Fade Rift Mods (
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Entry tags:
- ! mod plot,
- astrid runasdotten,
- benedict quintus artemaeus,
- byerly rutyer,
- cedric carsus,
- clarisse la rue,
- ennaris tavane,
- gwenaëlle baudin,
- hermione granger,
- jayce talis,
- lazar,
- mobius,
- petrana de cedoux,
- siegfried farnon,
- stephen strange,
- talin shira'nehn,
- teren von skraedder,
- vanya orlov,
- viktor,
- yseult
MOD PLOT: With Strides Immeasurable
WHO: Everyone
WHAT: Moving days
WHEN: August 9:50
WHERE: Everywhere, really
NOTES: OOC post. Use appropriate CWs in your subject lines. The image in this post that isn't just straight from the games/promotional images (Qarinus) is by Meggie Rock.
WHAT: Moving days
WHEN: August 9:50
WHERE: Everywhere, really
NOTES: OOC post. Use appropriate CWs in your subject lines. The image in this post that isn't just straight from the games/promotional images (Qarinus) is by Meggie Rock.

The world is too large and Riftwatch too small to be everywhere, involved in everything. The days of trying to keep their fingers in every pie across Thedas may be past, but the scope of the war still is what it is, rifts can still open on any corner of the continent, the enemy is active all over. So while much attention has naturally been on rebuilding and refortifying Kirkwall and the Gallows since the Venatori attack, they can't remain focused inward for too long. The reorganization of the eluvian network created a protected nexus in the Crossroads, eliminating the need for long journeys through the newly-volatile landscape. Now, Riftwatchers need only pass through the Gallows eluvian (secured in a guarded basement space in the central tower) to find themselves within steps of central Minrathous, Val Royeaux, or Antiva City. Other mirrors in the cluster provide access to new outposts in Qarinus, Nevarra City, and the Rivaini coast, or a long-neglected base in the Hunterhorns.
The priorities of turning outward now are clear: operations in Minrathous and Qarinus must be expanded, the better to marshal forces behind enemy lines. The existing base in Minrathous needs expanding, and a new one in Qarinus established. In Nevarra City, the Mortalitasi have requested assistance with a rift at the Necropolis that is hampering efforts to finally repopulate the city after its long undead occupation. Elsewhere, there are spaces to be dusted off or construction to be overseen, the lay of the land taken for future operations. While not an emergency situation, the work is urgent in the sense that all of their work is urgent. No one who might be unusually unsuited to passing as a local will be sent to Tevinter, where all work is inherently clandestine and therefore dangerous, but it's otherwise more or less all hands on deck, with the ease of travel meaning people can come and go on staggered schedules. Just make sure you've memorized the list of which eluvian is which.

Riftwatch's base in Minrathous may be unfamiliar to those outside the Scouting Division, but expanding operations in the city means making space for more visitors. The eluvian is housed in a hidden room in the cellar of the Bear's Tooth tavern, a busy taproom on a middling market street near the center of the city. It's the sort of place that sees a constant stream of diverse customers but few regulars, where a minor nobleman on business might cross paths with a farmer bringing produce to market. The block behind the tavern is more residential, respectable if not quite fashionable, and home to Widow Tavisa's Boarding House, a fading but clean establishment similarly catering to short-term visitors of the mostly-middle classes. The two properties are secretly connected by a tunnel, an ancient winding servant's stair, and their owners' loyalty to Riftwatch.
The upper floor of the boarding house, with its steep eaves, dark velvet wallpaper, and inescapable scent of old flowers, has been kept available for visiting Riftwatch agents for some time now, but there's a secret expansion underway to add the bunk rooms and communal workspaces that will turn this into a proper outpost. Long ago, Widow Tavisa's extended to a second wing next door, but a fire burned most of it to the ground. Left untouched was a hidden basement—a taproom and smoking lounge only ever known to only a select few Tevinter hipsters—that now lies below the walled garden that was built on the ashes of the upper floors. Riftwatch is digging a couple short tunnels through the cellars to secretly connect this space to the other two buildings, and then performing clean-up and some light construction work to make it fit for use.
