The Kinstrife
Part
36
In
which we finish searching through Celebrindor’s
desert fortress at the Tears of Niennor, destroying
more warrior automata and acquiring considerable amounts of loot; we then enter
the tunnels beneath the fortress, returning Miriman
to her village and discovering Celebrindor’s hidden underground
fort; then we return to Umbar to liquidise our loot and ask Neithan for a lift
home while Ilviren takes command of her ship.
We pass a
peaceful night in soft beds and clean, white (though slightly stale) sheets and
we all wake refreshed save for Aerin, who is still
feeling very poorly indeed. We must ensure she stays out of trouble and does
not over exert herself.
We search
the glassware workshop: much glassware is smashed, the shards crunching under
our feet; a small portion of the glassware has survived but it would be
difficult to transport and of value only to a fellow practitioner of the dark
arts, but the shelves on the far side of the room are intact and full of jars
of powders, compounds and other substances, including five carboys of a liquid
metal!
There are
also five unlabelled pots: one is clearly of sulphur (even I recognise the
bright yellow flowers); one is of raw spirit; another of a soapy paste that Aerin believes to be a cleansing agent. But the last two
are full of a foul-smelling paste that reminds me strongly of the some of the
more exotic cages in Queen Murabeth’s menagerie. We
cannot identify the substance and cannot imagine anyone paying money to own
such foul stuff so we leave it behind but Brand and Pimm
together reckon the lot should prove quite valuable.
There are
still three automata left in each of a storeroom and the clockwork mechanism
workshop. Our tactics now honed to perfection, Brand and Pimm
stand in the doorway and loose 3 arrows each at the oncoming automata before
falling back to let Ilviren, Misternil
and I deal with them individually at close range.
The
automata in the storeroom are dealt with Ilviren
taking just a scratch to her arm. In the storeroom we find sundry materials as
well as a small stock of gold, silver and base metals as well as artisan’s
tools, crowbars and rope. Some of the sundries we will find a use for in the
tunnels below but, as the son of a merchant prince, I reckon the base metal and
bullion to be worth a shade under 90 crowns.
The
automata in the clockwork mechanism workshop hurt no one, despite the third
landing a bloodless hit on my arm – it didn’t even bruise. This workshop is
full of mechanisms in various states of repair and diagrams, such as that for
the trapped room off the rear of the main hall. There’s a fair amount of metal
here but it’s doubtful if it’s worth the trouble of looting. If we change our
minds, we could always come back, or perhaps we could sell the information to
someone interested in salvage?
With the
surface building cleared and thoroughly ransacked we turn our attention to the
tunnels we discovered beneath the storeroom under the kitchen. We light two
lanterns and take the stairs to the storeroom. Ilviren
ties some knots in a looted rope and we all take turns in shinning down.
It proves
to be a natural cave system, considerably enlarged, especially in a
south-easterly direction with roof-props and paved floor. I lead with Ilviren behind and Brand holding a lantern; Misternil guards the rear with Aerin
and Pimm just in front and Miriman
in the middle.
After a
while the tunnel widens in to an H-junction, the middle branch stretching to
the south-west to another tunnel apparently in parallel to ours. Misternil detects a draft from the south-west branch but,
seeking to keep navigation as simple as possible, we continue ahead.
The tunnel
curves steadily to the left. Brand presently observes that we must be heading
due north by now and it feels as if the passage slopes steadily upwards. Soon
we see daylight ahead and emerge in the desert to find a village a mile or so
to the north. Miriman recognises her village and we
happily wave her on her way home before re-entering the tunnels.
Back at the
H-junction, we take the short passage to the parallel passage. A brief
exploration to the north-west reveals unworked
tunnels increasingly hard for all but the smallest of us to follow so we return
to the last passage, which quickly veers from south-east to south before
descending some steps to an enormous cavern.
The sheer
size of the cavern is breathtaking. It is largely natural with few signs of
finishing but with buildings inside, laid out
in a grid, like any Gondorian fort. Holes high in the
dome of the cave let in light enough to see. There’s no sign of inhabitants.
On the far
(southern) side the walls are much more heavily worked with huge gates 30-40
feet high. These must let out on to the cliffs beneath the bluff on which the
surface building stands. Since we rode past those cliffs, evidently the doors
are heavily disguised from outside.
Misternil
thinks this is a supply depot. Brand thinks it the work of a madman but I think
it could be a fort in which to hide a small cadre of elite troops. They would
also serve as a convenient ‘back door’ to the fortress above (I had wondered
about the lack of any postern).
We search
the buildings – they are all ready for occupation yet have clearly never been
used. Even the bunks have been laid! There is accommodation for perhaps 150-200
men.
Doubtless
Brand is right and Celebrindor was surely mad (isn’t
any dark cultist insane?) yet I feel a method in this madness. I wonder if this
chamber wasn’t prepared with a specific eventuality in mind. Legends abound
with secret fortresses of all sizes; Nargothrond is perhaps
the most famous but I know Gondor has similar refuges
scattered discretely. With such a small force concealed in a desert known to be
infamous for scattered worship of dark cults, this could one day prove a real
thorn in Gondor’s side.
The last
tunnel left is the north-west branch where we first descended. The tunnels are
more natural and unpaved, which is why we didn’t go this way first. Ahead we
soon hear running water and presently we emerge on the shore of a large
underground pool.
I try the
water but it is too deep to wade so Ilviren doffs her
armour and swims across holding a lantern out of the water (not a trick I think
I’d like to try – I would have enough work keeping my head above water). She’s
gone for a few minutes but quickly returns all-a-tremble, claiming she heard
something she didn’t like. Listening to her description, Misternil
thinks she might have heard sand-spiders.
However her
description of the far side reveals a lack of working so it seems this branch
is merely Celebrindor’s link to a water supply (which
means he had everything needed to keep a regiment of soldiers).
It doesn’t
seem worth exploring any further so after eating lunch we spend the afternoon
loading the wagon with loot. With one last sleep in comfort we should return to
Umbar hopefully in time to catch a lift in Neithan’s
boat.
July 10th - 16th
Misternil
has decided to come with us to Pelargir but needs to visit his family first so
we take a detour from our tiëvanda [literally
‘straight path’]; Misternil’s family entertain us in
style. July 10th is payday for Brand; July 12th for Aerin.
We reach
Umbar on the 16th where (having sworn my companions never to tell
father) I arrange the sale of our loot, netting each of us 48 crowns. Neithan
is still here so I send word that I will be grateful for passage to the Ethir Garrison. Ilviren will take
command of her new ship and sale in convoy.
To do list:
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?
Inquire
after Perhaladin – might be a cult for Ragnor