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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.

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That sounds about as good as could be hoped for. They return and consult excitedly.

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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.

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Well. 

 

They should keep checking things, just in case - they should send Huan through to check if it does anything to Maiar -

 

 

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His sense of the world's music is significantly dampened.

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Huh. He dislikes this and returns back. He thinks it's probably a good place to put Melkor.

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Awesome.

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How long until they can cast fast enough?

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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.

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And they probably only get one shot at this so it's not worth rushing.

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That's the thought, yup.

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The humans build more sophisticated houses, and rejoice in their abundance of magically-altered crops. The two camps exchange information and magic, albeit tersely.

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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.

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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.

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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.

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The Quendi don't actually notice this; they can't really afford to visit that often, and their visits are hardly boring.

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