Weekly Report
You pace in your study, itching to be away. Within you something calls, demands that you ride out and find your brother, or potential brother. It is a powerful force, almost all encompassing.
Yet, there are reports on your desk, outside Faith has a number of questions she needs answered. You have a duty, one not easily abandoned.
You stare out the window at the stable, then turn back to your reports.
'Kurvo and Moryo can take care of themselves.' You tell yourself. 'Neither will appreciate you running after them like a mother hen.'
It still takes an effort of will to uncurl your hands and pick up the top report on the desk.
Interesting rumour floating about, some kind of elf preaching about freedom. Not sure what it means just yet, and I haven't seen anything, but you did ask…
A Girdle At Last
"Xandar. You have made progress on the Girdle?" You ask after the silence extends beyond the bounds of normal.
"Yes teacher." The human says with a nod.
You supress a sigh at your student's inability to take cues. "Please, enlighten me as to the secret."
"Well, it's actually super simple." Xandar nods. "Pretty much it's just letting the spirit trigger the spell on their own initiative."
You pause to consider. That sounds correct, in fact it makes sense considering who Melian was and how the Girdle left with her. It also neatly explains why no one has created something similar before, given the spirits of this land that level of trust would be madness.
"I see, I suppose they also provide the power for the spell?" You ask, to nods. "Will the Veil be a problem?"
"No teacher. It's pretty weak, and full of holes." Xandar says offhandedly.
You turn to Merrill who blushes. "Pushing things through the Veil weakens it, usually it's demons, but these days, it's, uh, not."
Yes, that makes sense. If moving demons across the Veil damages it, then so too should moving the souls of the Nandëo. Concerning, now that you think on the matter. Perhaps you should devote some time to studying the Veil and Beyond in more detail. Another time.
"Very well, what spell is this trigger attached to?" You ask.
"We've got a couple of options, but it kind of depends on the spirit." Merrill replies. "Spirits are their natures, and it affects their magic more than I was expecting."
You meet Merrill's eyes. "You have met the Lady of the Forest, are you not already aware of her nature?"
The elf blushes again. "Sort of? It's complicated. I know enough to have an idea of what works, but I only had a glance and I checked with the Keeper, and apparently spirits are more complicated than they appear on the surface? I'd just like to check is what I'm trying to say."
You nod. "A wise course of action. Very well, it sounds like all is in order. The only question that I now have, is why are you telling me this rather than taking care of it yourselves?"
"Well, we need to get the Lady's permission, and you're the one she likes." Xandar says.
"She has already agreed, I do not think you require my assistance." You note.
"Really? But Merrill said we needed you." Xandar says.
Merrill fidgets as the both of you fix your gazes upon her. "Well, we're going to be asking some pretty personal questions, and I just don't want to have an angry spirit cursing me?"
You pause, eyes moving from Merrill (who is fidgeting more and muttering under her breath) to Xandar who is failing to calm her down. With a sigh, you acknowledge that is probably a fair point.
"Greetings cousin, I had feared the worst when you did not return for a month." The Lady speaks through the sound of cawing crows.
"It has been a month?" You ask in surprise.
Some quick mental calculations prove her words correct. It has been exactly four weeks and six days since you last spoke to the Lady. Where on earth does time go?
"I suppose it has been." You mutter. "I apologise, I have been busy."
The Lady raises one hand shaped branch to her wooden face, the sound of a babbling brook must be giggling. "I forgive you cousin, it is hardly as though you made any promises to visit me. What brings you here once more."
"We have completed the protection for the forest we discussed when last we met." You explain. "I believe it takes the form of a spell that you will cast when you see someone that you know is an enemy."
"It's not that simple." Merrill mutters under her breath.
"I am pleased to hear that, and honoured by the trust you place in me." The Lady says. "However, I believe the First is correct, I cannot simply reach through the Veil at will."
"I am aware, however much of that is work on our end, not yours." You reply. "We a are merely here to teach you the necessary parts on your end, and to put the finishing touches to the spell."
At this point Merrill springs forward and begins to pelt the Lady with questions. The details sail well over your head, but you do get to weigh in on the final set of options for what the spell should do.
"So basically I think it'd be best if you could target any darkspawn that enter the forest with this anti darkspawn spell I've designed." Merrill finishes her long, complicated explanation.
You are far too practiced at your role to blank your mind in the face of boring or incomprehensible chatter, but that last comment still draws renewed attention.
