Arundel -


Entering Arundel - The Faeries - The Gnome Village - Arnulf Dwarves - Tyrian - Carondus - The Ice Cave - The Frost Giant - The Cloud Castle - Desolate Lands of the Blue Magi - The Gathering - The Dragon Queen - Entering The Other Plane - Ysthra - The Ending




Entering Arundel (part 2)

The evening air is a little chilly and a gentle rain is falling. Autumn is approaching but it feels so relieving to be out of the dungeons and all the undead and finally being in the fabled lands of Arundel. You walk away from the faintly shimmering void and let the rain wash away the worst of the dust and soil on your clothes (- Tuvinel sleeps under a warm blanket on the strecher). You find a nice spot in the woods, with a stream closeby and decide to rest, bathe, do laundry and so.
You gather various berries, roots, nuts and chanterelles and Kara prepares a delicious and satisfying meal by cooking roots and then roasting them and the nuts, and making a mixed blueberry/other berries soup. Ariel manages to catch a fish and you share the fish too (- you really need proteins, vitamins and fat after having eaten mostly fungi down in Durnath).

[You may be wondering about Tuvinel - doesn't she need to eat? Well she is in a very deep state of sleep and her metabolism is greatly reduced. However, now is a good time to temporarily wake her up so that she can have some soup and a bathe. Wren and Kara treat her carefully and comfort her. Her state is like before and she is also stiff and confused. You tend to Tuvinel as good as you can and tell her that soon all will be fine again (hopefully). Then Giljath puts her to sleep again.]

Now the night has fallen and the rain has passed. The air is fresh with a scent of carrots and the dark sky is spotted with stars.
You all look at the stars, quietly contemplating. None of you ever thought your lives would turn out like this. Arathor thinks about Wren. She is so beautiful and he knows that he is in love with her. He doesn't know how to tell her, though. She is elvish and even though he doesn't want to realize it, they can never be together. Arathor gets up to his feet and wanders off a bit into the woods. He wants to cry but a knight crying? That is ridiculous, he thinks to himself. "If only Wren would come to me and say that she loves me", he hopes and tries to gain strength from that wish.

Wren knows (=feels) the reason of Arathor's behaviour. She can't fall in love with humans but she knows humans can fall in love with elves. Wren is also uneasy. So many bad things are happening - everything seems so uncertain and insecure. She can sense why humans act so erratically. She is tormented in her mind by all kinds of things. She wouldn't be able to handle this stress if she would be a human, she thinks. She needs to relax and meditate but she must first talk to Arathor. Arathor is getting more and more gloomy and she fears that he will do something foolish just to show her that he loves her.

(- Arathor has actually considered 'sacrificing' himself in an ultimate 'display of love'. For Wren he would die and when he would be taking his final breaths he would tell her that he loves her and she would cry and tell him that she loves him too. That would be his ultimately glorious and sad ending, an ending which bards for ever would sing about)
.

So Wren also gets up to her feet and follows Arathor. She sees him by the stream where he is kneeling with his sword in front of him, in a prayer to Eledain.
Wren moves up to him and places a hand softly on his shoulder. Arathor looks into her eyes with an anguished but hopeful look.
"She came", he thinks. "Maybe there is hope after all".
Wren smiles a sad looking smile and almost whispers:
"Arathor, if the circumstances were different and I were a human, I would be the happiest woman in the world, knowing that you love me. But now I am very sad that you love me for I can not love you back in the same way".
Arathor is shocked and devastated to hear 'his' beloved put it so directly and stammers:
"Oh, Wren. I thought... I... I will immediately take my leave. I have disgraced you and Eledain. I am not suited to wear this armour. I have failed to be a Knight of Eledain. I..."
"Don't be a fool", Wren says in her friendly way and gives him a soft slap on the shoulder. "You have not disgraced anybody and I don't wish you to leave!"
"But...", Arathor stammers.
Wren (softly): "I know how you feel for me and it is not your fault that you have these feelings. You just have to handle them differently. I know you can do that. Let me teach you the elvish ways of meditation to appeace your mind. Together we will face the difficulties and when we have overcome them, you will see me in a new perspective, like a sister. You will be a great knight loved by everybody, and trust me, the woman who becomes your wife will consider herself the luckiest woman in the world."

