OPEN | they've given you a number
WHO: Open to all, plus a couple specific closed starters
WHAT: Moving into the DH quarters, general routines, and kicking off some particular intel-gathering ops
WHEN: Now-ish
WHERE: Around the Gallows, but if you'd prefer somewhere else hit me up on plurk and we can work something out.
NOTES: n/a, will be updated if that changes
WHAT: Moving into the DH quarters, general routines, and kicking off some particular intel-gathering ops
WHEN: Now-ish
WHERE: Around the Gallows, but if you'd prefer somewhere else hit me up on plurk and we can work something out.
NOTES: n/a, will be updated if that changes
Yseult's move into the Scouting office and Division Head quarters isn't immediate. There are Beleth's things to be packed up and new chosen to replace them, options scavenged from unused quarters or dusted off after years in storage. Gallows staff come and go, bearing away rolled-up wall-hangings and grumbling about how to get the old desk back out through the doorway (they got it in here so there must be a way without sawing it in half), and Yseult can be found "overseeing" the minor commotion. This appears to mostly involve her ignoring it, except to shift from perching on this windowsill to that end-table or crate corner as needed, rotating around the emptying rooms as she reads through a stack of files, occasionally making notes with a stub of pencil otherwise tucked behind an ear or rolled absent-mindedly between knuckles.
When she runs out of reading material she might instead be found even further up the central tower in the aerie, visiting with the griffons. One of the adolescents, a white female with grey-tan markings on face and wings, seems to delight in prowling on tip-toes behind her, attempting to discreetly sidle up and steal things out of her pockets as Yseult pretends not to notice, only to coincidentally shift out of reach just at the key moment. When this game grows old there are others: a version of Find-the-Lady played with three wooden cups and a hidden treat, or catch played with bits of food or a leather ball and other random objects tossed around the aerie, griffons darting between rafters and racing to beat their siblings to catch it.
The training grounds are another common haunt, though she prefers odd hours--at dusk or dawn, or during mealtimes--when they are at their emptiest. She trains most often empty-handed or with knives, obviously a favored weapon whether thrown or wielded against one of the straw-filled bags hung from the ceiling. But sometimes it's a long staff, or two short ones, a whip-fast rapier, occasionally even a regular longsword or mace if she really wants to sweat through a challenge. Most sessions begin and end with her scaling the walls of the training hall building up to the roof, light on her feet across the ridgeline to a far corner within leaping distance of the isle's outer wall and from there across parapets and rooftops and forgotten banner-line ropes back to the main towers. She usually chooses her moment carefully to make this climb without being spotted, but can occasionally be caught dangling from a gutter on her way up or down. With the Scouting suite in flux, she can still be found in the common baths in the Templar tower afterwards.
After a couple days, the dust settles on the eighth floor, and from then she can be often found in the re-fitted Scouting office, its door always cracked open to

no subject
As for his plans, she tips her chin in a nod. Good. "Report back here after you've finished with that tomorrow, I will have other work for you."
no subject
Rising up, Iorveth straightens out his back, and nods at the instructions she gives.
"As you wish, Scoutmaster." There's a slight, tilted dip of his head, and it's hard to tell if its genuine casual courtesy that's a little lazy, or a bitch being facetious. Honestly, Iorveth's facetious without even trying to be half the time, so the world may never know the actual intention there. "My thanks for the drink, and your time."