##### Change Log
Version 0.5 July 22, 2018 -- Main text in draft one form; appendices 1 and 2 in draft one form; appendices 3 through 7 incomplete.
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## Introduction
The Vistani are a strange people. By nature nomadic, Vistani (singular: *Vistana*) have no long-term settlements, no cities whatsoever, and harbor an intense distrust of nearly everyone they meet. This distrust is generally reciprocated, for the Vistani cultivate an air of mystery about themselves and speak their own private language, making it easy to form misconceptions about them and hard to know them for real.
To the majority of people they encounter, people who have never and likely will never leave the immediate vicinity of the place of their birth, the Vistani are exciting, exotic, scary, and just the right amount of dangerous to make visiting them genuinely thrilling. They can bring tales of weird, faraway lands, news of neighboring kingdoms, secrets both large and small, and they always bring trade.
It is often said that they engage in acts of dubious legality, including petty theft, rigged games of chance, prostitution, smuggling, and so on. There are more than a few people who say that the Vistani are just a gang of organized thugs and murderers-for-hire. Those who have found themselves on the wrong side of a Vistani curse would tend to agree. These people are, to be plain, bigots.
Everyone knows that the Vistani carry marvels with them wherever they go, and so even people who hate them and view them as criminals, blaming every killing, missing child, and robbery within three days journey on a passing Vistani caravan, will sometimes go to see if they can buy or barter a trinket from a Vistana that could change their lives or talk their way into having their fortunes told. Sometimes it even happens.
## Origins
The Vistani have no homeland, even in legend. All their origin stories, and there are many, have them being created already in motion. Many of these stories feature a hero named Vistan who lived on a shooting star. Or was a shooting star. Or was hit by a shooting star. Many of these stories don’t have Vistan in them at all.
Considering that this is a people who value creativity and motion above stability and preservation, it is perhaps not surprising that if you ask ten Vistani where the Vistani came from, you’re likely to get at least twelve stories, all of which are asserted to be absolutely true.
## *Fa-szerü vek*
The Vistani keep themselves isolated from those they call *fa-szerü* (plural: *fa-szerü vek*), a word that when applied to a plant means it has taken to the land, has become ‘rooted’, and that when applied to a person is a disparaging way of saying one is tied down to one place. In essence, they are people-who-act-like-plants. Vistani tend to think that a *fa-szerü* has little to offer a Vistana other than money, and to relieve that *fa-szerü vek* of their money is both a duty and a pleasure.
*Fa-szerü vek* are, to the Vistani, ignorant. They see little of the world and value things and property over experiences and family. That the *fa-szerü vek* tend to look upon the Vistani with suspicion and prejudice, even hatred, is a result of their unworldly, narrow minds.
Nevertheless, they depend on *fa-szerü vek* for their livelihoods and so they try to maintain a mutually beneficial relationship with the powers that control the lands they would like to move through.
## Description
### Appearance and Customs
The Vistani are entirely comprised of tieflings. It is suspected by some that their fiendish ancestry carries with it a special taint that keeps them roaming, that prevents them from ever finding a home of their own. The Vistani, though, deny this and insist that the very idea of settling in one place disgusts them, strikes them as deeply unnatural. Those who know a thing or two about tieflings will be able to tell without difficulty that at least three different subraces make up the Vistani population.
In public, the word Vistani use to describe tieflings who are not Vistani is *gŏckvis*, or 'seems like us'. In private, or if a Vistana is interested in being especially offensive, the word *tlarngŏck* may be used, which translates to 'almost a person'. Other tieflings who encounter Vistani find them aloof, unfriendly, and impatient.
> ####
This loathsome spell was created by the Vistana Allisandro Tselikov several hundred years ago. When his tribe learned he had been delving into the dark secrets of necromancy and attempting to harness dark magic, they cast him out. He wandered, alone and broken, eventually becoming the first of the *darklings*. In isolation, he returned to the research he had been forced to abandon. Eventually, he crafted this spell to exact revenge upon the Vistani for the wrong he felt they had done to him.
