With the arrival of the orb, the situation gained some much-needed illumination. A smile slipped across her lips as things came to light.
“Well, then. It’s showtime,” she muttered, having an avenue to answer some questions.
Never one to lack appreciation, Elisabeth softly thanked Qylios for the gift and began inspecting her surroundings. Confusion drew over the young woman’s features as she considered what she saw and felt. Moisture was everywhere, and that in itself wasn’t terribly rare. Scalvoris was an island, and having explored Faldrass, she had felt similarly in seaside caves and such.
The temperature was another factor that clued Elisabeth into the unique situation she found herself in. It was cool, and while the weather around Faldrass was cooling off in preparation for the cold cycle, something inherent in the combination of that and the moisture confirmed for her, at least in her own mind, the type of environment she was dealing with.
What needed to be clarified was where the location was concerning the body of water it seemed to be attached to and where it drew the moisture from.
Sand, seaweed, and shells – all expected but then again, perhaps not. It wasn’t Scalvoris sand that littered the ground beneath her feet. So, not Scalvoris? Squatting down, Elisabeth took off her gloves to stow them in her pocket and examine the evidence. One dropped to the ground, and while she noted it there, she waited for a beat, deciding to pick it up before she moved on.
Scalvoris sand was distinct, and the sand beneath her was not. The coral and shells were similarly unremarkable, giving her no additional clues to her situation or location.
Rising, she continued, failing to realize she had forgotten to pick up the dropped glove.
The surface of the caverns themselves was a bit more puzzling. Man-made of sorts, but left to ruin. She also couldn’t dismiss that other natural forces might have played a part, but that was beyond her immediate remit.
She wasn’t an
expert – not by a long shot – but the area seemed stable enough to explore. There was no immediate, visible threat of collapse. It did beg the question of who had put her there. The Induks? U’frek? Well, that would have been an interesting turn of events. Having met U’frek before the Forging events, Elisabeth was drawn to him. He had been the first to charge her with finding balance, perhaps knowing what future role she would play in the events that followed. The young mage tried to live up to that noble pursuit every trial, but she feared she still fell far short most of the time. Yet, she never stopped trying.
Regardless of whether the Immortal had planted her there, she reached out. The place she seemed to at least be related to him, so it seemed rude not to say something, allowing her voice to reach out softly as her eyes continued to gaze about.
“I hope you’ve been well. What is this place, U’frek?” It, perhaps, was a silly thing to say, but at the moment, it was the only idea she had. She didn't expect an answer but that didn't stop her from paying her respects, giving a small curtsy in deference to the ruins before her.
In all the times she had been whisked off on a task, it had never been just her alone, and that niggling thought stayed with her. Focusing for a moment, Elisabeth considered her emotions for the past few bits. She had felt Balthazar, thinking about him when she arrived, but she always felt him to a degree. There had been a small sense of surprise, just like her, so maybe? In several cases, he had been taken along with her, so the possibility existed that he was somewhere around. Her ring would only tell her if he was in danger and what direction to find him in should that be the case. What else connected them? Diris, but Elisabeth wasn’t sure if Fintan could sense other diris. She thought to ask but decided to hold off for a moment.
The young woman concluded she had enough information to venture further into the ruins. Choosing to move forward to the left, she started slowly, allowing her eyes to scan the area as she moved.
Then came the singing.
Haunting – that’s how she would describe it – both the voice and song. Shifting around, Elisabeth tried to find where it was coming from. It was hard to rationalize, but she felt the song in her soul. It was like the trial she married Balthazar, the depth of emotion that welled up inside of her. Each note struck a deep chord inside the young woman, and there was no rational explanation Elisabeth could conceive.
She needed to find the voice. Before she could, though, something else caught her attention and the voice faded away.
Stars? No….not stars. Something else. While her hopes were momentarily raised, seeing something that resembled her beloved stars, further inspection revealed something different. Stones with light! That made sense, although Elisabeth was further curious if they were different than the general luminescence some of the other rocks possessed or simply a more concentrated form. Funny how her work in Haven had helped sculpt her curious mind into something that wondered about everything.
Then she heard the storms, and it took only a few bits to figure out the balance between the stones and storms. She could focus on one or the other, but not both in equal measure.
Something still didn’t feel right about the tunnels. It gnawed at her insides, the conflicting information Elisabeth had gained. Perhaps exploring more would help her.
Deciding to stop for a moment, Elisabeth opted to fasten her long, dark locks on top of her head, effectively keeping them out of the way for the time being. However, something was different. As she gathered the curls in her hand, she noted one thin pure-white lock, sparkling almost like the star stones. Ut oh – that wasn’t good. Mutations? Nah...maybe something to do with her spark? The possibilities were endless.