The place is all dark wood and marble and the over-gilded furnishings typical of Tevinter design trying a little too hard to look more luxurious than it is, now covered in layers of dust and ash. Some fire damaged areas will need to be repaired, and a few ruined walls are better demolished to create a space open enough to house a collection of salvaged tables, chairs, and desks for communal eating and working, centered around a large two-sided fireplace and a lightly singed Tevinter-billiards table. There are bunks to install in the adjoining private rooms, making each fit for at least three agents, and repairs to neglected plumbing in the shared bathroom.
But Minrathous is too large and dangerous a city for just a single safe house, no matter how large, especially now that the Venatori openly control the city, the streets crawling with people in silver-and-blood livery and stalked by fear of their patrolling guards and rumored spies. In addition to pitching in with construction, Riftwatch agents will be tasked with searching out and securing other spots throughout the city for potential future use. This will be good practice for those not yet familiar with moving about the city discreetly, and a chance to feel out the conditions in various neighborhoods.
Someone might be assigned to wander the fashionable cafe district around Tenquillis Square in disguise as an aristocrat's agent looking to secure a pied-à-terre for a mistress, watching the palanquin traffic and listening to the anxious edge to upper-class gossip about the Elder One's inner circle, or to pose as sailors looking to let rooms in the spindly tenements crammed between the canals of Waterside and keep an eye on the new quayside inspection patterns, as artisans in need of a new workshop in the Iron Heights where the surface dwarf community is rumbling about divisions in the Ambassadoria, or mages fallen on hard times looking for lodging in the worker slums near the magic forges of West Shrek where military recruiters haunt the street-corners and the able-bodied but unwary are sometimes snatched from alleys and pressed into service.
The Venatori aren't the only thing setting the city on edge. Pockets of strange magical effects have begun to appear in the city. There are places where gravity abruptly ceases to function as expected, the world flipped on its head for 10 yards and then just as suddenly normal again. In others, it's time that is out of sorts, the walk from one end of a certain block to the other somehow taking an hour longer than it feels, the movement of clouds overhead slowing to a crawl until the next street is crossed. Some places have simply ceased to be—half of a building replaced with a mess of crumbling walls and stairs or jagged crags of rock that Riftwatch will recognize as pieces of the Crossroads or the Fade drawn physically into this world. Even where all appears normal, one may become aware of an uneasy sensation of something passing nearby unseen, of being watched, of sounds just on the edge of hearing, emotions surging suddenly out of nothing as if catching the mood of a non-existent mob.
Street prophets cry that only the Elder One can save the city from crumbling, the decay caused by centuries of worshiping the non-existent Maker and his false chantry, and restore the Imperium to its glory. Among the populace, a fair number believe these claims. Some also blame the southern Chantry for the damage, claiming they've sent their own barbaric mages or their Templars or both to disrupt the magic that's always held Minrathous together. Still others believe that this is the beginning of something wonderful—that the Elder One is restoring a greater magic, and soon Tevinter's nonmagical population will begin to exhibit magic themselves and bring Tevinter into a new era of equality and dominance. Meanwhile, iffy areas have been marked with signage, though that doesn't keep the curious out, and outright dangerous areas are under guard. An area near the docks around the old slave market has been quietly sealed off by soldiers with stories of some sort of dangerous enemy sabotage attempts, but there are whispers in nearby taverns of Wardens seen coming and going.
There are rifts, too. Ten years after the Breach they're not unprecedented, but the frequency with which they're opening in Minrathous right now is unusual, both to Riftwatch and to the locals. The sudden proliferation over the last few weeks will be a topic of nervous conversation (and sometimes fascinated conversation, in certain circles). Whether to help close them or let Minrathous suffer for Corypheus's choices might be a topic of debate within Riftwatch, but it turns out those aren't the only two options. Riftwatchers might come upon a team in Venatori colors arrayed around a rift with anchors outstretched, shutting it themselves as others hold the demons at bay. They might also notice some members of such a team being closely watched and ushered back into wagons for transport when the work is done.