"A spell that can actively harm the darkspawn?" You ask. "Can you share it?"
"Um, well, technically I already have one." Merrill replies, shyness reasserting itself now she is shocked out of her manic 'research' state. "There's the spell that can basically pump magic into the Taint but I figured that wouldn't be the best thing to place over the whole forest."
"I agree, let us not risk any inflaming of relatively minor Taint." You agree.
Merrill nods. "But it isn't hard to sort of figure out the inverse. At least in theory. This new spell should drain the power of the Darkspawn and, again in theory, reduce them back to being corpses."
"That sounds incredibly useful." You mutter to yourself, then to Merrill more clearly. "Why is this the first I am hearing of this spell?"
Merrill blushes. "Um, because a person casting it would maybe die?"
Even the Lady falls silent at that. Several long seconds pass as everyone stares at Merrill.
"Explain." You manage at last.
"Ok, so it's simple in theory, but my experiments quickly ran into a problem." Merrill babbles. "The Taint takes magic in easily enough, but when you try to take anything out, it's like dragging something the size of a horse with one finger. It's incredibly exhausting. Size doesn't seem to matter either. A speck resists equally as a lake."
You really need to ask about where she has been getting her samples, but now is not the time. "In essence then, you believe the energy required to extract strength from the Taint, would be too much, or is it more that absorbing the energy itself would be lethal?"
"The former." Merrill replies. "At least, they'd probably pass out before they died? Maybe? I don't know, mages try not to run out of mana with a spell still running."
"It's also possible that the spell would simply drain all your mana and then shut off, like most upkeep spells do when you run empty." Xandar proposed. "Or it might just not work."
Merrill purses her lips. "Without testing it, it's hard to say. This is pretty much a completely new branch of magic, nobody really knows what the downsides might be. These days I err on the side of assuming that anything going wrong with magic will be more dangerous not less."
"In theory it wouldn't even matter, since Spirits are more powerful than humans anyway." Xandar explains. "Manipulating the Fade is as much a part of them as breathing is."
"I advise against this." The Lady 'speaks' in the sound of groaning branches. "Harm and destruction are not things that come naturally to me. While I will trust those with more understanding of such matters, I believe I will not perform this task well."
Merrill and Xandar argue with the Lady. Something about nature being as much destruction as creation. You do not participate, though you personally believe they are mistaking the cycle of death and renewal present in nature for death as humans conceive of it.
No, this will ultimately be your decision. You must consider the options presented before you. On the one hand, it is exactly what you want, on the other it does sound like something that risks outright failure or severely diminished effects.
The argument continues as you weigh arguments for and against. You do not rush, dare not rush.
"I have decided." The arguments stops immediately, all eyes turning to face you. "Merrill's proposal, while promising, has far too many unknows. Xandar. You had an idea?"
Xandar explains his idea to empower and protect people who are in danger. Honestly, the details continue to go over your head, but the principle makes more sense to you.
It has the advantage of simplicity, since the Lady can happily empower anyone who looks to be in danger, and the worst that happens is they grow stronger for no reason.
"I believe this to be the best option, of course when and how I will give the blessing will be decided by the nature of said blessing. There is no use in making eyes keener in combat." The Lady muses like swaying trees. "Yes, this will suit well."
A pair of glowing green sockets turn to you. "All you need do is choose the blessing."
"What do you offer?" You ask.
"I offer a variety of different blessings." The Lady states gently. "Few have called on them in recent days, but my memory is longer than that of mortals. Four I have given in the past."
"The strength and toughness of the bear." An image of a bear swatting aside what seem to be boar spears appears as the Lady's voice turns into the roar of said animal.
"The eyes and wings of the hawk." She continues in a hawk's screech, as the image of one striking from above flashes by.
"The ferocity and cunning of a wolf." The wolf's howl is heard, but no image appears, merely the glimpse of yellow eyes in your peripheral vision.
"Or perhaps, like the Tevinter before you, you aspire to the unmatched might of the dragon." The heat of flames lick at the walls of your fortress…
"Not the dragon." You state flatly.
The lights in the sockets of the Lady's 'face' flicker. "Are you certain? It is a powerful blessing, one that lacks the disadvantages of attempting to specialise."
"I will not associate with dragons." You state flatly. "I have less than no interest in their power."
