white_flowers: (Default)
She spends more time outside than in, lately, drifting along the lakeshore or through the trees, a living ghost among so many others here at the ends of worlds. At night, the dark, dry-blood red of her gown seems nearly black, and the grey gauze veil over her hair and her lower face gleams coldly in the light of moon and stars. In the day, of course, everything is clearer. Only her eyes remain always unchanged, ice-blue and glinting with diamond brightness.

She has no need to return indoors, and for the moment she prefers not to. It's calmer this way, at least for now, while the gift she's been given continues its work upon her. Blodwen's all too well aware of the changes that have taken place and which are still slowly occurring. She can't quite recall, but she thinks she dimly remembers something like this happening once long ago, uncountable years and ages distant, when last she turned from a mortal life.

For some reason, though, it seems to all be so much more painful this time.

In her inattention, she strikes her foot against a stone. Blodwen hisses in a sharp breath at the jolt and moves past it, continuing along the faint path that she's following, her thoughts already twisting inward once more.

Behind her, the rock crumbles into gravel and dust.



[OOC: Note on appearances; note on abilities and weaknesses.]
white_flowers: (Default)
Perhaps I should have posted this when Blodwen first returned to the bar, but to be honest, I wasn't expecting to need all the details laid out for use in conflict immediately....

(Yeah. I know. Oops. Silly me, huh?)

Anyway. By now it's obvious that Blodwen's got a few new tricks up her sleeve, things which are noticeably different from the power of the Dark that she used to bear. This is because her new powers and abilities have their source in a gift from the figure that's been named as Corruption. (Reference here.)

Corruption itself is based on an amalgamation of several characteristics described in numerous mythological and fictional canons as being associated with deities of disease and decay.1 The powers it gifted Blodwen with are based on and derive from similar concepts - powers of of disease and death and rot and decay, perhaps especially where it comes to enhancing or twisting natural cycles.2

Specific abilities/spells that may show up in Blodwen's arsenal are as follows:

* Touch of Decay: As seen with Raven (link), Ace (link) and Mary's apple tree (link), among others. From the point of contact with her physical touch, she is able to spread corruption out through the physical body in a variety of forms -- enhanced/speeded aging effects, encouragement/flourishing of any existing underlying weakness (e.g. chronic disease, old injury, infection/gangrene in a current wound), etc. Seen mostly so far as coming from her hands, but technically possible from any focused point of contact -- a kiss, a kick, etc., as long as skin touches the surface to be affected.

* Corpse Breath: As seen with Puck (link). Akin to poison fog or toxic fumes. It's a slow-acting poison, not necessarily deadly, but problematic unless countered. As an example, think of being the target of a skunk's blast or trapped in a room filled with mold and the smell of something rotting. The stench clings to clothes, and absorbs into mucus membranes/vulnerable tissues, such as eyes, lungs, etc.

* Illusion/Form Shifting: Corruption comes in many shapes and forms designed to deceive. Hers will always be false, created of grave dust and where necessary other rotten things to fill out and sculpt the physical shape. The materials used are also likely to be at least as poisonous as consuming disease-ridden, rotten meat would be, and are likely much, much worse.

* Undead/Undying: Prometheus did this to her (er, somehow) in order for his revenge to be long-term, and Corruption has now shifted (corrupted) and confirmed it; Blodwen is immortal again -- or at least undying.3 Important Note: Immortal and undying are not exactly the same thing. If this is of particular interest to you or your character, you definitely want to check out footnote #3 below.

Questions? Comments? Concerns? Leave them here, and I'll answer them all. Thanks!


Footnotes:

1) The reason for the amalgamation figure, by the way, is that I didn't feel comfortable shoving a crossover character fully into someone's canon or potential canon unasked.

2) And of course, the natural counter would be power of life and growth and healing, etc. Also powers related to/of fire, which is the simplest and easiest way to purify something.

3) This time around, Blodwen can be killed. Permanently so. It's not going to be easy, there's no current plan for it, but I'm willing to run the risk of having it happen. To that end, she does have a specific fatal weakness. It's an object (a phylactery, in D&D terms), it holds the essential spirit/animating force that keeps her in her current semi-immortal state, and if it's destroyed, she will die.

(And no, I'm not going to tell anyone straight out what it is or how to detect and destroy it. That'd be too easy! I will, however, leave clues in her threads and comments -- and I'll answer questions about them too, if you spot something you think might be related. Likewise, if you think your character might be sensitive to/able to detect such things even when hidden/shielded, ping me or leave a comment here, and we'll work it out.)
white_flowers: (Default)
Much of Blodwen's current seeming is illusion of a sort, but it's not the standard kind of illusion that someone with powers, etc., could immediately see through or reveal by breaking a spell.  However, there are some clues to her deeper nature and the source of her new power that might be observed by someone with the power/ability to break through the top level of illusion, as follows:

Dress, obvious:  The dress she wears is long-sleeved and floor length, in cut and fit much like a simple shift dress with a high cowl neck and a loose sash belted at her hips. The shade is a deep, rusty red, very similar to the color of dried blood.

