[Notes for the run of July 19, 2000.] Jarvon picks up where he left off, answering "Arbuckle's" question about the stone orcs. He tells Anton there are two kinds of animated stone. One kind needs direct orders, and the magician controls them, sort of like hand puppets. They're very strong, and there are a couple different forms. Then there are golems, created by infusing a soul into the rock; their emotions are very simple, it's hard to motivate rock to do anything. Oh, and of course there are the earth sprites, but only the uninitiated would confuse them with animated statues. The change in the mage's color was the armor spell going down. The stone mage was a case of infusing his soul into the stone. Such beings move to a greater or lesser degree depending on how much soul you infuse. The ones in Firenzi kept all their thoughts and emotions, but didn't try to move very often; the ones in Cologne.... (Jarvon's lesson is interrupted for a time as we investigate the cave, but this thread picks up again later.) We go into the cave. There's a small chamber beyond the one where the statues were. It is quite warm, and Paris, in the lead, finds her heart races briefly as she sees two more statues, but she soon realises they are not moving. There's a pit, with a ladder of red hot rocks going down into it, and a pentacle of white quartz at the bottom. Stuck on the end of a stalactite, directly over the pit, is a shiny shard of mirror. There's a pedestal next to the pit, with a large book on it. There are various odds and ends that look like spare orc weapons and camping gear. The room is a fairly normal cavern except for one shelf, six feet wide and three feet deep, that looks like it was chiseled out. We figure it might be the mage's sleeping ledge. There are 14 cards lying amongst the orc stuff. Anton (or perhaps Arbuckle) checks for magic. The place has some earth magic; the pentacle is not magic but is a focus, or a focus being prepared. The rocks are being heated by some magical process. The mirror shard is much like the one in Calais's pack. The righthand pages in the book are neatly lettered, and look like powerful earth spells. The lefthand sides, which have been blank in every other spellbook Anton has seen, have a different scrawl, and look sort of like Pyotr-speak translated to written. It rambles, though, worse than Pyotr. "Now that pigfaces released have me, I shall have revenge, crushing him one joint at a time." We get the feeling that whoever wrote this, all the time he was imprisoned, one thought kept him going: revenge. "He has hidden it. I will find it. I will be an army." Eventually we find a name, Mortimer, who appears to be the object of his revenge. Anton asks Jarvon about that name. About this time, Anton senses something magical happening, and an orc falls out of the shard into the pit. It squeals as it runs around the bottom of the pit; the rocks are too hot for it to climb out. Rhori starts chipping at the two statues lest one of them be animated by the orc, but Anton notes that those look more like spares for the mage, not orcs. We ignore the orc for a bit as Jarvon tells about Mortimer. "I met him, and his master, Onyx. Dubious Onyx. There were four apprentices at the time; he had had five." He asks the color of the mage we just killed. Was it basalt? Yes. "Ah, Illya, Orya, Arya? When I was studying immortality at Cologne, for some reason, the mages there liked to adopt other names. You'd think that people who study magic would be free of the superstition that names affect mages. Onyx, everyone knew him as Onyx, was head of this school at Cologne. Illya, Enya, ... he was the first to try infusing his soul into a rock. That's when they discovered that it's very difficult to make stone move. Basalt's stone form was animated and active, was animated only by his strongest emotions. They fought him, and managed to imprison him somewhere. Onyx was sure he would stay buried. "But that wasn't the worst of his mistakes. When I went back, Mortimer was the only one still alive. When they realised how hard it is to put their souls into rock, they tried to duplicate flesh instead. But it takes more soul to animate flesh, and there's only so much soul to go around, and it wouldn't fill the flesh bodies, so they would go mad. Mortimer, the youngest, was the last to try it. He only had to kill one of himself to survive. And then he had to hunt down his master and the other apprentices and kill them, because they made soulless monsters. "They manufactured a sphere, the Stone of Cologne, to create more flesh bodies for themselves. So you see that's why I chose a single object to put my soul into." Anton wonders who is Dubious now, and asks Jarvon how new guardians are selected. It has to be someone of the proper temperament. In Jarvon's time it was always the Ace, but people can change which Minor Arcana they are as they grow over time, so to become the new Dubious someone would have had to become the new Ace. (Now, of course, a Major -- and a god to boot -- is the guardian of fire.) Anton asks if it's possible to be a minor and major at the same time. Jarvon doesn't see how, but he was never all that interested in that sort of immortality. He remarks that the church has some form of immortality, too, but you have to go through too much mumbo jumbo to get to it. Last he knew, Mortimer had possession of the Stone of Cologne, and was going to hide