Name: Caleb Widogast, though (spoilers ->) (born Bren Aldric Ermendrude, though Caleb is the name he currently goes by and is referred to this way ICly and OOCly)Door: Door PassCanon: Critical Role Canon Point: Post-Campaign (but before the Reunion) Age: 34 Appearance: hereHistory: wiki linkDuplicity History: Caleb's five months in Duplicity weren't particularly eventful, other than going through the basic motions to establish himself. He got a job as a book-keeper and acquired a contract partner (eventually). One thing of middling importance that he was trying to establish was a teleportation circle at the Arcane Sanctuary. He also just generally gained knowledge and familiarity with the city, the way things are run, and probably most importantly to him, the new technologies! He was (theoretically) caught up in the raid on Veracity during the July 2023 event (having gone there to escape the curfew in Duplicity), but I was unfortunately unable to play out the consequences from that event. Personality: Effect of Duplicity memories: The time that Caleb spent in-game wasn't really enough to shift any of his personality traits, honestly! He's spent a LOT of years being the way he is and nothing he encountered in Duplicity during his stay was enough to shake or change any of it. Positive Trait:CaringThough Caleb started out the campaign as a skittish, shady character who viewed his relationships with the rest of the party as very transactional, he has evolved into a person who truly trusts and cares for his friends. While he isn't always good at talking, he makes it a point to pull people aside every now and again when he sees that they are struggling and to give them encouragement. More than that, he makes gestures. He uses spells to create illusory scenes of their time together and scenes of his friend's pasts. He uses spells to decorate an island for Jester that are exactly her aesthetic. He creates an entire tower in a pocket dimension that is a love letter to his friends and their personalities, needs and interests. His friends are his family and he just wants them to be happy. He has also shown kindness to people who are a little less intrinsically part of the Nein. In particular, he often lends out his cat, Frumpkin, when he feels people might need comforting. Negative Trait:Self-critical: One major facet of his personality is that Caleb really doesn't think very highly of himself. His player has said that Caleb used to think of himself as "a bag of broken glass that nobody wants to touch", and towards the beginning of the campaign he stated in character that he is "a disgusting person". He absolutely blames himself for his parent’s death, even though he was a brainwashed and abused teenager when he killed them. In his mind, there’s no excuse for his behavior. (Which isn’t to say that he’s not partially culpable, because he did do it, but there are definitely mitigating factors at play...) He has shown to be deeply disinterested in anyone trying to tell him that he’s an okay person. Any time someone does, he tends to get uncomfortable or brush them off. Even mid-to-late campaign, he describes himself as "ruined", though the self-hatred he exhibits at the beginning is much less evident. Negative Trait:ObsessiveOne of the main things propelling Caleb - other than his self-hatred and guilt - is his desire to do something about what happened to him. In the beginning of the campaign, this amounted to a lot of shady behavior. He would steal magical artifacts if he thought it would help him reach his goal (which, at one point, was to "bend reality to his will" and still isn't.... not that) and for the most part, he was only with the Mighty Nein because he recognized that he could do greater things with them then on his own. Over the course of his time with the party, his goals have shifted from something less selfish - rooting out corruption in his homeland so that what happened to him will not happen to others - but he is still very driven by it and will do what is necessary to achieve it. This includes things like taking a job from a woman involved in the corruption of his country so that he can get more insight about her and potentially about the group she's involved with. He can also be a bit violent, possibly needlessly so. On one mission to acquire some items the group needed (notably on the premises of the sanatorium he spent time at) he kills multiple guards in a somewhat grisly fashion instead of ANY less fatal options because of efficiency (but also a little bit because of revenge.) Also, while he is also very willing to put other people's goals before his at this point, his main goal is something he's always thinking about. He has many conversations with various parties - in his own group and outside - to try and recruit them to his cause, confirming and reconfirming whether or not their goals align with his. Negative Trait: RecklessOccasionally, Caleb is very stupid, specifically about magical items or arcane knowledge that he's interested in acquiring. As stated before, early in the campaign he used to steal magical items and spellbooks which either endangered or put him at odds with party members. Later in the campaign, he makes some very dubious decisions when it comes to enchanted items. At one point the party comes across an emerald set in a pillar in the middle of an icy tundra which is identified to possess necrotic powers, but also clearly powers the pillar in some way. Caleb tries three times to pry it from its setting, even after he hurts the party the first time. At least some of his party members protest him trying a second time, though no one tries to stop him once everyone else has put themselves outside the radius of the stone's effects. Also it's still incredibly stupid and he hurts himself the second time. He also chooses to read a book that he knows affected the final villain of the campaign (Lucien Tavelle) and more or less put him on the path to being the final villain. The result of this is that Caleb (and one other party member) start gaining eye tattoos that connect them to the consciousnesses of entities who want to come back into their world (which would be extremely bad.) All of these things put Caleb and his party members - and others - at risk....and to be honest, a lot of them aren't worth the payout. If there's any payout at all. Powers and Abilities: First of all, Caleb is a wizard of the Transmutation school, which gives him two different abilities outside of his spell-list: - Minor Alchemy: Caleb can temporarily alter the physical properties of one non-magical object, changing it from one substance into another. He performs a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes he spends performing the procedure, he can transform up to 1 cubic foot of material. After 1 hour, or until he loses his concentration, the material reverts to its original substance.
