scouting mission: opening doors.
WHO: Aenor Dinadhal, Caric Van Kassel, Ellis, Sabine, Vanadi de Vadarta, Vance Digiorno
WHAT: The gang are sent on a mission to the Anderfels to retrieve an eluvian from a lake and install it in Hossberg.
WHEN: Drakonis
WHERE: Hossberg, the Anderfels
NOTES: TBA
WHAT: The gang are sent on a mission to the Anderfels to retrieve an eluvian from a lake and install it in Hossberg.
WHEN: Drakonis
WHERE: Hossberg, the Anderfels
NOTES: TBA




part one; retrieving the eluvian.
The team will also need a lake-side base of operations. The initial scouting reports they'll be provided indicate that this area of the lakeside is only sparsely populated, so while they're not going to be constantly in eyeshot of anyone, people doing a lot of obvious coming and going and camping on the shoreline will stand out if anyone does come by. There are a couple abandoned buildings in reasonable distance that could be used for shelter, but it may be necessary to clear bandits, darkspawn, or local wildlife from those buildings before they can be used. Alternatively, they can take their chances camping on the beach, but will need to be prepared to pose as a party of native fishermen or something similar in case anyone comes asking. Again, which potential hazards (if any) you want to engage with here are up to you.
sabine. ota.
It is a quiet day, in the outskirts of Hossberg. The lake is a broad silver mark on the rolling steppes, perfectly still, save for where newly hatched flying insects alight on its surface, touching down with tiny ripples or dying quickly as lurking fish rise to feed.
Towards the centre, disturbance. Bubbles that rise and break.
A thrashing arm, next, attached to an elf woman who had volunteered to go first through the eluvian. Sabine claws her way to air to gasp it in desperately, less okay about the underwater excursion from mirror, through ruins, to surface than she had anticipated herself being. Kicking in place, she turns in a quick circle, squinting through waterlogged eyes to determine which shore is the nearest. They all seem pretty fucking far.
Frog-leg kicking and slightly uncoordinated windmill arm swimming ensues, fighting against the small travel back she has lashed to her, her own clothing which, while chosen for its lightness, still drags at her as she goes.
There is a shack at the edge of the far side. Dry weeds growing in thick around its entrance indicate that it's been long since abandoned, with no evidence of recent activity. The doors themselves are closed with rusty chains and a lock that is probably already too far gone to be coaxed open with more subtle tools.
Peering through a window had shown evidence of wooden boats, hanging from the ceiling, which could prove useful.
Sabine has a prybar wedged where chain latches to wooden slat, hauling her not very considerable weight backwards in an attempt to work it loose. Splinters give, and she swears once, wriggling the prybar loose.
She turns to whoever is with her, and offers it out. Your turn.
They will likely not be able to stay on the lakeside. It's exposed out here, like this. Anyone could see them a mile off.
But on a given day while they work, Sabine supervises from dryland (she has gone in neither boat nor water since that initial entrance, although only from an absence of volunteering rather than strict refusal), or watches their perimeter, or gathers some drywood together to build a fire so that they can eat something warm. It is warmer out here, far warmer, than the Free Marches, but the last grip of winter still smarts skin when the wind blows, with an open sky that does nothing to hold in the natural heat of the world.
Find her feeding twists of dry and dead plantlife into flame, or combing the lakeside for interesting... rocks, or staring out at the wilderness with watchful sharp-eyed attention, bow and quiver lashed to her back.
exploring
"Do we need the door intact, or no?" seems like a crucial point to agree upon, before Ellis takes up the prybar.
There's no reason to assume anyone lives here. Ellis' meandering circuit around the building had yielded nothing but overgrown, browning weeds and dust. But still, before they do some real damage to the structure, he'd like to be on the same page.
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Sabine glances at it speculatively. The wood is old to look at, but the splinters expose decent timber at the core. Still, strapping human men are good for some things. "We could still use it as shelter even so," she thinks out loud, a hand touching the door, pressing it, listening to rusted over hinges creaking.
Very well. She moves back, highstepping through the dense growth of yellowed grass and tangling weeds as she does so.
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If the door gives in the right place, it'll be easy enough to prop closed. Ellis mimics Sabine's inspection, running his hands along the wood, marking the placement of the hinges, the weather-rusted handle.
"If this doesn't work, we try the crowbar again."
A little like hedging his bets, backing away from the idea that his efforts will pay off so immediately. He leans to hold out the crowbar for her to take back, for the moment.
escaping.
He comes through after Sabine, gasping for breath, before seeing her struggle. He wagers she could do well enough on her own, but he would rather like to help. He swims a bit ahead of her, trying to demonstrate a better-- if far from perfect-- form.
"Like this!" He says between breaths. "Do not be afraid!"
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She struggles her head above water long enough to take in a few calming breaths, before realigning her movements, of kicking her feet the way Caric does. She can sense the strength of that propelling her forward, can feel the resistance of her closed hands more tangibly than she could when simply clawing it at it.
Her arms kind of move with whatever her intuition dictates, but the next time Caric glances back, he will see her not far behind.