Arathor nods slightly, tears dropping down his cheeks. "Nobody can ever match you Wren", he thinks. To Wren he mumbles: "I will do as you bid, my beloved Wren, for my life now belongs to you".
Wren senses his strange concept of 'belonging', smiles and says fondly:
"Dear Arathor, let us immediately start with the studies."

[End of Entering Arundel]




The Faeries

The peaceful forest opens up into a large glade. The glade is filled with strange creatures and beings. They seem to have enjoyed a merrisome gathering until recently. You see some Satyrs and Faeries approaching you.
Ivil, Filundrus and Arathor have never encountered such creatures before and neither have you, even though you (Wren, Giljath and Eldur) have heard about them before.

Satyrs are male forest living creatures who mainly concern themselves with 'partying and chasing nymphs' (- so you have heard anyway). They live in forests and every night they invite all forest beings to festivities with lots of forest wines (- you see plenty of amphorae), songs (- satyrs are very good singers), dancing and music (satyrs like to play pan-flutes).
A satyr has the upper body of a male humanoid, legs like a goat, pointed ears like an elf and small horns like a goat. His face is otherwise like a human and he has a brown beard. Satyrs' lower bodies are covered with red/brown furs.

Now nobody is dancing, though. Some Faeries are crying and everyone looks very worried.

Usually Faeries are full of fun rascals who love to play tricks on unsuspecting travellers of non elvish origin (- elves are considered a little boring by the faeries).
Faeries are very small (no taller than 3 dm) and usually have straight fair hair (with a tone of green) and fair skin. They look a bit like elves with their pointed ears and almond shaped pupils. They have insect like (transparent) wings and are usually snub-nosed. Obviously they seldom wear more clothes than a loin-cloth. Even though both genders of Faeries love to tease and play tricks on travellers, they never intend any harm and if any harm would come to the 'victim' then they get full of remorse and immediately try to repair any damage.
You have heard that a few Faeries sometimes (very rarely, though) become faithful companions to mortals, (at the same time) helping them and driving them crazy with their pranks! Furthermore, Faeries are known to have the ability of making themselves invisible to mortals and they are very good at reading other peoples' minds. Faeries are not violent, but they know how to use magical bows. A hit from their arrows will render mortals asleep or make them forget recent (within an hour) events.


They notice you (- the Satyrs seem very interested in you and the sleeping Tuvinel, though they are aloof because of what has happened) and a female Faery flies to greet you:
"I am Oona. Please help us. One of my sisters has disappeared", she sobs.
Wren: "I am called Wren. Fair Oona, we would try our best to help you, but please tell us what has happened".
Oona: "Aletha was going to convince a nymph to come here earlier this afternoon, but she hasn't returned yet. The nymph came by her self and she says that she saw some large fire breathing creatures who seemed dangerous! I am sure Aletha must be in danger! Strange, worrying things have been happening lately and one of the wisest gnomes in this area also disappeared and...(sobs)"
Wren (comforting): "We will look for Aletha, Oona".
Oona (sobs but smiles): "Oh, thank you Wren! If you need any help, we can heal you and give you food."
Wren (smiles back): "Who is the wise Gnome you were talking about?"
Oona: "He is called Carondus. He went to investigate strange appearances of creatures we have never seen before. There is a gnome village east of here. They may know more."

[The Faeries heal all the members in the party who have been badly injured. Then they give you a large supply of berries, nuts (etc) and water and you prepare to leave to find out what is going on. Return to the map.]

