The Eye of Dazuur Wikia

## Welcome to The Eye of Dazuur Wiki!

Five heroes cross the Forgotten Realms in search of answers to the mysteries surrounding the Eye of Dazuur!

## Details

This Wiki is to support the Dungeons and Dragons 5th edition game run by Spencer Cushing.

## The Story So Far

### The Adventure Begins

(1489 DR) - Prior to his campaign further east, Locke Farguard, leader of the mercenary army known as the Lightblades, called upon Xaín Silversmoke, Isen Silversmoke, Atticus Teafeather, Thea, and Gell to meet him. Once they were gathered he asked them to escort an important shipment of weapons to Garatome Keep in the Sword Mountains. As the job was discussed a war party from the Cult of the Dragon—led by a mysterious drow clad in a helm in the shape of a dragon's head—attacked the Lightblades camp in search of a mysterious box called The Eye of Dazuur that the Lightblades had allegedly stolen from them. At Farguard's order, the adventurers escaped the camp with the artifact in the company of Lightblade lieutenant, Elohwyn, and made haste toward Garatome keep with the minions of the cult at their heels.

### The Chase

After fighting off agents of the cult during a carriage chase, the team followed Elohwyn to a hidden farm owned by Hilliad and Dara Cassone. They rested and regrouped for the night, but were once again assailed by the Cult of the Dragon as a band of orcs and an orcish shaman closed in on the artifact. After successfully defending the residents of the farm and protecting the, artifact the party they traveled to Garatome Keep.

### Garatome Keep and the Barbarian Tribes

Upon arriving at the keep, the crew were informed by General Maertin Opal that scouts had spotted a massive hostile force marshaling to take Garatome by siege. Xaín, Isen, Atticus, and Gell left Thea to study the Eye with the Lightblade mystics, and delved into the catacombs beneath the keep, intent on raising an ancient mystical shield as protection against the foes that would storm Garatome. After successfully raising the shield, the team—having reunited with Thea—were conscripted to parlay and request aid from the three warring barbarian tribes to the south: the Ghahughan, the Roadakhai, and the Bauguri.

### The Battle of Garatome Keep

After some complex political maneuvering, the group secured an alliance with all three barbarian tribes. They journeyed back to Garatome Keep with their barbarian army in tow, only to find the fortress under siege by a horde numbering in the thousands, and guided by members of the Cult of the Dragon. The adventurers split their barbarian force to flank and enclose the much larger orc army, and after hours of battle, the combined forces of Lightblades and barbarians drove the orcs into full retreat.

### Trouble at the Lost Peaks

The group celebrated alongside the Lightblades and the barbarians the following morning before the three tribes began their return march south. During the celebration, Lightblade General Lythanna Highwing—in the form of a bird—swept into the grand hall of Garatome Keep. Transmuting back into her humanoid form, Highwing detailed her escape from the Cult of the Dragon, and enlightened the heroes to the location of the captured Locke Farguard—now a prisoner of the Cult in the Lost Peaks mountains. What's more, Locke was being held in a burned out monastery that once was home to Atticus Teafeather. Lythanna informed the crew that they could sneak in to the monastery with the aid of a man named Ryn Bowen. The crew would need to travel to the city of Yartar to find him.

### Chaos Emerges

Leaving the Eye of Dazuur in the hands of General Opal, the group traveled north to Yartar in the company of Xaín's old pit-fighting companion, Gargal. Upon reaching the Yartar, chatting with the locals, and commissioning a silk rope from Dakar the smith, the adventurers discovered that Ryn Bowen had not been seen in town over the past several weeks, but that he made his home in a hut to the east. The group left Gargal in Yartar and headed off to find their guide, soon discovering that Ryn's hideout had been overtaken by spiders. The band rescued Ryn, and he agreed to lead them to the underground entrance of the Lost Peaks Monastery. On their way, Ryn appeared to grow progressively more ill, until eventually a hydra burst forth from his chest. The adventurer's dispatched the small hydra, and saved Ryn's life once more, pulling a shadowy crystal from his body.

### Beneath the Lost Peaks Monastery

Upon reaching the caves beneath the Lost Peaks, the party uncovered a hidden smuggling operation through which a team of criminals had been shipping more of the shadowy crystals that Thea had removed from Ryn's body. The heroes laid low the smugglers and destroyed every crystal they could find, but the leader of the smuggling ring, Guy Tatio, escaped before the crew could capture him. All was not lost, as the recovered a discarded manifest revealing that the crystals were to be sent to Neverwinter by a mysterious character named Xathas.

