1.11 Midwinter's Feast
uuuuuuugh this took far too long yes i know im eleven hours late at the very least ill go burn down some residential buildings now

First off: Massive shoutout to @Gazetteer, who co-wrote this update with me because I'm useless and can't bloody write. Half the stuff you're reading here is her writing, albeit with a bit of editing on my part. So show her lots of love.

So good news and bad news. The good news? I've finally finished my Master's. The bad news: My office is downsizing, and while I haven't been let go yet, I'm pretty sure I'm on my way out. I need to somehow figure out how to get a new job while my employment prospects really aren't all that great. So that's something else to freak out about.

Anyways. OMGWTFBBQ UPDATE

Still, someone please murder me for having taken so bloody long. This update has been fueled by the power of self-loathing.

A few quick things. First, it'd be of personal interest to me if everyone can provide me with their rough reading speeds in words-per-minute, just for the sake of writing logistics. Second, inspired by several instances of other writers using it, I may be asking questions soon about Patreon or other crowdfunding platforms, but please nobody panic; nothing has really been decided yet.

Thanks for still caring enough about this quest to read it again.



[x] Azalea Cherilyn Charmaine

Given that Azalea explicitly invited you to a proposed tea party the last time the two of you had any extended period of time together, it feels impolite to skip out on it. Besides, you don't deny a degree of curiosity at play; while you and your childhood friends used to play-pretend high-class tea parties, you were ultimately commoners having fun, and a part of you certainly wonders what a tea party hosted by a dryad noblelady would be like.

You find yourself in luck when you finally manage to flag down your fellow dryad in between classes to express your interest. "Wonderful," Azalea smiles when you manage to find a discreet moment together and tell her that you'd like to come along. "I was just starting to make arrangements at the Aroma. It would've been earlier, but, alas, coursework, a field exercise." Her smile turns a little mischievous. "I'm sure there will be many people who would like to come along now that you'll be there."

You squeak a little in mild alarm, and attempt - not very successfully - not to cringe and draw into yourself. "Not...too many people, right?" you ask almost beseechingly.

Azalea laughs in a manner that sounds almost teasing, but her words, at least, are reassuring as she points out, "Insomuch as it may be good for business, I somehow doubt Nicole and Tiffany can hold our entire Academy at the Aroma." You wonder worryingly how seriously Azalea considered inviting the whole Academy, but she doesn't give you much room for thought as she continues, "Probably just enough for a table, no more."

That is a note of relief that stays with you by the time the appointed tea party comes around days later, and you find yourself making your way through the now-familiar path to the town of Faulkren. Rather cooperatively, the weather is sunny and pleasant, par of course for Apaloft, and the less-than-three kilometers it takes to reach town feels like a pleasant prelude rather than a chore, even with your healing arm, a testament to your growing physical prowess. After months of calisthenics, drills, marches, and field exercises, the walk to town ends up being almost like a leisurely stroll, even at a brisk pace. Rolling emerald plains under azure skies slowly transform into an equally familiar congregation of earthly bricks and red rooftops that characterize the town. The streets snake in elegant mazes in between buildings, but the town itself is fortunately not so large that getting lost is a real danger.

Following directions given to you by Azalea and eventually a few pointers from the locals, you finally find the Aroma, a classical two-story building that seems to be the default for family businesses in the country, meaning the cafe is on the first floor while the owners live on the second. The building is largely made of wheat-colored bricks and mortar, complete with a small terrace equipped with tables and chairs, giving the establishment a rather homely, classy, rustic feel. The terrace is unadorned and unoccupied, though, on the account of the season; snowfall is expected to arrive in the coming weeks, if not days, but the chill has already arrived ahead of time.

You can hear voices as you stop at the door, trying to gather your courage, fully aware that you are stepping out of your comfort zone. You take a deep breath, doing your best to remind yourself that there's nothing to be nervous about. That you've faced down a wyvern before. What's conversation with a few strangers from the Academy to you, then?

Trying to look as relaxed and confident as you can - you don't feel either - you gently push through the door, trying your best not to cringe as the bell against the door chimes at your entrance.

A blast of warmth hits you as you enter; a strong but gentle flame burns in the fireplace, adding light to the candles and lanterns that provide the cafe with a generous amount of lighting. The interior of the cafe is a chamber of impressive woodwork, giving off a warm, homely vibe in spite of its occupants; even before you see anyone from the Academy, you note that at least a quarter of the cafe's dozen-or-so tables are occupied, most of them by what looks like the residents of Faulkren. From behind the counter, you spot Tiffany, who gently calls out her welcome before a light of recognition dawns in her eyes as she sees you at the door, a warm smile greeting your arrival. On the far end of the cafe, a gentle melody is carried on a lute, and you remember the bard playing it as Alexia, the silver-haired Ornthalian bard whom you met just a couple of weeks earlier; she does not yet see you, focusing instead on her song, and you can't help but note that she has an incredibly lovely singing voice, better than anything you've ever heard...not that you've heard many bards sing through your life.

You smile awkwardly at Tiffany and give her a small wave. Ordinarily, you might exchange a word or two with the friendly face before finding a cozy spot to drink some tea. Today, though, that isn't an option, and it isn't long before you hear someone familiar call out to you.

"Neianne!" Azalea Cherilyn Charmaine's voice - calling out to you from across the cafe - is gentle and friendly, but somehow pitched to carry over both the music and the muted chatter of the tea house. She has risen up from her seat at a round table, smiling and beckoning you over to an empty seat beside her. "We've been waiting for you!"

You've noticed before that the daughters of noble houses seem able to make themselves heard no matter the setting, a thought you cling to as your legs carry you toward the seat, face burning a little. The reaction doesn't feel unwarranted on your part: Everyone is staring at you, all the girls at the table. Azalea promised that there would be only so many girls as could fit a table, but in retrospect, she failed to mention just how large the table would be, and being on the receiving end of a dozen looks - practically a tenth of all the apprentices at Faulkren - is not precisely something you were looking forward to. You almost think Alexia the bard casts a look your way as you mutely make your way over to the spot offered to you, but there's not much time to reflect on it. "H-Hello," you say, blushing and more than a little flustered by the attention as you sit down on Azalea's right. You hadn't expected her to have saved you a seat so close to her; there are certainly girls here whom you've seen around Azalea often, even if you can't quite put a face to a name for anyone aside from Wilhelmina Adelaide Marienberg.

The tall, blonde, normally stoic elf in question is also seated at the table on the other side, a subtle expression on her handsome face suggesting that she is deriving a bit of quiet amusement from your embarrassment. "It's good that our guest of honor has finally arrived," Wilhelmina says, before taking a small, ladylike sip of tea.

"We've all been waiting for you!" a girl nearby adds.

"It isn't everyday we get to have tea with someone who seduced a wyvern!" another chirps.

This sets off a chorus of giggles that doesn't actually seem mean-spirited at all, but still makes you rather wish you could hide under the tablecloth.

"Now, girls," Azalea says, voice gently admonishing, although she's smiling too, "don't tease Neianne too hard when she hasn't even gotten tea yet. Here," she adds, reaching for the cheerfully-painted stoneware teapot from its candle-lit warming stand, "let me pour for you."

The cup in front of you is soon full with a pale, fragrant tea, and you snatch it up almost immediately; it's still far too hot to drink, but it offers you a convenient thing to hide behind, clutched in both hands, as you wait for it to cool. "Th-Thank you," you murmur.

"As Mina has said, we've decided to make you our guest of honor," Azalea smiles and raises her own teacup as if in toast. "For your heroism and bravery!" You let out a slight squeak in response at the dryad's sudden pronouncement, causing more than one girl to laugh again. The table takes another sip of tea before Azalea adds playfully, "Although the way you did it does reinforce some very backwards notions about dryads. The humans already assume we all frolic naked in the moonlight."

"I-I-I didn't mean th-that!" you exclaim, mortified. "It was...it was the only thing I could th-think to do!"

"Oh, don't look so upset," Azalea giggles. "I was only teasing. Here, have a finger sandwich. They're fantastic."

The food is, in fact, quite good, and the snacks and the tea gives you an excuse to calm your heart a little and allow the conversation to progress without you. After a moment or two, you start to ease into the mood; gentle teasing aside, the gathering is relaxed and friendly, and topics are light. There's little discussion of the war here, or of the more unpleasant aspects of what happened with the wyvern. It's a proper, almost frivolous tea party, and discussing such sordid things would destroy the cheerful atmosphere.

Azalea is unquestionably "in charge" of the tea party, but she's seldom overt about it. She presides over conversation, providing a gentle bit of teasing here or a kind word there. When she speaks, everyone listens, and she goes out of her way to make sure everyone is included, providing openings or prompts for the quieter girls to break into conversation. The other girls are all too happy to be caught up in Azalea's tempo, and to be fair, your earlier apprehension begins to fall away as you find yourself having a good time. There's a great feeling of fellowship and general good will toward one another, even though you don't know most of the girls present; there was a round of introductions, of course, but so many went by at once that you knew you'd never be able to keep track of all the names. It helps, perhaps, that the other highborn, Wilhelmina, is quiet by nature and largely fine with leaving the talking to Azalea, but regardless, you find yourself a little envious of Azalea's social grace, the ease with which she seems to lead without effort. It really is the furthest thing from yourself.

"...What do you think, Neianne?"

A girl is talking to you, you realize abruptly. Human, dark-haired, freckled. Alice, you think. "M-Me?" you stammer; you have briefly lost track of the conversation, lost in thought about how palely you compare to Azalea. Your vaguest recollections - that tiny part of your brain that absentmindedly registered bits and pieces of the conversation - tell you that talk has turned to noble families and the like.

"Of course you," the human says. "What do you think? Surely you'd be happy to see another dryad noble family."

You glance between her and Azalea, eyes a little wide. "I-I suppose so," you say hesitantly, a little startled. You've never really given this too much thought; while there was an increase in dryads who moved from the woods to the plains after the Charmaines were granted their barony nearly two decades ago, your parents have never seemed to be terribly interested in that in particular or dryads in politics in general. Nor have you really thought about the idea of more dryad houses; although you've spent most of your life in the plains, it occurs to you that - given how most people talk about the past few decades of dryad "immigration" - only that tiny rarity consider dryads to be native to the Confederacy, that they are still newcomers who must prove themselves as the Charmaines did. So it leaves you at a bit of a loss as you try to come up with an answer on the spot. "It would make us m-more..." you try to find the right word, thinking hard, "...involved with things."

...That is such an underwhelming response on your part, and retreat back to sipping at your tea inconspicuously.

"Well," another girl declares, thankfully not terribly bothered by what you see as a truly pathetic response on your part, "there's a war on! Maybe a dryad will go to Elspar, make herself out to be a big hero, and get rewarded with some land and a title. It's happened before!"

"No pressure," Alice says, smiling at you.

"Th-That actually sounds like...a lot of pressure," you mumble.

"Well, someone could always just marry into an existing noble house," someone else points out, after a pause. "Just a matter of finding some young elven heiress ready to buck tradition. From there, it's a fifty-fifty chance."

"Or," Azalea says, a little more philosophically, "even if the first child is a dryad, the family would just wait long enough for the dryad to be the father, and call that child the heiress."

Wilhelmina nods, "That is possible." It's hard to say whether she's slightly amused or slightly annoyed by all this talk. That aside, you're not entirely certain how you'd feel about arranging a marriage and children specifically so that an existing noble line could become a dryad one; you knew instinctively - even before Wilhelmina said anything - that not many others would like it.

"Still," Alice - or was it Annie? - says, looking a little wistful, "it wouldn't be so bad marrying an elven lady, even if it would turn out that way." She sighs. "Lady Elizabeth is so beautiful, like a porcelain doll! And so talented! I...are you okay, Neianne?"

The tea, lovely and gently floral it might be, is a lot less pleasant to choke and sputter on compared to drinking it, as you have just discovered. Fortunately, you come short of spraying everyone with tea, although you are certainly worried about whether or not you have to wipe away drool before anyone notices. It seems impossible, just then, to fully articulate exactly how ill-advised any infatuation one might develop for Elizabeth Zabanya might be. "F-Fine!" you manage, waving off the concern, but accepting the napkin Azalea offers to wipe at your watering eyes and trying rather hard - failing, though - not to blush too much. From her expression - as well as from Wilhelmina and some of the other girls - not everyone present is as ignorant as Alice about Elizabeth's personality.

"I'd rather someone tall and dark and mysterious," a shorter girl at the next table over says, voice dreamy. "Like Lady Sieglinde. I'd never be brave enough to actually talk to her, though." Her aseri ears droop noticeably as she says this, even as you're left to wonder why the two elves on your squad are getting the attention.

"Elves are overrated," someone says, dismissively. When Wilhelmina looks at her, one eyebrow raised casually, her eyes go wide in embarrassment and amends, "I just mean, having any kind of girlfriend would be good enough for me, without fantasizing about elven ladies." There's a general, breathy sigh of agreement from around the table. Fortunately for everyone involved, Wilhelmina doesn't seem to have taken offense in the first place, merely looking on with wry amusement.

"We're here to learn to be mercenaries, not develop our love lives," a different aseri girl says piously.

"That's easy for you to say," Azalea notes with much cheer, "considering you have one back home."

The girl flushes. "That's not..."

"Weren't you just talking about how silky her ears are?" someone else adds smugly.

"You're all awful," the girl pouts, as the table devolves into another round of giggling.

"I bet Neianne doesn't have any problems with this sort of thing," Alice says, suddenly.

"Wh-What?" you splutter, startled enough that you nearly spill your tea.

She leans across the table, using a finger-cookie as a pointer. "You're always spending time with the cutest girls, and you manage to look all helpless and adorable."

You can only stammer out a response, and not a terribly coherent one. Thankfully, before the laughter can go too far, Azalea suddenly observes, "There's lavender in this tea, I think."

You feel immensely relieved as attention is shifted away from you for a moment, and shoot her a look of open gratitude. "...I th-think so too," you say, taking an experimental sip.

The table is quick to take up this new line of conversation, even if Alice seems a bit saddened by the teasing being cut short. "It's definitely not jasmine."

"Or camomile."

"Maybe there's..."

The rest of the tea party goes by in a heady blur of hot tea, enough snacks to make you nearly uncomfortably full, and light conversation. Your status as a newcomer who is amusingly easy to tease makes you a target now and again, but nothing rises to the level of discomfort, and while Azalea is certainly not above joining in, you get the impression she knows where to draw the line and stops things from feeling like you're being ganged up on. Eventually, the party ends, with girls slowly leaving in small groups of two or three, chatting amongst themselves before going back out into the cold. With only a few other girls lingering behind, you soon find yourself standing alone with Azalea by the counter.

"I'm very glad you could make it," she says, smiling at you. "You looked like you had a good time, I hope?"

"I-I did!" you say, a little louder than you intended, and she smiles at you in amusement. "I m-mean, there were a lot of new p-people at once, but it was still..."

"They're nice girls," Azalea agrees, "even if we do tease others a little mercilessly. It's a terrible habit, I know." She looks utterly unrepentant.

"...It w-wasn't always merciless," you murmur, glancing away.

Azalea tilts her head thoughtfully. "No? Well, I suppose not. You have to draw the line, when it's a dozen against one. I asked you here to have a good time, not to be picked on the whole time."

"Th-Thank you," you say, smiling a little.

"You deserve a party or two, after what you did. I don't think I would have thought to strip in order to evade a wyvern. It never would have occurred to me. It must be because you were born in the forest."

"...I suppose," you say, much less certain. Something in the back of your head tells you that you should be feeling a little uncomfortable about that observation.

"You're just a bit closer to nature than I am," she says, not without a pleasant note of fondness. She smiles again. "Alright, I'll be off now, I suppose. Everyone else is leaving. Walk back to the Academy with us?"

You nod, even if you're still not sure how you should feel about being characterized as "closer to nature". You nonetheless begin to follow the other girls out of the shop, but as you turn to give Tiffany a friendly, farewell wave, you're confronted with a different woman entirely.

Alexia stopped playing on her lute at some point during your conversation with Azalea, and - now that you've turned around - is standing directly in front of you at a startlingly close proximity. You can't help but give a bit of a squeak of surprise, jumping back a little ways. "Lightning reflexes!" the bard laughs merrily. "The mark of a true warrior." It's hard to tell if she's serious or mocking you.

"Y-You snuck up on me!" you accuse, blushing a little.

She smiles serenely and makes no effort whatsoever to deny it. "It's been a bit of time, hasn't it?" she chirps happily in just the slightest of accents; if Headmistress Rastangard had not pointed it out on the day you met, you would've never suspected that Alexia is actually Ornthalian. "Was that your girlfriend just now?"

The latter comment sends you scrambling before you have time to dispute the moniker. "L-Lady Azalea is j-j-just a friend!" you insist, flushing harder.

Alexia shrugs and sighs melodramatically. "Alas. Every good story needs a romantic angle." She winks. "Well, you've got time, anyway."

"T-Time?" You have very little idea of what she's talking about.

She nods. "Your little adventure with the wyvern would make a great opening chapter to a novel, or at least a funny-but-impressive story to tell people when you're famous and successful, so I can brag that I knew you when you were still training." She deepens her pitch slightly, dropping into something you recognize as a standard storyteller intonation: "'You all know about Neianne, who singlehandedly saved a bevy of beautiful maidens from a band of wicked paladins, but have you heard the tale of how she outwitted a woman-eating monster when she was just a girl of fourteen?'"

"F-Fifteen!" you insist, flustered and not sure which part to protest at first. Behind her, you have the sinking feeling that Tiffany is trying very hard not to laugh.

"Alas, most listeners won't pay much attention to such a detail. If you ever do make it so far, I expect someone will change the wyvern into a dragon, with you sneaking up on it and killing it somehow. Or they'll age you up to add a bit of, well," she winks again with a strong hint of mischief, "appeal to the situation."

"It w-was v-very scary!" Somewhere in the back of your head, a voice tells you maybe there's a slightly more urgent tangent to Alexia's explanation that should be violently rebuffed - something about "appeal" or something - but your mouth is already running and stammering. "And it took ages t-t-to get all the m-mud out of my hair!"

"I doubt many listeners will care to hear about that. It's a story. Have you ever heard anyone telling the story of Antoinette the Lioness stop to explain how much time she had to spend patching up the holes in her cloak? Of course not. People want their heroes larger than life, not just people."

"I'm not a hero! I haven't even finished training!"

"Well, no, you're not," Alexia agrees, and you're suddenly not entirely certain whether to be pleased or slightly offended by how readily she treats this observation. "You still have a long way to go, but I think you have potential." She smiles almost infectiously. "I have a good eye for this sort of thing. All you need to do is keep up the heroics and try not to die!"

"I'm not t-trying to be a hero," you try to explain.

"Even better! Everyone likes a humble heroine! Well, at least most people do. As I said, you have potential." She smiles again. "It's a compliment. Please do endeavor to take it with some grace."

Well, when she puts it that way, it is a bit flattering. If also confusing. And not entirely unwelcome. It's complicated. "Th-Thank you?" you manage hesitantly.

"There's the spirit!" she declares, as if you did not sound hesitant at all. "Anyway, I'm glad I caught you like this. I like putting potential stars on notice. We'll probably speak again, I hope."

Still a little stunned, you hesitantly return her airy wave, uncertain what else to do. A moment or two later, you remember yourself, thank a clearly still-amused Tiffany, and hurry out the door to catch up with Azalea and the others.



It is a familiar classroom, one of several at the Academy, one that you have sat in for months now. It comes complete with rows of tables and seats facing a podium at the front of the room. Tall windows allow for a sufficient amount of sunlight to flow in. This is a setting you have long become accustomed to.

There are just two differences. First, your experiences in the Academy's classrooms tend to be during the mornings, not in the afternoons when apprentices are taken outside to do intense calisthenics and weapons training. Indeed, even in this classroom, you can hear the yelling and shouting of dozens of other apprentices in the courtyard outside, audible alongside the clash of practice weapons.

Second, there are only two other occupants of the room: Wendy and an elven instructor.

"I'm sure you've already been informed of these arrangements," the kind-faced instructor explains, pacing before the front-row table that you and Wendy are seated behind. It's only the three of you, so the arrangement of the classroom's occupancy is a bit more informal, with the instructor moving relatively close to you and Wendy to emphasize her attention. "But to reiterate, along with your usual academic classes, you'll also be taking supplementary private classes with myself and your other instructors to make up for the fact that both of you are healing." She gestures out the window towards where the sounds of physical and combat training are coming from. "That way, you'll be ahead in academics when you've recovered enough to take remedial physical training. This is part of your standard curriculum, and you will be tested, so start taking notes."

"Yes, ma'am," you and Wendy answer in unison. It feels a bit strange sharing a class alone with a human who had - until the field exercise - disliked you, and things are still a little awkward now. But the statement of gratitude from her does make certain things feel better, and the current academic setting smooths out everything else. Your arm is still healing, but fortunately, it's not your writing hand, so you have no problem taking notes.

"You've been studying the history of warfare, learning from the successes and mistakes of the armies of yore. But the open field is not the only place a Caldran mercenary does battle. There are also the alleyways, the drawing rooms, the banquet halls. A Caldran mercenary is not just a soldier of fortune. She is a scout, a spy, a saboteur." The instructor taps her forehead thrice, declares, "Her mind must be as sharp as her blade, and yours shall be too. We will not defeat the enemy if we cannot understand them, understand their values, understand how they think, understand how they can be exploited." She allows that statement to end with a dramatic pause before stating, "So we shall be looking at their history today. Our first question: What do the peoples of the Confederacy of Caldrein and the Tenereian Union have in common?"

"We're both of the Treiden people," Wendy answers; that question is easy enough.

"Very good, yes. As Treidens, we share the same heritage, the same language...and we used to share the same faiths. The Treiden tribes of antiquity have historically been spread out across Western Iuryis, although they were fractured and disunited. One particular tribe, however, managed to grow and expand from the Brycott River Valley." You have not forgotten that Brycott is the historical and modern capital of Tenereia, both Empire and Union. "The conditions were excellent: Natural defenses that didn't get in the way of great patches of arable land. Plenty of water from the rivers, sufficient rainfall, and a river-based trading system, a set of conditions hardly unlike the Ornthalian capital of Isakyria. These conditions allowed the Treiden tribes in Brycott to expand, build great cities and rich economies, form sophisticated bureaucracies and large armies. Eventually, they began to unify the Treiden people in a political, diplomatic, and military campaign stretching from the second to the fifth centuries, forming the Tenereian Empire. Of course, this also included our own Treiden ancestors here in Caldrein."

"Caldrein was once an imperial province," Wendy observes. This much everyone knows. "The furthest one to the east."

"Indeed. If Caldrein was not the last acquisition of the Tenereian Empire, it was certainly one of the last. This was also the point where the empire's sphere of influence collided with that of the Imperial Ornthalian Republics. Still, the empire entered a golden age of development, and the empire stood for..." The instructor trails off, looking expectant once more, challenging both of you to come up with an answer. "How long?"

Wendy clearly has no idea. You, on the other hand, are feeling grateful that Sieglinde had you read The Belltower of Brycott; it still takes you a moment to recall those exact details from the Tenereian novel, but you soon answer, "U-Um, until the...n-ninth century, so, um..." you do some quick mental math, "...f-four hundred years, ma'am."

"Very good," the elf nods and smiles, pleased. "Do you know what caused the empire to collapse?"

"Um...the A-Atrium Coalition was formed. They were a group of, um...s-special interests?" Even the descriptions of the Atrium Coalition in The Belltower of Brycott are ambiguous. Every Caldran knows them to be the true leaders of the Tenereian Union, a cabal of Tenereia's most powerful and influential...but not much beyond that. "And they promised reform within the empire, challenging the imperial family in the Tenereian Civil War."

"Yes, but what were the circumstances that allowed the Coalition to take power?"

You try to think harder about the details you've read. "The empire had overexpanded. Trade and taxes h-had become imbalanced. The common people suffered the most as m-markets dried up, the economy stalled. P-People further out in the empire couldn't buy food, and people in the h-heartlands couldn't collect taxes to rebuild aqueducts, r-roads, city walls."

The instructor watches you as you struggle with your answer with an unfurling grin on her face. "You've read The Belltower of Brycott," she guesses. Or, really, declares; she sounds very certain in her assessment.

You find yourself blushing with embarrassment and a little nervousness as you mumble, "Y-Yes."

If you were worried that the instructor would judge you for having read a Tenereian novel, you need not have bothered. "An excellent choice," she nods approvingly, "and a very good answer. Do keep in mind, however, that the author of The Belltower of Brycott is believed to have lived through the Rose Revolution, not the Tenereian Civil War that came before it. She could have been drawing inspiration from the revolution to fill in the blanks for what she did not experience in the civil war. The real answer is that we don't actually know."

This surprises Wendy as she echoes, "We don't?"

"Varying accounts of the civil war exist, but they are unsubstantiated. Brycott would've held all the reports, all the accounts, a centralized repository of the empire's troubles...and they were lost when the Three Great Libraries burned down in the chaos of the Rose Revolution. This, of course, led to Caldrein becoming the center of Treiden culture, no matter what Brycott today says otherwise...but we will discuss that another time. Naturally, with the Tenereian Civil War and the Rose Revolution after it, much of the 'old guard' perished, everyone from the imperial family to many noble houses, soldiers, merchants...even neighbors. This was not just in Brycott; the chaos was everywhere. But those who survived retreated, fleeing as far as they could from Brycott to the furthest reaches of the dying empire."

"Caldrein," Wendy murmurs the obvious.

"Indeed. Caldrein was close to the frontlines of Tenereia's cold war against Ornthalia, so it was home to a large military force far from the politicking of Brycott, and they were no friends to the emerging Atrium Coalition or the Tenereian Union that came from it. This antipathy was only magnified when the exodus of the old guard arrived in Caldrein, who came with as much personal and cultural wealth they could bring with them. It wasn't just wagons of riches; they came with priceless heirlooms, national treasures, cultural artifacts, things passed down through generations of Treiden history that would've been lost had they been left to the Rose Revolution in Tenereia. They brought with them the customs, traditions, and beliefs of the Treiden people at the height of our glory." With a clap of her hands in conclusion, the instructor finished, "Then, in the tenth century, four hundred years ago, the imperial province of Caldrein seceded from the Tenereian Union, declaring itself the Confederacy of Caldrein, thereby independent."

You can't help but smile a little. It's a nice ending to the story of how your homeland was formed.

Your instructor gives you and Wendy a few moments to finish taking notes before clapping her hands again to catch your attention. "Now, the Tenereian Union was and still is many times larger than us. Why didn't they send armies to crush us when the Confederacy was still in its cradle?" When the silence and helpless looks that greet her make it clear that neither you nor Wendy actually know the answer, the elven instructor smiles a little and tries, "Alright, why do you think they didn't? Wendy?" The human gives no answer and shakes her head, so the instructor turns to you instead. "Neianne?"

You purse your lips and offer a guess after a moment of thought. "Th-They just fought the civil war and the revolution," you hypothesize. "Wouldn't the army be weak?"

"A good answer, although only partially correct. Yes, the army was weak, although not so much that it would've mattered. Caldrein, too, had been devastated by the wars, and the refugees that eventually fled there would not have stood up well to a Tenereian invasion. Of course, the Tenereians didn't know just how many soldiers we had compared to them, nor did they know how many soldiers they could've spared without loosing their grip on other potentially rebellious provinces. A more simple answer was that the Atrium Coalition did not trust the army. And why would they? Much of the military leadership had fled to Caldrein and seceded. What was to stop an invasion force - one that the Coalition had just tenuously taken control of - from defecting to this new confederacy? And furthermore, with Tenereia having only recently come through a civil war and a revolution, they were in a fragile position. Would an invasion of Caldrein have encouraged Ornthalia to come to Caldrein's aid? The Confederacy was still young, after all, and had not yet fully developed its policy of staunch neutrality. Would Ornthalian aid have been sought at this precipice in history?"

The second part, at the very least, is news to you. Caldrein - caught as many other smaller countries are between two great superpowers - has always been famed for its steadfast neutrality, a policy adopted to survive the proxy conflicts fought across the continent of Iuryis. It is, in fact, almost a point of pride for the people within the Confederacy. By remaining uninvolved in foreign conflicts all while exporting Caldran mercenaries as third-party agents, Caldrein has historically managed to maintain a political equilibrium that worked to its advantage, at least until the Huntress' War.

"The Union eventually established some level of diplomatic ties with us," concludes the instructor, "but they have never formally accepted our secession or recognized our independence. Tenereia has, for the past four centuries, promised to 'retake' Caldrein, and such has been what spurs on Tenereian soldiers with the outbreak of this war, a social, ideological, and cultural goal."

This would have been the end of that, except Wendy suddenly asks, "Do they really?"

The elf turns to the young human with mild surprise. "What is that?"

"It's been four hundred years. And most of the Tenereian army is made of conscripts, like the headmistress said. Probably peasants taken from their farms, given a spear, and beaten on their way to the border. What makes them care about a distant war and a four-hundred-year-old disagreement over who really owns Caldrein?"

"The same reason why people defend the Caldrein, or at least a reason near it. A sense of a cultural destiny greater than you, a perceived wrong against you and your community. A vestige of remembered pride, yearning to be reclaimed. A lingering revenge to be picked up by children from their mothers and grandmothers." She makes a sweeping gesture with her arm. "History is full of cross-generational grievances with origins from well beyond living memory."

That sounds like it makes sense to you, so you give a small nod. Wendy looks less convinced, but this time she holds her tongue.

"I will be expecting a written or oral report of how this history has influenced Tenereian military tactics and social mores this time next week," the elf instructor declares, even as the lecture continues, "and I expect concise answers instead of broad statements. Now, moving onto the military reorganization of the Confederacy of Caldrein following its founding..."



[x] Sieglinde Corrina Ravenhill

Your injured arm forbids you from taking up on Sieglinde's offer of training immediately, but that doesn't mean you can't visit your squadmate. Or your friend, if you feel bold enough to call her that. Seeing how both of you live in the same dorm building, sharing adjacent rooms, she's not particularly difficult to find either. In fact, merely leaving your room shortly after lunch one day is enough for you to catch her closing the door to her own dorm room, a bag slung around her shoulder.

Your eyes meet, and you exchange polite greetings before you ask, "Are you going somewhere?"

"Just to town," Sieglinde explains, but she sounds patient when she follows up with, "Do you need something?" Then, with a face that's somehow both amused and stern, she looks towards your arm and remarks, "I hope you're not asking to train, given the condition of your arm."

"N-No, nothing like that," you reassure her in a hurry. "But...d-do you mind if I come along?"

"I don't, but I'm just out to take a breather. It's likely to bore you."

"It's okay," you give a small smile. "I w-wouldn't mind a breather myself." A walk hardly sounds unpleasant, and you suppose you're sufficiently curious about exactly what Sieglinde has in that bag if she's going to town. Shopping? Unlikely; Sieglinde does not strike you as a shopper, and the bag looks like it's already carrying something.

Sieglinde doesn't think about this for long as she shrugs. "Come along, then."

The skies are overcast as the two of you leave the Academy, just as they have been for some days now. The clouds have moved in, graying your days, even as it's gotten cold enough for your every breath to become visible as they escape your mouth. The plains are still green as the two of you walk the familiar path to town, but said path is becoming increasingly vacated as the days go by and the cold becomes too much of a deterrent for casual visits outside when the alternative is heated Academy halls. You and Sieglinde are dressed warmly in heavy winter clothes, although Sieglinde - ever the simplistic utilitarian - somehow manages to make it look effortlessly good on herself; whereas the robes seem stylistically draped across her, you feel more like you're bundled in clothes. You suspect with a touch of jealousy that it's not quite effort on the older, taller girl's part; she just has one of those figures that makes everything look good on her.

Then Sieglinde spots you looking at her as the two of you - one a rather tall elf, the other a rather short dryad - walk side-by-side down the road, and you scramble for something to say to hide the fact that you were staring, stammering, "I-I, um, n-never asked how you did during the field exercise."

"Well enough," Sieglinde shrugs, speaking in the sort of tone that suggests she doesn't consider the exercise itself to be anything particularly memorable. "Nothing nearly as exciting as what you went through, of course."

"I could use a little less excitement," you sigh wistfully; somehow, it seems you've gotten to know Sieglinde well enough to get away with sighing so casually in front of someone who's technically a daughter to a viscountess in Lindholm.

Sieglinde's nostrils flare ever so slightly, as if letting out a single silent chuckle. "You sound like you're in the wrong job."

"I-I mean," you are quick to correct, not wanting her to mistake your lamentations for any wavering of commitment or determination, "well...maybe not 'wyvern' exciting."

Ever so slightly, Sieglinde lets off a ghost of a smile.

Contrary to when you first arrived at Faulkren - when the weather was warmer and the novelty of the town still enticed apprentices to make frequent journeys - there are far fewer people on the streets than you're accustomed to. You and Melanie did agree during the field exercise that snowfall is a little late this year, but you'd be surprised if it doesn't snow soon. Doubtless the town is getting ready to weather the winter, with the solstice already fast approaching. Still, it does make it easier for you to return the relatively sparse greetings given by passerbys as opposed to overwhelming you; the apprentices of the Faulkren Academy have, at this point, integrated well enough with the local community to be welcome and familiar, and there have fortunately been no particularly troubling incidents aside from the occasional harmless tomfoolery.

The two of you turn down one of the town's larger streets when you politely inquire of Sieglinde, "M-May I ask you a question?"

"What is it?" encourages Sieglinde.

Pushing down a wave of nervousness - it's a question that makes you feel a little insecure - you ask, "Wh-What would you have done if it was you who ran into a w-wyvern?"

The raven-haired elf's reply is immediate: "I would have retreated."

You blink in surprise. "Y-You would?" True, the opponent was a wyvern, but you have a hard time imagining that there's anything Sieglinde can't defeat, even a fully-grown giant winged reptile.

"Even if I could fight a wyvern on my best day - and that is a very big 'if' - I most certainly could not do so if I also had to rescue someone else, someone injured and unable to move. That means having to risk the lives of others. That means we may have to trade one life for another, one which is not my own. That means we may lose more than just one life if we fail." She swivels her gaze to you before concluding, "A Caldran mercenary must know the meaning of sacrifice. We do so because victory means something more than just our lives. But it would've been difficult to justify sacrificing one mercenary apprentice for another, at the risk of more apprentices dying."

"I...see," you murmur hesitantly, trying to reconcile several thoughts. The idea that Sieglinde would've abandoned Wendy. The idea that she doesn't regard herself as being able to save her. That perhaps your course of action at the time was, in fact, extremely foolish. You've never forgotten the fact that you got lucky...but had it been a worthwhile risk? Or was luck the only thing that saved you from sheer stupidity?

But Sieglinde catches the conflicted expression on your face. She seems to consider and weigh her words for a moment before clarifying, "You did what you did and succeeded because you were you. It's good if you're just soliciting ideas. But there's very little point to trying to compare yourself against me. It would be better for everyone if you stopped."

Fidgeting, you murmur, "F-Forgive me, I didn't mean to offend."

"You didn't," Sieglinde reassures you even as she finally stops in front of a stone bench, sitting down on it. You quickly follow suit, swiveling your head around to take note of your surroundings. You are in the center of town, but what is most noteworthy is the fact that the bench sits one plaza away from the town Conceptualist shrine, an early and lasting example of imperial Treiden architecture, a cascade of gable roofs with one or two flat-top towers at the fore; in Faulkren's case, the single small tower is not unexpected for a town of its size. You have stayed here long enough to recognize it as the dominant structure in the town proper, the first structure visible when the town appears on the horizon.

From her bag, Sieglinde produces a small stack of paper and a wooden box holding what turns out to be several pencils. Wasting little time, Sieglinde begins to wield the pencil with all the deftness and agility of Aphelia with her rapier, and lines quickly begin to form on the paper. You watch, intrigued, curious as to what Sieglinde is doing, distracted at times by Faulkren residents who pass by and wave, at least until enough lines intersect on the paper that you note the resemblance between them and the structure a plaza away from you.

"Are you...sketching?" you ask, astounded.

Sieglinde sounds almost a little wry as she responds without so much as prying her gaze away from the paper, "A lady is permitted a few hobbies, I would hope."

You blush a little in embarrassment, but content yourself for a few minutes with watching Sieglinde sketch. You've seen sketches before, but you've never actually watched someone draw, at least not with the proficiency Sieglinde has. The sketch is eerily perfect; Sieglinde manages to captures the nuances of the architecture, drawing each component of the structure in proportion to each other as line intersects with messy line. "It's beautiful," you whisper.

"Thank you."

Smiling wistfully, you remark, "It feels like you can do anything."

Her gaze still does not wander from her sketch, but one of Sieglinde's eyebrows arches in amusement, and there is again that wryness in her voice as she remarks, "Anything? If only that were true."

"Oh," you murmur blankly, wondering if this is what people refer to as "false modesty". After all, it certainly feels like your earlier comment is true.

Sieglinde again gives one of her chuckles: A ghost-smile with a single exhale that stops short of a "snort". "Too polite to disagree," she observes, and you blush again. "You hunted a boar on the first day, I've heard. Perhaps you are entitled to feel more confident about yourself and your opinions."

Fidgeting uncomfortably, it takes you a few moments before you find the courage to speak again. "Y-You're...well-learned," you point out, trying not to sound jealous. You're not, but you know how easily it might be taken that way. "You're considerate, you fight like no one I've ever seen...and y-you're an artist."

"Artist? No, not really. I'm no good at art."

You are beginning to think that Sieglinde is truly being falsely modest. Looking at her sketch confirms it; already, many of the building's details have been etched in, and she's moving into the process of shading. "B-But it looks...really good."

"I'm cheating. I studied architecture for a time. This," she taps the paper with a spare finger, "is as close as I get to it these days."

"Architecture?" you echo in surprise; you did not expect that answer.

The elf shrugs in between pencilstrokes. "It felt like a true calling at the time, and my parents permitted it until circumstances demanded otherwise."

That's an interesting fact you've never known about Sieglinde. You entertain the thought that you're one of the very few people who actually know. "But you ended up here."

"The Huntress' War, among other things, changed minds, yes."

You nod sadly, even though Sieglinde doesn't see it, her concentration on the sketch unabated. "You must become viscountess some day?"

"Were it otherwise, I'd rather my elder sister did so."

This is another fact that surprises you, perhaps moreso than anything else revealed about Sieglinde thus far. "Y-You have an elder sister?"

There is a hint of amusement in Sieglinde's tone. "Is that so strange?"

You blush, hurriedly stammer, "N-No, I suppose not." Although you suppose it is a little strange; Sieglinde has always seemed so mature, so dependable, and the idea that she isn't an eldest sister has never really quite occurred to you. It has always been so easy to imagine her as having to herd one or several younger siblings.

But when she replies, the casual and easy tone of her response belies the weight in which you receive it: "Well, had."

That kills your embarrassment very quickly, replacing it instead with a far more acute sense of horror at how lightly you treated the subject. "I-I'm sorry," you murmur, bowing your head.

Deliberately or otherwise, Sieglinde seems to choose to assume you are expressing condolences for her loss as she nods, "Thank you. I've had my chance to grieve. These things happen. We weren't really close anyways."

"You weren't?"

Again, Sieglinde sounds a little wry as she remarks, "Who would want to be close to a younger sister with such a horrid personality?"

You are very quick to counter with a stammer, "I-I-I don't think your personality is horrid!"

Although she still doesn't look up from her sketch, another sliver of a smile spreads across her lips. "That's very kind of you. That was a joke, though." She doesn't give you too much time to process your embarrassment at your outburst before she continues, "I was born rather late after my elder sister, so there wasn't much tying us together beyond family. Blood rarely overcomes such a wide gap in years. And she was busy learning how to become heir to the viscomital." She shrugs. "Now, that is me."

