tactics and strategies. Though he has high standards, he is not a hypocrite, and will put in more than his share of effort, more than willing to offer a helping hand to those who are honestly in need or show a desire for learning and improvement.
Brief Backstory: Born in the far, far north, in a vast underground dark elven complex within the Barukstaed region, Ifrari was the first child of an average dark elf couple; a hunter father and a priestess mother. At two years old, his younger sister Rielgi was born. His sister exhibited a great magical talent in her early years, and when Ifrari learned she was to be formally tested for the full extend of her aptitude, he convinced his parents to go along and be tested as well - just in case he had some powers too. His parents allowed it, and so the siblings were taken by their mother to a temple for the aptitude test.
Ifrari was found to posses some small amount of magic, just enough to learn a few minor support spells. Though he was pleased to have a bit of what his sister had, his success was overshadowed by the frankly genius level of talent and vast amounts of mana his sister had. Ifrari was jealous and disappointed, because he'd built an expectation that he'd do everything alongside his sister. However, Rielgi was seen fit to be formally and thoroughly educated as a sorceress,and Ifrari was not. Even though they were close, Ifrari realized they would have to tread separate paths. In the end, this separation was not quite as dramatic as Ifrari had imagined; they still shared a living space, had their general education in common, and spent their free time together.
And so, during the period Rielgi spent learning how to use her inherent magical talents, Ifrari had committed himself to learning his father's skill in hunting, though when it came to wisdom and social relationships, he tended to turn to his mother. Ifrari was taught cautiousness, the layout of their underground network, the dangers that lurked both within (rivalry and duplicity) and without (the beasts they hunted - or were hunted by), and once his theoretical knowledge was satisfactory, he began learning more practical matters, such as how to make and utilize traps, how to handle a weapon, how to prepare the prey he caught et cetera. Sometime in his middle teens, Ifrari began hunting with his father's team, and not long after, he found himself a tutor he could trust to learn some magic. The spells he learned were all of a sort that could help in the pursuit and killing of beasts.
Years passed, and he became an established hunter of his own. He would have probably spent many years longer underground - perhaps till his death - if not for his sister. Rielgi completed her training, education, and apprenticeship, and became one of the youngest recognized independent masters of her craft at 18. As it so happened, she had specialized in terramancy, and encouraged Ifrari to go with her take a look at the outside world above ground, where dark elves rarely ventured. There was not strictly any need for the siblings to do so in secrecy, but such a momentous event was not something Rielgi wished to share with anyone but her brother (nor did she want to have it interrupted in any way by another). And so, they planned their expedition in secret. A fortnight later, they sneaked out.
That night...was memorable, to say the least. The lands they saw were cold and desolate, empty but for the snow. The night-sky was covered by storm-clouds, no hints of stars or the moon. It was utterly dreary and bitterly frigid. Hardly appealing. Yet, the wide, seemingly endless expanses of land were something the siblings hadn't seen beforehand. The outside was hauntingly beautiful. They were the only two living beings up there for miles and miles around. As the wind bit into their skin, the air clawed into their very being, and snow relentlessly assailed them, they stood, still and silent.
Moments later, they returned, covering their tracks as they did so. The sibling headed to sleep, each with their own thoughts, and did not discuss the mater until the following night. Then, Rielgi told him, "I want to go south," and "We should be living up there! Just imagine!" some time later. Ifrari wasn't so resolute, but he did indeed want to see above-ground lands that were actually inhabited, lands they'd only been told or had read about, lands that were consistently described as always vibrant and full of life. There might have been warnings of potential treachery in those stories too, but then again, didn't that danger exist everywhere?
In any case, the siblings were struck by wander-lust. However, they needed time to prepare and lay the ground for their departure. A year passed before they set out again. This time, they travelled underground, using established pathways whenever they could, creating their own or going above ground whenever they couldn't. As they travelled southwards, they saw many new things, and meeting eye to eye with the first non-elves and their way of life was quite the culture shock. Nonetheless, they adapted, and explored various villages, towns, and cities, not staying in any one place too long.
Eventually, they arrived in Estival. Ifrari learned of the Adventurer's Guild, and thought this was right up his alley - they had scouting and hunting missions his skill-set fit rather well. There was also the promise of a stable income, the chance to settle but also travel and adventure regularly. Rielgi, on the other hand, had her sights set on studying magic and see how her skills measured up to the best of the best. Once again, the siblings' paths deviated, and though Ifrari still got the occasional visit from his sister, their days of practically being attached at the hip were finally over. When he had been a child, the prospect of independence from his one trusted companion had terrified him, but now, as an adult, he could accept that he and his sister had each their own passions, desires, and purposes in life. Since the time Ifrari had registered at the Guild at 22, he had gradually moved through the ranks, and continues his days as a professional adventurer to this day.
