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In the end, Zeni accepts to just remain distant from the group while continuing her scouting role. She wanted to believe maybe she could get along with everyone and find some belonging, but simply was proven in what she already knows, and always knew. If the humans won't have her then she'll just resort to what she knows.
Fortunately she does at least appreciate you, and value your continued efforts to keep her best interests at heart, so for that alone she won't just abandon the group. Instead, just taking the burden as she's used to and separating herself from the situation, eliminating the tensions among the humans. Disappointed, but not too much upset, because she knows that if the group were elves instead then they'd just kill her rather than simply holding animosity.
All the better that you're able to convince her not to just leave though, since a few more days of travel and not long from Bexley, and you all start to come across signs of the conflict. Razed settlements, similar to those on the outskirts of Eindward, probably the equivalents for Bexley. Zeni recognizes elven actions and hostilities through the area and seeks caution, while some of the group want to take the risk and just hurry as quick as you can to reach the town. Better to find the settlement now that you're near, than increase risk by straying beyond it.
>You prefer the cautious approach, and agree with Zeni. Even if it takes a week, move slowly and unnoticed, going the long ways around to find safe passage to the town.
>You don't want to put anyone at risk longer than you have to, and know that the only true safety is in Bexley.
>These signs of conflict, Zeni and Motez say are recent. You're starting to have worries about Bexley then, and prefer to find a secluded place to dwell until some more information and understanding can be gathered first.
>If the group can find some place to hide, you yourself could always venture ahead alone. What's the worst that could happen to you, to make sure the way is clear for them first?
>[Write-in.]