"A bell usually rings three times," the little bear says. "It's quiet enough that it probably won't disturb your sleep. Other than that, there's a flag signal down the harbour to ensure no other ship would come in as one is leaving. It's to avoid a collision."
"My thanks. We will likely be leaving very early in the morning, would you therefore like payment now? Also, can we get some food delivered to the rooms?", Drexon inquires.
If payment is needed, he will make sure he pays with local currency to this time period.
Cob watches out the window and listens to the talk of bells and signals.
He waits until the group is alone before saying "If we knew how the flag signals worked we could signal a ship was entering the harbour so none would leave. Might buy us a little extra time if we needed it."
Cob turns back to the window and the harbour.
"Though by the time we figured out where the flags were and took control of the location, we'd likely have lost any time we could have gained."
"It's a copper for both rooms and supper," the bear says. "Dad handles the rent, but he didn't say anything when he let you in, so the room is free. That means he can see that you're not a troublemaker or will only stay in town for a very, very short time. He's usually pretty spot-on with his insight. Still have to charge you for supper, unfortunately. That's forty bronze for a meal for four. I'll be back with the meal in a bit. Do you have any meal restrictions? One of our patrons always has a bad reaction to milk so we now have to check with everyone whether they too have the same problem."
{{The meal is 10 bronze per person. Subtract 40 bronze from the party funds if you're paying for Amber too, but Amber has her own money and will pay for herself if everyone is doing the same.}}
"No restrictions for me, I'll happily eat pretty much anything", he replies. "Thank your father for us, for comping the rooms. Just in case we miss him in the morning".
Whilst the little bear is out the room, he turns to the others.
"So, we need a plan for the morning. We obviously have to find the kids, which likely means getting on the ship, but once we do we have some options to consider. We can try and get them off the ship before it sails. Or we can commandeer the ship itself. Or wait on board for it to leave the harbour, then get off on a row boat unnoticed", he says making some suggestions. "Or..", he leaves the sentence open for someone else to finish.
"Preventing them from getting the kids on the ship would be the bet option, I'd think." Cob says. "But yes, they could already be out there. I could fly out early and check while you watch the dock and find a boat to get out there."
"You think the boat will be anchored away from the dock?", Drexon asks. "We might not need a boat to get to the ship. That's worth checking early".
"But yes, if you can scout the ship to see if they are already on board first thing, that would be good. Just don't get caught", he adds with a smile. "My telepathy only lasts four minutes, so you will be on your own after that".
You drag the bed to be closer to the connecting door. Before you rest, Amber opens the window for a bit and seems to grasp the moonlight and releases it inside the room. Light fills the room for a brief moment before the shadows in the room coalesces to form a protective dome around the two beds. You cannot see into the dome, but as soon as you enter, the world outside the dome appears clearer to the eye.
"This will protect us from divination magic," Amber says, "but it will not last long. I have not mastered this ability. It will be some time yet before I can cast it like mother could."
Your rest is fitful. There is an underlying sense of anticipation that you cannot really let go. Something is coming and that is worrying. When you wake in the morning, it is still early. Taking a peek at the ships docked on the harbour, you can still see the Cobalt Restitution there. Still, the sense of wrongness persists. It is only when you start to fully wake that you realize something peculiar.
From the beginning of your time together, Eremoz has always been an early riser. He is the one who almost always wake first before the rest. This time, the rooms are quiet. There is little sound except the wind blowing outside and the occasional tinkling of autumnal drizzle hitting the roof.
Drexon, woken by the sense of wrongness in the air, and Cob, woken by the sudden urge to check on his fellow Fey, moves toward where Eremoz and Amber are sleeping. You arrive just in time to hear Amber screams in surprise. There, laying on the bed, is Eremoz, but most of his body is now transparent. He appears to be in a very deep sleep, but there is no sign whether he is alive or not. He seems frozen in a single moment in time.
You can hear footsteps rushing down the hallway outside the room after the scream and getting closer.
"What is it?", Drexon says in a loud whisper after Amber screams, before he freezes for a moment in the doorway between rooms, his eyes landing on the semi-transparent form of his Leonin friend.
Shaking himself out of his surprise, he steps inside, his mind instinctively reaching out for Eremoz's, hoping to find a way to communicate with him. As he does so, he tentatively reaches out a hand to try and touch Eremoz's body.