Equipment: His armour is comprised of leather, cloth, and silk, which allows for easy and near-silent maneuverability. Even with some additional enhancements, the protection it offers is relatively minor. Ifrari carries with him a spear, a dagger, a hunting knife, several throwing needles, and a spool of wire. His spear is the most expensive and best crafted piece of equipment, as it is his primary weapon. The spear is sturdy, well-balanced, and can either be used in melee or thrown at an enemy. The blade of the spear has been enchanted to hold five charges of a paralyzing spell, which the caster can activate any time with a key-phrase. The spear's shaft is carefully insulated so the user is protected from being shocked alongside the enemy. When the charges run out, Ifrari can replenish them himself (which he typically does outside of a mission). He carries the spear in his hand, though if the situation requires it, he can always tie a piece of rope on it and sling it across his shoulder.
The scabbards of his knife and dagger are enchanted so as to allow for soundless sheathing and unsheathing. His boots have a good grip, comfortable for climbing and running. Hanging on his belt are several easy to access support items: two smoke bombs, one small-scale explosive bomb, and a bag of poison-laced caltrops. For longer, dangerous solo missions, he may buy a vial or two of regeneration/invigoration potion.
Ifrari also carries some general travelling supplies packed compactly in an easy-to-carry travelling bag (which contains food, water, a spool of rope, bandages, herbal poultices, a pot, a piece of flint, a bedroll). A definite constant among his equipment is also his person a journal (and writing implements), which he uses to sketch explored locations and encountered beings, as well as to make various notes.
Skills: Stealth and observation are practically a habit of Ifrari's, since he has been rigorously trained that noticing details and blending in or remaining unobserved are keys to his survival. The dark elf is extremely meticulous on missions, taking scouting to a t, researching all there is to know about a location and the enemies within. He can make functional, detailed maps of locations and sketches of enemies, which is quite the worthwhile skill for the guild. One of his drawbacks is that his activities take a lot of time and planning. Ifrari doesn't even consider that cautiousness, just a matter of course, though some others might even go so far as to term it paranoia.
Ifrari is a trained hunter, and has successfully utilized his skill for adventuring. He is exceptional at locating specific things or beings, detecting and making use of their various characteristics. He takes exploring and research to an almost obsessive degree, noting any shortcuts, nooks, and crannies of a location. Given some time, Ifrari can discover any and all weaknesses of an enemy that can be exploited - and exploit them he does. Combat-wise, Ifrari specializes in removing single targets or, at most, small groups. He is also a good treasure hunter, as he can remove objects from dangerous locations while minimalizing danger to himself. He is most familiar with underground cavernous terrain, though he's learned how to survive off the land (by hunting, sometimes gathering) above ground as well.
While he might hold on in a one-on-one confrontation (at least long enough to manage to escape somehow), direct fights are definitely not his forte. Though Ifrari has proven to be a capable back-up to front-line fighters, he is very picky when it comes to team-mates, as he absolutely despises recklessness. Unfortunately, some missions are simply too enticing to leave alone and also require a team, so as needs must...
Ifrari has an inherent well of mana just large enough to allow him to cast a limited amount of relatively simple spells. He has a rather wide variety of spells considering he is not primarily a caster. However, he doesn't have a large enough mana pool to use more than two or three spells consecutively, after which he will need some time to recover.
Afanis. A minor illusion spell. Makes target more difficult to perceive and/or locate. Usually incorporated into a longer chant before a mission, so the spell lasts a few hours. The chant: "Light as a dust mote, swift as a swallow, may I be one with the wind, unseen wherever I tread. Afanis!"
Hypnos. A minor curse. Saps energy from an opponent, making them feel weaker and more tired, reducing their ferocity, reaction speed, and general effectiveness.
Paralytos. A minor electricity based spell which shocks the target. The effect varies based on the body part affected; a shock to the chest area will usually knock out the opponent, while a targeted limb will merely have its functionality reduced for a few minutes.
Haima. A minor curse. Ruptures small blood vessels and increases the severity of open wounds, making them bleed faster.
Stasi. This phrase attached to certain other spell-triggers makes those spells inactive until (physically or magically) disturbed. Useful for trap making.
Akouo. Temporarily heightens hearing/sensitivity to sounds. A minor enchantment lasting a few minutes.
Skeptomai. Temporarily sharpens eyesight. A minor enchantment lasting a few minutes.
Aktis. A light based spell which blinds anyone within a meter of the caster. Closing one's eyes negates the effect, while staring directly into the light-ball pronounces it. Lasts several seconds. A short incantation changes the offensive nature of the spell and shifts it to a purely utility functionality, basically altering it to work as a torch.