In Ancient times when Tevinter ruled the known world, Qarinus was at the heart of the Imperium, its queen married Darinius, uniting their kingdoms to create the empire and make him the first Archon. But as borders shrunk in Ages past, it found itself more and more on the outskirts, nearer Antiva and Rivain than Minrathous and nearer Par Vollen than comfortable. Positioned at the gate to the Nocen Sea, it has been a magnet for both trade and conflict. It was conquered and occupied by the Qun for the better part of a century, was the last major city to be freed by the Exalted Marches of the Storm Age, and recently suffered the ignominy of being officially renamed 'Ventus' in honor of the commander of the fleet that drove off another attempted Qunari invasion in 9:12 (a name locals still defiantly refuse to use). This history, along with its location on the border, the danger of the surrounding seas, and the large population of foreign travelers and emigrants passing through, have given it a reputation as the frontier city of Tevinter, rustic and lawless, the Imperium's version of Llomerryn.
In reality, it's closer to a normal mid-sized Tevinter city than it is an outlaw haven. Its rocky coastline has certainly long been home to plenty of smugglers' dens and pirate hideaways and the crowded port is wound with narrow, ramshackle alleys leading up to dusty central plazas still showing damage from Qunari incursions. It does have a provincial air in places, but its rougher areas are also balanced by its share of lush palm-shaded gardens and lavish cliff-top villas, citrus trees and draconic statues lining the wide stone promenades around the floating Praetor's Palace, and an outpost of Orzammar's Ambassadoria. But its reputation has become a bit of a self-fulfilling prophecy, especially since Corypheus revealed himself and the Venatori began to imprison its opponents. The current praetor is Magister Havian Sulara, Venatori and a close ally of Calpernia. Even so, the city has less of a conspicuous Venatori presence, and since they've tightened their hold elsewhere the number of magisters coincidentally retreating to summer homes by the Straits has markedly increased. Rumors abound that several prominent opponents escaped to Qarinus and are still hiding out in the city, running a network of smugglers shuttling those targeted by the Venatori to safety in Qarinus and beyond.
This last is true, and certain erstwhile Riftwatch leaders have had a key part in coordinating those escapes through a network of naval contacts operating in the Nocen, assisting not only in discreetly ferrying people out of Minrathous and other port cities, but helping identify those willing and able and direct them to an anti-Venatori organization based in the city called the Lucerni. Run by a woman called "Thanira," actually Magister Maevaris Tilani who has managed to slip the Venatori net, the group is quietly gathering itself in the shadows of Qarinus. The People of the Silent Plains are active here as well, with a cell in the city similarly dedicated to smuggling escaping slaves into Arlathan Forest and beyond (which they'll report used to be pretty easy before all these shem politicians started sneaking about). While the city does not share the pervasive anxiety shivering beneath the surface in Minrathous there is a restless energy to the place and its people, a chippy edge to everyday conflicts and minor disputes. Maybe it's just the sweltering weather and the crackle of daily thunderstorms, but there is an unspoken sense of something brewing.
It's time for Riftwatch to do more to help. The eluvian giving access to Qarinus is set into the wall of a sea cave, which floods with the high tide. While moving it without breaking the glass would be difficult (potentially impossible), the good news is that the cave was once used by smugglers and connects to several others, leading up to the cellar of an old lighthouse set atop the cliffs at one edge of the city. Riftwatch has taken over operation of the light and the ramshackle smuggling base hidden within it. Here most of the conversions have already been done by the prior occupants: there's a room full of bunks and hammocks for at least 12, kitchen and dining areas, and a surprisingly cozy space for off-hours relaxation full of furniture made primarily out of barrels, rope, and grain sacks.