Dress, hidden:  It's made from funeral cerements.

Veil, obvious:  The gray gauze veil she wears is light and airy, almost translucent.  It covers her hair and the lower half of her face, but hides neither - if anything, it merely softens and blurs what's veiled.  (Her eyes are not covered.)

Veil, hidden:  The thicker woven strands of its weaving are cobwebs, and the material itself is dust blown onto their sticky strands.

Form, obvious:  Blodwen looks very much in face and body as she did when last seen in the bar. (This does in fact mean that she can be recognized by those who know her.)  Her hair is the same medium brown, her eyes are still blue, etc.

Form, hidden:  Her true shape is the gaunt, wasted figure that she was left with after her long imprisonment in the clay statue, and her hair is bleached straw.  (Her eyes, however, are the same.)  N.B.: This deception can only be broken by touch after the top level of spell has been pierced, as she has crafted dust (and possibly other things) into an actual physical semblance.

Scent, obvious:  Blodwen now wears a distinctive but subtle perfume.  It's hard to identify all the elements, but there are hints of spice and sweet fruit mixed with a touch of earth.  It's a complex and lovely scent...

Scent, hidden: ... until one manages to discern that the spices are things like myrrh and cloves, used to preserve decaying corpses, the fruit is too-ripe and rotten in its sweetness, and the earth is the dust and dry ash of tombs.
white_flowers: (mortal thoughtful)
"I have come to bring you a gift," it had told her, and so it had.

It had given her power.

Perhaps the greatest of all possible gifts, come to that.

~   ~   ~   ~   ~   ~   ~


She wears neither white nor green, not any longer. Instead, her body is shrouded in ash gray, and her face is veiled in soft grey gauze. Her shape shifts from time to time as she practices altering the form she has crafted from dust to give her thin frame an illusion of its former self.

Her eyes alone remain unchanged, and there is nothing of softness in the deadly ice blue of her glance.

~   ~   ~   ~   ~   ~   ~


Once again the days blur into weeks, then into months, but she no longer minds. She has things to do, now; things that require the time. Time to practice the nuances of her new skills; time to become expert in even the most subtle manipulations of her talent.

All of it together takes a great deal of time, but it is time she is not unwilling to spend, not when the possibilities are so vast, the potential so infinite.

What she plans to see accomplished will take time, as well. She banks the inner fire of her hatred, allowing it to fuel her but refusing to let it goad her to rash action. She does not intend to lose anything to either carelessness or haste.

She does not intend to lose at all. No matter what. However long it takes.

~   ~   ~   ~   ~   ~   ~


Eventually, however, there comes a day when only one final trial remains to be made before she can truly begin, and that is for her to seek out a true test of her own strength.

She knows exactly what it will be.
white_flowers: (mortal thoughtful)
It begins with dust.

Fine gray powder sifts through the near-invisible crack that was created when the clay statue shifted. What starts as a trickle soon becomes a steady stream, flowing outward from the crevice to form an ash-colored drift.

Blodwen watches intently. Aside from its being a visible sign of weakness in her prison, not to mention being the first new thing she's seen in over a year, she finds that focusing on the dust soothes her pain-wracked vision. The bland gray hue of the dusty mound leaches all brightness away, dimming the light and casting a shadowy haze into the surrounding space.

A hoarse sound of relief escapes her dry throat-- and is unexpectedly met with a response.

The strange gray dune lurches, drawing itself inward and upward until it matches her height. There it remains, in one place and yet still moving, twisting around and over itself in a shapeless mass as it pitches and yaws back and forth in front of her. The constantly shifting dust is not silent, either; the powdery grains scrape against each other over and over in a droning, monotonous whisper.

Several seconds pass before Blodwen realizes with a shock that the buzzing drone has words; that the amoeba-like form is, in fact, speaking to her.

~   ~   ~   ~   ~   ~   ~

"It has been a long time since I have found one such as you," it hisses. "A very, very long time." Gloating satisfaction oozes from each sibilant word.

"Obviously you haven't been looking very hard," Blodwen snaps back, nerves and temper together edging her tone like a blade. "Right here have I been, dear, and for all this time, too."

The dust-thing chuckles. "To be sure. You are still. But now... so am I."

It's the significance of that point which holds her silent as she considers it.

"Who -- what are you?"

The faceless figure leans toward her, and as it does an unseen wind stirs the dust of its shape and blankets her with the ghastly, fetid stink of charnel houses and death, of gangrene and corpse-mildew.

"I am Corruption."

Speechless, choking on the foul reek of its breath and the stench of its body, she can do nothing but listen as it continues.

"I am the rot which devours all things," it tells her. "The worm at the core of the fruit; the disease that poisons from within; the doubt which savages, the greed that consumes. I am the corrosion that erodes strength, the festering of mold and the crumbling of rust; I am putrefaction and decay. Where I exist, nothing lasts – and I am everywhere. Not even the craft of a god could bar my way for long."

She gasps in a breath, immediately wishing she hadn't.

"I know what you have been, Angharad North, Blodwen Rowlands, White Rider. It is what you are now that interests me." The figure shifts, and suddenly her own withered, gaunt face stares back at her.

