Fade Rift Mods (
faderifting) wrote in
faderift2019-10-29 06:33 pm
Entry tags:
- ! mod plot,
- ! open,
- derrica,
- ellis,
- gwenaëlle strange,
- james flint,
- john silver,
- kostos averesch,
- obeisance barrow,
- teren von skraedder,
- wysteria de foncé,
- yseult,
- { alistair },
- { anne bonny },
- { ashen touisant },
- { athessa },
- { bartimaeus },
- { eshal fazon },
- { ilias fabria },
- { jack rackham },
- { laura kint },
- { leander },
- { mhavos dalat },
- { nikos averesch },
- { richard dickerson },
- { sidony veranas },
- { sister sara sawbones },
- { six },
- { solas },
- { thranduil }
MOD PLOT ↠ AND THOSE WHO SLEPT (LOG)
WHO: Nearly everyone
WHAT: A return to Nevarra City, where everything goes great
WHEN: Harvestmere 30 – Firstfall 1
WHERE: Nevarra City
NOTES: OOC and plotting post here! Consolidated crystal post here!
WHAT: A return to Nevarra City, where everything goes great
WHEN: Harvestmere 30 – Firstfall 1
WHERE: Nevarra City
NOTES: OOC and plotting post here! Consolidated crystal post here!

DAY.
They ride hard up the Imperial Highway, rising before dawn the last day and arriving in Nevarra City by mid-morning. There is no time wasted on settling in, barely enough to find their rooms at their assigned inns and change into whatever reasonably-practical costume they have chosen before getting to work. Most are sent out in pairs or trios to walk certain routes or neighborhoods, marking the locations of mummies and (subtly, ideally) observing them for any strange behavior.
Despite the looming threat of war the capital is packed with visitors for the Satinalia celebrations. The streets teem with those rushing about preparing for the evening's festivities, and plenty more spill out the front of every tavern, starting their revelry early. Masks are already a common accessory, and are recommended for those patrolling the streets. It won't be difficult to see why, since many Nevarrans still blame the Inquisition for the disaster at the Grand Necropolis. It's possible to run into groups discussing it, the mummies lining the streets a reminder for many of what was lost in that fire.
The Pentaghast mummies will be found stationed on all major street corners, outside government buildings, and in front of many notable monuments, especially those honoring Pentaghast heroes of the past. Some even guard their own statues, and pains have clearly been taken to make sure their arms and armor match those depicted right down to the mummified horse and the desiccated straw of its mane. But it isn't only the royal dead who've been trotted out for a day in the sun. Inspired by this gesture, families around the city have had their own mummies brought to stand sentry outside their homes, from the phalanx of knights outside the mansion of a noble house to the less-glittering but no less honored ancestors of the poorest communities wielding the tools of their trades.
Many such communities will be hosting parties for the whole neighborhood, and local leaders can be found out in the streets laying out tables or piling up firewood. A quiet word here and there about how they handle safety issues will find most have plans for drunken troublemakers, pickpockets, or gang fights, and a few will have considered how to hurry people home if, for instance, a Van Markham assault on the city were to begin. But on the whole people are preparing for a party, not for trouble, and there's little Riftwatch can do to change that now without risking a panic that could easily turn just as dangerous as a true attack, not to mention have disastrous consequences for Riftwatch's reputation if their suspicions prove wrong. For now they walk the streets and watch and wait for confirmation.
DUSK.
As the sun sets over the hills to the west, Satinalia begins in earnest. Bonfires are lit, musicians tune up, and people gather at tables and in courtyards or in taverns to feast and drink and exchange gifts. The last of the day's light and the first flickers of firelight limn the city in scarlet and gold, and reflect off the vacant eyes of the mummies standing sentry up and down the streets.
A cheer goes up when Satina is first spotted in the sky, the edges of the full moon sharpening as the sky darkens, Luna just a slender crescent above it. Parades begin to wind their way through the streets, growing in size all the while as masked revelers join their ranks, dancing and shouting, scattering flowers and sharing wine, bearing fools on thrones before them. At first it goes nearly unnoticed when the mummies, nearly in unison, turn their faces up toward the moon.