Cob, yawning widely finds his focus immediately sharpened at the scream and the sight of a translucent Eremoz.
"Eremoz," Cob calls.
Seeing Drexon checking on the Leonin, Cob turns to face the doorway and the sounds of footsteps. His fiddle is already on his shoulder and the bow is dragging across the strings before he squares himself to the door. Eldritch energy begins to crackle across the strings of the instrument as he makes ready to let an eldritch blast fly at any enemies coming through the doorway.
There's no response from Eremoz. Slowly, you begin to notice certain things about him. The scars he had accumulated since his journey with you are starting to disappear as if it has never been there. He appears younger at one moment, but also older at another, as if the world itself is not quite sure how old Eremoz is.
"Damn", Drexon curses, realising that this must have something to do with their being displaced in time. He looks to Amber, but is reluctant to ask for help as it would mean answering questions he did not want to answer.
He looks across at Cob who is readying himself for an attack through the door.
"Cob, I don't think this is an attack. I think it is due to our...special circumstances", he whispers just loud enough for Cob to hear.
He then focusses his mind on Eremoz and tries to figure out what to do.
Drexon, you are just as confused with this as the others, but you cannot help but wonder about something. It has been niggling at the very back of your mind since you step foot in the past: we went to the past, sure, but what would happen to us if we were to do something in the past? How would it affect the future? Is it possible that even something as simple as stepping on a patch of grass could stop us from ever existing?
{{Cue the first new character entering if you wish to do so. Do you knock on the door or do you just force it open because of the sense of urgency?}}
There is a thud at the door as something bashes against it, accompanied by the (muffled by the door) shout of "Hang on there, I am coming!" followed by a second thud that forces the door off its hinges (no idea if it was unlocked. Senni didn't try the handle). Stood in the doorway, puffing slightly from slamming his body against the door, is a gnome with a darker complexion than most. He is still holding a vial of potion that is bubbling away, as he is careful not to spill it. As he runs into the room taking a look around, he quickly pulls something out of a pouch on his waist and drops it in the vial. Upon seeing the multitude of people already gathered, particularly one who seems to be aiming magic at him, he quickly backs out of the room (possibly not before being fired upon). "Sorry, you look to have everything under control. Let me just fix this door for you and I will be on my way." If he is allowed without being attacked further, he will attempt to lift the door up, struggling, "I am sorry, could someone please help hold the door up while I fix the hinges, it will only take a minute."and he will take a minute to cast mending on each hinge and the lock if it breaks too.
Seamus McGee frowns and his eyes dart up and to the side as he hears the screams, a similar reaction to many still in the common room nursing late night drinks or trying to win back lost wagers. Some scramble to rush to the sound to trouble, most look around to see what others are going to do. Seamus McGee is in the middle of a hand. Two at the table threw their cards in the muck and rushed for the stairs but there's still two holding cards. Whatever the trouble is he's fairly certain it's not profitable to him so he ignores it and throws in a raise hoping to give the last two at the table a good excuse to fold and go watch the commotion.
Seamus McGee, McGee to most, is more comfortable at a gaming table than practically anywhere else. It's obvious the human is a well travelled man as each bit of his gear is comfortable, broken in but well tended and high quality. His breastplate armor is hidden to most by the leather jerkin he wears above it. The jerkin has many little pockets and several sheaths for daggers built right into it. There is even a sheath for a flute. The shirt that puffs out from the arm holes is light and colorful and a pair of rapiers normally hand from his waist but are currently leaning against his chair at the moment for comfort's sake. His brown hair is short around the sides but longer and fashionably disheveled on top. All in all he makes a handsome figure with an easy going charm and a casual way about him with puts everyone at ease... Unless they sit across from him over cards or otherwise gamble against him.
McGee wants to rake in every pot, of course, but the one in the center of the table currently is more attractive than most. There, half buried under other coins, is one coin in particular which has grabbed his attention... A coin unlike any other except the one which brought him to the Tinkling Tavern in the first place. Seamus had won the first just a few days ago. He had finished his latest assignment and was taking some R&R before he could be assigned another. This meant drinking, gambling and reading a good book or two, if he had time between the first two. When he gathered one particular pot and stacked the coins one stood out in particular. McGee's first thought was that it was old... Perhaps old enough to be special. It wasn't old. It wasn't new. It was something else.
