closed || Quid Pro Quo
WHO: Bellamy, Church, Clarke, Cosima, Fenris
WHAT: Orzammar asked for the Inquisition to come fix Thedas' very first underground rift, and our brave heroes are just the heroes for the job. The Inquisition has also asked our heroes to heroically take the measure of those controlling the Inquisition's lyrium contract, in hopes of softening them up to renegotiate for a better price. And then there's that dead dwarf....
WHEN: vaguely Justinian
WHERE: Orzammar
NOTES: at least one dead body
WHAT: Orzammar asked for the Inquisition to come fix Thedas' very first underground rift, and our brave heroes are just the heroes for the job. The Inquisition has also asked our heroes to heroically take the measure of those controlling the Inquisition's lyrium contract, in hopes of softening them up to renegotiate for a better price. And then there's that dead dwarf....
WHEN: vaguely Justinian
WHERE: Orzammar
NOTES: at least one dead body
starters for each piece of this mission are in the comments!

team building on the way to Orzammar
Three horses, five party members. That's one horse for the cart, two that they can all trade off with--and anyone not riding gets to choose walking or riding in the cart. There are both less dignified entrances they might make, and more.
There is no particular hurry, but this is a mission. The first few days on the road, Bellamy is strict with the pace. He relaxes a little, as their ride goes on.
Their camp is decently stocked with provisions, worn tents and bedrolls, cookpots, food left over from the crossing and whatever they might have picked up in Jedar to get them to Orzammar. The basic supplies are cobbled together from Inquisition storerooms and have seen better days, but any holes in the tent canvas have been patched over and the big tin pot for cooking is only a little dented.
All in all, it's not an unpleasant trip, though how easily any party member might sleep depends on how eager they are to get to underground demon fighting.]
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[He doesn't settle much even at the end of the day once they've make camp, stretching and pacing a little as he scans the area.]
We should be there soon, at this rate.
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[Cosima might have asked this earlier -- she probably would have, except for the irrational part of her that spent the first few days of the mission wondering how she'd manage to end up in a jail cell yet again. She's relaxed a bit, though, as they fall into something like a rhythm of travel. And with the relaxation comes indulging her curiosity. It can't hurt to ask?]
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[But how else are they going to close that rift? It's not something so easily done, not without a rifter or other shardbearer. Which means bringing the Inquisition in to handle it. Lucky them. Still, Fenris does have to admit he's... morbidly curious to see what life is really like underground.]
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[Still, it is interesting at that. And it's mildly novel that they won't necessarily object to rifters more than any other Inquisition personnel.]
Still, it's going to be interesting. Hopefully the regular interesting, not the euphemistic kind where we're all running from something at the end of it.
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[After a lot of the things he’s been through, Fenris has come to trust in things generally going from “ok” to “oh god can it get any worse” pretty fast. But who knows? They might be surprised.]
But dwarves really are peculiar people… the underground and surface ones alike. [Especially when your name is Varric.] Did you know that these dwarves who live in the underground are forbidden from ever going to the surface?
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[She'd seen dwarves enough on the surface that she'd just assumed some of them came from Orzammar; she sees now that was probably hasty, but she's so used to playing catch-up here that she's not shocked she's filled in some of her blanks incorrectly.]
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The underground dwarves have a very strict caste system. Orzammar itself is divided quite rigidly by these castes, with the nobles having their own section, the merchants and so forth… and then there are the undesirables. There are always undesirables. [He makes another face at that, disliking the whole notion on principle. Sure, it’s not quite slavery, but even so...] They call them the casteless, and they live in the most rundown part of town. They say their Ancestors disfavor them.
That also happens for those who leave for the surface. I believe the word they use is ‘sun-touched’ or along those lines. Once a dwarf departs for the surface, they’re considered casteless, outside of their society. Exile to the surface could be considered a terrible punishment for some. Though some willingly choose this, of course, if their place in underground life is unappealing… but they can never be welcomed back into the society if they leave.
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[In fairness, a lot of things in Thedas are intense, in Cosima's experience.]
So caste is a birth thing? Because if there's not a way to move between castes, you'd think a lot of the people who are casteless anyway would just take their chance on the surface if they could.
[Her tone is sympathetic, mainly. She can't approve of a system where people are stuck in shitty lives indefinitely. Sure, this is hardly the only system that works that way, but that doesn't mean she has to like it better.]
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[Yes, he can't blame them whatsoever. To live in a society with such a rigid order, with your station imposed on you without a choice, to be looked down on, enslaved, treated with cruelty... No. Dwarven society below the surface is just unpleasant, even with the lack of mages. Surprisingly.]
