Galadriel (
laurenande) wrote in
faderift2018-09-06 11:34 pm
Simple Gifts [Closed]
WHO: Galadriel, Thranduil, Solas, Myrobalan, Merrill, Kitty, Lakshmi, Teren, Marcoulf, Jang, Obi-Wan, and Anders
WHAT: A trip to a perfectly normal Chantry in the middle of nowhere.
WHEN: Current.
WHERE: The Island of Alamar, Ferelden.
NOTES: Current warnings, to be updated: Graphic Descriptions of Gore
WHAT: A trip to a perfectly normal Chantry in the middle of nowhere.
WHEN: Current.
WHERE: The Island of Alamar, Ferelden.
NOTES: Current warnings, to be updated: Graphic Descriptions of Gore
The Abbey on the White Cliff
Travel to the Abbey on the White Cliff is no easy matter. While it stands not far from Amaranthine, the waters between the mainland and the island shores are a wicked confluence of eddies and razor sharp rock. The rain is ever-present here and the wind moves unpredictably at the best of times. Ships of size cannot travel easily to the island of Alamar and small boats are rarely steady through the choppy water. Fortunately, as the Inquisition approaches, the world takes some pity on them and the waters seem to still and calm. The clouds linger but, at the very least, they don't open above them until they have reached the land.
The island is a grey affair, all rocks and scrub and damp. The village, an austere looking outcropping of buildings, is entirely made from the local stone and, were it not for the red clay roofing, would blend into the landscape seamlessly. Very few people have strayed into the rain to greet the Inquisition and, without the voices to echo off the stone, most sound is drowned in the lapping of waves and the heavy fall of rain. As a result of the weather and the lack of citizens, the town has the general quality of a graveyard.
The merchants who work the docks are affable enough and, after unloading their haul and securing it somewhere a bit drier, offer to take the Inquisition up to the Abbey proper. The rain slows before long and the merchants lead the Inquisition to the main roads and, let them on their way. Fortunately, the Island is not terribly large and, even walking, it will take only a few hours to arrive at the far side of it.
As the party leaves the village and the shore, the island landscape opens before them. Sloping moors give way to periodic outcroppings of rock and, against the horizon and the far end of the island, there rests a dark forest of pines. The Abbey on the White Cliff stands at the far side, at the top of the hill and overlooking the waves. The road they travel is an easy one, well worn, and the buildings come into view long before they reach them--they stand several stories tall, made of the same stone as the village. They are moss-covered and have the look of an old building that has been questionably kept--at least, from a distance.
The closer one gets to the buildings, the more obvious the additions and repairs become. Windows that have no business holding glass have had colorful windows inset to them. The doors are heavy, wooden, and new. The ironwork on the walls is polished and unworn by the rain. There are no torches lit but, once the Inquisition members have reached the doors, they open promptly.
They are greeted by a Chantry Sister with a bright smile and rosy cheeks and, without hesitation, the lot of them are welcomed into the Abbey.
OOC:
Hey guys! So I plan on aggressively GMing this one. Basically I want to run this like D&D, or as near as I can manage.
The location threads below are available for single player/two player exploration, I will be tagging you with information based on where you go or what you do, but if you want to do a bigger thread please just use the team threads at the bottom. That way if you all decide you want to check out the [INSERT LOCATION HERE] and it leads you to [DIFFERENT LOCATION] I can move you along without changing threads.
Because of your proficiencies, different characters will have advantages in different areas/while talking to different people, so groups are best. I will also be PMing your character journal periodically with any information that your character may have picked up on that nobody else would.
The NPCs are available for talking to or questioning by any number of people. Their general locations are in their thread headers so you can travel there as a crew or ask me to send them at you, if you so desire.
Feel free to do new top-levels if you guys really want, I am just here to try and make this fun.

The Abbey on the White Cliff
The rooms can be difficult to navigate, for all the people in them, but the crowd is filled with friendly sorts and they will move aside with a smile if approached. The rain keeps everyone penned inside for the most part, but the glass on the windows keeps out the damp, even if it does not insulate the interior from the sharp cold and the drafts that put out every flame within moments of it being lit.
