- * division: research,
- abby,
- bastien,
- benedict quintus artemaeus,
- byerly rutyer,
- clarisse la rue,
- ellie,
- ellis,
- gela,
- gwenaëlle strange,
- 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.

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Ellie takes a deep, steadying breath and lets it out. "Still haven't figured out your name. But if I do I'll let you know."
She swallows, steadier.
"Okay. Put both feet where your right foot is. Then it's going to be one step forward."
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It's supposed to be a joke, but it comes out sounding flat. If Ellie's getting more memories of her, but isn't telling her what she saw, that can't be good. At least when Clarisse was seeing shit, she felt comfortable giving Ellie a certain amount of information, telling her the things that weren't so bad. Ellie doesn't even seem willing to do that much.
Part of her wants to ask for details, but a bigger part of her isn't sure she wants to know what those details are.
She steps onto the next tile.
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"What if you just have a title?" she suggests. "Like a superhero with a secret identity?" While they're in the business of wild mass guessing about what kind of people they were.
"And one big step to the left- shit. Right."
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As soon as her feet touch the wrong tile, the pain hits. It seems to come from everywhere and nowhere all at once, birdlike claws raking over her head and behind her eyes, a screaming caw in her ears.
Clarisse claps both hands over her ears with a wince, but it doesn't stop the sound. It's inside her head.
"Ahh—fuck—"
She knows about you now, a voice says. Not Ellie's. This is something else entirely.
She knows all about how pathetic you are. How little he expects from you, and Clarisse can't say why that thought fills her with so much dread, but it does. Makes her feel shaky and sick and almost paralyzed, rooted to the spot.
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Ellie gasps aloud, actually makes it one step forward and onto the tile before she remembers. It's there, raking at her. Her vision crackling, the claws and wings beating at her. Laughter.
You can't save her, you can't save anybody, all you ever do is get them killed, break their hearts, or abandon them when they need you-
Shaking, furious, Ellie wrenches herself back off the tiles, her voice exploding past the block in her throat. Painful.
"Don't listen to it!" Ellie shouts. "Hey! It stops if you get back on the path! One step to your right, c'mon, you've got this-"
I've got you, she almost says, but the sick guilt still clinging to her chokes it out.
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Same as she'd had to do with Ellie, Ellie talks her through it. It's instinctively uncomfortable for her, having to cling to someone else's voice like a lifeline, and later she'll wonder why that is, but right now she knows that she has no choice.
She steps to the right, and as soon as she has both feet on the correct tile, the pain in her head goes away. The voices go away. The shaking... does not immediately go away, but she's giving herself a pass.
"I'm good," she says, without really meaning it, but who fucking cares. She wants this to be over with, she wants to be out on the other side with her vision back and booking it the hell away from this corridor. "Keep going."
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"One more step to your right." This time, she is very careful. She will not fuck this up again. "Then one step forward. Good. Another diagonal. Forward and to your right- and put your foot down there."
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"Am I close?"
She feels like she has to be close. Ellie's voice sounds a little closer now, unless she's only imagining that. (Possible.)
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But Ellie's breath comes fast, suddenly, then blanks out for a moment, the silence that means something else has her attention, has her mind. The memory is warm, happy, edged bittersweet and she doesn't know why.
Familiar feelings of longing and care, and...
"Silena," Ellie says, suddenly. The name is soft on her tongue, a touch of the warmth carrying through from the memory. Maybe a little bit of something more. "Your best friend is -- is Silena."
It's too personal, it's too much, it feels invasive to say more.
"Hop straight toward me. It skips a tile."
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"Yeah? What is she like?"
Cool, though. A friend. A best friend? To be fair, she can't remember what having friends is even like, but that sounds good. A good thing after all this depressing shit. Rare, and special.
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Ellie laughs, and it's clear she thinks so too. "And nice. She makes flower chains. Wants to go to Paris."
Ellie runs her tongue along her lower lip.
"Let's get you out of here, okay? To see her."
One more breath.
"To the right, and forward."
cw death memshare time👎
She hopes she is.
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But she trails off into that alarming silence again, and then, slowly -- her voice comes back in soft, gasping breaths. It's shallow, hurting.
When Ellie does come back it feels like she's screaming herself awake, a hoarse choking noise as she leans over and tries very hard not to be sick. There's a cold sweat all over her body, her legs shaky.
She reaches up to wipe her eyes, finds her face wet.
"... oh fuck," she whispers under her breath, her voice breaking. Clarisse is close enough to hear.
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It would be a lot easier to gauge what's happening if she could just see.
