Estor's Conquest The world of Thylea contains a large amount of lore that can be learned through character interaction with NPCs, but another way players can learn is by experiencing it themselves! This module is intended for 4 players of 10th level and will cover the section "Estor and the First War" from page 460 of the Arcanum Worlds module for D&D 5e. This should give the players a better understanding of how the First War began and the motivations of the native races. It may be a good stand alone module to be used in the event that a player or two is unable to attend a regularly scheduled session, or as a one-shot to introduce the setting. This module was made using "The Homebrewery" v2.8.1 from NaturalCrit. Avoiding Spoilers Some of the information available to players during this session could spoil parts of the main campaign. For example, the name of Estor's mount could be a spoiler to players who have not yet reached Chapter 9 of the main campaign. A knowledge of the twists and turns of the main campaign, as well as a creative mind to handle emerging issues may be needed to handle complex situations. Using the above example, Estor's mount might only be adressed by a nickname such as "Brilliance," or you could change the name of the mount in this session. Tokens and Battlemaps The amount of legwork needed to generate images such as tokens and battlemaps, or find already created content and get them approved by the original artists for inclusion in this module is more effort than it's likely worth. It is recommended to create your own or use online resources such as Discord servers, Pinterest, Patreon artists, or Subreddits (r/battlemaps, r/fantasymaps, etc.) which have large, large quantities of images available. One recommended map for the Gygan fortifications is Fort Beluarian from Tomb of Anhilation. Character Creation The level 10 characters will represent the Thylean "Settler Races" as described on page 13 of the main module. This is also a good opportunity for players to experiment with the character options provided in the Odyssey of the Dragonlords "Player's Guide." However the Paladin "Oath of the Dragonlord" should be avoided as the characters are not intended to be dragonlords themselves. The Sorceror "Demigod Origin" could also prove problematic as The Five Gods are not yet gods. If there is sufficient advance notice then it may be possible to have characters create their own character sheets. However as the DM you may find it easier to have character sheets generated in advance, and to use this module as a backup in the case a player must suddenly cancel. Introduction Depending on where the characters are in the campaign, they are pulled aside by a critical NPC who has access to a unique mirror of the past. This mirror was created by the companion to the Dragonlords, Damon. It can show accurate information on items of historical significance to the Dragonlords. Perhaps Kyrah holds such a mirror in her bag, Aesop has one at the Dragon Shrine in Estoria for studying artifacts, Vallus has one in her chambers in Mytros, or one is uncovered under the floorboards of the Ultros by the guidance of Estor's spirit. Regardless of how the item is found, a pair of sending stones are also found or introduced to the characters at the same time. This NPC then holds the sending stones in their hands and asks the players to stare into the mirror while thinking about the stones, promising that it will provide useful information on how the First War began. If it is Estor introducing the scene to the players, he will instead be boastful and promise that it will show how superior he once was. Ask the players to choose one person to hold the mirror, while the remaining gather around to stare into the mirror. When the players are concentrating on the stones while looking into the mirror, read the following: Traveling to the Past All you see in the mirror is the reflection of you and your traveling companions. It takes quite a few seconds before you begin to realize that the odors surrounding you have begun to fade away, and are slowly being replaced by the smell of leather tents, campfires burning, and an overwhelming scent of smoldering metal. As the reflection begins to grow fuzzy, you notice that the sound of footsteps on lush grass surrounds you with joyful hollering to match, but a very deep and raspy set of breaths demands your attention more than anything. Your reflection in the mirror is now nothing but a blur, with a background of green and red, but a large area of gold in the center of your vision. Just as you begin to realize that the smell of smoldering metal seems to come and go with the sound of heavy breathing, your vision begins to sharpen and the golden object in front of you comes into focus as a beautifully fearsome copper dragon with bright green glowing eyes. It greets you with a smile and an outstretched, open claw containing a familiar looking stone. 1