You nod solemnly, wracking your brain for something appropriate, comforting to say to Sieglinde. In the end, it is a platitude that comes to your lips: "You will be an excellent viscountess."

But Sieglinde scoffs at this, although it seems good-natured rather than something rude. "I very much doubt so. My younger sister would be better, but I doubt my family would forgive me if I have her become heir instead." She spares a glance at you and - upon seeing that look on your face - huffs in mild amusement. "You seem skeptical. A little philosophy, then: What makes a good leader?"

You blink, caught a little off-guard. You've never actually considered this before, a question about leadership. Coming to Faulkren has been the first time such a trait has ever felt relevant in your life, and you've approached it with the understanding that you're not a leader, and that you'll remain content following orders from your betters. It's not like squad leaders have been appointed at the Academy either, and they won't be until the second year; in fact, now that you think about it, you're not really sure who is the leader - official or otherwise - for Squad Four. Sieglinde seems to be the natural choice, but she's also often simply content being in the background and keeping to herself.

Seeing you struggle with the question, Sieglinde prods, "You were with Aphelia in Roldharen. What makes you think she was a good leader?"

You think back to the field exercise and attempt to dissect your experiences. "She was very capable," you explain. And when that feels inadequate, even to you, you quickly add, "U-Um, Lady Aphelia was...very powerful. Being next to her, it felt like she could overcome any challenge."

There is an understated humor to Sieglinde's reply as she observes, "The same, I believe, could be said of Zabanya." As you come to grasps with the horrifying realization that Sieglinde is right - you don't think Elizabeth is no match for Aphelia, after all, and the idea of Elizabeth as a leader is just a little bit horrifying - Sieglinde encourages, "Let's try again."

Again, you struggle with your thoughts. "She's...very smart? I-I mean, she has good plans."

"So do you, yes? It was you, after all, not Aphelia, who came up with the plan to rescue Wendy. Also, again, you're describing Zabanya. For all her faults, she is a beneficiary of an education available to a viscountess' child, and her mind is quite sharp, if constantly...misapplied."

Despite sparing the question some more thought, it soon becomes clear - especially with how you twist your features in consternation - that you don't really have an answer.

Taking pity on you, Sieglinde eventually deigns to explain, "A good leader makes others want to follow her." And when she sees that you are practically pouting at what you consider to be a non-answer, Sieglinde actually smiles a little as she finally stops sketching, setting down her pencil on the bench and flexing her long, elegant fingers. "A leader is someone who is able to bring the best out of people for the sake of a greater goal beyond a single person. I would dare say that I am equal to Aphelia when it comes to intellect and martial prowess. We are, after all, of age, daughters of viscountesses in Caldrein, with all the benefits such affords. But Aphelia not only knows how to deal with people, she knows how to deal with groups, multiple people. She can make use of their strengths, make them feel that their skills are worthy in a given situation, mediate between them. She makes others believe that they can accomplish more than they otherwise would've thought, to instill confidence and pride. She encourages them to be more."

"But you are the same, aren't you?" you ask, thinking about how Sieglinde has encouraged you.

"I am not. I am someone whom others depend on." And when she sees your expression indicating that this is an incredibly unsatisfying answer that doesn't address any of your confusions, she continues, "During the field exercise, all three apprentices on my team did not benefit from the experiences I had as a child. When they discovered I was on their team, and after I reassured them that I had no interest removing them from the exercise, their reaction was one of..." she pauses for a moment, thoughtfully searching for a word that fits but also won't disparage her temporary teammates, "...relief. A sense that I can protect them from challengers, as opposed to someone who can encourage them to face their challenges." She tilts her head back a little and exhales into the air, allowing a small cloud of mist to float up from her lips and disappear into winter's chill. "Leading by example is only useful if you can inspire others to follow your example. A good leader is not a cold, hard crutch; she's a warm cup of coffee." Her lips curl into something that isn't quite a smile, resembling something with a wry edge. "And you may have discovered that I am not particularly warm or sociable, never mind inspirational."

You are silent, left without an immediate response, finding yourself thinking solemnly about Sieglinde's response. How much of what she has said is true? Regardless of what others think of her, you do find yourself inspired by Sieglinde in different ways. But perhaps she knows herself better than you know her. And how much of your impression of her is you projecting your image of her onto the real person?

"Well," shrugs Sieglinde almost blithely, "of course, there are many types of leadership. I suppose my definition is a narrow one tailored to what it is I wish to do. And my mother would likely point out that such has nothing to do with how I must one day manage our estate. I'm certain I have the capability to be a glorified accountant, at the very least."

For a long moment, you remain quiet, thoughtful, desperate for something to say. Something that sounds meaningful, something that doesn't just sound like a platitude. Something that will reassure Sieglinde in the same way she has reassured you at different times since you've come to Faulkren.

Whatever answer you are about to give, however, dies on your parted lips. Instead, your attentions - yours and Sieglinde's - turn skywards in mild surprise, watching as white, cold flakes begin to slowly descend from the sky. They may be tardy, but they ultimately and finally come.

"Snow," you exhale, and whatever else you meant to say dissipates along with the mist of that very breath.



[x] Melanie Aster

The weeks pass largely uneventfully - especially uneventfully for you - as the days grow shorter and darker, snowfall picks up, and Apaloft is covered in a gentle blanket of chilling white. You find yourself fortunate that your injuries prevent you from having to participate in physical training in this weather; by the time your arm fully heals, the weather will have already warmed up enough for you to be spared the worst of the cold, a fact that Stephanie seems aware of and willing to rib you over.

"You're an aseri!" you protest weakly as Stephanie pokes you ticklishly in your side again, the two of you largely dressed for sleep and simply catching up on your last-minute late night studies. "Foxes are supposed to be okay with the cold!"

"Yes, well," Stephanie answers, poking you again with the desired effect, giving no hint that you're actually wrong about your observation. "You're a dryad, so I'm sure trees are not ticklish."

One wonders if Stephanie is actually frustrated by the cold or simply ribbing you on principle.

Your situation and schedule, however, ultimately results in you - and also Wendy, for that matter - being assigned a great deal of reading and papers. This translates to you spending a great deal of time in the library, which - by extension - puts you in a good position to see who comes to the library the most. You are not particularly surprised, of course, by Sieglinde's near-constant visits to the library during her free time, where she seems to prefer the company of books over that of other living beings. Coming very close after her, however, is one Melanie Aster.

You haven't actually had a chance to really talk to Melanie - the shy, snow-haired aseri whom you survived that encounter with the wyvern alongside - after the hectic events of the Roldharen field exercise. You were busy, and then she was busy, and with the way classes are currently arranged for you, there hasn't really been any real chance for you to approach her, especially when she is caught in the orbit of her own social circle, even while studying in the library. On this particular winter day, however, you find her in a relatively sparse library, having arrived earlier than even you, metaphorically buried under a pile of books that has formed towers around her on the corner of the table she is seated at.

The situation seems innocent enough - and the library unoccupied enough - for you to unobtrusively approach the same table. Once upon a time not actually so terribly long ago, you wouldn't have dared approached someone in a library without cause or invitation, but there's something about surviving a wyvern attack together that gives you a semblance of self-confidence...or, if nothing else, the impression of mutual closeness.

Although obviously surprised at your approach, Melanie gives one of her shy smiles at you - one that's almost identical to yours, honestly - as she whispers, "H-Hi." Her quiet voice may well owe to the fact that you're both in a library...or the fact that this is just Melanie's normal speaking voice.

"H-Hello," you smile back and - interpreting her reply as a gesture of welcome - sit down at the table in the other corner seat perpendicular to hers.

There is a moment of somewhat awkward quiet after that. It's not entirely unexpected; both of you are people who need a bit of momentum before you're remotely comfortable having what others interpret as a "normal" conversation. It takes about half a minute before Melanie speaks up again. "U-Um," she stammers nervously, averting her gaze for a moment before asking, "how's your a-arm?"

"Healing," you reply honestly.

Melanie gives a small smile. "That's good."

Again, the conversations enters a lull, and it's a full minute or thereabouts when you suddenly stammer, "U-Um." You pause and blush at your less-than-elegant start, but eventually continue when it's clear that Melanie's innocent, clear-eyed look at you in response precludes any judging. "I'm sorry I h-haven't really talked to you s-since the...field exercise. Things have been, u-um...hectic."

"I-It's alright," Melanie is quick to reassure you, seemingly flustered and apologizing for the fact that you are apologizing to her at all. "I-I'm sorry, I should've sought you out s-sooner."

Again, with no natural continuation to that line of dialogue beyond more apologies, the two of you silently return your attentions to your books. After a few moments of this, you glance over at Melanie's book, spy its title in passing, ask, "Is that...m-magecraft theory?"

"O-Oh, um," Melanie stammers, actually having to close her book for a moment - keeping a thumb on the page she was reading - to look at the cover, as if this is necessary to remember what book she is reading to begin with, before answering, "yes. I'm...a little b-behind, so..."

"Oh," you murmur. You're having a hard time believing that Melanie - having spent so much time in the library, at least as far as you can tell - is behind, but you decide against questioning it. "I-I wish I could help you." Realizing that your ambiguous statement could be taken incorrectly, you quickly add, "I-I mean, I'm...p-probably ahead in my studies because I can't t-train right now because of my arm, b-but I know almost nothing about m-magecraft." Which is an exaggeration; you are no mage, nor are you expected to take up advanced magecraft theory unless you choose it as your second martial proficiency, but you've been taught enough of basic theory so that in the event you need to go toe-to-toe with a mage, you'll know what to expect.

Still, Melanie smiles shyly. "I a-appreciate the thought. You'll have to c-catch up with all the t-training afterwards, though, yes?"

You slump, sighing, "Yes..." You are not looking forward to non-stop physical exercise after non-stop studying.

Shifting awkwardly, Melanie's voice is almost a squeak as she tries to encourage you: "P-Please hang in there. I'll pray for you!"

Her effort is so sincere that it's almost embarrassing, and you blush as you stammer, "Th-Thank you."

For quite some time after that, the two of you read in silence at the table. In contrast to some of your previous experiences in attempting to interact with other apprentices at Faulkren, however, you don't really feel that terribly awkward about the lack of words exchanged. Not to say that you aren't feel awkward at all, but in many ways, that sentiment is not quite as strong due in part to how alike both of you are sometimes. Both of you are shy, demure girls. Even your appearances are similar; although you're a dryad and she an aseri, and although she is taller than you, both your red hair and her white hair are straight, long, and unadorned, and both of your modes of dress trend towards the conservative. In most cases with other apprentices, the awkwardness stems from the asymmetry in conversation, the idea that you should be talking but you can't think of anything to say; here, you're largely fine with the fact that neither of you are in a hurry to say a lot immediately. There is a shared tempo that both of you are comfortable with.

In fact, it's nearly two hours before the two of you finish studying, punctuated by Melanie exhaling to relieve her stress, and as you look at her, you suddenly notice what seems to be a necklace that wasn't there before today. Or perhaps less a necklace and more a pendant; hanging at the fore was a strange, leathery material - about half the size of a playing card, perhaps - that you don't recognize as anything resembling the gemstones and jewels that typically accompanies the jewelry you've seen on the richer apprentices here. In fact, when you realize what it is, you almost feel embarrassed for not recognizing it sooner as you splutter, "O-Oh. I-Is that...?"

Melanie traces your gaze before taking the piece of wyvernscale between her fingers, looking at it. "Y-Yes.," she nods. "I...a-asked one of the i-instructors to cut a piece out for me."

That surprises you a bit; wyvern scales are some of the most valuable materials for making sturdy and lightweight armor, so the idea that an instructor was fine with just cutting off even a small piece of it for the sake of Melanie seems incredible. Then you remember that the Asters are not only a mercantile family, but also one that serves House Celestia. Perhaps a bit of wyvernscale is simply well within Melanie's means.

"Maybe I should've asked too," you murmur with a sheepish smile. "I-It would've been a nice memento." Then, after a moment wherein you catch a complicated expression on the aseri's face, you pause before asking, "I-Is it...n-not a memento?"

Melanie fidgets just a tiny bit in her seat, pressing her lips tightly together. "C-Could..." she starts quietly, not quite meeting your gaze. Then, just a touch more firmly, "C-Could you come with me, p-please?"

It takes the two of you a bit to put back all the books you've been reading, but you and Melanie eventually leave the library and step outside. Small slivers of snow descend from overcast skies, although it is not nearly so dark that torches need to be lit during the day, nor is the snow so deep that each step you make comes with a compacted crunch underfoot.

Melanie leads you in the direction of the training yards of the Academy, which is devoid of any apprentices or instructors or staff, save for the two of you. This is hardly surprising; although hardly the coldest of Apaloftian winters - and certainly not as cold as winters in Lindholm, or so you've heard - no apprentice is in a particular hurry to train in these temperatures. Vapor escapes your mouth with every breath you take, and you wonder how far Melanie intends to take you until she stops by a tree stump. No one is entirely sure why the tree stump is here - perhaps it used to be a seat, or perhaps it was just a tree that needed to be cut down - but what it has become with the passing of generations of apprentices at Faulkren Academy is a spot for archery students bored with shooting target stands to place more "interesting" choices of targets onto. Through the course of your time here, you've seen the heavily scarred stump play host to empty wine bottles, pieces of fruit, and one unfortunate childhood toy.

Now, it plays host to the wyvernscale. With you beside her, Melanie steps up and deposits the strange trophy there before stepping about five meters back. Her tail is sweeping back and forth in a tight, agitated way, and she's moving in an even more self-conscious manner than she otherwise would be. She looks up at where you're still standing beside the tree stump and advises, "P-Please back up a little."

"R-Right!" you stammer in anticipation and even mild nervousness, dutifully taking a step backward.

Melanie looks between you, then the stump. Then she sheepishly raises her hand in an odd sort of assessing gesture between the two before saying, "U-Um, a l-little more, please."

Slightly alarmed, you backpedal until you're several meters away, like you do when those archery students were aiming at empty wine bottles or worn-out stuffed animals.

"N-Not that much!" Melanie calls, looking increasingly embarrassed.

Sheepishly, you come in several more steps, until Melanie finally gives a small nod of approval, and turns back to the stump. She adopts a position you recognize from training as a basic casting stance - standing at a slightly slanted angle, legs slightly apart, hands held up in front of her - and briefly closes her eyes in concentration. There is almost a strange, arcane aura surrounding her that you feel - if only barely - rather than see. Then, as you watch, enraptured, the white-haired aseri throws her hands into a series of brief but complex motions, ending in a sharp downward cutting gesture with one hand.

A strange whistling fills the air, followed by a odd, soft, almost inaudible high-pitched shriek that almost goes unnoticed, that almost sounds like it's a whisper instead of a sharp whistle.

And absolutely nothing happens.

You look around, not sure whether you should've expected something or whether you should feel embarrassed for Melanie. "Did...s-something happen?" you ask, looking around a little desperately.

Melanie's shoulders slump, and she gives the stump a look that is half-sad, half-frustrated. A moment later, you understand. It's not that you're particularly slow. On the contrary, the tardiness of your realization owes a great deal to the fact that you are informed. Of the elements in magecraft, wind is the most versatile: It can cause sounds where there are none, manipulate the path of an arrow, quietly extinguish the flame of a candle or torch, carry objects in flight. But the wind school of magecraft is also not the first choice anyone would make when it comes to wholesale destruction of any kind, lacking raw power. Fire and lightning and their ilk are far better suited to breaking things or forcefully killing people.

What finally clued you in to what Melanie was trying to do was the stump: Twin notches have been carved into it on either side of the wyvern scale. Like someone actually took an invisible axe and swung it at the stump. The two new scars may be shallow, but they're visible.

"You...w-want to cut it in half?" you ask, staring at her in surprise.

Melanie looks away, embarrassed, and walks over to the stump before retrieving the utterly-unharmed scale. "I couldn't d-do anything b-back then," she says, turning the scale over and over in her hands, ears slowly flattening out on her head. "You were v-very brave, but if I'd been able t-to do anything, you w-wouldn't have had to."

"N-None of us could f-f-fight something like that!" you whisper. "N-No one expects first-year apprentices to be able to beat w-w-wyverns!"

"Not b-beat it. Just...distract it. Or...s-something like that. And I know that f-first years can't d-d-do things like that. That's w-why I'm training. I-I'm not an elf, so I can only m-make up for it with p-practice."

You glance at the scale in her hands. "With w-w-wind magecraft?" you ask, trying not to sound too incredulous or think too hard about the lasting cultural belief that elves are better at magecraft than aseri.

"It's what I'm g-g-good at," she murmurs, shoulders slumping a little more. There is, however, a hint of stubbornness that accompanies that frustration. "I j-just want to be able to..." she stops, blushes slightly, then amends, "I just w-want to be able to protect m-my squad. And the people who m-matter to me."

You nod cautiously. Cutting something as hard as wyvernscale with wind magecraft is an utterly unreasonable goal. Theoretically possible, as far as your limited experience of the art is concerned, and you've heard of master mages who've been able to do so, but still completely unrealistic. Wyvern scales are strong enough to deflect heavy sword blows, let alone magecraft that amounts to blowing really hard against something. Something tells you just then, though, that this isn't what Melanie needs to hear from you.

"It will be a m-m-memento," you say, slowly, "once you c-c-cut it."

Melanie looks at you strangely and more than a little skeptically. For a moment, you think she's going to correct your "when" with an "if". But she doesn't. Instead, her ears go back up a bit, she gives you a small, shy sort of smile, and says, quietly, "I'll...I'll g-give you half if it c-comes to that. That way you would have one a-after all."

"I'd l-like that," you admit, smiling back in an almost comically similar manner.

The two of you stay like that for a long moment, before a particularly nasty gust of chill wind cuts through the training yard, flattening Melanie's ears all over again and making you hunch down against the elements. Being a dryad means you can withstand the extremes of the outdoors better than most, but it does not necessarily make it fun.

"We s-should really go inside," Melanie admits.

"B-Before it gets any c-c-colder," you agree.

With that, the two of you walk back to the school, slightly huddled together for warmth. You can talk about both of your goals for self-improvement while you're nice and warm inside, preferably beside a burning fireplace.



For natives to Apaloft like you and Melanie, it's clear that this year's snowfall will be fortunately short. Already, the solstice comes upon Iuryis, and with it Midwinter's Feast. The servants at the Academy, whose hustlings and bustlings are generally quite visible to the apprentices, seem to be further put upon as the end of the year approaches. While they generally aren't above chatting or even sassing with apprentices, the servants are clearly too busy in the lead-up to the feast to chat with a hundred-or-so teenagers. To celebrate the time of the year when the sun stops sinking further into the horizon with each passing day, when the days finally start getting longer until midsummer, cities and towns and villages across Caldrein - and indeed, across Iuryis, each with their own customs and variations - hold great feasts, bringing out the crops and the food and the preserves that won't last the winter. It is characterized with general revelry, with food and drink and singing and dancing. At least, that is how your village celebrates it; Faulkren is still in Apaloft, so you doubt it will be much different, just...larger. Aside from the apprentices at Faulkren Academy, there's the neighboring town itself, which will likely hold their own celebration as well.

It's three days before Midwinter's Feast that Headmistress Cornelia Rastangard takes advantage of dinnertime to make an announcement to the vast majority of the apprentices having their meals. "Classes on Midwinter's Feast will end at noon," she announces after the room hushes upon a bell being rung at the instructors' table, only for her to have to fall silent again for a moment as her first announcement is met with excited chattering amongst the apprentices. It will give more time for the apprentices to prepare for the evening, and won't leave them tired after an entire afternoon of calisthenics and exercises, even though most apprentices have already acclimated themselves with that level of physical exertion. After another instructor hushes the Great Hall for quiet, the headmistress continues, "You will have the afternoon free to yourself, although attendance at dinner will be mandatory. Afterwards, you are free to go into town to attend the festivities there. Dinner will be held an hour earlier to reflect this." Her voice takes on a wry tone as she adds, "Furthermore, to prevent any accidents while under the influence of grape juice, also mandatory will be checking in any and all weapons into the armory prior to dinner, training or otherwise. I promise that anyone who does not do so will not enjoy the consequences."

Quietly, the apprentices exchange looks with one another.

"Weapons or no, your conduct will reflect upon this academy, and revelry is no excuse for troublemaking. Trips such as these are a privilege, not a right, and they can be taken away. Is that understood?"

There was an emphatic, automatic chorus of "yes, Headmistress Rastangard" from around the hall.

"Good. That aside, do enjoy yourselves; we all must take what merriment we can in troubled times."

As the hall empties out, Squad Four stays together, heading back in the direction of your dorms, with Elizabeth slightly ahead of the group with a book in her hand, and Sieglinde holding up the rear. Still stretching from the prolonged period of sitting, Stephanie - walking right beside you - looks over at you and asks, "Any plans for Midwinter's Feast?"

You tilt your head slightly in thought. "I haven't r-really decided on anything," you admit, almost embarrassed. "I...guess I'll have to see wh-where everyone else is going. What about you?"

"Oh, I thought I'd just stay at the Academy for some quiet time of my own. I'm...not very good with large crowds." Then, a little quickly, she turns to the tallest of your quartet and asks, "What about you, Sieglinde?"

"I suppose I should attend the festivities in town," Sieglinde acknowledges, with just the slightest hint of reluctance.

Your roommate raises an eyebrow in what could be interpreted as quiet amusement. "But you'd rather stay in and read a book."

This earns her a slight tilt of the head from Sieglinde, one that does not seem particularly displeased. "You are likely not wrong."

You glance over at the fourth member of your squad, walking slightly ahead of the rest of you, lost in her own unknowable thoughts, and - from a combination of politeness and curiosity - you ask, "L-Lady Elizabeth?" In spite of your fear for her, you do feel like you're obligated as a squad member to show at least token amounts of interest.

Elizabeth looks around almost sleepily, and regards you for a long moment. Long enough that you're worried you've annoyed her. Finally, though, she says, "The bakery in town is selling solstice cakes. With lots of honey, and almonds, and baked blackberry jam on top." Then, as if that answers that, she looks back down at her book.

A solstice cake is a large, dense oat cake, topped or filled with different ingredients depending on the region or the baker, although honey and some sort of jam is usually considered ubiquitous. As part of the holiday, though, it is a treat that is big enough that it is traditionally shared with family, friends, or a special someone. "You...have someone you're going to share it with?" Stephanie asks.

Elizabeth lets out the smallest of sighs, before glancing around again in a way that makes Stephanie's ears droop a little. "No one. It's just for me."

Sieglinde gives Elizabeth a slightly strange look. "That's a lot of food for one person," she notes lightly. Particularly someone Elizabeth's size. Eaten after Midwinter's Feast, just a fourth of one has always been a bit much for you.

"They keep for most of a week, usually," the tiny elf replies with a slight shrug as the four of you exit the Great Hall and out into the snowy courtyard of the Academy, snow crunching beneath your footsteps. "So I eat a piece every day until it's gone." For a moment, it seems like she's going to leave things there. Then, unprompted, she adds, "It's what I'm used to. My family always used to give me one every year."

This is, perhaps, the most personal detail Elizabeth has ever shared with you as a group, and it's hard to say whether that's a good thing or bad. You find yourself responding, "A-Are you an only c-child, Lady Elizabeth?"

She looks at you like you're an idiot. "Of course not. I come from a noble house. We always have a large one baked for my sisters to share, but I get to have a smaller one just for me." She says this with an air of faint, almost affectionate nostalgia and just a tiny bit of smug satisfaction.

"O-Oh," you murmur in slight surprise. Then, hesitantly, you venture a guess, "B-Because you're the eldest child?"

Elizabeth blinks and pauses for a moment. Is she simply surprised because she's never actually shared the fact that she's an eldest child, and that you've guessed correctly? Or perhaps she isn't actually entirely sure of the answer herself? Finally, she shrugs and replies, "I suppose so. My sisters and I used to fight over the cake all the time anyways."

"...A-Ah," you say, trying not to think too hard about just what that could mean. You shuffle and fidget a little awkwardly. "My p-p-parents would bake one t-together. And th-they'd share it with me and m-my sister. Just with some d-dried fruit and berries from the land a-around our home, and a bit of f-forest spice."

"Forest spice?" Stephanie asked, tilting her head in your direction. "What's that, exactly?"

"I d-don't actually know. It's a spice blend p-popular in the..." you pause, slump helplessly, and conclude pathetically, "...the forest." Trying not to blush when Elizabeth snorts at that redundant statement - it's not your fault that your parents only ever called it "forest spice" when telling you and your sister about it - you continue in a stammer, "My m-mother always keeps some in a ch-chest above the mantle. I've n-never asked what's in it."

Sieglinde looks over again, as if weighing whether or not to break into this conversation. "I imagine mine is much the same as Zabanya's family," she says, after a moment, "barring her special case."

Elizabeth smirks. "True in many ways," she chirps.

"It's common in Lindholm to bake them in the shape of a star, especially for children. Everyone can break off a point, then you play a game to decide who gets the middle. It has the largest amount of jam or jelly of some kind, which is quite honestly a bit too sweet for me, what with the amount of honey we put in them already. Usually, if a parent wins the game, she takes an obligatory bite out of it before giving the rest to her children."

"I always won the middle," Elizabeth says with an air of pleasant self-satisfaction. "Maybe that's why they got a separate cake for my sisters. It must be sad, losing to me all the time."

"We d-don't really make them like th-that here," you point out. After moving to the plains of Apaloft, your family adopted the local custom, with only a slight variation to the regional standard to fit their tastes in terms of seasoning. Even the fancier solstice cakes sold at a proper bakery in town don't stray far from the same theme. "Th-The ones at the bakery back home will be made with dried fruit a-and spice of some kind. A-Apples and cinnamon are the most common. And th-they're usually square. Th-The cake, I mean, not the apple." A moment later, you feel a little embarrassed for even suggesting that anyone assumed the apple is square.

"I don't care if the shape's boring, since I'm not sharing," Elizabeth says airily, "but the flavor won't be a problem. I already spoke to the baker last time I was in town. She'll be making a special one just for me. She almost charged me extra, but she thought better of it."

"Please don't do anything terrible to the baker, Lady Elizabeth," Stephanie mutters with a mild hint of cautious exasperation, as if careful not to offend with her tone. That being said, Elizabeth seems to be more forgiving of backtalk and some level of impudence than first impressions would suggest, so you don't feel acutely concerned for Stephanie's safety. "One day, I'll break down and spring for a tray of those tarts she always has cooling in the window, and I need that motivation some days."

Elizabeth looks at her, and actually smirks a little, the way she does sometimes at Sieglinde, or other rare individuals she perhaps sees as actual people. "That's going to depend on how good that cake is."

After a tense moments, Sieglinde dryly adds, "She's joking."

"Probably," Elizabeth concedes nonchalantly. "Look at it this way: If she can't even make a simple solstice cake, with honey and almonds baked in, and blackberry jam just right on top, then the tarts wouldn't have been that good anyway."

In spite of yourself, you give a small laugh, if a little nervously. It seems like the right thing to do.

Sieglinde, perhaps attempting to rescue Stephanie from this line of conversation, remarks, "This is possibly my first Midwinter's Feast away from family." She seems to leave it at that before adding with a thoughtful air, "I suppose it shall be liberating, in a way."

"L-Liberating?" you echo. The four of you have finally reached your dormitory building, shivering off the last vestiges of the cold outside as you enter the heated interior.

The tall, raven-haired elf gives a small shrug. "I would have had obligations during the solstice were I back home. Much of the morning would have my house present for temple with the rest of town. I would then be with my parents to play host for lunch and tea with persons of importance: Titled vassals, visiting nobility, local merchants, distant family. And I would be present for the town feast in the evening, entertaining and speaking with the townspeople."

"Arcaster is hardly just a 'town'," Elizabeth points out in a bored voice, rolling her eyes.

"It's a small city," Sieglinde concedes. "Or a large town. Not that it detracts from my point."

"You...d-didn't like it much?" you venture cautiously, thinking about Sieglinde's self-professed shortcomings at socializing, but also wondering if it is the sort of topic that you yourself should approach so easily.

Elizabeth, at the very least, seems to find humor in all this. "Why else do you think she," the tiny elf quips as she leads the group up the staircase to your dorm rooms, "a lady of Lindholm, came all the way out here to Faulkren in another region altogether instead of enrolling in Llyneyth?"

This does strike you as at least a little intriguing. As a "first amongst equals" in the hierarchy of Caldran mercenary academies, Llyneyth is certainly far closer to Sieglinde's home of Arcaster, and you can't imagine Llyneyth not accepting someone of Sieglinde's capabilities. Nor, for that matter, Elizabeth's; as much as her reputation at Faulkren Academy is complex, no one denies the raw power the elven mage casually carries with her.

But Sieglinde makes a dismissive shrugging gesture. "Zabanya exaggerates my disinclination for social events," the tall elven spearwoman replies, to which the tiny elven mage merely smiles in the kind of way you associate with Elizabeth being dangerously amused. "I am merely aware of what I am and am not proficient at." You are just beginning to think about asking Sieglinde why she's here at Faulkren instead, but the elf instead turns in Stephanie's direction, asking, "Does your family do anything in particular?"

Stephanie seems a little taken off-guard by the question. "Hm?" she blinks, not comprehending.

"For Midwinter's Feast."

"Ah," Stephanie says blankly before calmly responding, "no, nothing special. We usually have nicer meals than usual, that's all." She decidedly does not have the air of someone who wished to continue.

Elizabeth gives her a lazy look before just as lethargically sharing a glance with Sieglinde, but neither of them press. You yourself remember that Stephanie alluded to a complicated home situation on day the two of you first met, and decide that leaving that matter be is the most prudent option. The timing seems to work out, seeing how the four of you just happen to reach the doors of your adjacent rooms before anyone truly reacts to Stephanie's answer.

"We'll see you tomorrow, then," Stephanie declares, turning to unlock the door to the room she shares with you, and a few tired words of parting are exchanged before you return to the familiar surroundings of your dormitories.

Stephanie settles down in her bed, looking at the ceiling with a carefully and curiously blank expression, even as you settle into the chair. The quiet that follows afterwards - even though Stephanie is a fairly quiet individual - is a little awkward, so you finally say after a moment, "I'm still n-not sure if I'm going or not."

"Well," Stephanie says from her bed, not unkindly, "you have three days to decide. I'm sure lots of people will be going."

You nod; three days should be plenty of time to come to some kind of decision. Or so you tell yourself.



Then, suddenly, it's three days after, and you realize you haven't actually come to any kind of decision.

"We thank the powers that be for this year of great blessings," says Headmistress Cornelia Rastangard from the front of the Great Hall, standing with her head bowed, her eyes closed, her hands clasped before her abdomen. Her voice is soft, but it carries well in the solemn silence of the Great Hall.

In front of her are the apprentices of the Academy, and behind her are the instructors, all seated at their respective tables, their heads similarly bowed and their hands in whatever manner their faith dictates...or, for those who are faithless, in whatever manner they feel most comfortable. Flames from the torches and the candles and the chandelier above brighten the Great Hall this evening, their light glistening across the truly massive array of food spread throughout the tables in this grand chamber, a probable source of more thoughts for the honest of young apprentices than whatever spirits, deities, or greater powers they may have been praying to at this time.

"We thank our families for this year of love and devotion," continues the headmistress. "We thank our friends for this year of steadfast support. May we find health, happiness, and good fortune in the next year and all years to come." There is a moment of silence after this as the occupants of the room open their eyes and shuffle expectantly. It is only after a long moment passes that the headmistress looks around the room with just the slightest hint of amusement and mischief - as if playfully dragging out this moment for as long as reasonably possible - before declaring, "And now we feast."

The Great Hall is instantly a flurry of motion as apprentices reach out frantically for the food placed on large communal plates. Some stand up to look for favored dishes further down their table. The kitchen staff has really outdone themselves this time, coming up with this much delicious-looking food for this many people. It's not that their usual food isn't delicious, but the typical Academy fare is cooked in a manner ensuring nutritional balance. Tonight, however, it's as if the cooks have given you permission to indulge in your guilty culinary pleasures by providing you foods you're almost certain are fit for nobility. The dishes in front of Squad Four alone include honey roasted beef with nuts and pepper, veal marinated with citrus and rosemary, creamy buttered rice mixed with cheese and assorted vegetables, tomato-soaked baked bread with goat cheese and basil, and more. Whatever worries everyone else has - studies, training, interpersonal drama, the approaching threat of war - tonight is a night of joyous festivities and celebration, and a cheerful din fills the Great Hall. The collective excitement of the apprentices is understandable, and you are frankly by no means immune.

"Oh, w-wow," you turn to Stephanie excitedly, trying to speak in between swallows rather than in between bites, even as you savor the juicy pieces of your meal melting into bliss in your mouth. "The food is r-r-really good."

Giving you a sidelong glimpse that could almost be interpreted as contempt from just about anyone else but reads mostly like wry amusement from Elizabeth, the tiny elven mage dryly remarks, "Neianne, you look like a starving matchstick-selling girl wolfing down stale bread the baker threw out."

You are in the middle of flushing bright red and dropping your food and trying to think of a response while stammering something unintelligible to fill in the awkward blank in between when Sieglinde makes a sighing sound and counters, "She's doesn't." Her attempt to put you at ease probably doesn't have her desired effect, though, given how both she and Elizabeth dine with evident ease and reserve, as if they are entirely at place with the delicious food served before them.

Stephanie notes your reaction, eyes both elves across the table from her, and quips, "Not everyone is as rich as...well, viscountesses." Although the aseri herself also seems at ease with the food before her - if not exactly as poised as Sieglinde and Elizabeth - making you feel increasingly insecure about your own personality and temperament.

"M-M-My family doesn't starve!" you blurt, finally recovering your faculties of speech, temporarily robbed by your embarrassment over what you're sure was a shameful display at eating. "We...g-get by every year with little p-problem. We're...j-just not very r-rich."

Looking down at you despite the fact that all of you are seated, Stephanie seems to give your physique a once over before asking rhetorically, "So is that why you're so small?"

You blush and fidget your short body under the gaze of the average-height Stephanie, but it's at this point that an even tinier Elizabeth makes a show of clearing her throat, causing Stephanie to look awkwardly over at a highborn elf whose stature has clearly not been affected by the availability of rich food. Looking pleased that Stephanie has been pushed into an awkward silence, Elizabeth swivels her head just slightly towards you, enough to give you a sidelong glance, and asks in an almost challenging manner, "And I assume you look to change that as a Caldran mercenary?"

"I-I...suppose it'd be nice to grow a little taller," you murmur with a hint of sullen resignation; you know that you're at the tail end of puberty and highly unlikely to grow any taller.

Elizabeth only rolls her eyes impatiently and mutters, "I mean you'd like to change your family doing more than just 'get by."

Blushing furiously, you pathetically allow, "A-Among other things, I g-guess." You're not sure you feel close enough with Elizabeth to give a more detailed, complex explanation that you've given Sieglinde. Nor are you really sure that Elizabeth wouldn't find the story boring and react harshly. She hasn't really actually done anything to you in all the time you've been here, but it's hard to tell with her sometimes, just as it's hard to get over certain strong impressions.

"And I assume you're here for more than just a feather in your cap," Stephanie mutters in Elizabeth's direction, but helps herself to another serving of veal.

Rather than seem offended, however, Elizabeth merely smiles a little and quips, "So to speak."

With the poised stature of a noblewoman enjoying her meal, Sieglinde swallows her bite before remarking, "The impression one has is that Lady Elizabeth Irivich Zabanya wishes to legally explode as many people as possible."

The elven mage turns her usual, serene, dissonant smile towards Sieglinde and replies, "I wouldn't protest against the notion, no. Although one supposes there's only so far you can go with that."

Intrigued, you ask, "H-How far do you want to go?"

Elizabeth seems mildly surprised at your sudden question, but she soon thinks about that for a short while before taking an air as if she only deigns to respond. "As far as I can go," she answers. "As far as I can discover breakthrough after breakthrough in magecraft. Centuries from now, even farmers and laborers shall know my name because I unraveled the mysteries of our world - magecraft, the fae - in manners no others could. Exploding people is fun, it's cathartic, but it isn't..." she searches for the right word before shrugging and taking on a different track. "History is full of people who explode people. It's like swinging a cudgel. Anyone with a bit of power can do that."

You decide not to point out Elizabeth's magecraft - conjured so easily and casually - probably requires a bit more than "a bit" of power. Perhaps things seem different for people with Elizabeth's kind of prodigious talent.

"Discovering something really new," Elizabeth continues, her legs almost girlishly kicking back and forth in opposite directions, her feet falling short of touching the ground once seated in her chair, "something that's worth passing down for generations, that can be built on for centuries, that will be taught in schools long after I'm gone?" She smiles, and unlike her usual smiles - that serene, almost angelic smile on her delicate features that almost seems dissonant with whatever situation she finds herself in - this one betrays a hint of grim determination and naked ambition. "That's something worthwhile."

Her proclamation is met with a bit of staring. Mostly from you and Stephanie, although Sieglinde does seem at least mildly surprised as well, if the slight arch of one of her eyebrows is any indication. At some point in the months you've been here - practically half the academic year now - you've always just sort of assumed that Elizabeth wanted to be able to hurt people. That time you found her standing in Penelope and Wendy's room - the room crackling with ice and lightning where she stood amidst four writhing bodies on the ground and winked at you - certainly doesn't help with first impressions. So this revelation is, if nothing else, unexpected.

Elizabeth, for her part, seems entirely indifferent to your staring, and instead casually eats the food on her plate.

It's Stephanie that speaks first: "If you want to pioneer breakthroughs in magecraft, why are you even here? Why train as a Caldran mercenary instead of going to the University of Valrein or Stengard?"

"For the same reason good historians also train to be archaeologists," the tiny elf rolls her eyes. "Practical experience. Knowing where your limits are. Doing things firsthand. There's little to be learned trying to tests the limits of your theories in a courtyard."

"Besides," Sieglinde shrugs, "you'd like to be able to test your theories on actual people in war."

"That, too." Elizabeth happily eats her food for a few moments before glancing over at Stephanie and quipping, "What about you, Dark, Fluffy, and Mysterious?"

The aseri seems surprised that Elizabeth is even talking to her specifically, then surprised that this is somehow her nickname. "What about me?" Stephanie asks, looking like she's trying not to bristle a little. You've been her roommate long enough to recognize when she's being cautious; she masks it well, even in terms of aseri tells with the ears and tail, but there are just a few subtle hints.

"Sieglinde wants to get better at serving the Confederacy, I'm sure. Neianne wants to...change herself to someone she actually wants to be, or something like that." You shoot an alarmed look at Sieglinde, wondering how Elizabeth even knows about this - you've shared this with few people - but Sieglinde only arches an eyebrow at the smaller elf, as if she is just as surprised that Elizabeth knows. "So what are you here for?"

Stephanie regards Elizabeth for a moment, keeping her expression carefully thoughtful and neutral. Finally, after a moment, she explains, "To prove myself, I suppose."

Elizabeth's grins as her eyes narrow almost tauntingly. "Oh-ho? Difficult parents?"

The aseri frowns slightly, but only allows herself a moment before neutrally replying, "In a manner of speaking." The expectant silence, as the rest of you wait for her to continue, slowly turns uncomfortable as it becomes obvious that, left to her own devices, Stephanie isn't going to. Instead, she has returned to her meal.

"Now you're just trying to be mysterious," Elizabeth snorts, but with an air of amused good humor.

