This is a city, if your standards for "city" don't require skyscrapers, electricity, or plumbing. She's landed on a side street; to her left, the crosswise thoroughfare has people hollering about their things for sale, people hurrying on foot and poking along on horseback to get here and there, storefronts and apartments in two and three story structures. The street she's standing on is quieter, houses and less customer-facing businesses, though it has its share of spillover traffic; she has not yet been noticed, by that fellow leading a goat or that woman with a basket of laundry or that family all holding hands so as not to lose each other. It's a cool day, a little misty.
She stumbles when she appears, and opens her senses even as she's recovering her balance: it's already obvious that she's somewhere crowded, and overwhelmingly if not exclusively human, and that she's the only Force-sensitive in the area; is there anything else to be noticed?
She'll keep an eye on that. For now the first order of business is figuring out how to communicate. Or a nap; that took a lot out of her - but, no, communication first. She gestures for DZ to follow, and heads around the corner, looking for a bench to sit on.
So, not a day trip, then, at least at a normal human walking pace. She could do it anyway, but showing up at a strange mages' compound with no intel isn't that great of an idea actually.
They go back into the city and hang around getting DZ some more vocabulary, heading vaguely toward that one mage Deskyl sensed and keeping an eye out for a library as they go.
That doesn't bode well for them having invented dictionaries. Regular books are less efficient, but she can read one or two real quick, anyway.
They complete their trek back out of the city in time to find a reasonable campsite before nightfall, and the next morning Deskyl checks on the mage again.
Fine.
They go back to their campsite - they're going to have to figure out something for food, soon, but Deskyl can go another day before it's urgent at all - and set out for the Temple-Guild in the morning, Deskyl carrying DZ and speeding down the path at a good enough clip that it's still midmorning when they get there.
"Xaari, then, Xaari Deskyl. She can do quite a few things - moving things without touching them, and seeing people's feelings and thoughts, and healing, and seeing what's about to happen, and a few things I don't know how to talk about - she helped me learn Cefaxi a few days ago, but I don't know all the words yet. Her magic is all learned, and she can learn how to do new things, if she can watch what she needs to work with. She thinks she can learn to fix your mages."
"She's preparing right now to heal the sick ones; she needs to be calm for that technique. To learn to help the other kinds, she'll need to watch them - she might need to watch them do magic specifically, I'm not sure. She won't need to touch them or talk to them or anything like that."
Annoyed workers aren't her problem.
DZ doesn't have the best grasp of the local economy, but she's been paying enough attention to prices to make a reasonable guess of what a dockworker might be paid, and see to it that Deskyl isn't underpaid too dramatically. It remains to be seen whether half a day's work is enough for a meal and a room, though.
She nods. "She doesn't think she's going to be able to reverse dwindling right away in any of the mages, but she expects to be able to help in other ways - she might be able to stop them from dwindling if she's there when they use their magic, or change the details of how they're dwindled or how they'll dwindle in the future. Learning any of those will help her learn to reverse it; do you know what would be best for her to focus on?"
"Once she's ready to try something complicated, she might be able to make it so that redmages don't do anything when they touch people, until she changes their magic back - that won't be very useful, of course, but it will help her learn how to change things about your magic."
"Mages don't dwindle identically, even if they're the same color, she says; she can change how one mage has dwindled to match a different one's dwindling. And once she's more familiar with the effects of the dwindling she'll be able to change it to something specific."
Deskyl shakes her head.
"She says it's like making something out of cloth - if you have enough to make a shirt, you can use it to make pants instead, but if you only have enough for a shirt or pants, you aren't going to be able to make a robe, no matter what you do."
Deskyl isn't any less annoyed about the mages' dwindling on this visit, and declares after the second appointment that she's perfected her single-person anti-dwindling technique and can start working on range and the ability to protect more than one person at a time.
The city hustles! It bustles! It hums, it thrums! It has a busker with a flute! It has an overturned cart full of rice and an argument about that in progress! It has someone dragging his ten year old son by the ear through the street, snarling! It has a bunch of little children playing something that's a cross between jacks and marbles near the well! It has a laundress balancing her basket on her head!
