The Kinstrife

Part 34

In which Zimrakhil takes his leave, after revealing the whereabouts of the 4th part of the Key; Misternil guides us to the Tears of Niennor; we have a vigorous scrap with many automata but find the front door is merely an elaborate trap.

 

July 6th 1441

Continuing our trek by camel, we meet another group of camel-riders with whom Zimrakhil enters in to an avid conversation, emerging after a few minutes with an expression of some irritation.

 

It seems a tribal incident calls him away; an inter-familial dispute demanding his attention and the intervention of his guards. It would be several days out of our way and Zimrakhil fears it would demand a further detour as he expects to be called to give an account of the Great Council in Umbar.

 

Rather than drag all of us with him, he suggests his cousin, Misternil (the name probably means ‘grey prince’ though ‘only friend of the grey one’ might be another connotation), serve as our guide to Celebrindor’s construction site.

 

Aerin, Brand, Ilviren, Pimm and I discuss our options: I originally envisgaged touring the Haradwaith in some depth but Zimrakhil seems to think this might be dangerous and I feel an urgent need to talk further with Neithan, in which case we need to visit Celebrindor’s construction site and return quickly to Umbar.

 

To my mind, the main sticking point is the Key to the Well of Fuinur. We have three parts of it, Celebrindor has a fourth. If the Well is to be opened, either we give him our parts or he gives us his. Obviously, if he departs on the morrow, we need to settle this before. There’s no way around this but we must ask him, and as I’m the one with charm and etiquette, it must be me who asks.

 

I raise the subject of the Key as tactfully as possible over dinner round the camp fire that evening. Zimrakhil cheerfully replies that he’s already given it to Neithan! In fact he was instructed to do so, along with the news of Neithan’s heritage. I confess myself surprised, though I shouldn’t be.

 

Well that just makes it more urgent that I talk with Neithan soon.

 

July 7th & 8th 1441

Zimrakhil departs with his guards leaving Misternil to lead Aerin, Brand, Ilviren, Pimm, Al-Han and I.

 

Misternil has a swarthy complexion but less dark than most Haradrim. His chin bears a trimly pointed beard and he wears long, black plaits run close onto his lower scalp in a distinctive tribal look though these are usually tucked away under his helmet. However his piercing grey eyes betray a degree of Numenorean heritage; perhaps they gave him his name?

 

His dress is Haradaic loose black or deep red desert robes over bronzed lamellar with scale parts at the shoulders. He wears a red tunic under these with gold or bronze thread embroidery. The war helm he wears is similarly bronze over steel and kept hung from his saddle when traversing the desert. In battle he wields a slightly curved, damasked, heavy cutting blade and round metalled shield with embossing.

 

Misternil keeps to himself by day but when feasting in his cousin’s tent with his hair down he seemed more gregarious; perhaps he’s just shy.

 

The journey is unremarkable and we reach the oasis, which Misternil advises is called ‘the Tears of Niennor’. I get the feeling that Misternil is shocked to find the large black edifice on the crags above the oasis, it wasn’t there last time.

 

It’s not pretty; an edifice in Numenorean Gothic of black stone with crenulations, defensible but with too many windows to be termed a ‘castle’. A ramp rises from the desert floor to a massive doorway, big enough for several men to enter on horseback. There’s no sign of habitation, no movement from the battlements or behind the windows. The thing is about the size of a large town house in Pelargir.

 

No one challenges us or shoots as we approach. I knock politely and the door swings open silently to reveal a hall stretching perhaps half way across the width of the building to a door at the far end. Five suits of armour ‘decorate’ each side of the hall – all of us (save Misternil) recall the automata encountered in Celebrindor’s house in Umbar and prepare for the worst, though for the moment they don’t move.

 

Ilviren offers to scale the wall and seek a way in from the roof. She finds the climb straightforward enough but the only trapdoor is firmly locked and cannot be forced so she rejoins us on the ground.

 

Quickly we review our options. These machines have swords rather than axes and I can see they are fixed in their hands permanently so disarming isn’t an option. Thinking hitting power is more pertinent than speed or precision, I opt for my heavier blade.

