closed: untimely demise.
WHO: Anders, Bastien, Darras, Gwenaëlle, Ilias, Iorveth, John Silver, Kain, Kitty, Loki, Magni, Merrill, Sidony, Sorrell, Teren, and Wysteria.
WHAT: This looks nothing like the Maker's bosom.
WHEN: Bloomingtide 18-27.
WHERE: Orlais, Tevinter, and the Deep Roads.
NOTES: There's an OOC post with a lot of info over here! This log covers everything up to the day before they return. There will be a separate log for actually returning, so don't jump the gun.
WHAT: This looks nothing like the Maker's bosom.
WHEN: Bloomingtide 18-27.
WHERE: Orlais, Tevinter, and the Deep Roads.
NOTES: There's an OOC post with a lot of info over here! This log covers everything up to the day before they return. There will be a separate log for actually returning, so don't jump the gun.

Baron Deshaies is a gracious host, who graciously shows everyone the entrance to the elven ruins on his property when they arrive, and graciously enlists his serfs to help them set up camp nearby to beat the sunset, and graciously invites them to dine with him in his gardens—the only part of his fairly humble estate large enough to host so many people—before they retire for the night. It's a nice dinner, albeit one that's apparently stretched the capabilities of his meager household staff to a breaking point, judging by their harried manners and how hard one of them is sweating.
They're midway through the main course (and his detailed retelling of how he found and chased away a few suspicious characters who were snooping around the ruins before, heard them speaking in some funny old language, might have been Vints) when the first head droops. Then another. If anyone realizes they've been drugged, it won't be fast enough; weapons are out of reach, the food has been laced with magebane—among other things—and it's only a matter of seconds before everything goes dark.
And that's how everyone died.
No, okay—everyone does eventually wake up. But it isn't a pleasant experience. There are headaches, first of all, and dehydration, altogether similar to a horrific hangover, and it's hot and humid, and they're in the back of one of several possible carts, hidden from view by heavy canvas and packed in close to their fellow captives, being jostled unrelentingly by the stones the carts are driving over. They're also bound—everyone in magic-dampening manacles, mage or not, just to be safe—and gagged. They stay that way for a very long time, until the sun has set, and the captors who have been complaining and gossiping and telling one another to shut up for the last few hours shed their fake Orlesian and Fereldan accents. A border has been crossed, and after a few more miles they feel secure enough to take a break.
They aren't being paid to deliver dead people. So they also strip the canvas back and remove the gags, to try to get everyone to drink some water, and then let them stay ungagged. They're in the middle of Nowhere, Tevinter; even if someone heard them scream, it wouldn't be anyone inclined to risk helping them.
I. ESCAPE! The first and only good opportunity comes on the second day, when they pass within sight of a village on the outskirts of the Silent Plains, and all but three of their captors load into one of the carts—the one containing everyone's accumulated belongings—and head off to see if they can make some extra coin on the side. The three left behind are a nervous young mage who seems to think he's in charge, an armored archer who's having none of that, and a sleepy man with an enormous war hammer. The odds aren't great. But they aren't going to get better.
II. NOW WHAT? After daringly and successfully escaping into the blighted desert with only the provisions they could scavenge and from their captors and carry on their backs, everyone finds themselves in the desert with only the provisions they could scavenge from their captors and carry on their backs. So that's cool.
III. THE SILENT PLAINS. The Silent Plains are as much of a wasteland as they sound, but not really completely silent. Some animal and plant life has returned, with stretches of the desert even verging on becoming grasslands, in the ages since the Blight destroyed the ecosystem. It isn't impossible to find water or the occasional speck of civilization. There are decent odds that those civilized specks contain people who would happily report a bunch of wandering foreigners, however, so forays into villages and farms need to be done carefully and rarely—but it isn't impossible to pull off a trade here and there, or to sneak into buildings at night to permanently borrow supplies.
But that's rare. The majority of the journey is just a camping trip from hell, consisting of days of walking without shelter from the sun and nights spent in total darkness to avoid creating beacons for whoever may be trying to pursue them. Sometimes there are darkspawn.