The Abbey is a beautiful place, if old and only recently undergoing any sort of renovation, but at its core it is a reflection of the island around it. It is grey, damp, and with the smell and taste of chalk and the sea all about it.
(OOC: Please use these threads if you want your characters to explore somewhere alone or without their team. Or if you want to go somewhere with someone from another team. Really, this is a catch all for threads that aren't team-based dungeon progression.)
The Main Hall
Most of the pilgrims who have come to this place sit here, on benches new and old, or in a mix of rough and finely hewn chairs, none of which match the building itself. The high stretching ceiling absorbs some of the conversations, but the room is still loud in the way that all crowded rooms are wont to be. Whispers mount atop one another until there is a quiet din of hushed conversation.
Any Sister or Brother of this Abbey can be found in this hall and they wander through it with some frequency. They travel through to the buildings on either side, to the garden or the cloister, and occasionally through the doors at the very end. Through these doors, even with the din of conversation, there is a persistent sound of construction and, of all the doors in the Abbey, these are the only ones that have a Sister standing outside of them, preventing entry.
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So if Marcoulf's loitering in the hall among some of the common folk who have made their way to the abbey, it isn't because he has sophisticated designs on much of anything. He's just bored and curious and ninety percent of the delegation from the Inquisition are rifters or treasonous mages or elves or all of the above and sometimes the combination is exhausting. Normal people in normal places are relaxing and easier by far to talk to than most of the people he'd arrived with.
He's positioned near a small cluster of pilgrims toward the end of the hall, not so distant from the heavy door. The sounds of building leak through to here, punctuating the idle conversation: "Are you from the island?" "Is the weather always so dire?" "What ails you, little brother?"
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auditorium
Walking through the main hall is easy enough and he watches the people move around, alcoves here and there and tables for people to sit at. He lifts his head to look at the light before he shifts and continues on his way, wondering and thinking about where to go next, what to do with himself. He's frustrated by everything that's happening here, frustrated by the nature of this place and what it's doing to the people around this place.
He's trying not to think about Galadriel, even as his concern presses down on him.
When he reaches the door near the end he begins to hear the sound of things happening, the construction, the sounds of something behind it. He hovers near the door for a moment before he begins to follow the wall around, letting his fingers press into the stone to see if he can find a second entrance, the kind of entrance that isn't being guarded by a sister.
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The Cloister
A statue of Andraste stands at the center of the plaza, beneath the awning, but it is a new addition and flanked on all sides with sawhorses and heavy tables erected of new wood. The people who wander through this place are hauling and towing, carrying loads and tools, working hard and in constant motion. It is a different atmosphere entirely from the Main Hall.
Below the awnings there are always men working, lifting lumber and chopping wood, forming planks, or carving small details into decorative pieces. The rain patters on throughout all their work, but they are dry here. They have not been spared the cold that permeates this place, but their candles are generally lit and sit in a ring around the statue they have erected.
for Anders
Though known to be paranoid, even by Warden standards, Teren has come to trust that Anders will both believe her and be honest with his answer. And the question is a pressing one, though how pressing, she can only begin to imagine.
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the fourth night;
It wasn't exactly surprising - Merrill was navigationally challenged outside of the forest and the wilds. That's always been true. It's a bit alarming, though. She's in a strange place and her friends are disappearing, and Merrill did not want to be next. She maybe should have thought it through before venturing out alone to try and find them, but she- hadn't. She had given Galadriel and Solas the day, but when neither returned and she could find no trace of them...
Well, then Merrill went looking.
The shapes of the carpentry loomed in the dark and turned her further around. Logically, Merrill was pretty sure that she had an idea of where she was. How to get back to where she was meant to be, though? That was beyond her - and besides, Galadriel and Solas certainly weren't where they were meant to be. Staff in hand and feet bare, Merrill shivered and clutched at the amulet around her neck. Superstitious, but the stories said that Sylaise had taught the elves fire; perhaps she would find some warmth or some light, so long as she clung to the necklace named for her.