### The Return of Locke Farguard

The group ascended the depths beneath the ruined monastery, where they encountered and dispatched dozens of Cultist conscripts. As they crept through the cavernous halls of the catacombs beneath the sacred ruins, they discovered the statue of the monastery's founder, Jerome Cloudthunder, as well as the tomb of Dazuur himself, and collected a rubbing of a strange map from the lid of the ancient sarcophagus. As they pressed on, they finally located Locke—weakened but alive. Freeing the leader of the Lightblades, the crew climbed further still before emerging near the monastery's rookery where they found a trio of captured Lightblade griffons. Gell soothed the frightened beasts, and the adventurers made ready their escape, searching the nearby stables for tack and bridle. Before they could mount the friendly creatures, the sextet came under attack by the mysterious drow from the assault on Farguard's camp, Atticus's estranged brother Emil, and a fierce and powerful, but ultimately unknown rakshasa. During the engagement, the rakshasa departed the material plane with Emil in tow, and the team dispatched the drow. After the battle, Xaín surreptitiously pocketed the drow's battered helm.

### On the Wings of Griffons

The team escaped toward Garatome astride the reclaimed griffons, but the Cult of the Dragon's wyverns followed. After a fierce air battle, they grounded the cult's airborne agents and returned safely to the Sword Mountains. Cheered by the Lightblades, Locke Farguard thanked them properly and gave them leave with his eternal gratitude, with a standing invitation to return to Garatome whenever they required safe haven.

### To Neverwinter

The adventurers decided to pursue the mystery of the shadowy crystals found in the caverns below the Lost Peaks and hitched a quick ride from the Lightblade griffons to the city of Neverwinter. Within hours of arriving they began investigating leads, each member branching out to track down any information they could. Which led them first to Calythan's Curiosities. A shop, run by Calythan the High-Elf himself, that appears small on the outside, but vast within. He gave them note that a friend of his, Viesel the Enchanter, had a recent incident wherein someone had broken into his workshop and stolen some of his enchanting tools and that if the team helped him, he'd likely be able to help them uncover the information they needed about the shadowy crystals.

### In the Bowels of Neverwinter

Meeting with Viesel, the team discovered he had managed to track down information regarding the thieves that took his tools, but needed the adventurers to look into it for him. They immediately set forth to bring back Viesel's tools and reached the location where his information ended, an entrance into the sewers. They trekked deeper into the bowels of Neverwinter and after a time in the winding, dark stank of the underbelly, they came upon a group of men carrying the unconscious body of a non-descript man they would later learn was a junk merchant named Cator Burns. After laying low most of the shady criminals they discovered they were Deep Rock Brigands who were charged with finding victims for a mysterious employer.

### Chaos and Chains

The adventurers discovered the hideout of the Deep Rock Brigands and quietly snuck inside. The silence within seemed almost supernatural, and as they explored the narrow halls and tunnels they discovered empty bedrolls, muddy boots, and a crate etched with the Silversmoke makers mark and filled with more shadowy crystals. A symbol that the brothers, Xaín and Isen knew all to well. With mysteries deepening, they soldiered on to discover a series of bloodied rooms leading to a larger chamber where villainous cultists were in the middle of implanting another shadowy crystal into the chest of a new victim. With quick team work, they killed the cultists and managed to rescue the man on the slab - but not without some worrying effects on Thea.

### A Sacrifice Saved

The victim, a man named Ardas, was a trader in Neverwinter that was attacked and kidnapped after blindly accepting a shipment from an unknown benefactor in Waterdeep. After some attention from a nearby apothecary, Ardas directed the group to his shop where the shipment was stored. Upon arrival, Isen and Gel discovered that the shop had been ransacked and the shipment of crates gone.

### The Best Friends Gang

The next morning, the group went to deliver Viesel's enchanting tools to him, only to find his shop closed. Viesel was nearby, caught up with a group of distraught and disoriented Harpers, who were reeling from an unexpected attack by a group of goblin mercenaries—the infamous Best Friends Gang. There, Calythan told the group more about the shadow crystals showing up all along the Sword Coast. He called them Chaos Stones, and indicated that they were unstable manifestations of raw magic.