"Mortal woman made immortal power, then turned mortal once more, and finally left here to decay undying," it croons, its rasping voice thick with the rancid sweetness of overripe fruit. "Your very existence calls to me like no other, and the strength of your hatred is wondrous.

I have come to bring you a gift."


~   ~   ~   ~   ~   ~   ~


In the end the offer is simple; her choice, even more so.

Soon the clay statue is left empty, its hollow eyeholes dull and dark once more.

A gray-shrouded figure stands before it and watches for some time before reaching out and touching it with a skeletal finger.

Seconds later, nothing remains where the statue once was save only a pile of dust.
white_flowers: (mortal thoughtful)
She had disappeared from Milliways into exile and imprisonment, but not willingly. Blodwen had fought every step of the way, struggling and swearing even as she spit both promise and curse at her tormentors.

(hear me now and remember-- if it takes me to death and beyond, no matter what, I will find a way back, I swear it, and then you will pay such price as will leave you weeping)

All for naught, or so it would appear. Powerless in her mortality, helpless in her fury, she had been swallowed alive into the abyss within the golem.

~   ~   ~   ~   ~   ~   ~

I AM BIGGER ON THE INSIDE THAN OUT, the monstrous clay thing had roared, and it proves all too true. Her shrieks of rage and pain echo uselessly across the heartless emptiness of unyielding space through which she cannot move. A barren place this is indeed, she finds, a prison devoid of anything and everything save for her immobile self-- and for the light, for no comfort will be shown her, no hint of soothing, familiar darkness is to be permitted, oh no; not here. Instead, searing white light surrounds her, an impossible, unnatural brilliance which blinds her eyes and scorches her frail mortal flesh.

She screams in rage which soon turns to anguish, screams until the soft musical voice cracks and grows hoarse, screams until the agony from her ruined throat is just one more burning pain. Even then she does not stop. Blodwen screams until the broken sounds she makes pass beyond hoarseness and are lost, until at last she screams herself silent and sinks into tormented misery, waiting in numbness for the end to come.

It is some time before she realizes that death would have been too easy an escape to be allowed her.

~   ~   ~   ~   ~   ~   ~

All of that was more than a year ago.

The days blur first into weeks and then into months, but Blodwen remains trapped in her prison, mortal still and yet undying.

As a result, there is nothing left now of what once was a pleasant prettiness, nothing that remains of beauty; there is very little left of her at all, in fact. Blodwen's form is shriveled with starvation and thirst, her skin stretched over angles and corners of bone, her eyes hollow in their sockets and the bleached dry straw of her hair hanging lank from her skull in limp, dead locks.

Her mind, however, remains damnably clear.

So does her hatred.

Whether it's her own nature or another aspect of this cell that keeps her from descending into madness doesn't matter; Blodwen takes advantage of it anyway. She keeps despair at bay by nurturing rage in its place, cursing her enemies with each tortured breath and planning revenge with every beat of blood through her withered body.

She is so deeply lost within her own poisonous dreams that she almost doesn't notice when the space around her shudders.
white_flowers: (Default)
Come back soon, Nick had asked, and she had murmured something innocuous and left as soon as she could.

She hasn't returned.

As the passing days stretch into weeks and the weeks to months, the woman known elsewhere as Blodwen Rowlands and here as Anghared North walks the shore of the cold dark sea near her own small cottage, and wonders.

Many there are that would call her foolish, she knows; who would scoff at the very idea that Nick Carraway could ever be a danger.

And yet.

And yet, she also knows all too well how it is that a person might be able to seem nothing more than sweet and kind for years upon years, and still ever waiting for the moment in which to strike. Of course she knows how it could be done, this woman who was once the wife of John Rowlands as well as the White Rider, and who helped to raise the boy Bran Davies from an infant, all the while plotting his downfall and that of the Light entire.

Certainly she knows. Who better?

And after reading the story pressed upon her, Blodwen finds it all too easy to believe that Nick Carraway -- who despite his easy manner and sweet smiles, is evidently well-acquainted with secrets, madness, and death -- might well be more than he outwardly appears.

Puck thought we should meet. Puck, who bears her no affection at all-- and with good reason, oh yes, and who she despises in turn. Could it be some trick by the fae?

Why would I be talking to a bird - unless it's ... a parrot. A parrot. Like (Lleu Llaw Gyffes) Peach, perhaps.

What do you think of the name Arthur? A rock goes flying into the water as she hisses a bitter curse against the name of Arthur Pendragon -- and his son Bran as well, for good measure.

I'm getting a sentient wolf pup. Such clever creatures, oh yes -- including the one known as Bleiddwn, Gwydion's son.

Too many coincidences, and she likes them not at all.

We both have complicated pasts... I'm willing to help you move on.

But to what?
white_flowers: (Default)
She had told the Doctor when he brought her to Stavin Five that there were things she had never had to worry about, and it had even been true. Always before, she'd had power to draw on, the power of the Dark within her at her command to ease the path where needed, even while she was living as if she were mortal. Now that she is mortal in truth, she's not at all certain how she'll manage to start over in this new place, this new world, this new life.