Qarinus isn't large enough or hostile enough to require more than one or two auxiliary safe houses, but in addition to establishing those, there are allies to make contact with and intelligence to be gathered. Agents will be tasked with assisting in moving refugees both into and out of the city; escorting potential political prisoners, escaping slaves, and supply deliveries from smuggler's landings to meets with Lucerni or the People's agents at various places throughout the city; and helping others slip out onto ships bound for still-neutral Rivain, caravans into the mountains or toward Arlathan, or the ships or wagons of smugglers trading illicitly with Antiva.
While their presence is light compared to Minrathous, there are plenty of Venatori still running the city, on watch against both agents of the Qun and any rumored resistance movement. They're doing their best to prevent any enemies of the Elder One from passing through the city in either direction. Riftwatch agents will also be assigned passive surveillance missions, tracking Venatori movements and observing their operations to get the lay of the land will also help get Riftwatch up to speed, keeping a lookout especially for weaknesses that might be exploited in the future.

The crypt is mostly empty of corpses—some destroyed or missing, others relocated to the more prestigious Grand Necropolis now that there's so much empty space—but that doesn't stop the space from being unsettling to people who are unsettled by that kind of thing. The door to the crypt is set into a hill, with ancient windows that allow some tree-dappled sunlight to pass through into the entranceway, but further back there's no daylight, only a mix of fire and veilfire braziers that throw long, flickering shadows. The halls are lined with enclaves that seem like a mix between bedrooms in an inn and big-windowed storefronts: the possessed corpses that reside here do so on perpetual display, unconcerned with privacy. The materials used to construct these little houses echo the eras and preferences of their occupants, and while they're largely empty now—the furniture and belongings that once surrounded each body have been looted, reclaimed by families, or relocated—there's still something arguably disrespectful about settling into what are essentially abandoned graves. Anyone who stays here overnight will be advised to do so in the entrance hall.
But this isn't a place where Riftwatch might routinely need to settle in and hide. They only need a place for an eluvian that's safe from observation. Outside the crypt, Nevarra City and its environs are friendly and happy enough to see them; the inn along the road to the city proper will gladly put them up for its standard fee.
The royal palace and the city center are occupied by the Mortalitasi, who are still overseeing the city's reconstruction and making painstaking attempts to match abandoned corpses to their correct ancestors, but also taking their time with it to try to settle the situation between the Van Markhams and Pentaghasts before having to commit to handing the capital over to one or the other. There's no real danger left. If Riftwatch agents visit to meet with Mortalitasi allies, the narrow streets are quiet, eerily empty. The black marble statues of Nevarran ancestors and heroes dotting the public spaces might be the only new faces anyone comes across on a walk. But around the rim of the city, outside the older walls from when it was a much smaller place, citizens have returned to occupy the sprawl of smaller houses. Most of them are poorer folks who never found anything better in the intervening years, but a number of people employed by Nevarra's wealthy and noble families are living there too, essentially glamping in large tents filled with comfortable furniture, to make sure they can be among the first to reclaim their employers' property and fend off looters or squatters when the rest of the city reopens.
The Grand Necropolis is a hulking, glowing shape on the edge of the city. A long cobbled road flanked by statues of robed skeletons, each holding a lantern lit with green fire, leads to a towering onyx gate. It is a forbidding entryway despite that Riftwatch has been invited, their presence required to close a rift. A pair of Mortalitasi greet them and escort the way into a long hall, this too flanked by skeleton statues, now three stories tall. The shape of their ribs is echoed in the twisting striping of the even taller pillars and the loose arches of the ceiling above, the gaps between leaving the space open to the air. Mausoleums line this road, style and state of repair varying widely. These levels have been cleansed of rogue undead, the Mortalitasi explain, and those that could be returned have been, but restoration of the individual tombs themselves are the responsibility of the families. Their route curves gently, and slopes even more gently, enough that they may not realize they are winding their way underground until they pass through an arched tunnel overgrown with ivy and find themselves in a cavern beside a yawning pit, its squared sides marked out by a perimeter of more green lanterns and by a set of weeping willows, ghostly pale and tinged green only by the lantern-light, branches shifting in a draft from the deep.