"I think it's just a name." Merrill suggests. "Not literally the power of a dragon, but power like a dragon. Sort of a metaphor thing."
You gesture towards the Lady's wooden form. "This is a realm where the metaphor is reality. I am not taking the risk."
Merrill winces and nods. The Lady stares evenly then inclines her head.
"If that is your decision, so be it." She states gravely. "Now, choose which blessing you desire. Or, if you so desire, you may attempt to create your own. I shall tell you if I cannot cast it."
For a moment your thoughts linger on the hawk blessing. You quickly discard that idea though. As useful for hunting and scouting as it would be, having keener eyes and swifter movement will not help with the horde to come.
With that option put aside, it is merely a matter of choosing between wolf and bear. Both have merit, ambush, stealth and general guerilla tactics proved effective for the Laiquendi, and from what the humans have said to you, are effective for the Dalish too.
On the other hand, the blessing of the bear seems to enable people to shrug off wounds that might otherwise lay them low. It is best suited to direct stand up fights, which just so happens to be what your heavy infantry specialise in.
Then there is the fact that, unlike the Laiquendi, you do not sleep in trees. Endataurëo and Gladesville or even the dwellings of the Chasind are stationary and will need to be defended. You cannot simply abandon them to the Blight.
"The Blessing of the Bear." You state.
In the end, you are simply more likely to end up in a stand up fight then you are to have an extended guerilla war.
"Are you certain, Knowledge?" The Lady asks.
You turn to Xandar and Merrill questioningly. The two shrug, clearly uncertain what the best option is and willing to trust your experience. You nod to the Lady and she acknowledges you.
"Very well. Now, I will await the completion of your end of the ritual, and then I shall grant my blessing to any who seem in danger." The Lady states solemnly, extending a hand made of vine.
You extend your own limb, and vine meets flesh.
"We have an accord." The two of you speak in unison.
That is not the end of your work on the matter for this week, but much as you do not understand what needs to be done, you are also ill equipped to complete the tasks. Merrill and Xandar spend much of the week travelling around the forest creating the foundation for the ritual.
Your role is mostly reduced to sourcing the required Lyrium. Which is necessary because of something to do with needing a conduit for the magic to follow? In all honesty, despite your best efforts your eyes glazed over halfway through Merrill's explanation. Magic as a subject requires far too much jargon.
Still, you believe that Ursular is somewhere nearby at the moment. It should not take too long for a message to reach her.
Surprise Inspection
Once all the work necessary to see the Lady's spell made real is under way, you head towards Gladesville. The village will need preparations of its own, and you have another matter you wish to see to while you are there.
You toy with the idea of wrapping yourself in an illusion to conceal your appearance. In the end, you decide against it. There are arguments for learning what people think of Gladesville when speaking to strangers, but ultimately you feel that it would be a mistake. Gladesville brings new people in frequently, or at least it did when you last spoke to them, so they are unlikely to show the worst side of themselves.
No, better to come as their protector and benefactor, so that they know they can bring their problems to you. Perhaps they will not do so, as they fear your retribution, but on balance you think they are more likely to be honest with one they know than a stranger.
Thus, when you arrived in the village, you spend some time talking to those who will speak to you. Most are busy at work, whether at a trade or with children, however there are those who will pause to speak or who simply can speak as they work.
From these people you receive a litany of complaints, about the weather, about taxes, about their home needing new thatch. Everyone has something to complain about, but the complaints lack heat and differ from person to person. Ultimately you judge things are going passably, at least as far as the everyday worker is concerned.
Aside from that, you take some time to observe the comings and goings from your school. The Chantry banners hanging everywhere are expected, if hardly your favourite sight. Women in the sunset colours of that organisation are going about their daily business. Chants praising their Maker fill the air.
You are recognised by the Templars, though the glares a few give you indicate that you are hardly popular with the organisation. Still, you are permitted to view classes, which largely take place in fields on the outskirts.
There, you witness what would be a tragic dearth of students in any settlement of the Noldor. Here, if you are reading the expressions of all involved correctly, it seems sufficient. A man in rough spun clothes is demonstrating something to a group of men and women in similar garb.
As fascinating as the proper care of rhubarb is, you have little time to indulge your curiosity. Instead you quickly move on to observe as many classes as possible. In total, there are three or four classes being taught at any time. The exact numbers in each class vary, and each specialises in a specific crop or herd.