### For the Harpers

The group then split up. Isen met up with an old friend, Atticus went with Xaín to an old watering hole, and Xaín went to his old stomping grounds. All signs pointed towards Waterdeep as the nearest immediate source of these Chaos Stones.

### Ambush at the Temple of Selûne

Elsewhere, Thea and Gell stopped by the temple of Selûne for respite and information, but instead of her brothers and sisters in faith, they found only goblin cutthroats, who subdued Gell and disappeared with an unconscious Thea.

### Dead Ends, Devils, and Details

The group, less Thea, struggled to find a lead on her whereabouts in the Temple of Selûne. Isen reconnoitered with the Harpers, where he meets the mysterious Mirth, a thoroughly-shrouded tiefling bard. With Mirth's assistance, the party navigated back towards the sewers of Neverwinter, where a more daunting hive of cultists awaited.

Before they could reenter the sewers, a huge storm cloud shook into existence over the city, and the earth quivered below it. Isen recognized these phenomena as the residual effects of a summoning ritual, and although he didn't know exactly what, he was sure that something truly massive in power had been summoned nearby.

On their way to investigate, the party overheard a disturbance in a local bookshop. All but Mirth rushed to the scene, where a demon wreathed in chains towered over the proprietor, as small quasits flitted through the shop's inventory. The party intervened, but not before the demons found what they're looking for and escaped through a portal. Xaín jumped through to follow them before the rift closed, much to the party's dismay.

After questioning, the shopkeeper told the party that the demons absconded with an old tome chronicling the Gauntlet of J'anni, a powerful artifact related to the Eye of Dazuur. Xaín reappeared suddenly, slightly worse for wear, but otherwise whole. With the majority of the party present, the group made haste to the sewers, where Mirth showed them a sealed, menacing gate that marked the entrance to the cultists' lair. After a fashion, the party opened the door and entered the dungeon, making quick work of a small horde of undead denizens before pushing ever deeper into the demon den.

### Wins and Losses

Xaín, Isen, Gell, Mirth, and Atticus left behind the animated corpses and waded through a series of puzzles—a chasm with a bridge that built itself, a locked door which required a proper binary entry of switches, and a series of swinging blades that responded to the same dirge that initially opened the entrance to the dungeon.

After pacing through the tunnels, the group found two more chain-wrapped demons, who died quickly in combat. The party pressed on, eventually coming upon a wide, dim cavern, where a possessed Thea served as a mouthpiece for a hulking glabrezu, who in turn watched over a summoning orb. Chain demons rang the perimeter of the cavern, and far past the demons, a rakshasa oversaw the proceedings flanked by Emil Teafeather and Urrtz Groncheater. Battle immediately ensued.

Isen enchanted Gell with flight, who immediately flung himself at Thea, the glabrezu named Zixael, and the summoning orb. Gell immediately tried to rescue Thea, but a demonic aura of lightning wreathed her—his efforts are wasted. He then focused all of his effort on the summoning orb, which drew the wrath of Zixael, who stunned Gell with a single word.

Atticus sprinted towards his brother and the rakshasa, and he attempted to drag Emil away from the fiend. However, the rakshasa quickly overpowered and charmed Atticus before grabbing Emil and skirting off the material plane. Atticus, in a charmed fugue, turned his ire towards his compatriots.

Urtz spied Xaín from across the cavern and goaded him into a duel, wielding the very kukri he stole from Xaín. However, Xaín proved more than the orc could handle, and he quickly gained the upper hand in the bout—until Atticus, still possessed, surprised Xaín with a flurry of blows and began to turn the tide.

Gell regained his composure after Zixael's stunning utterance, and he and Isen began focusing all of their efforts on sundering the summoning stone. Zixael battled back in an effort to protect the stone, casting bouts of darkness, throwing bolts of lightning, and conjuring lesser demons to tilt the odds in its favor.

Mirth, beset upon by chain demons, released eldritch bolts of energy at the fiends while frantically trying to support her newfound allies. Her melodies bolstered Gell's resolve and simultaneously whittled away at her enemies' will to fight.

Eventually, the pitch of battle turned towards the group's favor—Atticus regained his composure, Xaín threw Urtz into the maw of a chasm while narrowly avoiding the same fate, Isen and his familiar scarred their enemies with arcs of lightning, and Gell, desperate to free Thea, shattered the summoning orb.