"- good for nothing friends! You think I break my back and save up money so you can go buy them sweets? You think they're going to steal from their fathers and buy you things? Their fathers don't have a dime, because they're drunks, but I'd rather be a drunk than have a thief for a son!"
"I'm sorry I'm sorry sir -"
"You're going to go cut a switch when we get home -"
"Sir please -"
"Shut your face, boy."
There's a spice merchant with prettily arranged bins of turmeric and red pepper and fresh basil and strings of garlic! There's a fabric shop with nice muslin and expensive silk! There's a farrier's, closed for personal reasons according to the sign on the door! There's a greengrocer with a sale on pears! There's a mud puddle, and a little girl with a muddied dress miserably running after her briskly striding mother trying frantically to explain that she tripped while the mother stonily ignores her! There's a little old lady and her little old husband holding hands and going for a walk adorably! There's a beggar with one leg! There's a person distributing caged songbirds who do not have very much room in there!
"This isn't worth my life as it stands," the goldmage comments. "And I know you weren't raised in a Temple-Guild and don't know any better. But if this is not the last time, we're not going to wait to find out when the last time would have been or how far you'd escalate. Mages cannot go around attacking civilians on our own recognizance. No matter how much you might have to try to bribe us with to look the other way while you have your fun."
"There was an incident last week - she noticed a woman beating her daughter for falling in a puddle, and she - took care of it - and one of your goldmages noticed what was happening and threatened her about it. She's not going to challenge you over how you choose to administrate the city but she's not going to stay if she's expected to tolerate that sort of thing, either."
DZ doesn't translate that. "It's not a good idea to try to control a Sith, ma'am. But-" sign sign sign sign sign "-she would prefer to stay and keep working on dwindling, if there's a way to arrange it so that she doesn't have to put up with hearing people suffer. And I don't expect you to find her behavior objectionable under those conditions."
"She'd rather leave than follow unpleasant rules, and she doesn't think you'll be able to stop her if that's what she decides to do." Sign sign - "she wants to make sure you know that it's already a concession that she's planning on leaving rather than starting a fight over it."
"I understand that her alternative to working something out with us is fine with her, whether that's finding some place that doesn't care very much about vigilantes attacking its civilians without oversight or living alone in the wilderness. Is your read that she is at all motivated to find a way to stay?"
"Yes, ma'am. It may help for you to understand - Sith are explicitly trained to follow their own preferences and ignore rules; their magic is strongest that way. She likes you, and she very much does want to solve the problem of dwindling, but it's not that she doesn't know how to follow rules and needs time to learn or to get used to the idea; it's that that goes against what it is to be a Sith."
"Hm. I think that if we had a kind of mage that - to get the nearest equivalent - lost the ability to comprehend that some things were against the rules, we'd need to give them attendants they were closely personally attached to as prosthetic rule-rememberers to transmit the information in a palatable way - maybe as hostages, in extremis."
"I think it might, ma'am." And she describes the two situations, in a fair amount of detail - the smallness of the girl, the fact that she'd only fallen, Deskyl's observation that she was already weirdly scared even before her mother started beating her, suggesting a pattern of abuse, and, by contrast, the situation with the boy and his father, where the result was apparently the same, but the details made it completely uninteresting to her.
"I don't think I can predict what she's going to want to do with herself more than two or three years in the future in any case, ma'am, and it's probably safe to assume that the situation at the Temple-Guild will be acceptable for that long if it's acceptable now. And it's very likely that she'll have figured out how to reverse dwindling within that time frame if it's possible at all; she'll be much faster at it if she's living near the mages."
"She'd still have the implicit threat of magic available for anyone who recognized her. A goldmage bodyguard in uniform is usually sufficient to deter attackers without ever needing to interfere with time. It is not legal for nonmagical persons to burgle and batter one another, but the Temple-Guild doesn't handle it."
"That sounds suitable; thank you, ma'am."
They haven't accumulated many possessions - a few changes of clothes for Deskyl, a cobbled-together charger for DZ and a couple of hand tools from the making of the charger, a small collection of seeds and a guide to planting them, a couple of crystals that have the potential to make interesting lightsabers. It's quick enough to get packed that they can accompany the messenger back.
A guard explains that the signal towers work by setting the wood in them on fire, but since they're meant for war communications, there's obviously some risk that someone will be stopped from applying a torch to them. If this interruption is somehow noticed by the next tower, it's supposed to light anyway - "someone tried to light the tower but was stopped" is arguably even more alarming than "someone successfully lit the tower". Whatever she was doing didn't look that much like a torch but it would have been a very costly mistake to court.
That works fine.
At the end of the week she reports that she can protect more than one person at a time; probably as many as they can fit within a twenty foot radius of her but she should try it with just two or three once to make sure, and she'll be ready to try changing around a greenmage's dwindling in another day or two.
The children are being reminded of the special rules they will need to start following right away depending on the color of the water!
Red: don't touch ANYBODY except your new mom and dad and people they say are okay to touch, like your new brothers and sisters.
Green: don't do magic! On anyone, but ESPECIALLY on yourself, because then there won't be anybody unaffected to learn exactly what you did and undo it for you. But just don't do any on anyone.
Blue: don't do magic! It might be tempting, especially if you are trying to remember something, but still don't do it.
White: ask permission from your new parents AND the person you want to heal before you heal them. They might say no, and you have to listen. If you want to heal yourself, ask your parents to make sure it's a good tradeoff - especially early, when you can probably heal from whatever you have wrong with you non-magically. Also, look, over there is Xaari Deskyl who can heal without being a whitemage, so it might be best to wait for her!
Gold: don't do magic! Even if it sounds really cool and wouldn't do anything to you till you're like super old! Still don't!
Her range keeps improving, slowly but fairly steadily, and she stops scowling quite so fiercely when she's working. After a few months, she starts seeing results at the new technique: being able to swap a greenmage's instinct to turn toward sounds for their inclination to blink isn't a game changer by itself, but she's very excited about it.
Of course. It takes a few days for her to figure out the complementary change, and a few more, focusing on usefulness over easiness, to be able to swap remembering to eat for sneezing when going from shade to sun, in both directions.
There are underlying principles, she says; it will take a while for her to be able to move dwindling around in arbitrary ways, but she'll get there, and then she'll just need to figure out how to generate the resource they're using when they do magic.
She fixes the greenmages; by the time she's done all of them, she's worked out how to reinforce the relevant thing in the younger ones, too, so they'll lose their sneezing instinct rather than their eating one when the time comes.
Moving dwindledness around without any extra to use is frustrating; rather than do more of it, she switches to working on reversing it. She expects to need a technique in the same class as the one she uses to heal the whitemages for it; unfortunately, she can't do that sort of technique in quick succession with the technique she uses to block dwindling, but needs at least half an hour of meditation in between, and more if she's been doing a lot of magic that day.
It's appreciated right back. (DZ has been learning to cook; she's been making progress but... well, she's been making progress.)
The new technique is slow to come together; after a couple weeks, she asks a few of the most dwindled whitemages for permission to study them more closely; this doesn't involve anything but letting her meditate near them kind of a lot.
Even if they don't, she's a telepath.
One of the whitemages she's been meditating on goes a week and a half without needing to be healed. It's not unprecedented, but it's interesting. She starts paying extra attention to her - two weeks. Two and a half. Three.
She declares the remaining whitemages from the first batch done within a couple weeks of the first one, and the two new ones don't take much longer. It takes three weeks for the bluemage from the other list to start showing visible improvement, but it goes quickly for him from there, and the redmage isn't far behind.
"Yes, ma'am," she nods, "I meant more generally than that. Deskyl is a different sort of mage, from a different world; her magic is much more flexible than the sort you get here, and she's been working on the problem of dwindling for several months now. No mage in this half of the Temple-Guild will be dwindled by using magic while she's here."
The more dwindled someone is, the sooner they start to show noticeable improvement; there's enough variance that it's still hard to tell whether more-dwindled mages take longer than less-dwindled ones, but it does seem like it.
Undwindled mages seem to dwindle a little more slowly the second time, too; Deskyl is smug about it.
"We're having an easier time expanding whitemage services in response to reduced dwindling, but we're also getting more uptake of greenmage services than we accounted for." "This one's attendant is very sick." "She's scheduled for an out-of-town assignment and a minimum risk of falling sick while she's out of your range is ideal."