wildestmods (
wildestmods) wrote in
wildestlogs2022-02-14 01:51 am
IMLADRIS

IMLADRIS
The group is told to take a week of rest in the Last Homely House as the injured and sick among them heal. The Elves promise them that after the injured are healed, there will be a great Council, with representatives of several peoples in attendance. There Lord Elrond will meet and assist them with speaking with the Green.
Until then, they can wander the peaceful halls of Rivendell, which are filled with travelers from all over the Wilderlands who are making a rest stop while they travel through the lands of Middle-Earth.
There are many halls in Rivendell, but the most notable part of Rivendell is the Hall of Fire, a great feast hall where people can eat, drink, and be merry. Alongside chairs, cushions line the floors in much of the hall. This is the great social hall of Rivendell, where the Elves and their visitors share news of lands far beyond, tell stories, or perform music. The music here almost sounds divine, especially when the Elves sing and play instruments, but they're just as eager to hear songs from other lands, so if any of the squad decide to share, they'll be glad to listen.
Some of the hall's guests are a touch more lively than the others, like a party of dwarves staying at Rivendell. Their stories are a mite more adventurous and if you get in their good graces, they might be willing to share some of the beer they brought with them. Listening to their stories or their talk about their craftmanship is a way to get into their good graces. They have news of the lands beyond.
The Elves love learning, so there are libraries the group is allowed to browse, though they mostly only contain tales of Middle-Earth (for now), though the Elves seem to be collecting what books about other lands they can. These libraries often have viewing stations with telescopes pointing at the sky. Though concerned about what it portents, Elves have been almost delighted by the changing skies, enjoying the challenge of trying to understand how the sky has been knitting itself together with the addition of new worlds.
There are also beautiful balconies here, overlooking the gorge and the waters below, and terraced gardens filled with flowers, bushes, and flowering trees. Their rooms are open to the outdoors and have beds that seem grown into the shape of bed-frames instead of carved. The bathrooms actually have running water. The Elves have figured out how to direct the clean running waters of the gorge in primitive indoor plumbing. Water for hot baths has to be heated first in brass cauldrons over coal braziers before getting dumped into the bath, but are at least located right next to the tubs.
Different flowing slides and fountains can also be used as waterslides for the adventurous, though this will make the Elves tut in disapproval. (X cw: warning for mild nudity from a distance.)
It's time for the squad to rest, eat, and regroup. If a great Council is going to be called involving them, it might be a good idea to make sure they go into it as a united front, because the Green is clearly fine with trying to make decisions for them.
❧ Cursed Weapons/Powers: So they know about how they'll be treated: those with cursed weapons and dark powers will be tolerated by the Elves after entry. While they'll get the same general treatment, the Elves around them may at times seem uncomfortable. Those with cursed weapons will only be distrusted a little, as the weapons themselves will seem more suspicious than their bearers. Those with dark powers or some kind of dark nature (such as being a vampire, Necromancer mage, werewolf, etc.) will be treated with the greatest distrust. But they'll be allowed to wander freely.
❧ Communication: The Elves will make it clear a Council will be called when the injured have time enough to heal and that the group can stay in Rivendell until they're all healed and refreshed. They'll be told they'll be equipped with weapons, clothes, and supplies when they eventually leave. The characters can move freely and characters can stay at the bedside of injured friends.
❧ Injuries: Characters with morgul-blade wounds will be find that any areas or limbs where the shard was will no longer hurt but will be numb at first, with feeling returning over several days. They'll be physically weak for several days at well, winded when walking a short distance. Within a week or two, depending on their constitution and the severity of where the wound was, they'll be able to walk on their own and start to rebuild stamina. Other non-Morgul-blade injuries will heal fully within a few days of treatment.
❧ Clothes: The group will not yet be fully equipped for their travels (that will happen upon leaving) but everyone will at least be given new clothes in Elven styles since theirs are dirty or torn. These are in many different colors but most commonly colors found in nature, like green and blue. Characters without appropriate footwear will also be given light and sturdy boots that will somehow be in their size without their size being asked. They'll also be given basic toiletries like scissors that can be used to cut hair and beards. There are no razors, however, because the Elves don't need to shave so they don't keep them on hand.
❧ Food: Food and drink are plentiful. The food leans towards fruits and veggies but there's enough game for any meat-eaters, cooked well in unknown spices. Wine is abundant, some vintages more inebriating than others. The restorative cordial miruvor is available to help weary travelers get their energy up and revive their strength. It doesn't get characters drunk but helps them revive their strength. It has a light, pleasant floral taste and smell. Beer can also be provided, though that of the traveling dwarves is superior to what Rivendell has to offer.
❧ Weather/Atmosphere: Rivendell is open to the outside air but the temperature is always perfectly temperate and pleasant. The sun shines frequently and is only lost behind shimmering mist. Sunsets and sunrises paint the sky in sections of the valley in every color imaginable. The valley is safe to travel in as long as they don't go back past the Ford of Bruinen or through the gap in the mountains past Rivendell on the valley's opposite end. The air is filled with the smell of green things and delicate perfume of flowers.
❧ Archivist Spells: Around the valley, Archivists can bank up to (4) iterations of a water spells that blasts a brief torrent at an enemy, with the force of a fire hose.

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The world is fuzzy, hard to grasp, just a little incomplete. But the emotions are clear, the anticipation and thrumming optimism, the curiosity. The youth. It isn't an absence of heaviness, but an absence of psychological injury so damaging and deep that recovery becomes impossible.