[End of The Faeries]




The Gnome Village (Halflings)

It is a cold morning (+10º C) and you slowly advance deeper and deeper into the swamp. The fog lies like a cover from your knees and up.
As you walk on the sludgy ground, your feet often get stuck in the soft moisty ground and you have to be careful not to step into quicksand or other treacherous places. There are many insects, but none so ferocious as in Deep Swamps, east of Dead Forest.
On the other hand, many larger, more dangerous creatures inhabit these swamps and you are careful not to get their attention, for they might well decide that you be their next meal.
Towards the afternoon you hear the sounds and smell the smells of a village. The temperature has risen (to about 18º C) and the fog has cleared. You are having trouble carrying Tuvinel but so far you've managed.
Soon you reach firmer grounds and you see a small mud path leading to a palisade surrounded village. The houses are small wooden cottages, resting 2 metres above ground, on wooden poles.

From many cottages smoke arises and here and there on the ground goats and fowls walk around. The sight conveys a feeling of a quiet and peaceful little village - quite picturesque, actually, despite the unhospitable surrounding swamp.
You also hear the laughter of children playing and can see gnomes chasing escaped fowls and attending to domestic matters.

A scouting tower is also present and as you approach the village, some gnome elders come out to greet you. They all have beards, are a bit shorter than dwarves and not so sturdy built. Their feet are big and very hairy. They don't wear footwear. One of them hails you:
"Hello there, travellers. You are a rare sight. What has brought you to this place?"
"We have important news to carry to Arundel", you say.
The Gnome Elder's expression changes as if he recognizes you:
"Wren! We thought you'd never make it! Praised be Tevatenu that you have come!"
"You know me?", you ask a bit surprised.
Gnome Elder: "Yes! But that is a long story. Let's go inside and talk over a nice dinner. I see that you have a wounded member in the group (points at the sleeping Tuvinel). If there is anything we can do..."
Wren: "She is in deep sleep. We believe she is suffering from side effects of magic-using."
Gnome Elder: "I see - then she must be brought to Arundel soon."
You nod and the gnomes bring you into the center of the village where a large platform is located. This is where the town council resides. Tables and chairs are brought forth and everobody sits down (- except Eldur who is attending to Tuvinel).
Soon a number of vegetarian dishes are brought to you as well, including cheeses and goat milk (- goat milk doesn't smell too good!).
The gnomes don't serve meat and when Ivil asks a gnome woman about it (silently, in body language), the gnome woman rolls up her eyes to the heaven, opening her palms and nodding in the direction to where the elves are sitting.
"I see!", Ivil signs back and smiles.

(Later during the meal - after you having explained your situation and the gnome elder having explained about Kor-Dur's message to him about you):

Gnome Elder (while shewing): "So Oona told you about Carondus?"
Giljath: "Only that he was missing. He seems to be considered a very wise gnome?"
Gnome Elder (still shewing): "Yes, very 'wise'. He is the only gnome here who knows magic. He knew how to animate Golems to protect us from the aggressive creatures which have appeared recently. He went out to find out the source of these appearances and we haven't heard from him ever since. We have built a palisade around the village to protect it from the creatures. Carondus' disappearance has been strange and sad but now something yet more alarming is happening. It is as if the trees are getting weaker and dying. They first lose all their leaves and then they become black. It started not long after Carondus disappeared. Maybe there's some kind of connection?"
Giljath: "What about Arundel? Have you sent word to the elves there?"
Gnome Elder (swallows): "Arundel? It is a long way there... beyond the oceans. We don't travel by see but we know of a hidden ship, designed by the elves long ago. Please help us with the strange happenings around here - we'll show you how to get to the ship."
Giljath: "We will try to find out what is happening to the woods and bring Carondus back. Then we will proceed to Arundel."
Gnome Elder: "Maybe you and Tuvinel can stay here while the rest of you try to solve the problem. You will be travelling faster that way and both Tuvinel and we would be safer to have you (Eldur or Giljath) around. There is a dwarven settlement far east of here. They also know about you and would gladly help you. I'd advice you to go there first."