- Transmuter's Stone: Caleb is able to create a stone (only one, since trying to create a second will cause the first to stop functioning) that stores transmutation magic, which he can keep to benefit himself or give to another person/creature. When he first creates the stone, he can choose from a number of different benefits (and can change which benefit/magic is stored in the stone every subsequent time he performs a transmutation spell):
- Darkvision (the ability to see in dim light, which he doesn't have as a human) up to 60 feet
- Slightly increased speed (up to 10 feet) as long as the person/creature is unencumbered
- A heartier stamina, which means that he's less likely to tire, be poisoned, or - most importantly for a wizard - lose concentration on spells when hurt. (Mechanically: he or the creature holding the stone has proficiency in constitution saving throws)
- Resistance to one of a set of damage types (acid, cold, fire, lightning, or thunder) which he chooses when setting the stone to this benefit
Spells There are two different kinds of spells in D&D, the first being cantrips (minor spells which do not exhaust the spellcaster's energy and can be cast at will as many times as they like) and then the spells proper. Every time he has a proper night's rest (8 hours), Caleb can prepare/commit to memory 13 of these spells, and can cast 12 of them. They have varying levels, and higher level spells take more effort and can be cast less per day than lower level spells. Certain lower level spells (usually damage-dealing ones) can also be cast at higher levels, which takes more effort but also, logically, makes them more powerful. Caleb's spellbooks contain 68 different spells. Where spells seriously affect other people's minds or bodies (beyond causing damage), I have noted that I will be receiving player permission to have the spells affect other characters. These are the cantrips and spells he knows (with basic function descriptions):
Cantrips:
- Dancing Lights: He can create up to four torch-sized lights that hover in the air that must be within 20 feet of one another. A light goes out if it exceeds the ranges of the spell (120 ft).
- Fire Bolt: He is able to hurl a small flame at a creature or object, making a ranged spell attack. The fire ignites any flammable object hit by it that isn't being worn or carried. At certain character levels, the spell does more damage.
- Friends: With this spell, Caleb is more likely to be able to convince a person/creature to do what he wants when it is directed at one creature of his choice that isn’t hostile toward him. When the spell ends, the creature realizes that he used magic to influence its mood and becomes hostile toward him. (Use of this spell will require permission from other players.)
- Message: He can point at a creature and whisper a message that only it can hear. It can whisper back a reply that only he hear. Caleb can cast through objects if he knows the target and that it's beyond the wall, but magical silence, 1 foot of stone, 1 inch of metals, a thin sheet of lead, and 3 feet of wood will block the spell. The spell can move through corners and other openings, but Caleb must know the general direction that the creature is located in.
- Produce Flame: Caleb can produce a small flame in his hand (that does not harm him or his equipment) for up to 10 minutes. He can also use this to attack people.
- Control Flames: Caleb can do various things to a small existing, non-magical flame, including expanding it (given a source in the direction he expands it), extinguishing it, changing the amount of light shed by the flame OR the color of that light, or having the flame take simple shapes.
1st Level Spells
- Alarm: Caleb chooses an area that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts him whenever a creature touches or enters the warded area. When he casts the spell, he can designate creatures that won't set off the alarm. He also chooses whether the alarm is mental or audible.
