Taking Hlal home
At the first light of day you resume your trek. Today's travels are made much easier, however, by Grandfather Raven's intercession with the forest spirits. At least, that's what Dargin says. Whatever each of you may personally believe, the effect is undeniable. The trees part and the undergrowth untangles itself before the halfling, bowing as if to a king. Hlal is clearly awed by this display and sticks close to the shaman. Malk, usually suspicious of those who get too close to his life companion, seems to accept the lizardfolk warrior as a friend and equal.
With Hlal's directions and Dargin's magic, you make rapid progress north by northwest of the ridge, slowly descending into the river valley once again. Along the way it is possible, with Erin and Matilda's translation, to converse with your guide. He seems surprised by Sanae's questions about what the Three Feathers will do with their captives. "A captured enemy is a boon to the tribe. When food is scarce, the enemy will fill the bellies of the mothers and hatchlings. In times of abundance, the enemy's blood will bring the favor of the Celestial Guardians. I have heard that there are tribes that do not take captives and it is said that the Three Feathers are one of them, but I believe that this is foolishness. What do you do with your captives?"
You are well into the long afternoon when Hlal stops at the crest of a hill. "It is forbidden to guide an enemy back to the tribe. A warrior must die before revealing our camp. I want you to know that by bringing you here I am making myself responsible for you. I do not fear to do this. Although your skins are smooth, you are worthy people and your Spirit Guide is mighty in his communion with the Beyond." With those words, he bids you to remain where you are for a time and moves on into the trees.
About ten minutes pass. Eff Flat notices a small flying lizard, about the size of a squirrel and painted with vivid orange stripes, that sits in a tree and regards the party for at least half of that time. It hoots softly and seems to be answered by the approach of footsteps. A dozen lizardfolk warriors, carrying long spears and heavy turtle shell shields, form a ring around the party. They stand at attention while Hlal approaches, accompanied by a hunched lizardfolk. Its scales are pale and seem to sag, as if under a great weight, but it makes up for this with an almost confusing array of streaks of dye in every color imaginable and a magnificent cloak of dried flowers. With Hlal's guidance, it walks slowly, but with great dignity, leaning on a gnarled staff capped with a reptilian skull, directly up to Dargin. "I am Sovass, Spirt Guide of the Sky Touchers. I salute you and your intermediary." It nods at Dargin's shoulder. "The tribe thanks you for returning our triple yearling to us. The tribe receives you as honored guests." Without another world, the lizardfolk turns and hobbles away again, the warriors following in lockstep behind. Hlal gestures that you are to follow.
The procession moves into a low marshy area. Evenly spaced great banyan trees surround you. Their limbs have been twisted, either through magic or the careful tending of untold numbers of generations, into multilevel homes. Lizardfolk regard you silently through the gaps in the branches. A low murmur ripples through the village when the party reaches the center where the Sovass awaits. "Accept what is ours as yours, honored agents of the Celestial Guardians." Eff Flat notices that the same flying lizard is perched on the Spirit Guide's shoulder.
Anyone may act.
I had intended Dargin's dream to be more colorful than a puzzle, but that was a very elegant solution nonetheless. You may gain a special insight - the benefit of a commune spell (at caster level 4), to be redeemed within 24 hours (game time).