The silhouette of a dragon launching into flight across the face of that moon, on the other hand, draws plenty of eyes. The sight is greeted by as many cheers as screams, many clearly uncertain what's happening, expecting some sort of elaborate holiday prank. Then the creature wheels about, swoops low over the city, and bellows a cloud of toxic dust into a crowd. Its roar is a rattling, rasping cough nearly drowned out by the sounds of confusion, fear, and pain that rise in its wake. Again, the dead move as one, heads turned back toward the streets. For a moment they stare blankly at the crowds. And then they move.
Every mummy in the city lurches into action, raising their swords or pitchforks or knitting needles, their hammers or halberds. But instead of the defense that was promised, they attack whoever is nearest, at first methodical but then with a mounting frenzy. They are enough aware of their surroundings to parry a blow or chase a potential victim but without any regard for pain or fear or even whether they have defeated one opponent before they swing at the next. In the noble quarters, undead knights spur undead mounts forward, charging through panicking, scattering crowds of their own descendants.
As the dead begin to create more of their own kind, even the least magically-attuned will become aware of spirits flooding the air, a torrent of them rushing out of the Fade and clamoring to find new homes in the recently-vacated bodies. The newly dead then rise up to join the old, blood still wet and warm on their skin as they take up whatever weapons are to hand and turn on the living. Above the screams and cries—and in some homes and isolated streets the echoing of music and merriment not yet interrupted—rises a howling laugh.
At first he could be mistaken for Corypheus, the too-tall frame misshapen and crusted with stone and lyrium in similar ways. But Corypheus isn't really the laughing type, and this one can't seem to stop. Cloaked but unhooded, he rides the mummified dragon over the city before alighting on top of the Chantry cathedral, scampering across its roof with unnatural agility. Armed with a crooked staff of twisted wood, bone, and metal, he calls forth the dead—not just those already on display, but the contents of every necropolis and crypt in the city, even those long forgotten and built over. Mummies emerge from cellars and sewers and claw their way up between loose cobblestones, push out from walls and rise from the riverbed and set off around the city on violent parade, acting out some wild ancient celebration of Chaos.
NIGHT.
Night seems to fall with unusual speed. The dead hunt the living through the streets, and every fresh corpse joins them in moments, almost immediately possessed by one of the translucent, undifferentiated mass of spirits teeming about the city, clamoring for vessels of their own. Some shamble after their prey with heavy steps shuffling across the cobblestones, their own lethargy dragging the energy from the living around them, deadening legs and draining even the racing adrenaline of panic until their victims slow enough to be overrun. Others go mad with rage, throttling the life from their victims, or even tearing them limb from limb with slavering intensity. They come in all states of decay, from brittle bones that just about collapse into dust when struck to the well-preserved mummies with their tight, leathery skin, to those who've barely begun to go cold. The newly dead are the most dangerous, sometimes almost indistinguishable from the living until it's too late, holiday masks concealing their dead eyes.
As the mad magister capers about the city, rousting the dead wherever he goes, he leaves a trail of anger and confusion in his wake, the living suddenly driven to attack each other with mindless ferocity, and just as suddenly returning to themselves in time to witness the horror of their actions. Elsewhere, sections of the city are plunged abruptly into utter darkness, every lantern and torch for blocks extinguished simultaneously, leaving only moonlight by which to navigate the night's dangers, even that blocked out by the great bulk of the dragon when it dives to breath death into the crowds.
GRIFFON RIDERS
Ordered to retrieve the griffons at the first sign of trouble—or in some cases to stay behind and mind them—a team of riders makes it out of the city before the gates are closed and is soon in the air overhead, relaying information back to the teams on the ground.DIPLOMACY
Most of the griffons have never seen combat before. Their reactions vary, some personalities more daring or staid than others, but even the bravest griffon might take a moment to balk at the sight of the dragon they're sharing the skies with, and the most skittish might require coaxing not to ignore instructions and fly in the other direction.
From above, there's some order to the chaos. The black-marble Castrum Draconis lies at the center of the city, statue-lined boulevards sprawling out from it like spokes on a wheel. The city's structures grow shorter and less ornate the further from the palace they are, but even the smallest dwellings in the poorer areas are three stories high. The streets between them are rivers of light. But they're going dim where the living and their torches are pushed out or trampled by growing mobs of corpses. The darkness is pressing toward the eastern side of the city, where the undead seem to be organizing around a pair of dark, enormous forms visible even from above. Meanwhile, a steady glowing stream of spirits is pouring from a single building to the west of the palace, and a large crowd of the still-living, defended at its perimeter by soldiers and guardsmen, has gathered near the city's main gates.