It turns out to be surprisingly easy.

As promised, the interplanetary passport stands up to inspection easily, and "Anghared Blodwen North" moves through immigration without trouble. A couple of jewels pried from the hilt of Rilian's dagger buy her what she needs to live comfortably, if simply, in a cottage on the edge of the sea, not far from a little village that itself is only a few hours' high-speed train ride north and west of the planetary capital. It's peaceful there, and she discovers that the sound of the waves is strangely comforting-- and that listening to it keeps her from having to think too much about what to do next.


After about a month, however, she finds that she's growing restless-- and just a little tired of being alone. She decides to start slowly, going into the village from time to time for her marketing, or spending an afternoon in a little cafe with tea, simply chatting with people and becoming acquainted with them. She learns that the little village is known for its art, displayed locally in small private galleries that, despite their unassuming nature, nevertheless draw their patrons from places all over Stavin Five.

It's on one of these trips that she that she finds the cloud-soft synth-fiber and pseudowool thread piled in a bin in a corner of a little craft shop. She picks up a colorful selection to take with her back to the cottage.

She also purchases a pair of silver knitting needles, which chime softly as she works.

The delicately-made shawl that she wears into town on her next visit occasions no small amount of excited comment. Before she goes back to the cottage, she's agreed to bring some of her work in to show one of the gallery owners, Magdalyn Simonds. By the end of the second month, she's signed to a contract as an artist who specializes in "Terran crafts." By the end of the third, the fragile, beautiful pieces from the hands of "newly-discovered artist Anghared North" are in high demand among the gallery's clientele.


The doorbell beeps discreetly as she walks into the gallery, carrying a long, flat box, and the light soft voice is pleased and warm as she calls, "Magda? Are you about, dear?"

"Just a moment--" It's not longer than that, either, before Magdalyn hurries out from the back. "Angie, love, how nice to see you! Do say you've brought me something really special this time, won't you?"

'Angie' laughs, shaking her head. "Oh, and you'll have to decide that, I'm afraid-- but here, see for yourself." She sets the box on a table and opens it, lifting out something black and delicate enough that it almost seems to flutter as she lays it down. Carefully, with the other woman's help, Anghared spreads out a soft knitted cape.

Magdalyn looks at it in stunned silence before she breathes, "Angie, it's glorious. You've outdone yourself, you surely have." Cautiously, she traces an accent worked in among the black pseudowool with midnight-blue thread. "This is exquisite. These markings-- it makes it look as though you've crafted real feathers here, and gives the impression of wings to the piece as a whole."

"Does it?" The satisfaction in the soft musical voice is very clear. Anghared toys absently with a silver ring on a chain at her throat as she watches the other woman examine her work. "Why, and glad I am to hear it, goodness yes."

"It does. And if you'll forgive me an awful play on words, it should fly right out the door, that I can promise you, which is excellent news for us both." Smiling, Magdalyn looks up at her, and then hesitates as she notices the ring. "Look, Angie-- I don't mean to pry, especially as I'm not the sort of woman to look a gift artist in the eye, or whatever that old Terran saying was. It's just... well, you're out in that cottage all alone, and there's any number of people I could introduce you to, people who'd love to meet you, some of them very nice men, if you follow me..." She breaks off, with a meaningful look at the ring on its chain. "So I figured I'd ask, see if you were interested in getting to know a few of them. Or is there someone?"

Startled, she laughs softly and shakes her head. "Oh, my goodness me-- no, there's no one. It's nothing like that. A reminder it is, that's all."

"A reminder?"

"Why yes," Anghared tells her, as her fingers steal back to the ring once more. "A reminder that sometimes wishes can come true."

Magdalyn smiles. "What a lovely, enchanting idea-- if a fanciful one, I hate to say." She grins, adding, "Or did you already have a wish come true? Maybe a wish to become a famous artist?"

Anghared North shakes her head, and the soft musical voice is very certain indeed as she says, "Oh, not yet. I haven't gotten my wish yet." Smiling gently, she finishes, "But I will, someday."
white_flowers: (midsummer mortal)
She walks silently away from them all as the last light fades from the sky.

(This one has her life and her potential. What do you have now, White Rider?)

She knows the answer, and it is bitter as ash on her tongue.

She has nothing. Not even her oldest name.
white_flowers: (the dark is rising)
Midsummer.

Longest day, brightest day, day of celebration for those of the Light and also of the Wild.

It will be a day of great power-- and had once marked the ending of the rising Dark in the world she had once called her own.

But here at the end of all the worlds, she intends to change things. The longest and brightest day it may be, but there is another side to it as well; for at the moment that the sun passes zenith, the time of Light also passes.

So begins the long slow fall into the Dark.

This time, the White Rider means to turn her carefully-gathered power to advantage at that precise moment, bringing the cycle to an entirely different ending -- for everyone.

She is smiling cruelly when she steps out of the forest and starts toward the bar, half-lost in her thoughts and her plans.
white_flowers: (cloaked in green)
Her plans are slowly being laid in place as a particular day draws nearer, and it is to that end that she is walking through the edge of the woods this early evening.

