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- * division: research,
- abby,
- bastien,
- benedict quintus artemaeus,
- byerly rutyer,
- clarisse la rue,
- ellie,
- ellis,
- gela,
- gwenaëlle baudin,
- jayce talis,
- julius,
- marcus rowntree,
- mobius,
- obeisance barrow,
- petrana de cedoux,
- redvers keen,
- stephen strange,
- vanya orlov,
- viktor,
- wysteria de foncé,
- xiomara novoa,
- yseult,
- { john constantine },
- { jude adjei },
- { victor vale }
war table: strangers in the mirror.
WHAT: Delving into the temple of Dirthamen in search of artifacts, Riftwatch finds that the temple demands more than they seek. But what else is new?
WHEN: Cloudreach
WHERE: Arlathan Forest, within the temple of Dirthamen, Elven God of Secrets and Knowledge
NOTES: OOC post.



You stand before it, a glow emanating from its smooth surface, a perfectly round sphere whose warmth bathes your face and hands in light. Around you are veiled faces in hoods, heads bowed in reverence, and a murmur of chanting echoes, overlapping, like the clashing of tides. Your hovered hands drift apart in a slow and elegant motion, and you can only faintly see it, the lines of magic you draw between your fingers, like faint golden cobwebs of shivering power.
They tremble between your fingers, they shiver, and they bend towards the orb. You must master it so it does not, in its wisdom and hunger, take from you what you're not willing to give, but you are well trained, you are beyond compare, and you will give only what you will.
The chanting rises, and the orb pulses with light. You focus, and the magic drawn between your fingers pulls away from it, arcs around in loops. It feels akin to reining a wild horse or mastering the lines affixed to the sails of a ship in a storm or pulling taut a bowstring.
And your control slips. Or you set something free. Either way, your hands come down on the surface of the orb, and it burns you alive.
The fading impression of this memory glimmers in your mind.
And nothing else. Where are you? What are you doing? Why do you wield this blade in your hand, or lay here with your bare throat offered to another's? You don't so much awake; you become aware of yourself, cold and aching and tired, and as you try to assess the situation and evaluate the motivations of the weary, filthy strangers that surround you, you wait for context to return, but it never does. You reach backwards for memory, for anything, encountering only the image of the glowing orb before you, and the way it had burned you with the things it knows when you touch it.
But there are more pressing matters to resolve.
After the initial confusion and chaos, all that is left to do is assess the place you are in, and decide what next to do. To escape, perhaps, or, some niggling part of you wonders, find the location of the glowing orb, which you know, deep down, is somewhere in this place.
Not that you know its name.
This place feels like an underground palace, sunken deep inside the earth, grand chambers that connect to one another with various passageways, tunnels, and staircases. Light sources come from your flaming torches or travel-sized lanterns hanging off your belt, or the occasional luminescence from green-glowing runic engravings on tiled walls, or the faint glow of a green miasma that lingers in hallways and chambers. There are walls set with elaborate mosaics, and great statues depicting twin figures, one of them cloaked in shadow and the other more detailed, and creatures such as ravens, always a pair, or the arching legs of a giant spider.
As intentionally built as it is, it is also half-wild. There are chambers that seemed carved directly into rock, and floors of rough natural stone. It is not, however, all intentional. You will find the frames of stone archways set directly into rough rock, or stairwells that lead nowhere but directly into cave wall, as if the earth had grown around it.
Despite this oddity, it is a beautiful and grand place, but clearly one steeped in ancient neglect, with flooded chambers, moss-riddled stairwells, crumbled stone, and the smell of rot and dust.
Traversing this place, however, is a challenge in and of itself, hostile to the strangers that crawl through its catacombs. Not only will you find whole pathways blocked with crumbled stone, or rooms that require you to swim through them to get to the other side, or a strangely angled corridor that forces you to climb up its craggy surface, the building itself is intentionally guarded against intruders in a myriad of passive ways. Traps trigger when a previously unnoticed puzzle is left ignored or incomplete, or doors refuse to open without the presence of a key in spite of there being no discernible lock. Some of these you may be able to solve, some will force you to double back.
You are also not alone. Out the corner of your eye, the presence of spirits dart in and out of the catacombs, and occasionally, you hear the ominous chittering sound of many-legged beasts that put you to mind of all those giant spider statues.
