The Story So Far Plot in Theragand | World Anvil
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The Story So Far

Rannendor approaches the Old Fort but is stopped by the lookouts, as is customary. The old man announces that he is a friend of Penderil, their leader, and would like to speak with him. After checking with Penderil, the lookouts let him into the fort, where he meets his friend. Rannendor informs Penderil that he is going to the ruins up the canyon (which draws a wary look). He asks his friend if the head of the fort guard can accompany him for added protection. The leader looks troubled, and tells Rannendor that the head of the guard is his son, Beldimor. He does, however, mention that he is not currently there, but will be returning soon from an excursion. Rannendor agrees to await his arrival.   Penderil asks why Rannendor is going to the ruins, and the wizard answers that he is looking for an artifact of the people who lived there which will aid him in his efforts to gain more understanding of magic. The leader warns him that it is a fearful place, and those who have gone there over the centuries, if they return at all, come back driven utterly insane with terror. He strongly recommends that Rannendor think again before going, and Rannendor states that he is aware of the danger, and has thought about it enough and is decided.   Beldimor returns the next morning, and soon thereafter his father and Rannendor discuss the magician’s request. After much discussion with both of them and each individually, Beldimor decides to accompany Rannendor. His father’s heart is heavy, but he allows his son to go.   The journey is about two and a half days’ hike up the canyon, and they calculate to leave at such a time as will put them just outside the ruins at evening, so they can stay the night outside and rest before going in the next morning. They do so, but as they make camp a few hundred yards before the last bend they are burdened with a feeling that there is something waiting beyond, watching for them. Despite this, they are able to sleep well enough to awaken the next morning feeling rested.   They rise at about dawn and proceed into the ruins, which are in an open area at the end of the canyon that is only about two or three square miles, with high, sheer walls on all sides. When they step out of the pass they are immediately struck with a shocking feeling of fear. The sun seems to barely shine, and only with a dull, hollow glare. The clear sky feels like a great eye fixed upon them, peering into their hearts and laying them bare. Rannendor raises his staff and summons magic to protect them, and Beldimor draws his sword, feeling as though there is something terrible waiting around every corner in front, behind, and everywhere else. They summon as much courage as they possibly can to continue on, reminding themselves that this place is simply cursed, and not truly crawling with all manner of dark, evil things worse than they can possibly imagine, and doing their best to believe it. Rannendor raises his green stone, using it to focus and direct his magic as he reaches out in search of the object he has come for. When he does so, he feels even more exposed, as if the things that are here have become specifically aware of him and know where he is, and are now coming for him from all over the valley. They struggle forward.   At last, after hours of searching in their encumbered state, Rannendor periodically searching with his stone in spite of the fear it brings, they find a stairway leading down that is mostly hidden by rubble. They make their way down many steps to a stone door. They almost feel a desire to go in to escape the exposure of the outside, but even more strongly they feel a new intensity to their fear, as though something from the most terrifying nightmare awaits them on the other side of the door. They steel themselves and open it.   Only darkness greets them beyond the entrance, as well as a fresh wave of fear. Rannendor calls up his magic in greater measure, and to the sorcerer’s surprise, Beldimor’s blade ignites with white fire. The passageway beyond is illuminated for a little distance, helping them a little in their effort to go inside. They must continue to encourage themselves, and are so caught up in doing so that they forget to do so for each other, as with every step it is as though they are moving into a miasma of terror. They remember the stories of those who have come here and escaped only after losing their minds, and redouble their efforts to fight back the panic which seems to stalk them more and more as they proceed. They go down passages, stairways, and halls, delving ever deeper into the earth. They see no dead nor any sign of such, which to less focused individuals would be astonishing, especially as they cannot shake off the feeling that this place is a catacombs. They also cannot shake the feeling that, at any moment, the unseen dead will come out of the dark and take them.   After what seems like many more hours, Rannendor has led them to a somewhat small rotunda, with archways indicating passageways that lead from the room in as many directions as the walls will allow. In the center, as they approach, the light of Beldimor’s sword reveals a short, wide dais, on which sits a large stone sarcophagus. A figure is carved into the lid. As they advance on the sarcophagus they cannot help casting around, expecting something to be revealed lurking in each archway. When they reach the coffin Rannendor examines it a moment or two before trying to move the lid.   “Help me,” he whispers.   “What are you doing?” Beldimor whispers back incredulously, trying to keep any of his fear from showing in his voice.   “Trying to open it,” Rannendor replies, continuing his efforts.   “You don’t know what’s in there!” Beldimor insists.   “I strongly believe that the thing I am seeking lies within,” the other states. “I need it!”   They then stop as they both think they hear a noise, chills running up and down their backs. They realize that this is the first time they have actually heard anything other than their own movement since entering the valley. They listen intently, and soon they can make out the scraping of stone on stone, echoing faintly from seemingly everywhere. A few moments later they can hear a sound that they soon identify as bare feet padding on the stone, or something like it. A moment or two later they each see, in the darkness beyond each of the archways, a pair of small points of light, moving in a slight side-to-side motion. Their minds readily identify these as the glowing eyes of the most abhorrent demons coming to claim them in the most terrible way, especially when they realize that the lights are indeed getting closer, and the sideways motion seems to go in time with the apparent footfalls. Beldimor raises his sword guardedly, mustering as much courage as he possibly can in the face of this new horror. It is all they can do to keep from bolting, and not only because there is a pair of eyes in the passageway that they have entered through.   