faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] faderift2017-11-19 11:21 pm

A SEA OF DEATH

WHO: Anyone/Everyone
WHAT: A trip to sunny Nevarra
WHEN: Mid-Firstfall
WHERE: Nevarra City
NOTES: Undead cw. OOC post. We highly encourage using the OOC post for plotting and especially for coordinating strategy among characters participating in Part III.



Following the successful defense of Perendale, the Nevarran crown has extended an invitation to the Inquisition to send representatives to Nevarra City to enjoy its hospitality and gratitude. Most signs point toward an uneventful, perhaps even pleasant, stay, one that could foster a closer relationship between the Inquisition and the Northeast's premier military power. Other signs, however, point toward trouble. The Inquisition has previously addressed early Venatori attempts to influence the king, but reports from agents embedded in Nevarra City indicate that these attempts have resumed. While no immediate danger is expected, everyone will be advised to be on their guard during the visit and keep an eye out for potential enemy activity.

I. TRAVEL & TAVERN

The swiftest route to Nevarra City is to first travel by sea to Cumberland, an uneventful voyage followed by half a day to rest and eat before heading up the Imperial Highway toward the capital. It isn't a large group, consisting only of staff from Kirkwall's outpost who volunteered or were ordered to make the journey, so once on land they're able to move swiftly with horses and carts and spend only one night sleeping aside the road in tents. If there are bandits along the highway, the sight of a uniformed, armed, and relatively organized force on the horizon makes them disappear long before they're reached, and the Inquisition is troubled by nothing but bad weather along the way. The paved highway makes for quick travel despite the rain, except for those who are tasked with detouring off the main road to collect a new party of rifters.

Still, the Inquisition reaches the Nevarra City well after nightfall on the second day, with no time to explore before heading straight to the tavern and inn where they'll be residing during the visit. The Crooked Bone is a large establishment near the center of the city and built for crowds, though it is clearly unprepared for quite this large a number of overnight guests, and the staff may be heard debating the wisdom of taking such a contract, having to cancel and refuse other guests to fit the whole Inquisition contingent, but apparently making a pretty penny and earning favor with some unnamed royal courtier in exchange. Even though the Inquisition has been granted exclusive use of the inn for its stay, it fills up the available rooms without anyone, no matter how high-ranking, permitted a room of their own.

But it isn't an altogether uncomfortable arrangement, and definitely preferable to sleeping in tents. There's hot food downstairs at nearly any hour, not to mention ale and wine, served at long tables in a large room with space at the center for dancing—when there's music, which there won't be now unless someone among the Inquisition wishes to provide it—and a cheery sort of atmosphere lingers despite the decor, which tends toward dark wood and skeleton motifs. It's warmed by the proliferation of lanterns of all shapes and sizes, and the fire burning merrily in every grate, which combined with the full house lends the place a surprisingly cozy feel. Plus, the Inquisition's takeover of the inn means it can maintain its own security and thus genuinely relax indoors, something that won't be so true upon venturing out into the city.

II. NEVARRA CITY

Nevarra's capital city sits on the banks of the Minanter, where the river winds down through the hills that mark the border between Nevarra and its rival Orlais. The city is tucked into a high valley, surrounded by sharp cliffs and studded with rocky spires. The few tributaries of the Minanter that once flowed through have been rerouted into a central channel that tumbles down a fake falls into a large reflecting pool in the city's main park, feeding a fountain in the shape of a trio of water-spewing dragons. The City is renowned for its art and culture, grand buildings and meticulously manicured landscaping, unusually clean cobbled streets and soaring halls carved with intricate adornment. Though no longer as large or as busy as Cumberland, it is a wealthy city, and the immaculately dressed majority will not hesitate to stare at the Inquisition interlopers in their midst. They are frank about their curiosity and also about their suspicions: Nevarra has no love for Orlais, and the Inquisition has far more close ties to the southern Empire than anyone here is comfortable with.

Originally a Tevinter stronghold, the oldest parts of the city are distinctly Imperial in style, all polished, seamless black marble, like the columns that line the boulevard leading from the heart of the city up to the Castrum Draconis, where King Markus holds court. The way to the royal fortress is lined with statues, the finest examples of the hundreds of figures that exist throughout the city, likenesses of every hero and dragon-slayer, kings and generals. At this time of year, each noble family honors its famous ancestors with processions, marching through the city to drape their family's statues in the house colors.