it where it would never be found. But the Stone is not essential to being Dubious. Jarvon thinks the extra statues we found indicate that Basalt was going to try to copy himself to multiple stone copies, driving himself madder than he was already. Anton describes the pit, and Jarvon deduces that it's a focus for turning orcs to stone. Once stone, they can ignore the heat and climb out of the pit. Calais tries questioning the orc. We let him climb partway up a rope so he's away from the heat of the pit, and that calms him enough to talk coherently. But he can't describe how or why he came here. He says he came from "home." We learn nothing useful and eventually give up and slice him to ribbons. Rhori is concerned that we disable the focus before trying to take the shard. Paris points out that it's just a focus; there's no spellcaster using it at the moment. Rhori points out in frustration that the spell is for turning live things into stone, and jumps down into the pit and hacks at it until it is ruined as a focus. We hope it wasn't useful for good things as well. Paris hauls Rhori out. Hobbes jumps down and curls up next to some hot rocks. Calais maneuvers over to the stalactite and retrieves the shard. There's some discussion about the book. Mostly we agree we should bring it back to Westmore, though making it publicly available could be dangerous given it presumably includes the spell for creating a stone army. Paris points out, amid many interruptions, that an earth mage, such as Pierre, might be able to use the book to figure out how to _stop_ a stone army. Calais examines the sleeping platform, but criminology tells him that it wasn't a sleeping platform after all. There are bits of fallen rock with writing on them. Apparently the orcs showed up here and chipped away at the stone to get at what they perceived was a powerful magical item. Obviously, it turned out to be the mage. We exit. As Rhori steps out, there's a clattering, and he looks up to see a cloaked figure atop the slope. "Greetings, Ranger. Are you in difficulty? Do you need any of those pursuing you..." Rhori declines to have us killed. He adds, "We could've used you a while ago, though." Rhori introduces himself. The elf answers, "I am Timor of Sarik." This is an older elf than we're used to seeing. Tanned and weathered. "I sensed something odd happening here, and came looking." "From far away?" "Yes, I've been up in these hills for a while. There is much magic here, because of that place across the valley." He greets the rest of us as we exit. Rhori asks where Timor's people live. "The queen is far to south from here, near the sea, atop a lone mountain? hill? mountain. I have been trapped up here a long time." "How trapped?" I was walking along the peaks of the mountains; this is one of the areas that we look at, because of (he motions toward Dungeon). When the Mirror broke, I fell off into the ice, and was trapped in the ice." "So Dungeon was important even before the Mirror broke?" "Yes." Rhori remarks that there was no shard in Dungeon. Timor mentions that he caught a shard as the Mirror went flying. He offers it to Pyotr, who is a bit concerned about accepting it, but eventually does. Timor says he thinks the shard is what kept him alive when the Mirror broke and the Minors were ripped from their bodies. (Most of us are surprised to hear that the Minors were ripped from their bodies, but Paris acts as if she knew that all the time, or at least that it should be obvious. Sigh.) Timor thinks his people might be asleep. He has not heard a call from the queen. Rhori apologises for being rude but says it is important we find the Moon tonight. (Yes, says Timor, she is bright in the sky.) We ask if Timor knows how we might meet the Moon. "The queen would know the human route to the Moon." Timor has to stay here because there are no others of his clan patrolling here. The gods are a human thing, but the various clans of elves apparently assist the gods. We finally twig to the fact that the elven clans are named after the gods. He doesn't know what we call the god named Sarik, but we try asking what their clan's service is. Timor has trouble finding the right word, but Pyotr nails it: "Observing." Timor agrees; they watch over places of power to make sure they're used right. That does sound like the Moon: the goddess of "doing magic." He points out a place where twice a year a crack appears, where powerful magic could be done. He tells about a pool that is sometimes perfectly round, and is also a place of power. Anton asks him about the destruction of the Mirror. He describes the event, but it's rather metaphysical. The mountains reared up, the sky turned rainbow colors, etc. The Minors were ripped from their bodies and turned into cards, which went into the Font of Chaos. The fountain is at the base of the Tower. He can't go there. Not won't; elves just can't. Calais asks about the earth mage. Timor recalls a battle here between earth mages, but that was well before the Mirror broke. The land here is at a different height now. Pyotr gives him a blessing, and is surprised to see a blue glow appear around him. Timor thanks him. We try to recall the other elven clans. Illiakin, near Tarn, are certainly associated with the god of learning. The Jatala were near Gilliamtown. There's the Kelli, near Jouet. We try to figure out which gods those might be associated with. Pyotr thinks the