Some places you may encounter in your blind journey forwards:
THE QUEEN'S LAIR: You don't know how it happened, but the ground gives beneath you and whoever you are with, sliding without dignity down the abruptly steep angle of not-quite-smooth-enough rock. You land with a violent tumble upon surprisingly soft, spongy ground—fungus, moss, mud, deep puddles. As you look around, you see the large stone chamber you are in is lit with a sort of ambient bioluminescence of green miasma, showing up the sight of thick patches of cobweb strung between pillars, statues, hanging from loops from the ceiling. You see bundles blanketed in web, tellingly humanoid in size and general shape and, thankfully, perfectly still. The smell of dust and old decay in the air makes you hopeful that perhaps this place is more tomb than nest, until you see the way the giant cobwebs around you begin to sway. Looking up, through the miasma, the shadowy shapes of dog-sized spiders begin to pluck their way down. And you think you see, far above, the unmoving shape of a truly colossal spider resting high above. At least, you hope it's unmoving. You have two choices: take your chance in trying to scramble back up the steep incline you fell down, despite slippery rock, or brave the chamber and try to make your way in deeper in search of the gated archway on the other side that you will only know is there when you find it. Or the secret third choice of being eaten by spiders. THE RED REVELRY: You and your companions, such as they are, find yourselves at the entryway of a great chamber. The walls glow with a faint blue-green light, only barely illuminating the wide open space. The open tiled ground is littered in debris, some of it crumbled rock, and some of it, ancient shattered skeleton, scraps of cloth, the evidence of many corpses that have long since decomposed to nothing but dry bone, dull jewelry, and the rotted remains of their clothing. Unpleasant, but unless you wish to yet again double back, the only way forward is through, and you do see another archway towards the back. However, the moment you step into the room, your mind fogs over. The room fills with golden light, laughter, music, and a swirling crowd of elven folk. You are in the midst of a revelry, and your heart feels light and joyous. One offers you a goblet of wine, another bids you to dance with them, another offers to share from a platter of fruit. The room is also surrounded by tall men and women of more serious demeanor, dressed in rich ornamental armor, dark cloaks, armed with curved blades, and you barely notice the sound of metal on leather as they all at once draw them. You do notice, however, as the screams begin, as blood begins to spatter, as the ring of guards begin to systematically cut down each reveler in arms reach. Now would be a good time to remember that none of this is real, but as you can't quite shake the immersive experience of a panicked grip to your arm or the visceral sensation of wet arterial spray spattering against your armor, it might be best to run for the next door before you find out otherwise.
Optional dice roll: A d20 roll of 16 or higher has you break the illusion, safely restoring the chamber around you to the dark dusty tomb full of unmoving skeletons. A result between 10 and 15 means you are still immersed in the illusion but you have your wits, and, with focus, are able to move through the figures as though they aren't there, but may still struggle. A result between 5 and 9 means you are too immersed, and the crush of the crowd is preventing you from running, and if a guard with a blade strikes you, you will be injured. You may need help. A result between 1 and 4: oh my god all of this is real and you're going to die unless someone drags you out of here. Otherwise, choose your own result, no dice no masters.THE PATH OF THE SIGHTLESS: The broad hallway you approach is tiled with jade, with an atmospheric light coming down from the tall arched ceiling. Up ahead, the road is strange. The tiles are grey stone and then foot-square tiles of dull gold or similar metal. Upon stepping into the corridor, you will find that your vision is gone, cloaking you in darkness. To anyone else, standing outside of the corridor, they can see within it and you perfectly fine. What's more, any step you take that is not on one of the shining tiles, comes with a consequence: a psychic kind of torment that feels like a swarm of ravens invading your mind. They tear and claw, a physical sort of headache-like pain that becomes quickly overwhelming and paralysing, leaving you cold and shaking. What's more, this assault has things to say. Although you do not remember anything of yourself, these ravens seem to know. However, if you make it back onto a shining tile, or are close enough to one of the ends of the corridor to leave it, the torment will stop.
The idea here is that those with you will need to verbally guide your way through the corridor. If you are subjected to punishment for mis-stepping, the 'ravens' that flood your mind will pluck and claw at all the insecurities and fears you would have had if you remembered them. This is one way to get information about yourself, but as delivered through the bitchiest and harshest of critics. Your character will not be able to withstand it for long but will have difficulty hearing or moving, so feel free to assume they need extra assistance or manage to help themselves.
In general, feel free to find the kind of obstacles you might anticipate, such as ancient elven magic hopscotch, doors that only open if you pierce your hand on the knife-like protrusion where a handle should be, rooms full of wisps that taunt and mislead, platforms that require Big Jumps to get across or else you'll find yourself wet or on fire, Veilfire puzzle with tiles that ripple and shift, and so on.