After a few minutes the owners of the lights come into the light of Beldimor’s sword, and the lights are indeed eyes, pale green-blue orbs set in deep sockets, unblinking, staring straight ahead. They belong to tall, thin, pale-skinned beings with sunken faces, walking corpses, dressed in somewhat elaborate robes and other loose, flowing garments. They make a complete circle around the two visitors and stop, enclosing them on all sides, standing perfectly still.   “What do you want?” they all say in perfect unison, with dead, almost distant voices. A chill runs up the spines of the living.   “I have come seeking the artifact that is contained in this sarcophagus,” Rannendor announces, trying to sound certain and unafraid.   “Why?” the corpses ask, almost accusingly.   Rannendor explains that he has made it his purpose to understand magical forces, and he found the writings of another man who did the same some 1,000 years ago. This man studied what remains of the language of the Aurentai and managed to decipher some of their writings. He wrote of an artifact of great power which was borne by one who lived in the city that is now in ruins in this valley. This same man believed that the Aurentai were far more advanced in magical knowledge than any known race even now, and that one of their artifacts could help in the people’s comprehension of their accomplishments.   The dead Aurentai ask why he seeks a greater understanding of magic, and Rannendor replies that it is a widely held belief among their people, the Aldra, that they were once immortal like the other races, and it is his hope to find a way to restore them to that state. He reiterates that he is hopeful that being able to learn from the greatest mystics in history will help him.   The creatures stand still and silent for a few moments, and Rannendor convulses once as he feels as though he is ripped wide open in both body and spirit, heart and mind. He involuntarily tries to scream but it comes out as only a choked gasp. Beldimor raises his sword further and demands of those surrounding him what they are doing to the older man. He receives no response. Meanwhile, Rannendor feels as though he is being ripped apart by an animal’s claw, although in his pain it seems to him that it is systematic, deliberate, and full of intent, as though the source of it is searching.   At last he is released, and he collapses, breathing heavily. Beldimor kneels down next to him, asking if he is all right. Rannenor nods. Just then the corpses speak again, stating that Rannendor may take the artifact, or Scale of Preservation in the Aldra language. However, they warn, he must leave something important to himself in order to take it. Rannendor thinks hard and somewhat long, and finally decides on his staff. He performs a spell that unbinds it from himself. The dead immediately step up to the sarcophagus and lift the lid in unison. Beldimor and Rannendor, the latter suddenly weakened, peer into the sarcophagus and find that it is empty except for what appears to be a piece of dark metal in shape similar to a kite shield and about six inches long. Rannendor weakly reaches in and withdraws the Scale, and deposits his staff.   The Aurentai replace the lid and step back. They tell Rannendor to go, and never return. Beldimor helps Rannendor out, hurrying as much as possible. The two of them return to the fort as quickly as they can, though they are hampered by Rannendor’s weakness. They are happy to be free of the ruins and are eager for the comfort of family and friends.   On the way Beldimor asks why Rannendor is weakened, especially so much. The wizard explains that his staff was a repository of most of the power that he had acquired over the years, and it was bound to him. Now that he has separated himself from it, his magic is greatly diminished and he will once again begin to age. He comments that because of this he feels even farther from finding a solution to his search for immortality for the Aldra.   Rannendor remains at the fort with his friends for a time to rest. After several days a man on a horse approaches the fort, and is stopped and asked about his purpose. He says he is looking for a man named Beldimor, on behalf of a young man named Gyldewan, who needs to see him as soon as possible. Beldimor is given the message and comes to find out more. The visitor states that Gyldewan lies mortally wounded at his farmhouse a few miles away and wishes to see his friend before he dies, as no one believes he could make the journey to the fort in his condition.   Beldimor goes to get a horse to go, and Rannendor, having caught wind of what is going on, says he would like to come as well. Beldimor says that if he is up for the journey he is welcome. Rannendor feels that he is, and joins Beldimor and the rider. Beldimor explains to Rannendor that he and Gyldewan were best friends growing up, but Gyldewan had left the fort about 5 years ago, saying that he felt a need to go out and see more of the world, and be of some use to the people outside the fort. They ride as swiftly as they can, and it takes them most of the day to arrive. They come to a farmhouse surrounded by agricultural lands, and their guide takes them inside. He shows them to where Gyldewan lies on the verge of death. He shows many serious wounds from weapons. The farmer has explained to them that Gyldewan was passing through and had come in to help when some brigands were trying to raid the farms. He led the farmers in the defense, and only a handful of them died and most of the raiders were killed or seriously wounded. However, when they saw that Gyldewan was their leader and helping them to be more successful in defending, they focused on him, and nearly killed him before they were forced to retreat (the farmers were only emboldened by the marauders' attack on Gyldewan, so greatly had he inspired them). The farmer leaves them alone with Gyldewan.   When they see Gyldewan, they are surprised that he is still alive. Beldimor rushes to his side, and he shows that he is glad to see him. He says he was on his way back to the fort to visit. When he was wounded he decided he wanted to at least see his best friend if he couldn’t see his home and family. He determined to stay alive until he saw Beldimor. Beldimor can hardly speak. Gyldewan asks him to take his farewell to his parents. Beldimor nods emphatically.   Gyldewan begins to fade quickly, and bids his farewell, and Beldimor does the same. Rannendor suddenly thinks of the Scale, and hopes, if only because of the name, that it will be of some help. He takes it from his bag, and places it on Gyldewan’s chest, thinking that he will need to activate it with magic. However, before he can do anything, Gyldewan’s back arches and his muscles go taut. His eyes open wide, and his face takes an expression of astonishment. He gasps loudly. Rannendor and Beldimor are alarmed and try to remove the Scale, but it holds fast to Gyldewan. As they watch, however, his wounds heal, and when they have vanished Gyldewan relaxes.   Beldimor checks Gyldewan’s heartbeat and breathing and finds them to be strong. He looks at Rannendor intently. “You saved him,” he breathes. Rannendor shakes his head.   “It was the Scale,” he says. “I haven’t the power to do that, especially now. But I thought it was the only chance we -- he -- had.”   “Thank you just the same,” Beldimor says.   