Her white cloak will stand out against the trees, she knows; therefore, as she starts into the forest, it is the green kirtle that she wears, and the form of Anghared of Northgalis.

Besides, passing so may buy her peace and time both, given certain recent events.
white_flowers: (Default)
"We must meet, and soon, my dear."

The strange whisper had floated to her ears even before she had returned to the bar, sifting down between past and present in that space which is no space. No more than a whisper, carried on a wind of its own, and with an odd hint of some spice wafting through the air-not air where she had been.

The White Rider is more than just slightly intrigued by this, and it is much on her mind as she walks through the edge of the forest.
white_flowers: (Default)
The light is beginning to fade as evening draws closer, and the paths in the forest are growing shadowed.

Despite this, the gleam of a white cloak can easily be seen moving through the trees and away from the bar.
white_flowers: (the forest in winter)
So.

By now it's fairly apparent to everyone, I think, that Blodwen Rowlands/the White Rider has a large number of people and beings who are furious with her and the fact of her existence, for any number of reasons. Almost since the moment of her return, but certainly since matters fell out as they did with Coyote, she has been doing her dead-level best to deliberately foster antagonism and discord.

The reason for that, besides her being her own sweet self, is that she's been using this anger, discord, hatred, rage, etc., as a source of power at Milliways in the absence of winter. In addition to that pure and dangerous building power, she ALSO has the glass globe of illusion and seeing from the emerald palace, Raven's blood, Coyote's tomahawk, Tom's word and access to his House, Rilian's dagger, Puck's blood, Havelock's knife, and a few other interesting tricks up her sleeve.

In short, she's succeeded quite well, really. More so than I was expecting, which brings me to this next part.

It'll probably come as no surprise to anyone that I do have an actual resolution to this plot arc lined up for a certain undefined future point, but in the meantime I know that there are a number of people with characters who would dearly like to get a shot at the White Rider -- and for some, it wouldn't be IC for them not to try.

Because of that, it doesn't seem fair for them not to have a chance to do just that.

For those who are interested then, the hunt will be on in the forest outside Milliways and will be running slowtimed from May 29th-June 2nd, for posting on the 2nd. I am sorry to say that I will need to keep her around and functional after that for Certain Future Events, so this isn't the final resolution to this season's arc-- it's more of a chance for characters to make some sort of response if they need to, with a bit of a twist involved that hopefully will be fun for all. And, as you might have seen in other threads, I'm perfectly willing for her to get hurt or something in the process. The risk is real, or should be.

The risk to both sides, that is. :)

If you want your character to be a part, please leave a comment here. More details to come on a filtered post, if there's enough interest to run this all the way through. Thanks!
white_flowers: (Default)
Her knitting has been set aside this evening, but the woman known to some as Blodwen Rowlands remains busy nonetheless. The sound of metal grinding on metal is distinctive and grating-- were there anyone to hear it, here in the security of her new room in the House of Arch.

Scrape. Scrape. Scrape. She works diligently, filing down the rough edges of the metal. There is no trace to lead back to her, even though both file and iron scraps have been stolen. She had simply waited, a snowy owl watching from a nearby tree, until the dwarf had gone inside, and had then swooped into the forge. A moment to shift her form, another's work to seize the things she needed and bundle them into a packet, and then a more burdened "Galatea" had flown unsteadily back through the portrait.

Blodwen taps the file over white silk and then continues her task. Scrape. Scrape. Scrape. It all comes down to pressure, really-- apply the bit of force here, just so, and watch the pieces fall scattered and broken, lying ready to her hand.

It works the same way with power, she'd learned uncountable years ago. And as it works with metal and magic, so also with people. Even the Wild Magic can be predicted, if not easily controlled.

The reactions to her very presence-- so-predictable anger and rage, hatred and despair and helpless fury-- were just the beginning. Coyote's death may have closed certain doors, she thinks, but the stores of rage and revenge that now resonate among so many, fueled by her continuing actions and purposeful antagonism, are rich and open to her; sources of her own new and growing strength, even in this green season.

Scrape.

She sets the file aside and gathers up her work, wrapping it carefully in white silk and concealing it within a pocket of her white cloak.

And oh, but she is smiling.
white_flowers: (cloaked in green)
It is quiet, upstairs here in this new room which is small and comfortable, cozy like a cottage might be. So very quiet.

Her half-finished knitting lies on the bedside table-- the baby's blanket is coming along well. Blodwen is sitting in a rocking chair, hands folded in her lap, and staring absently at a still-sealed DVD. Taunt and warning, promise and threat, but these things are not of any real surprise to her.

(I will always find you. It is something of a comfort, is it not?)

No, the surprise had come while she was in the cells.

(I'll do what I can to get you out. Most of Team Light'll probably listen to me, if I tell them to let you go.)

It has not been the only offer of help that she has been given in the past few days -- and given clearly, by those who know her -- but it is perhaps the most unexpected.