Gathering your Senses The players are now living through a flashback in the year 14 DA, 514 years before the main campaign. The NPCs will slowly drop in character hints to introduce them to the setting. This dragon is Kyrah, Goddess of Music and the mount of Estor Arkelander, however it is unlikely that the players know the true identity of the Five Gods at this time. To avoid spoiling the main campaign, it is recomended to call her only by a nickname. However you should still use the playful and mishcievous attitude that Kyrah posseses. In this module she will be referred to as "Arkyrania." It is now midday and the players are in a war camp in the middle of a hill covered grassland. The character who was holding the mirror now finds that their hand is empty, as Arkyrania gently drops the sending stone into it. She remarks that the players should take good care of the stone, as she will want it back when their mission is complete. Should the player now holding the stone pass a DC15 Perception check, they will see that the other stone is mounted in a collar around the neck of Arkyrania. If the players seem at all intimidated or confused by the dragon suddenly in front of them, Arkyrania will remark that she expected some of the most remarkable operatives in the settler forces to be more accustomed to dragons by now. Arkyrania will answer the player questions for a short time, but will also encourage them to travel into the Dragonlord Estor's tent to get the final brief on their mission. She'll remark that she is too flippant to really pay attention in the big meetings, and that the heroic Dragonlord will know more about all the players' silly questions. Estor's Reputation The players may be aware of the horrible crimes Estor will soon go on to commit, however their characters would not. Estor's days of infamy are about to begin, but everyone in this setting - including Kyrah/Arkyrania and the player characters - still views Estor as a heroic Dragonlord and the greatest warrior among the settler races. Should the players make any remarks in reference to his future actions then they will be met with expressions of confusion and disbelief by the NPCs. Gently remind the players that the characters they are currently viewing this flashback through would also not be aware of Estor's future reputation. Meeting Estor Arkelander As the players approach the humble red war tent that Arkyrania pointed them to, a pair of Dragonknight squires guarding the entrance see them coming and one pokes his head into the tent. As the squire turns around, he motions to the players and says that Estor has been waiting for them. If asked any questions, they will only answer one or two before saying that Estor really should not be kept waiting. Playing as Estor Estor is renowned as a great warrior, but inside is an intense bloodlust that everyone remains ignorant of. During the course of this module you should balance these two conflicting perspectives. Most other NPCs would not follow or admire a war criminal, so more emphasis should be given to the heroic deeds he commited. But it is also recommended to throw out a couple of red flags (no more than four) to make the players begin to see the dark side of him. Some suggestions may be Estor recalls a time where he defended the settler fortifications while mounted upon Arkyrania, and comments that the enemy was so thoroughly routed that they never opposed the settlers again

He mentions to the players that, should they do well on this mission, they could be invited to the crew of his ship the Ultros, where they would get special privileges that a standard soldier is not permitted

Estor comments that he does not know why his brother Telamok Arkelander sent him here, but he has a mission to do and he will succeed - no matter the cost. When the players enter the tent, Estor remarks that it is about time and asks if the players have yet received their stone. He will then go on to explain the fundamental plan of attack. For some reason or another (the Dragonlord does not really care why) his brother Telamok Arkelander has tried to obtain this land north of the existing settler fortifications (which will one day become Mytros), but the Gygans have already settled this area and refuse to budge. If questioned, the young male, human wizard Damon will clarify that the main goal is to gather more farmland for their growing population, which Estor then quickly waives off. Damon has not yet changed into a Lich, and will be hard to recognize without specifically asking or overhearing his name. However players can recognize him if they pass a DC20 Investigation check and have met him at Telamok, though their characters most likely would not. The settlers sent a group of peaceful farmers into the Gygan territory under guard, and the Gygans killed them for encroaching on their territory. Estor is mostly interested in avenging these lost souls and ensuring the Gygans learn to never cross those protected by the Arkelander brothers. 2