Gyldewan looks down at the Scale. “What is this thing?” he asks in complete astonishment. The other two describe their adventure, to his amazement. “And after what you gave up, you would share this with me?” Gyldewan asks in undisguised gratitude.   “I couldn’t let you die,” Rannendor says simply. To his own surprise, he thinks he feels at least a little stronger than he has in days.   They tell the farmer and his family what happen, and they are amazed. The three thank the hosts, and return to the fort. All there know Gyldewan and are happy to see him return. He is greeted lovingly by his family. A feast is held in the courtyard of the fort.   Rannendor continues to stay at the the fort a little longer, because he wants to figure out if he can gain any knowledge from the Scale as he intended (though he doesn’t want to wear out his welcome). At one point he is able to talk to Gyldewan alone and mentions that while he was reacting to the Scale Rannendor couldn’t remove it, but he wonders, now that Gyldewan is healed, if it can. They attempt it, but it still doesn’t come off. Rannendor tries to hide his disappointment, as it will be difficult to study it if it is bound to someone. Gyldewan, sensing what is the matter, offers to let Rannendor stay as his guest. This doesn’t comfort Rannendor, but he manages to keep it to himself this time.   After contemplating his next move, Rannendor decides that he must regain his lost power and longevity lest he face the demise of mortality, and that the Elves would hold key information to restore it. In his weakened state he could not make the journey alone, so on the eve of the first day he converses privately with Beldimor’s father.   “What do you wish to speak about?” asks Penderil.   “You may have noticed a significant change in my energy and health as of late,” Rannendor begins. “I have given up much in my encounter at the cursed ruins,” he says, “and I must regain my lost magic or perish.”   “I see. What do you plan on doing?” asks Penderil.   “I will travel to the kingdom of the Elves,” he says pausing, “but I’m in no condition to make this journey on my own, and your son has proved to be a formidable companion.”   Beldimor’s father looks deeply troubled.   “I should’ve cursed the day you came back into our lives, because I knew that you’d find some way of taking my last unwedded son,” Beldimor’s father says angrily. “And my eldest son,” he adds.   Rannendor is perplexed by his friend’s reaction.   "I am sorry to ask this of you," Rannendor offers. "It was not my intention when I came to draw your son away from you."   "But I should have seen it coming," the other says. "Or did you always have it as your intent when you took me with you on your adventures?"   "Sometimes it was," Rannendor acknowledges. "But I always brought you home again. And here you are."   "And what of Gyldewan? His near-fate is evidence of what dangers there are out there."   Rannendor is silent.   "If you must ask this of him, I will not stop you. But I do insist that you make sure he speaks with me before he decides."   In a day or two Rannenor tells Beldimor that he wishes to go to the Elves to confer with them on what he can do to regain his power and longevity, as they are the most mystically experienced people known. Rannendor asks if Beldimor will accompany him, as he is not nearly as powerful as he once was, and would like some added protection. After some consideration and discussion, Beldimor decides to go.   Rannendor, Beldimor, and Gyldewan leave the fort on horseback in the morning and head south for the road, which they reach in a day or two. When they reach the road they head west. Gyldewan advises them that they should make camp when the sun is in their eyes, as it is a favorite practice of bandits to attack when travelers are thus impaired.   Late one afternoon they encounter a party coming the opposite direction. It is a historian (who plies his trade as a bard) with a group of mercenaries whom he has hired as bodyguards. He tells them he is seeking any information on the former immortality of the Aldra race (whether they ever were, and if so, what caused the change), and questions them regarding the very ruins that Rannendor and Beldimor have so recently visited. Rannendor and Beldimor, with some effort, persuade him to avoid that valley. He invites them to camp with him, and as it is about the time of day that Gyldewan advised that they camp, they agree. Rannendor and the historian converse some more. Gyldewan notices a woman among the mercenaries eyeing Beldimor with apparent interest. Gyldewan encourages his friend to talk to her, but Beldimor refuses.   A few days later, after they have made camp for the night, they are sitting around the fire when Gyldewan feels something hit him, and they hear something like the sound of a stick hitting the ground several feet away. It happens one more time, and Gyldewan turns as one of the others sees that what landed this time was an arrow. One or two more arrows fly past them. "Bandits!" shouts Gyldewan as he draws his sword. Rannendor brings up his stone and Beldimor draws his own weapon. 15 or so brigands run out of the woods, yelling at the top of their lungs and brandishing their weapons. The battle is joined, though Rannendor's abilities are limited. Gyldewan rushes into the fray, while Beldimor hangs back near Rannendor to keep his purpose in coming.   Beldimor and Rannendor take care of those threatening them, and, determining Rannendor to be safe, he goes to help Gyldewan. He finds him surrounded by bandits, somehow managing to hold his own. They land some blows on him, but he isn't injured. He shows a fighting prowess that Beldimor has never seen. Beldimor takes advantage of their distraction, and together he and Gyldewan are able to take most of them out before the remaining few flee.   As they return to the fire Beldimor remarks on Gyldewan's fighting, to which Gylderwan replies that he has never fought that well before. They come to the conclusion that it must be the Scale: that it does more than restore health, it protects the bearer from harm and even aids in fighting. They retire for the evening.     Meanwhile, many miles to the north, a mercenary and his companion come to a medium-sized town called Hollow Wood and go into the largest inn/tavern. The mercenary finds someone with room at his table and sits with him. He inquires about stories he's heard about the cave nearby being haunted by an evil spirit or demon. The townsperson confirms the rumors. The mercenary offers to rid them of the evil, for a price. The man says even if the mercenary could accomplish it, the town doesn't have a lot to give, though they might be willing and able to come together with something to offer him. The mercenary states that he would be interested in a position, perhaps that of mayor. The townsperson says that it isn't up to the people, that the mayor is appointed by the lord. The mercenary then asks if they could get the mayor to set up an audience with the lord. The man says he thinks that could be arranged. With that, the mercenary gets directions to the cave and leaves with his companion. As they approach, the air seems to change and the surrounding woods get more and more still, and the mercenary's companion remarks that things feel off. The mercenary draws his enchanted sword and continues on.   