"I'm not trying to be anything," Stephanie replies, carefully schooling her reaction. You feel her tail brush against your ankle beneath the table; given how far away from you she's sitting, it is probably moving in some agitation. "Things with my family are difficult. It's not that interesting a story. Not everyone's father is a viscountess."

"Mother," Elizabeth corrects, stifling a yawn, but she seems content to let the matter drop for now. Privately, you somewhat doubt that Stephanie's situation is as dull or unremarkable as all that, but you're also notably less inclined to pry into sensitive subjects than Elizabeth is.

Silence reigns afterwards, which no one else but you seems to find particularly awkward. Desperate to try to move the conversation on, you quickly stammer, "I-I-I'm truly glad to be on the s-same squad as all of you, th-though!"

"Oh?" Elizabeth raises an eyebrow and cackles in that soft, angelic voice of hers, taking on a clearly amused tone. "What's this?" She looks you up and down, making you feel a little bit like a sheep being sized up by a wolf. "Is the solstice making you sentimental, Neianne?"

Sighing in mild exasperation, Stephanie cautiously allows, "I suppose we are a functional squad, at the very least. Not that we've had a chance to do things as a squad throughout the year except attend classes together."

"We'll be given more autonomy and duties in our second year," Sieglinde notes, setting down her fork and knife as if she's done with dinner. It doesn't look like she's a big eater. "I suppose we'll find out how functional we truly are as a squad then."

"Oh, Ravenhill," Elizabeth bats her eyelashes at the taller, raven-haired elf in mock sweetness. "Where's your optimism? We've already been roommates for so long. I'm sure we'll get along just fine."

"Yes," the squad's aseri rolls her eyes, although she doesn't actually sound annoyed or resentful, "I'm sure Neianne and I are merely extra baggage."

"Neianne has faced down a wyvern," the elven mage points out casually, happily popping a cherry into her mouth. "You have some catching up to do."

Stephanie has the good grace not to have a rise gotten out of her. Sieglinde, however, raises an eyebrow and calmly challenges, "I haven't seen you accomplish anything similar while at Faulkren."

Continuing to smile sweetly, Elizabeth retorts, "I'm more than happy to duel Neianne if you find the need to have me proven against her." You try - and fail - not to flinch at the idea, but the tiny elven mage has already turned her gaze to her own roommate as well and added, "And you're more than welcome to a duel with me if you wish to fall on a spear for Neianne's sake."

Growing pale and fearing what a duel between Sieglinde and Elizabeth would even look like - probably something involving the end of the world - you squeeze your eyes shut, lean forward, and stammer-squeak, "N-N-No talking about fighting during Midwinter's Feast!"

You flush red almost immediately after and try to hide under the table. You hoped to sound at least halfway stern or at least older-sisterly, but you sounded more like a mouse.

Elizabeth, however, easily seems to find humor in this as she laughs unreservedly - her voice like tiny little jingling bells - before she allows with a permissive smile, "Yes, yes, enjoy the food while you can." Beside you, Stephanie is only barely suppressing a smirk. And Sieglinde has her eyebrows raised in the way she often does when amused. You can't help but feel that you're being treated as the baby of Squad Four.

Fortunately, this feeling is temporarily alleviated as a familiar, friendly, but slightly hesitant voice awkwardly laughs, "Oh, hi, did I come at a bad time?"

"Vesna!" you greet the human after swiveling around, relieved to see a friendly face. The brunette gives you a slight hug - really just touching arms as you stand up to meet her - as she waves amicably to the rest of your squad as well.

"Someone's already up and about," Sieglinde remarks, her tone a little wry. Not that she sounds like she disapproves. And it isn't as if she's alone; already, apprentices in the Great Hall have begun to leave their seats to mingle with friends in other squads...and, you suspect, sample the foods set on other tables.

"Well, there's so many people celebrating together!" Vesna gushes, practically bouncing a little where she stands. "And there will be more people in town soon, won't there?"

"Someone's excited," Stephanie adds as her own muted point of observation.

Ignoring your squadmates for the moment, you inquire of Vesna, "You'll be g-going to town, then?"

The human beams infectiously. "Of course I'm going to town," she gushes. "You're coming too, yes?" Then, abruptly, as if she remembers something important, she looks down at your arm and adds sheepishly, "Oh, is the arm getting any better?"

"It i-is," you give an awkward smile, "th-thank you."

"You're awfully giddy over a small-town celebration," Stephanie notes, looking over.

Vesna seems a little surprised and embarrassed as she stammers for a moment, as if trying to find words to defend herself with. "My family doesn't usually settle down long enough for festivities," she pouts a little after finally managing to recover her composure. "Our celebrations are more a...subdued family affair." She pauses before adding a bit more quietly, "With maybe some friends, but..."

Stephanie quickly but calmly holds up her hands in a neutral, placating gesture. "I'm not judging. Mine isn't terribly different, I suppose."

From Sieglinde's direction comes a soft cough that sounds very suspiciously like "lucky you".

Elizabeth snorts, "It's your own fault for being such a goody-two-shoes. Your parents expect you to do everything when you are."

"What a carefree heir to House Zabanya," the taller elf fires right back, although characteristic of the two of them, there doesn't seem to be any sense of hostility in that retort. If anything, both Sieglinde and Elizabeth react with calm, perhaps even normalcy, as if this is something that is done regularly and beneath general notice.

Her spirits quickly recovered, Vesna turns to Sieglinde and cheerily asks, "Are you going to town, then?"

But Sieglinde shakes her head. "I suspect I shall pass. The festivities would do well without my gloomy presence."

"Oh," Vesna blinks, looking mildly surprised and maybe slightly disappointed. Then, with a hopeful tone, she turns to the resident aseri. "Um...Stephanie?"

"Probably not," your roommate replies. "I'm not very comfortable in crowds."

"Ignore these gloomy killjoys, then," Elizabeth snorts again, happily poking fun at her squadmates as she negotiates another piece of beef with her knife and fork.

Turning to the last member of your squad, the human ventures, "You are going, then, Lady Elizabeth?"

"She's going to pick up her solstice cake," Stephanie points out, "so don't get your hopes up."

But if Stephanie meant to suggest that Elizabeth is only going to town for non-festive purposes, Vesna must've missed the point as she cheers up and gushes,"Solstice cakes are good!" Already, she's moved closer to Elizabeth, as if she's now the focus of this conversation, something that also seems to catch the elf off-guard, looking at the human with mild confusion. "At a bakery? What are you getting?"

Elizabeth seems to be trying to answer in a manner that's perhaps even halfway polite and earnest, unprepared as she is by Vesna's earnest enthusiasm. You can't say you expected Vesna to approach Elizabeth so easily either, never mind be quite so happy about cakes. Beside you, Stephanie mutters softly into your ear, "She scares me a little sometimes."

"S-She's nice," you insist.

"She's one of the girls who stared down a wyvern with you, isn't she?"

"...Y-Yes," you reply again, hesitantly, wondering if Stephanie just compared Elizabeth to a wyvern.

"She scares me a little sometimes," Stephanie repeats. And you would pay more attention to the conversation between Elizabeth and Vesna, except a pair of hands suddenly descend in front of your eyes, completely blocking your vision. You let out something of a squeak, wobbling precariously to avoid spilling your drink.

"Neianne, guess who?" a voice singsongs close to your ear.

"Wh-Wha?" you babble, confused.

"You have to guess, or I'm not letting you go," your captor informs you with exceedingly mock gravity. You can barely hear what sounds suspiciously like desperately muffled giggling from where Vesna was last seen and a Stephanie-like snort in front of you.

It takes a second two for your heart rate to slow back down and your brain to start functioning properly again. Her voice is familiar enough, and...

"M-Mia?" you venture.

The hands let go, and you can't help but squeak again as they spin you playfully around to face the red-haired aseri in question. "Aw," she grins. "How did you guess so fast?"

"N-No one else would do something like that with m-me!" you say, a little exasperated. Maybe Vesna would, but you were just talking with her, and Mia is certainly much louder than Vesna.

Mia crosses her arms, and nods almost sagely. "Yes, that makes sense."

"...It does?" Somehow, from her tone, you can't help but feel like she took more away from that statement than you meant for her to.

"Oh," Mia remarks, distracted, reaching over your shoulder and grabbing a slice of veal from the communal plate, unbothered by the fact that she is using her fingers. "This looks good. We don't have that dish over at our table." She takes a bite out of the meat, chews for a bit before swallowing, then - as if finally remembering your previous topic - clarifies, "Well, just look at your squadmates." She nods behind you in the direction of Squad Four, where at least one person has since produced a book already. At your blank expression, Mia laughs: "They're all so broody except for you!"

Elizabeth raises an eyebrow and sweetly remarks, "I'm not 'broody'."

Mia gives a laugh that is equal parts awkward and nervous as she raises her hands in a placating gesture - which is probably also in response to Sieglinde's amused look and Stephanie's mildly unimpressed expression - hastily clarifying, "Not that I'm trying to say anything against you."

"Just blurting it," Sieglinde offers, although she doesn't sound terribly annoyed or upset, nor does she actually look up from her book. Still, you think the raven-haired elf is amused.

"Or yelling it out," Stephanie adds with a shrug, getting over her initial bemusement.

"I'm not that loud," Mia laughs loudly, without any indication that she's offended or taking any of this as a slight. Then, again, she's already pulling you from the table before you have a chance to protest and whispering conspiratorially. "But whoever thought to put that much broodiness on one team was just not being fair."

You shuffle a bit uncomfortably. "I'm h-happy where I am," you say. You don't want to take this line of comment the wrong way, but you can't help but feel slightly defensive of your team.

"You are so cute when you're all earnest like that!" Mia sighs wistfully, giving your head an encouraging pat, the leaves in your hair rustling as she does so. "Anyway, you need to come say hi to Lucille. And Melanie."

"...Eh?" you ask, stumbling along after her. Already, Vesna is waving farewell at you with a hint of mock tragedy, as if resigning herself to the fact that Mia has successfully hijacked your attention span, as she is wont to do with anyone caught up in her orbit.

"You're going to be visiting people anyway, aren't you?"

You can't in all honesty dispute that.

Sure enough, you find both Lucille and Melanie at once. They're sitting at a somewhat crowded table, filled mostly with girls you don't know particularly well. Their friends, you assume at first, are a collection of almost ten different girls from a variety of different squads all crowded together, talking and laughing and sharing around food and drink. They don't seem to come from any particular rank or social class. At least a third of them you faintly recall come from poor families of Iuryis' three main races, many of them attacking their food with as much enthusiasm as you did yourself.

"I found Neianne!" Mia announces as she drags you to the table, turning a few more heads than you would have liked.

"Hello!" Lucille says, grinning at you. The hand she waves is the one holding her fork, the movement sending a piece of meat flying off. There's a series of shrieks as girls attempt to dive out of the way, followed by some good-natured complaints. "Sorry, Ashlyn!" Lucille says with a notable wince. It's impossible not to note the contrast between her table manners and the two poised noblewomen delicately eating their food back at your table. Lucille turns back to you, looking more sheepish than before. "I was hoping you'd say hi! Melanie's already here too."

The aseri in question smiles at you, evidently rendered even shyer than normal by her boisterous surroundings. "H-Hello," she says. She's sitting by Lucille, having moved in from her own squad, but now that you look, she's somewhat on the edge of this gathering, not making a particular effort to join in conversation, merely quietly eating her meal. She doesn't seem unhappy so much as perfectly willing to let the conversation happen around her. You can relate to that.

"H-Hello," you reply, inwardly cringing at the unintentional echo.

"Oh, no, Lucille, you have two of them now?" asks the girl who is fishing the piece of meat from her hair. Ashlyn, you think she was called. "I don't know if I can handle this!"

"No way!" Mia protests, jumping in between you and Melanie and slinging her arms around both of your shoulders even as your faces heat up from embarrassment. "I have both of them, not Lucille!"

"I don't have two of anyone," Lucille retorts as she sticks a tongue out, coming to both your and Melanie's defence, pulling the two of you out from under Mia's arms. "Neither do you, Mia. Now, stop picking on them or I'll fling more food at you. On purpose this time."

"I thought ladies were supposed to be gracious!" Ashlyn complains with feigned unhappiness.

"Try to catch it with your mouth next time," Lucille advises with all evidence of good nature, to the response of a general bout of laughter.

"Ashlyn," someone else quips with good-natured teasing, "circus dog."

"Oh, shut it, you," Ashlyn retorts, but there's no indication that she's actually offended, "before I shut it for you."

In the general mirth, you have time to lean in close to Lucille, and whisper, "Th-Thank you."

Lucille looks a little surprised, if not outright embarrassed. You could do without the additional teasing and being put on the spot at the moment.

But Mia is talking again before Lucille can actually respond. "Anyways," she declares triumphantly, "Neianne's here, my job is done."

One of the girls blinks at Mia, points out, "I don't recall anyone giving you that job."

Mia ignores this entirely and continues, "I'm going to check out some other squads now." Already, she's swiveling on a heel and heading off to the next table. "I'll be back later, maybe!"

"Do you ever, like," asks another girl with a mock sense of exasperation, "actually spend time with your own squad?"

"Yes," Mia calls back casually without skipping a beat, slowing her gait, or even turning around. "Be back!"

"Whether you're invited or not," Ashlyn calls out after her. You're starting to think - or hope at least - that Ashlyn simply has that sort of sense of humor. This time, Mia does turn around very briefly...if only to playfully stick her tongue out.

"I like having her around," Lucille remarks, "even if she does pick on Melanie too much."

"Don't you pick on Melanie too?" one of the other girls says, using a glazed carrot as a pointer.

"I do not," Lucille says loftily. "It's not picking on her when I do it." She gives Melanie a quick hug around the shoulders. "Right?"

Melanie seems briefly panicked at not only being included, but actually being expected to contribute to a conversation about herself. "Um..." she briefly seems to panic.

"You're picking on her right now," Ashlyn points out.

"N-No!" Melanie finally blurts out, flushing. "I'm fine!"

"You see? Fine." Oddly smug, Lucille releases Melanie and pops another morsel into her mouth.

"If milady says so," Ashlyn drawls, and while the honorific is not quite backhanded, there is a degree of underlying insincerity there, albeit an insincerity that seems more like a hint of affection rather than something truly disrespectful.

Lucille only swallows her food, and grins.

Time flies, as does the conversation, which remains high-spirited and fast with this group of people. Topics change quickly and often remain silly, and sometimes it feels like multiple independent strands of chatter are going on at once. One moment it's about food, and before that topic is even done, someone else has brought up having watched a tournament before, which eventually turns the topic back to training here at Faulkren Academy, which then starts being about the latest gossip amongst the apprentices, mostly who's going out with whom. And before the topic fully moves onto monster hunting, where - for a brief, terrifying moment - it looks like you're being actively pulled into the conversation to contribute, but the prevalence of louder, more boisterous voices quickly allow you to drift comfortably back to the periphery of the conversation. It's all a little dizzying to keep track of, to be honest.

Lucille, in a way, is unlike the other highborns that you've come to know thus far. She's not like Sieglinde, who is quiet, withdrawn, and not terribly social; nor is she like Elizabeth, who largely seems bored, sleepy, and sometimes cruelly amused. She's not like Aphelia, who is reserved, poised, and commanding in presence. Nor is she even like Azalea; despite superficial similarities, the dynamic here could not be farther from her tea parties. There's no indication that Lucille is "holding court" here, or even somehow "in charge". In Lucille's case, she seems merely to be another part of the group, and it hardly looks like the company she's keeping is exclusively part of Caldrein's topmost social strata.

Now that you think about it, you actually do remember seeing Ashlyn on the first day, very briefly: She didn't have shoes.

Not everyone can be a leader, you suppose. You certainly aren't. But you also aren't a scion of one of the Confederacy's most prestigious houses either, and expectations are naturally different. A small, unwelcome part of your mind can't help but wonder how differently things might have gone if a different elven lady had been present with you all back in that gorge. But that feels somehow uncharitable, and it's honestly hard to dislike her, even as she turns to talk to you again.

"Are you going to town later?" Lucille asks, with a slightly hopeful air.

"I d-don't know," you admit.

"We're going. Melanie's coming too." Beside her, Melanie helpfully nods.

"Most of my s-squadmates are staying behind. A-Apart from Lady E-Elizabeth." A few of the humans around the table - Ashlyn among them - look a bit...apprehensive at the mention. Rumors travel, it would seem.

Lucille looks momentarily unhappy at the mention of your elven squadmate. But almost immediately, she ignores that part of your reply completely. "There's going to be dancing in the square. And another feast. There's a fire and everything, so it's not going to be that cold."

"She's only been talking about it all week," one of the girls comments in amusement, the kind that only hints at wry exasperation.

"It's been ages!" Lucille laughs, albeit a little defensively. "I haven't been to a dance since I came here."

"Village square dances are a bit different from what you're used to," Ashlyn notes, giving Lucille an odd sort of look.

"Even better," Lucille says, missing any subtext present entirely.

"I'm still th-thinking about it," you say, cautiously.

"Try to find us if you do decide to come into town? It would be fun!" Beside her, composure recovered, Melanie nods and smiles again.

The conversation resumes for a time, with you and Melanie largely listening in in companionable silence while the more talkative girls carry on. Eventually, though, with time passing steadily by and with you thinking you should at least check back up on your own table, you find an opening to politely say, "I sh-should get back to my squad."

"I-I-I should see how m-my squad's doing as well," Melanie adds, taking the chance to bow out as well.

Lucille sighs slightly, but she smiles and gives Melanie another quick hug. "Have fun, then," she says. "I'll see you later for the trip in town! And you too, I hope, Neianne!"

After extricating yourselves - which required an awkward amount of waving - you and Melanie depart together...only for someone heading at crosspaths to collide accidentally with the white-haired aseri. Of course it wasn't Melanie's fault, but of course she's already beginning to stammer an apology: "E-E-Excuse..."

And then the apology dies off the tip of Melanie's tongue and her usually timid gaze hardens as they settle on and recognize the person whom she bumped into. This steeliness is reciprocated as Penelope barely suppresses a scowl and puts on only the barely semblance of civility. "Aster," she "greets" without a hint of warmth.

Melanie seems ready to retort in a similar last-name basis, but pauses for a moment as if realizing that Penelope doesn't have a last name, so instead mutters, "Penelope."

The air around the three of you chills. Or at least you feel that way. With mounting nervousness, you look skittishly between the two girls glaring daggers at each other, and suddenly you're in the ravine in Roldharen again, with Melanie and Penelope openly hostile towards one another over whether they should try and save Wendy or whether they should flee. You want to try to defuse the situation, but this is less the testy, dry dynamic that Elizabeth sometimes brings to Squad Four, and more barely-concealed animosity - if not outright hostility - towards one another. The scene unfolding before you is certainly coming close to triggering your flight responses.

But the two never have a chance to say anything particularly harsh or even come to blows, because Mia suddenly appears behind Penelope, practically bouncing into existence, as far as you can tell. "Oh, hey!" the aseri greets happily, clapping Penelope on the shoulder with no real reserve, causing the human to spin around in alarm and confusion with no hint of guilt from Mia's part. "I was going to come over to your table!" Smiling at you and Melanie, she adds, "Good to see you already catching up with Melanie and Neianne, though."

Penelope doesn't seem happy with Mia's sudden appearance, but nor does it seem like they're on bad enough terms that she's openly hostile. "I was just heading back," she tries to excuse herself.

"Oh, don't be a stranger," Mia beams, already shepherding the three of you to empty chairs at the table, making you wonder with a degree of incredulity how the aseri could possibly be so blind to the mood in the air. "Besides, these two are totally harmless, they won't bite!" She laughs, pauses, then laughs again, "Well, I mean, as harmless as a Caldran mercenary can be. Which isn't very harmless, is it?"

You want to exchange awkward, helpless looks with Melanie, but the aseri isn't actually looking at you, her demeanor like she's still keeping her guard up with Penelope around.

"Come, come," Mia continues, pushing the three of you into seats, "sit down, I'll go get drinks." And, just like that, having gotten the three of you together, with a swish of her tail, she's gone. If you didn't know better, you'd have assumed that she's in the shipping business.

Of greater concern to you now, however, is your position: Stuck in between two girls who clearly don't like each other and are keeping their mutual contempt barely concealed amidst the din of all these festivities. You try not to make eye contact while also keeping the two of them within your line of sight, endeavoring not to nervously fidget too much in your seat.

As if finally noticing you, Penelope looks slightly in your direction, and although she doesn't sound a whole lot friendlier - she does, in fact, sound a little awkward and forced - she does seem to soften just a hair as she greets you: "Hey."

"H-Hello," you try to sound as friendly as possible.

Then it's back to that awkward silence. You really wish you could just leave politely without making it look even more awkward than it already is.

Finally, Melanie speaks, her voice even and steely, although level and calm. "I see Wendy is recovering well," she says in what is perhaps the aseri's version of polite small talk.

"She is," Penelope confirms, not sounding the least bit grateful of Melanie's concern, feigned or not.

But the aseri merely nods. "That's good," she replies, and leaves it at that.

Again, Penelope barely takes her eyes off Melanie as she addresses you, and again she sounds just a touch softer, even if she isn't exactly eager to talk to you. "Your arm looks better as well."

You force a smile. "I-I should be a-able to start m-making up for all the t-training I've missed in a f-few weeks."

Penelope nods at you in an acknowledging fashion, and then it is back to baring her metaphorical fangs at Melanie. Fortunately, this one doesn't last long; Mia suddenly returns, bouncing into materialization with two mugs of honeymilk in each hand. "I'm back!" she announces, settling each of the mugs on the table before each of you. "Here, here, and here." Happily, she plops down onto a free chair, looks at the three of you, and declares, "Wow, I haven't seen the lot of us together since, well, Roldharen. I'm sorry I missed out on the action." She pauses, then sheepishly laughs, "Well, no, I'm not really that sorry I missed out fighting a wyvern, but maybe I could've at least helped a little."

"That's alright," Penelope answers evenly, although it doesn't sound like it is actually meant to mollify the aseri. Her gaze certainly doesn't leave Melanie even in between sips of the offered honeymilk. "Celestia certainly had plenty of protection."

Melanie nods, although there's nothing in her body language to suggest that it's a particularly agreeable nod. "The same way you protected Wendy, I'm certain," she replies.

"I've heard!" Mia smiles, completely missing the point. You can't help but think the flamboyant aseri is doing this on purpose. "It was a pretty great team effort. Our lecturers were using you as a tactical example for, like, a week."

"Well," shrugs Penelope, "some might wonder what would've happened if it had been, say, someone like Treiser or Celestia who was in trouble." Her eyes narrow a little bit at Melanie, and when she next speaks, you can't help but think the human isn't exactly talking about the aseri in particular...or, more specifically any aseri in particular. "But I suppose that's how it is with certain types; you'd think them to be natural allies against a common predator, but perhaps they're too clever for their own good."

"Perhaps they don't see shadows where there are none," Melanie says, her voice level and almost devoid of all tone, sipping at her own mug. "Certainly, only a dryad took any action, especially compared to those who were the loudest."

Mia gives you a hug across the shoulder, causing you to squeeze at the sudden announced body contact. "I just want to state, for the record," the aseri announces, "that climbing under a wyvern was crazy awesome, Neianne." She pulls away a bit, although her hands are still on your shoulders as she laughs, "No, seriously, how did you even think of that?"

"U-Um," you stammer, trying to figure out whether you should be giving her an answer or being more wary of the war of words happening at the table, "I-I-I..."

"Neianne had a clear view of what was right, I'm sure," Penelope offers an explanation, but it doesn't seem like it's meant for Mia or even you, "as someone with eyes unclouded by...everything else." She takes another sip from her mug. "Maybe the woods are the great equalizer. They see the merit hidden behind all everything we're taught out here."

"Oh, come off it," Mia snorts, but it sounds friendly and certainly more like a joking snort rather than a dismissive one. "I don't think anyone would've wanted to take a wyvern head-on."

Penelope finally takes her glare off Melanie for a moment to turn to the other aseri. "Would you have done the same?"

"Well," Mia crosses her arms and makes a show of thinking. "I'm in no rush to my death, but it's not like I would've wanted to leave anyone behind..."

"Something Penelope should certainly take into greater advisement," Melanie observes coolly, "before throwing accusations around."

"One day," the human narrows her eyes at Melanie, and although she doesn't scowl, her expression is certainly icy cold, "it shall be your own caught in trouble. Or perhaps it will be you who is in trouble with your 'friends' hiding behind excuses and platitudes so they don't have to come to your aid. And then we shall see then how many excuses and platitudes you can hide behind."

There is an icy silence afterwards. And only then does Mia finally show any hint of having clued into the animosity at the table, looking between Melanie and Mia in confusion, awkwardly laughing, "Sorry, but, um...did I miss something?"

"No," Penelope declares, standing up from where she was seated, "you didn't. I'd best be back with my squad." She gives a curt nod to Mia. "Thank you for the honeymilk." And then she leaves, returning not terribly far away to her table, where she shares what seems to be an unpleasant explanation with her friends.

Mia blinks, still looking mildly confused, before shrugging and remarking with a laugh, "Well, she's a little stiff." You wonder how Mia has not yet noticed that Melanie is also stiff and cold - the complete opposite of her usual personality - but already Mia is standing up too, stretching, then announcing, "I'll make a few more rounds. See you!" And she's gone before anyone has a chance to say anything.

Melanie exhales deeply and slumps her shoulders, as if all the stress and tension that has been building up inside her finally flees from her body. And only then do you realize that you're not entirely alone; a few familiar faces look on with a combination of passing interest and active concern, and it's Lucille who comes over from not terribly far away, going straight for Melanie. "Are you alright?" she asks with naked concern, holding Melanie's hands. "Did she say anything to you?"

"N-N-Nothing important," Melanie assures Lucille with what seems to be an embarrassed expression. "I-I'm alright."

"I know exactly what they're talking about," comes Elizabeth's voice as she approaches. "'Blah-blah-blah, nobles are so mean, you're all just lapdogs.'"

She isn't alone; Aphelia has arrived as well, although her usual hanger-ons are watching on. One suspects, however, that they're actually watching Aphelia herself, and not really watching whatever just transpired with you and Melanie. At least Aphelia acknowledges you politely with a curt of her head and a brief "Neianne". In the mid-distance over Elizabeth's shoulder, you can make out Sieglinde and Azalea speaking at your original table while looking on with mild concern; the two look like they're having a difficult time pursuing a conversation, though, if body language is any indicator.

Looking over at Melanie, Elizabeth smiles, and instantly you feel a chill run down your spine. "You didn't look like you agreed with anything the girl had to say," she said to the aseri. "Shouldn't you have done something about it?"

"Zabanya," Aphelia warns.

"Don't 'Zabanya' me," Elizabeth mutters. Then, her eyes flash with obvious mischief - the kind of flash when someone gets a dangerous idea - before she declares to everyone involved, "Watch this."

No one has a chance to stop the tiny elf as she leaves the group, moving in the direction of Penelope's table where she now sits with her squad. Most look on with confusion, but a mounting sense of dread grows in the pit of your stomach. You aren't alone; a slight crease is developing in Aphelia's brow, while Sieglinde also looks on grimly. To the side, Stephanie - talking with some friends of her own - gives you an alarmed look. Squad Four - especially you and Stephanie, having seen the aftermath of the last time Elizabeth sought retaliation - sees what's coming.

Elizabeth reaches Penelope and Wendy and their squadmates - Squad Twelve, specifically - and in a manner hardly unlike Mia but almost certainly meant less sincerely, she jumps in and her thin arms land around Wendy and another squadmate. "Happy Midwinter's Feast!" she gushes to the collective flinch of Squad Twelve, and from anyone else with an equally angelic voice and cheerful tone, you would've thought this to be genuine. "I hope you're all enjoying the food."

An atmosphere of fear takes hold there, and although Penelope looks clearly hostile - as does Wendy and the others - she schools her reaction carefully, and you can hear her ask in a cautious voice, "What are you doing here?"

The elven mage makes a pouting expression that would've seemed cute coming from anyone but her. Actually, it seems cute despite coming from her, and that's what makes it all the more terrifying. "Can't I pass along my season greetings to a fellow Caldran mercenary apprentice?" asks Elizabeth, all smiles. "We live in the same building. The same floor, even."

"...Happy Midwinter's Feast," Wendy mutters, her words diplomatic but her tone coated with clear reluctance. She's on edge, as is everyone else. One of the members of Squad Twelve, in fact, is literally trembling a bit, making you wonder exactly what Elizabeth did to those four all those months ago. You've only ever seen the aftermath.

"That's the spirit!" Elizabeth cheers, going so far as to squeeze into a seat as if they're all best friends. They almost certainly physically recoil a bit from Elizabeth sitting down with them, but none of them seem to have the courage to leave or ask her to leave. Looking over the table, Elizabeth asks in an almost friendly tone, "How's the turkey?"

"Good," one of the girls replies tersely after it seems like no one is going to reply, although keeping her tone barely respectful.

Elizabeth acknowledges this with some humming sounds even as she works on the slice of turkey. "Is it your first time having something like this?" she asks between bites. When all she gets are a few hesitant nods in response, she quips, "I suppose you can really get used to this. Wouldn't you like to have this on the family dining table everyday?" It's almost amazing how much she doesn't sound sarcastic.

As the members of Squad Twelve attempt to master their emotions, looking at each other in anxiety and uncertainty and fear and anger, it is Wendy who speaks: "Not everyone has dinner everyday." Her tone surprisingly even, she is perhaps slightly less thrown than the other three. Or at least, affected differently. Perhaps being mauled half to death by a gigantic monster puts things into perspective. Stony-faced, she reaches over and takes a piece of turkey, almost indifferent - or at least daring - in front of Elizabeth.

Almost surprisingly, Elizabeth smiles at this display of honesty - maybe even bravado - and there's almost a hint of approval there. "Good." And before anyone can be terribly offended by that, she continues, "That means you know what you need to do. For you and the people you care about. Plenty have certainly lived and died understanding far less."

"Death doesn't care much about understanding," Wendy agrees, a little strangely. One of the girls shoots her a somewhat concerned, confused look. Presumably they'd discuss it later.

Satisfied, Elizabeth finally stands up from where she squeezed into the table. "Well," she declares after finishing the last bite of her turkey, "you girls work at it, then. Enjoy the food while it lasts. What comes afterwards is up to you." And, with that, she leaves a discomforted table behind as she makes her way back to you and the others who have been watching with varying degrees of trepidation.

"Was there a particular need to do that?" Aphelia demands of Elizabeth with a hint of exasperation when the smaller elf finally returns.

"What?" Elizabeth smiles innocently. "It was fun. Don't pretend it wasn't."

Lucille awkwardly exchanges a glance with Melanie, the latter of whom looks like she's struggling with mixed feelings. Finally, the elf turns to her Treiser compatriot as she gives a small smile, says, "We'll see you later in town, Aphelia?"

"Perhaps," Aphelia allows, and nods her farewell as Lucille and Melanie finally detach from the group, presumably to return to their table.

Watching Lucille leave, Elizabeth remarks to Aphelia, "You know keeping her around just means more idiots pestering you, yes?" You are reasonably sure that "her" in this case means Lucille.

"I know of no such thing," Aphelia states evenly.

"Well," the smaller elf snorts, "they certainly aren't around for her company."

Aphelia sighs, and although she makes no effort to leave, nor does she make an effort to respond to Elizabeth. Feeling awkwardly out of place here, you make a safe escape to what you think are safer shores: Where Squad Four was previously congregated, Sieglinde and Azalea are still in their own conversation, having previously watched your interactions with Melanie, Penelope, and Mia. They seem to have relaxed a little, although you still get the feeling as you approach that the two don't seem entirely comfortable with each other.

Azalea, for her part, seems relieved when she sees you approach. "Neianne!" she greets cheerfully, inviting you to sit back at your own table. "Sieglinde and I were just talking about you."

"M-M-Me?" you stammer, suddenly feeling incredibly self-conscious.

The dryad giggles with a hint of mischief. "Nothing terrible, I assure you. Sieglinde speaks very highly of you, and I don't think she's particularly easy to impress."

"I try not to hold any expectations," Sieglinde says coolly, but doesn't offer much else.

There is a lull in the conversation. "H-Have you met b-before?" you ask, looking between the two of them.

"Oh, once or twice, I think?" Azalea suggests.

"Twice," Sieglinde clarifies. Then, as if trying to fish for any compliment, she adds, "She's a nice person."

"Why, thank you," Azalea smiles. "And you're certainly very sharp, in many senses of the word."

"I do my best," Sieglinde says with a shrug, seemingly deliberately ignoring the double meaning.

Azalea's smile remains intact, but her eyes are losing the twinkle you're accustomed to seeing there. "To the letter," Azalea agrees.

Sieglinde's expression does not quite change at that, but after having spent as much time around her as you have by this point, you think you can detect a certain...cooling about her that's not normally directed at you. Sieglinde is a quiet person normally, but she's also not precisely unfriendly or unreceptive, at least if you take the time to seek out her company. Her stoicism has a thoughtful feeling about it. A willingness, at least, to listen and to offer her own thoughts. Here and now, though, Azalea is on the receiving end of none of that. Simply a blank, off-putting calm.

It's a strange feeling, being effectively caught between two people whom you're normally quite friendly with, behaving so coldly to one another. There isn't even an outward hostility involved. It's more like...a failure to reach each other in any meaningful sense.

Or perhaps you're simply imagining things.

"Wh-Where did you two m-m-meet before?" you ask, feeling compelled to keep the conversation moving.

Sieglinde considers this for a moment, before answering with the air of someone certain of being uncertain. "The Fevefer wedding, if memory serves," she suggests.

Azalea instantly shakes her head. "The engagement party. I was too ill to go to the wedding."

You wince slightly in sympathy; dryads are hearty enough that most illnesses have very little effect at all beyond discomfort. Anything capable of rendering one - even a child - unable to travel was likely to have been very serious indeed.

"Ah, yes," Sieglinde says, not seemingly having made that connection. "I remember now. You didn't miss that much. One noble Caldran wedding is much like any other after a point." She says this with an air of tentative commiseration, as if Azalea might understand how tedious such functions get.

Azalea is uncharacteristically quiet for a moment. "I was looking forward to that wedding quite a lot, actually. They hired Forva to do the flower arrangements, and I was very excited."

"...Ah," Sieglinde intones. She stays silent for an excruciating half-second. "The flowers were very nice," she offers, finally.

"Yes, friends who went told me they were," Azalea nods in a way that seems like it's meant to be agreeable, but mostly comes off as strangely neutral.

"F-Forva?" you ask, uncertainly.

"A gardener famous for amazing flower arrangements," Azalea said. "She's retired now."

A silence descends after that, unbroken until Azalea pulls her smile all the way back on and says, politely, "Oh, I think I see Alice!" she exclaims, craning her neck to see the girl across the crowd. "If you'll excuse me? I hope you both have a very good time."

Sieglinde bows her head slightly in a respectful - if restrained - farewell, while you wave a little feebly and watch her go. You fidget in place for a moment or two longer, allow Azalea to safely leave earshot, before asking Sieglinde in a voice that's little more than a whisper, "Do you...n-not like Lady Charmaine very much?"

Sieglinde blinks, looking honestly a little surprised: "Hm? No, that's not it." She thinks on it for a moment longer, before deciding, "We are...merely on different planes of thoughts, I suppose. She tries very hard to become a type of person she wants to be, and it's the type of person I don't feel a strong connection to. That's all."

"I...g-guess I understand," you murmur, a little uncertainly. The two of them are extremely different.

The feast in the Great Hall continues, but it's getting to the point where most of the students have eaten their fill. Some are beginning to leave, perhaps to retreat to the relative quiet of their rooms or - more likely - heading into town to continue the celebration and the feasting. As far as you can tell, Elizabeth is the only member of your squad heading into town. Aside from her, there's also Lucille, Melanie, and Vesna. You think you see Azalea leaving the Great Hall as well with a group of friends, a fairly good sign of where she'll be going. By contrast, Sieglinde and Stephanie will be staying in...and, now that you think of it, Aphelia hasn't told you what she'll be doing, and you don't spot her around the Great Hall.

Given all the studying and the training - the former for you in particular in recent weeks - you wouldn't mind spending some quality time with most of your squad, but you've also never been to a Midwinter's Feast in a town as large as Faulkren, being a village girl yourself. And there's certainly more people heading out tonight than those staying in...

[x] Go to town for Midwinter's Feast festivities.
[x] Stay at the Academy for some peace and quiet.
 
1.12.1 Festivities (Part 1)
So since this has been advised by a number of people both in this thread and elsewhere, I'm going to give this a try: From here on out, wherever I think it appropriate (usually when the update gets too long or I take too long to update), each "chapter" (I guess I'm calling them that now) will be divided into smaller "updates". This allows me to post stuff more frequently, even if I'm not done writing a "chapter" with a word count in the five-digit range; it allows for readers to digest each update more readily (instead of having to read ten or twenty thousand words in a single sitting), and it'll hopefully put a dampener on my increasing sense of self-loathing.

Organizationally, this means this "update" will be 1.12.1, followed obviously by 1.12.2, and so on, until we hit 1.13. Naturally, however, unless there is a need for it (some chapters have multiple voting options in different segments, after all), these will be non-voting updates until the very end of the 1.12 series (which I suspect will be 1.12.4, given me current rate of progress, but I'm not certain). I've actually finished about sixty or seventy percent (I think) of 1.12.1 in terms of word count (roughly twelve thousand words at this point), with 1.12.1 being a bit more than six thousand words long, but most of them are incomplete fragments not fully connected with other fragments. So 1.12.1 will have to do for now.

For the record, this will put me in danger of murdering myself through OCD, but.

Once again, this "chapter" (not necessarily this specific update) features the super-lewd @Gazetteer as a co-writer, because I suck too much to consistently write on my lonesome. Please shower her with love, and thank you for still bothering with this quest.



[x] Go to town for Midwinter's Feast festivities.

You've been making friends and spending time with them, certainly far moreso than you've ever done before. One may well come to the conclusion that you've hit your "quota" - that you've done enough to move out of your comfort zone, that you're entitled to a bit of peace and quiet - but you ultimately decide to challenge yourself, going out to town to attend festivities. Faulkren - though hardly "small" - is not a particularly large town, but it's certainly much larger than the village you grew up in. This will be the largest Midwinter's Feast you've attended...and if you're going to look for an excuse to spend time around crowds, it may as well be for this.

That being said, you are just a bit late by the time you return to your room and change into clothes better suited for the winter outdoors. Most of the apprentices, eager to go into town, have already left the Academy; you spot several already in outdoor clothes on your way back to your dormitory. By the time you change into your usual clothing - a thick combination of a jacket over a dress and a cloak over that - the Academy is vacated by just about everyone who wants to head into the village.

This leads you - more out of happenstance and obligation rather than anything you actively desired - to finding yourself with a rather unusual companion in this dark, chilly night.

"♫ The Winter Lady passeth by
Her presence heralds snow
Yet when the Solstice comes on high
She takes our yearly woe ♫
"

Given how pretty Elizabeth's voice sounds even when she's merely talking - even when she's being threatening - it really doesn't surprise you that her singing voice is angelic, practically pitch-perfect. What is of surprise, however, is how freely she chooses to sing with you as "company", the two of you perhaps the last two apprentices to walk the road towards the town of Faulkren.

It was startling, almost awkward, when Elizabeth first started to sing with a complete lack of embarrassment. She doesn't seem like she's showing off, although you're hardly the best judge of that; if anything, she seems like she's simply enjoying the simple act of singing, and has ignored your presence in the process of doing so. But now you listen attentively, careful to give Elizabeth room, as if your proximity would ruin the moment. Or perhaps you're still just a little afraid of the tiny elven girl.