- Burning Hands: Flames shoot from his fingers in a 15-foot cone. Any creatures in the cone can attempt to dodge, but will take some amount of fire damage even if they do. Flammable objects are also ignited if they are in range and aren't worn or carried. Can be cast at higher levels for more damage
- Catapult: He can choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction he chooses before falling to the ground, stopping early if it impacts against a solid surface. If cast at a higher level, the possible weight of the object used increases.
- Chromatic Orb: Using a small diamond (which is part of his component pouch), Caleb hurls a 4-inch-diameter sphere of energy at a creature that he can see within range. He can choose acid, cold, fire, lightning, poison, or thunder damage for the type of orb he creates. Can be cast at higher levels for more damage.
- Comprehend Languages: He can understand any spoken language that he hears while the spell lasts. While touching the surface where words are written, Caleb can also understand any written language he sees. One page of text can be read in approximately 1 minute. Secret codes in text and glyphs that aren't part of any written language can't be decoded with this spell.
- Detect Magic: If a creature or object is magical, an aura forms around objects or creatures Caleb can see. It must be within 30 feet. He can also learn its school of magic, if it has one (mostly inapplicable in-game). This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
- Disguise Self: He can disguise himself magically in many ways including height, weight, and general appearance for up to an hour per casting. (There are certain limitations, such as the inability to have any more limbs than you already have, or be more than 1 foot taller and shorter than normal. This is also an illusion, which means it won't hold up to any physical contact.)
- Expeditious Retreat: For up to ten minutes, and as long as he's concentrating, he can move very fast.
- Feather Fall: Caleb can slow up to five falling objects at one time so that they land much more gently. Basically everyone lands on their feet like a cat.
- Find Familiar: This spell allows Caleb to summon a fae familiar (normally in the form of a cat, named Frumpkin) to his side via ritual (whether he has dismissed him or he has died). Frumpkin then remains with him unless once again dismissed or killed. However, at Caleb's current canonpoint, he has permanently dismissed Frumpkin and will not summon another one. (Also I'm not sure how this spell would function without a the fey, celestial, or demonic realms to draw from.)
- Identify: Caleb can touch one object through the casting of this spell. If it is a magic object, he learns its properties and how to use them, if it requires attunement, and how many charges it has if any. He also learns if any spells are affecting the item and what they are. If the item was created by a spell, he learns which spell created it. If he instead touches a creature throughout the casting, he learns what spells, if any, are currently affecting it.
- Mage Armor: Caleb can touch a willing creature who isn't wearing armor (usually...himself...) and give them some extra durability. Shields, basically.
- Magic Missile: This spell creates three magic darts that strike simultaneously. He can direct them to hit one creature or several. Number of darts increase at higher cast levels.
- Shield: What is says on the tin, but only for himself.
- Sleep: Makes his enemies take a nap depending on how hurt/strong they are, within a 20 foot range. Higher level casting of this spell makes it more effective/makes him able to affect more enemies with one spell. (Use of this spell will require permission from other players.)
- Unseen Servant: Caleb can create an invisible, mindless, shapeless, force that performs simple tasks at his command until the spell ends or until an hour has passed. The servant can perform simple tasks such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once he gives the command, the servant performs the task to the best of its ability until it completes the task, then waits for his next command. It cannot move more than 60 feet away from him.
- Witch Bolt: A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between himself and the target. He can keep making attacks on this target automatically with this spell. The spell ends if he tries to do anything else or if the target is ever outside the spell's range/has total cover from him (i.e, moves behind a wall or object so that he can't see it anymore). Can be cast at higher levels for more damage.
- Gift of Alacrity: For all intents and purposes, Caleb touches a willing creature (including himself) and for up to 8 hours, they will be able to respond more quickly in a fight.
2nd Level
- Arcane Lock: Caleb touches a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. He and the creatures he designates when he casts this spell can open the object normally. He can also set a password to it. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed.
- Blur: Caleb's form appears to blur, making it much harder for anyone to land an attack on him.
- Enlarge/Reduce: He can make a person or creature larger or smaller for up to a minute. They will either double in size or be halved in size, depending on which he chooses. Additionally, the creature becomes stronger or weaker respectively.