Mind whirling, Elisabeth considered what she knew from the Forging, making a semi-educated guesses as to where she possibly was. There wasn’t enough information yet, but her mind wouldn’t stop trying to make connections and theories.
“Balthazar’s going to think I’m trying to steal his thunder,” she said softly to herself, musing about the white lock. Her husband’s own white hair made him beautifully unique to her, but then again, that could be said about almost every aspect of him.
The world around her seemed to be waking up with each trill that passed. What was going on?
Coming back to the storm and star stones, Elisabeth’s inclination was to focus on the stones, but ultimately that wasn’t the choice she made. She believed in symbolism immensely, and as it was evident, they were underwater – the fish swimming by were a colossal clue – she felt drawn to U’frek. Their initial meeting had been during a storm of chaos, and it felt right to allow herself to focus on the sound of the storms, respecting their place in the balance and desiring to understand them.
Must Do:
- Pick a direction from the directions available to you! (Forward and to the left)
- React to the situation as it unfolds around you. (Yep!)
- Notice something small, but physical, which seems to have changed about you (thin, tiny white lock of hair)
- Clearly describe your three actions: (#1) – Greet U'frek and ask a question (1 action) (#2) Explore the storms (2 actions)
Can Do:
- Forget something - A glove! (She's left them all over Idalos at this point!)
- Include a quote / reference from a classic Halloween movie / song - Beetlejuice!
Domain Bag - Something Wicked
- Defender's Knot: This sword knot when tied to the hilt of a sword can render the sword able to block any attack without damaging the weapon, utilizing nothing but the wielder's weapon skill. The Knot can manifest its ability to block attacks once a bit, and to be used once a bit. Base Item: This sword-knot is made of black taffeta, woven into an eight-inch long cord that wraps around from the pommel of the sword, and reaches about up to the hilt. Threading through the taffeta cordage of the knot are thinner threads of cloth-of-gold. The end of the sword-knot has a flared tassel of the threads used in the cordage.
- U'frek's Hip flask: The hip flask which U'frek gave Elisabeth will re-fill itself magically once a day (when full, it holds roughly enough for 4 shots of spirits, or 2 glasses of wine). It only ever holds alcohol, but when she drinks from it, it will taste of the alcohol she wants it to taste of - and while she can get tipsy from it, it will give her no other side effects, she will suffer no hangover from it, never get drunk to the point of throwing up, etc. It works only for her, or those marked by U'frek.
- Magic Chocolate:
For that, in the gift box Saoire sends you there is a small box with 10 chocolates/candies. They are, frankly, beyond delicious and taste like your very favourite thing. You find yourself unable to more than 1 on any trial. But each one provides the following to whoever eats it for the next 6 hours: "Saoire's domain of Gifts is not merely one of physical goods, but of the happiness and joy that comes with both giving and receiving a well-meant gift. This ability allows the Blessed to give both themselves and anyone they're with a feeling of joy and good cheer, banishing negative feelings like sorrow, anger, and fear."
- An ornamental figure - Of a "Crescent Bat" (a animal Elisabeth saw on Ishallr - half emperor bat, half crescent hare). It can be placed at a perimeter or point where it acts as an alarm. When there is movement within a 40ft radius of it, Elisabeth will hear an alarm. The alarm can only be heard by Elisabeth and up to four other people she designates. She can remove access to hearing the alarm at any time, but can only give access twice a cycle. - Rewarded in "Ice" by Pegasus
- A beautiful and very delicate-looking decanter - Item will once a trial create pure, clear water. The decanter is actually very tough and will hold up to four servings. Those who drink this water will have any negative effects from tiredness, tension etc, washed away with the drink. It leaves you feeling refreshed and clear-headed. It does not, however, heal wounds etc and will not combat magical effects. - Rewarded in "Ice" by Pegasus
- The Very Pineapple of Usefulness - A small cut-glass pineapple which would fit in the palm of your hand. When placed on the ground it functions as a campfire in terms of warmth and providing a place to cook. - Rewarded in "Ice" by Pegasus
- A piece of parchment - Twice a season, you may activate this and it folds itself into a small origami bird. You speak to the bird and give it a message - it "records" that message and then flies off to find the person the message is for. The message may be no longer than 30 words (contractions count for the correct number of words) and the bird will take the required amount of time to fly to the recipient. Upon arriving, the bird speaks your message (in your voice) and then flies back. If the recipient is dead or hidden by magical / immortal means - the bird will circle overhead when you summon it and not fly in any direction. - Rewarded in "Ice" by Pegasus
- A small bunch of 10 grapes - Each one is wonderfully sweet - eating 1 grape will heal you of minor injuries. This is cuts and bruises, scrapes and grazes etc. If you have moderate injuries (deeper cuts etc) then it will take 3 grapes. Major injuries take 6 grapes and someone can be brought back from a critical condition with 9 grapes. Please note, though - if you gave (for example) 1 grape to someone with moderate injuries, it would do nothing. You have an all-or-nothing grape situation. - Rewarded in "Ice" by Pegasus
- Scrying Snowglobe - A palm-sized crystal ball, within which appears to be a minitaturized replica of your settlement. This orb is in fact a powerful magical item enchanted with the ability to remotely view your settlement from afar. By watching the snowglobe you are able to see, in real-time, everything that occurs outside of buildings within the boundaries of your settlement. - Gifted to Balthazar Black here. Balthazar gives to Elisabeth as new settlement leader here.