They reach the cave, tie up their horses, and enter. The passage winds down into the earth, the cave walls typically very close on either side and above. They lose track of how far they've traveled or for how long. The air gets more oppressive, and they are on alert.   At last the passage ends in a single, small chamber. They look around somewhat in confusion, as they expected to find more. They check the walls to make sure they aren't missing something, and then discuss backtracking to see if they missed a split in the passage. Before they go, a voice speaks to them, as if in their minds. It asks what they are doing there, and the mercenary states that they came to destroy whatever it is that's haunting the cave. The voice asks why, and he says that he stands to gain quite a lot from this act. The voice begins a line of questioning from that and comes to offering him true power, if he will accept it. He does, and he is possessed by the entity. His companion is frightened and goes to flee, but the entity stops him, saying he has nothing to fear if he tells no one of what has happened. It adds that he may even be of help to it, if he will accompany it from now on. He agrees, and they leave, bypassing the town (the horses are frightened when they approach, but the entity raises a hand and a change comes over them, and they are calm).     Rannendor, Beldimor, and Gyldewan are nearing the place where they will turn northwest. As they ride one day Gyldewan asks Rannendor what is west of them. Rannendor mentions a few things, like small towns, rivers, etc., and then mentions the ruins at Aurentaine Lake. Rannendor inquires why he asks, but Gyldewan gives no response.   A day or two later Rannendor turns from the road at the customary time, advising that they stop for the night. Beldimor follows, but Gyldewan continues on, his gaze directly ahead. The other two call after him, but he doesn't respond in any way. They decide to follow.   Soon the ivory tower over Aurentaine Lake comes into view, and Rannendor's interest is piqued even further. Gyldewan leads them west across the river that feeds the lake from the north, and then south toward the ruined city that extends west from the base of the tower. Beldimor is apprehensive, his memory of the experience in the Valley of Fear all too keen in his mind, but Rannendor is not worried about the city itself, having visited the ruins before. Gyldewan goes to the entrance on the west side of the ruins and dismounts, and the other two follow suit, securing the reins. Beldimor notes with relief that there is nothing of the pall of fear that lay over the ruins in the valley, but he is on guard all the same. Rannendor quietly and briefly calls Beldimor's attention to the fact that not only is the smooth stone of the structures uncracked or undamaged in any way, but there are no seams or bricks of any size. He says that he suspects that the city in the Valley of Fear was like this before it was destroyed. Beldimor is amazed.   Gyldewan wanders through the streets, looking around intently. Rannendor can't tell if it's because he has never been there before, or is amazed by the architecture, or is looking for something that could be anywhere. He notes, however, that many times, as they come to a doorway or entrance to a courtyard, that Gyldewan goes to it and looks in for several moments at a time, and Rannendor becomes convinced that he is looking for something, though he isn't sure what. He surmises that it must be something that is relatively easy to find, as Gyldewan never goes into any of these places to take a closer look. Belimor is astounded at the utter size of the city, as he has never even been to a large Aldra city before.   They continue down the main thoroughfare, slowly making their way toward the great tower at the end. Beldimor is completely perplexed as to what is happening, but Rannendor watches Gyldewan ever more closely, wondering what he will do. When they reach the end of the street at the top of the bluff rising from the west shore of the lake, Gyldewan reaches the arch, pauses only a moment, and passes under it and onto the arched bridge that leads to the tower entrance. Beldimor looks to each side in amazement at how far from the bluff over the lake they are.   Gyldewan enters the tower and goes right, up the stairway that spirals around the inside of the wall as if he knows where he is going. Rannendor follows almost eagerly, Beldimor still casts about from time to time, making sure they are alone. They pass doorways that are blocked by stone doors. At irregular intervals, Gyldewan goes to them and presses a square button to one side, and the door opens. He stands at the doorway for a few moments, looking straight ahead into the room (Beldimor's guard goes up after the first couple of times). Seeing nothing within, Gyldewan continues on without a word. After some time they approach an archway, beyond which a soft light glows. On the other side is a spherical chamber, larger than any Beldimor has ever seen. The archway leads them to a walkway halfway up one wall of the chamber. Within the spherical space is a collection of floating lights, all of somewhat different sizes spaced unevenly. Beldimor pauses as something catches his eye. He looks intently, and finds after a few moments that the lights are all slowly rotating around the center of the chamber. He is amazed, and he has to pull his gaze away and catch up with the other two. Rannendor, for his part, has his attention locked on Gyldewan, who continues forward as though there is nothing unusual about that room or its contents.   At the other end of the walkway is another archway, leading to more stairs. They make their way up, going on for some time more. At last a new light is seen, and on going through the opening they find themselves at the top of the tower. The stars shine brightly above -- far more brightly than they were doing before the men entered the tower, more brightly than Beldimor has ever seen them. They also seem much closer than usual. The bright, mottled band of stars stretching from one corner of the sky to the other is far more plainly visible than before. Beldimor almost feels as though they have left the plain of earth itself and are floating amongst the stars themselves.   Gyldewan wanders around the rooftop, impassively regarding the various instruments that are found there. Still Rannendor watches him closely. Beldimor pulls his eyes from the spectacle above him to go to the edge of the tower top, remembering what the view was like from the bridge and wondering what it will be from here. To his amazement it seems as though the earth itself has in fact receded, and the tower is reaching miles into the sky. The lake seems much farther below than he would have thought possible. Even at that, the stars shine brightly from horizon to horizon. The surface of the earth is noticeably curved.   