Drop Pumsy. I now need to free my mouth to fight.
Change the second body to wolf-form.
Have it start howling with DwR, while attacking the familiars with both bodies.
[Bravery]
You fling Pumsy away to your right, towards the exit. Immediately after you drop your body as low as you can, shoving the bottom of your jaw against the brick floor. You flatten your ears back, and an instant later you feel the closer knight's halberd swing through the air just above your head.
You let out a sound halfway between a howl and growl as you launch yourself forward, snapping your jaws down on the knight's shin. You can feel the material cracking and bending under your jaw, but it remains in one piece. Your second body transforms just in time to pick up the howl, and as it returns to its paws you sling the captured knight around and try to throw it back towards your other body.
...But the knight is heavier than you expected, and you only manage to yank it off its feet and slide it around you, leaving it between your two bodies. The familiar spins its glaive around in front of it, angling the blade towards your main body. You bite the center of the haft with your second body and pull it away, growling loudly and dragging the knight's hands above its head as it stubbornly refuses to let go. You can see the other knight behind your main body, turning back towards the entrance instead of helping its partner. You smile internally at the mistake, and capitalize on the opportunity; you let go of the downed knight's leg and let out another brief howl as you rush towards its head while it's distracted with its weapon. You dive down onto its upper torso, snapping your jaws down on the space between its helmet and cuirass. More plating instead of flesh. You bite harder, and can feel the plating start to give, but the knight
still doesn't release his weapon.
<AHH! Alida!>You glance to the side with your second body's eyes, and see the second knight raising his glaive high above his head as a pair of wide golden eyes cowers in the darkness in front of it. Then the glaive comes down--horizontally, hitting with the flat instead of the blade. Those two golden eyes disappear in a blink as Pumsy is crushed in an instant.
Tooru tried to calm herself despite the situation becoming more stressful by the moment. She could practically feel her heart fluttering in her chest, and it threatened to freeze her where she stood. Have to keep moving for Taro and Papa. Have to help Pumsy too. She had to act, now, but it wasn't clear what was the right path. With how twisted the space inside labyrinths could be, she didn't know if taking her family up would help, or if she would even make it there before the archers started to move again. It could be putting them into even more danger for her to try and get them out of the current scrape.
The little girl forced herself into motion, trying not to stop and pitch a fit about how unfair the entire situation was. She looped one arm each around her father and Taro, then channeled power into her limbs; she'd seen the other girls do it, and had at least some idea of how to make herself stronger. Then, she headed downwards, trying to get her family into one of the entrances before the archers focused on her again. If the area turned out to be at least modestly safe and she had time, she'd then try to head towards Pumsy without attracting attention.
You reach down and,
with a grunt of effort, pull your father up into your arms, your muscles complaining even as you feel strength flowing into them. After a few seconds of manuevering, you manage to center his weight over your left shoulder. Then you lean down and wrap your other arm around Taro's midsection, under his armpit. Luckily he's a lanky boy, light enough that your magic allows you to lift him even with that awkward grip. Once you're sure that the two are secure, you start rapidly walking down the steps. It's easier than you expect, and even though your shoulders are screaming under the weight on them, you can still take three steps at a time without risking a slip on the water flowing down with you.
After about ten steps, you start to feel confident in your footing and stop watching your feet, looking back up at the labyrinth. The denizens of the labyrinth are no longer looking to the south, and the witch is walking again, flanked on either side by knights standing at attention. She reaches the end of the path shortly as you near the bottom of the stairs, and she stops in place, looking around at her surroundings slowly. You shiver as her gaze slides over you, but if she notices you among the many chained humans, she makes no indication of it. She nods once more to herself, then leans down and plunges her fists into the mud, down to her elbows. She sets her feet--still not sinking into the clearly soft ground--and with her entire body begins pulling something upward, out of the ground. You can
feel the strain of the effort, somehow. Even at this distance, it feels like there's a small
earthquake under your feet.
You reach the bottom of the stairs, just a short length of bare stone between the final row of seats and the field itself, forming an encircling pathway. The field is a short drop below you, just far enough enough that you wouldn't be able to see up onto the pathway if you were standing in the field. The water flowing off the stairs is caught in a deep trench that runs through the center of the pathway. Tiny, regularly spaced grooves run from the trench to the edge of the wall, ensuring a small trickles of water are flowing down into the field from every part of the wall. You crouch down and lay your family members against the stone, leaving them for just a moment as you lean over the edge. As you guessed, there's a dark tunnel that leads down into the underbelly of the labyrinth, set into the wall just below you. You sigh in relief, though you aren't out of the fire yet.