Here they meet the Mourn Watch, a group of elite Mortalitasi (their escorts have explained) tasked with the protection and preservation of the Necropolis and its occupants. Johanna Hezenkoss, a 60-something woman with a sturdy build, long steel-gray hair, and minimal patience, and her recently-inducted apprentice, a young elf named Lukas Rutter who looks as if he'd like to smile but is too nervous, explain the rough outline of the problem as they ride the elevator cage down (how far is difficult to gauge). Efforts to fully restore and make safe the city have been long delayed by a continuing plague of rogue undead, new uncontrolled possessions, mostly demonic, continuing at a rate the Mourn Watch has eventually managed to contain to lower levels of the Necropolis but has been unable to stop, and which is straining their resources such that they cannot guarantee the city is safe to repopulate. The source of the problem eluded all manner of investigation and experiment. The Necropolis is vast and difficult to navigate even for experts and grows only more so the deeper you get, Hezenkoss will tersely and defensively explain. But finally, someone happened upon a corridor never before seen or recorded in the order's archives and blocked by a massive rift.
To get to it, Riftwatch and the Mourn Watchers (a larger group awaits them at the end of the lift journey) will have to fight their way through an uncommon volume of demons, some in pure demonic form but most in some sort of body: corpses in various states, collections of bones reconstituted in approximation of a skeleton, scrabbling limbs clawing their way up through the dirt, giant-sized golems formed of loose collections of bone and stone and matter. The rift, when they reach it, is a gaping slash in the center of what looks like elven architecture plucked from the Crossroads and inserted into the Necropolis, like a chunk of shrapnel lodged in a wound. It is a piece of a hallway lined with doors, and while none are passable, a breeze flows outward, and the sickly green light of the rift flickers off something through one arched doorway to create an impression of depth beyond. It will take an uncommon amount of time and effort to force closed the rift, even with the Mourn Watch assisting in keeping the demons occupied. When it is done, Riftwatch will be thanked (genuinely, if grudgingly by Hezenkoss) and escorted back to the surface. Any offer or attempt to scout beyond the now-cleared corridor will be firmly rebuffed, politely at first but less so if pressed. The Necropolis is a sacred place entrusted to the Mourn Watch's keeping. Should they be in need of any assistance in future, they will be in touch.

Val Royeaux is less in Riftwatch's crosshairs these days, having stepped back from attempting to keep up with The Game enough to exert influence on the imperial court's influencers. But Orlais remains a crucial ally in the fight against Corypheus and the Chantry is, well, the Chantry. An eluvian has been located here in the shop of a fashionable and sympathetic modiste, Cecelia Clavet, allowing Riftwatch quick travel into the central shopping districts and access to the wealth of court gossip ladies spill during fittings. The latest has drawn attention: not romantic rivalries or feuding families but a ball (Baroness de Dreux's biannual Mid-Summer Mummery) disrupted by spires of stone suddenly appearing in the ballroom and the dancers finding themselves suddenly on the ceiling. The baroness will be grateful for Riftwatch to investigate (it is, as suspected, an intrusion of the Fade into the physical world), but less grateful to be informed that this is a phenomenon they have encountered before but can do nothing about.
In Antiva City, a boathouse along the Canneti canal has an eluvian installed in its upper-floor apartment. The space is neither large nor luxurious but provides a secure and comfortable spot for Riftwatch to come and go, and for Anselmo Barzini, the owner, to keep an eye on passing traffic for Riftwatch when he isn't poling travelers through the canals on his gondola and eavesdropping on them for Riftwatch. It's an excellent way to gather information, and Barzini is eager to broker a partnership between Riftwatch and I Fratelli della Forcola, a quiet and discreet organization of gondoliers in Antiva City. That's still in its early stages, but Anselmo is certain that bringing a few Riftwatch members to an informal gathering and letting them mingle and participate in a few gondola races (at which they will presumably lose embarrassingly but hopefully with good humor) will win some goodwill.