[Proceed reading this entry when you have returned with the solution]

Accompanied by Carondus, you return to the village. You are warmly welcomed and Carondus immediately consults his books, in search for a way to banish the cloud. There is nothing more you can do for them and the gnome elders show you an ancient elvish scroll which contains words that will call the elvish boat to you, when you are close to the ocean. Afterwards, the gnomes do their best to restock your food supplies and bid you godspeed on your future journeys.

[End of The Gnome Village]




Arnulf Dwarves

In the mountains to the north east you finally reach a dwarven kingdom (monarchy), ruled by the old dwarf Arnulf. When you reach them you are greeted with cheers and get a warm welcoming - news of your helping the Durnathi dwarves have reached them and many young dwarves are ready to aid you on your journeys.
Having discussed with Arnulf, you get to know that something has happened to the Giants on shark island.
(- The name is derived from the shape of the island). A Frost Giant named 'Trym' sent a message that demonic forces have invaded and that powerful magicks have twisted the minds of many Giants. The source of these demonic forces seems to originate from an island west of Shark Island. This island is called Dolphin Run. The Dwarves are not sea travellers but they had a ship left by the Arundel elves and they dispatched a force to Dolphin Run. This force has not been heard from and Arnulf fears that they have failed to stop the foul demons.
You ask why they haven't requested aid from the elves and Arnulf tells you that it seems as if nobody has heard from the elves in years. Somehow all lines of communication have been cut.

[It is now up to you to help the dwarves and the giants]
[End of Arnulf Dwarves]




Tyrian (the Ent)

It is a windy and rainy day, when you see a huge tree moving over the ground, deep in the forest, towards you.
The tree is moving very slowly and seems weak despite its tremendous natural strength. You sense that it wishes to communicate with you (Wren) alone and so you ask your friends to stop while you go to talk to the tree.
Arathor is about to object but you give him a friendly smile and he nods and accepts your decision.

The tree communicates mentally with feelings:
"Pain from unknown. Plea for help. Magic danger."
The tree sends out a sound: "Carondus - demons".
The tree finishes with more feelings:
"You - elf friend. Please help! Tyrian thanks you."

Astonished and moved, you nod to the poor Ent, showering him with emotions of friendship and caring.
The Ent shines up and wishes to give you some strength before you go...

[Possible resource cost symbolizes the difficulties involved in the process of sharing strength from an ent to an elf]
[End of Tyrian]




Carondus

The day is cool and windy. Dark clouds pass the skies quickly, in strange formations. The sounds of thunder is heard in the distance...

In the vicinity of some lakes you see a small, robed character with a strange and frightening helmet covering his/her face. The sounds of the character's chanting indicate that it is a male gnome. You see that he is invoking power words to give magic force to Golems. He stands in front of an Altar of Fire. As he chants the clouds cluster in the skies and a bolt of lightning strikes a tree, killing it immediately and setting it afire.

A dark and chilly fog materializes. As the fog moves, everything it touches turns black and lifeless. You realize that the robed figure is probably Carondus. What has happened to him? Why is he doing this?
A strange red glowing emanates from the helmet. It seems as if it may control him, somehow.
The robed figure turns around and sees you. A moment of fear seems to reflect from the helmet, but then Carondus says:
"Fools! You will not stop Ysthra! She is coming to claim this world and I am her High Priest!"

[Resolve the combat situation, then proceed reading this entry]

After an intense struggle, you manage to get past the golems and force the helmet off Carondus' head.
A bolt of energy (from the helmet) is unleashed, striking Carondus and rendering him unconscious.
You try to revive him and soon he wakes up, confused:
"Who are you? What am I doing here? Where is the village?"
You calm him down and explain what has happened. He is full of remorse and tells you that the cloud must be destroyed.
He needs to get back to the village in order to consult his spell books about banishing the cloud. You ask him where he found the helmet, but he can't remember that.
The helmet seems to be a source of very powerful mental energy, capable of twisting the minds of its bearer. By some reason it doesn't seem to be able to affect you (Wren), though.

