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.

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"You could ask someone who might know," he says, whatever remaining threads of his patience worn thin after the trip over and the night on a ragged cot in the company of a madman and a handful of rifters. "I'd bet two silver you could find someone indoors from the island who might be able to tell you whether the ground is soured or not."
But a whole community lives here in some state - desperate, clinging little vestiges they might be, but the place can't be so barren or else it would've starved out long before a chantry could have ever been established there.
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Myr draws his hand back from the plant he'd been
fondlingtouching, wrapping it around his staff once more as he listens to the exchange between Marcoulf and Merrill. "If this is recent, though, I'd wonder that any of them have the time to come up to the forest," he points out. ...And then, almost like he's a balloon being drawn hapless along in her wake, he starts up the path after Merrill.Not the first time he's followed a Dalish girl into trouble. "--Wait, what's this about Kirkwall?" He hadn't heard that before.
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Besides- people might know, but that doesn't mean they'll know anything truly useful about it. It also doesn't mean that they'll be inclined to tell the truth.
She pauses long enough for Myr to catch up; he seems able to navigate just fine, but forests can be tricky things even for the sighted. Once he's there, though, she's going to continue on.
"Oh- it was designed by people from Tevinter. If you look at a map of it from above, there's glyphs in the layout of the oldest streets and other patterns."
If that's the case in the forest- well, then this is a problem that's been brewing for some time. Merrill very much hopes that won't be the case, though.
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The paths that lead ahead are less defined up close than they were from afar--they are footpaths tread rarely, saturated with the rain, and overgrown in unpredictable patches. It would be a simple matter for a seasoned survivalist to lose themselves in these trees. Of course, Merrill is Dalish, and that is nearly the same thing is it not?
Beneath the trees, the rain is muted and the drizzle rendered nearly as nonexistent as the sky above. It is dark and it is quiet, here, and there is only shadow ahead of them should they proceed.
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(Full offense).
That was ages ago, he could say. If there's any resemblance between a wandering garden path and Tevinter magic sigils, it's because someone's stuck on looking for one, he could insist. Instead Marcoulf just follows along into the shadow of the trees, attention pricked as a dog's ears.
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Well, if it were some Dalish other than Merrill doing the leading.
"Are they--no, you'll need to tell me about that later." The situation's serious enough he'll stop himself from getting them off on a garden path--metaphorical to match the literal--when they should be focusing on the tasks at hand. Chief among his: Not running face-first into a tree or finding poison ivy by blundering into it, again. Even if Merrill's moving slowly it takes a great deal of his focus to keep up with her--and often as not he's finding low-hanging foliage with his face. Ugh.
It's only after the second time a disturbed sapling dumps ice-cold rainwater on him that he thinks to mutter a barrier into being to protect him from the worst insults of the terrain. "How's it look up there?" he calls ahead to Merrill once he's done; the words are hushed, pressed quiet by the sepulchral calm between the trees.
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The oppressive mood that exists over the Abbey is absent here, at least for a time. As Myr casts a barrier about himself, the green shimmer lights the leaves of the trees and the trickling rainwater and, at once, there is this fine sensation of foreboding that settles over everything.
Nothing comes of it, not in the stillness of the forest, not immediately, but it lingers all the same.
Ahead of them, a crossroad of paths appears in the darkness. There is an archway, much like the ones that line the cloister of the Abbey, but it stands without wall or walkway, or so it seems from afar. It is abandoned, the last remnants of something that once existed here, and it stands alone beneath the trees.
Leading from the archway are three paths, one ahead, one right, and one left.
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"Don't," she whispers, a bit hoarsely. Her fingers come up to grip the necklace around her throat, other hand reaching back to find Myr. "Did you feel that?"
Something didn't like that. Maybe the forest itself. Maybe whatever remains from before - and there was certainly a 'before'. Merrill's looking at the evidence of it.
"An archway," she says, once nothing comes lunging for them. "Like the ones in the cloister of the Abbey. It looks abandoned, and there's three paths - one straight, one to the right, and one to the left."
She looks back, trying to find Marcoulf among the trees; none of them should be alone here, especially with the sense of foreboding that's settled over them like mist. "Have either of you heard anything about the Abbey being moved, before?"
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"The builders might know." Meaning no, he hasn't heard anything significant. "A second outbuilding, maybe - and too expensive to maintain if they're been so spare for long."
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That feeling of being watched makes him measure his steps to a creep as he comes up alongside her, head tilted this way or that to listen for what echoes the place might give back.
"Not a thing." No one he'd spoken to had said anything of it. "--But it might be a third dormitory. Or what's left of it, though that still leaves why they'd have abandoned it to the forest."
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"The builders- yes, maybe someone should ask them when we're back." Someone who they aren't likely to immediately cast judgment upon for being a Dalish mage in a Chantry. (That probably means you, Marcoulf, as you're the least mage and least Dalish among the three.) But Myr has heard of something, and Merrill hums slightly. "A third dormitory? What happened to it? I don't know very much about building these sorts of places, but- these trees are large. If it was attached, it would have been a while ago, unless... unless these trees are as unusual as the plants in the garden." And that could certainly be the case.
If it's a dormitory, though, then perhaps there isn't as much to fear from it. Merrill takes a breath and then steps forward. She'll let go of Myr if he pulls away, but otherwise- "I think- to the archway itself, first? Maybe following the path that goes the most straightforward, and the right-most path when that fails." They're already there; might as well look around.
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The path straight ahead curves left, back into the trees and, if one has a sense for distances, around the back of the main hall of the Abbey. This is the only paved path of the three, but it has not been trod in a while, months at the least. The others have been walked more recently, but they lead to the cliffs and along the woods toward the moors, or that is where they seem to go.
The sense of foreboding doesn't abate as Myr's barrier drops, but it does thin, it becomes more absent and overarching. In time it may fade.
Ahead of them, every few feet, there is another piece of rubble, a hint of another archway that is gone now, crumbled or torn away. The longer they walk, the darker the sky above becomes and the dimmer their view ahead. Eventually, however, they reach a place where the trees are not so steady and one of them has been felled across the path.
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The felled tree might as well be expected. That the path isn't more overgrown should be more of a surprise.
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"Suppose we'd have a better guess if we knew when they abandoned this."
He'd seen a plan of an abbey like this once, long enough ago only the hazy details of it stick in his head--but that's sufficient to build up a picture of how it might have been before it had been abandoned and the forest encroached. (Encroached after it was abandoned? Or forced the abandonment? He shudders at the thought, for all it's odd and improbable. But then what's not, here.)
His staff ticks off the downed tree with a dull thunk and he stops right there, in place. "Can we get round?" he inquires in an undertone. It's colder here and closer and he doesn't like either feeling one bit.
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She bites her lower lip, absently squeezing Myr's hand in hers as she thinks.
"There's fewer trees, here. As long as we're careful about where we step, it ought to be okay... just need to make sure there's no holes to sprain an ankle in."
Glancing back at Marcoulf, Merrill shrugs. It's less foreboding now, but it isn't lessened enough for her to forget the feeling.
"If it's an old dormitory, maybe we'll find some things that were accidentally left. We could return it to them. I think that'd be a nice gesture, don't you?"
That sounds like how horror movies start, actually, but okay Merrill.
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As they travel back toward the road, however, part of a building becomes clear through the trees. The building is of the same style as the dormitories, it is clearly a spare building that has been lost. Why it is not used becomes obvious as they approach. It is mostly demolished, a long pine has fallen across it and part of the building has fallen into the sloping sinkhole that has opened across the path, but front doorway is unobstructed.
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(He suspects that anything anyone had left behind would be rotted through by now, given the weather--and says as much--kindly, for Merrill's impulse is a sweet one. But if they do find anything, no reason not to bring it back...)
The prickling between his shoulders has nearly subsided by the time they find that other building, enough for his native sense of adventure to return. ...Mostly. "Shall we go in?"
He turns halfway back to Marcoulf on the question, inviting their human tail forward to join them in this
misadventure.no subject
It's not going to stop her from going in, though. It's a spirit, not an Archdemon.
She hopes, anyway.
"Well, I'm going in," she decides, and it sounds like Myr is on board as well. Marcoulf is glanced at, but she isn't going to wait for him. She goes in, grip loosening on Myr's hand just enough that she can release him to grab for her knife, if need be. If something in the forest doesn't like magic- well, she's not great with a blade, but it'll do in a pinch.
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The walls are opened in places, broken and crumbling where the worst stresses of the tree brought them down. Others stand tall but are drenched in water and detrius. The huge tree looms overhead, still present, still pressing down on the building, but it seems to be stable where it rests.
Down the hall, past all the gaping darkened doorways, there is a soft sound and a whisper. It is a gentle thing, and distant. The cold here is different from the abbey but it grows as they proceed, becoming a fine frost over the surface of the stones--turning already slick footing to something risky. It does not help at all that the whole floor seems to slant to the left.
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He follows along a half-pace behind her as she enters the building, mindful of where he steps and listening to glean whatever he can from how their footfalls echo back. Once, he starts as something crunches wetly underfoot; once, he hesitates at the distant sound, head cocked birdlike to catch it. "Did you hear that?" he asks in an undertone, when he's certain he has heard something.
It is only on stopping that he notices how cold it's gotten, cold enough to bite even through the heavier quilted robe he's wearing. He shivers, abruptly, convulsively, then wills himself still--a hard thing, when it feels a little like he might start to slide downhill at any moment.
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It's quiet. The heavy shadow here in combination with the foul weather above the trees has pitched the rooms into true cold that fogs the breath but--
He's nearer at hand now that the floor's begun to slope away so sharply, but his hand is hovering at the height of Myr's elbow rather than at either the knife or the sword on his belt. He'd rather not have to carry anyone back out of the wood, which means preserving Myr's ankles and making sure dalish girl doesn't fall through holes in the floor while they're both round-eyed and staring.
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"Yes," she murmurs back, toes curling. Bare feet give her slightly more purchase on the frost, but she's all the colder for them. Still- there's definitely something here, and something that they ought to verify the nature of. This close to the Chantry, it could be a danger.
Merrill cups a hand to her ear, listening to the whispers. She wants to try and make out what they're saying, but more importantly, she wants to try and pinpoint the direction they're coming from. Once she thinks she has an idea, she'll go further in, relying on steady barefoot elven footing and her staff to navigate the slick, sloping floor.
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The doorway is dark, gaping open with no door to close before it. There is only sound emminating from the darkness, but occasionally there is a flash and fading slide of blue light. THe light is always followed by a sigh, a breath, and more whispered words.
Though softly spoken, whatever is in there is speaking the Chant of Light.
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When they do, it's cause for an indrawn breath; awe, alarm, something, there's emotion behind the little hitch of sound. "That's the Chant," he names it, in an even softer voice.
Someone's out here reading from the Chant in cold that could literally freeze one's bits off. (Unbidden, he thinks of Vandelin, at home and safe and warm and still missing toes from a cold like this one. He's changing to woolens if they ever make it back to their dormitory. When they make it back.)
He stays nearly on Merrill's heels as she advances toward the whispers; curiosity and fear are at war in him and curiosity's winning because it has his own stubborn pride fighting beside it. He's in it now and there's no turning back.
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But there, the two of them fixate on it and he finds his ear drawn in kind. When they reach the doorway, he pauses and will proceed no further - stationed there like a keen dog with pricked attention.
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