Who knows what keeps them down there? At least on the surface, there are opportunities... and the dwarves still need trade to come from somewhere, so the surface dwarves have an essential role. Far better than being the lowest of the low, in their society's eyes.
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[Thus the questions.]
Thanks, though. I really appreciate when people take the time to answer what must seem like incredibly basic questions, that's gotta get old.
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[He's still getting used to that notion, but in a way he understands. Even being in a less familiar country could be daunting, let alone another world.]
Some of this world isn't so bad... but I've always thought it for the best to know the full truth of what you're getting into, no matter how terrible it may seem. Dwarven culture takes some careful navigation, but it won't be impossible to deal with.
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There's a lot of this world that's really fascinating, but it wasn't like I was a politician or a diplomat at home, either. I mean, not beyond what it takes to try to sweet-talk someone into funding my research, at least.
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[He may be underestimating his skills with such things, but of all things, he’d never have seen himself going down to negotiate with dwarves. If Varric could see him now...]
Do you ever get used to it? Having that shard in your hand?
[As used to it as one might get toward glowy brands all over, he supposes, though.]
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Yes and no. It aches pretty steadily, though if I'm doing something else I'm less conscious of it. Like a mild headache in your hand. It's still startling, when I glance down and see it. Maybe you get used to that too, but I haven't yet.
[She considers asking about his markings but doesn't; if he wants to bring them up, she figures, he will without prompting. Instead, she decided to be frank:]
I'm a pretty deeply unmagical woman, though, so sometimes it's existentially uncomfortable be so intimately tied to something I don't understand and can't really control.
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It's probably for the best not to get too used to it... then you'll start accepting it. [Has he gotten too used to his own... alteration? That's something he'll have to ponder some more, soon.]
Magic is unnatural and dangerous, and has only ever ultimately caused more harm than good. [He pauses a moment.] I don't mean to frighten you. But that's my way of agreeing... you're right to be wary of it.
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[She shrugs.]
My world doesn't have magic at all, as far as I know. It's hard for me to get a sense of what different people here consider 'normal,' sometimes.
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[For all the positives it might have, the negative aspects of magic far outweigh those. Always.]
I don't know if there's a such thing as normal around here either, but generally having a glowing shard in your hand is far from it. Let's hope they'll start to understand more about it, in time.
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The only trouble is, Bellamy is not very good at hunting, at least not the game that populates this area of Thedas. Some of the tricks and tactics he learned in Kaiten and in the Frostbacks carry over, but the largest population of walking food are the ground birds, which are proving to be way too clever to fall for the snares that Bellamy is good at.
Which means he spends most of his time crouched in the brush of whatever copse of trees he can find, staring hard at shadows until his eyes get tired of staring. He comes back with maybe a squirrel to show for it, if he's lucky.
One particularly memorable hunting trip has Bellamy vigilantly staring at a knothole in a large and gnarled tree, his crossbow wound and ready. When he hears a twig snap behind him, he whips around on pure instinct, crossbow raised, arm tense. He relaxes only when he realizes that he's basically drawn on a member of his party.]
Sorry.
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Sorry, I'll try to be quieter next time. You were gone a while. Starting to worry if you tripped off a cliff and died.
Orzammar - the Lyrium Deal
But the dual purpose of their presence here means they've got to find a way to talk lyrium while they're here. Before and after the work on the rift, there are three agents of the most powerful houses of the consortium to track down. Fortunately, they're all easily located. It's charming them which might prove difficult.]
the Lyrium Deal - Aderik Alticaen
Aderik himself is found in a small candlelit chamber strewn with books, sheaves of parchment, and half-rolled maps with their corners weighed down by carved stone paperweights. He does not look up when they enter the room, but continues to read whatever book his reading, his head bent over the tome, so close his nose is nearly touching the page. He is using his thick finger as a guide, following along with the text--so they'll need to get his attention as well as his interest.]
the Lyrium Deal - Fenna Belnarek
This means that the representatives of the Inquisition must come to her. She is holding court in a comfortable chamber of significant size, speaking to two other dwarves. All three look over at the newcomers. All three frown before Fenna leans in to offer a few last words, and then the party makes their goodbyes. They have to pass the party on their way out, and do so carefully, without making eye contact. That leaves them alone with Fenna, who settles back on the cushioned stone bench with a loud sigh.]
Well? Get on with whatever you have to say to me, and skip the pleasantries. I have an appointment a few minutes from now and do not have time to waste.