 

Al-Han will tend the camels at the foot of the ramp. Everyone but me has a bow. I will advance two paces within the hall and then kneel, allowing the others to shoot overhead. I will throw my daggers at closer range. Once the automata have closed, Misternil, Iviren and Pimm will join me in a line before the door while Aerin and Brand continue to shoot automata to the rear.

 

The plan works flawlessly, though unfortunately the arrows seem to have little effect on the machines and my one thrown knife flies wide. As the first pair of automata close, I rise and take up a position on the right of the line. Pimm stands beside me, looking like one of the automata himself in his full harness, then Ilviren is third and Misternil stands at the far left. Aerin and Brand continue to shoot over our heads.

 

My first thrust misses but I foil it’s riposte with a parry. Again I miss but its clumsy swing is no match for deft footwork and this time I strike it hard in the mid-torso and it falls backward.

 

They move slowly. Taking advantage of the space given by its fall, I throw my second knife at one behind. It strikes true in the visor and my target starts making a grinding noise though it continues to advance ponderously but I have the time to plan my strike and I put it down with my sword.

 

Meanwhile Misternil has also dropped two. With the slow advance of the third pair, I have time to put my boot on the fallen machine’s head and pull my knife free from its visor. I hurl it in to the body of my next assailant. It strikes true but there’s no appreciable effect. I trade misses for a few seconds and then I shatter it with a most savage blow and it falls in pieces on the ground; most gratifying.

 

Out of throwing knives, I help Pimm while Misternil downs his third – that’s six! And almost immediately Misternil smashes another for seven.

 

Then Ilviren gets in the swing of things and drops an eighth. Since I felled my third I can’t seem to get a good hit but Ilviren knocks over another and we all surround the last. I get in one good hit and Misternil finishes it off.

 

We survey the wreckage. I find a loose vambrace and strap it to my right arm, every swordsman’s weak spot. Then we move to the only door.

 

It opens easily enough to reveal a short corridor leading to a similar door. Once we are all over the threshold, the door behind closes and that in front opens – ah-ah, a trap!

 

We see a somewhat narrower corridor leading to a small chamber in which stand two more automata like those lying in pieces in the hall behind flanking a much larger machine, clearly superior and with four arms, each with a sword! Behind them a lever rises from the floor and I spot several tiles in that room and I wonder whether the lever might drop unsuspecting intruders in to hidden shafts.

 

In no mood to engage these new machines on their terms, the archers let loose a storm of arrows. Unmoving, the two flanking automata quickly fall but that in the centre seems much tougher. Luckily it neither moves nor shoots back but our arrow supply is nearly all used up when finally it topples back.

 

With the danger apparently disposed of, I warily tread along the short corridor and enter the room, taking care to avoid the movable tiles. Alas, it seems I had not seen them all and I feel the tile move beneath my foot, but I am not dropped in to a pit, instead a volley of crossbow bolts flies past. One clanging off my shield.

 

As my second step triggers another volley, I elect to throw myself forward in a roll, collecting a bruised shoulder but diving under the bolts. Reaching the lever, I pull it and the closed door to the original hall reopens. Misternil advises crawling back and I do just this, with bolts flying over my head.

 

Once returned, Brand uses his spear to trigger volley after volley of bolts from safety until bolts cease to fly and only vacant clicking betrays the empty mechanisms in the walls. Then the archers enter in safety to retrieve their arrows, which we will need if there’s more like that four-armed machine about.

 

There are no other doors. A small window high up in the far wall implies we’ve crossed the width of the building but there should be two floors above and two wings to either side, if only we can find ways to get them. This entry is evidently a false one, intended as a complex trap.

 

To do list:

Continue searching Celebrindor’s construction site in Near Haradscavange for more armour?

Inquire after Perhaladin – might be a cult for Ragnor

Discuss with Neithan his intentions vis-à-vis the ‘3rd Candidate’ and the Umbar portion of the Key of Fuinur’s Well

Advise Father that coins used to pay Khoradôr may have come from The Straight Man and that Neithan may be the ‘3rd Candidate’

Ask Granny Serni why she gave me the jewel?

Who was Tevildo from the Benish Armon tomb in the Ethir Anduin?