And near Seere, along the northern coast of Rivain, Riftwatch stashes an eluvian inside a wrecked ship in an isolated cove along the coast. Getting to and from shore requires either a rowboat or a short swim, and Seere itself is half a day's walk away. But much closer is a small village situated on a coastal cliff that overlooks the Northern passage, where Riftwatch has one friend in particular: an elderly Tal-Vashoth woman named Karaas who's as wary of the Qun as they come. She's spending her retirement from life at sea watching the horizon through a spyglass and keeping meticulous notes on any ships from Par Vollen in particular. It's easy enough for her to add Tevinter ships to her particular area of concern and keep an eye on their hidden eluvian for them, and she has a sailboat they can borrow to get to Seere faster if necessary. She'll also alert them to the presence of a young whale caught in yet another area of strange veil effects, trapped in a pocket of water now suspended in the air as if filling an invisible room. It will require some ingenuity, but if they can find a way to climb up, they might be able to use reality-reasserting magic, runes, Templar abilities, or anchors long enough to weaken the effect and help get the whale back down into the actual sea.
V. THE MIDDLE OF NOWHERE
While most of Riftwatch's eluvians are dedicated to the need to reach the middle of a given city as quickly as possible, two are set aside for getting away from it all.
For the first: Riftwatch has long had access to a sparingly-used hunting lodge in the Blasted Hills, near the Hunterhorn Mountains and Anderfels border. It's a location that will be made infinitely more useful by trading its resident eluvian for one large enough for griffons to pass through—the transport of which requires volunteers to take a road trip with a slow-moving cart and team of draft horses and camping overnight in the Orlesian countryside rather than risk storing the enormous eluvian in a roadside inn's stables. But the ability to pull up the canvas in the cart and drop through the eluvian to trade shifts with those back at the Gallows in a matter of minutes makes it less miserable, maybe, for those who pull the short straw on any given day.
The hunting lodge itself, when reached, is unforgivably heavy on antler-based decor and covered in a year's worth of dust and cobwebs, but otherwise it's in serviceable condition. If anything it's too large; the previous owner frequently hosted guests and their horses and hounds, with spare bedrooms and an expansive stable to accommodate them, and the appointments are rustic in aesthetic only. (The fact that the woody decor and enormous murals of the chase are a bit overdone and, arguably, cringe in the capital this decade might have something to do with Riftwatch's uncontested possession of the property.) It will take some carpentry and heavy lifting to transform the existing stable into an eyrie that can comfortably house a couple of the griffons at a time. Once there's a place for them, griffon riders will need to begin practicing coaxing their griffons through the eluvians and short stretch of the Crossroads—unpleasant but blessedly quick, and something they're generally clever enough to learn to do efficiently—and can begin flying loops into Ander territory to accustom themselves to the landscape. Roving darkspawn are common in the Anderfels even between Blights, and the rule of Corypheus over the last few years has brought with it an increasing problem. A band of rogue Wardens, escaped from Tevinter-ruled Weisshaupt and living in a rough but well-established camp in the mountains, do their best to protect the villages of the area, but some help wouldn't go amiss. They'd also be struck by the sight of the griffons—previously thought to've been lost again as hatchlings during the First Warden's coup eight years ago—and will be eager (even jealous) to get the opportunity to work with them.