Ellie's whispered curse is close enough for her to hear. Clarisse feels herself go stiff, suspicious, nervous. It sounds like she's crying.
"... what?" Her voice is hesitant.
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Ellie's stomach twists.
"Bad memory." True. "I'll be okay." Dubious.
One more breath.
"You're almost here, though. Just one hop forward, then to your left, and forward again."
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She hops forward, then to the left. One more step forward now. She exhales slowly, not sure what to expect once she takes it.
In the end it's sorta anticlimactic. She hops forward and in less than a second, her vision is back and that feeling of disorientation is gone, and she's just standing on the other side of the corridor. Next to Ellie.
"Fuck yeah," she yells, and before she can think about it too hard she holds up a hand for Ellie to high five. They fucking did that! Even though both of them were getting bombarded with fucked up memories and attacked by invisible birds!
cw: death, torture, death of a pregnant person
"Fuck yeah," she returns, warming to it.
And when she looks up their eyes meet again. Ellie's are a soft greenish-hazel-grey, and they throw back Clarisse's reflection. One more memory.
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It's all Clarisse has time to think before she's transported to another time and place, flashing back to people and places that aren't hers but now feel like it.
Dina, Tommy. Jesse. The hole in his cheek, the way the light went out of his eyes in just a fraction of a second, too fast to even comprehend. His soul, his humanity, there one second and then gone like it had never existed.
And the woman with the gun. Clarisse recognizes her. Abby. She's seen her before, here in the temple, they ran into each other and spoke for a while. Clarisse hadn't known her real name then, but she does now.
The color and the smile both drain from Clarisse's face. Her eyes are wide and horrified and they stay that way even as she takes a step back, away from Ellie—almost back onto the corridor, but she corrects at the last second and shifts to one side instead.
She's standing here with someone who'd torture people to get what she wants. Who's willing to kill anybody, even a pregnant woman, as long as it gets her closer to the person she's really aiming for. And that person is in this fucking maze somewhere. Maybe close by.
And if Clarisse is still hanging around with Ellie and everybody gets their own memories back somehow? Or even just enough of them? What would that mean?
She's not exactly scared of Ellie, even now. Ellie is smaller than she is, and Clarisse has a sword and two knives and nothing to lose. Even her feelings of disgust are all twisted into something that feels like sympathy, or even love, because Ellie's memory feels like Clarisse's lived experience, in a fucked up way. Even though she knows it isn't, that it's just a trick of this place.
Feelings are hard to fight.
But she doesn't want to be involved in this.
Clarisse swallows hard, visibly struggling to stay calm, to figure out a next step.
"Okay," she says. "Okay. Thanks. I'm going to go."
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Even if she were stupid, she'd understand what happened.
Ellie's stomach drops like a rock, even before Clarisse steps back to put space between them, even before she makes her excuses and quickly leaves. She tries to open her mouth, but the words won't come because she doesn't know what she saw.
She doesn't even know whether what she saw is defensible.
All she knows, as she stares after Clarisse's quick retreat, is that this feels familiar. For the life of her she can't remember why.
---
Arlathan fades behind them and the rest of Riftwatch. A victory, if one that immediately rings hollow. Some of them are happy to have their memories back. A lot of them are traumatized anew.
Some people go to talk to each other to talk out what things they've seen, but the way back is far more quiet than the way in. Once she realizes that Clarisse is still avoiding her, Ellie tries to be a mature goddamn adult and wait it out.
While she has no idea which of the impressive list of horrors that Ellie's committed that Clarisse saw, and thinking about it for too long just threatens to plunge her headlong off a cliff. Was it some of them? All of them? Which would be worse, really? Ellie doesn't want to think about it. Instead she tries very hard not to think at all.
It's natural that anyone would want some time to work out their feelings after something like that, she tries to tell herself. If she pushes her before she's ready the whole thing could blow up on the both of them.
But as the days pass, the anxiety sinks in.
The first day back at the Gallows is torture. Most everyone just seems to want to sleep, and Ellie knows that if she stays here and watches Clarisse avoid her all day she'll just fucking lose it. Do something pathetic and stupid and corner her or something. So she hitches a ride on the ferry to Kirkwall and spends the entirety of their first day back in the city furiously mucking out the entire stables in the old Qunari compound. Whether it's needed or not -- and at least one poor stablehand tries to point it out and gets snapped at for his trouble.
So it comes to pass that when Ellie catches the ferry back when she finally can't justify any more work on the stables, there's straw in her hair, mud on her boots, blisters starting on her hands despite all her callouses, and she smells like horse.