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The Dormatories
The dormatories are east of the main hall, above the kitchens and the storehouses, overlooking trees and the cloister. The windows here have no glass but their shutters pull tight and the windows are covered by heavy curtains. There are a few niceties, mirrors and bookshelves that have not been moved in a century, but everything else has been moved or shuffled away to make room for those who come to the Abbey every day.
The Inquisition members are lucky, they are not sleeping in the Main Hall or the hallways that line the Abbey, but the space they share is cramped. The kitchens below are loud, but there is fortunately no smoke rising from them to choke the windows or spoil the air.
badadada, night wandering, deseeerves a quiet niight
There's something not right here, after all. She gets nervous on missions like this, with all these new people in this new place, so far from home, and with rifters who truly didn't know better. Didn't know the world is quick to take advantage of their ilk, the new and the magical.
For this reason, Teren is actually checking the rooms like a fretful governess, turning the latch of each door as silently as she can and cracking it open to peer inside, count the glows, gently close it again. She's not used to the layout of the sleeping arrangements, so this results in checking on far more than just rifters, but somehow her only reassurance can come from knowing everyone else is unconscious.
Harder to plan an ambush that way, at least.
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The Garden
It seems that one of nearly everything is planted in the garden of the Abbey. There are vegetables and fruits, vines and gourds and, despite the weather and the chill, the chalk in the soil and the time of year, not one plant seems to be suffering. They are pristine things, each growing and flowering and heavy with perfect fruits. It is a curious sight made even curiouser by the lack of a gardener or tools.
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For now, she is more interested in what secrets the garden may hold. The plants look- well, amazing, actually. Merrill wanders barefoot between them, careful not to tread on leaf or vine, resting the heaviness of the fruit in her palm. There scarcely seem to be any blemishes, and she wonders what would happen, if she were to draw upon her Keeper magic here - would the land rise up in its typical way? Would it strike out harder? Would it lash back at her?
sliiiides over here
piles on the elven mages
elf mage sandwich with an orlesian filling
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Unless the fertilizer being used is people. Death feeding life seems to be the theme of this place, unless he's missing his guess with the slowly building theory in his mind. The sight of Myr draws him out of his grim thoughts, though, and Anders heads over to join the elf.
"I'd ask if we'd ever get to go somewhere nice, but the Tourney was nice."
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Re: The Garden
There is a lot going on here, and even more she doesn't understand. She needs to find a solid point too build off of, but everything here is squishy. She starts to wander the gardens, looking for anyone she may be able to talk to, try and get a better sense of what's going on.
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The Infirmary Hall - CW: GORE
The interior of the Infirmary is packed with a solid quarter of the population of the Abbey. Men, women, and children linger here and their injuries and illnesses are a tapestry of pain and suffering. More than a few of them are missing limbs, show the signs of gangrene or sepsis, and those who are ill are beyond what hope medicine or magic can truly grant them. These are pilgrims who have come to the house of the Maker to find what aid religion can provide.
They rest comfortably, tended to by Brother Estmond, but the building stinks of blood, effluvia, and the bitter tang of potions.
In all the Abbey this is the only room that is truly warm and, of all the buildings, it is the only one that has a lit hearth. The flames are not hardy, unfortunately, but with perpetual tending they maintain well enough to keep from extinguishing themselves.
Re: The Infirmary Hall - CW: GORE
She waits until he has a moment and then clears her throat. "Excuse me...I don't suppose you need any help? I have a bit of medical training, as well as some magical skills, but...a lot of these people would be beyond my help. But I can bandage and make sure people are comfortable."
CW: GORE
Re: CW: GORE
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It's one of the things that Solas has always reminded himself of when things have been bleak. When he had questioned his own place, when he had wondered what he was doing with himself. It makes sense that he would find his way back to the infirmary, as if it might have anything to show him or tell him, as if he might be able to discover something that he had missed elsewhere. Secrets are kept in all places, after all.
People are ill, he can see it, and his stomach drops as he looks around the room. There are so many people suffering here and his frown deepens as he looks around, feet quietly padding against the floor. The smell is enough to overwhelm someone who is not used to battlefields, and he shifts, beginning to walk forward.