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The shock of recognition and strangeness finally seeing the Cousins appear. They had the eyes and facial features of her own people, they kept their hair long and braided in the same way, and their skin was paler but recognizably similar. But they all had almost the same face and body, she struggled to tell ages, and that hair was white and their clothes were bizarre, multilayered and in patches of all the colors of the dark forest, very unlike the brilliant geometric patterns she and hers wore. And there were more of those birds all around them, hawks and falcons and owls and crows, mostly at least partly white, always huge and too bright-eyed and apparently trusted completely.
That they all ate together while she tried not to lose face by staring or refusing the thick, bittersweet chocolate drink they offered, or the unrecognizable fruits and grains and vegetables. She was approaching adulthood and wanted to take this with proper equanimity. That her father urged her to sing for them and it dried out her throat in sudden terror. Older Tarma, a woman whose throat was scarred in the same attack that killed her clan and can't so much as hum pleasantly, has to pause and explain that her voice had been something special once. She can't bring herself to describe it. It's as well that even Kethry doesn't understand, that she never heard the contrast or saw the pride her family and clan took in her singing.
She had sung eventually, after some coaxing, after the Cousins and her clan representatives started and took the pressure off. She had seen the dancing, seen the trading and the arguments, seen people slip away together and been utterly scandalized when her oldest sister went with three Cousins and came back flushed, with pine needles in her hair. The simultaneous relief and disappointment when the Tayledras covered their white hair and faded back into their forest. She remembers later, spying intently as her sister confided in a friend that the Cousins were as shameless and profligate as kestrels. That's how Tarma tries to remember her, alive and brimming with laughter.
That's where the memory ends, with that sense of looking back on what was and can never be again. Something of it lingers, that presence fading slowly. The memory comes from someone who lost everything and everyone and pared herself down into a single purpose, and tried to die fulfilling it. Kethry stopped her and the love and hope she brought kept her going, brought her to a good life even if it's strange. But she can never return to who she was, that gulf can't be bridged anymore, and she can't let herself wish.
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But he has a memory, now, of being someone else, of their curiosity and trepidation and relief as if it were his own. Dan feels as if he's holding someone else inside him like an ingot in his chest. He recalls how it felt to hold onto people's memories back on the Rig, or rather, the snapshots of how they felt. He always told Bunny it was like tending to a garden, nurturing growing, living things inside him that languished if he didn't think of them often.
His internal garden went barren when he left the Rig. He hopes that that doesn't happen to the memory sitting inside him now, the chain of memories that makes up a life. He stirs a little, exhaling deep as he tightens an arm around the blanket and the sword.
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Well. In any case, she has the impression that Dan could very easily form a dependency on these memories. Need can imagine why, she's paired with a lot of people from terrible situations in the past. There are many things that shared memories can help with. And a lot of things they can't. It's not good or healthy to try to live only in other people.
Keeping some attention on Dan's sleeping mind, she lets herself feel as if this is her, living body and grimaces internally. Need is very close to the surface, to the material world, right now, between the contact and the lingering memory and Dan's consciousness being out of the way. It would be utterly trivial to take that tiny remaining step and get control, and the thought of just pulling in another deep sigh - not doing anything bad, not even getting up, just indulging in the simple pleasure of controlling 'her own' breath - is tantalizing. But if she starts acting on that kind of impulse and taking control like that for no reason beyond that it satisfies her as a hungry ghost, that's a road that ends poorly.
Instead Need starts a gradual catalogue of injuries and general damages and aberrations. There's a lot she can't do as she is here, but she can still investigate. And it still feels good to be pressed against that life.
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"How long was I out?" he murmurs, not opening his eyes yet, when he's back in control, conscious enough to think of himself as existing in his body. Dan rarely conceptualizes his own existence. He spent too much of his youth expecting to be struck dead. Untethering from his body feels like untying a balloon from his wrist, like he's chancing it to float away from him forever.
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Besides, even though it's a vague sense she does have the feeling that she shouldn't be making alterations, even helpful ones, without the body's owner approving first. She has no such qualms about blocking pain while she's present, though, and letting Dan surface at whatever rate he surfaces at.
When he does and with that question, she gives him a waspish :And a good morning to you, too!: She doesn't mean that level of annoyance and that's readily apparent. :How do you reckon time? Never mind, I have it. About seven hours. Get up and go relieve yourself.: She was blocking that sensation, too, or it would have roused him earlier.
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He realizes he's been speaking to her out loud again, and switches back to just his thoughts. Thanks. I'll be right back.
When he's taken care of biological necessities, he sits back down on the bed with her, feeling as if he's relearning his body, in a way, a reaquaintance. Like saying a familiar word out loud and realizing what it rhymes with for the first time, a sort of attention pulled to something that's already been known. Thank you for that. I didn't know what to expect, but I feel rested for the first time in a long time.
He cracks his neck. Do you ever need rest?
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:It's not a big deal for me,: she says gruffly, because it's that or being very smug with a 'you're welcome'. :I've had a lot of bearers with a lot of bad dreams and so on, and they make things harder than they have to be. Sometimes fatigue creates a margin of error you just can't afford.:
Ooh, that's a satisfying feeling. Joint cracking, just one more of the things she doesn't remember she misses until she vicariously experiences it again. :Not in the same way, as a function of the body. I've got to spend a certain amount of magic at all times to be conscious. If I use up my reserve and cut into it, pfft. I call it being asleep, it happens the same whether I'm drained or left with no one who can hear me talk for too long. It doesn't in any sense mean I'm inactive, but I'm pared down to some base impulses.: