It's almost time for game night and the first four people to show up are setting up the board for the Garden of Seihra-Gara on the biggest table. Slightly yellowish illusion lights in the corners of the room are already the main illumination for the room, with the fake windows showing the post-sunset twilight of a nearby orchard. There's plenty of room; they're expecting nearly two dozen people to show up. But they are not expecting any of those people to be strangers.
The locals are very alarmed. One of them reaches under the table to touch something and the lights turn reddish for a second before going back to normal. Someone silently and without needing to move wards the room against most possible kinds of magic, with specific limited exceptions for certain kinds of information-getting, like translation, and for illusions within a certain distance of the strangers, and of course for anything these locals choose to do.
The one who seems to be a woman faces the strangers, takes a breath, and asks, "What exactly are you doing here?"
"We have twelve kinds that don't differ from species to species. Some people can move things, but they have to pass through the intervening space to get where they're going, not like what brought you here. But being distracted in the middle of a spell could cause problems, certainly."
"The biggest question will be whether you want to take payment in cash or in kind - but what I'd do if you wanted my help is talk to people who have farm animals about whether they'd like them to behave differently, and I'd look for architects or maybe carpenters who want to do something unusual with wood in the very near future, and you'd tell me what exactly you can do for them, and I'd arrange transportation for you or them and negotiate a fair price. And then either they'd pay you in cash and you'd give me part of that, or they'd pay me and I'd arrange for you to have a comfortable place to sleep and food to eat while you were here."
"Most of our experience is with chickens and donkeys. Other animals will probably work. We usually cause them to make signaling sounds when they detect danger, to stay in certain areas or come when called, and to not fight. It lasts as long as the animal lives and it can be very precise but if you are too strict with an animal it may stop eating or have some other problem like that and die."
She'll try to pin some more details down and maybe haggle them down a bit, if that's possible, but then they should figure out what to do for tonight. She can let them stay in this room and borrow the downstairs bathroom for the night, or she can cover renting rooms for them elsewhere if they don't mind owing her.
"That'll do, then. And just - you won't run into many chances to break laws while you're here, but the laws say you mustn't touch people without permission, or take things that aren't yours, or lie about things you're selling, or try to hold anyone prisoner who doesn't belong to you. Or turn objects into empty space by magic. All of that make sense?"
They pass through a big house that clearly houses a lot of people although very few of those people want to be between them and the front door right now. Seli grabs a necklace of magical color-changing coins on the way out.
A couple minutes away on foot, past a fenced-in area of tall straight trees and an oddly-shaped blue building that looks like its third floor floats about half a foot above the top of its second floor, there's a building advertising rooms for rent, short- and medium-term, the ground floor of which has two walls made entirely of archways. The lobby is manned by a small bird on a perch on a desk, beside a pad of paper and a jar of honey, who greets them when they come in.
Seli haggles a bit and then hands over some coins, after which a small stone with the room number written on it floats up out of a drawer and sets itself down on the desk.
"That'll be the room key," says Seli, "I think you tap it to the door to lock and unlock it?"
"Yeah - near the handle, not the hinge," says the bird. "Bring it back here when you check out."
It's a classy suite. There's one big central room with a table and eight stools, and two boxes labeled "chill" and "freeze"; there are two bedrooms each of which has some currently unrolled soft mats and one of which has a spare rolled up in the corner; and there's one small room with something similar to a toilet and shower, equipped with a smallish box of sky-blue soap that is neither entirely liquid nor entirely solid. All the interior walls are the blue of the ocean; the bedrooms have almost-but-not-quite wavelike swirls of white. The windows are tall and narrow and come with metal shutters.
"Yeah, inside there. Um, one thing first, there are a lot of enchantments in there that affect who can scry what and where illusions can go, and I don't expect you to stop being able to translate while you're there but if that does happen just... don't panic about it, if nothing else we can come back out here to talk."
The strangers assess the animals - they need to know about their range of motion and so on - and then they can stand in their odd way and make the animals dance. They don't do it on command, it just becomes something they might do like they might pace or groom themselves, but the training can be applied to the behavior once it's there.
The person who brought them here threads some rings onto a necklace, equal to the price for enchanting the animals minus the price for the room last night.
"I forgot to ask Lanisal if I was supposed to pay you in cash or help you get things from the market," he confesses once they're done.