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Just in case, you decide to ask Moonflower if she would be interested in taking on the trials herself.
Moonflower: "Ooh, I dunno! The first trial looked super tough, and I don't think I got anythin' for the third one. But Tsu-Ko's comin' with us, right? So we already got enough warriors."
Tsu-Ko: "Right — it's in the contract. With enough luck I won't regret it."
You nod, and before you leave, you ask the three magic users if they have any final advice for you.
Steelwind: "Heed well your sprite's counsel; beauty often belies danger, and her eyes can see the world in ways ours cannot."
Tsu-Ko: "I like that advice."
Steelwind: "Hah hah! And what say you, Blade Dancer?"
Blade Dancer: "Hmm... Always keep your weapon at the ready when out of town. Most Devourers may not put up much of a fight, but they do fight. Oh, and don't waste your breath on them; your words would better fall on deaf ears."
Steelwind: "That's right. They're not conscious creatures, no matter how well they hide it — you'd do well to remember that."
With all that said, you thank the pair for their wisdom, and in the same bow, bid them farewell. Then, you exit the training hall, and begin to make your way down the mountain to the town's trigon portal...
As the alpine wind welcomes you back to Yinshin-Pintai, you unfurl your map to Lexicon Anathema's house, and begin to plan your journey out into the wilderness. You figure that you have at least three options:
One is to walk. While this would take the most time — about a day just to get there by Quin Ataraxis's estimation —, your party is carrying more than enough supplies to last over the trip and back. Slow and steady allows you to conserve your energy for when you need it most, and from what you've heard, such needs are fairly common.
Another is to fly. You could save quite a lot of time by making use of your wings, like you have before in Taihon-Nonchan. However, flying over such a long distance would be very tiring — especially for your bat pony companion. But if it allows you to skip past the dangers along the way, then speed is just as safe an option.
Yet another is to take a shortcut. Knowing that the hermit's house is somewhere to the east, you could fly over the otherwise untraversable mountains and reach your destination in no time flat. That said, with little but an incomplete map to rely on, you would run the risk of getting lost for a much longer while.








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Plus: camping! That's kinda a perk in and of itself. Good opportunity to connect with your partymates. And it means you finally get to use the tent you've spent this whole time hauling in your conveniently-sidereal saddlebags.
...Wait, have we had lunch today? Maybe snag that first, too. Though Honourshine has enough rations for a week's expedition, let alone a day's.
But. They're also "Side-real" saddlebags. In that they store your stuff in an adjacent reality.
Weh.
I think we can have a protocol to land so that Moonflower can recuperate and we can find our bearings. Find an area, circle it a few times to spot any movement, and if it seems safe, land. We probably also can negotiate some signs to Moonflower that mean "I want to land soon", in case the wind makes it impossible to communicate by speaking. Our camoflage spell may minimize the danger as well. Not sure about the limitations, but using it to circle, land, and rest unseen sounds pretty strong.
I'm surprised Honourshine's weight isn't mentioned as a factor when traveling/fatiguing, but I suspect maybe it's the same magic that allows pegasi to pull carts through the air without issue. Maybe we should look into that for next time.
I read some lore that griffins are the better distance fliers compared to pegasi, but I don't think it was for this story. I'd be curious about the relative properties of griffin versus dragon versus pegasus versus bat pony flight. I think bat ponies being more agile than pegasi was referenced previously, though I can't find that now.