McGee had set the coin aside until the morning, unfortunately his Archive associates don't always keep the late night hours he does, but when he could consult with them it was confirmed the coin was an odd duck. "The upcoming design?" he had asked, confused. "So a forgery?" The librarian wouldn't confirm that, exactly. Though he could confirm that it definitely shouldn't be in circulation and they both agreed the wear on the coin suggested it had been in circulation for quite a while. "Unless the wear is deliberate to sell the forgery, this is an impossible coin. The designs are too new for such a forgery to even exist..."
Official assignment or not, Seamus McGee was intrigued. Official business of the Archive or not, a Procurer who wasn't curious about such oddities was no damn Procurer at all. Questions were subtly asked, contacts consulted, rumors gathered... A small group of strangers got mentioned more than once. It was overheard they were traveling to Saikhan. Heading there himself McGee had just arrived hours before. He had assumed it would take more questioning, observing, rumor gathering... All of which happens over a gaming table. Still he had expected the investigation to be a slow process... Something that would eat up much of his down time. Instead, in the pot in front of him, if he is not mistaken, another one of those coins that don't exist yet... but do. He'll have to win the pot and get a better look at it to be sure but he sure as hell isn't leaving this table until he does, no matter who is getting killed upstairs.
"The raise is on you," Seamus McGee says with a charming grin on his face as he can see his opponent is curious about the screams. "You still in?"
Cob just registers Drexon’s caution in time to not immediately let the eldritch energy race at the gnome who just broke the door down. The gnome’s reaction, and subsequent work on the door makes Cob more curious than anything and the crackling blue energy fades away; much like their companion appears to be doing.
The gnome will notice that the fairy, pale blue skinned with darker blue wings, has his whole 3’ frame hovering in the air but that there no longer appears to be any magic ready to send his way.
”You could lose your head, charging into rooms like that,” Cob says to the gnome.
He heads over to stand next to Drexon, still keeping an eye on the gnome.
Seraphis Dagonet arrived at The Tinkling Thunder Inn just past midnight, his armor lightly dusted from the road and his expression set in grim determination. After securing a room with minimal conversation, he ascended the stairs to his quarters, grateful for the respite.
Seraphis stood tall and imposingn, his figure a testament to years of rigorous training. His dark hair fell to his shoulders, framing a face marked by a strong jawline and piercing blue eyes that seemed to miss nothing. Draped over his broad shoulders was a cloak adorned with a mysterious emblem, its dark fabric contrasting sharply with the gleam of his plate armor.
As he lay down to rest, the inn was quiet, the only sounds being the distant murmurs of other guests settling in for the night. His mind drifted to the events that had brought him here, the battles fought and the comrades lost. Just as he began to find solace in sleep, a piercing scream shattered the silence of the early morning.
Seraphis was immediately alert, his warrior instincts kicking in. He bolted upright, grabbed his Moonlit Longsword and shield swiftly making his way out of the room, his heart pounding. The corridor outside his room was dimly lit, shadows dancing as he moved with purpose toward the source of the scream. His imposing figure cut a formidable presence as he arrived, ready to face whatever danger awaited.
“What’s going on here?” He asks looking at the figures who have gathered at the source of the scream. Taking in the scene and gripping his sword hilt and shield a little tighter, unsure what to make of the scene.
Those that enter the room will also see a silver haired male human in only a partial state of dress. He wears light brown trousers and a white shirt only buttoned half way up. It is obvious he has been roused by the scream. Despite the silver hair, he doesn't appear to be old. He is crouched over the body of a Leonin, seemingly checking on him.
Drexon looks from the strange looking gnome that took the door off its hinges to Cob, although is strangely quiet as unbeknownst to the newcomer he speaks directly into the mind of the fairy.
"I think we changed something here in the past, that affected Eremoz's future. His timeline is being re-written in front of us", he says as he establishes a telepathic connection.
Seeming to focus on the newcomers for the first time, as there are now two of them, his look of concern is replaced by a congenial smile as he gets to his feet.
"My, my. You both got here quickly. I do apologise for the noise, my friend here just had a bit of a fright", he says motioning to Amber. "I can assure you both that we have everything under control. Well mostly. Our Leonin friend here has...collapsed. But we will deal with it. Thanks for your concern though", he says trying to calm the situation, particularly as the imposing one seemed well armed.
