Well, let's see, what does Zuryana do for a party? Pros: She's a nice, likeable girl, with a way with words when she gets going. She's got pretty sharp senses all around. No low-light vision, but she's can create magical lights on demand. She had lessons in magical lore, and knows some about the humanoid races of the world too. She can cast magical protection on herself and has this nifty spell to make places slippery... very funny at parties. She can freeze the balls off an unwanted suitor at ten paces. Tried and true method to keep the butcher's apprentice off her case. She's got a crossbow! Still learning to aim the damn thing, though. If she's allowed to take her mule on the trip, she can carry stuff. She's fast enough to keep up with most people, and doesn't tire too easy, which is plain good for an untrained city girl. Cons: She can't live off the land, so she may be a bit of a burden to those that can; likewise, she'd be lost in the wilderness by herself faster than saying: "Didn't I pass by this tree already?" She's physically weak, if she can't take her mule on the trip (which she doesn't know how to control during a fight, by the way) she'd have to decide what to carry between a bedroll, ammo, and food. -_-' She has no magical damaging spells to speak of, yet. Well, she can freeze them bit by bit, but that's barely even worth mentioning as an attack spell. If you ask her to fight something in close-quarter combat, she may end knocking herself out with a wild swing instead of helping. She's a little too trusty of people's good intentions, so don't leave her unsupervised with the bridge tax collectors. She's got a dagger! Note that unlike the crossbow, this one is in the "Cons" section.