Relaying that information back to the rest of Riftwatch is first priority. Second is the possessed undead dragon terrorizing the city—keeping it away from that growing crowd of civilians, at least, and destroying it if possible. Then, if there's time to spare, there are people trapped in the middle of the undead horde climbing onto roofs to escape them or in need of intervention from above as they're pursued by the streets.
Members of the Diplomacy Division assemble at a small fortress near the city's main gates, typically an outpost for the city guard and tariff collectors. It's unusually empty now: everyone is in the streets. But captains and commanders still burst in and out of doors, exchanging information and orders that any enterprising Riftwatch eavesdroppers can pass along to the rest of the organization by crystal, dispatching members of Forces to assist a neighborhood no guards are near enough to help, or sending a griffon to rescue a family who have fled onto their rooftop and come to regret it, tracking sightings of the ancient magisters on one of the many maps lining the walls.FORCES
The crystal network of course allows for much faster gathering and distribution of information around the city, and before long the guard leaders can be won over by the assistance offered by their uninvited guests, and convinced to work with Riftwatch to coordinate strategy and pass messages to guardsmen and soldiers they meet.
Unfortunately, the one thing they won't consider is opening the gates. It's the only clear order they've received from the palace: contain the threat, don't give the undead an escape route into Thedas, don't let this become a disaster Nevarra has inflicted on the rest of the world. It sounds noble. But there's a swelling crowd of living civilians trapped just inside those gates, protected at its edges by the guard and soldiers for as long as they can stay alive.
As the night wears on, word from the griffon riders above indicates that the undead have organized and are on their way through the streets toward the crowd. Someone needs to get the gate open—if not for humanitarian reasons, then for strategic ones. The crowd is large enough to increase the size of the existing undead army by a third.
The city isn't defenseless, and at first, the most sensible thing for the Forces Division to do is to coordinate with the larger number of guards and soldiers already present to intervene on behalf of civilians and funneling them toward the city's main gates. They're grateful for any assistance from anyone who knows how to wield a weapon, and healers, magical or not, are in high demand as the injured are dragged to safety behind the line of soldiers—if they die behind the line, they'll quickly become a danger instead.RESEARCH
But they're outnumbered by the dead to begin with, and every time another life is lost, the body is quickly overtaken by one of the disembodied spirits ricocheting through the streets in search of somewhere to settle.
It isn't only a lack of manpower hindering efforts. Most of the soldiers and guard fight the undead with the same hesitance they might exhibit if forced to fight their own ailing grandfathers. When one of the less reverent suggests fire might be called for, she's quickly shut down. The soldiers concoct plans to block streets with toppled carts and close off intermediary gates throughout the city to contain the mummies without needing to destroy them, but the planning and the execution both take time when there isn't much of that to spare.
And the guard and the army receive conflicting orders, both large and small: the guard thinks that the army is handling the market, the army thinks that the guard is. Friction and resentment between the two groups from well before tonight doesn't help matters, and the small contingent of Van Markham loyalists present alongside the Pentaghast's forces make accusations that nearly cause a brawl before an advancing line of undead cuts it short.
In that chaos, word reaches Riftwatch from the griffons above that the dead are organizing around apparent leaders, east of the palace. Tall, corrupted leaders. Waiting for the guard and the military to organize and decide what to do about them may take all night—so go now.
With eyes in the air, the source of the spirits is apparent: they're emerging from a building just west of the palace, in a steady glowing stream, before scattering wildly through the streets, searching for something to latch onto. A Mortalitasi apprentice named Portia meets Riftwatch at the entrance. She seems trustworthy, for all appearances—genuinely panicked, searching for assistance already before they arrive, trying to be helpful despite relative youth and inexperience, clutching the possessed ceremonial skull that serves as her instructor for dear life—and leads the team inside, down stairs and through a narrow tunnel that avoids the outpouring of spirits while leading to its source.SCOUTING
That source is a cavernous underground chamber. Its underlying architectural elements are ancient Tevene, and the remnants of crumbling inscriptions reference Zazikel. On top of them are generations' worth of Nevarran additions, dating back as far as the Glory Age and as recent as the last decade. One tiled wall is lined with stone etchings of each of Nevarra's rulers, another a map of Nevarra as it existed at the height of its expansion in the Blessed Age. A third is covered in mathematical symbols, and a fourth in flat panels that hum with the magical energy of bound wisps.