Gyldewan calls Rannendor's name distantly, sounding almost as though he had to put forth some effort to remember it. It attracts Beldimor's attention as well. Rannendor replies and comes closer to Gyldewan. The young man asks if the wizard has visited any of the other Aurentaine cities, and Rannendor states that he has been to each of them, at least once. Gyldewan asks if they are all like this, and before Rannendor can respond, Gyldewan adds, still with a distance in his voice and gaze, if they are all empty. Rannendor affirms that they are. Gyldewan asks where the people are, and Rannendor says they are gone.   Gyldewan's countenance takes on an even more distant look. He says, "All gone" quietly, and he slowly turns to walk away. Rannendor asks, "Who are you?" but before any answer comes Gyldewan stumbles and falls. Beldimor is quick enough to catch him before he hits the floor, and is surprised when Gyldewan begins to shake with silent sobs as his tears begin to flow freely and fall to the stone. Beldimor looks up at Rannendor and mouths the words "What is going on?" Rannendor shrugs, his face mirroring the bewildered and concerned expression on Beldimor's.   After a few minutes Rannendor kneels down next to Gyldewan and places his hand on Gyldewans's shoulder and gently shakes him. Again he gets no response. Rannendor leans in close to Gyldewan's face and listens intently. He then looks back up at Beldimor and says in some astonishment, "He's asleep."     In the capital of Indorast, a tailor, Felidur, makes some finishing measurements on a courtly robe for Lord Greyermark, one of the nation's noblemen. As he removes the garment and sets it on a table, Greyermark inquires as to whether Sepherine, Felidur's daughter, is there. The tailor says she is out making some purchases on his behalf, and will return soon. The nobleman says he hasn't time to stay and wait for her then, but asks that the tailor let her know that he inquired after her. With a smile, Felidur says he will.   His wife enters and asks about Greyermark's visit. Felidur hands her the paper with notes he made on the changes to be made to the garment. She says she will have their daughter help them with it. They discuss whether or not any of the staff should help, and they come to the agreement that this isn't the best project for them, as they aren't quite as particular as the owners.   Sepherine enters carrying several bolts of cloth. A couple of boys on the staff help with the rest on the wagon. Felidur tells her that Lord Greyermark was just there and asked about her. She smiles and tries to hide her blushing, but says that she is sorry she missed him. Her parents ask how it went, and she tells them that the purchasing went fine, but on her way back she felt certain she was being watched and followed. She says she caught a couple of men eyeing her, and many times she looked back and saw them. She asks why someone would be following her, and of course the parents are concerned. They decide that it's time to tell her that she is not their child, but that they found her one day when she was very small, hiding near a carriage that had been attacked. As no one was alive and they couldn't identify where the carriage was from, they took her home and raised her, keeping their eyes and ears open for anyone who might be looking for her. They decide that if she genuinely thinks she was being watched or followed it would be a good idea to hire a bodyguard for her. Felidur says he will take care of it.     The morning after the strange events at Aurentaine Lake the three companions awaken with the new day. Gyldewan looks around in surprise to find himself in the city. Rannendor asks him what he recalls about the previous night. He says he doesn't remember much. Rannendor asks if he remembers leading them around the city. Gyldewan says he does, although it seemed to him that it was a dream. He says that the city seems familiar, that he feels he has been here before, but it was not desolate. He says he felt impelled forward by something within him that seemed to need him to search the city for something. The question ran through his mind over and over again: 'Where are they?' When Rannendor said that the inhabitants were gone, he somehow knew that he didn't mean that they had left, but that they had been here and they were no more, and that they would never return. He says he felt a keen sense of loneliness, as though he had been away for a long time and when he returned home he found that everyone he knew was gone forever, and there was no hope of his finding any of his people ever again. He says it was as though he had returned to the old fort and found everyone dead, but magnified tens of thousands of times. He says that even now, as he looks around the empty city, he yearns more keenly for its people to return than for anything he has desired his entire life. The other two observe that his eyes fill again with tears, and his throat almost soundlessly chokes with emotion. Rannendor wonders aloud if it has anything to do with the talisman, as this city has been judged by historians to have been built by the same race that built the one in the valley that he and Beldimor visited, because of engravings that have been found at both places. He suggests they search the city and try to find any clues they can about the Aurentai that may shed some light.   As they are going through they come out of an alley onto a street, and Beldimor sees some bones hanging from an archway and stops them. Gyldewan says he has seen those before: they are goblin chimes, used to help them detect movement and find prey. He says that if one tribe has decided to take up residence here, there could be any number of others. They decide to backtrack, but before they get far they hear an alarm raised, and they decide to run. As they go they see goblins chasing them on adjacent streets and alleys. They decide to find a defensible position to fight them off. Rannendor suggests the tower, but Gyldewan says it's too far, so they should go for the next tallest building. Beldimor adds that it should be far from any other buildings of similar height. They find one and Gyldewan goes in to check it while Beldimor guards Rannedor. After a few minutes he tells them it's clear. They duck in as darts fly at them.   They come to the top floor, which has a veranda. They look down and see goblins filling the streets around the building. Beldimor expresses astonishment at the number of goblins. Gyldewan says he never encountered any tribes this large in the wilds, but the tribes may be able to get larger here because of the protection of the buildings. Beldimor and Gyldewan go to the top of the stairs and draw their bows and arrows to guard it. Some goblins get to cover near the bottom of the stairs. Soon the room below begins to fill with them. Gyldewan decides to try causing a cave-in. He charges one of the small columns around the stairway. Soon it collapses and the roof caves in, mostly blocking the passage. The two men move back, and they look out. The rooftops of the nearest buildings fill with goblins as well, who begin throwing their darts up at the men. Beldimor remarks that while the goblins can't get up to them, now they can't get down. They decide to try to find a way to scare them off. Rannendor says he can try something, but he may need energy from one of them.   