And on the opposite end of the continent, beneath in the southeastern reaches of Ferelden, Riftwatch has recently been granted use of an abandoned dwarven outpost. The quickest route for transporting a spare eluvian is to take a ship down the Fereldan coast to Gwaren. The isolated city was, in fact, built to support the shipping needs of the outpost in its heyday as the center of dwarven salt mining operations. After the mines were abandoned, old access points nearer to the port were walled up or collapsed for fear of darkspawn incursions. The remaining accessible entrance is a day's journey through the damp, foggy Brecilian Forest and down into a narrow, easily-overlooked cave that ends in a fortified door. Riftwatch has a key, but getting the heavy doors open also requires repairing a rusted-through chain and cranking some gears. Fortunately, once the eluvian is inside, they won't have to go through the doors every time, or possibly ever again.
Inside, they'll find the remnants of a village that was abandoned centuries ago when it became clear that darkspawn would ultimately make the Deep Roads between Gwaren and Orzammar impassable. The occupants had enough warning to pack up their valuables, and decay has had hundreds of years to do its work, so there's little in the way of personal belongings to find. But the homes were carved into the stone walls directly. Aside from a few that have been eroded by streams or drips of water, they show minimal signs of damage. Much of the furniture is stone as well: bedframes, tables, chairs, and desks all remain, though most will be improved by the addition of some kind of cushion. There's an open expanse that was once a pasture for brontos and nugs that's now been overtaken by the latter and a variety of mushroom species, a smithy just shy of still being operational, a network of mining tunnels that turn eerie and white when the salt deposits are reached, and a quiet mausoleum of stone tombs. Altogether, it's large enough to house all of Riftwatch, if that ever became necessary—it just needs cleaning and stocking, including removing debris from the underground streams and pond that could serve as a long-term water source and dealing with a giant spider and her many large children.
Spider aside, there's no sign of serious danger. The rune-encrusted, fortified entrance to the Deep Roads is still holding strong. There's no sign darkspawn have ever managed to breach the outpost itself, once it was closed up for the last time, and no sign of scavengers ever finding the entrance in the Brecilian Forest. It might be the most secure secret clubhouse ever.
ISAAC | Forces
i | CROSSROADS
Absent a staff, and borrowed in black, Isaac might pass for a Vint. At least until he opens his mouth.
He has trouble with the mirrors – with keeping them straight. It isn’t so uncommon as it ought to spy him stepping out of entirely the wrong eluvian, or into another. He probably didn't mean to find Antiva. He certainly didn't mean to find Nevarra.
ii | WEST SHREK
I don’t, He’d once told Yseult, Know what it is to be a mage there.
Still doesn't, for all that he can better affect a neutral Trade. West Shrek is its own particular wakeup call. He is used to a hard face or two. He is not used to needing beware them. It's one matter to know yourself lifted from this, and another to look it in the eye, on even footing.
He's here with a purpose. He is looking for a name. He is also being followed by a pair of armed men (guards? recruiters?) half a block back. Ducking into an alley, abrupt:
"Behind me," There are a few ways out of this. Fewer alone. His breath is short, "Two of them."
iii | RIFTER WAGON
Cassiopeia was an early defector: A loud little libertarian, of blunt features and disposition. The years have added crow’s feet, a white streak, a nose that refused to heal straight. She's uniformed for the Venatori, hefting a serpentine staff.
Even from a distance, she looks tired.
From a distance is where he’s held her until now. There are a few of us – She’d written, through contacts and codes – Who want out. He'd assumed, of course, that was full of shit. Someone hoping to flush a traitor, or a Riftwatcher, and wouldn't either be the long shot with his reputation? Isaac's not known for sticking out his neck.
Even so: He's here. She is. Strangers are, with anchors in hand and eyes on their backs. They've just shut the little rift, green threads still rippling the Veil, and they're already being hustled back into cart.
Across the street, holed up by the window of an evacuated loft,
"Do you think them all natives?"
iv | DISTURBANCES / CONFRONTATION
[ one open-to-a-group thread for confrontation, to which he would not willingly take someone he didn't think was cool with mages. but feel free to use the disturbance however u want outside that. we can do recon, or examine the effect afterwards, or take out guards, or you can somewhere thread something without cassiopeia or isaac entirely ]
The city is unseaming. The weft pulls thin, onto raw Fade; a bloom of spell and emotion that comes on at once, with an urgency that shoves between senses. Fury and joy roil through the street on a sudden, wild surge. It is possible, if you listen, to hear a roar. The wet thunk of a head.