He makes sure to stand blocking as much of their view of the Leonin as possible.
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"A bell usually rings three times," the little bear says. "It's quiet enough that it probably won't disturb your sleep. Other than that, there's a flag signal down the harbour to ensure no other ship would come in as one is leaving. It's to avoid a collision."
"My thanks. We will likely be leaving very early in the morning, would you therefore like payment now? Also, can we get some food delivered to the rooms?", Drexon inquires.
If payment is needed, he will make sure he pays with local currency to this time period.
Cob watches out the window and listens to the talk of bells and signals.
He waits until the group is alone before saying "If we knew how the flag signals worked we could signal a ship was entering the harbour so none would leave. Might buy us a little extra time if we needed it."
Cob turns back to the window and the harbour.
"Though by the time we figured out where the flags were and took control of the location, we'd likely have lost any time we could have gained."
"It's a copper for both rooms and supper," the bear says. "Dad handles the rent, but he didn't say anything when he let you in, so the room is free. That means he can see that you're not a troublemaker or will only stay in town for a very, very short time. He's usually pretty spot-on with his insight. Still have to charge you for supper, unfortunately. That's forty bronze for a meal for four. I'll be back with the meal in a bit. Do you have any meal restrictions? One of our patrons always has a bad reaction to milk so we now have to check with everyone whether they too have the same problem."
{{The meal is 10 bronze per person. Subtract 40 bronze from the party funds if you're paying for Amber too, but Amber has her own money and will pay for herself if everyone is doing the same.}}
Drexon pays his 10 bronze.
"No restrictions for me, I'll happily eat pretty much anything", he replies. "Thank your father for us, for comping the rooms. Just in case we miss him in the morning".
Whilst the little bear is out the room, he turns to the others.
"So, we need a plan for the morning. We obviously have to find the kids, which likely means getting on the ship, but once we do we have some options to consider. We can try and get them off the ship before it sails. Or we can commandeer the ship itself. Or wait on board for it to leave the harbour, then get off on a row boat unnoticed", he says making some suggestions. "Or..", he leaves the sentence open for someone else to finish.
Cob pays his share as well.
"Preventing them from getting the kids on the ship would be the bet option, I'd think." Cob says. "But yes, they could already be out there. I could fly out early and check while you watch the dock and find a boat to get out there."
"You think the boat will be anchored away from the dock?", Drexon asks. "We might not need a boat to get to the ship. That's worth checking early".
"But yes, if you can scout the ship to see if they are already on board first thing, that would be good. Just don't get caught", he adds with a smile. "My telepathy only lasts four minutes, so you will be on your own after that".
"Let's get some rest first," Cob says. "Could use a bit after that ambush on the road. And later their will be fewer people around at the docks too."
Drexon nods in agreement, "Agreed, we need rest because whatever happens tomorrow we have to be ready. Wake me when it's time for my watch".
You drag the bed to be closer to the connecting door. Before you rest, Amber opens the window for a bit and seems to grasp the moonlight and releases it inside the room. Light fills the room for a brief moment before the shadows in the room coalesces to form a protective dome around the two beds. You cannot see into the dome, but as soon as you enter, the world outside the dome appears clearer to the eye.
"This will protect us from divination magic," Amber says, "but it will not last long. I have not mastered this ability. It will be some time yet before I can cast it like mother could."
Your rest is fitful. There is an underlying sense of anticipation that you cannot really let go. Something is coming and that is worrying. When you wake in the morning, it is still early. Taking a peek at the ships docked on the harbour, you can still see the Cobalt Restitution there. Still, the sense of wrongness persists. It is only when you start to fully wake that you realize something peculiar.
From the beginning of your time together, Eremoz has always been an early riser. He is the one who almost always wake first before the rest. This time, the rooms are quiet. There is little sound except the wind blowing outside and the occasional tinkling of autumnal drizzle hitting the roof.
Drexon, woken by the sense of wrongness in the air, and Cob, woken by the sudden urge to check on his fellow Fey, moves toward where Eremoz and Amber are sleeping. You arrive just in time to hear Amber screams in surprise. There, laying on the bed, is Eremoz, but most of his body is now transparent. He appears to be in a very deep sleep, but there is no sign whether he is alive or not. He seems frozen in a single moment in time.
You can hear footsteps rushing down the hallway outside the room after the scream and getting closer.