Almost at the same moment Gyldewan mutters incredulously to himself, "What am I doing?" He then draws his sword and runs to the edge of the veranda and jumps off, yelling like a madman. He lands on the rooftop of the two-story building below, bowling into the goblins waiting there. Still yelling, he lays into them. As with the bandits, the goblins' weapons have no effect on him. When he has killed or wounded all of the goblins on the rooftop he works his way down through the building and into the street, still shouting. Beldimor and Rannendor are surprised and perplexed. Beldimor manages to make his way through the rubble of the stairs and down to the street as well, where he brings up his spirit sword. He kills a few before any of the goblins get a very good look at it. Between Beldimor and Gyldewan, however, they decide to give up and scatter various ways.   Beldimor asks what Gyldewan was doing and Gyldewan explains that he figured if the bandits' weapons couldn't hurt him, neither would the goblins' (or the fall to the lower rooftop), so he decided to try and scare them off. Beldimor comments that he might have warned them. Rannendor, who has also negotiated the stairway, comes out of the taller building. They decide to get their horses and leave the city right away. Beldimor observes that on the previous night, Rannendor had stated that he had entered those ruins before and therefore knew that no one lived there. Rannendor states that he had entered some distance before, but had never encountered the goblins directly (perhaps Gyldewan interjects that goblins like to blend into their environment, and the city has plenty of places for them to hide). Rannendor states that while seeing the city from outside during the nighttime, he never saw any lights in the windows, leading him to determine that no one lived there, though he thought he might have seen some indications of light, possibly fires of the goblins, but they were so faint that he always convinced himself that his mind was playing tricks on him.     Felidur goes to see a friend of his in another part of the city. Arthicus was a soldier, but has retired from active duty. He lost an arm in a previous war, and it was replaced with a magical, armored one by a sorcerer. Felidur at one time helped Arthicus (perhaps with stitching up the wound), so he decides to call in the favor with him. Arthicus agrees to guard the tailor’s adopted daughter. He spends the next few days watching the tailor’s house, learning what he can of the habits of the household, but with the specific intention of seeing if there is anyone else who is doing the same. At one point Sepherine comes out of the shop, and a little ways from it is approached by a man, who speaks to her. She doesn’t want to speak with him, so she continues on her way. The man follows, and Arthicus follows behind as close as he can, though from across the street so as not to arouse suspicion.   At one point Sepherine manages to round a corner far enough ahead of Arthicus that he has to hurry to keep up with her. Even at that, when he gets around the corner she is nowhere to be seen. However, he hears a cry come from an alleyway across the street. He hurries over and enters the alley. Ahead he sees some men working to drug Sepherine into unconsciousness. Arthicus rushes toward them, commanding them to let her go. Some of them stand between him and the ones holding Sepherine, and they draw weapons. Arthicus draws his own sword, and they battle while the other men take Sepherine away. After a difficult fight Arthicus manages to defeat his enemies, and he hurries on to catch the others. He rounds another corner to see two new men taking down the ones who had Sepherine. Arthicus rushes forward to pull her from danger. When this fight is over, the two newcomers come forward and greet Arthicus. He asks if he can trust them. They say that they are from the Order of the Silver Talon, and they know another, who is a friend of Arthicus’ and known by him to be a member of the Order. He then tests them by offering his hand, and they give him a special handclasp in response, which is a key. Arthicus thanks them for their help. They tell him that they have reason to believe that there are others searching for her, and so they will be watching her, and that if he needs help, he may call them.     One night, at the fort, two men come riding up. They are told to halt and are asked their business. The leader states that he is going to the valley. They are told to turn back, but they continue on. Again they are commanded to halt, with no response. One of them fires a warning shot, again with no effect. The leader of the visitors then raises his arms, and explosions blast apart the trees where the men are concealed. Those who are not injured fire arrows straight at him, but he recovers and counterattacks. At this point the magic of the ancestors rises from the shrine in the rocks above, and they attack. A fierce magical battle ensues, but in the end the fort is destroyed, though a few escape, and the attacker and his acolyte continue on up into the canyon beyond the fort.     The next morning, as Rannendor, Beldimor, and Gyldewan are traveling north, Gyldewan stiffens and grunts, and then is knocked from his saddle as though by some unseen force. The other two dismount and go to him, trying to find out what is wrong. After a few moments his eyes snap open and he gets up, saying, “No, it’s impossible!” He mounts his horse once again, and turns to leave, but Beldimor catches the reins of the horse. He asks Gyldewan what has happened. Gyldewan looks down at him, and look in his eyes is not one that seems to come from one who Beldimor knows. Gyldewan tells him that a man possessing great power has banished his essence from the ruins. He says he fears that the fort may be in danger.   Beldimor asks what is going on, but Gyldewan and Rannendor look up, as they see wisp-like tendrils weave through the sky toward them from the east. Beldimor turns to look just as they arrive. They hit the ground and seem to splash, and a human form rises out of their landing. It faces Beldimor and addresses him, stating that an ancient, powerful being has attacked and destroyed the fort. A few escaped, but as none remained there and they had failed to protect the fort, the spirits decided to come and find Beldimor and lend him their power. The figure then fades, and the wisps go into Beldimor’s body. His skin seems to shimmer with light and color, which soon fades into him. He sinks to the ground.   Gyldewan says he must return to the valley as he goes to the other two horses and whispers in their ears. He then whispers in his own horse’s ear and tells them to join him when they can. He spurs it onward, and Rannendor marvels as it gallops off at a speed much greater than any horse he has ever seen. He goes to Beldimor and tells him to compose himself. Beldimor comments on the weight of all that has happened. Rannendor urges him to think of the importance of their return to the fort and the valley, and mounts his own horse and starts off after Gyldewan, needing to take some time to get used to the speed at which it, too, runs. Beldimor soon recovers and goes on his horse. Even as it gallops at an amazing speed, he feels an impression that perhaps it would be possible to go even faster. He focuses on the feeling and tries to tap into his new power, much as he does when bringing forth his spirit sword. He and his horse become a bolt of light, traveling at even greater speeds.   