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*Allisandro’s binding curse* permits the caster to lay a normally temporary spell upon an individual, but make it permanent. In order to cast this spell, the caster must have some portion of the target's body. This can range from a lock of hair or nail clippings to a severed finger or limb. The spell is long and involved, requiring three hours to cast, involving a great deal of ritual and ceremony. The caster must have at least two assistants to aid him or her in the weaving of this dark magic. Neither of them can be under any form of compulsion (such as a threat or magical charm), and both must be fully aware of the act in which they are involved. The assistants need not be spellcasters, however.
At the end of the casting period, the material component is thrown into a brazier of hot coals, where it is consumed in a flash of sickly light and a boiling cloud of vile-smelling vapor. At that instant, the caster devotes a portion of his or her own life force to the spell.
Roger Bacon’s brief description of the spell is one of the few known, and, while certainly of anecdotal value, should not be taken as the final word, especially as it directly contradicts the multiple attestations that only *strigan* can cast this spell. Is this an indication that Bacon was led astray? That the spell is disturbingly available to all who can learn it? That it is in fact a hoax spell, a fabrication told to Bacon for some Vistana's inscrutable reasons? Unclear.
Spells that can be turned into curses with this spell include *Blindness/Deafness*, *Calm emotions*, *Confusion*, *Contagion*, *Levitate*, *Otto’s irresistible dance*, *Seeming*, *Suggestion*, *Tasha’s hideous laughter*, and *Zone of truth*. The wizard must actually cast the associated spell during the casting of *Allisandro's binding curse*. None of these spells can actually harm the victim because they are a part of him or her. For example, *Otto's irresistible dance* does not produce fatigue, nor does it prevent the character from sleeping (although the victim will certainly present an odd sight dancing in his or her sleep). Regardless of what the original spell description says, the target must succeed on a Constitution saving throw (and only that one saving throw). If the target succeeds, then they are still cursed, but the duration of the curse is 1d4 days.
After the spell has been cast, the caster permanently loses 1 point of Constitution. The target must be on the same plane as the caster for the spell to succeed.
> ### Amulet of the Closed Eye
>
>*Wondrous item, rare (requires attunement)*
> ___
>While wearing this amulet, you have advantage on all saves versus Vistani curses (though not from *Allisandro's Binding Curse*)
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## *Otbasil*
There are three large groups of Vistani, called *otbasil* (singular: *otbasi*), or Great Families. The different *otbasil* do not get along well with one another and there is significant disagreement amongst them about many cultural concerns. The three *otbasil* are the *vrana*, the *arkadas*, and the *boravak*. The *otbasil* are usually divided into several different tribes. It is unclear exactly how many tribes there are. Roger Bacon has claimed there were seven (three in *vrana* and two each in *arkadas* and *boravak*). Xanathar argued that there were only five (two in *vrana*, two in *arkadas*, and only one *boravak* tribe). Evard, who bases his text on several long interviews with various *strigan*, has written that the division of *otbasil* into tribes is an artificial one imposed by outsiders that means little or nothing to actual Vistani. Taking this warning seriously, the following descriptions of the different *otbasil* are tentative at best and no attempt is made at distinguishing individual tribes within the *otbasil*.
> ##### Marriage
>Different caravans cross paths only rarely, but when it happens there is much celebration, and, often, very rapid romances, as Vistani are strongly discouraged from marrying within their caravan. When two Vistani marry, the *strigan* of their separate caravans come together and decide which of them will claim the couple as their own. How they make their decision is never disclosed. In the very rare occasion that a marriage occurs between Vistani of different *otbasil*, any children produced will be of the same subrace as the caravan the couple lives in. There are no mixed-*otbasi* caravans.
### *Vrana*
*Vrana* Vistani are practical, withdrawn, and private. It is difficult to ingratiate oneself into the company of the *vrana*, even if one is a Vistana from another *otbasi*. The *vrana* are hard to provoke and laconic, suffering the prejudices of the *fa-szerü vek* with nary a comment or objection, but also are the least likely to evince the behavior that Vistani are frequently accused of. The *vrana* are the least magical of the Vistani -- they reserve their curses only for the most serious of occasions and they are notoriously reluctant to grant their gift of the Sight to anyone.