- Hold Person: For up to a minute, Caleb can paralyze someone. Cast at higher levels, he can affect more people per level it is cast at. (Use of this spell will require permission from other players.)
- Knock: Caleb can choose an object such as a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. When he casts the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
- Maximillian's Earthen Grasp: He chooses a 5-foot-square unoccupied space on the ground that he can see within range. A medium cat's paw made from compacted soil rises there and can bludgeon a creature that is in its path.
- Melf's Acid Arrow: A shimmering green arrow streaks toward a target within range and bursts in a spray of acid on the target. If it misses, the arrow merely splashes the target (which is to say, it still damages the target, but much less seriously). Can be cast at higher levels for more damage.
- Scorching Ray: He can create three rays of fire and hurl them at one target or several within range (120 feet). On a hit, the target takes fire damage. Can be cast at higher levels to create more rays.
- Suggestion: Caleb can suggest a chore or activity (limited to a sentence or two) and magically influence a creature he can see within range that can hear and understand him. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. Certain other spells (ones that require concentration) will cause him to drop this spell but it otherwise lasts for up to 8 hours or until the suggested action/activity is completed. (Use of this spell will require permission from other players.)
- Fortune's Favor: Makes himself or someone else he chooses unnaturally lucky in one circumstance. Within D&D mechanics for the spell, it requires the person to "dismiss" it for the effect to work, which means that in-game, the character its cast upon will have to intentionally use it to make the circumstance better for themselves.
- Invisibility: Also what it says on the tin. It lasts for an hour, or until Caleb is hurt enough to loose concentration on it OR the person it was cast upon either uses magic or attacks someone.
- Flaming Sphere: Creates a five-foot sphere of flame (in an unoccupied space) that does damage if anyone steps into/ends up in its radius
- Immovable Object: Can cause an object weighing 10 pounds or less to become fixed in place for an hour. Caleb can designate himself and/or others to be able to move the object normally during this time or he can set a verbal password that can suppress the effects of the spell for a minute when spoken near the object. Other people CAN try to move the object but it's difficult. The spell can cause objects to be fixed in midair. Casting the spell at higher levels will extend the time of the effect and the difficulty in moving the object (as well as the amount of weight that can be placed on an object held in midair before it falls.)
3rd Level - Counterspell: Caleb can attempt to interrupt a creature in the process of casting a spell. Cast at higher levels, it has the ability to interrupt stronger spells.
- Dispel Magic: Same idea as above, but works on people/objects that have already been affected by magic.
- Fear: Project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone will drop whatever it is holding and become frightened for the duration. While frightened by this spell (and while it lasts for a duration of one minute of concentration), the person or creature will run away from him via the safest available route. If the creature ends up in a location where it doesn’t have line of sight to him the spell ends for that creature. (Use of this spell will require permission from other players.)
- Fireball: A bright streak flashes from Caleb's pointing finger to a point he chooses within range then blossoms with a low roar into an explosion of flame. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. Can be cast at higher levels for more damage.
- Fly: Gives Caleb or a willing creature he touches the ability to fly for 10 minutes. If they're still in the air when the spell ends, they will fall. Casting at higher levels lets him grant the ability to more people at a time.
- Haste and Slow: With Haste, Caleb can imbue someone with incredible speed, but when the spell ends, they can’t move or take actions until after their next turn, as a wave of lethargy sweeps over them. With Slow, he can alter time around up to six creatures of his choice in a 40-foot cube within range and cause them to slow way down, reducing their ability to perform actions, move, and protect themselves. Both spells last up to a minute with concentration. (Use of this spell will require permission from players.)
- Leomund's Tiny Hut: Creates an opaque dome of force in a 10-foot radius around Caleb. 9 other creatures can fit into the space with him. Anyone inside the radius of the dome when Caleb casts it can come and go freely from it, but all other people or creatures will be unable to enter. Magical effects cannot enter or leave the dome. It lasts for 8 hours or until Caleb himself leaves the dome.
- Major Image: Creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. It seems completely real in terms of sight, smell, sound and ambient temperature (though nothing that would actually cause any sort of damage to anyone in its vicinity). The image can appear to move or even speak. It's an intangible image, so anyone who tries to touch it will discover it isn't real. Someone can also try to visually inspect it and discover that it's not real, at which point the image will appear to be see-through and the other sensory aspects will be fainter. Lasts for 10 minutes or until Caleb loses concentration. (If he casts it a much higher level, he does not have to concentrate on it and it lasts until he dispels it.)