[End of Carondus]




The Ice Cave

After a long and stormy sea journey, you lay anchor at a cold and snowy island. The winter must be approaching and you have prepared by bringing thick and warm clothes and a cart of fire material from the Arnulf dwarves. You enter a small raft to row to the beach of the island. It is a cloudy and dark night and snow is beginning to fall. You see how nearby flakes hit the dark waters around you and disappear. The sea looks dangerous and you see that the dwarves seem relieved to soon be on firm ground again. They have been uneasy the whole sea journey...

[Journals of Anadin, Dwarven Commander in Wren's party - Day 17]:
"Finally we reached the island where the demons were are supposed to be. Of our fellow dwarves we didn't find any traces, and this made us sad and worried but also strengthened our determination to find out what has happened to them...
...We have had sporadic sights of twistedly shaped winged beings, high in the air. These beings seem to come from a mountainous area, a bit more inland. We held a council with Wren and have agreed to investigate the mountains in that area..."


A new day of struggling through the snow is about to be ended by the sun quickly disappearing beneath the horizon. You are finally in the mountainous area and a strange silence is surrounding you. A dwarven runner sent out by Anadin has returned and he reports of a strange ice cave entrance, with tracks from unknown beings at the entrance.
You decide that it would be best to find a safe place to rest and then investigate the cave tomorrow, in the morning. Tonight you will not light a campfire. This is a precaution not to be spotted by any hostile beings...
...The night passes and in spite of strange sounds, nothing happens...
The next morning you consolidate the party and move forward, towards the Ice Cave...

[The Ice Cave entrance leads into a system of tunnels and caverns, where you face a number of oddities and adventures - unfortunately, there is not time to tell about them now... Resolve the combat situation and then continue this entry]

...You finally manage to seal the strange dimensional door before the terrible Agarash creature can enter this world. You have dealt a severe blow to the infernal forces, but you sense that this has only been the beginning. Furthermore, there might still be lots of demons left who have already entered this world, roaming about the lands.

The time has come to seek out the Frost Giants and report to them about Agarash and his attempts to enter this world - attempts which you have foiled, at least temporarily.

[Feel free to look for signs of the missing dwarf party too, if you feel that you are in no hurry...]
[End of The Ice Cave]




The Frost Giant (Trym)

The dwarves lead you to the mountains in the eastern parts of I'Karish (Shark Island in Elvish). There Trym lives. He is a Frost Giant who managed to escape from Cloud Castle (the home of the FrostGiants) when the demons invaded and turned the minds of almost all giants.

You reach his home at noon, a sunny and cold winter day. He is the largest creature you have ever seen (appr. 5½ m tall) and speaks with thundering and deep voice. He wears no armour but has a gigantic Ice Sword that only he and his likes can wield. He welcomes you and explains of the strange happenings of late.

[If you have foiled the plans of Agarash, then continue. If not, Trym asks you to try to find out what is happening before he also becomes mind twisted]

You tell Trym about the Ice Cave and the creature called Agarash. Obviously he is the infernal being who put the spell on the giants. You show trym the strange cube which you found next to the Dimensional Door.
"Aah, this must immediately be destroyed", Trym thunders and takes the cube. Then he asks you to step back as he creates a shimmering void, in which he places the cube. Then he hurries away a bit and soon thereafter there is a terrible implosion and the cube and the void are gone.

"The spell which have threatened us is no more. However, I fear that the coming of Agarash is only the beginning. We must seek out the Dragons beyond the maelstroem. Arundel has been isolated by a strange void and only the Dragons will know what to do. At least I hope so", Trym thunders.
"Now, let's go and free Cloud Castle from the demons. We will need all the help we can get!"