They are consummate traders, eager to make deals, whether for items, for treasure, or for secrets, and are known for their expertise in healing and horse-breeding.
That said, the *vrana* are often, correctly, seen as heartless and eager to follow, even cultivate, bloody conflict. They follow armies and more than one *vrana* vistana has been found guilty of looting dead soldiers after a battle. Aloof of politics and the concerns of fa-szerü vek, they will demonstrate no qualms about trading with both sides.
The *vrana* believe that they experience and travel through time differently than fa-szerü vek. For them, every moment is connected to every other and occurs in the same instant. Where a *fa-szerü* might say, ‘I had forgotten that,’ a *vrana* Vistana would say, ‘I had not noticed that.’
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The Sight, then, is quite literally a form of sight for *vrana* Vistani -- their *strigan* are blessed with the ability to see the Now in different ways than other people and so can see what others perceive as events that have not yet come to pass. They do not look into the future, but rather into the present, just in a direction that few others can perceive.
###
## Quick *Patterna* Glossary
*Patterna* is far too difficult to learn for this list to be of much use beyond listing some rudimentary vocabulary.
| *Patterna* word | Word as written in *tralak* | Translation into Common
|:---:|:--------:|:-:|
| agmaui |
agmaui.
| a sub-race of tieflings of demonic ancestry devoted to the destruction of the Vistani
| agni naca |
agni naca.
| a story-dance
| arkadas |
arkadas
| one of the three *otbasil*
| borvorak |
borvorak
| one of the three *otbasil*
| calaldo |
calaldo
| a ritual knife that symbolizes a Vistana's adulthood
| Calaldo |
Calaldo
| the general term for Vistani justice
| darkling |
darkling
| a *tlarnani* who has died and come back as a revenant
| dikesha |
dikesha
| special dice used to tell the future
| dukkar |
dukkar
| a male Vistana with the Sight; *dukkar* are omens of ill fortune and viewed as abominations
| fa-szerü |
fa-szerü
| person-who-acts-like-a-plant; non-Vistani.
| gŏckvis |
gŏckvis.
| seems-like-us; a tiefling who is not a Vistana
| havistana |
havistana
| one-who-cannot-move; a Vistana who is forced to behave in a non-Vistani manner, whether by command or by enchantment
| Havistana |
Havistana
| The-one-who-cannot-move; Countess Strahd von Zarovich.
| juskarn dis |
juskarn dis
| 'static burn'; a Vistani affliction caused by insufficient wandering
| mortu |
mortu
| a Vistana who has suffered from *juskarn dis* (static burn)
| natarki |
natarki
| an expert story-dancer who dances the *agni naca*
| neta |
neta
| the caravan leader
| otbasi / otbasil |
otbasi / otbasil
| Great Family / Families of the Vistani
| ouph |
ouph
| an elf (rarely used)
| ož-karii |
ož-karii
| the Sight, an ability to see the future
| pagh-zar |
pagh-zar
| ancient evil or evils; a demon or demons
| parica |
parica
| an adult Vistana (i.e., neither elderly nor a child)
| Patterna |
Patterna
| the creole language of the Vistani
| perh |
perh
| an elderly Vistana
| porgor |
porgor
| a Vistani child
| prikazna |
prikazna
| a story-telling competition
| sétafa |
sétafa
| a tree-that-walks; an outsider who has become like the Vistani
| strigan |
strigan
| a powerful Vistana elder with the Sight
| tarokka |
tarokka
| special cards used to tell the future
| teleg / telega |
teleg / telega
| a Vistani wagon / wagons
| tlarnani |
tlarnani
| one-who-used-to-be-people; an exiled Vistani
| tlarngŏck |
tlarngŏck
| almost-a-person; an offensive term for a tiefling who is not a Vistana
| tralak |
tralak
| the writing system Vistani use
| vek |
vek
| a suffix added to make words refer to multiple people, viz. *fa-szerü vek*: people who are not Vistani; *havistana vek*: Vistani who are forced to behave in a non-Vistani manner
| vrana |
vrana
| one of the three *otbasil*
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# Appendix 1: Some Vistani Stories
## The Tale of the Captain and the Vistana
There once was an old sea captain named Bartley from Port-a-Lucine, a rather pitiable sort, who went into a Vistana's tarokka booth for a
reading. Down on his luck for the past year, he wanted to know what cargo he should take on his next trip to Leudendorf, so that he would
make his fortune and retire.