(you have betrayed every loyalty, every duty, every love you have ever had)

Suddenly, the room is too small and confining for strange and uncomfortably conflicting thoughts. Blodwen rises-- and changes as she does, becoming a fair fey figure, tall and shining with strange light. The white cloak blurs as it wraps around her, then takes on the emerald-spring shade of the green-glass castle-- shelter and power both that place had been to her, and still is, even here.

Looking now as she had when she first returned, "Anghared" leaves the room, heading for the comforting green grass and tree-lined shade of the space by the lake.
white_flowers: (Default)
After Puck's helpful announcement and the events that led to her being locked up by Mordred, Blodwen settled into the Milliways cells for a comfortable two-week stay.

Or perhaps not that comfortable.

It begins late in the evening of her incarceration when she makes Arithon's acquaintance once more. The Master of Shadows is politely snarky, utterly unconcerned with her state of being, and absolutely unhelpful. Blodwen, in turn, sweetly promises future conversation and perhaps even to teach him a lesson some day.

Tim Hunter continues the trend of unhelpfulness. Baby's creator, it's with his visit that the cell becomes notably colder and darker and damper than anyone else's. (Be sure that the White Rider takes note of the inequitable and unfair treatment.) He attempts to garner an invitation to visit her in her new stronghold, and then is dismayed by the recollection that she possesses one of his wishing rings -- a gift of power, freely given. Unwittingly, as he leaves, he gives a second gift by acknowledging that he is bound by her rules, but only the future knows what that may bring.

Alanna comes in looking for a missing practice sword and finds a surprise instead. They have a very interesting question and answer session about the rules of the bar and past events, as well as past conversations.

Mel Fray is the next security member to drop by, and Blodwen is very interested in the changes to her state of being since they'd last met-- enough so to offer pointed advice on the difference between what one is and who one wants to be. What Mel thinks of that is not immediately evident.

Later in the afternoon Bernard Wrangle stops in -- with Anthony in his arms. Blodwen is fascinated by the baby, seeming to find him very endearing, which is something of a surprise to Bernard. Their discussion touches on events, interpretations of events, judgements, impartiality or its lack, and then takes rather an unpleasant twist when Bernard informs her of what happened to Wellard-- and flatly accuses her of lying in the process. Matters end on a rather tense note, with Bernard warning her never to speak to Anthony again as he departs. As for Blodwen, she's come to a few conclusions about the bar and the Tonks-Wrangle family now.

Jack Green visits, bringing the feel of spring and of the Wild Magic with him. Blodwen's not really all that pleased to see him. In this case, opposites do not attract.

Sharpe is next, and very displeased at his own enchantment as well as what's happened to Wellard. Blodwen refuses to admit anything, and eventually Sharpe stalks off.

Cordelia Vorkosigan is evidently interested in solving the mystery of the woman as well as the Rider of the Dark, but Blodwen is anything but willing to trust one who's Light's liege, or even to speak to her much. Especially her. Eventually, however, some questions are answered and some stories are told-- and Cordelia very nearly ends up promising her help by the time it's all said and done. Oh dear.

Oats is next to wander by, on his mission to offer comfort and prayer to the poor souls in need in the cells. Unfortunately for him, he wasn't really expecting the woman who is the White Rider, and by the time he leaves he's in rather a lot more doubt than he had been when he entered.

Gwion had heard the news from Merriman, and deliberately came seeking her. She, in turn, was not expecting him-- but the conversation started well enough, and then moved into a discussion of promises and their importance. Blodwen asked Gwion if he meant what he had said before, and then asked him for something -- a song. He extracted a promise from her, and then discounted her word as untrustworthy. She... did not react well. There will be fallout from this one for some time, folks.

It's only the beginning of the downhill slope, though, as Coyote's the next one to stop by. Baby's barriers get a practical test as tempers rise and Coyote swears vengeance and pain upon the White Rider-- rules or no rules.

From Wild Magic to Light -- it's Merriman's turn to visit. The Oldest of the Old Ones is stoically himself, and Blodwen is quite herself as well. Barbed words and poisoned verbal arrows are traded freely between these two ancient enemies.

The next visit is something of a surprise, as a new member of security checks up on Blodwen. In contrast to others, Steph is polite and even kind -- bringing her blankets against the chill and knitting, so that she'll have something to do with her time. Very kind indeed, and you can be sure that Blodwen will remember her.

The pleasant mood doesn't last, as a scared but determined Danny Fenton comes in to scold, insult... and threaten. The White Rider is coldly dismissive, but she does take very careful notice of his manner and his boasting both.

The next visitor, though, is a visitor she's seen before -- elsewhere. Raven comes to the cells to see Blodwen, keeping a promise of his own. There is discussion, then anger, and finally a warning and something of wisdom. (Ow.)

Puck's next, and this pleasant little chat is full of light-hearted barbs and subtle malice, as well as hints that Blodwen has no intention at all of forgetting what the fae has done and can do. Say it with me, folks: this can't be good.

Another pleasant interlude, if bittersweet, as Mordred comes by to check on Anghared.