elves are the 111 helpers we heard existed for each god, but realises that the helpers don't have to be elves. The helpers for Nature and Death could be the two Orders. We conclude that Kelli (better pronounced Kali?) serve the god of dying, since they were the only elves willing to leave their forest to kill orcs. That leaves Jatala to be the goddess of birth. We leave Timor to his watching, and go try to find some wolves near a stream. We chase around a while, and eventually, around midnight, having disturbed the hunting patterns of wolves for miles around, we straggle into camp, having found no sign of the Moon other than the one overhead. Sounds like we'll have to find the queen of the Sarik elves. Paris thinks about what she knows of the southern coastline, and can't think of any islands near the exit of the river into the Gulf of Lions. We fill in the escort from Dungeon as to what we found, and show them where the cave is. But we decide to go back to Dungeon ourselves to reprovision (including replacing broken weapons), and to see if the library there has any information about Cologne, or the Sarik mountain. Rhori and Calais go to see the Emerald Baron. Mia goes along so she can talk to the rainbow mages in the camp. Paris takes her letter of introduction to get Anton into the library; Alessandro goes with them. Pyotr naps. We wend our way through the bureaucracy and get a semi-private audience with the Baron. He thanks us for our help. Rhori explains that it would help us expedite some of our missions for the Prince if we knew when Pierre's vehicle might next be here. The Baron has no idea. Mia starts to ask something, and Rhori thinks he knows what she's bringing up, and explains that she thinks it's important to get the mage's book into Pierre's hands as soon as possible. Paris, even though not present (maybe picking up on it from Calais), cringes as this is brought up in a merely "semi-private" audience, after all our discussion about trying to keep it secret. The Baron asks if we have the book, and of course Calais has it. He calls for his senior earth mage to have a look. Mia goes to talk to the rainbow mages. Rhori tags along to keep her safe, since Calais wants to stick with the book. It's pretty boring. They do seem to get along with the white priests, who tend to be the younger ones, including some monks; they have a friendly rivalry playing soccer. In the library, the maps don't depict anything north of the wall. There's no information about Cologne. The maps also confirm Paris's recollection that there's no mountainous island off the coast. As for solitary mountains mostly south of here, the one that stands out is Pelier. That could indeed be where the Sarik elves hang out; if there's only 111 of them at most, and they're asleep somehow, who'd notice? In the evening, we discuss Pelier. We figure if we can hop a ride on the LTV, we can leave Cordelia with Pierre -- and leave Jarvon with the boat so the spell doesn't drop -- while we check for elves. We stop in Lions and try the library there. Cologne is on a river north and east of Dungeon, on the way toward Calais town. It was the very edge of old Tara; nothing but barbarians beyond it. Anton makes a note of how to find it in case we ever want to go there. There is a mountain shown where Pelier is now, and a town near the base. Anton is startled by a cuckoo clock. Apparently the librarian is a Know-man. Rhori asks the local priest (who hangs out at the library playing checkers with the librarian) about the excommunication order, but the priest hasn't heard of it. We get to Martin's camp. The Princess and Cordelia aren't there; Cordelia hopped the LTV to Westmore (in case we didn't get back); Carline is with some Baron up the valley. Martin isn't here either. He went with the army and took Nice Place and is moving southwest down the coast. There's also a lot of pirate activity causing Louis some trouble. (The "captured" navy at Nice Place is hassling Louis as well.) Anton starts enchanting the boat, but after just one day, the LTV arrives. Claire's not there. Neither is Cordelia. We show Pierre the spellbook, and he holes up with it while Martin's men spend the day loading up the LTV for a trip to Westmore. He says that the nodal points in the current are moving; that's what he and Claire have been researching. We discuss logistics. We eventually conclude that we don't have time to deliver Cordelia and find the Sarik elves by the next full moon, but we have more time than that. We'll take the LTV to Westmore, bringing our boat, and spend a week there enchanting the boat. Then we can use it to deliver Cordelia to her father, and go from there to Pelier (so we don't retrace our route and possibly run into some alerted border troops). That should get Cordelia to her father well before midsummer, and still leave us plenty of time to find the Sarik elves and thus the route to the Moon, not at the next full moon (two weeks from now) but the one after, which is still nearly a month before Mia's due date. We discuss how we might search for the Sarik elves at Pelier. The town that was shown on the old maps was what is now called Eastgate. We realise that Cordelia's father is the Earl of Eastgate, and Paris adds that he's something of a history buff, so when we drop off Cordelia we might be able to get some pointers from him that will help us find the elves. Wow, sounds almost like a plan.