Jandar could feel his teeth grinding together as he stared at Fatima, who happily pranced inside. With a shuddering inhale and exhale, he shook off a small part of his panic. He couldn’t just remain here and gibber incomprehensively; he had to act, to function. The Warlord turned to Dareen, only peripherally noting that any other inhabitants were fearfully keeping to themselves. He gazed down at the Pruulish witch, who was obviously distressed. His mouth twitched unpleasantly as he realized that he couldn’t afford to spend his time dealing with her. “I am going inside,” he stated, surprisingly calmly considering everything that was going on. “Whether you'd prefer to follow inside or wait here…take care,” he told her. What else could he do? Jandar nodded at Dareen, turned around, and entered the bookshop himself.
Proceeding was like wading through waist-high mud; slow, arduous, distressingly endless. All because of that deepest, darkest power. Jandar was viscerally aware, that he could lose his figurative footing and be sucked in to drown at any time. Whenever that man took offense or perhaps even decided to act on a whim. Worst, Jandar could not reveal himself to be Kaeleeran in front of such dubious characters as the shopkeeper. The Warlord forced himself to move forward with a brisk pace, approaching Fatima. “Cousin,” he once again reprimanded, letting annoyance and exasperation suffuse his tone. He saw the one-armed proprietor heading his Lady’s way as well, and glared at the male. This situation absolutely did not need more people. Jandar scowled, moving to stand protectively between the Queen and the owner of the shop. “Scram, old man,” he snapped, a growling undertone to his voice as he gazed disdainfully at this annoyance. He was fairly certain Fatima hadn’t actually entered with the purpose of browsing or buying anything, so they could do without one more complication. Now, the question was only when he would deign to appear.
Jandar’s head snapped to the side, body stilling, eyes narrowing – Fatima had wandered off into a grimy side-street, drawn by something. The aristocrat stilled his ‘wife’, stopping her in her tracks as well, though it looked like she noticed the Queen’s reckless action already. Jandar was apprehensive, both because Fatima had strayed and because he, himself, had rather a bad premonition in regard to what could have possibly drawn the witch into the alleyway. Nothing for it though; he’d have to follow.
“Forgive my cousin, beloved,” he sighed out loud, making it sound as if eccentricity like this was to be expected. Frankly, in Fatima’s case, that was closer to a truth than a lie. “Her flights of fancy occasionally manifest in such oddities,” he claimed, tone mainly dismissive, only the slightest hint of his true exasperation bleeding through. “I am afraid we must follow, though I would prefer you did not have to gaze at this cesspool,” he practically spit out the word, suffusing it with contempt, “much less walk through it any longer,” he concluded. Jandar then gently led Dareen through the alley.
He strolled through the filthy narrow street, adopting a moue of distaste. Faking disgust was much better than the alternative, after all. As they progressed, a psychic scent made itself known, and it sent shivers up Jandar’s back. At this distance, he discerned only that there was a male with a darker jewel than his own ahead. Nonetheless, his step stuttered briefly, heart rate picking up, breaths becoming sharper and quicker. He had a sense that this unknown person might be as powerful as Xandar, if not–
Jandar shuddered, and urged Dareen to quicken their pace, though he took care that they were not hurrying unduly. Their pace was such that it was obvious they did not want to linger – nothing more. Subtly, the Warlord leaned down to ‘Ranina’, whispering in her ear. “Be careful,” was all that he muttered. Worst case scenario, she could take up arms alongside him. Though Jandar was uncertain if Mikhail had followed them into this obscure pathway already, he dearly hoped he had. The unfolding situation would likely call for the Prince’s unique expertise.
The Warlord’s hurried movements brought him and his partner near the dilapidated bookshop shortly. The scent, which is what had presumably drawn Fatima in the first place, was getting stronger, thicker. Jandar’s hold on Dareen tightened, though he did not notice. Nor was he aware that the fingers of his other hand had dug into his own palm, drawing blood. He was still breathing too harshly, pale, wide-eyed, and panicked. Jandar only distantly noted this, and it was with a tremendous effort that he was able to force himself back into rationality.
He was on edge of a realization, figurative micrometers away from grasping a certain understanding, but while his mind whirred and spun, Jandar also acted. His gaze strayed from Fatima, to the bookshop, and back, a cycle he repeated once more before he forced himself to remain fixed on his Queen. “Cousin,” he hissed with feeling, reproof and terror mixing into something akin to anger. Then again, maybe his utter dread was blatant - he couldn't rightly tell at the moment. Disentangling from Dareen, Jandar stepped in front of the Pruulish witch, partly to offer his body as a sort of cover to her, partly to get closer to the Queen. There was something…Someone. World-shattering. Wordless. Wonderful? Terrorizing? Ahead. They were just ahead. He felt it. The Queen obviously felt it too. But who wouldn't?