[End of Trym]




The Cloud Castle

The home of the giants towers in front of you. It is a magnificent place among the mountain tops and it seems to reach to the skies.
All giants are still under the influence of the mind twist spell and are confused. Trym must aid them before the rest of the giants can aid you.
Gigantic Demon Seducers in the shape of Giants attack you as you approach the city!

[After defeating the demon guards you enter the city and Trym restores the giants]

The city is a remarkable place but time is short and Trym urges you to try to persuade as many giants as possible to join the party. Then you should find the maelstroms.
Khazim interjects and tells you to go to his home turf first. It lies in the far west and he says that although it is a long way there (and guarded), he is confident that he remembers the password to enter the hidden valley. There, aid can be expected.
Now Anadin interjects, saying that although visiting this land may be helpful, you must first go back to the Arnulf dwarves. They have ancient Giant Armour which will be very useful to the Giants.
Trym agrees with Anadin but Khazim says that the Magi can equip the Giants with the equal or better equipment and that visiting the dwarves may be a time waster. There may also be valuable spells or wands for you, if you are wise enough to control them.

[End of The Cloud Castle]




Desolate Lands of the Blue Magi

These desert lands are the ancient lands where the blue magi appeared, once upon a time. Their former origins are a well kept secret.
Khazim says that he will talk to his colleagues. They will probably aid you, he thinks.

Khazim also claims that there are several magical weapons and pieces of armour in his home. Such equipment may make a difference in a battle versus demons. Some demons are known to be invulnerable to non magical weapons...
[The Arena is where Khazim used to live and it holds the weapons/armour]

[End of entry]




The Gathering

Trym leads you through a land as beautiful as it is ancient. All around you are green meadows and lush forests filled with animals and insects. Two large rivers flows into a great lake and the sparkling of fresh water from nearby streams, coupled with the bird songs fill you with peace and hopefullness. Here, the winter has turned into spring and the sun shines brightly on the deep blue skies.

The studies with Arathor have proceeded very well and you rejoice at the fact that he is happy and in balance with his feelings. He will make the most wise knight of Eledain, there is no doubt about that!
Actually the whole party is at ease and happy. Everybody except poor Tuvinel. She is still in deep sleep. Occasionaly you have awoken her briefly to feed her and bathe her but she has not shown any signs of improvement. You did ask the giants if they knew of something that could help her but they could only advice you to bring her to Arundel. This you already knew. Most of your party members are caring for Tuvinel, now that the Giants and other more powerful members of your party are ready for handling battle situations. Actually, the party is a veritable army now! You saw how easily the Titans forced the remains of the demons into a wild escape and you feel confident that they can handle more dangerous demons as well.

Trym is wearing a formidable and rare field armour of golden mithril. He doesn't look all that optimistic though, and you hear him occasionaly mumbling about the immense strength of the demons.
You ask him why he is so weary and he tells you:
"The void which has blocked the passage to Arundel could be a huge gate, used by the infernal forces to transport enormous armies of incredible strength. Agarash must have been leading an advanced reconnaisance force of demons and this relatively minor force almost had us (the Frost Giants) defeated. Agarash is only a lower demon lord but as you saw, he can create dimensional doors to manifest himself in other worlds. I fear that the void is the beginning of a terribly dangerous invasion attempt by the demon lords. I recall that a void such as this one can be revoked but it would take angelic powers combined with a certain sphere which can only be found in the infernal plane. This sphere was created by angels in order to protect worlds from being invaded by the infernal beings. However, it must have been taken from the angels, otherwise a void such as this one couldn't occur."

As he speaks, a sound which resembles a chanting choir resonates through the air and four Winged Beings (shimmering with light) appear.

They are four Arch Angels (Mikael, Gabriel, Raphael and Uriel) and they are here to aid you!
They also have many abilities similar to the demon lords. They can for example open dimensional doors to other worlds.
Mikael is the strongest of the four (- his name means "Who (Mi) is () like (ka) God (El)" {- hebrew, present tense of 'to be' does not exist in hebrew. This is because it is similar to God's name, and His name may not be spoken}). Gabriel is often a messenger, Raphael is a guardian angel (to Tobit and Tobias) and Uriel is the guardian of the stars.