"♫ And in her wake as gray clouds break
The Hunt rides, her steed bloom
For Sun nor Harvest shall forsake
Our days of light resume ♫
"

The last note drifts into the cold night air, and moments after the song comes to an end, you can't help but say, surprising even yourself, "Th-That was beautiful, milady."

"How kind of you to say," Elizabeth smirks as you fight down a blush, even though she sounds less grateful than she does amused. "Although not particularly special. Most young nobles are trained in songcraft in one manner or another. Ravenhill, for example, couldn't sing to save her life, but she plays the harp quite well."

You are surprised at this, and also mildly pleased that you've learned something new about the otherwise enigmatic Sieglinde. "I-I didn't know," you admit, although something in your tone betrays the fact that you're surprised that Elizabeth, of all people, knew this.

Your tone doesn't escape her notice, however, and she rolls her eyes a little. "The two of us are from Lindholm. My family had me sit in on her recital once. It was a very boring affair. I'm not even sure she enjoyed it."

"O-Oh," you stammer, uncertain what to add to that.

And perhaps that would've been an end to this conversation - certainly there are several moments of silence that follow - until Elizabeth suddenly notes, "I didn't think you'd come."

"O-Oh. I..."

"Thought it would be a good idea to break out of your meek and quiet routine?"

Although it isn't as surprising as the first time you heard it, it's still startling - and perhaps concerning - that Elizabeth knows this much about you. You told a very limited number of people, and you can't imagine them telling anyone, certainly not Elizabeth, of all people.

Giving you a droll look, Elizabeth ordered, "Stop looking like you're a puppy I kicked."

"I-I'm sor..."

"Don't be sorry, speak your mind. If it's stupid, I'll just punish you later." She paused, then added, "After cake."

Elizabeth's response encourages very little confidence in you, but it seems a little late to back out now without possibly offending her. "I-I was wondering how you knew, m-milady," you eventually relent.

"Knew what? That you're trying to not be a shrinking violet eight days a week?"

Putting aside that a week only has seven days - you're probably missing a joke there anyways - you nod hesitantly, feeling somewhat uncomfortable about the fact that Elizabeth, of all people, figured this out.

Smiling sweetly, Elizabeth looks around furtively for a moment before leaning towards your ear - not difficult, she isn't much shorter than you - and whispering, "I'm going to let you in on a secret, and you will die if you tell anyone." Ignoring your sudden flinching at the threat and a dread building up at the pit of your stomach, the elf continues, "There exists a forbidden magecraft technique among the elven aristocracy that allows us to read minds, which is why elven nobility reign in virtually every part of the world."

Your eyes widen as you stare at Elizabeth. "...R-Really?" you gape.

But the blonde swiftly rolls her eyes and returns her attention back to the road. "Don't be daft," she mutters, suddenly making you feel quite silly. "Aside from the imperfect and misleading methods of communicating with the fae, of course no such technique exists." She pauses, thinks, then adds, "...Yet." You aren't left with much time to think about this vaguely sinister-sounding proclamation, because Elizabeth continues, "No, I guessed. It wasn't very difficult. People are not particularly complicated."

"Th-They're not?" you ask, trying not to feel too conflicted about being characterized as "not particularly complicated". You didn't think you were, but hearing someone basically say you're simple makes you feel a little inadequate.

"Circumstances are complicated. There's always a wide variety of illegitimate children born through a wide variety of people a wide variety of mothers could've had a wide variety of affairs with. And different versions thereof." Elizabeth shrugs. "People are not so complicated. There are only so many ways a person can process drama, so many ways they can feel about life." Turning her gaze from the road to you, she continues, "You don't talk in any matter remotely resembling Ravenhill or Treiser, who care so much about the Confederacy, if not the world. Nor are you like, say, Celestia," her tone takes a more contemptuous flavor, "who cares so much about the people around her. No, yours is more selfish: The fixation with self. You're not here to make a better living for your family, not with how lukewarm your response was to whether or not you were hoping to better your family's finances. You certainly didn't seem disappointed with their lot in life. So your goal is more personal, more selfish. It wasn't hard to guess from there."

You try hard not to flinch, unconvinced that you were successful in that endeavor. It's not that you've ever considered your own motivations to be particularly noble or grand, and you've entertained such insecurity and uncertainty when speaking of the matter with Sieglinde, but to hear it come so openly and bluntly from Elizabeth... "D-Do...you think I'm s-selfish, milady?" you ask hesitantly, reluctantly in a half-whisper.

But instead of condemnation or reproach, Elizabeth merely raises an eyebrow and asks, "And what's so wrong with that?" And when you return a look that you're sure - to your chagrin - must've been surprised and wary, the tiny elf laughs, "Ah, you wish to aspire to a higher principle, do you? Do as you wish. Hardly be it my place to judge. It's not as if my own desires are any less selfish, an accomplishment grand enough to call my own, my name to be remembered after a thousand years. There's no need for anything grander than that, nor is there any need to be restrained by self-actualization alone."

The admission shocks you. It's true that you've never considered Elizabeth to necessarily be a role model to strive after, but your impression had always been that, if nothing else, the aristocracy of Caldrein aligned their goals, their wishes with the well-being of the Confederacy. Or, perhaps more importantly, although you have always heard rumors of highborn ladies who lived and ruled with excess and amorality, you've always believed that they were the exception, that most were at least trying to adhere to certain principles.

That Elizabeth so easily encourages you to disperse of the notion of higher service bothers you, and it shows on your face again, because the elf, amused as ever, remarks, "You hardly seem at ease. Speak your mind. I'll judge whether or not what you have to say is foolish."

You're not exactly comfortable "speaking your mind" - never mind "be at ease" - but you work up the courage to inquire, "D-Don't you ever wish to aspire to be...more?"

"Perhaps when I'm older, I shall feel differently. Now, though? I feel no particular desire to be Treiser or, worse, Ravenhill. Or, even worse, Celestia."

"D-Do you dislike Sieglinde so?" you ask, the slightest of frowns on your brow, before hurriedly adding, "Lady Elizabeth?" You don't dislike Aphelia or Lucille either, but Sieglinde - being on your squad and being Elizabeth's roommate - seems to be a more pressing concern.

But Elizabeth only laughs. "Hardly. I have immense respect for her, likely far more than she does for me. I certainly respect her more than Treiser, who merely wants to support the status quo, or Celestia, who doesn't know what she's doing or what she even wants. Ravenhill's principles, whatever else I may think about them, are ambitious and daunting, and she has her plans to see them through." She gives you a complicated look. "Whether or not I agree with them is immaterial; genius deserves respect. We understand each other."

You're not sure you understand that last part. "U-Understand genius?" you repeat, seeking confirmation.

Regarding you quietly, thoughtfully for a moment, Elizabeth eventually asks, "Why do you think Ravenhill is here?"

You realize that Elizabeth is perhaps asking a rhetorical question, but just a split-second too late to stop yourself from hesitantly offering, "To...b-become a Caldran m-mercenary?"

Elizabeth's gaze looks less droll and more impatient. "You're more daft than I thought if you think that is her ends," she remarks, her voice flat and devoid of her usual cheer, and you fail to stop yourself from flinching. But then she sighs, turns her attention back to the road, and explains, "For all of Ravenhill's hilariously high-minded ideals to save people whom she doesn't even like, she understands. She understands that she needs to come here to attain power, whether that's martial prowess, political capital, or simply sheer ruthlessness. She understands that without power, ideals and principles that you can't enforce are just cheap talk. They're words you bandy about without the means to actualize them, and thus have no value."

You recall your conversation with Sieglinde, about why she's here at Faulkren Academy, and you see how the lines connect between her explanation and Elizabeth's elaboration...yet it just doesn't feel right. Maybe Elizabeth is right and Sieglinde is here for power...but the latter's words - the thoughts that she has shared with you - does not strike you as belonging to someone who only seeks strength.

Again, Elizabeth reads your expression accurately. "You disagree," she smirks. And when you provide no answer, she sighs and mutters, "If I have to tell you to speak your mind one more time..."

Managing not to flinch this time, you ask, "I-Isn't there a saying about h-how if you didn't have p-principles when they were i-inconvenient, th-then they weren't very strong principles at a-all?"

"When 'inconvenient', not when 'without power'. A saying attributed to Martha of Nanster, who wrote of a republican reformation of the Tenereian Empire, was executed alongside her family after she refused to recant, and was ideologically succeeded by a revolutionary government barely any more republican than its predecessor. Some 'strong' principles they were." The wryness in the elf's tone sounds like it has reached critical mass. "Do you think our Caldran principles will matter if we fail to repel the invasion? Do you think they will be allowed to persist? When the Tenereians invade Apaloft and hold your families hostage to bring you and all the other Caldran mercenary to heel, will you look them in the eyes on the gallows and tell them that they are the inconvenience you must endure to hold onto your principles? If your sister starves, will you tell her that stealing for food is against your code?"

This conversation suddenly makes you intensely uncomfortable - intensely unhappy - in a manner that usual conversation with Elizabeth doesn't. Bringing up your loved ones feels like it has crossed a line, and it takes effort for you to will your tongue to be still.

"I don't particularly care about what principles you hold," Elizabeth concludes. "What matters is whether or not you will be able to defend them when the time comes. How you gain that power - whether you were born into a noble household like me or claw your way to a position of strength - is your journey and yours alone. Until then, you're just a lapdog that barks a lot." She looks at you with lazy, half-open, but inquisitive eyes. "Are you here just to be someone's lapdog?"

Something about how Elizabeth goads you - coupled with an unsettling upset from just earlier - stirs a hint of rebellion against your better judgment, and you staunchly reply, "No." The word is out of your mouth before you even realize it, and a tiny voice at the back of your head tells you that this is a huge mistake.

But Elizabeth only laughs. "See?" she smirks, looking very self-satisfied. "You do have a spine after all." And before you can say anything to that, she turns back in the direction of Faulkren - now so very close - and declares, "Come on. Midwinter's Feast isn't going to celebrate itself."

The sounds of the celebration reach you even before you pass the first buildings that mark the very edge of town. Cheerful music plays over the background rumble of a crowd, while laughter and general merrymaking become more distinct the closer you get. The celebration is nominally in the market square; braziers have been set up against the cold, along with a space cleared for dancing. Ringing around these are various vendors and performers, both local and from farther afield. The town is just large enough to attract a number of the latter, which is an exciting change of pace from the smaller spectacles of your own village's celebrations. Between the fires and the decorative lanterns hung all around, there is plenty of light. In practice, however, the merrymaking extends its way to the various shops and businesses surrounding the square as well; the local businesses who can possibly offer anything to the festival-goers have stayed open late, most offering small trinkets or treats free of charge to any who pass by. You pass the inn on your way, and even at a glance you can tell that it's utterly packed.

The deeper into town you get, the thicker the crowd grows. In addition to the ordinary townsfolk and academy apprentices, there are strangers who aren't in town just for selling souvenirs. Judging from the rough, homespun clothes many of them are wearing, it's easy to guess that the bulk of them are farmers from the outlying areas, here with their families on a rare trip to town for something other than delivering a cart full of cabbage.

Even as the the streets grow uncomfortably dense for two short girls, Elizabeth seems to be moving relatively unhindered via some unknown technique known only to domineering highborns like her. Whether it's polite deference by the festival goers, sheer force of personality, or slightly sinister reputation, the small elf manages to part the crowd ahead of her by just enough that you're able to scurry along in her wake. The music is loud but joyful, and you find yourself syncing your steps to the beat.

Up ahead is the bakery, a cozy, well-kept family shop of the sort that can only exist in settlements past a certain size and level of prosperity. It's a far cry from the crude little outdoor oven behind the tavern in your hometown, where a matronly older woman sold rustic, rough loaves of bread. There is a particularly dense throng outside the shop, but through it you can catch glimpses of tables set up outside the shop, laden down with small rolls, tarts, and pastries that the passerbys seem to be taking free of charge. As you watch through a gap in the crowd, the baker's girl - all of twelve, but already your height - comes bustling out of the shop, laying down a fresh tray of golden brown buns from her mother's oven. She moves with a brisk efficiency and effortless confidence you find yourself envying, perhaps a bit absurdly.

At the edge of this crowd, Elizabeth pauses, glancing around to look at you. "You don't have any money, do you?" she asks.

You flinch a little bit. Obviously, you're aware that you're poorer than most of the girls you've become friends with, but no one has ever asked about your finanical situation so bluntly. You do have some money; your freeholder family may be modest, but you've never starved. Still, the small handful of pocket change that your parents pressed on you when you left seemed like more money than you'd ever held in your life, at the time. Then you saw the prices in the stores here.

"I have s-some!" you protest, flushing, raising your voice to be heard above the general din. Then, after a moment or two of fidgeting, you admit, "B-But things are free on Midwinter's Feast."

Elizabeth rolls her eyes. "Cheap things, yes," she says. She's raising her voice too, but somehow it sounds both dignified and refined when she does it, more like she's simply projecting instead of merely shouting. "The merchants are expected to be generous, not ruin themselves. The best things still cost money." She looks over to track a family of farmers, the youngest girl staring around at the town in obvious wonder. "My parents always give the peasants a coin or two at Midwinter," she says, musingly. "To show that they can look after the people who serve them."

"Those are probably f-freeholders," you say, a slightly defensive note in your voice. Peasants are much more likely to go to the their lady's seat of power for any such celebration like the kind Elizabeth is alluding to. And their clothes wouldn't be as nice as what those people are wearing.

But Elizabeth seems to ignore your reply as she instead commands, "Hold out your hand."

Confusedly, you comply, and she drops several coins into your palm, barely looking as she does so. "I'm n-not a peasant either!" you exclaim, the first thing coming to your mind.

"Oh?" Elizabeth asks, arching a golden eyebrow at you. "Are you questioning my ladylike generosity? Is Neianne so high in the world that she can afford to spit on the benevolent hand of a noble?"

"N-Neianne doesn't..." you stop short, forcing yourself to continue without referring to yourself in third-person. "I don't s-spit on...on..." you trail off helplessly, close your hand over the money, and fidget a little. "Th-Thank you," you say, almost too quietly to be heard over the sound of the crowd.

Elizabeth laughs a little in a manner resembling tinkling bells. "There's a good girl," she says. "Pride isn't going to buy you a souvenir. Save it for when you have two coins of your own to rub together." The way she says this, strangely, does not seem to be deliberately unkind. As if she believes it's genuinely thoughtful advice. Condescending as it may be, she actually seems to mean it as a nice gesture.

Or she's teasing you. Or both.

As the two of you manage to squeeze your way to the bakery proper, the baker's girl notices the two of you - or at least Elizabeth - and her face lights up. "It just came out of the oven ten minutes ago, Lady Elizabeth!" she exclaims loudly, even as she shoves a butter tart into the eager hands of an aseri farmer.

"Your mother has fortunate timing," Elizabeth says with an angelic albeit sleepy smile, managing to make herself heard without the appearance of any particular effort. You can't help but think of her conspicuous lack of any promise not to do anything terrible to the baker.

"I think it's the finest looking solstice cake she's ever made," the baker's girl adds, practically gushing. "Almost too good looking to eat!" Without even looking your way, quick as lightning, she has somehow deposited a warm, gooey pastry in one of your hands, and a cup of something that smells strongly of grape into the other.

"Th-Thank you?" you stammer.

"Happy Midwinter!" the girl says, brightly.

"I hope y-y-you enjoy your cake," you tell Elizabeth.

"I'll do my best," she says airily, disappearing into the bakery.

You have a feeling that - large meal a few hours ago or no - if you were to follow her inside, the money she's just given to you would disappear in rather quick order. You instead take an experimental sip of your grape juice and wander your way further into the square. It burns your tongue and throat a little, and you feel a bit flushed with a warm glow spreading across your cheeks, but the experience isn't entirely unpleasant.

The music gets louder the closer to the square you get, and you're slightly relieved to see that the dancers are sticking to a familiar routine: A circle dance, with different pairs breaking off to dance in the middle until the music switches up again. The music is fast enough that many of the dancers have shed their thicker winter clothing, the swaying, spinning movements of the dance and the nearby fires - a bonfire in the middle and torches around - keeping them warm enough.

You remember doing something like this more than once in your own village. It was both fun and occasionally embarrassing to have your friends from home suddenly push you in the direction of a less self-conscious girl and finding yourself carried along into the middle. The thought of it brings up a complicated mix of nostalgic homesickness and slight residual mortification over the time two years ago, when you tripped and sent your partner crashing to the ground to general laughter.

Perhaps with this thought in mind, you find yourself hanging back a bit. You have money after all, you tell yourself, and instructions to spend it. Maybe you can find something nice to send back home to your sister; she'd like that.

With this in mind, you find yourself drifting over to what you at first take for a group of wagons selling souvenir toys and knick-knacks. As you approach, you hear an odd series of clinking sounds, like glass or ceramic knocking together. The booth that catches your attention appears to be set up around a small, horse-drawn wagon, and it is laden down with toys, ornaments, and small articles of clothing. But that's not what people are paying the most attention to.

To one side of the booth, the counter is completely clear, leaving a straight line of sight between customers and an odd sort of display roughly ten meters further to the left: A pyramid of ceramic bottles, stacked seemingly precariously on a table.

"Knock them all down, and you win whatever you like," a thin-faced elf is saying through an obsequious smile. "It's Midwinter's Feast, so you get two throws completely free!" The object of the context appears to simply be to throw a fist-sized leather ball into the ceramic bottles, but visibly, the people ahead of you are struggling; the distance alone challenges the accuracy of any untrained throw. Whenever someone loses, the elf manning the booth passes them a small Primordian charm bracelet meant to confer good luck; most are carved from wood, but a few are made of polished bone. You wonder from what animal carcass they were taken from.

There's a slight line up in front of you, and it takes you a moment or two to pick out familiar faces under their warm clothing.

"This shouldn't be so hard!" Penelope exclaims, half-laughing but also a bit angry, as she throws her second ball. You're somewhat sure that Penelope is always a bit angry. The ball actually manages to hit the bottles on the bottom of the pile, and the table shivers, the bottles wobble, but nothing falls over.

"Ornthalian bottle toss is a difficult art," the elf says gravely. "But it can be done! That was a fine attempt." She reaches into her basket, and gives Penelope a charm bracelet. You're not entirely certain, but you think you catch sight of a frowny face dangling from it.

Scowling, Penelope steps to the side, glancing with some envy at the goods that the vendor is carrying. In particular, at a pair of fine, fur-lined gloves that are certainly more than anyone would give away for free, even at Midwinter's Feast.

"They can't actually win," a familiar voice tells you, and you look up to see Aphelia standing behind you, temporarily detached from her usual rotating entourage of friends and admirers; you can barely seem them further down the street when the crowd parts just enough, looking excitedly through storefront windows. Her hood is up, and she's standing close enough to a crowd of onlookers to suggest that perhaps she's trying to be a bit discreet. "She'd lose her shirt if it were actually fair."

You blink, a little shocked. "So she's ch-cheating people on Midwinter Feast?" you gasp, trying to keep your voice low.

Aphelia regards your surprise coolly for a moment. "Yes and no," she allows. "She isn't charging people for it, and she is still giving away a prize. But her aim is to tempt people into spending coin for more than just the two free throws, not to make this game competitive. See the bottles at the bottom? It's hard to tell from this distance, but their base is a little wider than those at the top. The upper bottles being 'fair' makes little difference if you can't knock them all down by hitting the bottom. The ceramic is probably heavier than they look, the leather ball lighter. I suspect the bottles are opaque for a reason as well. Penelope never stood a chance."

You watch as one of Penelope's teammates - you can't see Wendy here at present - tries her luck, with similar results, albeit with less anger.

"Is that right, Treiser?" Penelope suddenly asks, apparently having drifted far enough over to catch wind of part of the conversation. Probably the last part of the conversation, without the accompanying context that came before, much to your sinking dismay. There's heat in her voice, but not too much; you wonder if she's learned her lesson from trying to bully Elizabeth...or if she just knows that Aphelia is not one to be trifled with. There's no underestimating Aphelia the way she underestimated Elizabeth. "You think we're too stupid to throw a ball in a straight line?"

The elf doesn't seem particularly moved by the human's hostility, though. "Knowing if you should do so is often more important than simply being able to," she says evenly.

Penelope scowls, and turns back to see her third squadmate taking her turn. The first throw knocks the bottle off the very top. The second, like Penelope's, hits the bottle on bottom - once again, the bottles rattle, the table shakes slightly, and nothing else happens.

"Are you sure they're not bolted to the table or something?" asks the girl who'd just thrown. She was the one who Elizabeth had nearly brought to tears earlier, although you cannot precisely call up her name at the moment.

The elven vendor adopts a stricken, almost hurt expression, and makes an elaborate show of lifting up each and every bottle as she sets the fallen ones back up. "As you can see," she says, setting the pyramid back in order, "everything is perfectly as it appears."

"...Neianne should do it," comes a sudden suggestion from the second team member one who'd thrown after Penelope, but they all suddenly turn to look at you.

You make a sound that most closely resembles a startled squeak before you manage a more coherent response: "M-Me?"

"Yes, you," Penelope says, apparently latching onto the idea. "You'll be perfect."

"Your arm's better now," the third girl notes. "And you're strong enough to punch a boar to death during the field exam."

"I c-cut it with my sword!" you clarify, looking between Aphelia and Penelope for backup.

Penelope waves a hand in the air vaguely as if to dismiss the distinction. "You're strong either way," she says. "Now are you going to do it, or are you going to stand back and be disdainful with all the fine ladies who are too good to try?"

Aphelia is the only such "fine lady" present, although that's probably just who she meant. "Lady A-Aphelia isn't being disdainful," you protest, fighting hard to keep from cringing back a little.

Penelope looks like she wants to say something harsh to that, but instead simply sucks in a deep breath. "Fine. Are you going to do it or not? It's free."

Aphelia gives Penelope a hard look, but doesn't quite respond. "It can't hurt anything," she says, after a moment.

"O-Oh. Um...a-alright," you stammer, suddenly aware that your hands are, in fact, full. You quickly shove the rest of your pastry into your mouth - it's delicious, and was getting cold anyway - and drown it down with your grape juice, managing not to choke yourself in the process even as your face feels even hotter than it already is. You're beginning to think that Aphelia is probably right, but it can't hurt to try, at least.

When you approach, the elven merchant hesitates slightly, glancing from the leaves in your hair to the markings on your skin, then to the stack of bottles. Then she relaxes, and hands you the ball, which is definitely lighter and softer than first impressions may have suggested. "Give it a try," she advises, smiling.

You nod and look at the bottles, narrowing your eyes a little in a vain attempt to judge precisely where the invisible point of stress is that will send them all crashing down. It's not a difficult throw beyond the fact that the pyramid is ten meters away, but the ceramic - as Aphelia suggested - must be heavier at the the bottom than it looks. Accepting that you're not going to see anything that the others missed, you wind your arm back - there's some residual stiffness, but nothing too bad - and throw the ball as hard as you can.

It hits one of the bottles on the bottom of the pyramid; a few on the top topple onto the table, the table gives a very violent, creaking shudder, and nothing else happens.

You deflate a little while the others behind you are muttering in quiet suspicion. You hit those bottles about as hard as anyone was going to, and still nothing.

"Second try," the merchant advises you, handing you the ball. All of her earlier apprehension has vanished, and she seems entirely confident once again. You take it, eyeing the table thoughtfully. You think back to the brief exchange between Penelope and Aphelia, understanding that through whatever methods that turn profits, the odds are stacked against you. There's no way to win "fairly"...so it was time to be creative.

The top-heavy table is set up on the cobblestone street, and the wobbling is, as far as you can tell, caused by a combination of loose construction and a single paving stone jutting up right behind the back right-hand table leg. Taking a deep breath, you swing your arm once again to let the ball fly.

You don't actually expect your creativity to get anywhere. At worst, it doesn't work. At best, this isn't precisely the "proper" way to play this game, and this little trick is really more about the principle of being able to knock the bottles down rather than doing anything that will net you a prize.

Your throw is true, striking exactly where you intended: The edge of the tabletop. It hits with a heavy crack, and at first it seems like the table is just going to wobble again. Instead, it tips up, with the front legs leaving the ground, and the back leg levering over the raised paving stone. The merchant lets out a cry of alarm as the entire table topples over, and all the bottles hit the ground at once.

There's a general cry of jubilation from the humans, and Penelope's two squadmates are suddenly slapping you on the shoulder and ruffling your hair in a way that's mildly uncomfortable but still a bit gratifying. Aphelia looks mildly surprised, but also a little amused. "Well, that's one way to do it," she concedes.

"I j-just did what you suggested," you admit. When she tilts her head slightly to the side in mild puzzlement, you remind her, "You said th-that sometimes you need to know wh-when to not to throw in a s-straight line."

Her expression betrays a hint of surprise until suddenly her amusement turns into a slight but more genuine smile. "You do have a talent for thinking outside the box," she notes, and you can't help but feel a prideful swell in your chest.

"Look!" comes an urgent whisper from Penelope. You turn back to the stall to see her leaning so far over the counter that her legs are actually in the air, pointing at the toppled bottles. As you approach and look along with the others - it's a little difficult for you, given your height - you see what she means. The merchant is on the ground frantically trying to pick the bottles up with an unusual amount of haste, and you can see that it's largely because of the rounded stones that have come spilling out of the bottles that were on the bottom. "She cheated!" Penelope hisses, facing starting to heat up indignantly.

The elven merchant flinches, looking around to see who else might have heard that. Surprisingly, though, Penelope is keeping her voice low enough that it doesn't carry. "I'm not even charging anyone," the vendor insists. "It's nothing like cheating, just...a little added challenge."

"How many people pay for extra throws once they run out of their free ones?" one of Penelope's friends demands.

The merchant looks uncomfortable. You glance up at Aphelia, instinctively looking to her to resolve this, but surprisingly it's Penelope that comes up with a solution.

"Give all of us a real prize, and we won't say anything," she says. Beside her, the other girls catch on, and move in to flank her, arms folded, forming a united, oddly threatening human front.

"All of you?" the merchant asks, eyes wide.

"Yes," Penelope insists. "Treiser too, just because I don't like you."

The elf merchant waffles a little bit, but she clearly notices a small crowd gathering behind the human girls - an oblivious crowd, but for how long? - and her shoulders slump in mute defeat. The five of you walk away not terribly long later, Penelope and her friends looking smug with their own prizes, Aphelia looking vaguely amused, you clutching a large stitched toy wyvern that was pushed into your arms by unanimous decision.

"That," Penelope says, looking entirely satisfied, "calls for a drink." She and the other human girls quickly raid a stand full of complimentary beverages, and with your arms full of toy wyvern, you feel someone press a cup to your lips. The pressure is somewhat insistent, and when you open your mouth, you try not to splutter as you feel whomever's holding it tip the entire contents down your throat at once. Your senses are momentarily overwhelmed by grape, and you hiccup a little once it's all gone down. This leads to another round of enthusiastic jostling and back-patting.

Off to the side, the odd girl out is Aphelia, the elf with fine winter clothes. When you glance to her a little questioningly, she only shrugs. "I try not to think too much about extorting a cheater," she says, flipping over the prize she reluctantly extracted: A small statuette of some kind, you can't precisely tell of what. She glances over to Penelope, remarking, "I am surprised you did not report her or punch her in the face."

Penelope shrugs. "Best case, we get a pat on the back, she gets told to pack up and leave or gets some kind of fine. No prizes for us. Worst case, she's someone important's third cousin and they don't want to do anything to annoy her so they decide not to believe us. This way, we get the prizes, and she isn't going to dare pulling this kind of thing here again."

"I suppose," Aphelia allows.
 
1.12.2 Festivities (Part 2)
This update has been brought to you by a self-imposed ultimatum of jumping out a window. The next (and last) part of 1.12 should be much shorter, but never underestimate my ability to screw everything up.



The congregation of five, for better or for worse, isn't to last. "Lady Aphelia!" comes a voice, and heads turn towards what seems like a gathering of the lady-in-question's usual admirers, cheerfully moving towards her and - perhaps rather conveniently - largely ignoring you and Penelope's squad. "We've been looking all over for you!"

To that, Aphelia gives the tiniest of smiles - one that is quite similar to the sort of smile Sieglinde gives, but different in a strange quality you can't quite place - in their direction. "I was catching up with a few familiar faces," she admits, gesturing towards you and the others. There are a few polite greetings exchanged, although those involving Penelope and her squadmates seem strained; you can't help but notice that Penelope and her squad are suddenly very much in a hurry to leave, seeing themselves out as soon as attention is turned back to Aphelia, and they disappear quickly into the crowds.

At least you get a few extra looks at your stuffed wyvern.

"I suppose I shall be seeing you later, then?" Aphelia asks as she prepares to depart with her crowd. You're not entirely sure if she's dismissing you, or if she's sparing you from having to deal with an unfamiliar social group.

You do feel a little bit relieved; you're not so close to Aphelia yet that you feel like you'd fit in with her social circle. "Y-Yes," you reply with a small curtsy. "I h-hope you enjoy your time, L-Lady Aphelia."

The elf nods and leaves with her small crowd, and you are once again alone. Albeit with a small cup emptied of its contents. Specifically, down your throat. At least you feel warm.

Wandering around town amidst the lights, music, and festivities - and admittedly at times simply being swept up by a moving crowd - you find yourself moving from game stalls to a more nakedly mercantile area. Merchants sell their wares from makeshift stalls beside their wagons. Some of them are different preserved foods and treats from further afield, imported in from other regions of Caldrein; others sell fashions from the city, or trinkets and souvenirs. The crowd is clearly spending, as coin is passed from one hand to another. With Elizabeth having given you some coin and encouraged you to spend it, you find yourself wondering precisely what you might buy here. Your stuffed wyvern is great, but you didn't exactly buy it, and it's something that you'd rather give to your sister as a present rather than something you want to keep for yourself; it's cute and you like it quite a bit, but having a giant stuffed wyvern somehow doesn't seem like something that really fits the image of a Caldran mercenary.

You are early in the process of looking around the different stalls when you hear the call: "Neianne!" The voice is familiar, but it's hard trying to actually see who's greeting you. The wyvern is bigger than your head, with red and yellow buttons for eyes, and scales in a different and more striking coloration than the beast you actually encountered. Trying to see past it would not have ordinarily been particularly difficult, save for the fact that you're surrounded by a crowd populated by people who on average are taller than you, many of them holding different drinks and treats. A lot of twisting around and awkward shuffling was necessary to stop yourself from colliding with someone .

You do eventually succeed, however, and are relieved to greet the approaching Vesna: "H-Hello!"

Your hands touch, and Vesna smiles infectiously. "You came after all!" And, looking at your stuffed wyvern, she adds, "And you've already started shopping!"

"O-Oh," you quickly stammer a correction, "this i-isn't...I w-won this as a p-prize." Which, again, isn't strictly true; you technically cheated and so didn't win anything, but you got the stuffed wyvern because Penelope is good at extortion, apparently.

"Ooh, that sounds fun. I don't think I'd win, though."

The odds are indeed stacked against you, as you yourself have learned, although you seem to recall Vesna getting very lucky from time-to-time, such as during the Roldharen field exercise, like when she apparently managed to spot a squad really far away in the cover of trees by chance, and when she agreed with you about the direction of a stream that even you had no idea was there. But that is neither here nor there. "D-Did you come alone?"

"I came with my squad, but we've split up because we wanted to look at different things." She paused, before thoughtfully wondering, "Or maybe we just got lost in the crowd and decided we could just go around by ourselves?"

Whatever the reason, you're glad for her company. "Are you h-here to shop?"

"Oh, yes! I'm not looking for anything in particular, but I'm hoping to find a few souvenirs that are really nice. I'll know it when I see it. Probably nothing quite as grand as your wyvern, though. Are you going to use that as a pillow?"

"I-I think I'll give it to my sister as a g-gift," you admit, ignoring how ridiculous the idea of using a stuffed wyvern as a pillow sounds. Your own pillow in your room is quite fine.

Vesna looks interested. "Older sister?" she ventures. And when you shake your head, she asks, "How young is she?"

"Ten s-summers." This is becoming a bit of a familiar subject.

"Ooh," smiles the brunette, and although it seems innocent enough, the smile is growing almost forebodingly. "Is she as adorable as you?"

Flushing red in embarrassment, you attempt to coherently stammer a retort: "I-I-I'm not...sh-she is..." After several false starts and realizing you really don't have a good answer to a trap question, you exasperatedly change the subject: "D-Don't you have a sister?"

"Only child." Vesna smile almost seems wistful. "It'd be nice to have a sister, I think. My father isn't..." she pauses, seems to think better of whatever she was going to say, then amends, "...It may be a bit too late for me to have a sister." Then, clearly trying to change the topic onto a lighter note, she puffs proudly and declares, "But clearly I'd be the older sister if I had a sibling." Then, looking at you, she remarks, "I'm surprised that you aren't the younger sister, actually. Is she as shy as you?"

"N-No. She's more...o-outgoing."

"And you've always been shy?"

"I think so." Then you give her question and your answer a little more thought, then insist, "B-But I'm not th-that shy!" Somehow, even the denial sounds feeble.

"Well, less than you were," Vesna concedes with a smile that conceals hints of her skepticism. "Clearly, you should be aiming for Mia as a goal!"

You think this over for a moment. "W-Would you want t-two Mia's around?"

Vesna considers this before giving a small awkward laugh. "That...might be a little much for anyone to handle," she admits ruefully. "Not that she isn't a perfectly nice person. Because she really is! I like her. She just...knows how to fill a room." Despite the girl in question being a rather limber aseri, this is such an apt description of her that you can't help but giggle a little, not without a twinge of guilt, even if it seems doubtful that Mia would be particularly offended. "But I should think about getting my father a gift too, shouldn't I?"

"Wh-What do you think she'd like?"

"I don't know. She isn't really lacking in much, certainly not anything I could buy for her." You don't know how profitable the Rainer family business is, but it isn't difficult to imagine that Vesna's parents are doing well for themselves. "I know she'll appreciate anything I get her, but...it'd be nice to find something special."

"M-Maybe something from the Academy?" you suggest. "S-Something to show that you've grown. That's s-something she can't buy anywhere."

"That'd be great," smiles Vesna with a hint of amusement, "but I don't think I can get an instructor to write her a letter about how well I'm doing here and call that a gift."

You nod sympathetically. "Melanie got a w-wyvern scale from the one we ran into at R-Roldharen," you suddenly remember, "and is wearing it as a p-pendant."

Vesna's eyes widen. "That's a great idea!" she gushes. Then, a little ruefully, "I should've thought of it. It's too late now, too."

"Th-There will be other opportunities!" you try to sound reassuring, although knowing yourself, you're probably falling short.

But if so, Vesna doesn't show it as she smiles and declares determinedly, "Yup, I'm sure there will be another chance to prove myself that isn't so life-threatening and terrifying!" The two of you share a laugh that's part happy, part relieved, part I-really-hope-it-doesn't-happen again.

"Vesna!" comes another call from another familiar voice, and your heads turn at a blond-haired, blue-eyed human just a few meters away, one you have not seen for a while. "Neianne!" Emilie adds, now that she can see you properly through the crowd, waving excitedly. She turns around for a moment to excuse herself from three other girls she's walking with - her squad, most likely - and rushes over as the three of you exchange quick hugs.

"Emilie!" Vesna smiles, pointing at the slight flush on her cheeks. "You've been drinking."

"Just a little," Emilie giggles. Then she looks at you and adds, "So have you, Neianne!"

"J-Just a little," you echo; you think you blush, but maybe it's just the grape juice.

Looking at your stuffed wyvern, she exclaims, "You've bought something too!"

You suspect that you will be having to clarify the origins of your newly-acquired souvenir for the rest of the evening. "Th-This was a prize."

"Ooh, what at?"

You feel a little uneasy about pointing out the game to Emilie, especially if it runs the risk of having to bring her back to a game stall that you've technically extorted a stuffed wyvern out of. "I-It was a throwing...th-thing," you manage lamely, quietly wondering if the vendor took Penelope's words to heart and packed up. You doubt the elf would've allowed the game to go on without weights in the bottles if there's a prized attached at the end. "I was a-actually just pulled along, so I'm not s-sure where it is now."

"That's too bad," Emilie opines, even though doesn't seem at all bothered about it. "But I'm not very physically gifted, so I don't think I'd win anyways."

You nod, vaguely reminded by fleeting impressions of Emilie with a staff. "You practice magecraft here, don't you?"

Vesna pops in cheerfully, posing in an exaggerated version of the classic mage's staff stance - at least that's what you think it is, not using a staff yourself - declaring, "We take the same classes!"

"Yeah," snorts a third new voice, "because the two of you are boring."

"Nikki!" the rest of you exclaim, recognizing the taller, tanner girl; your good cheer is momentarily interrupted, however, by a double-take upon actually laying eyes on her. The rest of your are dressed warmly for the winter with heavy dresses and coats, but Nikki looks like she's buried under multiple layers of coats, or at least a single large coat heavy enough for a dangerous expedition in the tundras of Northern Iuryis. Her pointed ears are hidden under a heavy hood, and only her bushy tail juts out from behind her, something that Nikki is keen to hold onto. Perhaps to keep her tail warm, or perhaps to let her tail keep the rest of her warm.

The outfit hides some of Nikki's more natural curves while also generating others, something that Emilie observes as she innocently opines, "You look like a dumpling."

Looking mildly irritated by the comparison, Nikki grouses almost defensively, "I'm not used to snow, alright?"

"D-Doesn't it snow in Sandria?" you ask. You're aware that it's the warmest of Caldrein's five regions, but whether or not it snows in the winter there is still beyond you.

"Nope," Nikki answers. "At most, winters are a bit chilly where I'm from, but it never snows. The region is mostly warm, although some summers can get stupidly hot. And we definitely eat and wear less than people up here."

You don't doubt it. Nikki has always been a little tanner than everyone else you've seen, and while she's a little tall, she also has a slim, acrobatic physique that is noticeable even under her multitude of coats.

"Where's your squad?" Emilie asks, looking around for any hint of them. Nikki doesn't seem to have recently detached herself from a squad in the same way Emilie did.

"They had an early start," explains the aseri. When she realizes that the explanation is somewhat less than entirely forthcoming, she sighs and elaborates, "Okay, it took me forever to put on these coats, and I told them to go on ahead first."

Now that the matter has been brought up, Vesna asks Emilie, "Shouldn't you be with your squad?" After all, wherever the three other members of Emilie's squad were when she came to greet you, they're gone now.

But Emilie waves it off and readily answers, "Oh, it's alright, we chat in each other's rooms all the time. It's been a while since I've really talked to any of you."

"This brings back memories, though, doesn't it?" Nikki observes, looking at the three of you in a somewhat satisfied manner. "I think this is the first time the four of us were together since we arrived at the Academy."

Smiling nostalgically, Vesna adds, "You three were the first people I ran into."

"S-Same," you reply, and a small smile also creeps up onto your lips. As was with Vesna - at least up until the Roldharen field exercise - you've mostly exchanged polite greetings with Emilie and Nikki, all of you being too caught up in academics and your own social circles to really have thorough conversations as you did when you all first met.

"I think I arrived the day before and had people to talk to," Emilie says, sounding almost apologetic. "Sorry."

"Traitor," Nikki sticks out her tongue at Emilie.

"Are we here to shop for souvenirs?" Vesna asks, looking eager to get a move on.

"Just window-shopping," answers the tan aseri, looking around at her surroundings. "Most of what's sold here is pretty garbage, anyways."

"They are?" Vesna blinks, surprised.