Perhaps there is something he might be able to do to help these people, but he is unsure.
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Anders presses his lips together and just gets back to work, reminding himself that at least there's one person here who knows him and has faith in him. Why would he need more?
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The Offices and Library
The shelves are packed with journals and religious texts, books on medicine and gardening and earthly things rest in trunks and atop old tables, gathering dust. Littered across every floor in every room are stacks upon stacks of personal belongings. Small trinkets, notes and letters, toys or gifts rest in every corner, dust covering them in thick sheets. One room is filled with cloth, spare shirts and pants, robes and vestments, enough to clothe everyone in the Abbey now. It is an oddly grim sight.
At the end of the hall, past all of the obstacles and miscellany, there is an office with a single lit candle. This flame does not guttter or twist as the others do. It burns, unhindered, on a large desk, surrounded by clean books and a quill. The shelves in this room are clear and open, unimpeded by the stacks that block every other room and corner of this building. This is the Abbey's library and, for all that everything has shifted in this place, this room has remained unchanged for decades.
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He scatters a couple of wisps around the room as he goes in to try to get a closer look. If the clothing is new, maybe it's for the future. If it's worn... If it's worn, then that's a lot of dead or missing.
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From the other thread.
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Team Escalation!!
"This looks promising. Let's see what they've got."
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pretend that this is bubbles' account with the cool event icon
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The Kitchens
What space the room once had is taken up, absorbed completely by baskets and open casks filled with fresh vegetables, fruits, flour sacks full of bread, buckets of butter and huge containers of milk. There are no grains, nor beans, nor anything that require a flame to heat and cook. It is curious but the chill in the room is enough that the quality of the ingredients, however perishable they are, is not so unbelievable.
There are three doors to the kitchen. One door leads out into the cloister and back toward the main hall, one leads to the side yard where the water pump is, and the last leads down, presumably into the larder or a cellar below the kitchens. This door is shut with a sliding wooden lock to hold the doors closed.
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Moving through, he pauses at the doorway, looking around. There are baskets everywhere, casks filled with fresh foods, breads, butters, and it seems for all that he can guess and see to be nothing more than your typical kitchen space. With all the discomfort they've been feeling since they first showed up he had hoped that there might have been something to find in the midst of those that are often overlooked, but...
Moving forward, he reaches out and places his hand over the locked door, turning to look around at the rest of the room.
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early day 3, for Obi-Wan
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The Southern Transept
To the right side of the door, opposite the forward wall, there are a series of steps that lead downward into what should be a storm cellar. They are easily missed, hidden in that dark and disused corner of the building, but there are no doors to block them. If one strays closely enough one can hear the dripping and sloshing of water below, as though there is a great cistern full of it beneath the floor.
If one listens very hard, they can hear soft and distant whispering, but it is an evasive thing and lost as easily as it is found.
Team Big Damn Heroes
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Obi-Wan and Jang
Re: Obi-Wan and Jang
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Anders
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Marcoulf
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The Laundry
The large room is hot, humid, and filled with vats of both wood and metal containing heated water for soaping, soaking, and rinsing, and linens of all kinds hang in somewhat orderly fashion throughout, making it impossible to see the whole of the room at one time.
day 3, evening-ish, crystal;
Inquisition. I've a warning for the mages among us--
You know something's been suppressing our magic; where it comes to most spells, I think--I think--that's purely incidental and not anything inimical. However, there's something here that's actively antagonistic toward spirits; at least one of the abbeyfolk I've spoken to has expressed concerns for our safety if we keep using spirit magic.
For the remainder of our time here I highly suggest avoiding any use of it. Not even barriers.
(OOC: If you'd like your character to have not gotten this/not heard most of it due to fuzzing to avoid stomping on any later plot threads, go for it!! Myr feels he has a Duty to Warn on this one & can also check in with people in person if it's something you would like to do!)
crystal for all + in person for myr fite me
crystal
meanwhile, fighting gadgets in the pit
put 'em up
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