At the center is a twisting structure of stone and metal—a conduit, with beams running across the ceiling to each wall—and at its center, a glowing ball of energy from which the spirits are emerging and funneling up through the ceiling. It is essentially a magnet, the apprentice explains: not a hole in the Veil, but a concentration of summoning power, carefully situated at a nexus of the Fade's unseen rivers of magic, strong enough to pull spirits through it. It was built over the ages for the sake of knowledge and potential emergencies. It is a testament to Nevarran history and strength. And it is also a puzzle.
Each wall is a piece of it, designed to limit the device's operation to those with a thorough knowledge of Nevarran history and heroes. The kings must be pressed back flush with the wall in order—not the order they ruled, but numerically by the combined number of dragons slayed and children sired. Tiles on the map signifying the location of major battles in Nevarra's several wars must be pressed in chronological order, but any lost battles must be skipped altogether, or the whole thing will reset. The symbols on the third wall are famous proofs put forward by mathematician-philosophers at the Duchess's Games, each with several subtle errors that must be identified. And the spirits bound to the final wall will budge only for demonstrations of a number of subtle, otherwise-useless Mortalitasi ritual spells.
Their guide is of limited help: she knows King Caspar I killed fewer dragons than King Caspar II, and she's learned one of the rituals, but she's hopeless at math and military history, and the possessed skull she's carting around won't stop shrieking about how offensive it is to have so many foreigners in the room touching his work. But she does at least know the way to the royally-maintained library, which may have some undead shambling among its shelves but may also have some of the answers—and she knows that the device can only be destroyed (and here the skull shrieks its loudest) after it's been fully deactivated, if they don't want a repeat of 7:32, when a half-dozen mages who were concerned about the device's potential for misuse vanished and left behind only their robes and some black marks still visible on the floor.
And after the device has been fully dealt with and the flow of spirits stopped, there is then the matter of escaping the city, still teeming with undead.
As the Diplomacy team is able to relay, the crown has issued frankly terrible orders: to keep the gates closed, to send the population home. The city guard has been told that the military is handling the darkspawn leading the attack. The military has been told to leave it to the guard. Perhaps King Markus is officially addled beyond competence, or perhaps someone either very stupid or very terrible is speaking on his behalf. It is, altogether, some real nonsense, and people—more people than normal, in a standard attack of frenzied undead—are going to die.
The assembled Scouting team is tasked with infiltrating the palace, to appeal to the king or cut off bad advice at the source—whatever it takes. With nearby noble families and their servants retreating into it for safety, it's a somewhat easier prospect than usual. Split into small groups to attempt multiple entrances and tactics, whether talking their way through the servants' entrances or climbing through upper windows, they'll find the place in disarray. Pentaghast cousins and advisors are engaged in fierce, terrified arguments in half the rooms. In others, some servants have broken down crying, convinced they will die at work without seeing their families again, while others are determined to clean and cook as if nothing is wrong, and a handful roam the halls trying in vain to rouse the rest into organizing and escaping.
The throne room has scattered pockets of people engaged in whispered conversations and one old man wandering with an untouched glass of wine and a haunted stare, apparently overwhelmed. But the throne is empty. King Markus is abed, and the room's main doors blocked by a growing crowd of officials and relatives trying to get in to see him while six guards and three grey-robed mages attempt to explain that he is strategizing with his advisors and cannot be disturbed. Aurelia—self-proclaimed regent and perhaps the only person capable of commanding admission or countermanding the orders—is miles away, encamped on the road to Hunter Fell with the Pentaghast army in anticipation of a Van Markham attack.
Fortunately, there's a secret entrance. Two, actually: one royal escape route with a staircase down to the lower levels, one corridor connecting to a room that was once occupied by some king or another's secret lover and is now stocked with herbs, incense, and various Mortalitasi accoutrements. And once the king has been secured, he'll need to be ferried out of the palace and through the chaos to the fortress where Diplomacy is trying to coordinate information with the guard and military leaders.
DAWN.
By dawn, the gates are open, and Riftwatch and the remaining Nevarran guards and soldiers have retreated from the city with as many refugees as could be saved. Not all have chosen this route, but many have nowhere else to go, and so make their weary way back down the Imperial Highway, battered and blinking in the morning sun. The dragon is defeated, the magical chamber's spell ended, and one ancient magister slain, but the dead have overrun the capital. Research's success has stoppered the flow of new spirits, but those already possessing the dead remain in the bodies they've taken, hungry, angry. The gates are shut again once all that can be rescued have been, trapping the army of the dead inside, a problem for Nevarra to solve another day.