- Tongues: This spell grants the creature he touches the ability to understand any spoken language it hears for up to an hour. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
- Vampiric Touch: Upon touch, Caleb can siphon energy to heal his own wounds from an enemy (damaging them in the process). This can be cast at higher levels for more damage/healing.
4th Level - Banishment: Caleb can send one creature that he can see to another plane of existence for a minute. (Considering that Duplicity doesn't have other planes, I'm fine with this spell being non-functional or possibly that it just sends the target to another part of the city for a minute. Use of this spell, if allowed, will require permission from other players.)
- Fabricate: Caleb can change raw material into a product made of the same material (for example, he can create a rough bridge out of wood, or rope out of hemp). He can't make really detailed things (like jewelry, weapons, or armor).
- Gravity Sinkhole: Creates a 20-foot-radius sphere of crushing force focused on a point which Caleb can see. Anyone in the radius has a possibility of being pulled in a straight line to the center-point of the spell and taking a LOT of damage. If they successfully resist the pull, they still take a certain amount of damage.
- Greater Invisibility: Causes Caleb or someone he touches to become invisible for up to a minute or until Caleb loses concentration. (Unlike Invisibility, the person in question can cast spells or attack others and still remain invisible.)
- Polymorph: This spell transforms a creature that he can see within range into a new form for up to an hour as long as he is concentrating on it, or until they are knocked unconscious. Unwilling targets have the ability to try and resist the spell's effect. If the target is polymorphed into a non-humanoid creature then they are limited by the abilities of that creature. (Use of this spell will require permission from players.)
- Resonant Echo: Creates a shadowy echo of Caleb that can cast one spell before it vanishes.
- Wall of Fire: He creates a wall of fire on a solid surface within range, for up to 1 minute as long as he is concentrating. He can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or he can create a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. Creatures on one side of the wall of his choosing upon casting take fire damage. The other side of the wall deals no damage. Can be cast at higher levels for more damage.
- Widogast's Vault of Amber: Causes up to 500 pounds of non-living materials to be stored (in stasis, so they don't age, weather, or rot) in a small piece of amber until a set word is spoken or it's dispelled.
- Widogast's Web of Fire: Creates a web of flame around the caster that sends five streaks of fire along the ground towards up to 5 enemies. When it reaches them, the streaks explode upward into a column of flame. If all the streaks go towards one enemy, it does much higher damage. Targets can try to evade the attack but will always take some damage. It can also travel over objects up to 5 feet high that are in its path and can ignite objects that aren't carried or worn.
5th Level - Cat's Ire (reskinned Bigby's Hand): Creates a large, shimmering spectral cat paw that lasts for up to a minute or until Caleb loses concentration on the spell. He controls it by using his own hand and can do several things with it, including hitting, pushing or grasping/grappling someone or something, as well as providing cover from an attacking creature. He can also use this to pick up creatures or objects.
- Seeming: Caleb can create illusory disguises for any number of creatures that he can see that last for up to 8 hours. A creature/character who doesn't want to be affected by the spell can try to resist it, but might fail. The illusion has limitations : it can't add extra limbs and can only make people appear one foot taller or shorter than they are and the effect won't hold up to a physical investigation. (Use of this spell, if cast on someone unwilling, will require permission from players.)
- Telekinesis: With this spell, Caleb can move creatures or objects with his mind for up to 10 minutes or until he loses concentration. He can move creatures/people up to 30 ft in any direction if they aren't able to resist the effect of the spell and can also hold them in mid-air. The affected person will periodically be able to try and break free from the effects of the spell. For objects, Caleb can immediately affect any object under 1,000lbs that isn't being worn or carried by someone else. If it is being worn or carried by someone else, they will have the chance to try and hold onto the object. Caleb can also use his ability to exert fine control over objects, i.e. he can open a door or use a simple tool.
- Teleportation Circle: This spell will be mostly useless in Duplicity because it requires established teleportation locations that are formed by casting the same spell in the same spot for a year. However, the spell allows Caleb to transport from wherever he is to a circle whose unique sigils he has memorized.
