Adrasthea says:
Damir shrugs his shoulders and begins to walk the edge of the pool in the stranger’s direction. He neither sneaks nor is particularly loud. Right now, he feels more curious than worried and wants to see how and why this person has picked this spot to rest. If he is resting indeed…
At its widest part the pool is maybe sixty yards across. Damir goes to the foot of the pool and splashes across the slick, shallow stone ledge where the stream runs out. The water ripples over the tops of his feet as he walks less than ten yards through it, then he's striding along the flat ground where the waterfall's spray drifts on the breeze to nourish soft green moss.
From about thirty feet distant, Damir can clearly see the person is not sleeping but dead. Its clothing has been ripped by teeth, is darkly stained. There's an odor of blood, and guts. Damir can see that the person's stomach has been opened, most likely by something hungry.
Overhead a raven caws. Another answers nearby. Looking up, all three of you notice that three of the big black birds have perched on branches of a medium-size and gnarled tree that protrudes from the rockface at the top of the waterfall.
Rabbits says:
OOC:
What does the veil look like from here? Can Oginimir see it? Is it any different around the lands of Limm than what Oginimir has seen in other places?
OOC:
Anything smell weird or off?
OOC:
Stasis Enveloping, what are the basic effects of the spell based on the name?
Ognimir cannot see the veil from here. But like all of the Guardians, the sigils tattooed on his skin give him a constant sense of its proximity and direction. It's over
there, to the right side, about three miles distant. Close enough to be a touch unpleasant, like cold oil on the skin.
There's a faint smell of death on the breeze that flits across the pool from the far side.
OOC:
"Stasis Enveloping" - while the effects of dreams are not fully predictable, it's very likely that this spell could arrest the motion of creatures, and maybe of objects, within a certain space.
A Danger Roll is required for casting a spell
only if it could be dangerous to the caster; regardless, spells work when they're cast.