There are also places of respite, ancient prayer rooms or barracks-like quarters, where you may discover the rations you have on you and get to know people who do not know themselves.



Here is what you must bear in mind.
And some general advice on your current affliction:MEMORIES OF THE LIVING: Although you have no recollection of yourselves, recollection is not forever withheld. At any time, your mind may jerk towards an impression of something, clear as day. You may whole heartedly believe that you are recalling something of your own past, or it may be so incorrect that you are certain that this memory doesn't belong to you. These flashes come in moments of quiet, in looking upon the face of an ancient statue, or catching your reflection in a shining surface of water or metal or polished tile, or seeing the light in another's eyes.
If you happen to meet the person for whom these memories belong, you will know like a hook in your heart that this memory belongs to them. There is no way for you to give it the way you got it, for only the gods can parcel out memory and knowledge without the tools of language and writing, and so what you choose to do is yours to decide.MEMORIES OF THE DEAD: There will be moments, likewise, when the memory of those long gone from this place invades your mind. However, they are not for you to know. At any point, you will find that you lose time, that a great stretch of blankness takes hold of your mind, and you come back to your own forgetful self in some other place, perhaps with entirely new company, performing some task you did not mean to begin: sweeping the floor, or kneeling before an altar, or sitting at a table prepared to eat a meal that is not there, or even once again about to slit the throat of a willing supplicant.
Use this mechanic to free up your character to pursue threads with others rather than only your home team. If you can also play out encountering someone in this fugue state or vice versa, in which they will be largely unresponsive, but seem to know their way around, completing their tasks, until they snap out of it.
This is a fictional form of amnesia, so don't overthink it. Broadly, your character should instinctively know standard facts like what colour the sky is, even if they can't see any sky currently, or they may have an instinct towards certain skills they have practiced every day since childhood, like the yo-yo. However, knowledge of who they are, what their name is, where they've come from is completely lost on them. More specific world facts like what the Chantry is, what a mage is, what a Ferelden is, you can be fast and loose with. If your character is deeply intimate with something like the Circle, they may roughly know of it in vague terms. Alternatively, if it's more fun if your mage doesn't even know that magic exists, then go with it. Rifters from profoundly different worlds, like modern earth, can absolutely have a sense that they are in some kind of weird ancient world surrounded by old timey people. This is left to your discretion. As far as what your character is like without their memories, again, this is up to you. They can be cluelessly the same, or exhibit hidden personality traits they ordinarily keep suppressed (or suppress ordinarily prominant instincts), or simply be fundamentally different without the burdens or highlights of their own lives to inform them. Are they friendlier? More vicious? Braver than usual? Less selfless, more? Whatever you like!
And then it ends.
Seemingly without ceremony, if you are far away from the thing that ends it. You feel a lurch and then it all comes flooding back: your name, your life, the mission, the people around you, the forward camp merely a few hours of travel outside the bounds of the temple you are in. You may be close enough to where you'd already started scouting before it all went foggy to make your way out easily, or you may be so immersed in the depths of the temple that your mission of trying to escape hasn't really changed, despite this context.
And yes, your sending crystal is still not working. Figures.
You still harbour the memories that you were given unbidden, even if they've lost their bright shine in the void, and you will still feel that sense of knowledge for whom they belong when you meet them next, if you are unable to work it out on your own.
Once out, the warmth of the Arlathan Forest greets you, and your crystal begins to flicker back to life once more. Truly, they don't pay you enough for this.
no subject
It takes a second to come back to herself, to blink back to reality... and to realize that something that doesn't fucking belong to her got shoved into her mind.
Something that belonged to this girl in front of her.
Ellie sucks in a rattled breath. As fucked up as this is, they don't have time.
"She's right," is what she goes with. "Something's coming. We need to go." She casts a glance at Marcus. Visibly hesitates. This guy can't fucking run.
"You gonna grab me again?"
(Kind of an unfair question, but they don't have much time.)
no subject
"Stand back from the gate."
Beyond the chained bars, not so far down the corridor, a huge silhouette bearing an arrangement of glowing shapes emerges, slowing for the junction. First the head turns, shows them the blue gleam of its eyes, then a bright patch on the chest as torso and legs follow in a cascade of artificial movement. As it moves to gather speed, this thin slouching man over here, he grasps the handle slung on his belt, likewise lined in luminous marks.
"Slower," doesn't address these people, but he casts a sharp gaze among them as he says it. "They're friendly."
Right?
no subject
The footsteps are a problem. He's still not inclined to cooperate with the knife-wielders. He's peering down at the wound—or at the man's hands, more like, covering it—and trying to remember anything about first aid when the glowing stone beast becomes visible. Redvers twists his head around to look, first at the golem and then at the fellow giving it instructions.