Now the old *strigan* looked at him and said, "Life has not treated you well, I can see, but your luck is about to change for the best. I will tell you what cargo to carry, but you must do what I ask when you arrive at your destination." Captain Bartley was so desperate that he agreed to her strange request, so long as the Vistana would prophesy for him. And the old woman took out her cards, and laid them on the table.
She told him to fill his ship with timber. So Bartley did what he was told, and sailed up to Leudendorf with a hold full of seasoned pine. When he arrived, he learned that there has been a terrible fire in the city. Many houses had burned to the ground, and there was not enough wood to rebuild. Bartley's ship was the first to bring in a full supply of timber, so he made an incredible fortune. One foggy
night, just after he sold the last of his timber, Bartley heard a knock at his cabin door while the ship lay in port. When he opened it, there he saw the same grim-faced Vistana from Port-a-Lucine.
She fixed him with her gaze, and said, "You have made your fortune, now you must do as I say. Give up the sea forever, and never set another foot aboard this or any other ship. If you agree, you may keep what you have earned, but if not, you will lose everything."
Captain Bartley was not at all pleased by the Vistana's command, but before he could argue with her, she stepped back into the foggy night
and was swallowed by the mists. Bartley searched the entire ship, but found no one besides his startled crew.
Now sailors can be very superstitious, and some of the crew heard the words of the *strigan*. Bartley was already known as an unlucky captain and many of his crew left him. A few figured that Bartley's luck had changed for good and decided to sail again. For you see, to ground a true sailor is to kill him, regardless of his wealth or luck.
So, despite the *strigan*'s words, unlucky Bartley decided to sail back to Port-a-Lucine, though most of his sailors had deserted him. As he approached Lucine Bay, a terrible storm descended on his ship. The rain fell in blinding sheets and the swells were higher than the tallest mast.
Bartley lashed himself to the tiller and screamed out his defiance against the Vistani into the dark howling winds. It was then that the ship started coming apart. All over the decks, the tiny nails started squirming out of the wood, like squeaking little iron worms, and once a plank was free, it went hurling up into the night and the screeching gale. Frantic men ran about, tying themselves down to anything that would float, but Bartley stood fast by the helm, still screaming into the wind, oblivious to his approaching doom.
In the morning, pieces of the wreckage washed up on shore with the lucky crew, who all somehow survived the black maelstrom. But poor Bartley, he was never seen again. In the storms that wrack the Sea of Sorrows, sailors sometimes hear demented screams above the howling winds, and they say it's the Cursed Captain, still raging against the Vistani.
## The Splintering
Why do you [wander], O maker of music? Why do your strings weep?
Why do you starve?
Because I have no home.
Because I have no hope.
Because I have no [harvest] to reap.
Where are your roots, O [wandering] slave?
Where are your ancestors?
Where are your gardens of plenty?
Gone to his death bed.
All under the willow-tree.
Gone to his death bed.
All under the willow-tree.
Gone to his death bed.
All under the willow-tree.
Gone to his death bed.
All under the willow-tree.
Gone to his death bed.
All under the willow-tree.
Gone to his death bed.
All under the willow-tree.
Gone to his death bed.
All under the willow-tree.
Gone to his death bed.
All under the willow-tree.
## A
#### Note: To make an *arkadas* or *boravak* *strigan*, simply decrease the Dexterity by 1 and add 1 to either Wisdom or Strength, respectively.