"Yeah, a lot of the stuff sold are useless. You know, souvenirs that you'll probably forget about after a month." You suspect you won't be forgetting about your wyvern anytime soon, though, even if it technically doesn't qualify as a souvenir. "Most of them are wares that peddlers want to get rid of, and Midwinter's Feast is a perfect time to sell to drunk, gullible partygoers with too much coin to spare." Pausing for a moment, Nikki asks, "I mean, your parents are traveling merchants, aren't they?"

"Not peddlers," Vesna replies quickly with spot of mild, mock indignation. "We don't do anything so underhanded."

Nikki snorts. "Or you think your parents don't do anything so underhanded." Vesna sticks her tongue out at Nikki, although neither show any hint of anything approaching anger. "Anyways, my parents didn't give me enough coin for frivolous shopping trips."

"That's a shame," Vesna replies, sounding like she means it. "I thought blacksmiths have profitable businesses."

The aseri makes a face. "It's not that we're not well-off?" she allows cautiously. "I won't deny that the war hasn't helped the business, and the jobs we're given are...well, they're pretty good. And our baroness ensures we're paid. But when the Confederacy's at war, there's an expectation that we're supposed to do our part, so while the jobs are large enough to help cover things, they aren't exactly what we'd call market price, even at bulk. Things are always a little risky now anyways. Like most blacksmiths, we get our raw metals from the mines in Elspar, and there's always the worry that the supply will stop coming in when the Tenny invasion takes them over. They've already taken some of them. And sure, we could eventually get new suppliers here in Apaloft or maybe further out in Lindholm, but that takes time and money, my mother or father would have to actually go over there, and we're already spending both keeping things running at home. Not to mention that there are larger smithing businesses compared to us, and they may gobble up the rest of the supply from fewer mines. My parents have been resisting the temptation of expanding the business. After all, what good are all the extra smithies once the war is over?"

Vesna nods, looking enraptured by the conversation, somber as it is. It reminds you of how much rides on being able to repel the Tenereian invaders, and what will happen to the Confederacy afterwards. Emilie, on the other hand, seems quite ready to put the subject back on a more cheerful track as she says, "My parents did give me coin for the occasion, fortunately. I'm just here for the food, though. They're giving some treats out for free, and I don't think there's much else I'd really like to buy right now." She pauses, then - with growing excitement - adds, "Unless someone here is carrying the latest installment of The Adventures of the Silver Princess..."

Emilie and Vesna once again share a delighted, excited squeal. Nikki makes a groan that indicates - once again - she's surrounded by idiots. She instead looks at your stuffed wyvern, Nikki quips, "I see Neianne has already gotten a head start, though."

"Oh," Vesna corrects, looking over, "she won that as a prize."

The aseri regards at you with a surprised reaction. "You can win prizes? I hate you already."

"I-I-I...I d-didn't..." you struggle to explain how you got this "prize" to begin with, "...th-this..."

Looking just a hint exasperated - but not really very repentant - Nikki drones, "I'm joking, Neianne."

"...O-Oh," you intone lamely, trying not to blush harder than you already are, hoping that the flush on your face from your grape juice is intense enough to mask it, squeezing your stuffed wyvern a little. "It's...it's a gift for my y-younger sister."

Nikki sighs slightly. "Now you're just trying to make me look bad," she says, but without any actual heat. You decide to let it go, despite the apologetic protest already on the tip of your tongue.

"Do you have enough to spend on a few snacks, at least?" Emilie asks you in a sympathetic tone. She is perhaps aware that the three of them come households running some kind of business - blacksmith, tailor, merchant - while you come from an idyllic village with no real industry. Your mother is a woodworker, at least.

"O-Oh," you blink, hurriedly reaching into your pockets and ensuring your coinpurse is still there. "L-Lady Elizabeth gave me some coin to spend here, so..." You slowly trail off, partly because you don't think there's much more that needs to be said than that, but mostly because Emilie and Nikki - and, to a much lesser extent, Vesna - are staring at you.

"Lady Zabanya gave you coin to spend," Emilie says blankly, although it sounds more like a question.

"Yes."

"Elizabeth Irivich Zabanya gave you coin to spend," says Nikki this time, equally blankly, and equally inquisitive.

"...Y-Yes."

"Elizabeth Irivich Zabanya gave you coin and told you to spend it on food and souvenirs."

"...Y-Y-Yes...?" you squeak quietly, uncertainly this time. It does sound increasingly unbelievable with every repetition, now that you have a chance to think about it. Elizabeth doesn't exactly strike most people as the generous type.

With a grim face, Nikki turns to Emilie and Vesna, points towards you, and declares, "Someone check her for a collar."

"A collar?" you and Emilie echo in confusion. Vesna, however, looks like she's holding back a laugh.

"Yes, a collar," Nikki confirms. "One that reads 'private property'."

Emilie blushes at that, but you're still a little confused. Sympathetically, Vesna leans over and whispers a vague explanation into your ear and...

"I-I-I'm not wearing a collar!" you blurt heatedly, panicked, almost bouncing up rigidly in shock, something that would've slammed your head into Vesna's face. You're mercifully spared this indignity, but still positively feel like you want to curl up in a hole and hide forever, a feeling only enahcned when you realize people around are looking at you, surprised by your outburst, then begin laughing. Nikki herself is grinning mischievously. A more rational part of your head tells you that most people are probably drinking and will forget about a possibly drunk dryad girl making an odd declaration. The louder, less rational part of your head tells you you can't ever show your face in town again.

Thankfully, the incident is quickly past and forgotten, and the four of you are soon going from stall to stall, looking at what there is to buy. If nothing else, the souvenirs on display are quite pretty to look at, with the four of you excitedly chatting and comparing potential acquisitions. Emilie, as promised, finds herself munching on a few pastries cooked over a small, portable stone oven on the back of a wagon. Vesna ends up buying a cheap carved ivory necklace that Nikki insists is nonetheless overpriced. And Nikki adamantly refuses to buy an oak comb for her somewhat unruly hair that Emilie keeps trying to prod her into buying.

You, on the other hand, find yourself feeling indecisive about what you're going to buy, at least until you wander a little bit away from the others - different stalls and carts are attracting separate attentions, after all - and you accidentally find yourself drifting towards a stall stocked with the familiar sight of traditional dryad goods: A few toys, some decorative hangings, a few pieces of wooden ornaments, and - perhaps more interestingly for you - jars of what looks very familiarly like forest spice, reminding you of the conversation that you had not so long ago with the rest of your squad.

So enraptured is your attention by the familiar, almost nostalgic sight, in fact, that you almost don't realize that the stall is being crewed by a tall dryad who greets you: "The World's favor upon you, young one."

"O-Oh," you blink, startled, not only because you almost didn't notice her, but also simply because it has been years since anyone greeted you in a traditional Gaianist way, and your dulled childhood habits are slow to respond. "A-And you."

The woman looks you up and down in a reserved, dignified manner only woodland dryads can. This is not a dryad who has moved to the plains, but someone who very obviously hails from the communes. You can tell not only by the way she is dressed - she fits into traditional dryad garb in ways that you never seem to - but also her body language and her mannerisms. "I've not seen you before," she finally allows after a moment of observation. "Which commune are you from, and who are your parents?"

"U-Um, I'm not..." you struggle to find the words for your explanation, caught on awkward footing, "...I was born i-in Thionval, but m-my parents left for the plains years ago." Even were your parents merchants, your birthplace is a little too far away to justify making a trip to Thionval over Midwinter's Feast.

"Ah," the dryad says, and something about her shifts, as if a lever is pulled. She doesn't seem any less friendly in any way, but there's just something about the way she looks at you now that's just a touch different from how she looked at you a moment ago. As if she's suddenly talking to a slightly different person. "I suspected." She nods, pauses, looks at you more carefully, seems to hesitate. "Or perhaps I was wrong and have seen you before. Are you not the mercenary-apprentice that saved your fellows in that field exercise months ago at Roldharen?"

That feels like a bit of an exaggeration, and you can't help but remember Alexia's words about how stories have a tendency to inflate themselves. "I-I only helped one."

The dryad nods. "I thought you looked familiar. I passed your wagon when word first came out that a wyvern was there and we rushed to slay it. I am glad to see you have healed."

"Thank you. W-Was everything alright? I-In Roldharen?"

"It was not," the dryad replies bluntly, although nothing in her tone has particularly changed. "Several of my friends perished at the jaws of the wyvern. The commune was displeased, though your headmistress has done much to soothe tempers. Your Academy has been good friends to us, but we are loathe to be dragged into the conflicts of others. Especially when they come at the cost of lives."

You know it's not really your fault, nor is she blaming you for it, but it's all you can do to suppress a flinch and murmur, "I-I'm sorry." You are also momentarily reminded that not all woodland dryads see themselves as part of the broader Caldran community, and there are complex feelings shared between them and those who make for the plains.

The dryad shakes her head. "It's not of your doing. Nor, I suspect, the choice to move to the plains." She inhales subtly, quietly. "We all must go one day, I suspect. Perhaps I shall not live to see it."

"Oh," you intone. It's a weighty topic, one that, in a way, reflects the vestiges of a long-lost childhood life so many years ago. You aren't sure what to say to that.

A moment passes - one that feels awkward for you - until the dryad asks, "Did you wish to purchase something from my wagon?"

"Y-Yes," you stammer, remember what caught your attention in the first place. "Is that a b-blend of forest spice?"

The dryad looks at you in a way that almost seems to reflect mild confusion - an eyebrow raised only a hair - but she nods, "It is forest spice, yes. Would you like a jar? It shall be four marks."

"Please," you nod, and goods and coins are exchanged. Then, now that you think about the conversation from days before and remember that you could not tell your squadmates what spices go into forest spice, you inquire, "M-May I ask what is f-forest spice actually?"

Again, there is that mildly confused look from the dryad as she asks, "Pardon?"

"U-Um, what is f-forest spice made of? Cinnamon? Pepper? G-Ginger?"

There is the barely perceptible hint of amusement dancing across the older dryad's face as she explains, "Young one, forest spice is a spice, not a blend. I imagine dryads elsewhere with different spices from their forests may calls ours differently, but there is but one type of spice growing in these Caldran woodlands. I do not think it popular enough on the plains for the elves to give it their own name."

"...Oh," you intone blankly, suddenly feeling very idiotic, and wishing you were more curious as a child and asked your parents more questions so as to not ask stupid questions now. "Th-Thank you."

"Fare you well, young one," says the dryad stoically even as you walk away with your embarrassment.

Amidst the crowd, Emilie, Nikki, and Vesna have congregated again, you and Nikki being the last ones to join. "Is that spice?" asks Emilie as the four of you start walking towards a livelier part of town - or at least a livelier-sounding part of town, if the commotion is to be taken at face value - now that the shopping is done.

"Yes," you answer, deciding against trying to explain what forest spice is to your friends; clearly you are not the most informed on the subject.

"I wouldn't mind some more flavoring on my meat," Nikki grins, having returned with four cups held just a little precariously in both hands. "Midwinter's Feast is going to spoil me for the rest of the year. Now here," she declares, passing a cup to each of you. Unsurprisingly, it's full of grape juice.

In spite of your better judgment, you take the cup - it's impolite to refuse, after all - and so does Emilie, but Vesna smiles apologetically and says, "Sorry, I promised my father I wouldn't drink while here. She's worried I might do something silly."

"You are supposed to do something silly," Nikki rolls her eyes. "It's Midwinter's Feast. Besides, your father isn't here." But when all Vesna does is continue to smile apologetically, the aseri sighs. "Oh, fine, then, you spoilsport." Turning to you, she hands you the last cup and declares, "Here, Neianne, this is yours."

"M-Mine?" you hiccup in surprise. Part of you thinks a second cup of grape juice is perhaps not a great idea. Said part is getting quieter, though. And habit makes your hands refleixvely reach for the cup before you even realize what you're doing.

"Yes, you," says the aseri. "You need to loosen up already. Now drink up."

You hesitate, but Emilie and Nikki are already emptying the contents of their cup - Nikki faster than Emilie, not to your particular surprise - and you give in resignedly and start drinking. Besides, now that you've already had a few, it's admittedly getting easier to allow the liquid down your throat, and it doesn't burn quite as much. It's actually feeling quite good, resembling warm and fuzzy feelings.

"So," Nikki asks, long after she herself finished her own, "Zabanya aside, is your squad treating you alright? I mean, they all look so...broody."

"Th-They're not broody!" you protest. This is beginning to worryingly resemble the conversation you had with Mia just earlier tonight. "They're just...f-fine. Th-They're treating me fine." And you don't think you're lying. Sieglinde and Stephanie are hard to approach sometimes, but they are evidently kind in their own ways. Even Elizabeth doesn't seem all that bad sometimes.

"You'd be saying that if they weren't treating you fine," Nikki snorts just a touch dismissively, but doesn't seem inclined to press you much further.

Sticking her tongue out at Nikki, Vesna asks, "Would you be any different?"

"I'll complain about what needs to be complained about. But my squad's alright, I guess. I mean, Marienberg is kind of difficult to deal with, and the other two just sort of listen to her, but she's alright." You recognize that as Wilhelmina's family name, the childhood friend of Azalea and widely considered to be the best archer by far at Faulkren, known to be able to hit distant targets with uncanny accuracy on her longbow. "She's not unfair, and she knows what she's doing. She's almost certainly going to be squad leader when we get to our second year, but I can live with that, so she's not awful."

"You don't know that for sure," Vesna points out innocently. "That she'll become squad leader, I mean, not that she isn't awful."

To which Nikki gives a little snort. "She's elven, highborn, and probably the best combatant and the smartest out of the four of us. It's not going to be anyone else."

Emilie blinks before observing, "She really is alright, if you're saying nice things about her like that."

It's a topic that hasn't really been touched on extensively, now that you think of it. Yes, it was explained briefly early in your academics that things will be done differently in year two, with a greater variety in curriculum with an emphasis on specialization, more squad autonomy, and more self-guided learning. A more intimate change, however, will be the designation of a squad leader for the remaining two years, someone with broader authority over the rest of the squad. The setup, so it was explained, is meant to create a semblance of responsibility and a chain of command that will no doubt be part of your lives when all of you graduate and become true Caldran mercenaries.

"There's a baroness' daughter in my squad," Vesna notes. "She's nice, though, and I think we'd really be happy if she became squad leader."

Rolling her eyes, Nikki says without rancor, "You're too agreeable."

"I don't have any elven nobles on my squad," Emilie offers. "I honestly have no idea who would even be chosen as squad leader."

Nikki smirks. "Then clearly you will become squad leader."

"Wh-What?" Emilie blinks in bewilderment, shaking her head furiously. "No, that's impossible! I'd be a horrible leader."

"Hey," shrugs the aseri, "stranger things have happened. If no one else is qualified, it may as well be you. Like Neianne crawling between a wyvern's legs because no one else could."

"I didn't c-crawl between the wyvern's legs," you pout with a hiccup, feeling a little indignant, even as you finally manage to finish your first cup. "I crawled under the wyvern." It feels like it's an important distinction, although you're not entirely sure how. Your voice sounds a little bit heated than usual - and the mildly surprised looks on everyone else's faces seem to confirm this - but you decide it's probably just the heat in your throat from all the grape juice.

"Okay," Nikki blinks after a moment. The four of you are approaching one of the town's squares, and it's evident that there are dances happening as bards play cheerful, hopeful music to the side. Then, mischievously, the aseri suggests, "So...Neianne should be squad leader?"

You actually give that a moment of thought. A serious moment of serious thought. Then you quickly shake your head."No," you say emphatically. "N-No, that would not be a g-good idea."

"Why not?" Vesna asks. Somehow, you get the feeling that despite looking interested at your answering, she - and the other two - are not actually entirely interested specifically in your answer.

"Because," you hiccup, "I'd have to g-give orders to Lady Sieglinde and Lady E-Elizabeth." And they aren't the kind of people to be given orders, you want to say, but you can't quite think of a way that doesn't sound entirely silly to you.

"Some people would probably kill for that," grins Nikki in a way similar to how she was grinning when you reacted to her comment about looking for a collar on you.

You hiccup at that, but Nikki's words aren't really that shocking this time. Or maybe you're just not thinking that hard about it. "You're awful," you say nonetheless, to which the aseri merely smirks.

"Nikki!" comes a sudden call, and you see a girl waving on the other side of the street alongside two others. One of them, you recognize, is Wilhelmina, whose impassive expression with only the barest hint of a smile makes it hard to tell whether or not she's enjoying the festivities, but at least her body language seems relaxed.

Recognizing her squad, Nikki gives a bit of a small smile to the three of you and declares, "Well, that's my call. I'll talk to you girls next time, yeah?"

You exchange farewells as Nikki rejoins her squad. Emilie and Vesna, too, are soon enraptured by the sight of dancing in the square, and they both jump into the crowd after making sure you're fine with finishing your drink first, the second cup that Nikki had handed you, the one that is still half-full. You don't mind. Dancing doesn't seem to really be your thing...maybe. And you can't dance with a cup in your hands. Yet.

"...N-Neianne?" the question is speculative, uncertain, and entirely understandable, all considered. The person addressing you is, unsurprisingly in retrospect, none other than Melanie, who is eyeing your souvenir with a rather startled look on her face. "Th-That is very b-big!" she says. Then flushes at stating the obvious.

"I-It is!" you agree, shifting the wyvern from one arm to the other, so that you can see the other half of Melanie's face now. Feeling that this is an inadequate explanation, you add, "I won it in as a prize!"

Which, again, is technically not entirely true, but you have quickly learned in the last few hours that this is probably a detail you can spare Melanie and anyone else who asks.

"C-Congratulations!" Melanie says sincerely. She looks from side to side, and seems to spot something outside of your current field of view, tentatively taking hold of your sleeve to draw you in that direction. In short order, the two of you find yourselves seated on two large empty barrels at the edge of the crowd, the wyvern across your lap rather than in your eyes. This vantage point affords you a much more commanding view of the whole event, including the dance. Thankfully, you're still close enough to one of the fires that you aren't overly cold.

Or maybe it's the pleasant warmth you feel spreading outward from your chest after your...how many cups of juice have you had now? Third cup? Fourth cup? It's hard to say. Counting is hard. You don't remember it being this hard before.

"Are you h-here by yourself?" you ask, looking around for any of the friends you met at the feast earlier. You can't immediately spot anyone.

"Oh, n-n-no!" Melanie says, quick to dispel this impression. "Lady Lucille and th-the others are in the d-d-dance."

You glance over to the spot she indicates. It's hard to tell, given the lighting and the abundance of people, but you think you possibly see a girl with Lucille's brown hair and short stature. Then again, that isn't precisely a rare description in Apaloft, and you're not even certain if the girl you're looking at is an elf.

"She's in the m-middle," Melanie corrects, seemingly following your line of sight. "W-W-With Ashlyn." You look at the couple in question: One of the pairs currently in the middle of the circle, spinning and laughing in time with the wild, festive beat. You can see it now that you're told...but admittedly, only because you've been told. It must be true, what they said about aseri senses. Or was it elves who were supposed to have particularly sharp eyes? Some of the stories you've heard about the various races are admittedly contradictory, and at the moment, for some reason, the details of each feel particularly fuzzy around the edges, and they evade you.

"Why are you over here b-by yourself?"

She fidgets, white tail flicking back and forth over the side of the barrel. In flickering orange firelight, she almost passes for a more common red-haired aseri. "It's...a l-lot of p-people. And I'm n-not a good dancer."

"Neither is she," you point out, extending a finger to indicate a distant pair of strangers in the middle of the circle. The taller of the two has very nearly fallen on top of the other, and they're both struggling to right themselves while nearly falling all over again from good-natured hilarity. You flush as you realize how blunt that sounded. It was hardly something you'd say out loud normally. Maybe it's just the excitement of the festival?

Melanie shrugs her shoulders self-consciously and appears to be trying to think of what to say to that when someone abruptly looms into your field of vision. You give a start and almost fall over backwards, only belatedly catching yourself on the edge of your barrel.

"Now here's a sad sight," the stranger says. She's tall - very tall - and broad-shouldered, grinning widely at you from beneath a wide-brimmed carter's cap. "Two girls sitting all alone, without anything at all to warm them up. I asked myself: Where would I find little Melanie Aster in all this? And here you are, somewhere quiet off to the sidelines." Her grin devolves into a smirk as she gives Melanie a very familiar ruffling of the top of her hair. "At least you have a friend for once."

"H-Hello, Indie," Melanie murmurs, hiding her face partway with her mug, aided partly by her slightly ruffled hair. She hesitates, spinning it around in her hands, before seeming to recall that introductions are in order. "Oh! Th-This is Neianne. She's also an a-apprentice. N-Neianne, this is Indie. She...um..."

"I do a lot of work for her family," Indie explains, apparently taking mercy on Melanie, who seems rather put on the spot. Casually, she passes cups of grape juice to you and Melanie; you are much more ready for this new cup, while Melanie seems a little reluctant. "I'm technically independent; you're sitting right beside my wagon." The wagon behind you has indeed been converted to a makeshift booth, laden down with barrels similar to the ones you're sitting on. "I make a good deal of my living from transporting their freight, though."

"N-Nice to meet you," you say back, feeling a little bit more at ease with someone whom Melanie is actually familiar, as opposed to some weird stranger who just shoved drinks into your hands.

"A pleasure. It's good to make new friends," she adds this a little cryptically with an odd, encouraging look at Melanie. Then she takes a step back, declaring, "You girls enjoy the drinks. I'm glad I saw you, but I'll let you get back to your socializing."

"It was...g-good to see you t-too," Melanie whispers as Indie leaves, finally releasing a sigh and fidgeting when the older woman has put enough distance between you.

"You must know a lot of p-people through your family," you offer at length. It's easy to forget, with how quiet and unassuming Melanie is, that the Asters are one of the most prosperous merchant families in Apaloft, with connections or rivalries with almost all the smaller ones.

Melanie shrugs, still not looking entirely comfortable. "Indie is...kind. She used to bring me t-toys wh-when I was little. I think...I think she was just s-sorry for me, though. She thought I was l-lonely."

"Were you?" You lean forward slightly, nearly spilling your drink. Maybe you should drink it faster. You take another gulp, accidentally taking a bit more than you actually wanted to. It's hard keeping balance. But it's okay, you don't think you spilled any. Except down your throat, anyways.

Melanie glances around, seemingly trying to look everywhere else but at the dancing figures. "S-Sometimes. Maybe. I h-had some friends, and m-my younger sister."

"Lady Lucille said that..." you frown, the memory briefly alluding you, "...that you were childhood friends." Your cup is empty again, but a laughing group carrying a jug passes by, and one of them fixes the problem for you. "A-And she made you come down here, didn't she?"

"Sh-She didn't m-m-make me!" she protests. "And we're not...I wasn't..." she trails off, looking at you both helplessly and a little oddly. For some reason, she reaches out a hand and feels your forehead. "Are you a-alright?" she asks.

You actually feel great. The burning feeling from the grape juice seems to have spread through your entire body, making you feel cozy and comfortable. The crowd around you suddenly feels less like an overwhelming collections of scrutinizing individuals and more like a happy amorphous blob, while the noise around you blurs into pleasant thrum music. "I'm fine! No one made me come down here either," you continue, downing more juice. "But I wanted to be more...I think I should do more. Things."

"Th-Things?" Melanie looks at you nervously, like she thinks you might topple over at any moment.

"Things!" you explain, elaborately. "Like...like talking more, and doing things where people can see!" You seem to be waving your free hand for emphasis. Or, wait, that isn't your free hand; you hastily stop to prevent yourself from showering everyone around you with juice. Or you would've, but it's too late. Oh, well, they seem too caught up dancing and drinking to care too much. You suddenly give Melanie an uncharacteristically stern look. "We should dance," you decide aloud. Then, plopping your stuffed wyvern down on the barrel and calling over to the wagon behind you, you shout, "M-Miss Indie, p-please look after my wyvern!" You're not entirely sure Indie hears you, but that's not entirely important right now.

"Wh-What?" Melanie wails, but you're already on your feet somehow, slipping down from your barrel, and you're tugging her behind you. Maybe she isn't wrong to worry about you falling over. You're briefly dizzy, but you recover.

"You should do things too!" you tell her, approaching the circle. Where did you put your cup? It was empty anyway, you decide, as you very nearly push Melanie, blushing and stammering, into the circle.

Things get increasingly fuzzy from there. You can remember joining the circle, laughing and dancing along with the others, seeing Melanie wind up in the circle with a mercilessly cheerful Mia and then, later, Lucille. Your own dances are a bit of a blur, but you remember one in particular, looking up at your partner to see Lady Azalea, smiling with thrilled amusement, before she somehow spins you in a way that should have sent you crashing to the ground, but instead makes you think you can fly.

That feeling of weightlessness seems to follow you for the rest of the night, and your memory smears into a vague sense of light, color, and happy warmth.



Some terrible, awful person is poking your cheek. You make a sound that sounds vaguely like a protest, throwing a hand over your face and curling tighter in on yourself in your bed. Which is somehow harder than you last remembered it. There's someone talking now, and it sounds painfully loud, and you wish they'd just stop.

"L-Let me sleep," you mumble. "This is m-m-my room."

"No," you barely parse someone saying. "It's not." Which is silly. Why would you be sleeping in someone else's room?

The poking intensifies. Then, abruptly, turns into a hard pinch on your ear. You make a pitiful, betrayed cry, arms flailing, bolting upwards, eyes creaking open with sudden alarm.

"Is that really necessary?" a familiar voice asks; it sounds level and neutral, but you can make out just a hint of possible exasperation in it.

"She wasn't getting up," another familiar voice replies. Your vision takes a moment to clear, to understand your surroundings: Your dorm room, bathed in warm morning sunlight beaming evilly right into your face through the window.

Then you correct yourself. It is not, in fact, your dorm room. Nor are you actually in your bed. Or even in a bed.

Elizabeth crouches over you, like you're something strange and interesting she's discovered on the floor. Because you are on the floor. Nearby, perched on the edge of her bed, Sieglinde is brushing out her hair.

"Wh-Wh-What am I d-doing here?" you squeak, shooting upward at just a slight angle - vertigo kicks in just a second too late - and proceeding to bang your head on the wall. You were curled up in the corner, evidently.

"Sleeping," Elizabeth said simply. She seems remarkably unbothered by the mewling dryad clutching her head in pain in the corner. "It was cute at first. But you snore."

"I d-do?" you gasp, head spinning and vaguely horrified.

"You don't," Sieglinde informs you.

"You're no fun," Elizabeth tells her, without rancor.

Groggily, you realize that you're holding the wyvern, cuddling it in your arms like a pillow. The coat that you wore to town has apparently been used as a makeshift blanket. "Wh-Wh-Why am I here, though?" you press.

Elizabeth lets you flounder for a moment longer, before Sieglinde cuts in. "You had a bit too much grape juice," she explains. "You passed out, and some of the girls helped you back to your room."

"Then you got back up, said you could walk for yourself, went the wrong way, and then curled up in our corner," Elizabeth adds.

Head spinning and making small sounds of distress, you try to gather your thoughts. "I d-d-don't remember anything after the d-d-dance! Wh-What happened? D-Did I do anything...anything...?"

Elizabeth glances away thoughtfully, as if thinking. She straightens up, standing over you. You've perhaps never realized it, considering her height, but she's actually very good at standing over people. "Well," she says, "it was pretty funny."

You make an alarmed mewling sound, covering your face in mortification. "H-How bad?"

"I never knew you had that sort of thing in you!" Elizabeth lets that hang for a bit, as you cover your face and squeak, wondering if you can perhaps get away with hiding for the rest of the year without ever showing your face again and not get kicked out of the Academy. "Oh, don't worry," she sighs, patting your head like you really are a leafy puppy she just kicked. "It wasn't anything all that bad." You've only had a moment to relax when she adds: "Congratulations on your engagement, though."

Your reaction is so dramatic that she laughs out loud, the tinkly, merry sound making your face burn more than anything else.

"She's joking," Sieglinde says, taking mercy on you.

"Maybe," Elizabeth says lightly.

"Zabanya."

"Who can say what happened in such a night of revelry?"

"Zabanya."

She relents, rolling her eyes. "Oh, don't worry. Nothing completely ridiculous happened. Probably."

This, you understand, is likely the best you're going to get. You deflate, and curling your legs up against your chest, leaning back against the wall. "S-Sorry to be a bother," you murmur.

"Oh, don't worry," Elizabeth says, dismissively. "Thanks to you, I'm having a great morning." She moves away from you and over to a wooden box on her nightstand, retrieving a slice of decadent, seed-filled solstice cake layered with jam. She proceeds to take a bite of it, an approving expression coming over her face as she enjoys her dubiously healthy breakfast.

"We weren't using that corner for anything anyway," Sieglinde tells you. Which almost sounds like an absurd thing to say, but it's been a pretty absurd morning. "You should thank the girls who helped you back to the Academy."

"Oh." You hadn't quite thought about that. "Wh-Who were they?"

"The Aster girl," Elizabeth informs you. "And someone else. And I supervised, so make sure to thank me as well." She says this in a manner that implies she neither knows nor cares about the name of this second person.

"Wendy, I think," Sieglinde says, helpfully filling in the blanks.

"Oh. Th-Thank you, Lady Z-Zabanya," you add, automatically. You're surprised by the other two names though; it's a little odd to imagine, Melanie and Wendy carrying you between them all the way up here, although you suppose that it's specifically Penelope who Melanie doesn't get along with. It is certainly nice of Wendy, though; her leg is better now, and you aren't so heavy, but that still seems like it's pushing things a little.

Maybe, you decide, you're beginning to like Wendy.



You hate Wendy. So. Much.

You stare blankly into the cloudy sky and groan, lying face-up on the training ground, your body and mind a combination of dazed, sore, and frustrated. And cold, given that you're lying on the last vestiges of snow as winter begins to pass. On one side of your peripheral vision, Wendy twirls her practice spear in what is probably a triumphant, somewhat smug manner. On the other side, you see your aseri greatsword instructor begrudgingly pass a tenner to Wendy's elven polearm instructor.

Many weeks have passed since Midwinter's Feast, and non-stop academic studying has now been replaced by non-stop physical training. The instructors have ensured that you and Wendy have had changes to your dietary consumption while you were wounded, and you've also done some very light calisthenics, but ever since you've recovered, your instructors have been running you ragged with hours of working out and weapons training to help make up for the constitution you've lost.

And your training has been progressing at breakneck speed to make up for lost time. Within weeks, you've been burning through different stances with a greatsword, different tactics for different situations, how to fight in formation, how to fight multiple enemies at once, how to duel, how to defend yourself in narrow spaces even with a weapon as long as a greatsword. Half a year ago, you were a common village girl hoping to change yourself; now you fight with speed, precision, and purpose that you had never even seen before, let alone imagined yourself capable of unleashing.

Unfortunately, this has not helped you in terms of being able to beat Wendy in a sparring session under the watchful tutelage of your respective instructors.

Moving from the periphery of your vision to look down at you, your instructor smirks a little as she asks, "What have we learned this time?"

"...Th-That Wendy is a ch-cheat," you pout from where you are lying in the thin snow.

You know that you're not being entirely fair to Wendy. It's not exactly that she's truly cheating. But at the same time, you know that she's not necessarily better than you at arms, at least not in the way people like Sieglinde and Aphelia make you feel. You don't feel a particularly acute sense of pressure or danger when sparring against Wendy. She never really manages to press you in a corner, and when she does make a move, you generally manage to deal with it efficiently, something that you would never have expected when you first arrived at Faulkren.

Your aseri instructor nods with a slight hum, almost as if commiserating with you. Then: "How so?"

"She isn't f-fighting," you reply.

She raises an eyebrow. "Her spear connected with your shoulder pretty well. I think that's fighting."

You pout again. "Sh-She's just running."

"Running" is perhaps an exaggeration of what Wendy has been doing over the course of the last three sparring matches. What she has actually been doing is constantly backpedaling in circles. She'd stick to the defensive, making you chase her while she sparingly counters with her own weapon, which is only somewhat longer than your greatsword, not enough to make an extremely decisive difference, but it's still a difference nonetheless. Her primary concern seems to be keeping her distance, keeping you running, wearing you out until you are too tired to properly defend yourself. Then she goes for the knockout blow.

Clearly, your instructor thinks this is an entirely valid tactic, because she asks, "And why is that a problem?"

"She has b-better endurance than m-me," you admit reluctantly. Where your greatsword manages to make contact with Wendy's spear, your heavier weapon and superior strength forces her to stumble back. But you can't actually get a good hit on Wendy herself, and as a human, she can simply outlast you in a battle of attrition.

"Of course she does," your instructor agrees, finally extending a hand out to where you lie on the ground. "She's human. So why are you letting her lead you around by the nose?"

Taking her hand in yours and allowing her to pull you back up to your feet, you realize that you don't have a good answer to that. You've mostly been focused on chasing Wendy, trying to get close enough to land a good hit on her with all of your considerable, superior strength...but that just means she's dictating where the spar goes, how to lead you in circles, how to continue backpedaling safely until she's worn you out.

"So she can outlast you in endurance," your instructor nods as you dust yourself off. "So how do you defeat her?"

"...A-As quickly as p-possible?" you venture.

"Right. And how do you do that?"

"...G-Get close to her as s-soon as possible. A-And try to b-back her into a corner."

The aseri nods casually. "A good a plan as any," she concedes. "Be careful, though. You grew up in a nice, idyllic little village, but Wendy grew up in a far rougher neighborhood. She's focused on beating you, she knows to milk every advantage she can, and she may very well fight dirty."

Your eyes widens at the mention of "fight dirty". "I-Is she allowed to?" you stammer.

"She'd better be," your instructor snorts. "I will guarantee that your enemies will fight dirty when you're a real Caldran mercenary." She then grabs you by the shoulder and turns you around towards Wendy, who has been waiting for you to get ready for another bout. "Go on."

Exhaling deeply, you step forward towards Wendy once more, who herself was speaking with her own instructor, and is now being urged forward to go another round with you. She gives her spear an impressive twirl - not anything as impressive as what you've seen Sieglinde pull off, but still a pretty spectacle nonetheless - as she waits for your ready stance. You yourself take up an ox guard: Presenting your side to the opponent, the hilt of your sword raised on bent arms just above your rear shoulder, its blade pointed towards your opponent's head. It's not the most versatile of stances, with a limited number of attacks that flows naturally from it, but one of those attacks is a powerful thrust to the upper body, a decent counter to a spear.

Your instructor waits a moment to confirm that both of you are ready before declaring, "And...begin."

The spar starts out predictably as it has in previous ones: You advance, pausing once only to fend off a probing thrust from Wendy, the human extending her spear to its full length at you to check your approach before withdrawing it just as quickly, backpedalling to close off any avenues of reprisal. For a moment, you entertain the idea of simply keeping your own distance from Wendy, deliberately goading her to come to you instead of the other way around...but you are acutely aware that Wendy's spear is not only lighter but also longer; you trying to keep your distance would keep you in her striking range but keep her out of your reach.

So much like before, you advance, keeping in mind Wendy's strategy of simply wearing you out. When she tries to circle around you, you sidestep, cutting off an avenue of escape, before advancing once more, forcing her towards the castle walls of the Academy step by step. She thrusts, you parry, she swings, you block, she retreats, and you advance, but you know she's merely skirmishing. She isn't testing your defenses so much as she's buying time, but you are determined not to give her any this time.

You are beginning to corral her towards the corner of the walls when Wendy starts cluing in to what you're trying to do, that your aggressive advance is calculated rather than just a manifestation of your frustration at being unable to beat her thus far. The agitation in her body language gives it away, as does when she looks back to see the corner behind her and then narrows her eyes at you. You are beginning to make headway, beginning to work your way inside her guard - that sweet spot past your opponent's spearhead where the shaft becomes only so much weight against you and your length of steel - when...

Something flashes past your face, something faster than you initially register, and you end up stumbling back in shock and surprise. Not so much that you give Wendy an avenue of escape, but certainly enough of a moment to allow her to catch her breath. What was that? you wonder, even as the grip around the hilt of your greatsword tightens. It was almost as if Wendy suddenly lashed out with her spear faster than you could've expected...which doesn't make sense. You've already fought several bouts against her; you know what she's capable of. She isn't capable of this.

In front of you, Wendy has adopted a different stance, hands closer to the center of the shaft now, her posture lower, and you subconsciously perceive the fact that the human is no longer quite using a skirmishing strategy anymore.

Grimacing, you advance again, keeping a more stable guard this time as your greatsword makes contact with Wendy's spear, parrying it aside with the greatsword's heavier mass like brushing aside a twig, then pushing in for the kill...

You see it coming this time. The moment Wendy's spear is brushed aside by your parry, it twirls once in a cyclonic motion in front of you, maneuvering under and around your greatsword's guard, and its blunt practice spearhead is already on its way towards your shoulder before you can strike Wendy with the tip of your practice greatsword. The strike is fast - just as fast as the one that preceded it, and certainly much faster than when Wendy was just trying to wear you out - and comes much closer to striking you this time, forcing you back, causing you to lose balance as you clumsily abort your forward thrust for a backwards slide instead.

On the one hand, Wendy looks much more serious and aggressive this time, even as she approaches in an attempt to capitalize on managing to put you off-balance. It means you're doing better than you were before. On the other hand, you are also struck by the realization that Wendy was merely being cautious with her strategy of wearing you out earlier; she was fighting dirty, but now she's fighting fast.

Her steps aren't perfect; her advance isn't fast enough to slip under your guard, and you recover from your backwards stumble before she has a chance to strike you. Her movements aren't as graceful as Sieglinde's; her sidesteps to the left and right to maneuver around your guard are stilted and don't feel confident. Her blows aren't the kind of precision strikes you've come to associate with much more skilled apprentices like Aphelia; they are instead swings across broad arcs and wide thrusts that hope to connect. But the general objective of her tactics seems to be working, because Wendy is giving you a handful: She does not block or even parry your guard, but instead allows your own swings - your counterattacks with the greatsword - to either pass her by or to push her to the side where she can then attempt to counter your own counterattacks once your swings run out of momentum.

The human's moves are fast, while your own heavy greatsword feels unwieldy and cumbersome in even your dryad hands, even as you are quickly forced to parry and block in every direction to stave off Wendy's attacks, with each blow coming faster to outmaneuver your guard. You don't think either of you is significantly faster than the other, so this can only mean that your own greatsword is slowing you down relative to Wendy's spear.

One thrust starts to get under your guard faster than you can defend against it. The second out of that flurry misses, but barely. The third one strikes you painfully in the shoulder as you stagger backwards from the blow, rubbing your sore muscles. In front of you, Wendy steps back and twirls her spear a little once more, although she looks winded and no longer as confident as she was the last time.

Your instructor reluctantly passes another tenner to her increasingly smug counterpart.

You are still nursing your pride and your physical pain when your aseri instructor finally comes over. For someone that has lost her third tenner for the day, she actually seems calm and even as she asks, "Neianne, what is the most important part of your body when using a greatsword?"

The question sounds open-ended, but you're worried that your instructor will think you're giving her sass if you reply "the arms". Instead, you point at one of the muscles in your upper arm, the one that's most sore. "U-U-Um," you stammer, realizing that smarter people have actually categorized the different muscles in the body and named them, but you don't actually know what any of those names are, and must resort to pointing at literally the specific part of your arm. "Th-This muscle right here...?"

Your instructor gives another snort before gently bopping your forehead, causing you to squeak in surprise. "It's your head, dummy."

"...Oh," you reply, not sure if your instructor is being serious or giving you some kind of platitude.