Matters are far less pleasant when Mercer stops in, having found out some interesting facts from Puck. Once again, Baby's barriers get a test of their strength as he warns her not to harm anyone in the bar, and then loses his temper and tries to get through the cell to her. She finds this very interesting indeed.

Next comes a pair of visitors -- Mistress Mary Lennox and her guard, Iago. Blodwen is sweet and nice and attempts to convince Mary that it was all a misunderstanding, but the little girl isn't buying. She is, however, very upset by the time she leaves -- having failed to get Wellard's bracelet back, among other things.

The next set of visitors is another pair: Bran Davies, with Moiraine Sedai as near-silent observer and advisor. This conversation goes very well for Bran, who maintains poise and temper both -- and is rather disturbing for Blodwen, who finds that all her usual tricks seem to have little or no effect. She folds first, signaling the end of the conversation, and Bran departs in quiet triumph, with Moiraine having observed it all.

Even more of a surprise is the next visitor: one Machu Picchu, better known to most as Peach -- but once known as Lleu of the sure hand, a name which has rather a great deal of meaning for outwardly-Welsh Blodwen, the woman of white flowers. Stories have interesting resonance at Milliways, and the one being told between these two here is very unexpected indeed. [Still in progress.]

And finally, making an entrance of his own, the Black Rider stops by to visit with his colleague. This is proceeding pretty much as expected ... at least so far. [Still in progress.]
white_flowers: (planning something)
The corners and edges of the great hall are faint and indistinct in the dim light that falls from the aquamarine-topaz windows set high in the room's walls. The boundaries almost seem to shift continually in the shadows that haunt this chamber now. Odd reflections gleam in emerald glass from unexpected angles, showing ever-changing scenes of other worlds in their depths.

The White Rider is apparently untroubled by any of it, although ice-blue eyes glance from this image to that scene, watching as figures appear and vanish in the smoke.

A soft musical trill draws her attention, and she turns to the robin in its mirror-bright cage of gleaming silver wire. "It's time, cariad," Blodwen murmurs, leaving her throne to drop a few seeds into her pet's cup. She watches as the little bird hops from branch to branch within its prison home, wings fluttering, and her smile is warm as she thinks of another -- her robin prince, her dear Mordred. "A birthday present it will be for him-- and a surprise for so many!" She laughs, and the sweetly cruel sound echoes from the glass all around.

A splash of white at her wrist catches the light, as Blodwen sends the barest touch of power coiling along the knotted bracelet that she wears, tracing a path that is now fixed in her mind with blood-red clarity. "An easy visit it will be to make, after all."

She straightens and turns away from the cage toward the door of the great hall. As she moves through the hallway and out into the courtyard under the open sky, the White Rider seems somehow to change from the familiar form of Blodwen Rowlands. She grows tall and fair, shining in the dim light with a strange brightness of her own. Cloth writhes around her and then shapes itself into a kirtle of dazzling green, the eldritch emerald of the glass palace absorbed now into the white of her cloak and dress.

She laughs, soft and musical and delighted, and then curls her hand around the clear glass globe that is never far from her now, hanging as a pendant on a silver chain at her throat. There is a flash as white smoke fills it suddenly, twisting around upon itself as it boils with the deep-pink stain of Raven's blood--

(to shift and change)

--and then another flash, this one of white-feathered wings, as a snowy owl soars through the gates and vanishes into the howling mist.
white_flowers: (cloaked in white)
The sky above the mirrorglass ground is pitilessly bright, a blinding cloudless blue broken only by the shadows of birds—some of which soar in unending circles, some of which flutter and dance and call, shrieking to one another with a harsh cacophony of pure sound as they fill the air with noise and song.

Where they have come from, and why they are here, who can say? Some things are mysteries, with answers that may never be known.

(other birds will be hostile to you - it will be their nature - wherever they find you)

At the heart of the courtyard below stands the palace of emerald and jade glass, its towers spearing the air in jagged shards. Beyond the high barrier walls, the gray-white fog warbles and howls with a mad wind-filled scream of its own.

(the wind that blows round the feet of the dead)

Amid this brightness, the woman once called Blodwen Rowlands is nowhere to be seen.

(you are never to show your face to the light of day)

Not all things need be visible, however, in order to make their presence felt.

Untouched by human hand, the doors to the palace swing open. A soft, mocking laugh floats across the open space, cutting through the birdsong with a chiming like a silver bell from the glass walls and mirrored ground, leaving a lingering malice stretched through the air like the deadly threads of some creature’s web.

Slowly, the sky begins to darken.

It is a hawk that first breaks apart from the rest, a small, bright-eyed (merlin) falcon that arrows across the sky in a soaring arc away from the thickening smoky clouds and toward the gate at the edge of the courtyard. As it dives, a reflection falls from the palace-glass, tinting its feathers with a velvety bottle-green.

The crack of its bones breaking as it hits the mirrorglass ground—that deceptive image far closer than it had seemed—is very loud. The hawk flutters once, keening wildly, and is still.

A flicker, and where the hawk had fallen the body of a wren lies instead, still and unmoving on the glass, dusty-brown feathers stirred by the wind through the tall gates. After a few moments, light footsteps can be heard, and then a shadow falls across the small, still form.