At once, the cavern thundered with the wail of men and demons. The mortal souls used to cement Zixael's presence on the material plane gave a last gasp, and Zixael howled out with infernal curses. Where the summoning stone stood a moment prior, an orb of black light tinged with a sulfurous corona expanded until it swallowed Zixael and Thea both. Within seconds, the cavern fell silent, and the party stood alone in the hollow blackness of dwarf-carved stone.

### A New Perspective

With Zixael vanquished, the team went about looting the caverns, uncovering a splendiferous horde within a magically sealed tone. Gell, despondent over Thea's vanishment, immediately sought clues to the whereabouts of the Best Friends Gang, intent on extracting vengeance from the goblins' green hides.

Emerging from the caverns, the heroes regrouped with their Harper taskmasters and informed them of their victory over the demon below Neverwinter. After an evening of rest, the crew set out on a journey to Waterdeep by way of Garatome Keep, but as they reached the gates of Neverwinter, a shadowy figure launched a massive Chaos Stone at them from above. The stone shattered at the team's feet, and they found themselves absorbed and floating in a magical black void.

Emerging from the void, the heroes all found themselves sharing the perspective of a young Gell, immersed in one of his most significant memories. As the events around them unfolded, they discovered that a strange aura of unfamiliarity hung over the memory. It was only when Gell snatched a bizarre satchel hanging from Locke Farguard's saddle that the facade surrounding the group began to crack. The satchel contained a small figurine of an adult Gell, and upon grasping it firmly, a door in this strange reality revealed itself whereupon young half-orc stepped through.

Stepping through the door, the heroes found themselves briefly re-immersed in the black void before emerging into Xaín's most impactful memory. In turn the group stepped through the memories of Mirth and Isen—all of which yielded a figurine of the memory's holder—until finally the heroes found themselves sharing the perspective of an adult Gell. They stepped not into a memory, but into the ancient ruins of a temple of Selûne, calmly lit under the pearlescent colors of an enormous moon hanging in the night sky. Upon the alter stood the visage of Thea, who identified herself as the embodiment of the goddess Selûne. Selûne calmed Gell, telling him that Thea was safe under her protection, existing now as a being outside of the material plane. The goddess requested of Gell that he be her paladin, spreading her will across the land. Gell graciously accepted her offer.

Selûne went on to reveal the identity of the mysterious rakshasa as one Vezzix Ul’Ratan, but disclosed that she was unable to perceive the evil outsider's movements or motivation, even with her nigh omniscience. Selûne emphasized that this was a definite cause for concern. She also revealed that Xathas—whose name the adventurers had found on the shipping receipt in Guy Tatio's Chaos Stone smuggling den—was in fact a dangerous and powerful dracolich.

Xaín asked Selûne why they had not encountered one of Atticus's memories, but the goddess was unable to give him an answer before the team found themselves waking in their own bodies on the ground by the gates of Neverwinter. Dusting himself off, Xaín addressed a Harper guard who stood over the crumpled corpse of the cultist attacker who'd cast the Chaos Stone. The guard revealed that the dark fog of the stone had only covered the unconscious heroes for a few seconds, though the time they had experienced seemed to last much longer. The group collected themselves, intent on finally beginning their journey, only to realize that their friend Atticus was now nowhere to be found.

### Appropriate Greed and Depth

The party, short a monk, made way for Garatome from Neverwinter. Along the way, the group was accosted by a bold mercenary band of orcs bearing a Zhentarim kill contract. The heroes of Garatome made haste to the keep, losing the orcs in the forests that border the Sword Mountains. Soon after, they were welcomed into Garatome proper, in the middle of the Festival of the Moon.

After a night's rest and a meeting with Locke Farguard, the party then set forth into the catacombs underneath Garatome that they had discovered in their previous sojurn under the keep. Signs of dead and undead littered the catacombs, and Gell opened anx unassuming chest to reveal a mysterious falchion called Bazzik Kur that troublingly began calling to the young half-orc. Slowly, the party descended through the dwarven crypts, dispatching warded skeletons and collecting dessicated organs held away like reliquaries in canopic jars. After finding a heart, lung, and brain, the party delved to the lowest accessible level, bypassing an altar to Gorm Gulthyn and accessing a warded tomb—the interned and interred Vara Ryleth's sarcophagus.