It takes a little over a week for them to arrive at the fort. Because he must stop and eat, Beldimor passes Rannendor and reaches Gyldewan many times. When they arrive, Gyldewan dismounts before the fort. Beldimor and his horse return to normal form and Beldimor dismounts as well. Gyldewan examines the damage to the area as he and Beldimor approach the ruins. Rannendor arrives soon after. Gyldewan is enveloped by magic, and his form changes to that of a 7-foot figure whose proportions match the creatures in the ruins. He is completely covered with black, shiny armor, some of which moves and flexes as though it were a second skin. He approaches the thicker part of the ruins cautiously. Beldimor draws his magical sword and also searches the area. After awhile they determine that there is no one in the area. Gyldewan tells them that he needs to go and search the ruins in the valley to see if the man is still there. Beldimor says that he needs to commune with the spirits about this, and goes off alone. Rannendor says he will stay in the ruins, in case they missed anyone, or someone comes back. He tells Gyldewan to fall back to the ruins if he needs their help. As he is leaving, Rannendor asks his name. He tells him that long ago he was called (then after a pause as if remembering) "Ulthir". He then takes his horse up the canyon. Rannendor sets up a bonfire in a space he finds in the courtyard.   After a little while, Beldimor returns and joins Rannendor by the fire. He tells the wizard that the spirits told him that his parents and a small group of others escaped into the tunnels, which lead deeper into the mountains, to a pass that leads to the other side. The journey will take them about a week or two.   A couple of days later, Ulthir returns. He tells them that he searched the entire valley, and there was no one else there, which is not too surprising, as it took them about a week to arrive. However, it means that whoever the intruder was came for something specific, and probably left after he found it. They ask if anything was taken, and the only thing that seemed to be missing was one of the bodies that was in the crypt where they had gone previously. They ask why someone would take that, and Ulthir says he is trying to figure that out. He says that he was not aware that anyone was powerful enough to unbind his essence from the valley, and knew how to do so. Rannendor states again that it was his understanding that the Aurentai were more powerful in magic than any race, and so he is mystified at the idea as well.   Ulthir then shifts and returns to Gyldewan's form. Gyldewan looks around intently, almost as if he is seeing the ruins for the first time. He shakes his head in disbelief. "Not again," he says softly.   "Again?" Beldimor questions.   "I think he is referring to what he, or they, saw at Aurentaine Lake - the empty ruins," Ranendor answers.   Gyldewan sits down heavily, and rests his head in his hand.   Beldimor asks what their next move is. Rannendor says he is still planning to go to the land of the Elves to consult with them. He repeats his request that they accompany him. Gyldewan says he would prefer to find the one who did this, but he has no leads. He agrees to continue with Rannendor. Beldimor thoughtfully and ruefully says that the spirits told him that all of those who survived are safe, so he has decided to go with them as well. Gyldewan asks him if the spirits know if his parents survived. Beldimor shakes his head gravely. Gyldewan asks Rannendor if there is time to bury the dead whom they can find, and Rannendor says there is.     A messenger comes to Felidur's shop bearing a message for him. The message reads that Sepherine is requested to accompany Lord Greyermark in one month to a ball at another nobleman's castle. Sepherine are overjoyed, but Felidur is reticent. He consults with Arthicus about whether they should accept the invitation. Arthicus acknowledges the danger, but after some discussion he states that it might be the perfect opportunity to draw out those hunting his daughter. He says he will contact the Order, and make sure they are protecting them. The tailor acquiesces, and he and his wife begin making a dress for Sepherine.     Long after they have left the ruins of the fort, the three men are camping near the road. Gyldewan shushes the other two, and tells them to listen. After a few moments of silence they state that they hear something, almost like music. They listen for a few moments longer, when they hear some movement from the woods nearby, like a large, very heavy animal. Soon the trees and brush part a short ways from them, and a large, strangely-shaped creature emerges and lumbers toward the road. Beldimor asks what it is, and Rannendor says in awe that he believes it is a golem - one of the Fae. Beldimor asks him about the Fae, but Rannendor says he will tell him later - right now he has a great desire to follow it. He gets up and does so at a distance, and the other two follow. The golem leads them a long distance north of the road. The farther they go, they see more and more creatures of various sizes and forms, going in the same direction. The sound gets louder and more clear, and they can tell that it is music. It is slow and full of mourning. The creatures are going toward a clearing in a small vale at the bottom of the foothills, where others are gathering from all directions. The three men find a place a few hundred feet from the gathering point to watch. At last the creatures stop, forming a huge gathering that stretches at least as far as the men can see. Those nearest the center come close together and put their hands close together, nearly touching. They raise their hands up into the air, and a light forms between them.   The men's hearts are pierced by the sadness of the music, and they find that they are weeping. Beldimor asks what is happening, and Rannendor says he has never even heard of anything like this. He turns to Gyldewan and addresses Ulthir, and asks if he knows. He responds that such a thing was never known of among his people, but given the gathering and the music, it might not be unreasonable to think that one of the Fae has died, although his people did not know that such a thing was possible. The light between the Faes' hands goes out, and their hands lower. The music fades as the creatures return the ways they came. The three men go back to camp as well, thinking over what they have witnessed.     When the month has passed, Greyermark's servants come and pick up Sepherine in his carriage. Arthicus mounts his horse and follows with the nobleman's guard. Greyermark meets them that night at a wayside inn, and they arrive at his castle the next evening. He provides adjacent rooms for Sepherine and Arthicus, near his own chambers. The ball is held the following evening. Greyermark welcomes his guests and introduces Sepherine. After socializing, dancing, and eating, Sepherine asks to be excused and goes to the terrace in the gardens. As expected, Arthicus goes with her.   