An earlier attack against the Gygan fortifications failed, in large part due to mechanical contraptions behind Gygan walls capable of launching large stones over great distances and killing their soldiers (catapults). While not Dragonlords, the player characters are known for achieving significant deeds for furthering the settler cause. Their presence has been requested at the war camp to infiltrate the Gygan defenses and take out these defense weapons. Estor proudly boasts that he would have destroyed the weapons himself, but as soon as they see the dragon coming every Gygan comes out wielding ranged weapons, and a wizard casts a powerful ward over the catapults which deters the dragon attacks. Battle Plans Estor and Damon map out the battlefield to the players. To the south are the settler fortifications (which will one day become Mytros). To the North is the Mithral Mountain range. Under Sydon's direction, the Gygan have setup additional fortifications and stationed every Gygan capable of wielding a weapon in these intermediate hills to stop the settlers from expanding. While the Dragonlords may suspect this to be the cause of the Gygan behavior, they do not yet know it for certain. Estor and Damon both agree that the issue has gone beyond the stages of diplomacy. They also agree that attacking the fortifications directly is a suicide mission, because you will not be able to get backup with the catapult fire and the Gygans will overwhelm you. But they each have different recommendations for how to deal with the catapults. The Direct Approach Estor suggests that Arkyrania fly your group in low and wide so as to avoid the catapult fire and archers within the fort. They will then drop you off on the North (opposite) side and you charge in, find the wizard, and kill him. Then use the sending stone to notify Arkyrania so that she may swoop in and blow up the catapults with her fire breath. In the meantime, Estor and the settler army will fight the Gygans on the ground while Arkyrania intercepts the catapult fire using her repulsion breath ability. Estor does not seem concerned about fighting the Gygans without the direct support of his dragon, and may express interest in getting his hands dirty for a noble cause. The Trojan Horse Damon recommends that you take a more covert approach. While the settlers may have given up on diplomacy, the Gygans do not necessarily know this. He proposes that their mages and craftsmen construct a great bronze staute of Sydon with a concealed door. The players can be brought into the fortifications by the Gygans themselves, sneak through the fort at night and disable the catapults themselves. Following this, they can use the sending stones to let the settler army know of their success. The following morning, the settlers will parley with the Gygans and inform them that their catapults are destroyed and demand surrender. A Messenger Arrives Give the players a little time to ask more questions and choose a path forward before one of the Dragonlord squires pokes his head back into the tent. He announces that a messenger from the Gygans has arrived. Estor agrees to meet the messenger outside the camp, so as to not allow it to see the plans and documents strewn about his war tent. Estor, Damon, and the players step out of the tent and see Athis (female siren illusionist) standing to the side bearing a great smile. While she talks, laughs, and acts like she bears great joy, her message is actually a dire warning. She tells Estor that the settler races have til this point only been tolerated due to Lutheria's pet-like fawning over them. But their intentions to expand must be stopped, or they will be met with the wrath of the Titan of Storms. Allow the players some time question and understand the Titans' intentions. Ultimately Estor will declare that the message is being delivered to the wrong person, and he will press on regardless of these warnings. Athis will then fly South to try to plead the Titan case to Telamok. Waiting til Morning Regardless of which option the players choose, they will need to wait til the next morning. The rest of the settler army will be preparing for the morning as well, either preparing their gear for a bloody battle or creating the massive statue of Sydon. The players can take this time to speek with other settlers and learn about the setting and its characters. You may also wish to include some members of Estor's crew as described in pages 118 to 121 of the main campaign. These characters would be more scruffy in appearance, less formal in language, and speak in harsh tones. Proceed to the "Charging in Directly" or "Invited in the Front Door", depending on the route the players chose. Charging In Directly The players wake in the morning and are given some time to make final preparations, as Estor is saddling up Arkyrania and announces that you will leave within the hour. When the players are ready to depart, read the following: Riding into Battle It is a foggy morning, with the green of the hills just barely peaking over the grey mist. Estor sees you approaching and motions you to approach him and Arkyrania. His mood seems to be much brighter this morning, as he greets you with a smile. Strangely, he does not have on any riding gear. "What, you didn't think we were all going to fit on did you?" he asks. As he turns to face Arkyrania he says, "Go easy on them, it's not everyday they get to ride a dragon." The only response Arkyrania gives is a gleaming smile and a playful wink. For some reason this does not settle your nerves. Pause if needed for player interaction 3