"What is it?", Drexon says in a loud whisper after Amber screams, before he freezes for a moment in the doorway between rooms, his eyes landing on the semi-transparent form of his Leonin friend.
Shaking himself out of his surprise, he steps inside, his mind instinctively reaching out for Eremoz's, hoping to find a way to communicate with him. As he does so, he tentatively reaches out a hand to try and touch Eremoz's body.
Cob, yawning widely finds his focus immediately sharpened at the scream and the sight of a translucent Eremoz.
"Eremoz," Cob calls.
Seeing Drexon checking on the Leonin, Cob turns to face the doorway and the sounds of footsteps. His fiddle is already on his shoulder and the bow is dragging across the strings before he squares himself to the door. Eldritch energy begins to crackle across the strings of the instrument as he makes ready to let an eldritch blast fly at any enemies coming through the doorway.
There's no response from Eremoz. Slowly, you begin to notice certain things about him. The scars he had accumulated since his journey with you are starting to disappear as if it has never been there. He appears younger at one moment, but also older at another, as if the world itself is not quite sure how old Eremoz is.
"Damn", Drexon curses, realising that this must have something to do with their being displaced in time. He looks to Amber, but is reluctant to ask for help as it would mean answering questions he did not want to answer.
He looks across at Cob who is readying himself for an attack through the door.
"Cob, I don't think this is an attack. I think it is due to our...special circumstances", he whispers just loud enough for Cob to hear.
He then focusses his mind on Eremoz and tries to figure out what to do.
Arcana (with guidance): 15+2+2=19
Drexon, you are just as confused with this as the others, but you cannot help but wonder about something. It has been niggling at the very back of your mind since you step foot in the past: we went to the past, sure, but what would happen to us if we were to do something in the past? How would it affect the future? Is it possible that even something as simple as stepping on a patch of grass could stop us from ever existing?
{{Cue the first new character entering if you wish to do so. Do you knock on the door or do you just force it open because of the sense of urgency?}}
There is a thud at the door as something bashes against it, accompanied by the (muffled by the door) shout of "Hang on there, I am coming!" followed by a second thud that forces the door off its hinges (no idea if it was unlocked. Senni didn't try the handle). Stood in the doorway, puffing slightly from slamming his body against the door, is a gnome with a darker complexion than most. He is still holding a vial of potion that is bubbling away, as he is careful not to spill it. As he runs into the room taking a look around, he quickly pulls something out of a pouch on his waist and drops it in the vial. Upon seeing the multitude of people already gathered, particularly one who seems to be aiming magic at him, he quickly backs out of the room (possibly not before being fired upon). "Sorry, you look to have everything under control. Let me just fix this door for you and I will be on my way." If he is allowed without being attacked further, he will attempt to lift the door up, struggling, "I am sorry, could someone please help hold the door up while I fix the hinges, it will only take a minute." and he will take a minute to cast mending on each hinge and the lock if it breaks too.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Seamus McGee, McGee to most, is more comfortable at a gaming table than practically anywhere else. It's obvious the human is a well travelled man as each bit of his gear is comfortable, broken in but well tended and high quality. His breastplate armor is hidden to most by the leather jerkin he wears above it. The jerkin has many little pockets and several sheaths for daggers built right into it. There is even a sheath for a flute. The shirt that puffs out from the arm holes is light and colorful and a pair of rapiers normally hand from his waist but are currently leaning against his chair at the moment for comfort's sake. His brown hair is short around the sides but longer and fashionably disheveled on top. All in all he makes a handsome figure with an easy going charm and a casual way about him with puts everyone at ease... Unless they sit across from him over cards or otherwise gamble against him.
McGee wants to rake in every pot, of course, but the one in the center of the table currently is more attractive than most. There, half buried under other coins, is one coin in particular which has grabbed his attention... A coin unlike any other except the one which brought him to the Tinkling Tavern in the first place. Seamus had won the first just a few days ago. He had finished his latest assignment and was taking some R&R before he could be assigned another. This meant drinking, gambling and reading a good book or two, if he had time between the first two. When he gathered one particular pot and stacked the coins one stood out in particular. McGee's first thought was that it was old... Perhaps old enough to be special. It wasn't old. It wasn't new. It was something else.