The landscape improves just in time for another problem to arise: the border is much more heavily populated with enemy forces, and reconnaissance efforts might make clear that they're all on alert, going so far as to make neutral merchants at border crossings remove their gloves. Fortunately—as implied by the darkspawn—there's another way South.
IV. THE DEEP ROADS. In hindsight, a terrible idea. But by the time they realize that the intended path out of the Deep Roads—one that would have taken them to the surface outside of Cumberland, where they could yet find allies to help them get back to Kirkwall more quickly and comfortably—has caved in, they're already a day and a half deep into the journey.
In some places Blight crawls up the walls like black mold. Those not lucky enough to be immune to it have to cover their mouths while traveling and be careful not to leave any wounds open and exposed. Here and there the path forward gives way to chasms that have to be circumvented or crossed using improvised rope bridges. And there are more darkspawn, more frequently, but perhaps not so many as there should be.
If the provisions from the surface run out, then dinner will be roast nug.
V. THE MOUNTAINS. The last stretch of tunnel gives way to sky on the northern side of the Vinmarks. Not the southern side. Not even the top. Being able to walk the last stretch of the journey downhill instead of first climbing some mountains would be too easy.

no subject
"Well," Sorrel demurs, carefully, "It might be a Dalish thing."
He's always surprised to find the edges where the Circle never taught people things. Some applications are so basic, and mundane, he assumes everyone with magic uses it that way; more the fool, he.
"Never let them tell you the Circle has the only right way of doing things."
no subject
Which, if said in a particular way, is almost certainly an insult. But the girl under the blanket scrap isn't saying it like that at all. Exhausted and sunburned, her attention is nonetheless very keen - something bright like the dregs of enthusiasm, in her eyes. "It's very inventive. Must you be touching something to do it? Or can it be done from a distance as well? I've been conducting a study, you see."
This all said in the meandering, absent tones of someone at the end of a very long day.
no subject
"I've been formally educated," Sorrel replies, less coy now than cold, "Just not by the Circles. Dalish are trained by Keepers; it's a much longer tradition, and better."
And he doesn't care who hears him. Certainly Anders, at least, isn't going to defend the Circle, if he does overhear, and if Loki wants to make a fuss about Tevinter methods, he can weave his pride into a better blanket, for all the good it likely to do him.
"It's delicate. If you use too much effort, you'll set whatever-it-is on fire. If you use too little, you'll only tire, and do no good. But if you can get it right, you can prevent a lot of suffering, and at no notice. You can use the same with frost to hold onto hot things without burning your hands."
no subject
The principle though, she thinks, has some apt parallels. No, the college is nothing like a Circle and no, Dalish are very little like any country witch, but maybe it is simply a requirement of people everywhere to be a little testy over the haves and have nots.
"Quite a neat little bit of finesse, I agree." The blanket still has some residua heat, all strange and tingling, and she draws it more closer about her. It is very nice, though if she concentrates she can feel the energy draining out of it like water from a leaky bucket - dissipating on the cold evening air. Sand through fingers. Something she knows, but can't quite figure out how to touch-- "The better question, I suppose, is whether it's an enchantment or is it something you must channel physically?"
no subject
"It's not an enchantment," He replies, a little puzzled. What an odd person; what a very odd way to speak. As if she doesn't know the first thing about the Fade, or magic, or how any of it works— Ah. He sees it now. Despite her fine highborn accent, she's only a Rifter. That explains it; he relaxes fractionally.
"And if we had enough lyrium for that, I doubt we'd be stuck out here to begin with, and none of us are dwarves," He continues, doubtfully, and only then answers her half-asked question, "I do it myself. Any mage can, it's as basic as anything, you only need to focus."
no subject
She rubs the edge of the blanket between her fingers. There, Wysteria thinks. That's the last of it gone - all the residue of the spell work gone dry in the chill night air.
no subject
Which they have, as you can see, refrained from doing, for obvious reasons.
"Dalish often have to hide. And since we don't lock all our mages indoors, even a scouting party will have someone with them who can cast, every now and again."
no subject
She stifles a yawn behind her hand. "Oh, excuse me. I do go on."