Riding into Battle (contd.) It is a tight fit, but everyone has enough room and handholds to feel comfortable with the upcoming voyage. Arkyrania joyfully remarks, "Perhaps I shouldn't be giving you all a free trip. You feel pretty heavy, perhaps you could do with a light morning jog!" As you begin to respond, Arkyrania quickly lifts off leaving you all scrambling to grab a hand of something before you fall off. Looking around you can see the settler army formed into neatly organized ranks, ready to engage in open combat. Pause if needed for player interaction Riding into Battle (contd.) Just as suddenly as she lifted off the ground, Arkyrania now propels your party forward. She flies low to the ground, with her head just peaking over the fog and body carving a large wake through the mist. Wind is rushing by so rapidly you have no choice but to close your eyes to a squint and focus on the fortifications you are quickly approaching. You see the blurry mass of what must be a gygan running down the walls to presumably sound the alarm. Before you are even half way to the fortifications, a faint magical bubble is seen peaking over the top to protect the siege weapons. Arkyrania lets out a roar, emitting large arcs of lightning in every direction in front of her. When the players get to the fortifications, Arkyrania will perform a quick touch-and-go landing on the west side near a small access area. She must quickly get away from the fortifications (where the ranged Gygans will make an easy target of her) and return to the main battle which will soon begin, to protect the main army from the catapults. Have the players make a DC15 Dexterity (Acrobatics) check, or hurt their ankle in the landing and suffer 7 (2d6) damage and their movement speed will be halved for the next two rounds. Fighting to the Catapults An overwhelming group of Gygans charges the players, but as Arkyrania takes off and turns around she chars many of them with her lightning breath - leaving electrical scorch marks that lightly smoke on the wooden foundations and many injured or dying Gygans. While the main Gygan force will assemble to face the settler army in the south, a small group of survivors consisting of 1 Gygan Hero and 2 Gygans who will close in for melee combat at the side entrance. An additioanl 2 Gygans will be atop battlements, using ranged attacks with their javelins. These ranged Gygans should be in a location easily reachable by the players should they get past the melee group. Once the players make it into the side door and into the main area of fortifications, they stumble into the forge area where the Photios the Jancan cyclops responsible for inventing the first catapult works tirelessly. Due to his importance to Sydon's Gygan army, he is kept under constant protection by a Martial Master (Minotaur). Upon seeing the players, both attack immediately. If the party is in a tough spot, this would be a good place for them to loot up to 4 Greater Potions of Healing or other useful potions or scrolls. Meanwhile they can hear the catapults firing nearby. Eliminating Defenses Players proceed to the catapults and find a modified Abjurer (Gygan) with the Warcaster feat. He is maintaining a magical shield over the catapults, which are being tended two and fired by two gygans. The magical shield is actually a cast of the spell wall of force with the modification that non-magic objects such as stones and arrows can fly through it. The abjurer will speak in Giant in an attempt to guilt trip the players about their current mission to invade Gygan teritory. If combat breaks out, the abjurer will use a quarterstaff and shield, while still having hands available to cast spells. He will continue to maintain concentration on wall of force, and if concentration is lost he will recast it and using higher level spell slots if necessary. Wall of Force counts as an abjuration spell for him. The two gygans will continue to fire the catapults until the abjurer is at half health, at which point they will abandon the catapults and join the fray. Once the spell casters have been neutralized they should eliminate the catapults. They may do this using a large, heavy object and passing a DC 15 Strength (Athletics) check to smash the weapons, or a DC 18 thieves tools check. Alternatively, with the abjurer defeated, they may use the sending stone to notify Arkyrania that the catapults are now vulnerable and she can destroy them with her breath weapons or physical attacks. Proceed to the "Estor's Disgrace" section for the conclusion. Invited in the Front Door The party wakes and are able to easily find the 30 ft tall statue coated in bronze, shining brightly in the morning sun and fog. The statue sits on a flat wooden platform supported by 4 axles, each with 4 wheels. The army's casters, smiths, and carpenters have been working all night and are now putting on the final touches to the trapdoor at the bottom. However Estor and his crew are nowhere to be found. Damon and Arkyrania are at the base of the statue. If questioned on where Estor is, they will say that Estor sees no honor in these methods of attack, and is too noble to take any part in their deception. It will still be two hours before the final touches of the statue are complete, allowing the party some time to wander the camp and get supplies they may need. When the statue has finally been cleaned up and the players are ready to depart, Damon will find them and go over the plan (sneak out at night, disable the catapults, use the sending stones to message back, hide back in the statue and wait til dawn for the gygans to surrender). Read the following: 4