In gathering Vara Ryleth's organs and revitalizing them using the preservative waters of the catacombs, the heroes inadvertently freed the mage from its imprisonment. However, before Ryleth could act, Isen Silversmoke transmuted the mighty mummy lord into a more manageable form, and the party dispatched Vara Ryleth with extreme prejudice and summarily scoured the tomb of all other hostiles. After a short recuperation, the group took their reward from Vara Ryleths' graves and found respite nearby at the altar of Gorm Gulthyn.

### To Waterdeep

After a brief but well-earned rest, the adventurers determined it wise to destroy Ryleth’s preserved organs once and for all before emerging from the depths below Garatome. The team conferred with Locke Farguard once more before finally departing for Waterdeep.

An uneventful journey led the team to the gates of the City of Splendors, whereupon they sought shelter at an inn in the upscale North Ward. Once they’d surveyed their surroundings and ingratiated themselves with the locals, the adventurers made for the local temple of Selûne to determine how best to discard of the cursed blade Bazzik Kur. The temple’s patron directed the quartet to the library and museum where the crew was able to ensconce mysterious and troubling falchion for the foreseeable future.

The heroes soon met with Locke Farguard’s contact, a Dragonkin cartographer named Barthok who could setup a meeting with the enigmatic and wondrous sphinx Iquinyth Zeet, who claimed to possess intelligence leading to the origin of the Chaos Stones. Before Zeet would share her information, she first required that the heroes complete an errand for her.

### An Errand for the Sphinx

Iquinyth Zeet managed a complex operation, and found herself facing difficulties with a local official, Captain Hudson Rork of the City Watch Tariffs Division. Zeet’s patience with Rork was at an end after the captain’s numerous attempts to extort her, and the sphinx dictated that the adventurers should remove the corrupt official by whatever means they deemed appropriate—so long as the deed could never be linked to Zeet or her enterprises.

The team split into pairs with Xaín and Isen posing as lamplighters to reconnoiter near Rork’s home, and Mirth and Gell posing as a merchant fleet captain and her mate to collect intelligence from the captain’s office at the Dock Ward.

Mirth interacted with Rork’s second in command, a drunk watch lieutenant named Belsom, who tactlessly attempted to extort Mirth while announcing Rork’s activities in the Sea Ward. Meanwhile, Xaín employed his lamplighter disguise to converse with Mrs. Rork, discovering that though the family enjoyed a modicum of comfort, Hudson himself was never affectionate and was in fact often impatient and cruel.

Early the following day, Mirth and Gell resumed their merchant sailor guise and visited Hudson Rork in his office. Rork apologized for his underling’s lack of poise, and was receptive when Mirth surreptitiously inquired about opportunities to import contraband. With proof of Rork’s dishonest dealings, the team regrouped and soon tailed him to a brothel in the Sea Ward. Xaín changed into garb befitting a gentlemen of Waterdeep’s higher social strata before following Hudson into the brothel, where he persuaded the madame to indulge his voyeurism by allowing him to spy on Rork. Having witnessed Rork’s brutal sadism first hand, the half-elf reconvened with the rest of the team to devise a plan.

After learning of Hudson Rork's duplicitous and sadistic nature, the group resolved to execute the tariff officer. Isen, Xaín, Mirth, and Gel staged an accident involving a crane in order to execute Rork - Belsom, his hapless and corrupt lieutenant, also proved a casualty of the affair.. With the dirty captain dead, the group was able to position a more compliant underling into the command of the Tariff Division. Iquinyth Zeet, satisfied with the result, delivered lead on the chaos stones in the form of four invitations to a noblewoman's ball.

### Masks

The Sphinx of Skin imparted information that Lady Cragsmere, a noblewoman of Waterdeep, had some hand in the movement of Chaos Stones throughout the Sword Coast. As luck happens, Cragsmere was hosting a grand ball for an unspecified occasion the very week the party was in Waterdeep. As a token of goodwill, Iquinyth Zeet also gave the group a set of blank invitations to the party, and the group set about infiltrating the masquerade ball to investigate the Lady's role in the smuggling ring.

Isen, Xain, Mirth, and Gel arrived at the party separately in their respective finery and began mingling with the noblesse in attendance at the ball. All of the attendants were masked, and most were either uninformed or otherwise uninteresting, but Isen and Xaín eventually found two people of interest: the slippery taxman Gol Thotaro, of special interest to Xaín, and Lady Cragsmere herself, dressed from tip to tail in opulent facade.