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## 2. Named NPCs
___
___
> ## Arrigal
>*Medium humanoid, Neutral Evil*
> ___
> - **Armor Class** 15
> - **Hit Points** 82 (12d8 + 12)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|18 (+4)|13 (+1)|10 (+0)|8 (-1)|16 (+3)|
>___
> - **Proficiency Bonus** +4
> - **Saving Throws** Str +7, Con +5
> - **Skills** Acrobatics +12, Animal Handling +3, Intimidation +7, Performance +7, Stealth +12, proficiency in herbalism kit, alchemist's supplies, and cartographer's kit
> - **Hellish Resistance** Arrigal has resistance to fire damage
> - **Senses** Darkvision 60 ft., passive perception 9
> - **Languages** Common, Infernal, *Patterna*
> - **Armor** Chain shirt
> ___
>
> ### Actions
> ***Shortsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit*: 8 (1d6 + 4) piercing damage.
>
> ***Light Crossbow.*** *Ranged Weapon Attack:* +10 to hit, range 80/320 ft., one target. *Hit*: 9 (1d8 + 4) piercing damage.
>
> ***Action Surge.*** Arrigal can take an extra action (use once/rest).
>
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>
> ### Bonus Actions
> ***Second Wind.*** Arrigal can can use a bonus action to regain hit points equal to 1d10 + 5 (use once/rest).
>
> ### Reactions
> ***Uncanny Dodge.*** When an attacker that Arrigal can see hits him with an attack, he can use his reaction to halve the attack's damage against him.
>
> ### Features
>
> ***Legacy of Avernus.*** Arrigal can cast the *thaumaturgy* cantrip and can cast the *searing smite* and *branding smite* spells each once per long rest. Charisma is the spellcasting ability for these spells.
>
> ***The Evil Eye.*** This spell-like effect duplicates the duration and effect of the *animal friendship*, *charm person*, *fear*, *hold person*, or *suggestion* spell (Arrigal's’s choice), but requires neither somatic nor material components. Arrigal can use the evil eye once per short or long rest. If the target succeeds on a Constitution saving throw (DC 15), it is immune to the evil eye of all Vistani for the next 24 hours. In the event that the evil eye fails, Arrigal is blinded until the end of his next turn.
>
> ***Archery Fighting Style.*** Arrigal gain a +2 bonus to attack rolls he makes with ranged weapons.
>
> ***Assassinate.*** Arrigal has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit he scores against a creature that is surprised is a critical hit.
>
> ***Sneak Attack.*** 3d6 extra damage on attack where Arrigal has advantage or another enemy of creature is within 5 ft. (use once/turn).
Arrigal and Palerya (see below) pretend to the *fa-szerü vek* that they are in the service of Kolyan Indirovich, Burgomaster of Barovia, but in fact, like most of their caravan, they serve Countess Strahd. The *strigan* and *neta* of their caravan were recently killed in a werewolf attack and, at least for the time being, the two of them have taken charge. Arrigal and Palerya didn't exactly arrange for the attack to occur, but they did know about it in advance and did nothing to prevent it or warn the rest of the caravan.
As of now, the siblings are leading their caravan of 16 Vistani, but it is an uneasy situation, as Palerya has no *ož-karii* and thus cannot be a *strigan*. The other Vistani caravans in the valley have not yet been informed of the deaths of their leaders (but both Arrigal and Palerya suspect most have learned of it through arcane means). Just how long the two will stay in power is unknown. Should any Vistani learn that they could have prevented their *neta* and *strigan* from being killed and did nothing, they would certainly face the harshest of Vistani justice and become *tlarnani*.
Neither sibling has ever met the Countess. They have had dealings with her only through an intermediary, Vasili von Holtz. It was von Holtz who warned them of the impending attack. The siblings believe that their relationship with Vasili, and through Vasili to Strahd, will bring them great power in the valley. They hope one day to be the Countess' emissaries outside the Mists.
Arrigal is an awfully dangerous man, though much less crafty than he thinks he is. If he encounters someone with an item in their possession that's either helpful or harmful to Strahd and Arrigal becomes aware of it, he tries to deprive them of the item, stalking them if necessary and going as far as to kill one or more of them if he thinks he can escape with the item in his possession. If he succeeds, he takes it directly to Castle Ravenloft.
