Ibrahim, Gleydys and Salam start their day tracking the [[Bandisla : large white deer]]. All three of them dig in their minds looking for any knowledge in history, symbology or nature concerning large white deers, but they can't seem to have any pertinent information about it. Their curiosity piqued and having no other clearer way to go, they follow its tracks. The three adventurers were lead to the entrance of a cavern. Hoping for a shortcut down the cliff, the enter the cave.
Lit by Ibrahim's rapier, they manage to make it to a much larger room. Natural lighting enters through the cracked ceiling. Before them lays a peaceful but otherworldly scenery. Grass blades of red and blue sheds grow around a pool of water created by the condensed fog humidity running through the cave system. A small island sits in the middle of the lake. There stood the deer.
A voice speaking an ancient form of [[Vörke]] echoes through the room. Initially the trio wrongly assumed it from the deer. From this disembodied voice, they quickly understand that they are not worth Ima's time. Although Salam seem ready to gather venison, Ibrahim reassures the party: this creature is sentient and can be hence dealt with. Addressing the disembodied voice, he argues that they want to pass through this lair, without any altercation. Surprised, Ima allows for it asking Brandisla (the deer) to lead the way. Thinking back on history, Ibrahim identifies its kind as one of the [[Rhad-man thus : creatures predating the cleansing]] by the Saviour. Gleydys, silent but clearly in deep reflection this whole time, concludes that nothing but a crusade against this form of evil is needed, as it radiates in the mountain, causing the dangers and disappearances.
Finding a path outside the cave, the party makes it back on the main road and they managed to save three days by using this shortcut and the old man's; a good things since rations are running low. The travels goes without problem for a few days. One night, as Gleydys was making earring exercises, dagger-sized needles start raining on the camp and one of the perpetrator tries to enter Ibrahim's tent and a fight breaks out. It's difficult to identify the creatures attacking the camp: from what is seen, their are very small, invisible, but their daggers can be seen. They also have the ability (whether it's technological or arcane) to create fire bombs from pine cones. The three adventurers are victorious, but Ibrahim's tent is almost completely burnt during the fight and two of the group members got poisoned from dagger-needle wounds. There is no time to investigate these creatures. The party recuperated quickly and drop their plan of foraging from tis unseen menace as they ride int he morning.