Armed with the knowledge gained by your observations, you head towards Ophelia to speak with your student. She is somewhat hard to find, being in constant motion at this point in time. You are frequently directed to places where she should be only to find she was there but has since moved on.
When you do finally catch up to you, she says, "Aráto, there you are. I've been looking all over for you."
You resist the urge to sigh. "I see. Coincidentally, I was looking for you. If someone had informed me what you were doing, I would have waited."
Ophelia laughs. "That's always the way, two people looking for each other and never finding them. Still, I was wondering what you are up to?"
"I was investigating the village, ascertaining what its problems are and how the school progresses. I thought it best to inform myself before speaking to you." You state.
"Really? And me getting out of bed and dressed for nothing." Ophelia jests.
You laugh more to be polite then out of any genuine amusement.
Quickly moving on to another topic, you say, "Still, I wonder after your perspective. What I have seen seems to be quite peaceful, but such appearances can be deceptive."
Ophelia grimaces. "It's been a mixed bag. We're not really growing much, and the new students have been causing trouble. Mostly small stuff, like drunkenness and brawling, but it keeps me quite busy."
"It can be immensely frustrating when it feels as though you are running full pace merely to remain in place." You console her. "Do not fear, if you wish it my aid is yours."
Ophelia grins. "Really? You don't mind if I dump all the boring work onto you, and head off to relax with someone handsome?"
You sigh at her waggling eyebrows and reply.
"I am not here to enable you to shirk your duty." You reprimand the young woman.
Ophelia's shoulders raise slightly, your words landing more cruelly than you intended.
"Not that I believe you are in the habit of doing so." You correct yourself. "However, I believe that if I simply allow you to take a break then you will simply find yourself back in this position tomorrow."
The dark skinned human relaxes and grins ruefully. "Maybe, still I'd have liked to take a day to myself."
You smile warmly down at the human. "Fortunate for you then, that I still intend to render assistance."
"Oh?" Ophelia asks, one eyebrow raised. "What 'assistance' should I expect?"
"If you are struggling with your current workload, then it likely means your skills are not yet up to task." You state. "Therefore, if we improve those, your situation will balance itself."
"Or maybe I need someone to take up some of my workload." Ophelia grumbled.
"Delegation is one of the skills of the leader." You observe mildly.
Ophelia rubs one of her arms, looking away. "I thought I already knew how to do this."
You place a hand on her shoulder, bringing her to meet your gaze. "You have skill, that much is true. That does not mean you have nothing to learn. As long as we live, we can still improve. There is no ceiling to skill."
Ophelia stares for a while, searching for deceit. As there is none to find, she naturally fails to do so. Sighing, the human hangs her head and shakes it.
She then looks back up to you. "Are you saying that even you still have things to learn?"
"Absolutely." You reply without hesitation. "Though there are few more skilled than I, few is not none."
Ophelia chuckles. "Alright, teacher, enlighten me."
"Must you stress the word so?" You ask tiredly. "I get enough of that from Xandar."
"But teacher," Ophelia says with wide eyes. "You are so wise, and skilled and I only want to learn from you."
You give her a flat look. The human holds for a few seconds longer before cackling.
You sigh. "Let us begin the lesson."
The first thing to do is to look over the work that has been overwhelming Ophelia. In truth it is a grim situation. The Chantry is in need of supplies, which they cannot provide for themselves, which exacerbates the existing food problem. Further, the outsiders coming into the village are causing friction.
In hindsight, it is obvious that it would happen. Gladesville was formed by people who had nowhere else to go, and they feel protective of what they have made. At the same time, some of them were literal bandits, and it would not surprise you if some of the locals have grudges.
Immediately you run through options. For food their only real choice would be the Dalish… Wait no, the Chasind. Gladesville makes herbs which is what they are looking for, and the Chasind are expert hunters and newly minted hunters.
Then there is the matter of the infractions between people. There are options here, the Chantry might be able to step in with a moral argument. If that is ineffective or not an option, some kind of enforced separation or integration would work, dependent on whether or not Ophelia wants to solve the issue or simply stop the fights. If all those options fail, you can of course send more warriors to watch the Chantry.
Naturally you say none of this, instead you turn to Ophelia and ask her, "What is your most pressing issue?"
It takes a disturbingly long time for her to say, "The food issue?"
"Correct." You nod.
She gives you a suspicious look. "That was a fast answer."
