They pass through a small square and canal-crossing that houses a quaint place for a hot drink outside and some comfortable seating under the sky. To foil or slow down their pursuers, they reach for lit lanterns filled with oil and fling these at the draping cloth that crisscross above the "tearoom".
In another, larger square they push Val-Hiira onto a low pedestal with a small crowd around it. Together with her stand two male suthay-raht dressed in women's clothing befitting the province of High Rock. The saxhleel mercenary becomes the Footpad, legend thief of the khajiiti, in a mocking comedy about this infamous feline and how he supposedly charmed the women of human nobility.
Despite their unusual attempts to shake their chasers, the growing amount of guards still follow in their tracks. Lost and desperate, they make a final attempt to elude the city guard. They scale the facade of a building by it's many windows. A young child awakes to odd scuffling outside the bedroom window, only to meet the face of a hairy nord dangling just outside. When they reach the rooftops they manage to decide upon a direction towards the gardens. It also disrupts pursuing guardsmen.
Artist unknown. Diablo III concept art.
The dual moons dominate the sky when they reach an abandoned walled garden against the western wall of the city. Beneath the cover of a wild thicket they meet again with the large khajiit that freed them. He unveils his face and names himself S'Rajah, a tribesman of Ne Quin-al and an enemy of the Thalmor. It is revealed that Dro'Manah the aged skooma-cat was really a spy and his witness of the events in Bravil has reached into former Elsweyr. S'Rajah gives them a choice; stay in this city of men as fugitives or follow him and join the fight against the common enemy that wronged them.
Question of the "day" - How do you think Dro'Manah and S'Rajah are connected? And what did Dar'Charrim learn based on the broad khajiiti's appearance?