6th Level - Disintegrate: Caleb points at a creature or object (including magical objects like walls of force) and causes them to fully or partially disintegrate. Objects (including magical ones) are automatically disintegrated as long as they aren't larger than 10x10ft (if they are, only part or the object is disintegrated). Creatures targeted by the spell have the chance to evade it. If they don't, they take a certain amount of damage and if that damage is high enough, they will turn into dust. (Use of this spell will require permission from players if affecting their character or character's objects.)
- Globe of Invulnerability: Creates a 10ft radius shield around Caleb that shields him (and any objects or creatures within the interior of the globe) from any lower level spells cast from outside of it. It lasts for a minute or until he loses concentration.
- Gravity Fissure: Creates a ravine of gravitational energy that starts from wherever Caleb is standing and extends out in a line 100ft long and 5ft wide. If anyone is in that line, they take full or partial damage from the spell depending on how strong they are. If they are not within the line but are nearby (10 ft), they have to resist the pull or else they will take damage and be pulled towards the line until they are inside it.
- Programmed Illusion: Until it is dispelled, the spell creates an illusion taking up a space no larger than a 30ft cube which activates when a set condition is met (which must be some sort of visible or audible cue, such as a door being opened or a word being spoken). The illusion can last up to 5 minutes and then will go dormant for 10 minutes at which point it can be triggered again. It can't be interacted with and CAN be walked through.
- Widogast's Transmogrification: Using an hour long ritual in which the body of a (humanoid) creature is encased in clay, Caleb can permanently alter that creature's body, changing it to another humanoid race (as well as being able to alter physical sex). The spell cannot be used again on the same creature for a year afterwards. Also, he and the affected person are exhausted for a full day afterward. (This is a pretty powerful spell and I would be alright with it being nerfed. Also the spell isn't explicit about the creature having to be willing but this would absolutely require player consent for use.)
7th Level - Teleport: Transports Caleb and up to 8 willing creatures to another destination that must be known (however vaguely) by Caleb. The more familiar he is with the location the more likely he is to be able to get there and without having something bad happen along the way. If the place he's trying to go is a teleportation circle OR if he has an object from that location which has been removed less than 6 months ago, he will always be able to get exactly where he's going.
- Widogast's Nascent Nine-Sided Tower (reskinned Mordenkainen's Magnificent Mansion): Creates an extra-dimensional dwelling that lasts for 24 hours. Caleb has to designate which creatures can enter the portal to the space when he is casting the spell. Everything inside the dwelling is tangible and real while inside the space but turns into smoke if removed from it.
8th Level
- Mind Blank: Allows Caleb or one willing creature he touches to be immune to any sort of psychic damage, effects to sense emotions, read thoughts, divination attempts or attempts to magically charm the person. The effect lasts for 24 hours.
Samples: Fibber (I realize this sample does fall JUST outside the 6-month limit, I hope that's okay. I am willing to provide something else if not!) ----- It's....really a strange experience, to go to sleep one night in a city you've been kidnapped to and then to wake up... Well. Actually he hadn't originally remembered, upon arriving, that he'd been here before. So the experience of waking up and choosing a door and going through orientation had been new and fresh (and uncomfortable, though it's not as if he's much more comfortable with the way Duplicity works even with his memories restored). When Caleb had originally arrived in Duplicity, it had been spring-going-on-summer. Realizing that he's somehow lost months - he doesn't remember being home at all - is strange, but he does like winter. Or at least enjoys it when he has warm clothes and guaranteed housing. He especially likes the trappings of winter. Warm beverages, warm food. It reminds him of home and childhood and while both those things can be fraught for him...well. He does have good memories too. Especially of ice-skating. He stands at the edge of a rink, with a cup of something warm - brought from home, of course, he's not stupid and he's on to the city's tricks - clasped between his hands. He's got skates by his feet but not on his feet yet and he's taking his time, watching everyone else. Until a submissive tries to enter the rink alone and is barred by employee. "Paired skating only," they're told, which...Caleb can see one or two Dominants skating by themselves. That seems...unfair. He glances over at the person and the employees and then downs the rest of his coffee. "Ah, I was just about to enter, if you'll give me a moment." He wasn't, not really, but he can bump up his own timetable, if it helps. |