But your thoughts must've shown on your face, because the aseri puts her hands on her hips and declares, "I'm serious. This isn't some kind of bland motivational statement about 'fighting with your head'. Look," she mutters, taking your training weapon out of your hand, turning slightly to the side and making a few swings, "greatswords are large and heavy, and they're not easy to swing around. Even you, as a dryad, have to manage its weight, its length, its balance." With that, she presses the weapon back into your hands. "With something like a longsword or a spear or, even better, a rapier?" She makes quick snapping motions with her arms as if they were holding a sword or spear. "You can get away with a lot using just reflexes and hand-eye coordination, because they'll snap to where you want it to go if you can react fast enough." She points back at the training weapon in your hands. "Greatswords? You'll lose in a contest of reflexes every single time."

This falls in line with what you've experienced against Wendy. When it comes down to it, the human isn't more skilled, nor is she necessarily faster. She is simply exploiting the fundamental weakness of you and your greatsword: That all the strength you have and the mass of your weapon doesn't matter if she simply outmaneuvers it. Until you can somehow overcome that gap, you don't really stand much of a chance at winning.

But your instructor advises, "Don't react. Anticipate. Never get pulled into a contest of reflexes. Use your head. Be three steps ahead of everyone, especially people with faster weapons..." she pauses, then shrugs, "...so, yeah, that basically means you need to be smarter than everyone. This isn't just a blunt instrument for you to swing mindlessly around, despite what it looks like. You can get away with using a better, larger, heavier weapon against Tenereian conscripts, but you're a Caldran mercenary, and beating Tenereian conscripts by just reacting won't cut it, especially not with a greatsword. You need to fight smarter than this. So don't just react." She holds out her arms as if there's a greatsword in her hands. "Always keep the length of the greatsword in mind; your means of offense is also a defense, certainly moreso than other types of swords. Always - always - think of how the enemy might attack you, how to defend against those attacks, how to counterattack, and how your own attacks can deny them their attack, before they even make the first swing."

Perhaps you have been guilty of simply relying on your strength and the greatsword's power, to the point where you are basically a blunt cudgel. You have committed to body and mind the forms of the greatsword; the different guards and the different stances; and the multitude of ways you can attack, defend, and counterattack from different positions. Yet perhaps you have not devoted as much time and attention to how this survives contact with an enemy that knows of your strengths and weaknesses, and how to plan accordingly. It'll take plenty of training and practice and time to adjust to this new paradigm you're introduced to - even though you have all the basics committed down to your very bones - but if that means being able to hold your own in combat, or at least beat Wendy in a spar, at the very least, then you'll do it. Using your head in combat isn't just about strategy and tactics after all.

"Now come on," mutters your instructor, waving you in the direction of Wendy for the last bout of the afternoon. "Stop losing my drinking money. Beat her this time or it's five laps around the Academy grounds for you."



You did better on the last round than you did in previous ones, you pressed Wendy hard, the duel was very close, and you think you've learned a lot.

You still end up running five laps around the Academy grounds while carrying your greatsword, though.
 
1.12.3 Festivities (Part 3)
HOLY CRAP AN UPDATE THAT ONLY TOOK A FEW DAYS WHAT HAPPENED



But training continues on for days and weeks afterwards, and as you make up for lost time, your familiarity with the greatsword only increases. Even when you aren't practicing, it becomes easier to visualize stances and spars in your head, imagining possibilities to test out when your hands settle upon the hilt of your greatsword. You even manage to claw out several victories against Wendy during your spars, although your instructors have stopped taking bets long before. That one's probably your fault.

It's on a new morning, then, that your instructor takes you to the armory. "You've been making good progress these past few months on a greatsword," she declares approvingly, dragging out several weapon racks full of heavy weapons. Some of them include warhammers, but most of the weapons on display are various training greatswords of different sizes and configurations. "You clearly know what you're doing, and the months you've taken under my tutelage means you're a proper threat on the battlefield, pending some more actual experience. Until then, though, it's time we up the ante and start specializing your skills with your greatsword a little bit. That means choosing a variation of the weapon."

It is, after all, time to consider specialization.

Your instructor reaches for the weapons rack, and the first weapon she pulls out is long. In fact, your first instinct is to assume that she made a mistake and reached for the spear instead. But it's actually a tiny bit shorter than your average spear, and you realize that it's actually not quite a spear at all, seeing how half its length is a greatsword's blade and the other half an elongated hilt of equal length. "This is a swordstaff," your instructor declares, giving the weapon a bit of a spin around her arms as she does so, albeit not at very fast speeds; its weight is evident just by watching the weapon spin. "Well, a great swordstaff, actually. It's what happens when someone looks at the versatility of a greatsword and the length of glaive, and decided the two needed to have a baby. The swordstaff is that baby." She starts making swinging and thrusting motions with the great swordstaff, as if to show how it's properly used. "The longer hilt means you can use it like a short polearm, but the blade is as long and large as any greatsword's. So aside from all the advantages of a greatsword, you get to do all those fancy twirls and thrusts spearswomen do. Most of the extra length comes from the hilt, so there's no real increase in weight, and it's certainly more balanced this way. Plus the longer hilt means better leverage for fast, powerful swings. This isn't quite as long as your typical spear, but even when compared to glaives, you've got more blade to work with. It hits hard, it hits long, it hits from any angle. It's an extremely versatile weapon. The downside, of course, is that if it's difficult to fight in enclosed spaces with the greatsword, it's even more impossible with a swordstaff."

Placing the great swordstaff back on the rack, your instructor asks in a rhetorical fashion, "So you like greatswords." She then reaches for...a very normal greatsword. Nothing particularly special or different about it. Again you wonder if she's made a mistake, except she's holding the weapon with just one hand, and the other hand reaches for a second greatsword. You realize that she's dual-wielding two massive weapons, holding a greatsword up in each hand in a frightening show of arm strength. "How about two of them? At once?" And then suddenly her trembling arms fail, and though the hilts remain in her hands, the two training greatswords come crashing to the ground tip-first. Your instructor laughs sheepishly as she shrugs, allowing, "Yeah, pretty much only dryads can pull this off, so I'll have to find someone else for you if you choose this. Probably another dryad instructor from...oh, I don't know. I think she's in Clastaine right now. But it's no big deal, we do this kind of thing all the time, so don't worry if this is what you want." Putting both greatswords back on the rack - one at a time - she explains, "But, yes, dual-wielding greatswords. Strike an enemy from two directions. Fight two enemies at once. Swing both blades at once if you want that extra impact. Become a flying whirlwind of bloody death. Whatever advantages you can associate with dual-wielding longswords, you get with dual-wielding greatswords, with the added benefit of the fact that they are...well, you know, greatswords. This is a very energy-intensive style, though, even for a dryad like you. No battles of attrition for you if you pick this."

The third weapon, you can tell, is not a mistake. Or, at least, it's not a mistake on the part of the instructor, because this is definitely a very distinct variation of the greatsword. This being said, you're amazed at the fact that someone in the history of warfare designed a greatsword that resembles a sword hilt slapped onto a metal barricade. "And this," declares your instructor, lifting it up and resting the back of the giant blade onto her shoulder, "is what we call the buster sword, the greatsword's bodybuilding cousin. I don't think I need to explain its virtues here, because you can see it for yourself." And indeed you can; it's only slightly shorter than your average greatsword, but the blade is almost ridiculously wide. Perhaps the width has no inherent purpose in and of itself - although you imagine it can serve as a makeshift shield against arrows if you're careful enough - but you imagine that the weapon, once swung, will be almost impossible to stop. "Yes, it's very heavy, it exacerbates the issue with greatswords not being particularly nimble, and it's definitely something you'll struggle to get used to carry around on the road, but if you hit something with this at full swing, it's going down."

Your eyes widen. "Even a w-wyvern?" you ask hopefully.

"You'll need to catch it and hit it right," the aseri chuckles in a manner that suggests she understands the value of that question coming from you, "but yes, even a bloody wyvern." She shrugs, puts the buster sword back on its rack, and says, "Of course, you can always stick with the standard greatsword if you want. At the end of the day, there's nothing wrong with it, and you can raise a great deal of havoc without a specialized weapon." She nods towards the weapons racks. "So what will it be?"

[x] Greatsword
[x] Great Swordstaff
[x] Dual Greatswords
[x] Buster Sword




In hindsight, it has been very easy to fall asleep in the baths. Although winter is slowly showing its way out of the new year, the air is still chilly, so it's really easy to just overstay in the heated bath, long after the other girls have already left. The lights in the baths are relatively dimmer, too, bouncing softly and gently off stone arches and tiles forming a comfortable chamber that can easily accommodate all of Faulkren Academy's apprentices if they are fine with squeezing a little. And, honestly, you've been physically training so much that the fatigue is catching up with you earlier and earlier in the day.

So you splutter and startle yourself back to lucidness when your head suddenly submerges underwater, the consequences of nodding off in one of the bathing pools. Pushing yourself back up out of the water, you blush and look around to see who has just witnessed your blunder, but a quick scan reveals that you're alone here in the baths, and the view out the window looks very late. The sky outside is almost completely dark save for moonlight shining down, and your surroundings are quiet; not even the sounds of ambient conversation reach you as you sit up in the bath and wait for the waters you've disturbed to still.

You feel a little dehydrated, too. As a dryad, you can get by with less water than the other races of Iuryis, but the heat has certainly increased thirst. You step out of the bath and quickly wrap a towel around yourself, making your way over to the jug of water on the table near the entrance, left there specifically for apprentices who've gotten too thirsty. You wonder just how late it already is, whether you've dozed off for so long that everyone else has gone to sleep. The baths are located in a different building than your dorms, so you'll get a chance to look at the windows of the buildings across the Academy and see if you spot any candles still burning through the night.

Barefoot, your journey to your glass of water is virtually silent, and the drink is refreshing. Despite the chill, your body is pleasantly warm from soaking for so long in the baths. In fact, you begin to unwind a little when you hear voices out in the hallway.

"The brand didn't turn up in the archives of Arkenvale, Stengard, or even Valrein," comes the voice of a woman, an adult. You are certain that it is the voice of one of your instructors, although you aren't entirely sure who based on that alone. Her voice is at conversational volume, ringing a slight distance away out the doors and down the hall, but not so far that you can't hear her from where you stand. "Thankfully, on that last note, Headmistress Hyrseld had a favor to call in, someone who then called in a favor from an Ornthalian envoy of sorts."

"I don't like the sound of where that went," comes the voice of a second woman. This voice you can pin down as that of Headmistress Rastangard's. It seems like a typical adult conversation, however, so you don't pay it too much mind.

"Like it or not," declares the first voice, "she delivered. The brand belongs to a secret task group the Tennies have been running for a while. They're called the Squirrels, and over the last few years, they've been deployed in Tenereia's other invasions and military campaigns further north. Their main mission is sabotage behind enemy lines. They sneak into cities and towns, inciting havoc and panic wherever they go."

"So they're assassins," Cornelia mutters, and you are suddenly struck with the awkward realization that this conversation you're listening in on - entirely by accident - may actually be quite serious. And that, technically, someone may be able to describe your current predicament as "eavesdropping". Without even thinking much about it, you try to remain as silent and unmoving as possible, hoping that you won't be caught in the unenviable position of being accused of eavesdropping if found...which only allows you - inadvertently - to listen in on the conversation with even greater clarity.

"Not quite," corrects the instructor. "They're...technically soldiers, although fighting is allegedly not necessarily a strength of theirs. This being said, they're certainly not conscripts. They are good at what they do, and most of them are educated or at least speak several languages to better blend in. Of greater interest to us, Ornthalian spies say that their signature methods involve using beasts as weapons. Sometimes they have trained animals to do their work, other times they wind up a dangerous, feral monster and set them loose near a village or town."

"Just like a wyvern," the headmistress scowls, and you clue into the fact that they are, in fact, talking about the hypothetical group responsible for releasing the wyvern into Roldharen Forest during the field exercise. The alleged Tenereian saboteur group that Alexia alluded to when you found a brand on the corpse of the wyvern, a brand that no one but the bard seemed to recognize.

"Exactly. They usually hide out in the boonies to conceal their operations, but more often than not, they hide in plain sight by masquerading as a circus. No need to hide a chained, caged wyvern if it's there to draw in a paying crowd. And since most people don't actually recognize that brand - like, say, us - it's easy for people to assume that it was just a freak accident involving wildlife. There's a certain degree of deniability involved."

There is quiet, and you can imagine the headmistress digesting this information. "How reliable do you consider this information?" she finally asks. "We've had an Ornthalian bard bring this to our attention first, and now Ornthalian spies are coming up with the answers. I'm going to have to inform Countess Celestia about this, and I don't want her to fall victim to an Ornthalian misinformation campaign if they're simply trying to get us to align with the Imperial Republics."

"Nothing is certain, of course. But the intelligence seemed solid. We may simply have to accept that Ornthalia will always be better at spy games than us. Besides, the Countesses have hinted at being receptive to an Ornthalian intervention multiple times now. I doubt Ornthalian needs to waste too much effort trying to convince us to side with them."

"Countess Cenoryn, maybe, seeing how it's her region being invaded. But Countess Athalast is not so keen. And I'm not entirely sure where Countess Celestia will stand on the matter of Ornthalian boots on Caldran soil if push comes to shove, whatever diplomatic noises she might make."

There is a small grunt of acknowledgement, another moment of silence, and then the instructor tries to fill the gap: "Be that as it may, we have a better idea of what to look for now. We can start asking around if there's been a circus in town, or any suspiciously large cargo being moved around."

"Mm. The Countess ordered a heightening of the guard after I informed her that the wyvern at Roldharen may have been an orchestrated attack." Rastangard sighs in frustration. "She's done what she could, but with the bulk of our forces sent to the fighting in Halissen, mercenary or not..."

"Do you mean we may have to act as a quick reaction force?"

"I don't see any other good options. Apaloft simply doesn't have the manpower to spare. Faulkren doesn't even have a garrison right now, at least not beyond us here. Do you think a platoon of town guards can manage a wyvern?"

The instructor makes a sound that clearly denotes that, no, she does not. "Should I tell the others?"

There is a moment of thoughtful quiet. "No," the headmistress finally decides, "I will do that soon, but only after I've sent word to Countess Celestia. We need to be on the same page here, especially if we're looking across the region for these people." She sighs explosively. "Nine years. Nine years of this Huntress' War, running close to ten. The Tennies haven't used these tactics on us for all this time, not until now. What's changed?"

"Nine years is a long time to not even be able to conquer Elspar. Perhaps they're getting desperate."

"Perhaps," Cornelia grumbles, although her voice is beginning to fade as you hear footsteps move off into the distance, in the direction of another building that leads to her office. "You'd think they'd resort to these tactics after two years, not nine."

And, after that, there's nothing. You don't hear the headmistress or any instructor after that as they leave, nor do you detect the presence of anyone else. You even cautiously peek out into the hallway to confirm that, yes, it is indeed deserted. It takes a quick sneeze on your part - it is chilly, after all, and the heat from the bathwater is beginning to wear off - for you to quickly finish drying yourself off, dressing back up, and fleeing to your dorm room as quickly and quietly as possible.

It is not so late, as it turns out, that all of the apprentices have gone to bed. Some of the lights are still shining from the windows of the dorms, including your own. "You're back late," Stephanie declares - sitting at her desk and combing her hair, looking like she's about to go to bed - when you finally come in through the door. Then she watches you dive into your bed, flustered and almost breathless, and blinks. "Is...something the matter?"

You try to calm down and think. Given that the headmistress is deferring on informing even the other instructors - all of them professional Caldran mercenaries - you question the wisdom of telling Stephanie, or even anyone else, all of whom are merely apprentices who haven't even completed your first year of training. It is certainly better for operational security if such secrecy is maintained, and most likely more prudent on your part. On the other hand, however, Stephanie is your roommate. She's a member of your squad - a group of people you're supposed to be close and loyal to - as are Sieglinde and Elizabeth. Or perhaps you can at least tell the people who actually survived the wyvern attack with you; maybe they actually deserve to know, just as a matter of principle, if you're going to tell anyone. At the very least, since Headmistress Rastangard is going to inform Countess Celestia anyways, perhaps you can at least inform Lucille, her niece.

[x] Tell Stephanie.
[x] Tell Sieglinde.
[x] Tell Elizabeth.
[x] Tell Aphelia.
[x] Tell Lucille.
[x] Tell Melanie
[x] Tell Penelope.
[x] Tell Vesna.
[x] Tell Wendy.
[x] Keep it a secret.
[x] Write-in.




Very apparently, Neianne goes to the Harry Potter school of eavesdropping.

Also, votes will be tallied separately, not as a set.

Chapter 1.12 is finished. Long live chapter 1.12.
 
1.13.1 The Attack on Faulkren (Part 1)
A short update, because the next one may be somewhat long.



[x] Buster Sword

All of the choices are honestly very attractive. The idea of spinning through the battlefield with two greatswords inspires awe. And being able to twirl a weapon that resembles a polearm like Sieglinde - even if it technically doesn't quite qualify as a polearm - is similarly encouraging.

But although it's a close choice, you ultimately gravitate towards the largest weapon of the bunch. Yes, the buster sword is ridiculous, easily dwarfing your previous weapon of choice. Where the greatsword is heavy but reasonably conventional, this new weapon looks like it has less in common with a sword compared to a huge slab of metal. Yet the thought of being able to take out any foe with a good swing is just too irresistible to pass up.

With conviction, you quietly point to the buster sword.

It's hard to tell whether this is actually your instructor's favored pick - she didn't look like she really wanted you to choose one particular weapon over another - but upon seeing your selection, she rubs her hands together with glee. "Go on, pick it up," she encourages. Then cackles, "Oh, the destruction we shall be wreaking together!"

You squeak.



"I-I'm back," you announce as you attempt to step through the door to your dorm room. "Attempt" being the key operative word there, because while the first few embarrassing weeks at Faulkren conditioned you to be mindful of the greatsword's size when passing through doors, the buster sword is an order of magnitude larger. Once again, you contend with the startlement and embarrassment of your training weapon hitting the doorframe, except instead of the customary "bang" that is a large training weapon striking wood, you are instead treated to a much louder "thwump" courtesy a gigantic training weapon, enough to cause Stephanie to swivel around in her seat with a start.

You do feel guilty for her sensitive aseri ears.

Your roommate has the grace not to be too bothered as she begins to acknowledge your return from martial training. "Welcome bwhaaat," her words seem to melt together and rise in pitch as she fully registers your new profile with wide, startled eyes, "is that!?"

Or perhaps she's staring less at you and more at the new weapon strapped onto your back. "I-It's a greatsword," you answer meekly, somewhat taken aback at Stephanie's reaction as she continues to stare.

"No," the aseri sounds adamant, her gaze still not removing itself from your buster sword. "I've seen your greatsword." She points. "That is..."

"...A b-buster sword?"

"...a wall."

"I-It's just a bigger greatsword!"

"Sure, and a direwolf is a bigger cub!"

"D-Direwolf cubs are cute t-too!" you say, cradling your sheathed buster sword self-consciously, as if its feelings may be hurt. It feels silly doing it. It probably looks silly doing it, judging by Stephanie's reaction as she compares your height - or lack of it - with the giant mass that is your training buster sword.

"It's bigger than a direwolf cub," grouses Stephanie; the initial shock is wearing off, giving way to a dry incredulity that nonetheless resembles bewilderment. "You have to be trying to compensate for something."

You hunch in on yourself, looking like you're hiding behind your "direwolf cub". Hopefully, everyone else's reactions to your choice of weapon will be less dramatic.



"...As long as you don't tip over when you swing that," Sieglinde advises.



"You're trying to show me up, aren't you?" asks Elizabeth with a cheery smile after looking you up and down, as if drawing attention to your similar heights or lack thereof. Which does nothing to make you feel any more at ease, buster sword or not.



"I see someone is very eager to get into the action," Aphelia observes with a raised eyebrow and an amused tug at the corner of her lips.



"That's...a shield?" Vesna asks after giving your weapon a considerable moment of study. "...Right?"



"...Oh," Azalea mouths, staring for a moment. Her lips part every now and then, as if making several failed attempts to find something - or at least something witty - to say. Ultimately, she blankly settles on: "...My."



Mia looks at you for a long, weighted moment, cocking her head to the side, ears perked. Then, she brightens. "I bet you could pick me up no problem, huh? Let's try it!"



Melanie squeaks.



"What," Lucille gapes, as a small stack of books tumbles unnoticed out of her hands.



"What," Nikki gapes, as a trickle of water spills unnoticed from her cup.



"What," Penelope gapes, as a smidge of rice slides unnoticed off her spoon.



"Now," the elven polearm instructor opines on a chilly, snowless day, "it's just a training weapon, but...well. At that size, the 'training' part doesn't really mean that much." She gives her apprentice an "encouraging" push forward. "So try not to get hit!"

On the other side of the sparring ring and with no trivial amount of alarm, Wendy stares at your apologetic but futile attempt to make your buster sword appear less threatening, looking absolutely certain that this is your form of vengeance.



[x] Tell Stephanie.
[x] Tell Sieglinde.
[x] Tell Elizabeth.


What you've heard is probably meant to be secret. And, if shared with the wrong people, could end disastrously. It may even cost lives. But, at the same time, if you can't share secrets with your own squad - characterized as "broody" by more than one person at this point - then whom can you trust here?

"C-Can you come with me?" you ask Stephanie, rising from your bed and onto your feet. Although she looks slightly apprehensive, the aseri nods, and follows you and your walk out the dorm. The apprehension rises sharply when you knock on the room next door, but she stays with you even as the door opens to reveal Sieglinde there, looking out with mild puzzlement in her bedclothes. "M-May we come in?" you ask. "There's s-something I need to tell you."

The elf doesn't seem terribly bothered as she swings the door open further to admit the two of you, and closes it when the two of you are in. Elizabeth watches you from where she sits on her bed, also in her bedclothes, which looks rather similar to the white dress she's seen wearing so often. Rather curiously, she seems more awake than her usual lethargic impression.

"What's this?" asks Elizabeth with a wry smile on her lips. "It's quite scandalous to visit a lady so secretly so late in the night, never mind two."

You flush red a little at the implication - Nikki's joke about you wearing her collar is still fresh on your mind - but manage to steel yourself as you explain what you heard outside the baths. How the wyvern attack at Roldharen was masterminded by a Tenereian covert squad known as the Squirrels. How their specialty is using beasts and monsters as their primary means of offense. How they mask their true identity by hiding in the wilderness and masquerading themselves as a traveling circus. How their existence became known to Caldran mercenaries by Ornthalian spies.

When you finish, the heavy silence that follows is interrupted by Elizabeth's yawn. "The Squirrels?" she asks, plainly amused. "I suppose all the good names were taken that day."

"Should you," asks Stephanie with a bit of a furrow on her brow, "be telling us this? I mean, not even Headmistress Rastangard is telling the other instructors, yes?"

You fidget, shifting your weight from foot to foot. "It...seemed important?" you offer weakly.

"No one told her not to tell us," Elizabeth said, more seriously than her last comment. "Although this really isn't the sort of information you want spreading around, if you're coordinating a defense."

"I suppose not," Stephanie concedes; she crosses her arms, although the gesture seems to resemble uncertainty rather than defensiveness. "Although I guess..." she inhales for a moment, expels that breath, and clarifies, "...what does this mean, exactly?"

"It could mean many things," Elizabeth says with an exaggerated, patient cadence that somehow feels a little insulting. She begins counting out the possibilities on pale, delicate fingers: "It could mean that the Tenereians are trying to disrupt matters in the other regions in preparation for a new offensive. Or it could mean that a general somewhere has been forced into retirement and her replacement has less scruples about ravaging the countryside with tamed monsters. Or, if we're unrealistically lucky, it could mean that they're getting ready to call off the invasion and are trying whatever they can think of before that." She shrugs. "Or it could be that certain bards like to invent tall tales for a crowd. You can play the 'what could it mean' game forever, when you have limited information."

"No, I mean," Stephanie cuts in, looking mildly unimpressed, "what can we do about it, now that we know about this?" There's a hint in her voice that suggests she isn't looking for something to do about this insomuch as she's expressing skepticism.

"Very little," sniffs Elizabeth nonchalantly. "I certainly wouldn't bother thinking too much about it, especially since we can't do anything about it."

"I j-just thought that if I knew about it, th-then you should too," you admit, suddenly feeling oddly silly. Of course there isn't anything in particular that the four of you can do about this, other than to emotionally prepare for the worst coming to pass, whatever that might be. "We're a squad," you add, attempting to put an amount of force on the last word, to perhaps mixed success.

Stephanie shuffles a little at that; it's difficult to tell whether the motion is born of awkwardness or something else. For her part, Elizabeth gives a small little scoff, but nor does she seem in any hurry to correct you.

It is instead Sieglinde - who has thus far held her silence - who speaks instead to fill the moment of silence that follows. "It is," she declares with an odd amount of reserve, if the toneless quality of her voice and the slow cadence of her speech is any indication, "often necessary to compartmentalize information and intelligence, in ways that may affect morale and security. With this in mind, the correct course of action would've probably been to keep what you've overheard a secret." You flush a little, wondering if this is Sieglinde's version of a rebuke, at least until she adds, "But armies have long sought to establish the perfect union of size, efficiency, and - just as importantly - camaraderie amongst small fighting units, the feeling of...family, for the lack of a better word. That you prioritize what you see as the welfare of your squad over larger armies, institutions, or concepts is..." here the elf pauses for a moment, before concluding, "...not without value."

You wonder if this is about as close as Sieglinde gets to a compliment.

"Nonetheless," she adds, "I suspect it would be best if we kept this a secret amongst the four of us. Headmistress Rastangard has her reasons for keeping this close to the chest, and it'd be best if we don't end up accidentally ruining her plans."

"I-I wasn't going to tell anyone e-else," you say quickly. Not entirely true - a few names had come up in your head earlier - but close enough to the truth, at the very least. Your squad was by far the people you wanted to inform most.

"I can keep a secret," Stephanie nods.

Elizabeth gives a short, terse laugh when the three of you look at her. Because, at least to her, the notion that she'd tell anyone else here at Faulkren Academy is downright hilarious.
 
1.13.2 The Attack on Faulkren (Part 2)
It is late one night at Faulkren - when the days of winter and spring seem to blur together and no one is sure which is which, hours after the candles in every dormitory window went out so each apprentice may sleep - when you are awoken by the sound of hooves.

The Academy has its own stable with a sizeable amount of horses, and you have been given lessons on how to properly ride. The sound of cantering and a general commotion coming beyond even closed windows, however, is too loud for you to ignore, and you and Stephanie - the latter similarly awake - move over to the window to see what is happening.

It's a little dark for you to be completely certain, but judging by the silhouettes, it does seem like many of your instructors are in full battle gear, mounting horses and preparing to ride out.

"You don't suppose this is the quick reaction force Headmistress Rastangard wanted to form, do you?" asks Stephanie with a hint of worry in her voice.

"I-I don't know," you admit. "I-I hope not." After all, if true, it means there is an attack somewhere in Apaloft, very possibly by the Squirrels.

The two of you watch the instructors ride off after several more minutes of preparation, galloping to the west. With little else to see and certainly nothing that you can do, the two of you eventually return to bed, silently hoping for the best.



You are not sure how much time has passed when you wake up again, although the continued darkness of night suggests it has been only an hour or two. A ruckus rouses you this time, one that seems closer than the stable and far more concerning than mere hooves. Muffled shouts can be heard, unintelligible thus far but carrying a clear tone of alarm, one that urges you to prevail against your grogginess and stand ready for action.

You and Stephanie fumble around in the darkness of your room, fighting off the fatigue of being woken up a second time in one night, trying to figure out what's happening, at least until your aseri roommate points out the window and gasps, "Look!"

The town of Faulkren can typically be seen out your window, albeit at an angle. It isn't typically visible at night, but tonight - right now - it is somehow illuminated by an orange glow against the night sky. And in your grogginess, you vaguely remember the fact that it's a sight very similar to the night of Midwinter's Feast not so long ago, when bonfires similarly cast a warm glow against the dark horizon.

Then, belatedly, in a moment of sudden horrifying clarity, you realize that the town of Faulkren is on fire.

"W-We need to tell our i-instructors!" you exclaim, wondering if the instructors in question have already noticed the fire and are preparing to move out. Assuming that the instructors you saw ride out earlier in the night have returned, or that some of them actually stayed behind as a matter of military prudence. Regardless, the two of you start changing out of your nightclothes, picking up your practice weapons after you do so, but as Stephanie makes repeated sniffing sounds, she looks increasingly uncomfortable, as if there's something off that she can't place.

By the time she pieces it together, by the time she shouts a word of warning, you are already in warm clothes and carrying your practice buster sword, and you are already turning the knob on your dorm door when Stephanie's eyes widen and she shouts, "Wait!"

Her call comes a hair too late; the door is already open, your body is in a forward motion to rush out your room, and your left foot doesn't arrest your charge until you're in the darkened hallway.

The foot in question comes down in a puddle of something slick and warm on the floor tiles, and you feel your legs fly out from under you, sending you crashing to the floor. Dryads are built tough enough that such a fall would ordinarily hurt little more than your pride, but this is not quite an ordinary situation. The air is thick with a sweet, coppery scent that makes your supper roil in your stomach, and when you try to get your hands under yourself, you can see in the dim lighting of the hallway that the floor is painted with dark, spreading red; you see it on your hands and feel it seeping through the fabric of your skirt at the knees. The shock of it all hits you much harder than the floor, and your head is reeling so badly that you don't actually notice who you're sharing the hall with for a split-second that feels like an eternity.

It's a sound that finally jolts you into wakefulness. A terrible crunching, like crackers snapping between teeth, but much more sickening. Slowly and with mounting dread, with memories of blood and the wyvern at Roldharen on your mind, your gaze rises from the blood beneath you. It rises to see paws and claws, and then furry legs, and then fangs and a body.

A floormate of yours, one you don't know well, but who has always been friendly enough to exchange cursory greetings with you when you meet in the hallway. But here she now is, suspended a meter above the floor, her body twisted at an unnatural angle at the waist, a distant look of terror on her face that remains even after life left her body.

She is suspended and twisted so because her waist is caught in a long maw belonging to a large creature now standing in the darkness on four furry paws before you, a scant five meters away in the second floor corridor of the West Wing right outside your door. You've always thought the hallways of Faulkren Academy to be rather tall and wide, but here this beast stands, filling most of the space before you, a quadruped easily the size of a horse, if not larger, but wider and bristling with much more fur, making you realize that these corridors are perhaps not so tall and wide after all. Its yellow eyes rise up to meet yours, as if it is only just noticing your presence interrupting its meal.

The direwolf snarls at you, baring its large, sharp teeth, even as your floormate's mangled, crumpled corpse drops from its jaw and onto the floor with a wet, sad smack.

This is the sound that forces you to scramble onto your feet, that really startles you into action as the adrenaline begins to course through your veins, triggering your fight-or-flight instincts. You struggle not to panic, not to slip on the blood again even as you bring up your training weapon. And it is at the same moment that the direwolf lunges at you with a snarl, its mouth almost large enough to swallow you whole and powerful enough to snap you in two, its charge so terrible and frightening that you cry out in alarm, instinctively stepping backwards. Its claws lash out, threatening to rip flesh from bone, and you barely manage to protect yourself as you bring your training buster sword up sideways like a shield. The claws bounce off the flat of the training blade, and the teeth snaps onto the width of the sword instead, but the force of the direwolf's charge is enough to knock you back off your feet, your buster sword almost falling on top of you in the process. You hang on for your dear life, even as the direwolf snarls angrily and snaps its head left and right and left again with frightening speed, trying to wrest the oversized weapon from your hands.

And you are trying to regain control of your footing, your weapon, the fight, your fear, when Stephanie suddenly charges the direwolf from the side, and her wooden practice katana is on fire.

You don't know how or why your aseri roommate's weapon is on fire, nor how or why she's suddenly so fast. You've trained with Stephanie before and sparred with her on occasion, and you have a rough idea of how nimble she is. She's certainly faster than you to begin with, being an aseri, but you've never seen her move like this, and you can only watch, stunned, as she seems to slide into existence right beside the direwolf. Then there's a swing of her practice katana, a slash so fast that the fire engulfing the hardened wood blade momentarily looks like a fan of flame, striking the direwolf with such ferocity that sparks and embers burst from singed fur, like a blacksmith's hammer against glowing hot steel.

The direwolf howls in pain, the sound echoing through the hallway, engulfing your world. It reels backwards in these tight confines, trying to swipe at Stephanie as it does so, but your roommate is already dodging, jumping towards a wall and then propelling herself off it to approach the beast from a higher angle. Her the shorter wakizashi in her left hand is angled forward as a parrying dagger, not that you can imagine her parrying the direwolf's claws - never mind its teeth - with the tiny weapon. Which, of course, is now also on fire.

Then you realize that, no, Stephanie's two blades aren't on fire. That would be like saying a log is soaked in water, which isn't actually what's happening. You aren't sure how you're able to tell - you've only received very brief lessons on magecraft, simply so you understand the strengths and limitations of mages such as Azalea or Vesna, so it's hardly as if you're equipped to truly grasp the intricacies of the art - but the flames that envelop both of Stephanie's wooden blades are being channeled through them, like water flowing through a pipe. Or perhaps a more appropriate metaphor would be wind passing through air.

And although no one explicitly told you this is the case, you have always been under the impression that under basic principles, magecraft doesn't work that way.

As interesting as this observation would normally be, your more practical instincts thankfully take over; the direwolf has released your practice sword, albeit with a few jagged scars where sharp giant teeth tore through it. It is fortunate that your instructors have trained you to react to chaos, to steel your nerves, to master your panic. And, in a way, it is fortunate that you have run into a wyvern before; you managed to keep a cool head then - or at least a relatively cool head - and compared to then, a direwolf - with its bristling fur and giant claws and sharp teeth - is not so terrifying.

It is still incredibly terrifying. But everything is relative.

You have to adjust your technique for the confines of the hallway as you raise your sword up in both hands, held over your head. Your guard is hasty and sloppy; you are trying to regain your calm, but you're still struggling against the heat of the situation, struggling to still shaking hands. You can actually somehow hear your instructor from the deep recesses of your memories, telling you how to take advantage of your opponent's frenzy, how to prevail without a fight, how to achieve victory with but a single strike. And frenzied the direwolf is, trying again and again to clamp its jaws down on the lithe, darting figure of your roommate. You wait for it to turn and bite at her once more; it almost grabs her by the leg this time, presenting its snarling, gore-streaked head to you in profile. You take two steps forward, and bring the practice sword down on its skull as hard as all your teenage dryad strength can muster.

The impact is bone-shaking, the wood carrying the vibration in a way that metal never would, and you feel the ache shoot up through both arms. The practice weapon doesn't split the monster's head open the way a real buster sword would, nor does it shatter the skull in a manner to be expected with any smaller target. But your wooden buster sword - making up for its lack of edge with sheer mass - is still an extremely heavy bludgeon in and of itself, and the blow with the direwolf produces a loud crack mingled with a yelp of pain that's so doglike that it somehow still elicits a twinge of sympathy from you, a moment of hesitation that you struggle to push down. The direwolf, thankfully, is in no position to take advantage of your weakness as it staggers back, claws skidding over the floor tiles, and slams into a wall as if drunk, still quite plainly alive.

Your timing is excellent; Stephanie's wooden practice weapons - having channeled flame for quite a number of slashes - disintegrates into ashes, embers, and sparks that soon dissipate into thin air. Tellingly, even if you don't quite have the time to ponder on its ramifications, Stephanie seems entirely unsurprised by this.

The direwolf is trying to push itself back upright, shaking its head as if to stop the world from spinning quite so wildly. Concussed or not, the low, outraged growl bubbling up from the depths of its throat reminds you that it is still a very real danger. You fix your guard, adjusting your stance to ward off its frightening strength once again; it will later dawn upon you that you should've rushed in for the kill while the beast is still discombobulated. Despite this, you're still not entirely prepared for how fast it springs at you: Very near to a full ton of fur, fangs, and wounded pride careening sloppily down the hall toward you, bobbing left and right in spite of its agility, robbed now of all its liquid grace. It stumbles on the second step, springing back to its feet with miscalibrated agility...and stops.

Mostly because there is suddenly a stick shoved down its throat. A stick that resembles a practice glaive, in fact. A stick that, though blunt, is shoved into the direwolf's maw with great force by a tall, raven-haired elf.

Making a sound between a choke and a whimper, with blood streaming from its mouth, the direwolf tries to retreat...and simply stops. Its back foot won't come up off the floor, encased as it is by a sheathe of ice. The direwolf turns around, twists to try and get free, snaps at the arcane substance as it climbs higher up its legs. With a yelp, it twists back around again as one of its front legs is now similarly trapped.

"I'd better not kill this entire direwolf by myself with a training tome!" a short, gold-haired elf snaps, her voice sharp and critical, shaking you out of your staring.

It does seem that you are not the only one with excellent timing.

You step forward again, and the direwolf's muzzle flashes forward, going for your leg. But it's fractionally too slow; Sieglinde strikes out repeatedly in vicious jabs with all the force of a quarterstaff, some of which strike the beast's eyes and nose, all of which prevents the direwolf from utilizing its already arrested momentum against you, keeping it at bay and preventing it from retreating. Sieglinde momentarily blinds the direwolf with a strike to the eyes, and it is in no position to dodge when your training sword connects with its head again, an up-down strike wherein your practice weapon's great weight smashes down against its already-damaged skull. There is another crack, and something hard in the direwolf's head seems to give way - something you feel all too intimately through your arms - as it collapses onto the floor.

With a battle cry that comes out a little closer to a squeak than you'd prefer, you lift your sword up and then swing it down again, and again. Its neck gives out before its skull does, a harsh snap that echoes against the second floor hallway of the West Wing. With a last, faint whine, the beast's head lolls, and it slumps over, stone dead.

With a quieter whimper of your own, you let your sword fall until the tip is resting against the floor like a crutch, slumping where you stand. Your arms feel like you just repeatedly pounded your fists into a brick wall.

"Are both of you alright?" Sieglinde asks, a touch of alarm in her voice that you've never heard before, which by itself puts you on edge.

"I-I-I'm fine," you say, trying but failing to stand back up on your feet against your practice buster sword. It is more difficult than you imagined, especially with the corpse of a great beast lying no more than three meters next to you.

Kneeling beside you, as if to ascertain you're alright, Stephanie's movements are a little jittery, as if her blood is still running a little high, but she is doing an admirable job and looking calmer than you. "Direwolf ate my training swords," she mutters. "Not that they were doing much against a direwolf to begin with."

Which, of course, is very much not what happened. And, in fact, Elizabeth seems to test this fiction as she sniffs the air, making a face. "Why does it smell like burning hair out here?" she complains.

You look to Stephanie, who shrugs as if she had nothing to do with it. "Lani was a mage," she points out, indicating the pitiful, mangled form of your floormate.

The elven mage has the bare amount of tact needed not to look outright disdainful at the dead aseri girl - caught alone and unarmed by the direwolf - but she does shake her head in a way that's almost disapproving. "Not much of one," she says with a tone of brutal honesty.

Stephanie shoots you a sidelong look, a plain request not to contradict her. You find yourself obliging despite feeling bewildered about why Stephanie has hid the true extent of her abilities over all this time, and why she's hiding them now. Ultimately, there's something a tiny bit reassuring, almost, about the thought that Lani might have managed to get one defiant fire spell off before she died, even if it's not exactly true.

Any chance for further thoughtfulness is interrupted as a crowd begins to gather on the second floor of the West Wing. Apprentices who were not alerted to the fire in town have definitely been alerted by the sounds of Squad Four fighting a direwolf right outside their doors. A cacophony fills the hallway as apprentices exclaim over the dead direwolf, trying to make heads or tails of the situation. There's a sharp wail of grief: Lani's roommate has just discovered the victim's mangled body.

