18. Arcady: The Rules of the Game
Summary
- The chapter begins with Everen surprising Kelwyn, Larkin, and Wren. Everen was concealed within the pawnshop, showing his ability to bypass its protective wards.
- In his meeting with Kelwyn, Larkin, and Wren, Everen is introduced as a partner, despite the newness of this partnership. He's described as adept at lock-picking, fighting, and magic, all vital skills in their circle.
- Larkin is hesitant about working with a stranger, but she's persuaded by the fact that none of them detected Everen's presence in the room, indicating his skill.
- Everen is presented with a cover story for his past. According to this story, he comes from a secluded town on the border of Stormfell and Myria. This narrative seems to capture Larkin's interest.
- Despite the tension and potential for conflict, Larkin agrees to work with them, but she sets a condition: she wants to see the protagonists working well together before fully committing to the 'impossible job'.
- Following the meeting, the protagonist and Everen practice card tricks, part of their training for their next job at an underground card den. Everen learns to observe other players to cheat at cards effectively.
- Everen surprises the protagonist by revealing that he can communicate telepathically, a common means of communication among his people. This development is met with resistance and fear, given the serious consequences if their psychic link becomes known.
- To calm her mind, the protagonist initiates a fight with Everen. Their physical matchup serves as an emotional outlet while providing an opportunity for Everen to learn from the protagonist's fighting skills.
- Even as the protagonists learn to work together, the protagonist struggles with the reality of their connection. The protagonist prefers independence and autonomy over reliance on others. However, their bond seems to be a necessary compromise for achieving their shared goal.