Approaching Undercover The first thing that catches your eye on the giant, bronze coated statue is the knee high clouds, intricately carved into the base of a large throne. The throne has neither sharp nor rounded corners. Instead any edges are cut into an irregular curve with jagged cut-outs, closely resembling bolts of lightning cutting through the sky. Seated upon the throne is a dominating figure with shoulder-long hair and bearing a menacing scowl, while looking ahead and down toward a non-descript spot on the ground. A third eye bearing no eyelids is embeded into the forehead, sitting wide open with arc-shaped veins. In his right hand he bears a mighty glaive with jagged teeth and a similar eye. Approaching Undercover (contd.) After soaking in the entirety of the monstrous statue you are soon to enter, the scene around the statue catches your eye. Laying on the wooden cart carrying the statue is also several, humans, dwarves and elves who are asleep - almost as if by magic. They were clearly up all day and night assembling the statue from the collected lumber intended for fortifications. Nearby there are open and empty crates, with the exception of one which is filled with weapon hilts. The brass that once constructed these weapons is now providing the thin, bronze coat to the giant statue of Sydon. 8 oxen are ready to pull the cart and its cargo, and it is unlikely they will be returned. The magnitude of effort and material required for this plan is not lost on anyone. Approaching Undercover (contd.) Damon walks past you and motions you to join him at the back of the statue. He climbs onto the cart, dragging one hand against the back of the statue as he walks across. At one point near the middle he stops, begins running his hand up and down the area, and then looks back at you with a great smile before giving a two handed push. You hear a click, followed by Damon gently swinging down a door which was not visible a mere second ago, and gestures you to climb in. The statue has two levels, and each is lightly carpeted to muffle the sound of the players' footsteps as they move about. On the lower level there is a wooden bench and shelf with a small assortment of rations and supply of water. On the upper level are facilities for the players to relieve their bladders, without making too much of a stench. The only other items inside the statue are unadorned frames and columns for supporting the statue. Offering the Gygans a Gift While the players are inside the statue, Damon rides on a horse on the outside and can answer questions during the 2 hour slow cart ride. However as the players near the fortifications Damon will eventually warn them to cease making noise or the gygans may soon hear their conversations. The last 10 minutes of the cart ride should be made in silence. Arkyrania is circling slightly behind the statue as a warning of what will befall the gygans if they attempt any violence. As the statue approaches the gygan fortifications, Photios the Jancan will come out to meet Damon. While Photios is too far away for the players to hear through the brass and wood statue, Damon will speak unnecessarily loudly and restate much of what Photios says. However Photios will refuse to continue the conversation in common and necessitates that both parties speak in Giant. Damon states that the statue is a gift in hopes that the Gygans and settlers can live peacefully, side by side. He recognizes that diplomacy has so far failed, but feels that a gracious offering such as this statue will show that the settlers have every intention to end this altercation without bloodshed. Photios is not so confident but states that the gygans will meet and discuss these recent events. Damon thanks Photios for his agreeableness and turns to leave saying, "We hope you will meet us on neutral ground in the morning to continue discussions." Once Damon and Arkyrania are a sufficient distance away, the Gygans roll the statue in through the main gate. A Day in the Gygan Camp The gygans wheel the cart into their camp and quickly begin investigating. They cast spells such as Detect Magic to see if there are any hidden traps or enchantments. Finding nothing, they go around with hammers and lightly tap on the outside of the statue. They search under every fold of Sydon's cloak to see if anything is concealed and once again come up empty. As investigation after investigation seems to show nothing amiss, the gygans slowly become quieter and quieter as each runs out of ideas on where to check next. Eventually they can think of nothing further to test, and move the statue into the main courtyard where they remove the oxen. The statue is placed into the middle of the courtyard where it is surrounded by six statues of stone gygans. The gygans spend the next hour going around to each statue (10 minutes each), chanting and praying. If a player can understand giant and passes a DC 14 Intelligence (Religion) check, they can recognize that the Gygans are very specifically requesting from Sydon the power to protect the great statue. The gygans spend the next hour surrounding and praying to the great statue. If a player can understand Giant and passes a DC 14 Intelligence (Religion) check, they recognize that the gygans are requesting the power to vanquish their enemies. After this, it is midday and the players occasionally will hear a gygan come by to pray to the great statue. Eventually the players receive a message from Arkyrania stating, "It is dark now, prepare to head out, disable the weapons, and return to statue. We'll get you when they surrender." 5

When Darkness Falls The players should make a DC 15 Strength (Athletics) check to open the heavy, brass plated door from the inside without making a loud noise. From there the exact challenges your players will face depends on the layout of the fort you use. Some checks to consider include: Stealth checks to avoid guards

Thieves tools checks to open locked doors through less guarded areas

Charisma checks to persuade intoxicated gygans that the players are allowed to be there

