They've left him alone in his cell.
He can't really be said to be lucid but he has very acute instincts for when there's someone and when he's alone - it's the last of his senses to depart him - and he's alone.
And then suddenly he isn't.
They've left him alone in his cell.
He can't really be said to be lucid but he has very acute instincts for when there's someone and when he's alone - it's the last of his senses to depart him - and he's alone.
And then suddenly he isn't.
...well. That. Probably isn't good. ...or, it could be good, but it's not good for sending Melkor here.
They first want to check what happens if they try to use mage spells here, and what happens if you try enchanting a magic artifact.
Enspelled objects seem to work as expected, but if they try to cast a spell they'll discover that the process is both easier and harder; everything is more reactive, and it's easy to overshoot when they're trying to move things into the needed arrangements, but they'd also be able to set more sensitive trigger conditions more easily here. Enchanting is similarly affected; it's faster - not dramatically, but noticeably, even in a quick test - but easier to make mistakes if you're not used to the difference.
That is potentially useful. Okay, now they can head home and try for a better Melkor-prison candidate world.
The next world is mostly ocean, with chains of islands teeming with birds, bats, lizards, and other wildlife; a few hours into their visit they even encounter a pygmy elephant, barely the size of Huan. When they test it, their magic seems to all work normally.
That could work but what they really want is a world where their magic doesn't work at all. Any way to screen for those?
Uh. No, and if they do find one of those they might not be able to get back from it...
Ideally Arda magic doesn't work and they can't cast but they can activate a teleport. But that'd be a price worth paying, if.
Yeah, hence 'might'. Also if they find something like that they can go back to where they first appeared and she can try to get them out with a portal; that should work. Anyway, here's more places to try.
None of the worlds are completely magic-proof. Some of them aren't even magicless, they just have infrequent brief magical effects that the detection spell only picks up when they're active. But eventually they find one where magic songs very nearly don't work - the effects reach only a few feet from the singer, and end immediately when they stop singing - and osanwë is limited to about a third its usual range, but magery seems to work as usual.
That does sound promising. She works with the more sciency types to put together some test spells, and sends them back out with those: it seems like this world impedes all magic that has effects over a distance. Magery is affected too; the magic detection spell can't detect things more than a few yards away, and a mage trying to extend their sense out will find that their impressions of things much farther away than that become more vague, and then after a few more yards they can't sense things at all.
Well.
They should keep checking things, just in case - they should send Huan through to check if it does anything to Maiar -
Hard to say. Practice at casting while distracted only started a few months ago, and everybody's still finding it pretty hard, but she expects they'll speed up as they get used to it.
The humans build more sophisticated houses, and rejoice in their abundance of magically-altered crops. The two camps exchange information and magic, albeit tersely.
Slow progress is still progress. The same can be said for Rána's immortality spell, and only partly because she's too busy to ever devote more than a couple hours to it at once.
The kobolds are grateful for the food, and Rána estimates that they saved a few dozen lives with it, mostly the very old or very young. The birdfolk are grateful, too, though it's more of a convenience for them; it does allow them to spend more time scouting, and they take the opportunity to follow the stream bed downstream and find and clear out the rock slide that's been making it tend to flood for the last few years. A tribe of ibexwomen pass through, too, with kids, but the birdfolk don't think it'd be a very good idea for the Quendi to visit them; they're too touchy about strangers, here in goblin territory.
Nidela keeps working on the book translations, focusing on the magic ones now that the medical ones are superfluous, and when she's done with those she starts on the history books. Tirinquo tries out pottery, but goes back to woodworking and following Rána around after a month.
The Dwarves finish transporting their portals to their other cities, and Rána completes the intercity network for them. They're thrilled; she's rich; she has no idea what to do with this information and finds it disconcerting.
Spring arrives, just as expected.
Quendi could get behind seasons; they add some lovely variety. They're much happier than Rána about being rich, and commission all sorts of Arda-magic and technical projects from them.
That seems like a reasonable use of it, not that she's going to suggest that her opinion particularly matters.
The rainy season starts in the birdfolks' desert; the whole area turns lush and green and there's a constant drizzle. They spend a few hours every day out gathering, and the rest of the time indoors; they're quickly bored.
The Quendi don't actually notice this; they can't really afford to visit that often, and their visits are hardly boring.