These parades take many forms, from the loud and gaudy to the solemn and torchlit, attended by thousands or just a handful. The richest houses hire troupes of actors to man the streets beside the statues of their predecessors, costumed and acting out the most famous triumphs of their subject's life. This year, as the king's health declines, the competing efforts of the Pentaghasts and Van Markhams and their respective supporters take on a new urgency. Every theater in Nevarra has been emptied and some further afield too, to fill the long, black marble boulevard before the castle with players staging elaborate recreations of dragon hunts and historic battles. Accusations of sabotage, petty turf wars, or players making impromptu cameos in their rivals' shows raise tempers ever higher and the unlucky or unwary may be caught in the midst of a street brawl as tensions threaten to spill over.

The situation in the court itself is no less fraught, though the simmering anxiety is more successfully kept behind closed doors. The King is old, and that he is failing is no longer a secret. His mind has not gone, but his strength has, and he is only capable of brief spates of sharp attention before the effort exhausts his resources and he begins to drift or doze. He is constantly attended by a rotating trio of Mortalitasi, his most trusted companions. He holds court for roughly an hour a day, perhaps two if he is feeling especially hale, and courtiers are in constant competition to be among the few blessed with the king's personal attention. All other business is handled by a handful of advisors, most of long standing. While the Inquisition's representatives are welcomed, and official gratitude expressed for the assistance at Perendale, they may find the reception rather cool overall. The nobility is particularly wary, of Orlesian influence, foreign or Chantry factions meddling in the succession, of the potential threat to Nevarra if the sleeping dragon of the Imperium is poked too hard. It will take careful and strategic mingling indeed to begin to truly win anyone here over.

III. THE NECROPOLIS

Toward the end of the Inquisition's stay, a rare invitation will be extended to its members: an opportunity to tour the Grand Necropolis outside of Nevarra City, proffered out of awareness that its customs are seen as barbaric to outsiders and in hopes that a better understanding of Nevarra's customs will facilitate a better working relationship. The Inquisition will not require any particular person to attend the tour. It is a delicate subject, and one that may rightly make many people squeamish or afraid. But it would be rude not to send representatives, so those who are willing and curious enough to agree will be sent to meet Tivadar Nancollas, one of the Mortalitasi, at the entrance.

Within the walls, the Necropolis is nearly large enough to be a city of its own, were any of its population alive. It is divided into a warren of countless crypts, wound through with passageways. Those maintained by Nevarra's ancient families are enormous and ornate, paths as wide as real streets leading through a maze of oversized statuary and gilded rooms fit for living nobility. Others are smaller and simpler. Some belong to families that have since died out entirely and have fallen into disrepair, though the Mortalitasi see still to the remains within. There are vast public crypts as well, where the inexpertly mummified bodies of Nevarra's poor and nameless are housed en masse if delivered to the Necropolis from outlying communities. The one constant is the smell: the pervasive spicy-sweet aroma of the incense burned in censers throughout the Necropolis, heavy enough to cling to clothes and hair for hours afterwards, and give headaches to those unused to the scent.

As the group passes each crypt, Tivadar names its owner and perhaps some of the better-known figures residing within. The Pentaghast crypt is particularly enormous, and he guides the group inside, past the crowd of still and staring dead, for a brief glimpse at King Caspar still and silent on his throne, crown atop the wispy remains of his hair, finery conspicuously new yet crafted in the style of ages past, the blade of the sword laid across his lap still razor-sharp.

In contrast to the enraged corpses that may have climbed out of bogs or emerged from caves to attack Inquisition agents in their past travels, these possessed corpses are remarkably sedate. They do move: they may blink or turn their heads to watch someone pass, eyes (or eye sockets, depending on the age and wealth of the deceased) glowing with the presence of something otherworldly. But they seem content with watching, until—

(There's always an until.)

—deep in center of the Necropolis, where some of the oldest crypts are falling into ruin and even the Mortalitasi's careful work can't keep all the skin on the corpses' bones, Tivadar disappears—magic, perhaps, or a trick door, or some combination of the two—and the sealed door to a nearby crypt creaks open.