- Basic Order Medical Supply Bag (given by Genna)
“This is the bag we give new members of the order. It has all the basics supplies and understanding each component of the bag will help you treat most basics needs.”
- Chainstone - The chainstone is granted to the Death Forged. For her sacrifice during the forging she is granted this item which may be activated only twice a cycle. Upon activation, the chainstone glows brightly and glowing energy shimmers around Elisabeth forming a protective outer layer, rather like armour. It protects her against mental attacks, such as possession or empathy for one break. It would take an extremely powerful ghost or a revealed mage to penetrate this armour, and even then the effect is significantly reduced. - Rewarded in "Saoire's Heroes: The Spirit Table" by Pegasus
- Shellter – For your bravery, ingenuity, and determination you are awarded a crystal turtle: ~ Each crystal turtle allows you to have a home. Twice a cycle it will transform into a turtle-shell shelter (shellter). Up to four adults can comfortable shelter in the Shellter. No matter what the weather is, the Shellter is warm and comfortable and dry. - Rewarded in "Saoire's Heroes: The Spirit Table" by Pegasus
- Health Pack - Two times a season, this small box will produce enough emergency rations for up to four people for one trial. This will appear in the form of nutrition bars and clean water. The rations can be split further but this will lower the effectiveness of the rations. - Rewarded in "Saoire's Heroes: The Spirit Table" by Pegasus
- Dragonfly Figurine - This figurine will activate if a structure the character is in is in danger of collapsing; the dragonfly will take flight and guide him or her along the best route to the nearest safe exit. Unless the collapse is very sudden and unforseeable in onset, the figurine will always activate in time, albeit just in time, to give the character the opportunity to escape. If there is not an exit available, the figurine will guide the character to whichever part of the building/tunnel/etc. is least dangerous. Once a season, the character can also activate the figurine to get it to show the nearest safe exit even if a structure is not in danger of collapsing (for example, if the character is merely lost).- Awarded by Jackalope in Ruin's Dawn: Conquering Hive
- Get-a-Clue - This is a ball of yarn that, when one end of it is touched to a location, will leave a "clue" of apparent string visible only to the owner, tracing the route the owner takes, for a distance of up to a mile. the visualized thread is not a physical object that can be obscured, severed or damaged in any physical way. It will seem to extend through doors or panels that might get closed to shut off the character's route. In addition to enabling the owner to retrace their steps, once a season the Get-a-Clue can be activated to teleport the owner back to the starting location. - Awarded by Jackalope in Ruin's Dawn: Conquering Hive
Jewelry
- Ilaren's Armlet of Reversal - Ilaren takes you aside after the battle, and shakes your hand. You feel something in your palm, it's an armlet. An armlet of Reversal with one charge! An armlet that can bring your character back from the dead if they are wearing it but shatters after a single revival. Don't wear with a ring of reversal.
- Silver ring - Connected to Balthazar's- A pair of silver rings that are connected to each other. Whoever wears them knows if the other is in danger or needs help and knows which direction they are in.]
- Heirloom item - Small locket necklace with an inscription in a language that none have yet been able to translate - Mods - Please consult Basilisk regarding this necklace if Elisabeth states wearing it.
Weapons
- Iustitia - Masterwork + quality longsword made out of Adamantite
- The Black Dagger - Given to Balthazar by Elisabeth in Zi'da 720, then returned to Elisabeth when Balthazar proposed to her in Vhalar 721. Adamantite dagger embossed with the initial ‘B’ on the hilt - Good+ Quality