Without tents or supplies, and with mounts and carts in short supply, most are forced to walk, and all to sleep on the ground beneath the stars in just their clothes, and to eat whatever they can buy or the soldiers can commandeer from villages as they pass. Unlike the shocked, traumatized refugees they escort, Riftwatch's members will be expected to help the guards and soldiers keep watch, distribute food, gather firewood, tend injuries, dig latrines, and whatever else might need doing. Perhaps they should take it as a compliment.
On reaching Cumberland, the refugees are escorted into the city, which has been alerted by earlier arrivals and seems to already have gears turning to deal with this stage of the crisis. Riftwatch will get a hot breakfast, some handshakes, even a few words of thanks from the Nevarrans, but otherwise will be expected to fend for themselves from there. Thankfully, Salvio has arranged their passage, and it's a short sail back to Kirkwall.

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Punctuated by a gentle tug, thread pulling taut. Mhavos' heartbeat thuds under his palm, chest rising and falling as he breathes.
"If I make a guess at the ending, will you tell me if I'm right, or will you tell me to wait?"
It's hard to know whether it's a kindness or not to try and draw Mhavos back. His own experience isn't much of a template to go on.
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"I'll tell you something interesting."
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There's blood on Mhavos' hands. That wasn't mummies, but Ellis had seen the newly dead rise up. The bruises rising on his throat had been courtesy of a body he hadn't realized was dead.
But for now, it's easier to talk about an old story than it is to ask Mhavos to tell him where he'd collected blood and injury.
"I'll guess they don't fight a second time. Am I wrong?"
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Mhavos doesn't think about it, and that in itself is bliss.
"Beaumains fights him again, but that is not all he does... Ser Beaumains travels far and wide to find the knight, and instead finds a great green castle where Lord and Lady Bredbeddle reside. They say the Green Knight visits them each Satinalia, and so Beaumains must only wait three days to make good on his promise. In the meanwhile, the Lord insists they play a game."
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"A lot can happen in three days."
A few more stitches bring the wound together. Ellis breaks the end of the thread.
"Tell me about the game," He prompts, reaching back for the gauze.
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"Each day, the Lord said, they would give each other what the other had found. The first day, the Lord went out hunting, and returned to give him a peafowl. While the Lord was away, the Lady his wife made advances upon Beaumains, and managed a kiss before Beaumains resisted. So that night, Beaumains kissed the Lord. The next day, the Lady pressed her advance once again; Beumains resisted, but was left with her girdle, which she said could deflect any wound, and two kisses. That night, Beaumains received a fox, and gave two kisses, but held back the girdle out of fear for himself and of being discovered. The third day, Beaumains' resistance broke, and that night he was given a stag, and gave the Lord his bed as well."
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"So it's that kind of story."
He considers Mhavos for a moment, expression turning serious as he assesses the remaining cuts. He could patch the rest of the cuts, but the blood on Mhavos' hands—
There's some echo in this moment, reverberating all the way back to experiences Ellis hasn't thought of in years. He hesitates, but rather than asking Mhavos what he'd prefer, he stays the course. He turns Mhavos hand over in his, begins carefully cleaning the blood away.
"After Ser Beaumains been wooed by the lord and his lady, the Green Knight arrived?"
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"The Lord was the knight. He was disguised, to test Beaumains' honor. They fight once more, and it is over the girdle; Beaumains has not followed the rules of the game. And that wound, losing his loves, was greater than any beheading. He was banished from their palace."
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"Was that the end of it? He had no honor, so he was sent away?"
As he speaks, Ellis' eyes sweep quickly over Mhavos' again. There's nothing to be done for his hair. There's perhaps very little Ellis can do for him at all, other than to continue prompting stories from Mhavos until Ellis can coax him into sleep.
"Did Ser Beaumains truly love them? A lord and lady he'd known for three days?"
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That completes their deal. Ellis will stay quiet, and Mhavos will tell a story. Now freed, he finds himself loose of the holding pattern he'd kept himself bound in. But his mind is awake, if exhausted. He can reason, even if he doesn't want to think. His eyes open.
"Why are you doing this?"
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"I know what it is to be here."