The corpses that lurch out of it are not sedate. They're rabid and grasping, red-eyed, and ready to claw and bite and pursue the Inquisition through the Necropolis' streets. These first enraged mummies count among the poor and poorly kept—they're numerous, but unarmed, brittle. As they push the Inquisition back through the streets, however, their presence seems to awaken the mummies that had previously sat or stood calmly elsewhere. Some of them retreat deeper into their crypts as if frightened. Others do not retreat, but join the swarm in attack. And the further the fighting progresses toward the doors, with the red-eyed corpses stirring each crypt they pass too close to to action, the better preserved and better armed the dead become, until they are wielding swords with names and clad in the dragon-scale armor of the royal houses themselves.
mactears: (loghain | argumentative)

[personal profile] mactears 2017-11-30 06:07 pm (UTC)(link)
If Loghain shares Alistair's skepticism--and contrary to appearances, he does indeed have a colourful imagination--he doesn't let it show on his hard and weathered face. He listens instead to the quiet desperation in Pelidanus' voice and knits his eyebrows together subtly; his cagey demeanour sends a creeping dread inching up the back of Loghain's neck.

He glances Alistair's way once, expression unreadable, then back again to Pelidanus. Then he makes a gesture with one hand. "Tell us your information," he says quietly.
byblow: (56)

[personal profile] byblow 2017-12-04 12:11 am (UTC)(link)
At Loghain's words, Pelindanus looks at Alistair—seeking an ally, perhaps, or some reassurance that they will indeed remember that he was their friend. He gets only a tilted head and silence, until he seems to look at Alistair more carefully, eyes narrowing, lingering on his nose.

Alistair knows that look. He doesn't like it, but at least this time it's useful, knowing for sure the man has seen his face somewhere before.

When the silence becomes too uncomfortable for even Pelindanus to bear, he says, "Aurelian Titus," and takes a belated drink from his goblet, as if doing so quickly enough will retroactively calm whatever nerves sharing that name has rattled. "He is a magister. He was a friend of Archon Davan, until he was not, and the Archon was dead—all his enemies turn to ash, one way or another. I would not like to be one of them." Another drink. "He had your king. He was once in need of a healer—" He gestures to himself. "—and he trusted me, then, though if he knew I might recognize the man perhaps he would not have. It was ten years ago. He may be dead now. If he is alive I do not know where he is held. That is all I have to offer."
mactears: (loghain | argumentative)

[personal profile] mactears 2017-12-04 03:19 am (UTC)(link)
"Where was this? When you healed him--where was he?" Loghain asks brusquely; better to make this demand of Pelidanus now than let himself think on Maric in the clutches of some depraved magister, in such a condition where he might require the services of a mage healer. He scrutinizes Pelidanus' face coldly, unrelentingly, and if the man seeks to make a friend of him, it's clear he's going to need to provide more information before that happens.
byblow: (12)

[personal profile] byblow 2017-12-07 03:46 am (UTC)(link)
"Qarinus," Pelidanus says, quickly. "At his home. He got vomit all over the carpet—"

"Tragic," Alistair says.

"—but he was fine, when I left," the man finishes, quelled. "I do good work."
mactears: (loghain | intense)

[personal profile] mactears 2017-12-07 09:26 pm (UTC)(link)
"Fine," Loghain repeats in a low voice, his eyes grown cold and unfriendly. "As fine as a Fereldan king can be, trapped and tortured in the clutches of a monster for decades." His temper when riled is a formidable thing, but there's something darker brought out of him now. Loghain's fingers flex and clench on the hilt of a knife at his belt, one that he struggles not to unsheathe. (Maybe he's weighing the cost against the benefit of gutting the snivelling coward in front of them like the cold fish he is.)
byblow: (96)

[personal profile] byblow 2017-12-15 07:53 pm (UTC)(link)
If Alistair is aware of the possibility of imminent violence, he doesn't give much of an outward sign. Maybe it's because he wouldn't be sorry to see the man's insides on the floor. Maybe it's because he doesn't consider Loghain's temper his responsibility. He glances sideways, then smiles at Paladinus, to the extent that twisting up one corner of his mouth while looking distinctly unfriendly around the eyes qualifies as a smile.

"I have no doubt he is a monster," the man goes on, tracing his fingers on the rim of his goblet in a finicky nervous motion, "but whatever Titus' plans were, they required keeping your king in good health. He was ill, not wounded. For all I know they are great friends—"

"If you don't know anything else," Alistair cuts in, "I think we're done here."
mactears: (loghain | keyed up)

[personal profile] mactears 2017-12-18 07:14 pm (UTC)(link)
"For all I know they are great friends--"
"If you don't know anything else, I think we're done here--


In a fluid motion, Loghain seizes Peladinus by the front of his shirt, his fist tight in the fabric and his stare hard, unforgiving. It's a reckless and impulsive gesture, one that threatens and satisfies his need to do something drastic in the face of this news--but the satisfaction is short-lived, regardless of how the move may frighten the coward in front of him.

He doesn't let him go so much as forcibly push him away. "Get out."