Gabriel speaks to you mentally:
"Trym has assumed correctly. The void is indeed a door from the infernal plane. The demons managed to steal the sphere from Uriel and we have come to retrieve it. We can not do this without your help, though. The demons know that we will try to retrieve the sphere and have gathered an appropriate force to counter us. They will not be expecting you too, though."

Uriel: "We do not wish to involve you in this but time is running short and there is no better alternative"
Trym: "We will come with you. First I suggest that we request the aid of the Golden Dragons. They are strong allies."
Gabriel: "So be it, but we must hurry!"

[End of The Gathering]




The Dragon Queen

In the green mountains, the source of the river water, the Queen of the Golden Dragons resides.
(- Golden Dragons form a society and are altruistic as opposed to the more individually and egoistically inclined Black Dragons and Azure Dragons)

She flies high above you in circles and lands near Wren.
"I will only help the elves! I am informed that Wren is here. Please step forward, Wren, so that I may have a look at you."
You step forward, saying:
"Noble Queen, I am Wren."
Dragon Queen: "I see. Wren, you shouldn't be in the company of Angels and Giants! They are not like us. However, this time there is no other option and they need our help, so we will give it to them. But be warned, as much as they seem to help us, they are primarily serving their own selfish purposes! They don't have the same relation to Life as we Golden Dragons and Elves have."

The Dragon Queen looks around to see if she can notice any feelings of insult among the Arch Angels and the Titans, but there is none, so she continues:
"I see that you have grown wiser since last time - Good! We know where to find an entrance to the Infernal plane. (Indicating at Mikael) Create the dimension door at that location and we will emerge close to where the sphere is located!"
Mikael: "Very well, lead on to this place and I will open the door."

[End of The Dragon Queen]




Entering the Other Plane

You enter a land tainted by the infernal occupants. This is the land you saw in the temple where the Fire Egg rested! It was once a beautiful land full of life. Now it is black and lifeless.
The air is barely breathable and it smells of brimstone. In order to complete the portal the demon lords need energy. The whinnying from a Unicorn echoe through the air. Another life has been taken to serve as energy for the void!
You advance quicker and Uriel senses that the sphere is near. In front of you towers a citadel of black brimstone!
Mikael: "Ysthra is nearby! She has an army with her...and she carries the sphere!"
Dragon Queen (to Wren, mentally): "Ysthra is a Demon Lady. She is a lower demon lady but she aspires to rise in rank. She has gathered a huge force of minions of different strengths. We must free the Unicorns before all else, though. No more Life may be destroyed by these infernal beings!"
Mikael: "No! We must attack now! We will not have the advantage of surprise if we rescue the Unicorn. If we defeat them now, they won't have time to harm the Unicorn. Even if it means sacrificing the Unicorn, the demons can't be allowed to win!"
Dragon Queen: "You see, Wren! They don't respect life as we do! (To Mikael) We can defeat them after we have rescued the Unicorn!"

[Play technically: If you go for the Unicorn, you will lose the bonus from the rally flag. On the other hand, a unicorn has 20% to blind an opponent and may bring you other aid as well]

[End of Entering the Other Plane]




Ysthra

Ysthra, the demon lady (of low rank) sits on a throne of bone (- similar to but less ancient than the one Dakoth is often sitting on). Her plans to rise to Demon Lord are about to be realized! The foolish Arch Angels are no match for her zillions of troops! She will punish them severly and then move on to command the invasion force in Arundel!
But why have they not showed up yet? A seed of worry roots in her mind... what are they up to?
Well, if they don't dare to show up, then that's even better! Her masters will notice her strength and maybe, just maybe they will even offer to marry her! Who will I choose, Axtrodus...? No he is of too low rank! Caradocus!?...yes, Caradocus the Demon War Lord will be a suitable choice... But what is that noise outside my citadel...it sounds like fighting!
So the fools entered! Damnation! They have brought allies! To battle, to battle!

