Eager to go, the king's men quickly assemble the supplies. Darvekis' spellbook, a large grimoire with a cover of red enameled serpents, is given into the custody of the Rain group. "This book can slither along behind you if you speak the word 'peedeeo,'" one of the court wizard says. At the word, the book sprouts a serpent's tail along its spine and slithers along next to him. "Say it again, and it goes back to normal. Peedeeo," he repeats, and the book falls to the ground. "We have three wands that will be of some use, one of acid arrows, one of light bolts, and one to shatter the ground. Hopefully Darvekis will be able to aid in his own escape once so armed, as you suggested. Here also is the bribe, two hundred in assorted coins and jewelry. They were booty taken from bandits, and the coins are from several areas, so hopefully they won't be suspicious."
Outside, a highland woman stands next to Sir Aravir's horse, stroking its head and whispering softly. In a moment, the mighty beast is reduced to the size of a cat, and the thoroughly confused horse is placed in Sir Aravir's arms. The woman gives him a small pouch of powder he's supposed to use to get him back to his regular size when he's ready. He is also given a packet of orders from General Gareth, detailing the "distraction" his commanders will be making, and what support to offer them.
A half-dozen squires arrive, carrying backpacks full of rations, rope, grappling hooks, torches, climbing equipment, various kinds of arrows, bolts, and shot, and foul-weather gear. In addition, two Dominion soldier uniforms and enough highlander plaid for all are included. Finally, each person is given two crystal vials marked with a red heart over a rising sun, symbols of healing potions in the Kingsmarch.
At last the wizards raise their hands and conjure the swift horses of air, transparent as glass and swifter than the wind. Once mounted, the ground passes as fast as a river in flood time, dizzying and intoxicating all at the same time. The small hills of the Kingsmarch rise and fall like the surface of the sea, and grow more rugged as the day goes on, showing you're closing in on the Highlands. Two hours before sunset, your mounts slow to a walk at the edge of the Kingsmarch lines, then slowly dissapte into the air from which they were formed.
Scouts halt the strangers immediately, bows out but not drawn, arrows at the ready, tension in every line of them. Sir Aravir's presence seems to calm them slightly, but Hiilar's has quite the opposite effect. "Halt and identify yourself!"