Not Nevarra. Here, in the wake of something terrible enough that it forces a person to be anywhere but their own mind. It's a small thing to reveal, but more than he's said definitively to anyone since before Weisshaupt. It sits between them for a moment before he continues.
"And you promised me a story."
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He doesn't understand the metaphor, which is something he'd find ironic, if he knew it. At the moment, he's distantly confused, but too distracted by the inherent gentle pleasure of having someone wash his hands for him to make much a fuss. A rare moment of quiet compliance, unthinking.
"Why do you like them so much? Stories."
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Which presumes a fair amount about Mhavos, so he clarifies as he draws the gauze over the inside of Mhavos' wrist. He thinks again, What happened to you?
"It gives me something to think about," He begins, though he breaks off before he can say something far too honest. (It gives me something to think about that isn't what I've done.) He's quiet for a few moments. The explanation is unfinished, but Ellis can't quite think how to put his thoughts into words. He clears his throat, thumb resting on Mhavos' pulse.
"You hear people tell you a story, or a song, or a poem and it...connects you to them."
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"I can understand the impulse." Abstractly, and yet. "But isn't worth your time."
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Because Mhavos' response circles something very specific, and Ellis won't give it any room to find purchase. Mhavos is worth knowing.
If there is a person in this equation who is not, it's Ellis.
"Straighten up, let me have a look at these other cuts."
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He sits straight, turning slightly to show his front and back. Whatever Ellis wants. Whyever he does. Mhavos isn't sure, but suspicion doesn't reach his mind, though he considers it abstractly. It doesn't track. Ellis has been nothing but gentle.
"Thank you, in any case." He keeps his eyes on his knees.
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It doesn't seem like the dead left these cuts. The messy, torn gouges he'd carried into the medics were a far cry from what Mhavos was wearing.
He takes a deep breath. Watching Mhavos is like having some phantom pain pulled out of him. His life, his past, it feels very close at hand after the events of the night.
"I'll get these cleaned and wrapped. The worst of it was this," Ellis' fingers tap just beneath the row of stitches he'd put into Mhavos' chest. "These others, I think they'll be fine with a bandage. Put up with me for a little while longer?"
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It doesn't occur to his slowly reemerging sense of place and time to worry over that information. There has been befores. He can lie. He doesn't think about how difficult lying is when his mind is adrift. It's coming back to him.
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"A Senior Warden taught me how to sew myself up. Miserable, it was. I made such a mess of it that Joppa had to bribe a healer to clean up my work."
A safe anecdote to share, though Ellis can feel the prickle of sweat, the uneven thud of his heartbeat as he skirts too near dangerous internal territory.
"I'll do this for you anytime, though you might change your mind about letting me when you see my stitches in the daylight."
They aren't atrocious. They're small, precise, only a little wobbly, but Sidony or Sawbones could have done better. Ellis has zero illusions about that.
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He is not terrible. He is not very skilled, either. He is the absolute minimum he needs to be, a self-contained unit floating in the lonely river of time.
"I was sent out the first time, they... did not expect me to come back injured."
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He thinks of Mhavos' hands, unyielding in his own. However inadvertent, the trust being placed in him isn't something Ellis can bear to endanger. It's undeserved. If Mhavos knew what he'd done, perhaps he would not have agreed to let Ellis stay in the first place.
"Clever," he says finally, sincerely, before continuing: "Tell me something else. Tell me what you want to do when we return to Kirkwall."
It's somewhat graceless, trying to turn the subject so abruptly. But Ellis doesn't want to know anything Mhavos wouldn't have told him in the daylight. He has gleaned secrets enough while he'd cleaned the blood from Mhavos' hands.
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"Be the archivist," he says. "If... you think that is safe."
If Ellis thinks he's no longer worthy, well. He caught him. It only takes a few words whispered over the crystal.
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"You'll be safe," he reassures, though Mhavos doesn't sound afraid. "You've nothing to fear in Kirkwall."
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In the shadow of his usual humor, attempting to dredge it up and not knowing why, except that he wants to: "Generally... disqualifying."
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"I'm fairly new here, but I think a lot of us would be disqualified if that were the rule."
His voice doesn't waver. Ellis focuses on smoothing the wrap of the bandage, not of the desert, of what he'd done.
"You're a good archivist, Mhavos. Nothing has to change in Kirkwall."
And then, because Ellis can make a guess at what will put Mhavos at ease, even if Mhavos would never have had to ask:
"I'm not going to tell anyone."
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ties a small bow onto this log.