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 are very excited about their new friends. Someone goes and gets a few pitchers of juice for the flock to pass around - it's quickly obvious that they're magical and never run out - and in another fifteen minutes or so the pulleys are ready and everyone heads inside.
The caves are pretty - not up to Quendi standards, but they have a kind of simple beauty, with subtle decorative curlicues here and there - and much cooler than outside. The rooms are mostly furnished with birdfolk-friendly perches, but the mage - she introduces herself as Sun - shows them to a room further in that has a set of chairs as well. "Is there anything else we can get for you while you're here?"
And so there's a tour of the village! It's mostly surprisingly comfortable for the Elves to get around in; the birdfolk may be small, but they like high ceilings so they can hop up and glide, and large rooms and wide corridors so they can work and move as a flock. The same collaborative approach to things that they saw when they were learning the language is present here, too: in one of the rooms, a group of birdfolk is weaving baskets, each doing a few minutes of work before passing the basket off to an idle flockmate to continue.
It's not a huge village - the birdfolk mention that they're a relatively small flock, the area can't support too many of them - but they have some nice things anyway: an indoor garden lit using a system of mirrors, an art gallery, and a gymnasium where a complicated game involving three balls and lots of aerobatics is in progress.
The birdfolk who've learned some Quenya attempt - fairly successfully - to include the words they know in their stories. This of course leads to language lessons in the background for the birdfolk who don't yet know it. The stories themselves, if they can follow them through the overlapping conversations, are about local events, especially interactions with the goblins and ibexfolk and ravenfolk who live in the area.
According to the stories, ibexfolk are nomadic but consistently friendly, and often have trouble with goblins or predatory animals; the cockatielfolk warn them about these threats and occasionally help them fight them off in exchange for news from other parts of their range, and also trade with them. Ravenfolk are friendly competitors: unlike the mostly grass-eating ibexfolk, ravenfolk eat the same diet of fruit and nuts and small animals that the cockatielfolk do, and they often find each other trying to gather the same resources, leading to conflicts that are usually resolved via pranking or tests of skill; there are also a few stories of ravenfolk being injured or threatened and cockatielfolk coming to their rescue or vice versa. And the cockatielfolk seem to think of goblins simply as villains; they show up in the stories only as threats to be neutralized, never named or talked to.
And 'neutralize' does mostly mean 'chase off'. Ibexfolk just have a harder time defending their kids, without any permanent or often even temporary settlements, and if it's a choice of attacking a goblin or letting them kidnap someone, well, it's not a very hard choice.
The storytelling and language lessons continue through the afternoon, with plenty of opportunities for the Quendi to contribute stories if they're so inclined; birdfolk come and go, someone brings in more juice pitchers to pass around, and eventually the crowd starts to thin. "Did someone show you where the dining hall is?" asks a nearby birdman.