Blodwen looks down at the bird—a wren no longer, but a white-feathered corbie, with a small cruel smile.

“Did you think to taunt and harass me here in my own land, my own castle, dear? Did you think to use that old tale against me, even here and now?”

“I am not truly she who once was, and they are all long gone in any case, cariad, but I still remain – and it is I who am shaping the story now.” The soft musical voice is half-lilting, half-mocking. “And it is so very tired that I am of being bothered by birds, but there are some that can be useful, oh yes. You will see.”

A circling eagle’s form—and yet an oddly bright one, for what eagle ever had feathers of red and gold and blue?—soars upward and vanishes into the last of the light as the clouds thicken further, and then out of that sudden blackness a shrieking clamor of rooks storms the sky, swooping in a malevolent flurry of wings upon the remaining birds. Feathers float down from the battle, torn from sparrows and cormorants and even a few night-dark ravens’ feathers, a small unkindness among so many.

In the shifting shadows, a parliament of golden-eyed white owls – as white as the cloak the Rider wears-- can be seen perching on the wall, watching in fierce silence—and in the next moment, just as silently as they had appeared, they are gone.

As suddenly as it began, all is quiet. No wings blot the sky; no feathered shapes swirl above. All the birds are dead or vanished-- save one.

Dazed in the aftermath of the storm, a single lost robin flutters toward the ground untouched. Smiling, Blodwen stretches out one pale hand towards it, offering the shelter of a perch on her finger, murmuring, “I knew a robin prince once, dear; come here and be safe, and so beautifully you will sing for me, I am certain of it.”

As it settles nervously into place, she strokes its feathers and turns toward the castle, not deigning to look down at the fallen shape at her feet.

The crunch of a wing breaking under her foot is shockingly sharp in the eerie stillness.

Carrying the robin, the White Rider walks away, vanishing into the darkness of the emerald palace.
white_flowers: (cloaked in white)
The walls of the cathedral-like chamber soar to unthinkable, dizzying height before curving, lost from sight to the green-tinged darkness above.

Below, amid the shadows that spread like spilled ink across the floor, at the very center of the darkness that writhes uncoiling from forgotten corners and the sides of pillars to lie in pools on the ice-silver mirror of the ground, the crystalline throne stands. It draws the eye as it shines in the dim rays that fall through the chamber's stained-glass windows, rays that spread a poisoned radiance of yellow-green light-- not unlike that which taints the sky before a cyclone-- to the throne itself as it gleams with emerald malice from its dais.

It is here that Blodwen has arrayed herself at present, the white cloth of her dress seeming almost spring-green in the reflected glow of the glass throne as she leans forward, looking down into

(a pool a mirror a crystal ball a witch's glass)

the shining colorless sphere which rests on its stand just before and slightly to one side of the throne. "A pretty toy, this is, and a useful one as well," she murmurs, and her laughter is mocking and unpleasant as it echoes through the empty chamber.

A beat of silence that almost hums with anticipation, and then--

"Show me."

As she speaks, the darkness that overshadows the room draws back with the sound of a rushing wind, and images start to spin through the sudden smoke that fills the glass globe.

I wish that I could help you see what it is to create. Soft the words had been when spoken, softer now -- but painfully clear as they echo once more through the chamber. It is Gwion that the glass shows first, last harper of the Lost Land, and her lips tighten at some thought; Gwion in the castle outside time, bending with painstaking care over a piece of wood as he slowly shapes a new harp, each careful stroke made with delicacy and with --

A sharp hiss comes from the White Rider, and the image changes, shifting to another harper, this one standing with head bowed as if by some weight as he leans against a rock wall. John Rowlands' eyes are dim as he pauses in his work, and then he looks unseeing out over the valley toward the Davies' home, and the glass follows there-- but cannot pass within, thwarted by some (golden) barrier.

Smoke wells like uncanny fog, and the vision shifts through stars and darkness to the end of the worlds themselves, and Blodwen's smile grows cruel as the scenes begin to spin:

--Puck laughing, sharp eyes bright with mischief--

--Nita smiling and relaxed in conversation--

--Caspian riding a horse, sword nowhere to be seen--

--little blonde Mary curled up on a couch and listening sleepily to an earnest young man--

--Guinevere and Owen Davies sitting with her--

--Bran with his harp and Mordred with a security badge--


Faster and faster they spin, cast now in an sickly green glow that flickers like flame, person after person visible trapped in the glass and then fading from view just as quickly.

--FaithMelHavelockDuoTimBernardIngressTomWellardAceRaven--

The sudden thundering sound of black wings beating fills the room and Blodwen snaps,

"Enough!"

The poison light in the globe winks out, and Blodwen leans back, settling easily into the throne. Her soft, mocking laughter floats on the air.

(Tell me, Rider... what do you see when you open the door?)

"Why, opportunity it was indeed that I saw," she muses aloud, the light musical voice coldly amused and bell-clear. "And an opportunity that I will use to best advantage when I return, indeed."
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