Ah, so these are the Names to watch. The Master (of Paris), clearly a regional rulership Name, like the Tyrants of Helike. Probably very powerful, probably has some sort of command or rulership type powers. Seems to have a strong narrative of beating down interlopers, so she'd need another angle to deal with him. The Baron, has clearly retained his Name even after conquering an empire. It must be very closely tied to his identity, his self-image, that he's a Baron and not an Emperor. What could that imply? Heterodyne (Heterodyne Boys? If they were brothers, they might just have both been The Heterodyne, that's ever happened, to Names who were siblings.), clearly very famous, very important. Heroes? Her new mastery of French and Romanian doesn't extend to the meaning of the word, though she gets some implication of ... differentness? changing? But mostly - The Heterodyne is the Heterodyne, all the way down in her understanding of the language. An old Name. A powerful one. One she should not mess with, at least until she's transitioned to her final Name and reached the apex of her power.
So then, with this information, she needs a plan. What are her options. Plan A: expand her territory, get stronger, fight that Hero and then the Master. Plan B: Flee the city, find somewhere small and isolated she can take over and garden properly. Pros and cons. Pros and cons. Pros of plan A, it actually gets something done, she beat that Hero easily the first time they met, this place is a wealth of power and influence and it'd all be hers. She gets the impression that Paris is even richer than Ater, though it's hard to tell without spending much time in the underground. It doesn't seem to have any abandoned districts, though, and Ater's great walls tend to encompass a lot of land claimed only by ghosts and devils. And giant spiders. Cons of plan A, it's a bloody difficult story to tread. She can take that hero, sure, but the Master has a good long history of beating down everyone who wants to take his city from him. It'd be like launching a crusade against the dead king - it can only end the way every previous one did, in bloody defeat. And she's not a Hero, to win by providence when the sweat of her own brow wasn't enough, so there's no story she can sell there. Plan B pros. It's safe. She can almost certainly find somewhere not even this Baron cares about and take over, even if it has to be raw wilderness. Maybe he'd be fine with it, even, if she was careful not to disturb the peasants and payed her taxes on time. It'll give her a place for her gardening, which Paris really isn't good for. (Maybe it would be, if she was it's Master, but she is not, and she probably never will be). Cons of plan B. She hates it. It's cowardly. Unambitious. She didn't become a Name because she wanted to live a quiet life. She's not even sure she could manage to keep her Name, if she ran away like that. Even if she went and conquered some other city, some other jewel of Europa, she's got the chance to take Paris by storm, and how would Below permit her to do anything less? How could her conscience permit it of her?
So. Die the death of a petty Villain, or retire to obscurity. Neither of the plans suits her. She needs a third option. She ruminates, and the air in her little catacomb-fortress grows heavy with potential as the decision weighs on her. Normally, her family would be there for her, schemes older than anyone alive and deep reserves of power and cunning. They'd let her take on the Master, maybe, but what they'd really be for is to anchor her, give her ambitions beyond herself. Her family has given her so much, her inheritance is rich, so it's natural to pass that on, make sure that her schemes, when they get her killed, do so to leave her family better off, better positioned to help the next child who tries to climb the tower. But now, she's far from her family. If she dies here, nothing she's been or done will make it back to them, for good or for ill. So she has to decide for herself, how she wants to fail, then. Pyre flame, or grave dirt.
Her family tried to teach her to always pick fire, to always strike deeper. If you die, that's fine. You'll make someone else stronger. Iron sharpens iron. But she's the only iron here. She needs competition, goals. Things to strive for, that aren't just dying to make the biggest explosion. She's heard of enough villains who died that way, and were left as nothing more than case studies in tomes of Name-lore. Villains like her, Warlock types, they're strongest when they have time to build and a backer, someone to handle the martial matters for them while they work, and to provide funding and so forth. They're supporting characters, you think, until it turns out that every weapon, every bane, every wonder, was brought forth from their workshop. That's what she wants her garden to be - the wonder of an age. Not the overgrowth on a newly ruined Paris, not a little country vegetable patch. But who would fund it. Who is the greatest Villain of this age, in dire need of skilled wonder-workers for his empire?
The Baron. Klaus Wulfenbach. Ruler of this new empire of Europa. An Empire no doubt in need of High Ladies to rule its cities, and wonder-makers to fill its vaults. A "spark" who is known for his fosterage of other sparks, and for his sensible style of rule (when he is not unduly antagonised by a world which does not bend to his will) No Dread Emperor, but not that different, either.
The decision clicks. The air settles. Dyva, The Heiress, shall seek to enter the service of the Baron Wulfenbach, and there find political advancement and opportunities to ply her arcane arts.