You raise your hands. "With experience you will grow faster at identifying pressing problems. There is a useful acronym I was taught as a child, but unfortunately it does not translate. Essentially, you address problems on a sliding scale of urgency. Life, or things that threaten it, is at the top of the list."
Ophelia nods and you begin the slow process of nudging her towards the correct solutions to her problems. While you do so, you reflect on how you might want to expand on these lessons.
You have a few different options. Obviously, you could focus on Gladesville's problems. Discussions on human nature, and the complicated relationship you have observed between the power of the Chantry and the power of the Nobility. There is even much you could say on the matter of dealing with people who were once bandits.
Few have done as many ill deeds as the sons of Fëanor and their followers. You would like to believe you have an almost unique perspective on assisting those with dark pasts.
This is not the option you end up going with. There are a few reasons, but the main one is simply that you are cautious of overfocusing on the problems of today and neglecting the problems of tomorrow.
Speaking of which, you also briefly toy with the idea of nudging Gladesville slowly towards independence from you. Nothing quite so drastic as removing your protection or anything like that. Most likely it would have involved introducing Ophelia to the other leaders.
Again there are many reasons you decide not to go that direction. There is the time pressure, as taking her to each of the places would take many hours each. Further, there is the risk of burdening her too much too soon, as she has more than enough problems with Gladesville alone. Most importantly, you have not yet taken any steps to distance yourself from Endataurëo. For as long as you plan to remain in the forest, there is no need for Gladesville to grow independent.
"So, ok. I guess I can talk to Martin and Delora if I have to." Ophelia says, more to herself than you. "Maybe I could send someone to the Chasind? Or it might be easier to send someone to Endatario."
You try not to grimace at her mispronunciation.
The young human shakes her head and looks up at you. "Well, thanks for the help, are we done here?"
"No, we are not." You state. "Our lessons have in fact, only begun."
The simple fact is that when all else fails, there is no substitute for a firm foundation. Ophelia will be best served by learning more of her craft, the fundamentals of leadership. Given your discussions in the past, there is one key area you have not addressed.
"Alright then, what are we working on next?" Ophelia asks.
"Tell me Ophelia, what do you believe makes a good leader?" You ask.
"Well, they're able to make people do what they say, they also know how to delegate and can organise groups of people effectively." She recites dutifully.
"All true, and it is pleasing to see how well you remember our lessons." You answer. "However that is not exactly what I meant, you are describing what a good leader can do, I wish to know what they are."
Ophelia wracks her brain for several long minutes before she admits, "I don't really see the difference. What do you mean?"
You pause on the verge of explaining. A few moments thought, and you decide to change tack.
"Never mind, instead let me ask this: do you believe that a virtuous leader is a good leader?" You ask.
Ophelia pauses in thought. In most conversations the silence would be awkward, in lessons it is acceptable and you say nothing as it stretches on.
"I think so." Ophelia says hesitantly. "Why wouldn't it be?"
"It is a common answer." You acknowledge. "However, allow me to present a counter example. Let us imagine an elda who is diligent to the extreme. When presented with a problem they will spend hours ensuring they choose the perfect solution. Is this person a good leader?"
Ophelia winces. "No. They'd never get anything done."
You nod. "Correct."
Ophelia nods. "So I guess what you're saying is that the virtues that make a good person and those that make a good leader are different?"
You tilt your head in confusion. "No. I am actually attempting to say that one cannot be a good leader with only one virtue."
Ophelia stares at you in confusion so you explain. "As much as perfectionism is an extreme of diligence, it is caused by a deficit of temperance. So too, though giving all one's wealth away to beggars may be compassionate, or charitable whichever you prefer[1] but it demonstrates a failure of prudence, or wisdom. A leader must exemplify not a virtue, but all virtues."
"Oh, ok. Um, right, so how does one do that?" Ophelia asks.
"It is simple." You reply. "You choose to."
"There's no way it's that simple." The human replies with a glare.
"It is. It is usually simplicity itself, that does not make it easy. Far from it." You reply.
Naturally, the woman is much too curious to leave it there, and you end up in a discussion about the nature of virtue, and how each applies to leading. You doubt you have elevated her to the point where her presence will uplift those around her, but hopefully it will ward off the worst of her human tendencies.
[1] The exact number and names of Eldarin virtues is a hotly debated matter. Blows have been struck and vengeance has been sworn over the matter. Quendi scholarship is a dangerous profession.