"I'm coming," she says, and then spits water with a half articulated Orlesian cuss.
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"It will feel very cold," he says, pulling himself out of the water, "be careful of that."
aenor din'adhal | open
Having decided she has no intention of volunteering herself for retrieving the eluvian, Aenor instead volunteers to find shelter. There's no reason to sleep outside, exposed, with what looks like an abandoned fishing shack an easy walk from the lake. "Come," she says, waving a hand toward the building she's settled on. "But quietly."
ii.
In a quiet moment on the shore, Aenor's pulled her boots and socks off, balling the latter up and stuffing them into the heel of the former. She hasn't, however, bothered to roll up the legs of her trousers before wading into the cool water. Each step is a cautious one, as though she half-expects the sand to disappear beneath her foot.
iii.
There's a fire to dry out around, to cook over, to warm with. Aenor likes it, the way she likes any fire with people around it. She's cheerfully talkative, equally interested in getting others to chat as well.
a. "Someone must tell a story, I think."
b. "Hossberg, it will be the hard part of this."
c. "Ah, so you didn't drown!"
d. "And Riftwatch, you like it?"
e. Or ask her something (try to, anyway).
iv.
It's quiet enough on the lake, but not the endless wilderness of the worst of the desert by any means. Which means--perhaps inevitably--they aren't the only people with an interest in the lake. The man walking toward them is the first stranger Aenor's seen since they came to this place, and though she can't judge his facial expression from this distance, she can tell he's human and coming this way.
"Ah--your Ander, is it good?" she asks in an undertone.
v.
[Wildcard!]
ii
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"This mission, they told you about it?" Aenor answers, teasing. "Everything here, it is under the water."
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"In the world I left behind, there are mages who can breathe water," he says morosely. "And cast spells for warmth, while they're at it. I do wish I had studied magic harder. Or -- at all, really."
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"I do wonder what sort of creatures one finds in water like this," he says thoughtfully, as he does. "Surely nothing man-eating sized, it's not nearly an exciting enough place for that."
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"When we go to recover the thing, do you suppose there will be much nudity?" he asks, speculative. "All that wet and heavy clothing afterward sounds awful."
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iii party crashers welcome
"What kind of story?" Ellis asks. There is some quiet, attentive note in his tone. Interest, clear in spite of his staid expression.
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If he thinks about it, something might come back. If.
"Were they always ghost stories?" he asks instead.
crashes party.
"I like the one about the haunted castle."
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At least, Ellis assumes. He nods in welcome to the man, stretching out with an ease Ellis might have envied, when he was younger.
"Was it a real castle, or a made up castle, or a castle that's no longer standing that's meant to be haunted?" he asks, hands folding over each other, looking between them.
part two; installing the eluvian.
Traveling to Hossberg, whether by riverboat or by road, will involve an overnight journey. How they acquire the means of transport (and how tough that is) is, again, up to you. The countryside here is more densely populated than most anywhere else in the Anderfels, but it's still small towns and farmland. They may pass military units marching to or from the city, and there is a sparse Warden guard presence on the roads, but they appear concerned with bandits and darkspawn, not stopping normal-looking travelers.
Hossberg is walled and the gates are guarded by Wardens who inspect wagons and ask anyone entering questions about who they are, where they're from, and what their business is. Healthy-looking men of military age (basically anyone not a child or elderly) will likely be questioned more closely about their military service and especially about why they're not currently serving. There's no identification papers, travel permits, or passwords of the day or anything like that, but they will need to be careful not to give the guards any reason to be suspicious or to want to hassle them. When they bring the eluvian they'll need to either have found a way to conceal it from the guards' search, or have identified some other way to get past the guards—bribery is risky, but not impossible, especially if they've done some work beforehand to pick out a soft target.
Inside Hossberg, life seems to continue more or less as normal. There's no significant military presence or trappings of Tevinter rule—it doesn't feel like an occupied city. Two things will stand out: first, there is a noticeably high ratio of women to men and military-aged men with no visible injuries are rare enough that they might receive dirty and/or suspicious looks from locals. Second, there are too many Wardens on the streets, more than would be expected even if all the Wardens in the invading army had returned. They will also come upon criers and posters encouraging citizens to volunteer to join the Wardens—there's a recruitment drive in progress, and it looks like it's been pretty successful so far.
There are also a few signs that all is not as peaceful as it appears. They may spot signs of a local resistance to Tevinter rule if they go looking, mostly in the form of wanted posters and occasional graffiti, which most often takes the form of dead crowned griffons, quotes from the Chant (particularly those that are in some way derogatory of Tevinter/magisters/mages), or the arms of House Augustin, the former ruling family deposed by the Warden coup.
The biggest potential hazards they'll face in the city are being spotted as foreigners without a very good explanation for why they're there, which may draw suspicion from the authorities, and being forcibly conscripted. Press-ganging is apparently alive and well in Hossberg, though it's still relatively discreet and tends to happen to foreigners and visitors from outside the city unlikely to be immediately missed. Men are more likely to get snatched up than women, but there are equal opportunity gangs too.