Fade Rift Mods (
faderifting) wrote in
faderift2019-07-18 10:49 pm
Entry tags:
↠ WHAT PRIDE HAD WROUGHT | OPEN LOG
WHO: Everyone (except those who remain behind to keep an eye on the Gallows)
WHAT: Just some ruins, nothing special
WHEN: Solace 17-20
WHERE: The Arbor Wilds, Southern Orlais
NOTES: OOC post! Second log post for NPC threads! Image source!
WHAT: Just some ruins, nothing special
WHEN: Solace 17-20
WHERE: The Arbor Wilds, Southern Orlais
NOTES: OOC post! Second log post for NPC threads! Image source!



For most, the journey through the Crossroads is miserable: the world is grey and lifeless, the light twists disorientingly like the world is being viewed through a water droplet, an incessant sound is always just beyond the edge of hearing, and walking anywhere feels like walking uphill.
For elves, it's a world in bloom with a stained-glass sky. La di da.
But everyone does eventually arrive, together, at the site of a large eluvian. There are signs of recent activity; a long-dead guard previously discovered by the Riftwatch team that traveled there before has been moved, and a spear left leant against the side of the eluvian where a new elf may have more recently temporarily taken his place. There's no guard there now.
When the team passes through the eluvian and into the verdant temple grounds beyond it, the reason quickly becomes apparent. They're met not with a volley of arrows from an army of guards, but the warily trained weapons of the small handful that remain after days of repelling an invasion from beyond the temple walls. It's a fight they're losing—one they thought already lost, given their casualties and the fires now burning outside the walls—and their exhausted, bruised leader only needs a little prodding, and only seems a little suspicious, before he orders his people to stand down and accepts an offer of help.
I. REPELLING CORYPHEUS' FORCES
The Temple's Sentinels have been reduced to a handful of wary elves, most of whom don't speak Trade very well, but they manage to give enough direction to get those who will be fighting outside of the quiet Inner Sanctum to the outer gardens. The Temple's outer defenses—powerful enough magic to kill an aspiring god, if it's run into blindly—have finally fallen, but what remains of the Red Templars and Venatori mounting the assault have been slowed by the overgrown labyrinth of gardens, then the arguments and preparations needed to blast a magical hole in the floor to expose the crypts below.
They're taken off guard by the sudden, non-Sentinel reinforcements. But they're still a powerful mix of Tevinter-trained mages and amplified Templars, and—if anyone cares—the longer the fight drags on, the more damage is done to the Temple's gardens. It's not a good time to dally or pull punches. Not even when a familiar face is found among the enemy.
II. THE PETITIONER'S PATH
When the last of the Red Templars and Venatori have been killed or chased into the jungle, the Sentinels—perfectly happy to have most of these interlopers locked outside a little longer—will be quick to disappear, save one, who will direct their attempts to get through the doors again with bored, skeptical broken Trade. The most direct route back inside requires walking the Petitioner's Path, a mazelike path through the gardens, weaving around corners and through tunnels of ivy, in places obscured entirely by the overgrowth.
There's no trick to the floor tiles, here. Only a trick of the mind. Clarity, supplication, a request for justice, and then at points along the path spirits will begin to appear. Some will wear the faces of those who have wronged you—offering excuses, begging for mercy, or refusing to be sorry, and in all cases wanting to know what you think they deserve. Others will wear the faces of those who you've wronged—wanting to know your excuse, asking if you think you deserve forgiveness.
Mercy isn't required, to pass Mythal's test. Only an even hand. The same justice for one as for the other. Succeed, and the spirits will lead you to pass freely through the doors.
III. THE CRYPTS
—or fail, or refuse to participate in a heathen ritual, or see the folly in risking that sort of exposure in less than total privacy, and your option for rejoining the rest of Riftwatch is a labyrinth of a different kind. Corypheus' allies were interrupted before they blew the floor wide open, but there is an opening large enough to pass through single-file into the ancient crypts below. The path through is dark, wet, and winding; now and then one of the dead rattles and threatens to rise; and the Sentinel babysitter, apparently disgusted by the fact that anyone might refuse or fail the test and still enter the Temple, refuses to serve as a guide or provide a map.
But it could probably be worse. Somehow. There could be less historical value in the moldering ruins, for example, or fewer pieces of gold and scraps of ancient jewelry lying around for the taking.
IV. THE TEMPLE OF MYTHAL
Back within the quiet of the Inner Sanctum, Riftwatch's envoy is permitted to rest—with varying degrees of individual acceptance, depending on whether or not they successfully walked the Path to enter, and all of them watched as closely as the small handful of remaining Sentinels can manage. Their leader, Abelas, doesn't shy away from the dire facts. Not enough of them remain to protect the Temple and the Well of Sorrows. Corypheus will likely be back. Convincing him not to destroy it, and finding a viable alternative, will be a task.
In the meantime, those who have better things to do in Kirkwall can return at any time, and anyone ill-suited for a fight but well-suited to assisting in the discussion with Abelas or the efforts to clean up the damage and tend to the fallen—either out of genuine interest in preserving the Temple or in an effort to butter up its guardians a little—can safely cross through the eluvian to help.
For those who are willing to sleep on the ground in a jungle Temple for a night or two instead, while the matter of the Well is resolved, it may be possible to slip away unnoticed to explore the Temple in the dark, at least until caught and escorted back to Riftwatch's makeshift camp, or for someone who's been appropriate respectful to convince one of the Temple guardians to show them some of the murals and statues. But venturing outside of the inner temple walls will require either traversing the crypts or walking the Path to get back inside. Every single time.

Petitioner's Path OTA - Celebrimbor (Body Horror/Gore Warning)
The second spirit she finds on the path is not a live man. She does not approach a shady alcove and find him seated, nor does he walk up to her and strike up conversation. She rounds a bend and it is there, before her, with no preamble. She is shocked to stillness, then, and it takes all her will to keep looking forward.
It is a sight that is terrible and deeply incongruous with this place. It is a relic from a battle much bloodier than the one waged outside these walls, on a field much less lush and welcoming. A great, tall banner rises up on a black pike before her. The weapon is massive, built for Orcish hands, and is driven haphazardly into the stones of the garden path. The black cloth of the banner, motheaten and rotten, stirs stiffly in the summer breeze, dripping ichor onto the path around it. It flaps quietly, wetly, and the sound of it nearly drowns out the whispering of the ivy.
Strung up on the pike, all but wrapped in the blackened banner, is an elf. The marks of torture on him are graphic and fresh--parts of him have been flayed clean, the bolts of arrows jut from his ribs and his chest, and his right hand is gnarled and broken, burned mostly away by the cold silver that still clings to the flesh. In the end, he had been disemboweled and his innards used to strap him and the banner onto the pike. His arms are held straight by a rod driven through the both of them, a rod that has twisted his posture in an unnatural, terrible way.
In life his face had been gentle and friendly, his smile had been familiar and his voice a welcome boon. She has always cherished his memory and has, for two thousand years, avoided dwelling on this sight. She cannot avoid looking upon him now.
She understands, after speaking with Olorin, what this place needs of her. It seeks to find guilt and mete out justice and, truly, justice had not been served here. He doesn't need to speak for her to understand, but conjuring the words for him will take time.