Xaín cornered Gol and pressed the man on the matter of Xaín's father's death. After acquiescing to a ballroom dance, squirreling around the question at hand, and wresting a hefty sum of gold from Xaín, the taxman implicated Xaín's brother Isen in the death of their father. Xaín, shaken in mind but unflinching in his professionalism, thanked Gol Thotaro and regrouped with the rest of his party, who had identified the Lady as she left her guests.

Isen managed to spy on the Lady as she abandoned her guests and rendezvoused with a man matching the description of Guy Tatio, a smuggler of ill repute who had escaped the party's grasp some moons before underneath the Lost Peaks monastery. Within moments, their collusion was evident, as Lady Cragsmere revealed a Chaos Stone hanging on a chain around her neck - by all accounts, she had attempted to use the sale of the Chaos Stones most recently smuggled into Neverwinter as a bargaining chip to secure her seat as a Lord of Waterdeep, though her ascendance had not yet been secured.

Guy Tatio left soon after by way of a secret door, and the party gave chase out of the gala as quickly and as quietly as they could. However, Guy quickly spotted them and began flinging Chaos Stones hither and thither, summoning a horde of stampeding rhinoceroses to hinder the party, and when Isen managed to paralyze the smuggler, another Chaos Stone slipped from Guy's grasp and shattered on the concrete, unleashing a devastating surge of water in the area that stalled the group before Isen ultimately stopped Tatio.

Guy Tatio, cornered and trapped, then attempted to slit his own throat. His suicide would have been unavoidable, were it not for the sudden intervention of a particularly untidy halfling whose percussive healing brought the smuggler back from the brink of death. Jui Po, an outlander unsuited to the city, had tracked his kidnapped friend and employer Barthok to the very warehouse out of which Tatio based his smuggling operation.

### Signed in Blood

Desperate to find information about the Chaos Stones, the party infiltrated the warehouse and summarily routed the smugglers still under Tatio's command, but not before having to fell an aberrant, nightmarish fiend summoned through the magic of the Chaos Stones. However, after searching the warehouse, the party found few satisfying answers - a manifest that loosely tied Lady Cragsmere to the recent shipment of Chaos Stones into Neverwinter, and the Silversmoke symbol emblazoned on a finely made sword.

Out of options, the party pursued their only lead: Guy Tatio's next intended destination of Ruathym. After learning of their new destination, Mirth became recalcitrant, citing a fiend's deal with a sect of monks that inhabited the island. However, despite the bard's protestations, the group pressed forward by boat to the island, hoping to find some sort of lead on the Chaos Stones or the Cult of the Dragon's activities.

After three days at sea, the party eventually arrived at the unearthly, mist-shrouded shores of Ruathym, which was inundated with wildly magical beasts the likes of which the party had never seen. The visages of metallic dragons, carved out of stone, served as waypoints as party navigated closer and closer to shore. At last, the party's boat ran aground at a vast stone outcropping that laid in front of a massive set of doors. Immediately after the party's arrival, the doors swung open, and a monk, bare of chest and alight with arcane energy, welcomed the party into the sanctum of the Shining Hand: servants of Azuth the Lord of Spells, and children of the Weave.

Through discussions with the monks in place and despite much dissent from Mirth, the party began a communion with the deity Azuth . Although many questions were still left unanswered, much more was revealed: the Shining Hand guarded the Gauntlet of J'anni and, though passively, sought to free the ancient dragon Dazuur from his imprisonment. The Lord of Spells also unceremoniously outed Mirth's ties to an unnamed fiendish patron, which caused the bard to abandon the communion in a fit of embarrassment and fear.

The party, now revivified in their meandering quest to free Dazuur and foil the Cult of the Dragon, made peace with the Shining Hand and were bequeathed the Gauntlet of J'anni - however, this responsibility came at a high price. Mirth, fiend-touched, was the only being in the party capable of wielding the Gauntlet and accessing the Eye of Dazuur, and she was soulbound to protect both artifacts from her patron. Isen, in turn, paid his own price: once he had lived twice his life, he would become a servant of the Shining Hands, bound to learn the intricacies of the Weave forever.

The debt, signed by Mirth and Isen, was paid, and the party departed with the Gauntlet towards Garratome, the Eye of Dazuur, and the ancient dragon's prison itself.

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