[Resolve the battle and continue this entry if you are victorious]

The battle has finally ended and Uriel takes the sphere! Then, with a shimmer of light, the Arch Angels disappear!
[Dismiss any present Arch Angels or put them in garrison - If you don't have any other troop, then keep them]
Dragon Queen: "Let us return, Wren. I now know how to open a gate to Arundel from here."

[End of Ysthra]




The Ending

The void has been dissolved and you have finally reached the legendary lands of Arundel.

The Elves living here are the Sendari Elves (- they are the Elves from Dead Forest). The Sylvani Elves and The Noldori Elves have not returned to this ancient home.

Only Wren, Eldur, Giljath, Arathor, Ivil, Filundrus, Ariel, Kara and Tuvinel landed on the island of Arundel. All the others have returned to their respective homes.

The island seems undisturbed by any outside events. All is moving along peacefully with birds singing and insects buzzing around the air. (Well, all is not peaceful. Checking the ground closely, you see two different tribes of ants carrying out a war)
The elves don't seem to interfere with these things, though. It is a part of the nature and as protectors, the elves are only intervening if something that threatens the balance occurs.

You walk along for days, without seeing any traces of elves. You see pegasi, dwarves, ents and unicorns and you talk to the dwarves who welcome you warmly.
The dwarves tell you that the elves are more to the north and so you head there after having shared a meal with the dwarves.
Later, you reach a breathtaking glade with the most beautiful garden. In its center is a circular table of the smoothest stone and around it are chairs made for elves, halflings, dwarves, giants... and humans!
Nobody is here either, but the place doesn't seem abandoned.
You leave the place and continue north after having spent several hours resting there.

Later that day you reach a small village among the trees. This humble village is where the Sendari Elves live!
The elves number about 400. Arathor and the other humans are surprised that they are so few and live in such a simple looking village.

---

"What happened next", the young boy asked the old man (Arathor).
"Well, son, the elves already new about the dangers threatening the new world outside the Arundel lands, and I asked them why they had done nothing and what had been the point in coming here", Arathor says to his youngest son (- he has four children, two boys and two girls. The oldest girl is 28 years of age, the youngest boy is 5 years old).
Garren (the boy): "What happened then and what about Tuvinel?"
Arathor (laughing): "Easy boy, easy. The elves explained that there had been an important point. The experiences of the journey would prove decisive for the future. I spent a few weeks in Arundel with Wren, learning to respect life and myself (- he gets a tear in his eyes; he remembers something very painful. But it lasts only momentarily and he continues)...while the Elves tended to Tuvinel and cured her. Then the Elves held a council with the old peoples and I represented the humans. The elves refused to join in the war against the evil forces that had just invaded our home lands north of Dead Forest. They said that they could not disrespect life by participate in killing. The giants pointed out that the undead were not living and a compromise was reached. The elves would fight against undead but not engage any of the allies of the undead. The outcome of the council was very disappointing for the elves. They felt that engaging in war was to stop an evil by 'temporarily' becoming evil. The elves can be emotional too, even though I only witnessed it once - at that time. Wren, she was really something special (Arathor's eyes fill with tears again). Well, the elves agreed to try to stop the undead and then I, Tuvinel and Ivil & Filundrus were sent back to Dead Forest by the means of a 'door'. I never saw them again but I know they joined the struggle elsewhere. As for me, I returned north to see the home lands being invaded, but that is another story which I will tell you next week, Garren. Now let's find a peaceful spot in the garden and meditate a while", Arathor finishes and rises.
Garren: "When I grow up I will be a Grand Knight like you and fight Evil Dragons and..."
Arathor smiled as if he recognized himself and led the way out to the garden...

The End

Follow the human struggles in next part...