This is not the first time you've seen a horrible death; your experiences at Roldharen have, in a way, braced you for this. But only a few of you saw the dead dryad huntress drop from the bloody maw of a wyvern that day; most of the apprentices are reacting to what has perhaps been their first up-close experience of violent death with unease, fright, and a few cases of the sort of pale-faced revulsion that threatens to send their dinners spewing onto the floor. It's not as if you're doing perfectly well with your second time looking death in the face, this time someone you actually know.

An elven girl, short and brunette, pushes through the crowd and puts her arms around Lani's sobbing roommate; you quickly recognize Lucille Lorraine Celestia, whispering comfort to Lani, the words low and unintelligible from where you are. She hardly seems unphased by the carnage herself, but perhaps consoling the hysterical girl is a distraction from the unpleasant scene as much as it is a kindness.

After it looks like you've had a moment to work out your shakes, Stephanie extends a hand towards you, and you take it to pull yourself up weakly to your feet, using your practice weapon for support.

"What do we do about this, Lady Lucille?" someone eventually asks from the throng of apprentices, standing close to the lady in question; there is a clear note of anxiety - perhaps even fear - in her voice.

Lucille looks as if she's prepared to take this question as largely rhetorical, but she noticeably pauses as she becomes aware that everyone is now looking to her, most of them with an expectant air. What are you all going to do? It's natural, perhaps for a crowd of girls - many of whom were born in Apaloft themselves, most of humble birth - to look to a Celestia in times of trouble. Or perhaps they had all simply been waiting for someone to be asked such a question, and Lucille was simply the most logical first pick.

"I'm not..." she starts hesitantly, momentarily freezing up, eyes wide, scanning around as if she dearly hopes an instructor will simply walk into view and take charge. No such person emerges. Her gaze briefly falls upon Sieglinde, who returns the look without any sign she understands the significance. Notably, Lucille seems to be avoiding looking Elizabeth's way at all, which is perhaps for the best; the third elven lady doesn't even seem to entirely register Lucille's existence.

Finding no rescue forthcoming, Lucille sucks in a deep breath, somehow seeming to deflate at the same time. "We need to find an instructor," she reasons. Not illogically, although such a course of action would also obviously let Lucille off the hook from further decision-making. "Why hasn't anyone come after all the noise?"

"Most of the instructors left last night," someone says, to the evident shock of many present, perhaps being sounder sleepers or having rooms further away from the noise of the earlier departure.

"Where did they go?" Lucille asks, even more crestfallen. She's still holding onto Lani's sobbing roommate, who has latched on in a way that makes it seem like she may be difficult to remove later. No one has an answer for where the instructors went. Aside from you and your squad, of course, but that isn't precisely information you should have in the first place. No answers forthcoming, she glances over at the direwolf again, biting her lower lip in a thoughtful, worried way. "It...could just be a wild animal that got in," she reasons, although there is something in her tone that suggests she's maybe trying to convince herself instead of anyone else. "That's probably what it is. Direwolves live all around here."

It's true that direwolves are common enough across most of Caldrein that you were often warned about them as a village girl. In fact, you're fairly certain that they're almost everywhere across Iuryis, where the climate is often cool. But even to you, this hypothesis doesn't quite add up, and your doubts are given voice by another apprentice who skeptically murmurs, "So it just got in here and...what, climbed the stairs?"

To the side, unnoticed to almost everyone except your own squad, Stephanie quietly pulls back some of the fur on the corpse of the direwolf, revealing a hairless patch of skin just above its rear leg. Upon seeing the pattern there, you quickly realize why, shooting an alarmed look at your squadmates.

You've seen that pattern before: A brand on the leg of the wyvern that attacked you back at Roldharen.

"They don't usually come so close to a town," one of the other girls says. In your shock, you only dimly recognize her red hair and deadpan expression; Ashlyn, Lucille's somewhat forward friend from the feast. Fatigue, fear, or stress - perhaps all of the above - has thickened her already strong Apaloftian accent, sounding considerably coarser than your own and more rural than the more urban-sounding Penelope or Wendy. You're willing to guess that her family are peasant farmers in the region. "And direwolves'll take a girl if she strays into their path, but they'd much rather have a nice cow or two from a farm." She looks at the dead direwolf dubiously. "I've never even heard tell of one this big."

You are shooting looks at the rest of your squad, but all of them look back with impassive expressions. None of them seem interested in speaking up about what they know about the brand on the direwolf and what it means for everyone else. You suppose this makes sense: The four of you aren't supposed to know about this information, something that can get you into a spot of trouble, especially if you start sharing it. But now does seem like a very pressing time to start sharing, yet none of them seem to be inclined to do so. Stephanie has always been a little hesitant about you sharing this information. Elizabeth likely doesn't care all that much. And you can't help but remember what the elven mage told you about Sieglinde on the road to Faulkren during Midwinter's Feast: That in spite of her high-minded ideals to help people. she doesn't even like them.

"Other people are up, though," someone else points out. "There's a lot of shouting in the other buildings. Maybe we should go to them and..." she trails off, even as her eyes widen with a belated realization, and with a quiet, unsettled whisper, she hesitantly asks, "...you don't suppose they have wolves in their dorms as well?"

Lucille seems like she's about to say something, but whatever is to come out of her mouth, it is interrupted by a sudden, loud snarling that sends shivers down your spines, and there is an almost collective jump as frightened, shaken apprentices suddenly turn in alarm.

A second direwolf is coming down the hallway at the crowd, crazed with bloodlust.

The apprentices scream and scatter in panic, many of them back into their dorm rooms, others down the other end of the hallway. You don't blame them; many have come out in their nightclothes, and most did not bring their practice weapons with them, having only stepped out of their rooms to figure out what the commotion was about. And there is something fundamentally terrifying about a direwolf barreling down at you in a straight line, snarling and bristling with murderous intent. It doesn't help that the corridor is a mess of apprentices running in every which direction amidst the chaos and panic. Yet perhaps it is a testament to the training you've received here for so long that even though there is little coordination beyond shouts of alarm and what few weapons you have amongst yourselves to being fumbled up into a harried ready position, those capable of fighting off the direwolf don't run, instead putting themselves between their fleeing classmates and the threat.

It takes a while for any of you to get into formation, but you soon find yourself just slightly behind Sieglinde and a girl with a lighter sword. Having that little bit of breathing room means you're mostly aware of a soft thrum and something arcing over your heads, as the practice arrow strikes the wolf's shoulder and glances aside without great effect. Lucille, having extricated herself from Lani's roommate, apparently thought to bring her bow and quiver. It's not a bad shot under the circumstances, and ordinarily a Caldran shortbow would be deadly at such a range, and a broadhead put into the meat of the shoulder would likely have at least hobbled it. But with their blunt, padded heads, training arrows are unlikely to do much short of a superb shot striking a particularly vulnerable area.

Yet it's Sieglinde and the girl in front who take the offensive, executing rapid slashes and thrusts that your buster sword can't. The corridor is barely wide enough for you to manage anything but a downward swing with the weapon, and with two allies beside you - not to mention the other apprentices still scrambling for safety, or at least for the practice weapons they've left in their rooms - utilizing the buster sword to its full potential in such close confines proves to be an impossibility, at least for you.

But there are other ways to use a buster sword. It's just large enough - if not quite long enough - to be used as a giant prodding stick, angled towards the direwolf to harass it or to simply deny it a charge into anything but a large wooden practice weapon. And even Vesna's initial bewildered assumption that your buster sword is a shield comes into play; it is not exactly a palisade, but you are small enough for your practice weapon to just barely manage the role. When it seems like the offensive is faltering, when it seems like the two apprentices at the van need to take a step back, in you rush with your buster sword as a bulwark, sometimes going so far as to slam the direwolf three, maybe four times larger than you.

You're not large or powerful enough to really slam the direwolf backwards, but you can arrest any attempts to advance, any attempts to attack anyone scattered through the corridors, even as dorm doors slam shut to prevent the direwolf from squeezing in.

And now that the element of surprise is gone, now that most of you are now facing trouble, you apprentices - even with so many crowding out the corridor - fight as befits those training to become Caldran mercenaries. Stephanie has to pull back due to her training weapons dissipating into ash and embers, but she shouts, "Let Neianne kill the beast with her giant stick!" And though you wonder if you should feel indignant about having your training weapon being labeled a "giant stick", it is clear that she speaks from the shared experience just minutes ago, and the apprentices react accordingly. The frontline melee apprentices harass the direwolf, keeping it at bay, forcing it to remain just defensive enough - and thus still enough - for Elizabeth to immobilize it, for ice to suddenly sprout from the crowd and encase the direwolf's two front paws.

There is a sharp laugh from Elizabeth, and suddenly lightning flows from the ice and into the direwolf, causing it to howl in pain and fury, for its muscles to spasm and for fur to sing once more with the smell of burnt hair.

Lucille and another girl continue to pepper the direwolf with blunt arrows, and a few of those shots even hit its eyes and snout. And in its disorientation, it is vulnerable to Sieglinde and her partner at the fore to strike at the direwolf's legs, to bring low its body, to lower its head just enough for you to swing your "giant stick" down on the direwolf's head with purpose and determination.

You are not panicked this time, reacting to a surprise that you have yet to fully fathom. You are in good form, your body ready and primed for lethal purpose. You don't even need to strike the direwolf's neck this time to snap it either. The practice buster sword, swung with all its mass through dryad strength, produces a sickening crunching sound as it slams the direwolf's paralyzed head down against the floor like a hammer against an anvil, reducing the its head into a bloody pulp.

It twitches several times, but otherwise does not move.

You exhale as you stumble awkwardly back, but you don't sink to your knees this time, instead trying to steady your heartbeat and calm your breathing. Lucille, to her credit, slumps against the wall as the adrenaline begins to wind down, her fight-or-flight instincts giving way to fatigued relief. Sieglinde gives a nearly imperceptible nod of acknowledgment to the girl who fought beside her to give you the opportunity to slam your "giant stick" down on the direwolf's head. Elizabeth yawns.

It takes a moment, but doors soon begin to swivel in. Some are slammed open as apprentices jump out with their practice weapons, wide-eyed, clearly having only retreated to find a means of combat, and then finding out that the second direwolf is dead already. Others open much more tentatively, as frightened girls slowly and reluctantly come back out into the hallways; they at least have practice weapons in hand.

"Is anyone hurt?" Lucille asks in a winded voice that sounds like she's still trying to catch her breath.

Replies slowly come from the crowd of apprentices, either confirming that they're alright or looking around to see how others are. Ashlyn, however, stares down at the second dead direwolf, a frown on her face, murmuring, "This is wrong."

"What's wrong?" Stephanie asks, standing close enough to hear that utterance.

"Direwolves don't act like this," she replies, looking sharply at your aseri roommate. "They hunt, but they take kills that are alone and can't get help. They don't walk into a fortress and attack so many people like this." She turns her glare back at the corpse, repeating, "Something's wrong. Something wound them up."

But no one gets to ponder Ashlyn's words too long, for there is another cry of alarm and grief - triggering frightened jumps from apprentices who think it's another direwolf - and heads to turn see a body slumped where the wall meets the floor, motionless, with a bloody gash across her neck. An apprentice mage quickly pushes ahead as the crowd looks on, stunned; she quickly checks the victim's condition, seems to try to heal her with magecraft...but it soon becomes apparent as she shakes her head sadly that it's too late. "She's dead," whispers the apprentice mage. "Slashed throat."

Stephanie grimaces, looks at the rest of you who faced the direwolf only a minute before. "I didn't see the direwolf get her," she mutters.

But Sieglinde's eyes narrow as she gets a closer look at the gash - difficult, considering the darkness of night - and she announces, "That's not a claw wound. It's too clean. Her throat was slit with a blade."

The commotion amongst the apprentices only grows louder and even more scared. Almost no one knows or understands what's going on. Why are there direwolves - at least two of them - running around inside the West Wing? Why have the instructors left? Why is there someone suddenly with a slit throat? No one has answers, and the apprentices are all looking expectantly, almost beseechingly, at the Celestia in the room, who in turn also seems confused and nervous and crushed by the weight of the attention. And not so long ago, you probably would've been among them. But spending months with two Lindholm ladies on your squad skews your expectations a bit about what a capable highborn really looks like. Except neither Sieglinde nor Elizabeth - capable as they are, and in fact in the know about the Squirrels - seem to be even remotely inclined to take command from Lucille or share what they know. Elizabeth you expected, but while you've always understood some reluctance on Sieglinde's part to lead, that she isn't doing so now - when so much is on the line, when lives have been lost and more lives are at stake - is almost startling.

Convincing Sieglinde - or at least Elizabeth - to take command is probably the wisest course of action; Lucille, kindhearted as she is, does not seem like she's up to the task. Maybe she can make good decisions as the pressure builds, but it's not a line of thought that fills you with confidence. Yet there is no guarantee that either Sieglinde or Elizabeth are inclined to agree with you. And if they refuse, all you're doing is creating a visible leadership dispute that makes everyone involved - especially Lucille - look bad at a moment where group cohesion is vital.

[x] Convince Sieglinde to take command.
[x] Convince Elizabeth to take command.
[x] Allow Lucille to remain in command.
[x] Write-in.
 
1.14 Life and Death
This is kind of a rush job, but.



[x] Allow Lucille to remain in command.
[x] Write-in: Show her support to give her confidence when she needs it. This is not a wyvern again, after all.

You can't bring yourself to push Sieglinde into taking command of the situation, even if you think she's better qualified for it than Lucille; nor do you think Elizabeth is the person for the task, admittedly for entirely different reasons. That ultimately means leaving the status quo be, to allow the highborn apprentice whom everyone expects answers out of - even if she is the one most reluctant to provide those answers - to lead.

Although that doesn't necessarily mean doing nothing.

You don't actually know Lucille very well. You've gotten along better with Melanie, and her obvious glowing regard for the Celestia - together with your own positive personal impression - makes you want to believe that Lucille isn't entirely incompetent and just needs proper encouragement. The idea that you are the one who has to give it, though, is perhaps more than a little bewildering. Amidst the murmuring and the unease, you try to work up a smile as you say to the elven lady, "A-At least it isn't a wyvern. The d-direwolves seem small by c-comparison."

Lucille shudders a little at the memory, hunching her shoulders in on herself. "I didn't do so well with that wyvern either, did I?" she says with a soft, brittle, bitter laugh, and you worry that she's taking the entirely wrong message from this; her words aren't exactly inspiring confidence right now. Her gaze slides briefly over to the impassive Sieglinde again, but when the taller elf remains impassive, Lucille sighs, looking much more resigned to what seems like the increasing inevitability of her leadership here. "I'm the best we have, aren't I?"

"You j-just have to t-try your best to keep everyone s-safe," you whisper back urgently. Easier said than done, but you want to get ahead of this line of conversation; Lucille's self-deprecation is having a noticeable detrimental effect on the crowd's confidence.

"My best, huh?" Lucille doesn't look any less dubious, but a glance around at the worried girls watching the two of you is enough for her to sigh and try to tighten her features into a determined grimace. "Yeah. Okay. Okay," she repeats, raising her voice, trying to sound authoritative; you wonder if it's for everyone else's benefit or her own. "Everyone back into your rooms. No, I mean," she quickly amends, "everyone, stick with your squads, and try to share a room with at least one or two other squads. Lock and bar the doors, and try to look out the windows for any instructors."

A siege mentality, then, focusing on a static defense rather than any particularly daring strategy. It's not a bad idea, at least in your rookie opinion; you doubt the direwolves can squeeze their way in through the doorway, nor do you think - large and strong as they are - they have the power to smash through your dorm doors. Assuming they even understand what a door is.

If nothing else, most of the apprentices seem to feel somewhat more relieved - even if the anxiety and uncertainty remain - by the thought of sticking with others and hiding in the familiar comforts of their rooms until an outside solution presents itself. Stephanie, at least, seems a little bit less tense. Sieglinde's expression is far more tightly schooled, as you've come to expect, whereas Elizabeth seems annoyed in the manner of someone watching a particularly dense child do something particularly foolish, but nonetheless too lethargic to intervene either way.

Squad Four ducks back into your room, sharing the space with another squad, a squad of only three: Lani was the first casualty in the West Wing, and her surviving roommate is still sobbing inconsolably even as her squadmate tries to comfort her, hugging her and whispering something into her ear.

"What do you think is going on?" asks the remaining member of Lani's squad - an aseri with practice daggers in a belt over her nightclothes - as she locks the door, agitation clear in her tone, in her fox ears folded back, in her raised tail.

When it becomes clear that no one is in any hurry to answer that question, you relent and allow, "M-Maybe it's the Tennies." You try to keep things vague, to only what you should reasonably know from the Roldharen field exercise, as opposed to what you accidentally heard outside the bathhouse on a night that suddenly feels like it was so long ago. "Th-The same people who loosed a w-wyvern in Roldharen."

The aseri doesn't need much convincing as she scowls, "Damned Tennies." It's a logical explanation, certainly not one that - fortunately - requires further elaboration; who else would attack a Caldran mercenary academy like this?

"The window doesn't face the rest of the Academy," Stephanie announces from where she has quietly moved over to the window. "I only see Faulkren." From your vantage point, you can see smoke and flames still dancing amongst the buildings.

"Is it on fire?" the girl comforting Lani gasps, craning her neck to look out the window with wide, startled eyes, her shock shared with her aseri squadmate who bolts over to the window for a better look. With their dorm room window facing the inner courtyard of the Academy, it's no wonder why they've only just noticed this. "They're attacking the town too?"

"Yeah, it's why some of us were up."

Looking between the sobbing girl and her two squadmates, you hesitantly ask, "I-Is she...w-will she be alright?" She's crying so hard that she barely seems aware of what's going on.

"She'd better be," the aseri snarls before wincing a little - realizing what she just said in the heat of the moment and now feeling ashamed about it - and reining her temper back in. "She was close with Lani. Roommates, I mean. I guess no one else would've taken it as hard as her."

The seven of you settle into an awkward silence. And, for minutes, this seems to be all that makes up your world: The sounds of sobbing, of distant shouts and panic, and - out the window - flames dancing and leaping into the night.

So many minutes pass, in fact - or perhaps it is the oppressive air that stretches those minutes out - that the aseri apprentice finally notes with deep uncertainty in her voice, "It's been a while." When this does not prompt a reply from any of you, she looks about helplessly and asks, "Should we just...stay here?"

"We shouldn't," Elizabeth curlty replies without warning after having been silent all this time, her clear enunciation a contrast to the dazed, quiet tones of everyone else, causing a few of the room's occupants to jump slightly.

Frowning, the aseri apprentice starts, "Lady Lucille said..."

"Celestia's an imbecile," Elizabeth cuts in, harsh words carried by a soft voice, and yet another stretch of awkward silence ensues, thick with uncertainty among the others as to which noble elf they are supposed to listen to.

"She's in command," Sieglinde declares, although her voice is perfectly neutral, a statement of fact without irritation of prejudice, as if she does not actually have her own thoughts on the matter. "There's no need to second-guess her. Or undermine her authority."

"What authority?" scoffs Elizabeth.

For a moment, Sieglinde does not reply. Either she simply doesn't care to make her point with Elizabeth any further...or she doesn't actually have a counterpoint to that. But whatever reply Sieglinde may or may not have given is suddenly interrupted by the rapping of knuckles on a door.

The knocking isn't on your door; it seems to be coming from at least two doors down the hallway. And it is neither sharp nor loud, as if whoever is doing the knocking is trying to be discreet about it. Then there's a voice, muffled by architectural barriers and distance. "It's all clear out here," calls a woman; you can't tell who it is, but it certainly sounds mature enough to be one of your instructors. "Get out here and get your weapons!"

"The instructors are here!" the aseri apprentice laughs with a mixture of relief and shakiness, jumping up to wobbly feet to open the door. But she doesn't get far: Sieglinde suddenly materializes beside her, a tight hand on the aseri's shoulder. Your squadmate was so fast, it takes you a moment to process the fact that Sieglinde is suddenly in the center of your vision with little preamble or warning.

Sieglinde does not immediately respond - verbally or otherwise - to the aseri's look of confusion, but nor does she let her go. A long moment of this awkward silence reigns, at least until - after what seems like a long while - there is another knock on a door that's still not yours, but this one sounds a little closer. Then another soft, muffled call: "It's all clear out here. Get out here and get your weapons!"

Although Sieglinde leans close to the aseri apprentice's ear, everyone else in the room can hear her clearly as the tall elf whispers: "Would our instructors really be knocking on our doors one-by-one so quietly under the circumstances?"

The aseri's eyes widen, then narrow. To the side, Stephanie's expression is equally grim. You understand what Sieglinde is getting at: This is a trap. Behind locked doors, it is easy to barricade yourselves in relative safety. And if a quick escape is really necessary, you're only on the second floor; a drop out the window may hurt, but is unlikely to kill you. But with the squads sequestered in their own rooms, with no meaningful way of communication, with only training weapons, and with no eyes on the outside, the enemy - the Tenereians - can afford to get creative.

And even though the occupants of your room don't fall for this, you can hear a neighboring door out in the corridor being opened, followed by the shouts of alarm and terror, and then the cacophony of combat.

Scowling and muttering an expletive, the aseri apprentice pries Sieglinde's hand from her shoulder, charging for the door while drawing her training daggers, rushing out to assist whomever is caught in the Tenereian trap. So, too, does the apprentice comforting Lani, barely managing to whisper a word of comfort before charging for the door. You, too, find yourself grabbing your practice buster sword from where you left it against your bedside wall, angling it over your shoulder in a ready stance, advancing to meet what is undoubtedly the enemy.

The two apprentices who charged out ahead of you form a forward screen, providing you with the time and space - if only for a second - to assess the situation as you bolt through the open door. Already, the frontlines before you have erupted into a flurry of blows, practice weapons flailing about to keep very real weapons in check. Daggers and swords of steel swing in the hands of four women shrouded in darkened cloth, a clear sign that these are very obviously not your instructors. Three of them are pressing down hard on your two fellow apprentices, trying to flank them; the last of their number remains in the rearguard, the corridor not quite wide enough to admit a fourth combatant. You quickly charge into the left flank to plug the small hole in your formation, to deny the enemy's flanking maneuver, but your foot hasn't even settled onto the floor where you're supposed to be when the enemy on the left - a human who was giving the aseri apprentice a hard time just a split-second before - suddenly swivels cleanly and thrusts her shortsword at you with alarming speed. You are forced to block and give ground, trying to parry and swing your practice buster sword in these confines even as real steel - steel with its sharpened, deadly edge - lashes out in rapid succession at you.

As blows are exchanged, it is painfully evident that this Tenereian woman you fight has the advantage over you in terms of equipment, not only because her weapon is real, but also because it has all the advantages for the environment you're in, with its short reach unobstructed by corridor walls, its ease of use a powerful asset in a darkened environment, its light weight perfect for this crowded battlefield. Your swings with the practice buster sword, by contrast, are necessarily predictable, a repeated up-down chopping motion that doesn't wipe out your allies in close proximity with a careless swing. This takes advantage of your weapon's strengths - or at least mitigates its weaknesses - and you are fighting against a human who can easily recognize such patterns, not a beast like a direwolf.

Fighting this woman - almost certainly a Squirrel - is difficult, harrowing, terrifying. You have sparred with other apprentices, with prodigies like Aphelia, with your instructors. Yet this is something entirely different from all those other times, and not simply because this is real, not only because this is quite possibly to the death. Your opponent is not like Wendy, who has decisive advantages over you in specific areas and weaknesses in others. Nor is this like Sieglinde, who seems faster and stronger than you in every way.

The Squirrel you duel - with her darting motions and tricky swordplay - does not necessarily seem decisively faster or stronger than you, nor does she necessarily seem decisively more skilled; you don't feel hopelessly pressed into a corner the way you do when you spar with Sieglinde or Aphelia. But there is something about her movements - something about how she fights - that feels like she's constantly one step ahead of you, in your head, reading your moves. Even before you finish taking that first step forward to execute another up-down chop with your practice buster sword, the Squirrel has already pivoted on a heel, spinning to the side - further than you thought possible in these confines - to attack you from another angle, forcing you to awkwardly shift your center of mass in a clumsy attempt to balance yourself, negating the weight behind your attack. You start lowering the tip of your blade for a thrust instead, prepared to send many kilograms of hardened wood into the Squirrel's chest, but she charges you before you're ready, forcing you to give ground again and nearly expose your ally's flank. Her offense similarly puts you on a back foot, relentless but not reckless. She does not test you the way Wendy did when you first sparred against her with a buster sword. Wendy, at the time, tried an array of different blocks, parries, counterattacks, and dodges in an attempt to determine the best answer for your colossus of a weapon, something she had never faced before. The Squirrel before you, however, does no such thing as she simply dances by your slashes, if not with grace then at least with confidence.

Like butterflies, they flit adroitly at the edge of your ability to inflict harm on them. You and your two allies are forced to give ground not because these women are "better" combatants on some arbitrary metric of strength or speed or skill. Rather, it's plainly evident that they are far more experienced. They may not have had the training you're still undergoing, three years under the instruction of some of the most powerful warriors on the continent, but they move and strike with the weight and burden of years on the battlefield, years behind enemy lines, years of fighting dozens and dozens of people just like you. You are just another cluster of triggers for years' worth of muscle memory.

Yet the alarmed grimace on the face of the Squirrel you fight tells you that you're putting up a decent showing, that your training - incomplete as it is, unreinforced by experience - is doing its work. Your instructor has drilled into your head the notion that your greatsword's offense is its defense, that its defense is its offense, that its long reach and heavy momentum easily force foes into a more manageable defensive or evasive posture even if your attacks do not connect. The weapon may be heavy and slow and cumbersome, but when wielded properly, your opponent is left with a very narrow margin of error. Although you are not pushing the Squirrel back, you and the other apprentices are keeping her and the other Squirrels at bay, keeping them on their toes, exceeding their expectations. She thought you weak, immature, and inexperienced, and now she realizes she's desperately wrong, that her years of battlefield experience - perhaps greater than that of all the apprentices at Faulkren combined - just isn't quite enough for her to break through the defenses of a dryad girl in her nightgown with a training weapon.

And that grimace turns into a look of outright alarm as Sieglinde and Elizabeth join the fight, the former's spear joining your buster sword in repeated strikes that the Squirrel's shortsword cannot keep up with, the latter crackling with bolts of lightning twisting around her. And more doors along the hallway swing open as more apprentices - startled by the sound of fighting - rush out to check on the commotion just as you did, the fight growing larger in your favor.

The shared look on the faces of the Squirrels carries the clear realization that this is not going according to plan. They did not finish off apprentices caught off-guard quickly enough. They did not gain a decisive advantage over you when you rushed out to assist. Now, they find themselves desperately outnumbered.

One of them slams something onto the floor - a fist-sized ball of some sort, or so it seems in the split-second you're able to see it - before the world around you is suddenly engulfed in dust and smoke. Around you is shouting and coughing and a general commotion, voices from the other apprentices also caught in the blast, trying to defend themselves in this haze while trying to regain their bearings. Closing your eyes and trying not to breathe - you have no idea whether this is some kind of irritant or even poison gas - you swing your practice buster sword wildly in front of you, flailing it from left to right in an undignified, unsightly manner. It's not like you or anyone else can see right now, so all you can do now is deny that area in front of you - a spot where you last saw the Squirrels, a spot that you're pretty sure wasn't occupied by a fellow apprentice a second ago when you were still able to see - to an enemy sneak attack. You can only hope that the Tennies can't see you either.

Through all the commotion, you only barely notice your practice buster sword striking something, the force of the impact surprisingly dull and soft; in fact, when the back of your head registers the impact, your immediate subconsciously response is that you must be imagining things. It's the adrenaline. You probably just bounced your practice buster sword off the wall.

It takes almost half a minute for the dust and smoke to eventually settle, for you to see anything half a meter past your face. Your guard is up as you try to assess the situation around you, as you try to continue fighting, only for you to you notice that the enemy is...gone. It takes a moment as your eyes filter through a hallway of familiar faces, but gone are the women who fought you and the other apprentices, leaving only alert and confused teenagers in their wake. Some took injuries, some of which that look quite grievous - deep gashes inflicted by cold steel and fancy swordplay - and those who are learned in healing quickly tend to them. Squads check their own to ensure they haven't taken fatalities, some sharing relieved hugs and excited words when they realize they've made it through intact. Others maintain their vigilance, wary of another attack by direwolves or Squirrels...or something else.

Expelling a breath from your lips, you feel a little less wobbly this time around, a little less likely to sink down onto your knees compared to when you killed the direwolf, and you merely lean to your left against the wall to help steady yourself, to allow yourself to just catch a breath...

...And you slide right off the wall. You stumble and try to catch yourself, except your feet nearly trip on something on the floor, and you almost fail to catch yourself. Regaining your balance at just the last moment, you look back in confusion, trying to see what nearly made you take yet another spill onto the floor...

...And you see a crumpled corpse in the corner.

It's shaped like a person, motionless in a pool of blood. Connected to said pool is a thick trail of similarly-colored fluid running vertically down the wall, interrupted only by a smear where you slipped against the wall only a second ago.

And at the very top of this trail, at head-height, is a large splatter that reminds you of a large tomato thrown against the wall.

Except, looking down, you see that this is no splattered tomato, but the bloody remnants of a head smashed open with sheer brute force, as if cracked open with a giant club. Fragments of a human skull and its contents rest in that pool of dark, coppery fluid. And now that you're looking down, you realize that there is also a splatter of blood on the blunt, wooden edge of your practice buster sword, at a point where you previously only barely registered an impact while flailing uselessly in the smoke.

Not so uselessly after all, it would seem.

You did this. Whether by accident or otherwise, by training or otherwise, by skill or otherwise, you've made your first kill. This isn't a boar that you cut in twain or the corpse of a wyvern or even the cadaver of a dryad huntress hanging from a giant maw. It isn't an apprentice chewed up by a direwolf or lying still with only a neatly slit throat. This is not the first time you've seen a person dead, but this time, she's dead because of you. You killed a person. You killed a person. You killed a person. Someone with a name, a life story, family and friends, hopes and dreams, the capacity for love and violence. Someone who, even as a Tenereian, is a member of the Treiden people, and as you look down at what remains of her face, you realize you can't distinguish her from any other human Caldran woman you've ever seen.

And now she's dead by your hand. You did this. You did this. You did this.

And you feel...

[x] ...sad.
[x] ...sick.
[x] ...proud.
[x] ...thrilled.
[x] ...nothing.
[x] Write-in.
 
1.15 It Gets Easier
There are actually a number of reasons why the Squirrel attack on Faulkren Academy is not going as well as they had planned, and these reasons actually not only reflect on Tenereia, but also on Caldrein itself, with some pretty important implications that will be recurring themes through the rest of the quest. I'm trying to find a satisfactory way to divulge these reasons narratively, though - it may well be an interlude or an omake - so I'm afraid you'll just have to wait a little until I either get it written, or just give up and tell you.

In any case, "proud" and "grim" came in very close, and I can make both work simultaneously, honestly, so...



[x] ...proud.
[x] ...grim.


You've heard stories about the act of killing and the struggle to come to terms with it, or even to act during the heat of the moment. You've heard of the surge of nausea that comes after taking a life, the immediate pangs of guilt when you've killed a person, the cold realization that you've taken from someone a child, a parent, a sibling, a friend.

And perhaps it's because the choice was never yours to begin with. It isn't as if you've deliberately tried to kill someone. Certainly, you had lethal intent in the heat of the moment, the realization that you are up against an enemy and that you may very well need to kill them. And indeed, whatever feelings you have are tempered by a feeling of sober grimness, that realization that you have - for the first time in your life - caused the death of a person, with all the ramifications that ensue, even if it's in self-defense. She was fighting for her country, and you for yours. And now she is a messy puddle of sundered flesh and spilled blood, a reminder of the frailty of both. You but flailed in panicked self-defense, and this is the result.

But as much as you may want to, you cannot deny a feeling of...pride. It isn't quite excitement or exhilaration - for better or for worse, you are not Elizabeth, or at least not who Elizabeth presents herself to be - but there is also that lucid realization that - accident or not - you have defeated someone in a test of lethal intent. You have proven yourself of superior strength, speed, or skill - or perhaps some combination of the above - against an adult combatant, likely a professional who has been doing this kind of clandestine work for quite some time. You have prevailed and are alive, and she is not. And that speaks of how much you have changed, how much you have become a more formidable girl. Only a year ago, you were a meek, shy, stuttering girl who couldn't hurt a fly. Now, you have outsmarted a wyvern, helped kill two direwolves, and eliminated a Tenereian saboteur.

You are, as you have long wished, a different girl from the Neianne who left her village to attend Faulkren Academy.

You don't have much time to think about it, though. "What are you girls doing?" comes a voice, and the apprentices in the hallway swivel with their weapons raised towards the source, jumpy and expecting a threat, only to collectively release a sigh of relief as you realize that the speaker is the familiar face of one of your human instructors, marching towards you down the hallway opposite of where the Squirrels escaped. "Don't just stand here with your fingers under your skirts!" she snaps angrily, denying the apprentices any moment of respite. "Get to the armory and actually make yourselves useful!"

The apprentices are shocked into moving, although there is a very palpable sense of relief that an instructor is here, that there's someone here to take charge. This being said, you spot Lucille visibly flinching at the rebuke; she was the one who gave the order to hole up instead of heading for the armory, after all. You are not the only one who notices this; several of the apprentices give a wide array of looks towards Lucille - some of pity, others of disappointment, many complicated - but try to move on anyways. Some attempt to ask the instructor questions - what's going on, why is this happening, who is the enemy - but the instructor snarls at them to head to the armory first.

Perhaps the instructors have all returned from wherever they rode off to earlier in the night. Perhaps they're taking control of the situation. You can only hope, but you have little opportunity to ask any questions; the instructor is trying to move past the throng of apprentices, in the direction where the Squirrels fled, towards the other dorm rooms. Perhaps she's trying to wake and rally the other apprentices further down the West Wing.

But before she can fully extricate herself from the scene, the instructor finds herself looking at the carnage left on the floor of the corridor: The two cadavers of the large direwolves and the caved-in corpse of the Squirrel against the corner. Regarding the bodies thoughtfully for a moment, she turns to the tail end of the apprentices heading for the stairs, asks, "Who did this?"

"Neianne did," one of the apprentices answers from the crowd.

To your credit - perhaps simply due to the adrenaline running through your system - you manage not to blush, although you stutter a little harder than usual as you quickly clarify, "I-I-I just dealt the f-final blow. E-Everyone else h-helped."

The instructor regards you for a quick moment, then your practice buster sword, then the corpses on the ground. "Of course," she notes, and there is perhaps just the slightest ghost of a smile on her lips. Then she barks, "Now get to the armory so you have a real blade. Go!"

The group of apprentices are quick to run down the stairs, and although there is, at first, a palpable sense of anxiety - a dread premonition of more monsters or saboteurs waiting in ambush downstairs - that anxiety turns to relief when you all realize that nthe common areas of the West Wing seem clear. Perhaps the instructor who ordered you to the armory took care of any problems on her way up.

Lucille is trying to lead the group through the door leading to the outside - where a dash across the Academy courtyard would be the most direct path to the armory - when Ashlyn suddenly shouts, "Wait!"

It is too late. By the time Ashlyn called out, half the apprentices are already through the door. And there is a general momentum that's difficult to stop, a charge of a crowd of apprentices in their nightclothes doing as their instructor commanded and rushing for the armory; the presence of an order, unfortunately, invited an absence of deliberation. You yourself don't know why Ashlyn's calling out, but you suspect that she would not have spoken up without good reason.

And, for a moment, there doesn't seem to be any problem that Ashlyn may have forewarned as the apprentices start running the length of the Academy's giant courtyard under the cover of the dead of night aside from the general pandemonium that is erupting across the complex. The shouts and screams, the sounds of fighting and steel, the howls of wayward beasts, the flickering of distant flames. But, for a moment, there seems to be a relatively clear path to the armory, that barely visible structure to the side of the training fields in the darkness.

Then, suddenly, a pack of five direwolves seemingly appear out of nowhere, from around corners and behind bushes, snarling and dashing for your group of apprentices, moving to surround the lot of you. As the apprentices attempt to stave off panic and try to form a sort of circle to protect their blind spots from any of the wolves, you realize the misstep taken here. Indoors, confined by doors and hallways, the direwolves couldn't encircle you; they still required the efforts of multiple apprentices to defeat, but you only needed to fight in one direction while watching out for Squirrels trying to slit the throats of stragglers. Here, it's far more difficult to hold them back.

And the group may very well have stopped here, two dozen or so apprentices stuck in a moment of inaction, of another passive holding action, if not for Lucille suddenly shouting, "Go! Hurry to the armory!" Already, she's stepping forward with her shortbow, unleashing a distracting - if somewhat ineffectual - training arrow at one of the direwolves, causing it to snarl viciously back at her. It takes a moment for the rest of her squadmates to overcome a serious amount of hesitation before jumping in to cover her. "We'll hold them here!"

At first, there is a squeak - someone on Lucille's squad asking in disbelief and fear, "We will?" - but with that, the floodgates force open. At the first chance of safety and salvation, the apprentices take the first opening in the direwolf formation, thrown into temporary disarray as Lucille and her squad launch the first strike. In fact, everyone is running to the armory now, even as the direwolves abandon pursuit of the larger group, instead ganging up on the four who are buying you time, considering them easier prey. No one seems to be stopping or turning back to help, to bolster their numbers, and you wince as you think about the chances Lucille and her squad faces against five direwolves on open ground. You want to help, to call out to your squad and have them stay and fight - you have a training weapon that can kill even direwolves with the right hit, after all - but Stephanie, too, is charging ahead, deprived of even her training weapon and in desperate need of an actual katana. And perhaps with that in mind, Sieglinde moves with her too, and Elizabeth seems content to do so as well. You are swept along with the crowd, and with your squad moving with them, you find it difficult to resist the flow.

With the unfolding chaos, it's hard to take in everything around you. It is at least clear, however, that the instructors have not returned; you think you see one instructor with some kind of sword at the armory, trying to protect apprentices running for the armory as she fends off at least four different Squirrels, but absolutely no one else who resembles an adult and isn't the enemy. A smaller group of apprentices is also running towards the armory from the East Wing at a trickle, some of them bleeding or with varying degrees of injuries, not entirely unlike your own group, most of them trying to fend off attacks by direwolves and Squirrels alike. With mounting dread, you wonder how the situation in the other dorms are, and whether or not the others have fared worse than the apprentices who have fled the West Wing thus far.

It's certainly demoralizing, perhaps even sickening, to hear screams and cries fill the air. Some are injured - perhaps gravely, perhaps fatally - and others are horrified at this carnage to which friends, roommates, and squadmates are falling victim. Even in the havoc, it is not difficult to spot apprentices covered with blood or others cradling battered comrades as they scream for help.

But although one or two more direwolves appear to dog at the heels of your group - you are determined not to look back too much - you swiftly make it over to the armory. You had the foresight to put on boots when you first saw Faulkren burning, but some of the apprentices are running with bare feet, and it's clear that mad dash across the courtyard in the darkness has been - at least for some of them, particularly those who look like shoes have always been affordable for them - a painful experience. Still, there is no time to waste; the instructor with a longsword near the armory is trying to keep the enemy at bay, no easy feat when there are many of them, some of whom can try to peel away to attack the apprentices instead. A number of apprentices who have arrived at the armory before you - now armed with very real weapons - are either trying to call arriving apprentices over or joining the defense. Both are chaotic affairs; the door to the armory, designed centuries ago, is a bottleneck that isn't exactly meant to accommodate so many apprentices at once, and the "defense" is really mostly apprentices going wherever they think they're useful, given the lack of a command structure. The only instructor present has her hands full with the enemy in her face, after all. Aphelia, already present from the East Wing and wielding a real rapier, is doing far better than you could've expected at trying to manage some level of coordination, trying to organize nearby apprentices into lines of defense, but she has her job cut out for her, and the people she commands around her resemble less a line and more a cloud of confusion.