Completely the way she wants to appear when it turns out that the only other passenger on the ferry at this hour is Clarisse. Because of course it is.
The silence on the way back is fucking deafening, the both of them avoiding each others' looks, then tension ratcheting higher until it's it's an airless scream and Ellie's gone from depressed to anxious to goddamn furious and finally terrified, and back again.
As they disembark, Ellie looks at Clarisse's back, and impulse finally wins. She catches up to her, reaches out to scoop up her hand in hers -- mostly to physically hold her there, and squeezes hard.
"Clarisse."
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Clarisse tells herself she needs this time. Time to think, time to figure out her feelings about everything she's seen. Time to come to terms with the fact that Ellie obviously saw things about her, too.
But as days pass and they don't talk, it becomes a hellish new normal for her. Her thoughts aren't any more collected, and in fact they seem to get less coherent as the hours tick by. She feels sick to her stomach, a low level dread that follows her back to the Gallows and then into Kirkwall, where she spends the evening wandering and sipping cheap ale and trying to figure out what to do.
Of course Ellie's on the ferry on the way back. Of course they're the only ones, this late. Clarisse averts her eyes and pretends not to see it. Coward, she tells herself the entire way, leaning over the railing and closing her eyes against the salt spray on her face. Fucking coward.
Of course Ellie grabs her hand once they've disembarked. Ellie would; Ellie is usually the one who wants to talk, if things get hard. She's not like Clarisse is. Not willing to just... walk away.
Even as unsurprising as it is when Ellie takes her hand, Clarisse still jumps half out of her skin when it happens.
"Ellie! Fuck," she gasps, shoulders slumping. She doesn't pull her hand out of Ellie's grip, but she doesn't squeeze tight like she would've done before Arlathan, either.
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Ellie does squeeze tightly. Because before this moment, she had no idea what she wants to say, and still doesn't. It didn't just magically fucking appear now that she's here. It's frustrating, terrifying, and her heart's sinking like a rock as the seconds fill in.
"This is so fucking stupid," she says suddenly. "It's you. Why can't I talk to you?"
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She sucks her bottom lip.
"Sorry," is what she settles on, even though she hates saying it. She is sorry, though. In a way.
"I needed..." 'A few days' would sound hollow, considering it's been a few days already and she still has no idea of what to say. "Time. I guess. To think."
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It's just... a lot. For the both of them, but mostly for Clarisse. They both know it, and it hangs heavy between them, aching.
She wants to ask if she needs more, but she knows even as it presses on her tongue that that's the easy out. Wait, put off talking about the hard stuff, the nasty stuff.
"Come with me?" she says instead, and after she gets Clarisse's assent, she brings her back to her room. It's cold and quiet but it feels safer, somehow. Ellie lets go of her hand to light the lamp, then heads over to close the window, which she left just barely cracked open for the air.
She grips the windowsill, rocks back on the balls of her feet, fidgeting.
"Whatever you saw in there," she says running her tongue along her bottom lip. "I promise I didn't want to keep it from you. And if you saw just- parts of it, and you questions about the rest, I'll tell you anything you want to know."
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She props her chin in one palm and watches Ellie at the window.
She wonders if it's driving her crazy that she doesn't know what Clarisse saw, the way it's driving Clarisse crazy that she doesn't know what Ellie did.
"I know you didn't. You tried to tell me."
About killing people, at least. Or hurting them. She can't say that Ellie didn't offer that information willingly. She did, and Clarisse just shrugged and said she didn't care. She still doesn't, mostly.
The other thing, though? That seems deliberate, to her. That Ellie brought up a kid's name and just happened not to say oh, and by the way, that kid is basically mine.
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Ellie chews on the inside of her cheek, turns around and makes herself look at her. She has her answer already, in some sense. You have a little boy. JJ.
Have, not had. She'd seen something about him, but not how she left.
And that's not even getting into the fact that Ellie saw so much of Ares.
And that's been on her mind lately. A lot. Clarisse's sheer terror, and how he so obviously threatened to hurt her. And Silena...
God. Silena.
Clarisse reassures her, but it's a lot less reassurance than Ellie would've hoped. She nods, fidgets with her fingers.
"I should've tried harder." It's not a bid for sympathy, just a statement. She should have tried harder. She knew this could happen. That memories have a way of ending up where you don't intend to put them in Thedas. It's not the first time she's seen something that belonged to someone else.
"I should've told you about Abby. And Joel. And what he did." It threatens to close her throat, but she pushes on. "... and about Dina and JJ."
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cw: homophobic remarks, slurs
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cw: gore, execution, mentions of torture
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cw: torture mentions
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