In the fourth round the reamining groups left the arena, and faced something new and terrible. This round was about defeating a beast, and Lord Raban, the same lord who destroyed Laurel, generously offered the king his own Pit of Monsters. Lord Raban was a wealthy man and he liked to entertain his honored guests by watching fights in the Pit. But now a bloodthirsty, unmerciful beast was in the place of dueling warriors or animals. The monster was called taksh, which meant 'cruel' in a barbarian language. It had six legs, five huge claws on each, its head looked like a scaled wolf's face, with sharp fangs in its mouth. It was black as the night sky, and furious at the world, it attacked everything in sight for it knew it could take any kind of animal.
The smallest team of the tourney was thrown into the Pit, five young people facing the savage beast. Pellerin could already feel the heat of the coming battle, and the hatred for Lord Raban boiling inside his body. He put his hands to the ground, and slowly took a shape similar to a taksh. Levent created a vision of this new form, only larger than any animal you've ever seen. Etele and Johan gave it a body made from rock and ice, and at this point they needed Fidelia more than ever. The creature's rage was terrible, and it teared the ground open with every step. It roared at the sky, letting every living thing with ears know that it is here and it is invincible. The taksh had no chance, the rock and ice titan crushed it with several blows, which made the Pit shake. The small team was raving, showing the world they are not that small, and they can vanquish anything they want to. Fidelia had to make sure they didn't lose control, she had to keep the creature from destroying the Pit with her will. She did a great job, everyone turned back to their old selves, but the lords and warriors were in dread of the powerful wizards once again. It was meant to be a message to Lord Raban, who had no way of knowing Pellerin wanted to avange the destruction of his home.
In the fifth game two teams had to solve one task, and whoever succeeded sooner, advanced to the next round. The smallest army and their rivals, a group of seasoned warriors from the northern kingdom Skógr, were standing next to a huge, ancient castle. A cunning witch lived in this place who was responsible for many dark deeds in the kingdom, but the king's men could never catch her for she always returned to the safety of her fortress. The job was to capture the witch and bring her to King Arvid alive or dead. There was however only one way into the fort that being a long and narrow bridge above an enormous chasm.
Fidelia, Etele and Levent were racing towards the bridge, it was necessary that they reached it before any of their opponents. While Etele and Levent were defending the bridge, Fidelia continued running towrads the castle. In the meantime Pellerin and Johan walked to the brink of the chasm and turned into a fiery bird. The bird flew in the dark grey sky like a flaming, red arrow, and it flew straight to the top of the tallest tower. Once they were in the witch's room they turned back into their human forms, and before the witch could even say a word, Johan trapped her legs and arms in blocks of ice. "I heard what powerful wizards you are." said the witch, and started to question if they got their unexampled abilities from a deal made with demons or learnt them in the far eastern deserts of Shraashna. She wanted them to tell her their secrets, and Pellerin replied at last saying there's no secret to tell. "We were born to be what we are." When Fidelia reached the tower, she was exhausted but still managed to control the witch with her singing. They walked out of the castle with the evil socreress on their side. Most of the northeners didn't dare to attack the small group now that they were reunited, but there were one or two reckless enough to charge, who soon found themselves in the bottom of the chasm.
Before the sixth quest, Ser Tallak invited the five-men army to his home where he introduced them to Lady Izar. She was the daughter of a wealthy merchant who had been lost to the very place Pellerin and his company were headed. Einar's Watse they called it for King Einar lost a battle there very long time ago. He was betrayed by his own men, therefor his army split into two parts, engaged in battle and killed each other to the last man. The battlefield turned into cursed wastelands, nothing grew there anymore, and the legend said the two armies' ghosts appeared and fought each other every single night, and kidnapped those who had doubt in their hearts. The task of the tourney was to cross Einar's Waste and survive. Lady Izar told Pellerin and his companions that she lost her family there, and if they could look for anything of her father's she would be very grateful. She provided them plenty of food and water, also firewood and torches. They told her Johan doesn't need wood to light a fire, but accepted it anyway.
At dusk three teams entered Einar's Waste, which was more terrible than they imagined. It was bleak, empty and quiet as a graveyard. The sky became darker and the air colder with every minute. They were walking for an hour, then they had to stop because they couldn't see anything in the blackness. They were freezing too, so they decided to light a fire, but something happened that was more frightening than the thought of a ghostly army. Johan seemed to have lost his power and couldn't conjure flames although he was trying very hard. The firewood Lady Izar gave them proved to be very useful after all. A few minutes later they were all sitting around the fire, silently, listening to distant howls and noises. Etele saw the fear in his friends' eyes and started singing a song he learnt when he was just a child. They ended up singing all the songs they knew, loudly, bravely because for the first time they had no more magic about them, only the sort that ordinary songs have. And this kind of magic made them forget all their fears, and also caught the attention of a ghost. This ghost was Lady Izar's father who gave them a satchel woven from golden strings and begged them to take it to his daughter. The young heroes did not know the way out, but the ghost helped them and led them on safe paths to the other end of the waste.
When they returned from their journey they gave the satchel to Lady Izar who found her father's paint and brush inside it, then she promised to help them win the tourney in any way she could. The smallest army accepted the offer and were ready for any challenge waiting for them in the King's Tourney. They knew as long as they were together they could overcome anything.