But although it takes a bit of squeezing - and far more nerve-wracking waiting as a fierce battle unfolds mere meters away from you - you eventually manage to get into the armory. Pulling a real buster sword from the weapons rack, you rush back out with your squad to meet the enemy, yet another difficult affair: The buster sword is heavy in your hands, and it isn't exactly easy for the other apprentices to make way for your giant weapon in such confines amidst the chaos.

What's important is that you have a weapon now. A weapon of hardened steel with a cutting edge sharp enough to slice through flesh and bone, and heavy enough to utterly crush any resistance.

As you look around and survey the battlefield through the throng of apprentices darting left and right - some of them trying to haphazardly form some semblance of order, some trying to defend themselves as best as they can in the absence of a coherent command structure, more yet trying to make their way to the armory - you find yourself spotting several areas of concern that could use Squad Four's immediate assistance.

Closest to you is Aphelia, rallying the apprentices who have acquired real weapons, trying to organize confused, fearful, panicked apprentices into a real fighting group with orders and objectives. It's taking some time to get everything settled down and settled in, but they are fundamentally the second line of defense around the armory, and joining their ranks will hopefully help - however much, anyways - with defending the entire group as a whole until such a time Aphelia manages to organize a provisional fighting group.

Just a few meters away from that is your instructor, reinforced by a small number of apprentices brave enough to charge the enemy, fighting against a growing number of enemies that now includes five Tenereian saboteurs and a direwolf. Correction, six; one Squirrel's just bleeding out in a crumpled mess on the ground, and you initially missed her form in the darkness. More foes are incoming, but your instructor doesn't actually look like she needs the help, even as she manages to hold her enemies at bay. The problem is honestly more the fact that she's not fighting to eliminate her foes insomuch as she's fighting to shield the apprentices rushing for the armory. The Squirrels attempt to take advantage of this by spreading out, and even for a Caldran mercenary like your instructor, it's a great challenge to rush from one place to another and stay alive, never mind looking like she's actually prevailing against the enemy. She may very well even prevail in the end, but the faster she can take care of the Tenereians, the sooner she can shift her attention to commanding the apprentices, and the sooner a proper defense - not of just the armory, but the Academy as a whole - can be mounted.

But aside from the apprentices still confused or trying to get to the armory, some of the apprentices who have armed themselves have overextended, and are cut off from allies and isolated by the enemy. You recognize the most significant case: Penelope, Wendy, and their squad are not only cut off from the rest of the apprentices, but also cut off from each other. Penelope and a squadmate are engaged with two Squirrels to the left and looking like they're fighting for their lives, and Wendy and yet another squadmate to the right are barely managing to hold on against a direwolf on the right. All four of them are still standing and fighting, and they have real steel at the very least, but it looks like they're being pushed further and further away from the rest of the apprentices, slowly but steadily outfought.

Of similar concern is Lucille's squad, left behind near the West Wing as they bought you time to reach the armory. Looking in their direction, there is good news and bad news. You are relieved to see that the instructor whom you ran into in the West Wing has returned and joined the fight, trying to protect the apprentices against the direwolves, holding her ground rather effectively, even if trying to defend everyone is turning out to be a nightmare. But that relief quickly turns to dread as you notice that there are only three figures standing there; there are two teenage-sized bodies crumpled on the ground, unmoving, and from this distance, you can't tell if they're alive or dead.

You can, of course, only act on one of these flashpoints, and there's no guarantee that - with Squad Four lacking a real leader figure - Stephanie, Sieglinde, or Elizabeth will follow you. And there's always just staying here; initiative is good, but there's no guarantee that you will make the correct decisions, and it may simply be the wiser choice to wait and subordinate yourself to someone who knows better. At the very least, you'll be doing less harm.

[x] Assist the instructor and several other apprentices in protecting the armory.
[x] Join Aphelia and be ready to move out as an organized fighting group.
[x] Help Penelope fight against the Squirrels.
[x] Help Wendy defeat the direwolf.
[x] Return to protect Lucille and her squad from the direwolves.




I'm okay with write-in's if any are offered, but not write-in's that try to bend this predicament in a "do everything" fashion.
 
1.16 The Aftermath at Faulkren
[x] Help Wendy defeat the direwolf.

"I-I'm going to help Wendy!" you shout to your squadmates, even as you dash through the darkness without waiting for a reply, your buster sword in your hands. A shout comes from behind you that's maybe from Stephanie, but it's difficult to identify even your roommate's voice in the cacophony. Separated from the rest of the apprentices by a distance of seventy, maybe eighty meters, they are too far away for most others to help without a coordinated push. You are taking a risk, but at least you have a buster sword, a weapon that has had a proven record against direwolves thus far, even if it involved dropping a giant weight onto a trapped victim.

Your eyes take in the skirmish before you as you close the distance between you and Wendy. She and her squadmate sport several cuts on their body but are largely holding on; the sluggishness in their movements seem borne more of injury than of fatigue, even if both are panting. Both are trying to face the direwolf while covering their flanks. The beast, meanwhile, dances around on four legs with only seemingly superficial wounds that ooze blood but don't seem like they're actually any real hindrance. It certainly doesn't seem to slow down the direwolf any as it charges at Wendy and her squadmate, looking like it's ready to simply knock the two over by barreling through them.

Wendy thrusts her spear, trying to use the weapon's range as a defense - you have been on the receiving end of the enough during your sparring sessions, her spear keeping your advance in check before she's even in range of your greatsword - but the counterattack is sluggish, and the thick fur on the direwolf seems to force the spearhead to merely slip harmlessly past. It grazes the direwolf's side, but the beast shoulders the thrust aside, getting off with barely more than a long scratch as it continues its forward momentum, jaws wide to take off Wendy's partner's terrified face.

It sees you at the last minute, or hears you, maybe even smells the blood still all over your clothes. It cranes its head over towards you with a snarl, even as you jump into the air, not terribly high, not at a point where you'd lose control, but just enough to give you that extra push forward. Your charge is accompanied by a strong swing of your arms - you're actually swinging the sword properly now, not inelegantly dropping a weight on a crippled beast - and your buster sword scythes through the air in an almost mesmerizing arc in a diagonal line from the upper right to the lower left, the giant blade gracefully cleaving through...

...absolutely nothing but dirt, coming down heavily where the direwolf was. The animal itself manages to spring to the side, dodging with surprising and alarming speed, slipping past your buster sword as if you were swinging underwater.

At least isn't biting anyone's face off, but you are recovering from your first swing, attempting to brace yourself into a defensive position to cover Wendy's side, when your vision is suddenly filled with fur and teeth.

You brain doesn't even realize that the direwolf has suddenly turned from its dodge to target you instead, at least not until a moment after the fact, after it bounces off against your buster sword and sends you crashing backwards onto your hindquarters. There is no maw clamping down on the blade of your weapon, not when it's a metal blade instead of a wooden simulacrum. You squeak in alarm as you try to scramble back onto your feet, trying to realize what happened as Wendy and her squadmate try to shield you from any follow-up to the direwolf's previous attack, and already the direwolf has turned around once again, coming in at the three of you with terrifying speed.

This time, you tell yourself, you're better prepared. You raise your blade upwards and back once more, resting the blunt side of your sword against the fulcrum that is your shoulder, turning slightly to the side. You wait until the very last second, after the direwolf charges the three of you yet again, after the direwolf twists its body mid-stride to allow Wendy's spear to deflect off its thick fur, after its snapping jaw turns aside her squadmate's sword-thrust while a claw digs into her shoulder and draws a scream of pain. You wait until you think the direwolf has exhausted its options, until it has been funneled down a narrow path of both offense and defense, until it has nowhere else to go except into the blade of your buster sword, swung in a clean arc through the chilly night air...

...And the direwolf slips away like a veteran tavern dancer mockingly spinning away from a bumbling, lecherous drunkard. You watch in disbelief as the large mass of flesh and fur and teeth and claws simply steps out of the arc of your buster sword faster than you can swing it, its jaw bouncing up and down as if it's laughing at you. And a shout of warning from Wendy - you're not entirely sure what she says as blood pounds in your head, only that she says it - alerts you to the sudden, terrifying fact that two more direwolves are rushing your way.

And, with mounting dread, you begin to suspect - begin to realize - why Ashlyn tried to get the apprentices from the West Wing to stop, why she tried to prevent them from going outside, why everyone is having so much trouble with these direwolves, why you managed to kill two direwolves with help but now this one is dancing circles around you. Because the corridors in the West Wing are enclosed, because a direwolf had nowhere to dodge at the time, because they could not take advantage of their speed and agility.

Here? This is where direwolves are really meant to be, where they're really meant to hunt. Out in the open. And now, with reinforcements, they're hunting for stragglers, for isolated prey. Like you and Wendy and the squadmate who is clutching at her bleeding arm, barely managing to still hold onto her sword.

And then suddenly, without warning, a series of lightning bolts crackle and twist in jagged lines through the air around you, as if a lightning storm suddenly touched down in your general vicinity and yours alone. Light and deafening thunder overwhelm you and Wendy and her squadmate, a spectacle so loud and terrifying that the three of you instinctively shield each other in a crouching, defensive formation. And the bolts of lightning strike out at all three direwolves like whips, complete with loud cracks when the lashes finds their mark, sparks flying, and suddenly the direwolves are snarling and yelping and backing up, glaring at the source of the lightning that floats down beside you.

Yes, float. Elizabeth Irivich Zabanya, surrounded by sparks of light, literally glides down from whatever height she achieved, her tiny feet softly touching down on the ground, electricity flowing from the soles of her feet to the blades of grass for just a moment before she lands. Small trails of electricity form and dance and bristle and disappear between her fingers, her arms raised by her sides, brimming with real power.

This is not Elizabeth deciding she needs to teach four lower-class bullies a lesson. This is not Elizabeth during a field exercise. She breathes heavily, the amount of magecraft she is conjuring all at once clearly taking a toll on her stamina. But it doesn't matter. This is Elizabeth letting loose with deadly intent. And if that wide, dark, dangerous grin - one that stretches from cheek to cheek, a complete mismatch with her tiny, angelic image, one that sends shivers down your spine - is any indicator, then she is totally enjoying every moment of this.

The direwolves aren't down, but charred scars create trails of smoke, and the air wafts with the smell of burning fur and singed flesh. So too are they cowed, regarding Elizabeth and her show of power with wariness, and you are - almost absurdly - reminded of what she told you at the start of your first year here at Faulkren, her justification for "teaching" Squad Twelve a lesson: That if harm need to be done, then let it be so severe that retaliation is unthinkable. You are not sure that Elizabeth's lightning in this instance is quite severe enough, nor that retaliation is already unthinkable for the direwolves. But instead of moving quickly to attack, they instead circle around you, growling and snarling and trying to find an opening instead of rushing the four of you from three different directions.

But Elizabeth doesn't stop at lightning as her arms spin and intertwine and twirl in intricate, dance-like motions, and spears of ice begin erupting from the ground, angled to cut at the direwolves. The spectacle reminds you of Aphelia, back during the Roldharen field exercise when she used similar magecraft to funnel the boar into your greatsword. Except Aphelia uses magecraft to complement her fencing, and Elizabeth's version of ice magecraft - from a mage who focuses specifically on the elements - looks far more powerful, the icicles larger and sharper as they jut out. They're not so fast that the direwolves can't avoid them, but Elizabeth conjures almost a dozen of them every few seconds, just enough to nip and cut and scrape away at the direwolves who can't quite manage to dodge from every direction.

And the show of raw power, of overwhelming magecraft is so mesmerizing, that the three of you can only stare for a long moment, at least until Elizabeth snarls, "Neianne, are you just standing there and touching yourself again!?"

Jolted out of your stunned staring and fighting down a blush, you barely register the fact that it is no longer just Elizabeth who has joined the fray. Stephanie and Sieglinde rush forward as well, the former having acquired a real katana and looking absolutely dangerous with it. Wendy stays behind to protect both Elizabeth and her own squadmate while you rush forward with your elven and aseri partners. Sieglinde lunges forward first towards one direwolf - the one closest, taking advantage of the two other direwolves having to contend with a barrage of lightning and ice - sliding in with a quick spin as her polearm, a glaive, slashes across. The power and speed with which Sieglinde swings her weapon - combined with the injuries and obstacles the direwolf faces - gives her attack more purchase than Wendy's, a deep gash appearing just above its right foreleg, the proverbial shoulder, causing the direwolf to stumble to the right just a little bit.

Then Stephanie appears, her aseri movements seemingly almost as quick as Elizabeth's lightning, her very silhouette a blur, dashing beside and beneath the direwolf from one leg to another, the slashes of her katana quick and precise. Her cuts are not as deep as Sieglinde, but the katana's swiftness allows many of these more superficial cuts across the direwolf's legs, with Stephanie darting in and out, dodging the direwolf's attempts to slash at her with injured claws, to bite her with its maw, to stabilize itself with so much damage inflicted onto its legs.

And in Sieglinde lunges again, this time with a leap up and forwards, and she lunges down spear-first, driving the glaive's blade into the direwolf's already-wounded shoulder. The direwolf howls, its leg giving out as it begins to topple onto its side, barely catching itself with its lower legs. But it is wounded enough, it is immobile enough, its head bowed enough for you to charge forward with your buster sword, ready to deliver the final blow to the head now that it's in no real condition to dance around you anymore...

...And then there is a shout of alarm from multiple voices - you can't identify them all individually - and out of pure instinct, you halt your charge, digging in a booted heel into the dirt. You look around, trying to assess the situation after developing tunnel vision between you and your target. And at the first sign of fur and teeth and claws, you slam your buster sword tip-first into the earth, just in time for the blade to bear the full brunt of a charge of another direwolf, one that has finally escaped Elizabeth's arcane barricades, one that decides that you are the easiest target.

The direwolf slams into the buster sword in a manner akin to slamming into a wall, even as it bounces off and to the side of your oversized weapon. But the ground is not so sturdy that there is no recoil; the force of the charge snaps your buster sword against you, knocking you against the ground, and you are struggling to climb back onto your feet, trying to dislodge your weapon before the direwolf beside you tries to recover from its daze, tries to recover from slamming into a small makeshift metal barrier, and...

An arrow flies in seemingly out of nowhere, simply and abruptly materializing against the side of the direwolf, a part where you imagine the ribcage and the vital organs would be. The direwolf howls, losing its footing as it collapses, its legs flailing in an attempt to get back up. A second arrow then appears in the direwolf's neck just as suddenly, causing the beast to convulse and literally topple over, as if the arrow severed its spine.

Turning to the source of the shot, you spot a squad of four on the walls of the academy, sixty meters away and a dozen meters up. You can just barely make out the more familiar figure of Nikki among them, the tall girl with a slightly darker complexion, standing with two others in a defensive formation on the ramparts. There is another silhouette that is less familiar to you: Wilhelmina Adelaide Marienberg, on a knee, her powerful longbow in hand and a quiver of arrows across her back.

The elven archer draws her bow again, and a split-second after she releases her bowstring - the wooden shaft snapping back with tremendous power - an arrow finds itself lodged through the eye of the crippled direwolf and into the brain. The beast twitches and convulses on the floor, but otherwise stops moving.

Just to be sure, you crush the direwolf's head with your buster sword. It really is a lot more efficient when the blade is metal and sharp.

Wilhelmina's support is desperately welcome, even if it soon becomes apparent that her attention is divided between different groups of apprentices in trouble, as well as with Squirrels trying to dislodge her squad from her vantage point. Elizabeth's original monster of a thunderstorm has now died down to single blasts of lightning. A look in her direction confirms that even tiny Elizabeth - barely managing to stand upright with an arm stretched out - can't maintain so much raw power for so long. But it did enough; Stephanie and Sieglinde are finishing off the grievously wounded direwolf, the one you first targeted before, and the third is now limping, cuts and charred flesh across its body.

The third charges you, seeing you as the relatively isolated target. You wearily adopt a defensive posture with your buster sword; the fatigue of combat is getting to you, eating away at your endurance, and you know that you have to take care of this beast soon. Yet just as you find your footing, there's a blur that goes right by your head, and a sharp burning sensation in your shoulder subsequently causes you to stumble backwards against your will, the muscles in your legs momentarily shocked into laxness at the sudden pain. You barely manage to use the flat of your blade as a shield between you and the charging direwolf - you can't quite manage a proper swing as you settle down onto a knee - as you fall backwards onto the ground, the impact of the beast's momentum nearly crushing you under your own sowrd. The direwolf jumps off, circling around in preparation for another go. Almost immediately afterwards, something strikes your buster sword and bounces harmlessly off. An arrow, you realize, fired by a shortbow. You quickly try to assess the wound on your shoulder, and you're thankful that the arrow that grazed your shoulder wasn't fired from a longbow; that would've created more than a scratch across your skin.

You manage to get back onto your feet, holding your buster sword in front of you in a manner not dissimilar to a tower shield, even as you feel the impact of two more arrows ricochet off the flat of your blade; you spot the archer now, a Squirrel tucked away behindone of the gates into the Academy thirty meters away, using a pillar as both cover and a leverage point for her arm. The direwolf charges at you once more - it's hard to spot it from around your buster sword - but before it can achieve maximum speed, lightning bolts from Elizabeth sizzle against it, causing it to howl and whimper and retreat, trying to find some form of refuge against an exhausted elven mage's powerful attacks. Single bolts though they may be, they still keep a direwolf at bay, charring its skin and burning its fur.

You have just enough time to shout in the direction of your own archer on the wall: "Lady Marienberg!"

It takes only a moment. From the wall, Wilhelmina looks in your direction. Then at a single arrow striking your buster sword again. Then she traces the fired arrow back to the shooter. Then she draws her bow, fires her arrow. And then there is a scream, and suddenly you aren't pinned down by shortbow fire anymore.

That just leaves the direwolf, who has taken advantage of the fact that Elizabeth has stopped zapping it with lightning. And it starts charging towards you again.

So you do the only reasonable thing: You start running away.

It is, of course, folly. You're not going to outrun even a limping direwolf. Even in your boots, you can feel the uneven footfalls - or pawfalls - that hammer the ground beneath you, increasing in sound and tremor with every step, drawing ever closer. Time itself seems to slow down as your mind goes into overdrive. You hear a shout from Wendy, crying out your name in warning, although that by itself seems like such an abstract fact in the heat of the moment as blood pounds in your head. You know, naturally, that she's trying to warn you that the direwolf is catching up and will soon pounce onto your vulnerable back.

It's too bad that you don't really intend to escape.

Stephanie and Sieglinde seem to know this too, because the two of them - standing beside the corpse of a direwolf they've just slain together - shout together almost simultaneously, "Neianne, now!"

Your left foot pushes out to the side, propelling yourself a meter to the right at just enough of a distance. Your right foot slams against the dirt, trying to stop yourself mid-sprint, and for a split-second, it seems as if your foot doesn't find purchase against the ground, as if you're going to slide across the damp soil. Your feet arrest your forward movement, but not so much that your momentum dies, not so much that both your arms don't swing the buster sword in your hands, not so much that the buster sword can't begin its forward slash from your right. Your right foot finally finishes bleeding your forward momentum, your torso swivels, and a scream escapes your lips - a primal, desperate, warrior scream - as your arms strain and you bring that giant hunk of a buster sword around towards your left in a half-circle, dragging that mass of sharpened metal through the air as fast as you can with all your dryad strength...

The sword strikes catches the direwolf's maw at an angle. There's a fractional instant of resistance...then, nothing. Just the sheer weight of the sword parting fur and muscle and bone like soft cheese as you strengthen your grip and finally push forward with the buster sword's momentum, letting physics do the rest. A horrible, gaping tear forms down the direwolf's flank, nothing like the clean cuts left behind by Stephanie's katana. The beast continues forward, carried by momentum more than any conscious intent, and with one final scream of what almost resembles barbarity, you finally complete the swing of your buster sword just as it exits the tail end of the direwolf. The sword comes free wetly, and your victim collapses onto the ground on the other side. Or, more specifically, two halves of the direwolf collapse onto the ground, the centerpiece in an otherwise bloody mess.

Almost instinctively, you give the buster sword a bit of a flourish with a downwards swing, and the residual blood from your weapon forms a crimson arc on the ground.

And then you subsequently collapse onto the ground, catching yourself on a knee now that all three direwolves are gone. The adrenaline rush has passed, leaving you with only the fatigue that swiftly catches up, even as you gasp for air, not only from the physical exertion of combat, but also the terror of real combat. A glance at Wendy at her squadmate shows that both are alive, if somewhat injured, one more severely than the other. Stephanie is the first to reach you, dropping onto a knee in front of you and quickly reaching for where the arrow grazed your shoulder, where blood has stained your clothes. "Let me check that," she demands, ignoring your feeble, half-hearted attempts at a protest, easily brushing your hands aside despite the fact that she's probably just as tired as you are.

She isn't the only one. Wendy may be a human, but she was fighting the direwolf longer than Squad Four has, and she's only barely managing to carry her wounded squadmate in the direction of the armory, where hopefully a healer can tend to the latter. Elizabeth also looks exhausted, even though she's brushing off any attempts by Sieglinde to help carry her; the latter, too, is breathing heavily. In fact, as the elven mage starts walking past you on her way back to the armory, she gives a curious look at the bisected direwolf on the ground just behind you and seems to give it - and you - what looks almost like an approving nod.

There's screaming in another direction, and you look over in dismay as you see Penelope - with bloody cuts across her body - barely managing to drag her own squadmate across the ground, calling for a healer with clear panic in her voice. You can see why; the girl Penelope is dragging looks like she's bleeding out, with deep gashes in several major vital areas. You don't think she needs a healer so much as she needs a shrine maiden for her last rites, and in your fatigue, you can't stop yourself from thinking an absurd line of thought, that being which faith the girl subscribes to.

But as Stephanie tells you that you're alright and starts dragging you in the direction of the armory, you can at least breathe a sigh of relief as you see that the apprentices of Faulkren Academy are already in defensive formations. There are no Squirrels or direwolves in that direction - your instructor beat them off - and now she's shouting orders for squads to get into position and to move out for a counterattack. "Alright!" she bellows, even as the rest of you rejoin the crowd. "Everyone listen up. Archers and healers, you will take your own positions regardless of where your squad is sent. Archers, spread yourselves up on the walls. Stay there regardless of where we send the rest of your squad. Healers, you too. Get in the West Wing, now. Take the wounded, and I mean the seriously wounded. If you can stand, if you can still draw a bow, if you can still cast magecraft, you fight. If you see our stragglers, someone who's late, someone who isn't here now but finally got out of bed, you tell them to stick with you instead of trying to find their own squads. Squads One, Two, Three, and Four, you're with me. Help get the wounded into the West Wing with the healers, and then get ready to sweep the buildings to the west. Squads Five, Six, Seven, Eight: You go with Instructor Ana, sweep the east side of the Academy. Squads Nine, Ten, Eleven, Twelve..."

And, with that, apprentices begin to move out in squads, in groups. They try to drive the enemy from the open courtyard, to uproot them from where they may be hiding inside the Academy buildings, to repel them from the walls, to block them at the gates, to assist their wounded. The shock of the Squirrels' surprise attack is over, and now that the apprentices - most of them, as far as you can tell, with around a hundred of you outside - have proper leadership in the form of your instructors, they move like a well-oiled machine. Sporadic fighting still happens here and there, particularly against the direwolves still running wild, but already the apprentices are fighting in coordination, are covering each other's flanks, are following up on each other's attacks, are supporting the frontlines with arrows and magecraft. It took all of you quite some time to recover, but unlike most victims of ambushes, the apprentices of Faulkren Academy did not panic and break. They pulled through together, and now all of you are going on the offensive.

As healers rush past the squads, heading towards your dormitory building while trying to carry the wounded, Stephanie pulls you in the direction of Vesna, shouting, "I need a healer over here! Vesna!" And when she catches the human mage's attention, the aseri drags you forward, pointing at your light wound, explaining, "An arrow nicked her shoulder."

But before Vesna can do anything about it, one of your instructors - ever with keen eyes - steps in, pushing you apart. "Bear with it," she tells you with a grimace, giving Vesna an encouraging shove in the direction of the West Wing. Tilting her head towards the wounded being moved to West Wing - several of them looking very much like they may not make it through the night - she quietly adds, "We have apprentices that need healing now."

Looking at Stephanie and Vesna, you try to sound reassuring as you say, "I-I'm alright." The wound stings, but you don't think it'll even really hold you back in combat, at least not anymore than fatigue already has. Stephanie looks unhappy about it, and Vesna leaves only reluctantly, but the healers are already moving on. You hope that it makes a difference for those too injured to fight.

"We'll rotate healers around once they've stabilized the others," the instructor promises you and Stephanie as she begins to take charge of the surrounding squads. "You two are Squad Four, so just hang on and get the healers into the West Wing. When we can spare healers, we'll get them to those lightly wounded, like you. Now come on."



The battle lasts for hours, even though the serious fighting lasts for considerably shorter. By the time the counterattack by the apprentices of Faulkren Academy really hits its swing, the Squirrels have seemingly all fled in the cover of night. Only the direwolves remain, at the mercy of a hundred-or-so apprentices, organized and fighting for their home. It takes almost two hours to fully sweep every room, every closet, every corner of the academy, all to ensure that there are no more Squirrels or direwolves hiding in the darkness, ready to ambush all of you again from the inside in the dead of night.

It is thus hours later, as the sky slowly begins to glow, as the darkness slowly begins to recede at dawn, when all of the remaining able-bodied apprentices are manning the walls: Watching for any further attacks to come against an exhausted defense force, a bunch of apprentices without sleep or coffee, having maintained high alert for so long, having fought against saboteurs and beasts. Your squads take turns keeping the watch, as some of you watch the nearby hills for an enemy that may reappear while others slump against the parapets to rest your sore bones.

Yet when dawn breaks - as the fatigue of dozens of apprentices manning the walls at Faulkren Academy sinks to their very bones; as the grim, morose atmosphere becomes so palpable as to be an oppressive weight on your shoulders; as apprentices huddle with each other for warmth and comfort - a cry goes out, fingers pointing towards the horizon.

At first, it is a cloud of dust behind a small hill. But then the road curves and turns towards the academy, and a small army of riders emerge, your instructors rushing home on galloping horses. Teenagers shout and wave and cheer, hugging each other in celebration and relief.

The nightmare, finally, is over.



Or so it seemed.

As dawn turns to daybreak, as things settle down and the situation assessed, there is an effort to seek rest and relief. The Academy staff - those that reside on campus, survived the attack, and aren't terrified wrecks themselves - are quick to roll out food and drink for hungry, exhausted apprentices and instructors, even as they try to tend to their own casualties. Townspeople from Faulkren arrive with similar relief supplies, bringing in more refreshments and medication, despite the fact that they themselves were also attacked, tending to your own while your instructors maintain high alert. You recognize few of them and can identify even fewer by name, but they spare no effort in providing aid, comfort, and relief. Strangers insist that you are all heroes. The Academy swarms with faces both familiar and otherwise, and their presence is greatly appreciated. You yourself are huddled with a very nice quilt around your shoulders, given to you freely by a stranger despite the bloodstains on you. Others brought snacks and other little treats in a show of solidarity. Similarly, a mug of hot chocolate rests in your hands; you were sharing a goblet from the kitchens with Stephanie, Sieglinde, and Elizabeth earlier, huddling against each other, but then you're all given a mug along with a hug of relief by the familiar elven face of Nicole from the Aroma in town.

"You're not hurt, are you?" the elven adult asks, looking you over, realizing that she can't tell whether the stains on your skin and clothes are the enemy or yours. You don't blame her; even here in the Great Hall - where some of you are resting because there's food here and you're too tired to go back to your rooms - there are several apprentices who have very obviously been wounded, and it's hard to tell at a glance.

"N-No," you reassure Nicole, managing to work up a tired smile to give credence to that claim. "No, I'm f-fine."

Nicole looks you up and down again, eventually satisfied that you're not lying - or perhaps accepting that she can't tell either way - before giving a relieved smile of your own. "You dryads are tougher than you look." Pointing out the doors of the Great Hall towards the courtyard, she adds, "I'm sharing a wagon with another shopkeeper who's also bringing supplies in. Please don't hesitate about coming over and getting another cup, alright?"

"Th-Thank you," you murmur. You mean it. You feel like you could use another cup of hot chocolate if your exhausted body will allow it. Then, worriedly, you ask, "Is Miss Tiffany a-alright?"

"She is," Nicole assures you, caressing your cheek affectionately. "It was frightening for a while, but most of the attack was in a different part of town, and it turned out to just be a lot of smoke and mirrors. Not to say there were no deaths, but..." she takes in a deep breath, looks around, and sighs. "I think you've had it worse. I think we were just the distraction, the fake-out."

Despite the exhaustion and shock, there is a underlying current of low-level excitement running amongst the apprentices. Slowly, as stories are shared and questions asked, the apprentices around you piece together a rough sequence of events last night: News of an attack reached Faulkren Academy, reports of beasts running amok in Invermere, the next town over, a bit more than an hour away on horse. Of course, the attack on Invermere turned out to be more spectacle than harm, causing much alarm but ultimately doing little damage. But it had the effect of drawing out most of the instructors at Faulkren, the only Caldran mercenaries in the area, too far away to respond to any calls for help that may arise out of Faulkren. Only the token guard that remained - three or four other instructors - needed to be lured away as well, but the Squirrels overplayed their hand; the fire they started at Faulkren instead clued the remaining instructors into how there was something terribly wrong with the situation, and that a defense needed to be mounted. There were altogether too few instructors to properly defend a complex encompassing ten acres, but the armory was successfully defended, and instructors woke and alerted enough apprentices to arm up with real weapons and fill in the gaps, enough for a successful counterattack that drove the enemy from the Academy.

The realization that the apprentices have seen action and survived to tell about it also drives the excitement. True, you outnumbered the enemy, but the enemy included weathered Tenereian veterans and a pack of direwolves larger than any apprentice. And in spite of this, you - all of you, who have been here for less than a year, you who eventually transformed a pack of panicked girls into a defensive formation of Caldran mercenary apprentices - managed to prevail in a contest of strategy, tactics, and arms. You - all of you - may not yet be Caldran mercenaries, but you are most definitely warriors and victors. Apprentices exchange stories of how they fought, of how they prevailed, and sometimes merely of how they survived despite the odds. Firsthand accounts circulate of how some of you stood out, how they triumphed in the fighting, and you are completely unsurprised as certain names - Sieglinde, Elizabeth, Aphelia, and Wilhelmina among them - are brought up frequently. You are, in fact, mildly surprised, proud, and yet also horrified when your name, too, is brought up once or twice, mostly on the account of you thwacking two or three direwolves to death with "a giant club".

It's true that there is no longer a direct threat to your lives. As your instructors fully secure the academy and send out patrols to search for any fleeing Squirrels, there is, at least, confirmation that no Tenereian - person or beast - will come out to harm you, no lingering ambushes or traps to ensnare the unwary or unlucky. But that doesn't mean the nightmare is entirely over, nor that the consequences of battle have thus evaporated. When Nicole looked around and you followed her gaze, she undoubtedly saw the injured, battered apprentices all around her. Everyone is exhausted, many are wounded, more are shaken. And although you are spared from the sight here in the Great Hall, there are those who are still grievously wounded, barely clinging onto life even with the assistance of mages and healers. And some didn't make it; several died before the fighting was even over, while others sustained grievous wounds beyond the capabilities of even an apprentice mage.

Even from here, nestled within the Great Hall, you can hear the crying and sobbing of distant roommates, squadmates, and friends over those who have been lost.

No one really close to you has perished, and in that you are lucky. But those among the dead still include people you have trained with, people you have talked with, people you have laughed with, people you saw everyday for more than half a year. It is still painful to see the mourning of your friends, of your fellow apprentices. This realization hit you an hour ago, as you stumbled your way across the courtyard to the Great Hall in the aftermath of the battle, past several instructors collecting the bodies of the dead, lining them up on a stretch of soiled linen even as nearby adults cried and grieved for them. And to your horror, you saw a tiny body among the corpses, shorter than even Elizabeth, too small to be an apprentice here at Faulkren. Collapsing onto your knees beside the body, you could barely recognize the mangled body, nearly torn apart by the teeth of a direwolf. Dorothy: The enthusiastic, curious child who led you to your room when you first arrived at the academy, who tried to pluck the leaves in your hair because she had never really met a dryad before. Who brought your meals, washed your clothes, swept the floors, ran all sorts of chores and errands and odd jobs across campus, all with a cheerful smile on her face. She was not an apprentice nor an instructor, and was not even involved in the war effort. She was a child - only of twelve or thirteen summers - and completely innocent in all of this. And yet now she is dead, alongside several other bodies that you recognize to be amongst the academy staff: The clerks, the maids, the cooks, the cleaners.

You forgot about them in the heat of the battle, remembering only your fellow apprentices and your instructors, the people who fought in the battle. And now they count casualties among themselves too.

"I-Is her family in town?" you shakily asked one of your nearby instructors supervising the collection of the dead, even as you fight back tears and gently caress Dorothy's cold cheek.

But your instructor shook her head sadly. "Orphan," she explained. "One of our mercenaries brought her back from Elspar two years ago out of pity; the orphanages there were quickly running out of room. No extended family we could find. We thought she could grow up here, do some work, maybe grow up to be a real staff member here, or at least find a job in town." She sighed. "I didn't expect it to end like this for her. I don't think anyone did."

And even if your friends survived, it doesn't mean their friends have. Just as you saw Dorothy's tiny corpse in the courtyard, you watched as Penelope, Wendy, and the other remaining survivor of Squad Twelve sobbing over the corpse of their fallen friend, the one who was dueling several Squirrels with Penelope, similarly laid to rest on a linen sheet. She didn't survive the encounter, with two bloody gashes in her throat and chest. Even as you pass unnoticed, the display of tragic sorrow twisting a knot in your gut, you wonder if it's your fault that she died. You made a conscious decision to help Wendy instead of Penelope, even though your assistance was not asked for. Did you make the wrong choice? Would the girl who laid dead on the ground, surrounded by mourning squadmates, have survived if you had helped her and Penelope instead of Wendy? Would you have merely traded one life for another? Or was it just her time?

And then there was Lucille, having collapsed onto her knees before two dead squadmates even as the other remaining survivor was bawling her eyes out. The Celestia looked like she wanted to cry too, but was too shocked and tired to do so, the tears welling in her eyes. Those two fatalities had already been crumpled on the ground the last time you saw them, when you saw Lucille, her remaining squadmate, and an instructor dueling a squad of Squirrels. Were they still alive then, barely clinging onto life? Was there anything you could've done for them had you helped them instead? Was this your fault?

When Lucille - barely lucid enough to register her surroundings - looked at your passing squad, you flinched, suddenly terrified at the idea that the elven highborn - always kind, considerate, unprejudiced - might blame you for not having helped them. But when her eyes narrowed in cold anger and exhausted despair, you realized it was Sieglinde she addressed. "You knew I couldn't do this," she whispered, her voice hoarse, her words sharp, just loud enough for Sieglinde to hear. "You knew I wasn't up for it, but you just sat by and let it happen anyways. There would be people alive today if you had stepped up, if you had done something."

You'd like to think that - after all the time you've spent with Sieglinde - you can read her better than most, even if that ultimately doesn't amount to much. And when Lucille admonished Sieglinde in her grief, you were almost afraid that there would be a fight. Not that you expected Lucille to win, but you like both of them, don't want to see either of them hurt, and knew even then that this was the worst time to start something. But Sieglinde's expression remained impassive, guarded; and you realized that, after all this time, you really can't tell what Sieglinde is thinking - never mind feeling - at all right now. There was nothing but the stoic expression of an elven lady who may very well have been chiseled from stone. She merely looked at Lucille for a moment - a gesture that wasn't dismissive, but may as well have communicated nothing either way - before turning and continuing to walk towards the Great Hall. Elizabeth merely snorted and walked on. You and Stephanie exchanged weary looks.

The tragedy continues. Lucille and Penelope and Wendy are hardly alone, as friends, squadmates, and colleagues mourn victims, apprentices and staff alike. An attack has been committed far from the frontlines, a strike in the heart of Caldrein itself. People died, including innocent civilians and apprentices training for war, in a seemingly indiscriminate attack against your Academy and two towns. The cries of the injured and the sobbing of the survivors are still audible even as you slump tiredly in the Great Hall, waiting for this nightmare to end.

And you feel...

[x] ...guilty and mournful. That none of your closest friends died is irrelevant. You have still seen the deaths of floormates, of classmates, of people that felt like a second family after all your time here. Now they are gone, and yet you've survived, whether you deserved it or not.
[x] ...disturbed and fearful. The enemy managed to sneak all the way into Apaloft, far from the frontlines of Elspar, to attack your academy. You could've died, like many others. It's not safe even here, nowhere is. Home, if that's what you call the Academy, will never be the same again.
[x] ...angry and vengeful. Maybe you and your friends are actually military targets, but the Tenereians clearly did not care whether innocent people were caught up in all this. This attack on Faulkren drives your hatred against the enemy like you never thought possible.
[x] ...resigned and philosophical. This is ultimately what war is like; and although you've never experienced it before, deep down inside, you probably always knew that this has always been a very real possibility. The Tenereians did what all soldiers do during wartime.
[x] Write-in.

A maximum of two choices may be selected. Votes will be counted as a set.



So I'm allowing a write-in here if anyone else has any good ideas that I didn't include in the above stock choices, but please don't try to minmax with this vote. This is the climax of Arc One - which will have three or four more updates before we finally get to Arc Two - and I want it to be narratively meaningful. I will be rejecting any votes that doesn't seem like they're in Neianne's character.
 
Patreon Announcement
No, this isn't an update yet. Sorry. But if I don't get at least part of the update up within the next twenty-four hours, please murder me. x_x

I would like to note that I now have a Patreon page, largely set up for On the Elsparian Road. I will be adding a link in the table of contents post as well. If you would like to provide monetary support for an impoverished dumpster-diving writer, I would be very grateful, but I would remain grateful regardless if you continued to read and participate in my works, and provide feedback accordingly. ^_^;

My Patreon page moreorless lays this out already, but just to be clear about this: I am not commercializing my quests. I will not hold my quests hostage to funding. Patrons will not have unfair influence over the quest. If you choose to support me monetarily - for which I will be grateful, but for which I honestly have no real rewards to give you - then it is because you enjoy my writing, not because you want something out of it for yourself. Please do not consider my Patreon page to be a game-changer; I hope to keep writing as I have (obviously, preferably in a way that pays my bills), so for those who cannot care less about funding my writing, you should not expect any real change in your regularly-scheduled questing just because I have a Patreon page now.

Again, I'd be hilariously grateful if you choose to support me monetarily, so I can continue to write. But even if you choose not to do so - for whatever reason - if you enjoy my writing, the greatest thing you can do for me is to tell all your friends, ask them to give my quest a chance, and that if they, too, like it, to tell their friends. Believe it or not, I have a healthy enough ego to be constantly anxious about whether or not readers like what I write, whether or not what I write is "marketable", for the lack of a better term. And ultimately, fiction was never meant to be enjoyed alone.

I'll see all of you again within twenty-four hours. ^_^;
 
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