2 months have now passed since their journey began, it is now 19th June. The troop now reaches the huge gates of Robinion where the Queen lives. They are introduced to the Queen. The queen is delighted at the arrival of Nargeg and his companions. The Queen decides to celebrate their arrival with a huge feast.
But after the feast, there’s more unexpected mischief. A group of magic gnomes, living on the outskirts of Robinion, have been watching Caracus on his journey. The Tellders (magic gnomes) have a problem; a huge troll is threatening their village. They feel that Caracus if the hero they’ve been waiting for. The lead Tellder, Glogder, paralysis Caracus and steals him away.
The others discover Caracus is missing and using local knowledge they begin to search for him.
The Tellders manage to persuade Caracus (who is a really good guy) to help them in this cause and agree to return him to his friends as soon as he has dealt with the troll. They successfully defeat the Troll- after a titanic struggle.
Meanwhile the others led by Nargeg continue to search for him.
The Queen realises who has stolen Caracus, but is not angry as the Tellders are valued members of her kingdom, and she doesn’t want them terrorised by a troll.
Delighted with the victory, Glogder and some of the elder Tellders deliver Caracus back to the queen. They all meet up again and, yes, they have another huge feast to celebrate.
They wake the next day and Juimar overhears the queen talking to a steward about the task they have to complete. He rushes to tell the others. They confess to the queen that they overheard the task so she further informs them, giving all the details. They must go to a city that is cursed and frozen, by an ancient evil curse. They must find a potion to restore the city to normality. The queen wishes them well and they leave for the task.
On their (long) journey they meet hills, and in those hills they encounter Zomosts (Zombie like creatures). They have a skirmish and defeat the Zomosts, escaping with few minor injuries.
The next twist in this exciting tale is that they are bewitched by dark, magic hills, where they encounter a beast to be feared! Finally, through brute force and a bit of sorcerer magic, they get through the dreaded hills.
As they journey on they meet some cliffs. Old Karler (an evil wretch) lets loose his fierce giant dogs! Just as it seems the dogs have the upper hand (or paw), some giant stone men come to their aid and lead them to safety and open land. Then they meet Lucero’s friend Dultin, who gives Luceros a fine sword (details of which will be clearer later in the story).
They reach another town, a dwarf town, they stay at an inn, but in the dead of night, not everybody is sleeping, there are mischievous scoundrels about… Zomosts attack the town, but are once again defeated by Caracus and co, and the towns dwarf army. The dwarfs and stone men sign a friendship treaty, after the dwarfs are persuaded by Uthea.
Next they meet the crossing of the rivers which marks the end of the queen’s land and their journey into the unknown. They enter Omand, the stone forests; they have to overcome the Omand evil lords. Luck is with them again as they meet a man named, Elzizar who tells them the safe pathway out of the amazing Omand.
They begin to climb yet more mountains, and they meet the mountain top earl, who gives them some amazing creatures to make up for the horses that were left with Elzizar for a much needed rest. Elthantin is the next place they pass through, giant land; they meet a brother of Joycen. The giants name their newly built road after the travelling troop. They go east to Ciltath. A sandstorm erupts, and drives them into a ramp – an enemy ramp!
Goblins attack them and they stab Caracus with a Frockom spear, sending him into a sort of vortex. It is like another place, strange and mysterious. Caracus fights the Frockom spirit with the help of a Tellder and a fairy.
With great courage Caracus escapes and they all journey on. They reach a village and this time have some fun, as they encounter a bow and arrow competition being run in the village. There’s a grand prize for the unexpected winner…!
They stay in the village for one night, and get a good rest.
The next day they set forth towards the Gillol forest. The forest is a dreaded imp forest.
For reasons which will be explained, they cannot fly over the Gillol forest they must walk through it.
They come face to face with many imps, but defeat them.
They come upon a cottage, where a Tellder lives.
To get out of the forest they must defeat the imp king. The Tellder will help them if they let him join the quest.
They defeat the imp king and the Tellder joins.
They have to cross the Dumol Sea. They pay to go on the ship to cross
On they trudge to some meadows and they find an elf village where the elf king lives.
They come to some caves on a mountainside. Inside one, is some treasure guarded by ogres!
They beat the ogres and get some treasure.
They reach the next town an elf town. They are brought to see the earl, where the queen has arranged for yet another companion to join their troop. He is a small Fanduol man Fragus and his amazing, talking horse, Fillyor.
Ciltath the cursed city draws near so does the lake Orarog. The lake side is home unfortunately to, yes you’ve guessed it trolls! However, for once, they pass the Trolls with ease. After the lake, they find a tunnel, and 200 imps get 9 unexpected guests.
Next on the mountain Huldine they meet a Fandoul wolf,( which can also talk) and Fragus and Fillyor unexpectedly have to go with the wolf. (This was not what Caracus and the group had expected).
Finally they cross onto Ciltath lands. Immediately, Leeron’s and Caracus’s diamonds begin to glow. They also know that Ciltath is near. It is misty and dim with no life. As they get closer, it becomes more eerie, they sense they are not alone. Then through a clearing they see, the city of Ciltath.
Caracus recognises the ruins, the ones he’s seen in his dream. He realises that the power of the diamonds and his destiny are all connected. Soon they realise the place is polluted with imps and goblins. Caracus fears the end! The small group, even with their strength and magic, are powerless in the face of this massive army.
Suddenly out of nowhere arrives, Fragus and Fillyor and many of their men, with Fandoul wolves. The battle commences. In the mist and confusion, Caracus and Nargeg stay focused, and sneak away toward the lake. Unbelievable magic surrounds the lake. Through strength, magic, skill, and courage they manage to obtain the potion.
They hurry to the well of Kelendilath, where they must pour the potion. They pour it in. Suddenly, , the whole place shakes and the city, metamorphoses back to its former beauty. The imps and goblins disappear into the mist, let’s hope forever! The city Earl is speechless and tearful but thanks the heroes and bestows upon them, the freedom of the city and bags of gold and gifts including some unusual ones!!
Victorious and joyful the group finally leave Ciltath, promising to return soon, and set forth to Robinion.
The Queen, in the grand hall presents them all with fine gifts and titles of honour. The Queen recognises the help from the Fandoul and so gives them land for a new kingdom and announces Fragus as the king. Now that the task had been completed the travellers gladly, take their leave and return to their own homes. For a well earned rest, until their next adventure.
Run down on book 2: Return to Zonu
Caracus was freed from slavery from Zonu, but what about his family? They are never far from his mind.
Nargeg and Caracus decide to sneak into Zonu and free Caracus’s family. Leeron joins them also. Off they set again!
But it won’t be easy to get in, and the road ahead is long and dangerous……….
Run down on book 3: Revenge on the goblin Lords.
Caracus hates the foul Goblin lords. They enslaved his family and placed a curse on his friend Uthea Harrol. So why not wreak revenge? Caracus embarks on a quest of courage and trust across unknown lands.
And with Nargeg’s help, the plan of revenge is quite achievable …