Jandar strolled forward, confidence in every pore of his body, head held high, chin jutted slightly forward, gaze contemptuous. Oh, and it was true contempt that he felt, though unlike what the observers would surely assume, it was not due to the standard Aristo superiority. No, it was because here again were signs of misery and neglect, of the land and its people being drained, tortured. Witchblood bloomed, as it had in Dhemlan Terreille, gazes were wary and afraid – also a staple, apparently. A group of Landens had been sequestered off into what was now the pre-town ghetto. They passed it quickly, passing into the city proper, the guards’ inspection obvious. They hadn’t been stopped or asked any questions – yet.
As they moved past a local tavern, Jandar caught some loud rumors speculating where a certain “he” might have gone, if the Queen had even let him. The Kaeleeran Warlord frowned, working in a bit of a sneer for the sake of the drunks – let them think he was simply disapproving of them rather than considering what they’d discussed. Whoever they’d been talking about, Jandar had a bad feeling about it. The unknown male was allegedly someone eye-catching, notorious perhaps, yet someone under the Queen’s thumb (or someone whom the Queen believed to be under her control) and a person these people were willing to talk about, however slightly. Jandar did not think meeting this person would do them any good, but as their goal was to meet the Queen. Subtly, he tightened his left hand around Dareen’s, or rather, Ranina’s arm where he’d coached her to hold on to. While it would not seem like he was overly conscious of her, he was indeed aware of her posture, her gait, and expression. If needed, he could and would adjust her response or remind her to keep her persona in mind.
Mother rat was healed, kind of, and Asteria’s mana depleted to zero. The dead hobgoblin provided almost none for her to replenish, unfortunately. He did have some interesting loot. Before venturing further, Asteria took the body and arm wraps, tying them to her forearms and lower torso. She took off the rest of its clothes and equipment, and bundled everything into its cloak, fashioning a primitive carry bag from it. She left the packed loot next to the hobgoblin and proceeded out into the open. However, by the time she arrived, the fight was over. She observed Ed and the mercenaries, saying nothing, only paying attention to the gathered people. If mother rat accompanied her, she’d stop her from takin unnecessary risks now that their goal was accomplished. When she saw the ratman leaving, she followed him, using Muffle II and her speed to catch up. She counted on Mother rat to follow the two of them on her own. Ed led them in some kind of a U turn, before they turned back in the direction of the barrow. Asteria wondered if the humans they’d just help out would truly leave so soon…
The Hobgoblin died swiftly, only managing to cut Asteria’s cheek. She hoped it wasn’t poisoned. Mother rat got revenge on the mostly-if-not-already-dead greenskin by ravaging at him furiously, but once he was as lifeless as a ragdoll, she hurried to her offspring and licked her cheek. Asteria took the opportunity to gently touch the other’s injured shoulder – not directly on the wound, of course. Rather, she lay a paw around the stab wound. Activating Mana sense and concentrating on muscles and skin mending, she uttered, “Minor Heal!”.
If necessary, she would cast the weak healing spell up to two times more on Mother rat, then, still using Mana sense to try and discern how it worked, she used it on her own cheek. She was careful with her mana levels, but she didn’t yet know how much the minor heal used. As a precaution, she used Mana Drain on the recently killed hobgoblin. She turned the corpse around curiously, investigating its equipment. The bloodingfly stinger which she’d used to kill it was dislodged next to it, bloody and battered. Asteria picked it up, turning it over and checking whether she could still use it. If she could, she’d wipe it on the corpse’s clothing and take it with her; if not, she’d search for one of the hobgoblins arrows and take that instead.
She then peeked from behind the barrow, focused on her sense of sight, and tried to discern how the fight was going. It seemed…fairly chaotic. Asteria sighed, but could only hope that a duo of Dire rats joining the fray wouldn’t immediately make them the targets of the people they were supposed to be protecting. Ed seemed fine in that regard, but who knew what the merchants would do with an unknown factor. After briefly patting her biological mother in a gesture of solidarity, Asteri once again actively used Muffle and dashed from behind the burrow, attempting to stay low and out of sight of her enemies. Her target was a staff wielding bandit, if it hadn’t been killed already. She didn’t think so, but first, she had to find and ambush it…
Uses Mana sense while trying out her new Minor Heal skill on Mother rat. Uses Minor Heal up to a total of three times on MR’s injured shoulder (depending on the efficiency of the skill) and once on her own cheek. Uses Mana Drain on the dead archer hobgoblin. Investigates the archer’s corpse. Inspects whether her bloodingfly’s stinger is still usable. If it is, she wipes it off on the archer’s clothes and takes it with her. If it’s not, she replaces it with one of the dead hobgloblin’s arrows. Uses Beast Senses III: Sight to get info on the unfolding battle on Ed’s side. Attempts to locate the mage bandit. Actively using muffle, rushes out from behind the burrow, staying low to the ground and trying to avoid being spotted by the enemy. Is on the way to ambush the bandit mage or, failing that, the nearest bandit enemy.