McGee had set the coin aside until the morning, unfortunately his Archive associates don't always keep the late night hours he does, but when he could consult with them it was confirmed the coin was an odd duck. "The upcoming design?" he had asked, confused. "So a forgery?" The librarian wouldn't confirm that, exactly. Though he could confirm that it definitely shouldn't be in circulation and they both agreed the wear on the coin suggested it had been in circulation for quite a while. "Unless the wear is deliberate to sell the forgery, this is an impossible coin. The designs are too new for such a forgery to even exist..."
Official assignment or not, Seamus McGee was intrigued. Official business of the Archive or not, a Procurer who wasn't curious about such oddities was no damn Procurer at all. Questions were subtly asked, contacts consulted, rumors gathered... A small group of strangers got mentioned more than once. It was overheard they were traveling to Saikhan. Heading there himself McGee had just arrived hours before. He had assumed it would take more questioning, observing, rumor gathering... All of which happens over a gaming table. Still he had expected the investigation to be a slow process... Something that would eat up much of his down time. Instead, in the pot in front of him, if he is not mistaken, another one of those coins that don't exist yet... but do. He'll have to win the pot and get a better look at it to be sure but he sure as hell isn't leaving this table until he does, no matter who is getting killed upstairs.
"The raise is on you," Seamus McGee says with a charming grin on his face as he can see his opponent is curious about the screams. "You still in?"
Cob just registers Drexon’s caution in time to not immediately let the eldritch energy race at the gnome who just broke the door down. The gnome’s reaction, and subsequent work on the door makes Cob more curious than anything and the crackling blue energy fades away; much like their companion appears to be doing.
The gnome will notice that the fairy, pale blue skinned with darker blue wings, has his whole 3’ frame hovering in the air but that there no longer appears to be any magic ready to send his way.
”You could lose your head, charging into rooms like that,” Cob says to the gnome.
He heads over to stand next to Drexon, still keeping an eye on the gnome.
”What do you mean? We did this?”
Seraphis Dagonet arrived at The Tinkling Thunder Inn just past midnight, his armor lightly dusted from the road and his expression set in grim determination. After securing a room with minimal conversation, he ascended the stairs to his quarters, grateful for the respite.
Seraphis stood tall and imposingn, his figure a testament to years of rigorous training. His dark hair fell to his shoulders, framing a face marked by a strong jawline and piercing blue eyes that seemed to miss nothing. Draped over his broad shoulders was a cloak adorned with a mysterious emblem, its dark fabric contrasting sharply with the gleam of his plate armor.
As he lay down to rest, the inn was quiet, the only sounds being the distant murmurs of other guests settling in for the night. His mind drifted to the events that had brought him here, the battles fought and the comrades lost. Just as he began to find solace in sleep, a piercing scream shattered the silence of the early morning.
Seraphis was immediately alert, his warrior instincts kicking in. He bolted upright, grabbed his Moonlit Longsword and shield swiftly making his way out of the room, his heart pounding. The corridor outside his room was dimly lit, shadows dancing as he moved with purpose toward the source of the scream. His imposing figure cut a formidable presence as he arrived, ready to face whatever danger awaited.
“What’s going on here?” He asks looking at the figures who have gathered at the source of the scream. Taking in the scene and gripping his sword hilt and shield a little tighter, unsure what to make of the scene.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Those that enter the room will also see a silver haired male human in only a partial state of dress. He wears light brown trousers and a white shirt only buttoned half way up. It is obvious he has been roused by the scream. Despite the silver hair, he doesn't appear to be old. He is crouched over the body of a Leonin, seemingly checking on him.
Drexon looks from the strange looking gnome that took the door off its hinges to Cob, although is strangely quiet as unbeknownst to the newcomer he speaks directly into the mind of the fairy.
"I think we changed something here in the past, that affected Eremoz's future. His timeline is being re-written in front of us", he says as he establishes a telepathic connection.
Seeming to focus on the newcomers for the first time, as there are now two of them, his look of concern is replaced by a congenial smile as he gets to his feet.
"My, my. You both got here quickly. I do apologise for the noise, my friend here just had a bit of a fright", he says motioning to Amber. "I can assure you both that we have everything under control. Well mostly. Our Leonin friend here has...collapsed. But we will deal with it. Thanks for your concern though", he says trying to calm the situation, particularly as the imposing one seemed well armed.
He makes sure to stand blocking as much of their view of the Leonin as possible.