Then you look back up at the witch in the center of the field. The thing she's been pulling out of the ground is just starting to surface. A circular area about two car lengths across rises in front of her, the mud and grass flowing off of it unnaturally rapidly, to reveal an unblemished and smooth golden surface, glimmering in the bright light of this labyrinth. The witch continues pulling upwards on the rim of the golden disk until it's just a step above the field. Then she releases it, standing back up straight. Now, standing much closer to her, she looks even more intimidating; even with you on top of the wall encircling the field, the witch stands taller than you, unlike the knights down there. She's easily more than twice your height.
You turn away and begin pulling your two family members close to the edge. You just have to drag them off, jump down, then bring them down into the interior, and they'll be safe from the archers. You can find a safe place for them down there.
[Purity]
The light from above suddenly brightens, rapidly becoming blindingly bright over the next second, as if the labyrinth suddenly started falling into the sun. You cover your eyes with one hand and continue pulling at your father as the light begins to become painfully hot. The air itself feels like it's beginning to burn. Taro starts groaning in pain, and you can hear an ominous chorus of similar pained sounds echoing all around you as the thousands of people trapped in this place suffer under the searing heat. You grit your teeth, releasing your father for a moment to turn and look back at the witch, looking from between your fingers to help protect from the painful light.
Almost everything is blurry and hard to make out, like it's all make from bright lights pointed directly at you. All except the witch, and her little golden platform. She's perfectly visible, like a stone statue placed in a featureless white room. She stands in the middle of the platform, looking into the sky as she raises her hands joyfully. Her right gauntlet is curled into a fist, and her left is held open beseechingly. Her body is facing to the south, but when you look at her, her face slowly turns away from the sky to look to her left--to look at
you.
The painfully bright light abates as the witch lowers her left arm to point in your direction. Her palm is raised towards you invitingly, the gesture lazy and relaxed.
Soul Gem: Glowing with a Shining light!
Form and location: Medallion, pinned to her left breast.
Age: 14
Hair Color: Salt-stained blonde.
Health: Fine wolf! Also fine girl.
Inventory: One club in human hammerspace, one (contested!) white glaive in mouthspace
Totem: A fishing club.
Stats:
Bravery: Talented~
Joy: Skilled!
Innocence: Amateur...
Purity: Amateur...
Mercy: Skilled!
Creativity: Cursed ;-;
Love: Cursed ;-;
Abilities:
Mobility Lvl3
Close Combat Lvl3+1
Totem Manipulation Lvl2
Regeneration Lvl2
Berzerker Lvl3
Painless Lvl2
Effigy Lvl2 (Active; one cheap cost per turn.)
Duet with Reality Lvl1 (Active; one minor cost per turn.) (Current Song: Wolf Howl. +Body Coordination, +Reflex and Sensory buff)
Soul Gem: Glowing with a Radiant light!
Form and location: Necklace, worn around her... neck...
Age: 13
Hair Color: Bright scarlet.
Health: Tired, but otherwise fine.
Inventory: Nothing useful! Arguably her family, in the sense that they're right next to her.
Totem: Ofuda talismans, primarily thrown as manabolts.
Stats:
Bravery: Cursed ;-;
Joy: Talented~
Innocence: Skilled!
Purity: Amateur...
Mercy: Cursed ;-;
Creativity: Amateur...
Love: Skilled!
Abilities:
Mobility III
Mana Bolt III (+I)
Regeneration II
Totem Manipulation III
Invigorating Passion II
Outburst III
Duet with Reality II
Soul Gem: Glowing with a
Gloriously Blazing light!
Form and location: A simple bracelet made from crude steel, worn on her right wrist.Age: 12
Hair Color: Black.
Health: Fine!
Inventory: Still has Alida's coat. One fully loaded AK-47 totem.
Totem: An AK-47, virtually identical to her grandfather's.
Stats:
Bravery: Skilled! Joy: Skilled! Innocence: Talented~ Purity: Amateur...
Mercy: Cursed ;-;
Creativity: Cursed ;-;
Love: Amateur...
Abilities:
Mobility: Level 3
Telekinesis: Level 1
Manabolts: Level 2 (+1)
Close Combat: Level 1
Totem Manipulation: Level 2
Regeneration: Level 1
Determination: Level 3
Stasis: Level 1
Teleportation: Level 1 1: A fully loaded AK-47 magazine.