Sepherine says she is overwhelmed. Not only has she never attended an event like this, nor has she spent time interacting with the nobility, but she can't focus on what's going on and enjoy herself because she can't shake a sense of fear and impending danger. Arthicus tells her that although there are probably others out there who are trying to capture her, he has taken measures to not only protect her, but to neutralize the threat of her enemies. They are silent a few minutes while she tries to enjoy the peace of the night.   Suddenly Arthicus hears something whip past his head. He draws his sword and stands between Sepherine and rest of the garden, holding up his sword and artificial arm guardedly. He hears the sound of more small things flying past them through the air, and some ricochet off his sword and armor. He gives a call, and members of the Order of the Silver Talon begin to appear seemingly out of nowhere and rush into the garden grounds. One of them blows a special whistle, and others come from the walls and other parts of the castle exterior. Arthicus takes Sepherine back inside as the battle is joined in the garden. Many guests see it and become alarmed. Soon Lord Greyermark comes and ask what is going on. Arthicus tells him to call his guards, and that he and Sepherine need a secure room to go to. Greyermark leads them up some stairs and down some hallways to one. On the way Arthicus grabs some guards and tells them to come with. When they get into the room, Arthicus stations the guards, two each, to the outside and inside of the door. Greyermark asks what is going on. Arthicus tells him that some men have come to try and kidnap Sepherine. The nobleman asks who and why, but Arthicus says he doesn't know, but that there are some people who seem to be aware of this and are helping to protect her. The nobleman asks if that is why Arthicus has come, as he has never seen him before or heard that Sepherine had a bodyguard. Just then they notice Sepherine sink to a piece of furniture, her hand to head. They ask what's wrong, and she says she feels sleepy. Arthicus checks her clothing and finds a dart caught in it, but it didn't go deep enought to stick into her skin on its own, so it probably didn't deliver all of its chemical. Greyermark asks Arthicus if he was expecting this, and he says he was. The nobleman angrily asks why he didn't warn him of it. Arthicus says that if he had, Greyermark would have wanted a heavy guard around her, and they probably would not have made an attempt. Arthicus' plan was to have his fellow protectors help defeat the attackers, and apprehend one of them for questioning. "In war we call this an ambush," Arthicus says. Greyermark looks at him in frustration.   "I believe the word for her role in this is 'bait'," Greyermark returns. Arthicus ignores him.   After a few minutes of listening to the battle, Greyermark asks what Arthicus has in mind if the attackers make it throught the door into the room. Arthicus answers that they'll have to go through himself, both guards, and Lord Greyermark. Arthicus states that Sepherine's safety depends partly on how good Geyermark is with a sword. The nobleman says he knows how to use one. After a short while there is a knock at the door, and one of the guards says that there is someone outside who wishes to speak with Arthicus. Arthicus asks who it is, and the guard answers that the man has some silver for him. Arthicus opens the door and sees a member of the Order, who says that they have captured one of the attackers and fought the rest off. Arthicus says that he would like to go with the member of the Order to the dungeon with the prisoner, and that the rest of the Order should guard Sepherine with as many of Geyermark's guards as possible. Greyermark has Sepherine taken to a bedchamber while he attends to his guests and then join her, as four members of the Order carry the prisoner by his limbs to the dungeon.   When they reach the dungeon, Arthicus has the prisoner's hooded tunic removed, and then has him chained up. By his clothing and physique they can tell that he is an experienced warrior. His expression is neutral. Arthicus asks who his leader is. The man does not respond, so Arthicus smashes the toes of one foot with his metal arm. The man stifles a reaction. Arthicus asks if the member of the Order has any ideas before he goes for the man's nose. The Ordermember pulls Arthicus aside and tells him that the Order already knows the answers to many of the questions that Arthicus will probably ask, so he needs only ask where they are based and what their plans are. Arthicus asks what the Order knows, but the other man says he does not want to share that information here. Arthicus says that if the Ordermember has any ideas on how to get him to talk, he can go ahead. The Ordermember says his Order does not condone physical harm to get information, though they are not opposed to giving no more than a bare minimum of food and water and removing any semblance of physical comfort. Arthicus questions how that is any different from torture, but the Ordermember doesn't respond. Instead he says that Arthicus is welcome to do what he wants, but the Ordermember will not participate in physically hurting him. Arthicus comments that starving him will take too much time. The Ordermember says that with as long as the Order and this man's organization have been around, time is not an issue and they can afford to wait. Arthicus observes that, given the fact that they were willing to attack at a fortress and engage in a battle means that they are done waiting.   As they are conversing, they hear a commotion upstairs. Arthicus and the Order member rush up toward the noise and find several guards trying to get into a room. They say that they heard the window break and some shouting inside the room. They state that Greyermark took Sepherine to that room, but it is barred. Arthicus hammers on it with his steel fist until the wood starts to break up, and then uses it to pry one of the hinge plates off enough to make a hole (to the amazement of the onlookers). When he opens the hold, a greenish haze starts to seep out of the room. Arthicus tells everyone to cover their mouths and noses. They get into the room and find Greyermark and several unconscious men. Greyermark is barely remaining conscious. Arthicus grabs a rug and fans the green haze out the broken window. It finally clears enough that Greyermark starts feeling better. He reveals a secret hiding place and brings Sepherine out, telling the others that he put her in there when the window was broken and several men came in.   Arthicus insists that they need to move Sepherine, or these men will continue attacking the castle. Arthicus rushes to Sepherine's parents to ask if they trust him to take her to a safe place. They grant their permission. Arthicus asks Greyermark to send a messenger to Kalibor, the magistrate of one of the Dwarven cities in the Thunder Mountains. The messenger delivers the message after Kalibor returns from a journey. Kalibor, knowing that Arthicus would not seek his aid in this way if he thought it would be successful, grants Arthicus' request to keep Sepherine with the Dwarves until the group that is attacking her can be found and dealt with.

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