[Her hawkish gaze is a little like being stared down by an impatient schoolmistress. The only reason she's not tapping her foot is because she's sitting down.]
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But: okay.]
Greetings, Fenna Belnarek, from the Inquisition.
[The stiff language of diplomacy sounds just that: stiff. If this is the wrong way to proceed, he doesn't know any better. His biggest forays into any kind of statesmanship have ended with pretty disastrous results, or with Bellamy just standing off to the sidelines, listening to negotiations.]
You know what we've been sent here for: closing the rift that's opened in Orzammar. We won't take up more of your time than we need to. We're here to start a discussion, on behalf of the Inquisition.
the Lyrium Deal - Varnar Dramold
In Orzammar, Varnar is everywhere and nowhere. Fellow members of his house are vague about where he might be found--eating, drinking, sleeping, just here a moment ago. It takes nearly the whole time they're in Orzammar for the party to find him--and really, it's him who finds them.
In a passageway while they're walking between one point and another, a stout dwarf comes stumbling along with his head bent. He is carrying a loaf of bread under one arm, a large leather-bound book under his other arm, and a lit torch in his right hand--and he is not looking where he's going, which means he runs straight into whoever is leading the way.
With a startled cry, he springs back and drops everything he's carrying.]
Stones! Oh-- your pardon, your pardon, I didn't see--
[The torch hits the floor but does not go out. The flickering light casts crazy shadows everywhere. The book hits like a weight. The bread strikes stone softly, scattering crumbs. It's the last of these that Varnar goes for first, as he digs a stained handkerchief out of the front of his vest and mops at his shiny forehead.]
By the Stone! I didn't see you lot there! Came sneaking up nearly out of nowhere--if I've damaged anything, you must send the bill to me. Ask anyone in Orzammar and they'll point you to me. Varmar Darmold is the name--
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[About time.]
[Chasing this dwarf down has been an exercise in futility. Fenris has had half a mind to suggest they give up this useless chase, but here he is. He bends down to retrieve the torch and book. The words on its cover aren't entirely familiar to him... he still has much to learn. Though he does give it a curious second glance before offering it to Varnar.]
Nothing is damaged, and that won't be necessary... although we wouldn't mind having a word with you instead.
Orzammar - THE RIFT.
These perimeter guards move aside for the Inquisition when they arrive. Most strive to keep their stony expressions, but a few cast glances of interest or judgement over the party that has come to deal with this trouble on behalf of the Inquisition. Sure, it's not totally unheard of, Surfacers coming down below the ground, but this kind of help is something special, and no one is really sure of what to think, distrust tinged with gratitude--or gratitude tinged with distrust, depending.
No one has been down here since the rift got bad, so the narrow passage that they follow to the rift is dark, but it's anything but quiet. A vaguely disquieting hiss comes from somewhere ahead, growing louder the farther that they go--though it isn't very far that they have to go. The rift comes into sight around a sharp bend, where the passageway opens up into that cul-de-sac end. The roof of this part of the cave is a high vaulted ceiling that disappears into darkness. The walls around them are smooth, worn down with care. And then there's the rift, splashed obscenely among the faces of the rocks--but before anyone really has time to register any greater details, there's the demons to deal with.
A whole mass of rage demons swarm toward them, brutal hisses and barks registering in a distorted echoing cacophony as they crowd the passage. Behind their seething ranks, two fear demons lift what passes for heads toward them before they begin their glide over.
Never a dull moment, even in Orzammar!]
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[As soon as they reach the swarm of the creatures, he's almost surprised. He's encountered a rift by now, so he knows what to expect, but this is above and beyond the usual. Drawing out his large two-handed sword, he wastes no time in charging forth, swinging with a steady strike toward the first of the rage demons.]
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No, he's mostly here to close rifts and kick demon ass and maybe impress some impressionable dwarves. He normally covers his sharded hand with a glove to block out the light, seem like normal, but this trip underground, he's mostly left it off. He's easily identifiable that way, and nothing will get in the way.
But with all the demons after a tight passageway squeeze, he can't even get at a good angle to start closing it. Church dodges aside rather than rushing ahead, putting up the mystical shard of a shield when a rage demon raises a burning appendage to lash out on him. He'll worry about building heat in the room if they don't get this dealt with quickly, and he slashes with his sword.
Maybe Bellamy makes him miss the crossbow, but he knows it wouldn't do him any good if he'd brought it into close quarters combat like this.]
Watch the scary ones!
[He's super helpful, guys.]