"Right," he says, mostly to himself. "Sure, alright."
Why not this too.
no subject
Bright fresh red coats his hand, however, shiny as a crimson mirror. The breath that leaves him is harsher than the last, putting pressure back down over the stab wound at the feeling of it throbbing. He shakes his head as if to clear it of the images clinging to the corners of his skull, tattered without context.
At this stage, the dagger he was holding is pinned negligently to the wall he is leaning near, trapped under the flat of his hand. He does look, then, to the only way out, the gate with the chain, and also the source of the thing everyone wishes to run from.
The look he returns to Ellie is withering, and articulate: don't fucking touch him. He'll figure it out.
no subject
With a gentle tug of Ellie's sleeve, he wordlessly gestures for them to back up closer to the wall. Then, a questioning look in Viktor's direction, a curious frown emerging from the blue glow shared between the approaching heavy thing and the item he clutches. A means of control?
The area to target if he means ill.
Lifting his gaze to assess Viktor's expression, the glint of fire off golden eyes glows hotter, warmer as another memory enters his skull unbidden.
Disoriented, he stumbles into the damp wall, chest aching with a yearning both neglected and utterly foreign.
no subject
she is rather instinctively minded to favour broad shoulders and brisk manners, and whatever protective impulse seeing a young woman in his grip had inspired has been thoroughly proven unnecessary. The stabbing or the pragmatic pivot, well, either she might think sensible; both together suggest an unpredictability she's inclined not to get nearer while the girl still has a knife.
The man bleeding seems eminently more manageable. And, well, his companion (obviously, they are companions) has a sword.
(Hard to say which of them is the handsomer, if she were sparing it particular thought rather than merely allowing the background notion of it to colour her approach, but one of them does have a sword.)
“A hasty assessment,” she mutters, of they're friendly, but she uses the time bought in that to kneel by Marcus and Redvers, frowning. “Everything we have is wet,” an aggrieved complaint, “we need a better look at the wound before you try to move anywhere.” She is not sure of anything particularly medicinal; she is certain, though she couldn't say why, that she knows there are particular places upon a thigh that someone might bleed out from at great speed, and urging him to walk before they know if it won't kill him to do seems ill-advised.
no subject
There's a man bleeding, others tending to him. Do they know each other? Someone stumbles into the wall. He's got his knife in his belt.
Who is anyone? What is he but small, easy to overlook, though probably less so in a sealed chamber. Most obvious in the way he leans, even through his guarded glaring, is that he's just as interested as anyone else might be in seeing what it is that he's summoned—precisely what shape belongs to the notion of safety that compelled him. Into the gate's torchlight it emerges, inscriptions, fabricated forms: not a creature. His scowl falters. A look down to the implement in his hand shifts focus, pulled to the light moving in oily patterns on the water around his feet—
—and there he drifts a moment, eyes gone soft.
no subject
Ellie's shoulders don't relax when the thing slows, responding to the instructions of the painfully thin, wiry man against the wall, but it does take a little bit of the edge off, give them a moment to breathe.
Ellie isn't relaxing, isn't breathing.
Her knife is still clutched in her hand, eyes narrowing back at the man as he rejects her pragmatic question, accepts the others coming closer to check out his wounds. Good; as far as she's concerned it's his own damn fault.
The tall, muscular man tugs at her sleeve and on reflex, Ellie pulls away from the touch, looking back over her shoulder in time to see him start to sag and go down.
Ellie reaches for him, and a glimmer of the wet walls gets to her.
Ellie shakes her head, another -- fucking fragment. She's got her hand on Jayce's arm, squeezing. It takes a second for her to come back, to glance at him, at Viktor, to realize that they're doing that fade-out thing that the man holding her did when he had a knife to her throat.
"What are you seeing?"
no subject
But when he reaches for a clue in his own mind, instead he gets:
He jerks back physically, like a man who put his hand on a hot stove. His eyes immediately find Ellie, the certainty of whose experience he'd just had like a rock in his guts.
no subject
Her gaze flits from the group at large to the huge whatever-the-fuck that's apparently joining them, and apparently not hostile, though how much she can trust that she isn't sure. One guy stabbed, another slumping against the wall, everybody disoriented and getting emotionally clotheslined by other people's memories—including herself.
At least she has a knife. That's making her feel the tiniest bit better about the situation.
"We have to get out of here," she says, though not to anybody in particular, and rubs the spot between her eyebrows with a thumb, like she's trying to fend off a headache.