She is a much less power-hungry person than her brother, and is content to be his informant and agent while not acting on her own initiative and perhaps drawing the Countess' anger rather than her gratitude. She will do nothing overt to hinder Strahd's enemies, but will be sure to inform von Holtz immediately of anything she learns.
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___
___
> ## Palerya (Originally Luvash)
>*Medium humanoid, Chaotic Evil*
> ___
> - **Armor Class** 12
> - **Hit Points** 83 (10d8 + 30)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|10 (+0)|16 (+3)|12 (+1)|8 (-1)|20 (+4)|
>___
> - **Proficiency Bonus** +4
> - **Saving Throws** Dex +4, Int +5
> - **Skills** Deception +13, Insight +7, Intimidation +13, Investigation +5, Persuasion +13, proficiency in herbalism kit, alchemist's supplies, and cartographer's kit
> - **Hellish Resistance** Palerya has resistance to fire damage
> - **Senses** Darkvision 60 ft., passive perception 9
> - **Languages** Common, Infernal, *Patterna*
> - **Armor** Studded
> ___
>
> ### Actions
> ***Rapier.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit*: 7 (1d8 + 2) piercing damage.
>
> ***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit*: 7 (1d6 + 4) piercing damage.
>
> ### Bonus Actions
> ***Cunning Action.*** Palerya can can use a bonus action to Dash, Disengage or Hide (use once/turn).
>
> ***Eye for Detail.*** Palerya can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
>
> ***Insightful Fighting.*** As a bonus action, Palerya can make a Wisdom (Insight) check against a creature she can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If she succeeds, she can use her Sneak Attack against that target even if she doesn't have advantage on the attack roll, but not if she has disadvantage on it. This benefit lasts for 1 minute or until she successfully uses this feature against a different target.
>
> ### Reactions
> ***Uncanny Dodge.*** When an attacker that Palerya can see hits her with an attack, she can use her reaction to halve the attack's damage against her.
>
> ### Features
>
> ***Legacy of Avernus.*** Palerya can cast the *thaumaturgy* cantrip and can cast the *searing smite* and *branding smite* spells each once per long rest. Charisma is the spellcasting ability for these spells.
>
> ***The Evil Eye.*** This spell-like effect duplicates the duration and effect of the *animal friendship*, *charm person*, *fear*, *hold person*, or *suggestion* spell (Palerya's’s choice), but requires neither somatic nor material components. Palerya can use the evil eye once per short or long rest. If the target succeeds on a Constitution saving throw (DC 15), it is immune to the evil eye of all Vistani for the next 24 hours. In the event that the evil eye fails, Palerya is blinded until the end of her next turn.
>
> ***Ear for Deceit.*** Whenever Palerya makes a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
>
> ***Evasion.*** When Palerya succeeds on a DEX save to take half damage, she takes none, if she fails, he takes half.
>
> ***Steady Eye.*** Palerya has advantage on any Wisdom (Perception) or Intelligence (Investigation) check if she moves no more than half her speed on the same turn.
>
> ***Sneak Attack.*** 5d6 extra damage on attack where she has advantage or another enemy or creature is within 5 ft. (use once/turn).
Palerya is normally just as vicious as her brother, though more straightforward and aware of her own limitations than he is. But her daughter, Arabelle, disappeared this morning and Palerya is thinking of nothing else. She is determined to find Arabelle at almost any cost, even betraying von Holtz (though not the Countess, for she fears Strahd's wrath more than anything).
Arrigal may be a scoundrel and conniving betrayer, but he is devoted to his sister and niece. If Arabelle is found unharmed and returned, Arrigal will consider himself indebted to her rescuers and will seek to repay them in kind. While he won't reveal any confidences or allow himself to be put in a compromised position, he will do his best to be helpful to those who save Arabelle (up to a point, of course). But woe be unto those who try to take advantage of Arrigal's brief and rare moments of generosity and good-will, for his ugly, violent nature easily returns to him once his grateful mood has passed.
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