faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] faderift2018-06-02 04:52 pm

MOD PLOT: NOT ALONE DO WE STAND, Part 2

WHO: Grand Tourney attendants
WHAT: Celebrations, slightly marred
WHEN: The last day of the Tourney, and after
WHERE: Wycome
NOTES: Reminder that brackets for all events are here!


I. LAST CHANCE TO PARTY

After the Grand Melee draws to a close, and the Grand Tourney with it, the grounds and adjacent taverns and inns remain crowded with visitors. There's at least one more night of celebration before everyone has to return to their lives. The most raucous of it, as well as the most bragging, originates from the Free Marches, who have taken James Norrington's presence on the winning Inquisition team as an opportunity to claim victory for themselves—the fact that the rest of the winning team was made up of Rifters and a Tevinter is something nearly everyone would prefer to overlook. For many competitors, it's the first night they've been able to indulge in honored Tourney pastimes without jeopardizing their performance in events. For many spectators, it's their last opportunity for the foreseeable future to spend time with new friends from other nations and to prove who can sing their homeland's favored drinking songs the loudest.

When it comes to the Inquisition, something has noticeably shifted. The congratulations for their victories are often sincerely delivered, accompanied by questions about the war effort and what they do. Identifiable rifters and mages may find strangers sitting down next to them, rather than giving them wide and whispering berth, and asking their names. Elves are slightly less likely to be asked to go get a broom or fetch a drink. Arguments about political philosophy don't uniformly fall to one side or the other, but they are more common than they were at the beginning of the week, with heated arguments about the future of this or that nation periodically breaking out over drinks.

Even those arguments are fairly friendly and high-spirited, though, and far outnumbered by the number of less serious conflicts that break out: drinking contests, pie-eating dares, and good old-fashioned dance-offs.

II. CONGRATION YOU DONE IT

To allow time for competitors to set their broken bones and stop bleeding, the award for the Grand Melee is given the following morning, with the Celebrant presented amid fanfare to the winning Melee team. Winners and high-ranking runners-up from other events, though less loudly vaunted, are directed to a tent to pick up their prizes.

The grounds don't immediately vacate, after that, but the mood is distinctly wound-down, while merchants pack up their stalls and revelers nurse hangovers or aching stomachs overloaded with pie. By midday, people have begun remarking on a peculiarity: the prizes meant for competitors from the Anderfels remain unclaimed, and the entire delegation seems to have left in the middle of the night, likely sour grapes over their Grand Melee loss, fiercest warriors in Thedas my ass—though some speculate instead that they've all been kidnapped, or that they fled to avoid being forced to return to their own country.

III. SHIT

The rumors don't have long to percolate before the question of what happened is answered—first by Ina Hachette, a member of the Anderfels court persuaded to defect to the Inquisition, who turns up out of breath and searching for the Inquisition's leaders, and next by a curt message delivered to Inquisition sending crystals that there's a disturbance at the Orlais-Anderfels border. A big one. Invasion-sized.

It's inevitable that the news spreads—living cheek by jowl in tents is not conducive to much secrecy—and soon rumors have run wild throughout the encampment, putting an abrupt end to the festivities as everyone scrambles to gather their forces to leave. Tevinter, on the whole, is the quickest to pack its bags. Whether they know something or are only worried people will turn on them as the finger-pointing begins is anyone's guess. But if it's the latter, they're right to worry, and nearly prevented from leaving by an Orlesian-led mob convinced that they know something. The task of keeping the peace and preventing bloodshed falls to the Inquisition as much as Wycome's local guard, as the tourney dissolves into posturing and wild accusations.

When the danger of an actual fight breaking out passes—mainly once Tevinter is gone—and the crowds thin, the Inquisition's delegation is ordered to pack up and make haste on the journey back to Kirkwall.
arlathvhen: (08)

[personal profile] arlathvhen 2018-06-10 04:44 am (UTC)(link)
Is this person guilty? Well, they’re certainly guilty of POOR MANNERS, so that’s definitely a sign that something’s up. Not that Beleth stops to help the poor group of toppled dwarves, doing nothing but skirting around them with some mumbled apologies. But, that’s different, because she is on a mission, and doing something that is most definitely, probably, maybe kind of important.

In any case, this person is definitely sketchy, and Beleth starts to pick up speed to match theirs. Deciding to sacrifice stealth in order to slow the person down, she takes as direct of a route as possible, though taking more care to weave around the crowds, instead of blundering through them. Once she thinks she’s close enough to try it, she reaches to try to tap at the cloak.

"Ser? Ser, you dropped something, when, ah—with the dwarves—"
sincerelyours: (Default)

[personal profile] sincerelyours 2018-06-13 05:48 pm (UTC)(link)
The person turns, and even with their face obscured under the hood, seems to stare down at Beleth from an impossible height. Their breathing is heavy and guttural, their bearing aloof and mistrustful, but they extend a massive gloved hand to accept what they dropped.