Perception checks to find areas to hide in

Animal Handling or Sleight of Hand checks to manipulate the environment and create a distraction. The goal is to make a variety of around 3 checks where each player feels they have a way to contribute in safely and discreetly getting to the catapults. If the players leave any bodies in exposed areas or leave the back hatch to the statue open, roll a 1d4 periodically for each. If it lands on a 1 then another Gygan has found the body or hatch and will raise the alarm. Once the players arrive at the catapults they can make a DC 15 Athletics check to smash a critical part of the catapults (creates noise), DC 18 Thieves Tools check to disable them (no noise), or a DC 20 Thieves Tools check to disable them in a way that will cause the next projectile fired to rip through the fort walls (no noise...yet) Unless they created a large amount of noise disabling the catapults, the players should be able to trace their steps back to the main statue and automatically pass any checks they previously made. Raising the Alarm If the players fail two ability checks regarding their ability to remain undetected, or seriously botch one then it is likely somebody will begin to raise the alarm. When this happens, the statue of Sydon as well as the six stone gygan statues around it come to life. This is a result of the rituals that the Gygans cast on the statues while the players were hiding inside. The Sydon statue has the statblock of a Cadaver Collector except it does not have the "Summon Specters" feature. The 6 gygan statues will have the statblock of specters. During the course of the combat or as the Cadaver Collector falls, the catapults will be destroyed. Estor's Disgrace The players could be in a variety of scenarios at this point. One likely scenario is that they are within the almost defenseless gygan camp, watching the gygan warriors surrender in battle more than 600 ft away. The settlers will let out a boisterous roar in celebration of their victory, as the gygans hang their head. As the roar dies down, Estor cleaves off the head of the gygan chieftain. His crew follows suit and continues killing the defenseless Gygans. Some Gygans pick up their weapons and try to fight back, but they are at a disadvantage and quickly cut down. Many more once brave warriors turn and run. It takes Arkyrania 10 seconds to understand that her bonded Dragonlord has just begun slaughtering a surrendered enemy, and she eventually responds by landing in front of Estor and letting out a roar with her repulsive breath. The bronze dragon with light wounds from the recent battle pleads for Estor to stop, but he is entirely dismissive and says he will quell this threat while he has the chance. Arkyrania then shephards the soldiers who maintained their dignity back to camp. Alternate Scenarios Another likely option is that the players are in the statue of Sydon, waiting for word from Arkyrania that the gygans have surrendered. If this is the case then the players will hear commotion in the morning as the gygans prepare to meet on neutral ground, followed by relative quiet. They will then hear a sudden commotion as the gygans try to get the catapults working (this may or may not be associated with a boulder crashing through the fortifications). There will be silence again for a shortwhile before the players receive a message from Arkyrania via the sending stone, stating that the gygans have surrendered and it is safe to leave. The players will be met by surprised gygans but otherwise unchallenged as they leave. When they get out of the gates, they witness the same crimes as above. It is also possible that the players were discovered and had to make a hasty retreat from the gygan camp after destroying the catapults. In this case they would be present for the surrender, and would see the entire thing firsthand. The Aftermath Estor and his crew of 100 men will charge the gygan camp and kill any gygans foolish enough to remain. If the players confront him, Estor will congratulate them for a job well done and invite them to join his crew. Should they refuse, Estor invites them to return to camp with the rest of the innocent babies who are afraid to do what is necessary. Back at camp is a somber site. Where Estor's tent was is now nothing but a crater, filled with fragments of wood and canvas. In the middle of the rubbage is Arkyrania who is digging, clawing, and tearing at every piece she can. Many of the once proud soldiers have dropped their weapons and armor without any concern of where they land, changed into travel gear, and are departing south wanting no part of the needless violence. If the players approach Arkyrania she will talk to them, but it will not distract her from simultaneously shredding Estor's tent and belongings to bits. She state that she should kill him and all his despicable crew, but does not have the mental strength to do so. She'll also express disbelief that she ever once believed his blood-lust was his willingness to put his life on the line in defense of others. As Arkyrania begins to settle down, she asks the players what their intentions are. If any of them intend to go south back to the main settler fortifications, she gives them her collar with the sending stone and asks that they return both to the dragonlords there. Arkyrania then thanks them for their help, regardless of the aftermath it caused, and then flies off to find herself again. 6