Of course, there’s nothing there. A few soldiers pace the street beyond a shuttered ampitheatre, signs for a show plastered over with indefinite hiatus. They're to meet Cassiopeia within.
Within – where an improbable field sprawls, lush and green. Flowers break beyond stone. Vines snake a tangle of thorn. The arena is overrun in growth, summer air singing with life. Stems crack up like little fireworks, blooming at rapid pace to form and unfold before the naked eye.
They wither as quickly. Leaves dry, blacken onto themselves. Petals drop and dust. A grub crawls, only to find itself hardening into case, guts and shell dissolving for a butterfly. It takes a sticky first wing to sky and falls again; dead.
The pace is swifter, toward the center of the ring. In those final twelve inches, roils a chaos of constant motion, continual rebirth. Toward the edges, where sand touches stand, normalcy resumes. Only dry stone, and wood bench, and scattered pamphlets: A man cutting the head from some great Orlesian lion.
Cassiopeia stands at the ring's far end, shaded by the overhang of the gladiators' entrance. She isn't immune to the magic here – nor are you. Enter the ring and wrinkles accumulate, flesh wears, eyes dim. Slowly. Steadily.
Still, the ring's rapid aging lasts only so long as you stand within. Exit in time, and this is only temporary.
"I’ve been waiting,"
She begins, and Isaac tenses, fingers slipping into position; ready to crook for a spell. Whether you aim to recruit or be rid of her, it’s time.
WILDCARD
[ game for whatever, hmu on plurk or discord if you've got any questions or want something bespoke ]
iii
He doesn't need to say it aloud, but he does anyway, expression grim. ...Well, grim-er. After all, if a scrappy organization like Riftwatch has been collecting the people falling out of the holes in the world, it stands to reason that the conquering tyrant and his vast armies would find some use for them as well.
He's surprised the Chantry hasn't gathered its own little force of Rifters yet. Or maybe they're just better at keeping things under wraps. Or maybe their alliance with Riftwatch is enough and they have no desire to dirty their hands with the sorts of uncomfortable theological questions Rifters raise.
"They're likely to be bound by - " he frowns, the word temporarily evading him, " - phylacteries. Or similar magics. Otherwise we'd have probably heard about this sooner from some Rifter who slipped the leash."
Swooping down and roasting the Venatori guards would probably be pointless, then, however satisfying in the moment. And he needs to conserve his magic here.
"...What do you suggest?"
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He frowns. The intentional production of anchors has long been a consideration. In some ways, Rifters would be better – they've a way of vanishing – in most, much worse. Strange abilities, new innovations, and the thin possibility that those they have always taken for granted might find the numbers to defect.
(That he does not think they would enjoy their circumstance, well. The dream showed fears, not facts; it would be clever to spoil them under guard.)
"We need information before action," And neither of them is precisely an infiltrator. Follow the wagon, free it, and they might set off half the alarms in the city. Cassieopeia knows his face. "Perhaps we could work back from your phylactery idea."
"We don't know that they can be made of Rifters," So far as Isaac believes. "But we do know how you react to lyrium."
He really must thank Poppell some day.
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Riftwatch's situation is precarious enough. They cannot afford reckless stupidity.
Isaac's next remark pulls Vlast's thoughts from the cart of potential Rifters back to the moment. His full attention is on the mage now, a curious lift to his brow on his otherwise stony expression.
"How is that then?"
Is it the same way as how he reacts to lyrium? And more concerning, does Corypheus's forces have this knowledge? How do they put it to use? After all, the lyrium Corypheus favours is the red stuff, and that makes his grandfather's brandstone look like a harmless clump of amethyst.
(Kralkatorrik had bruised Tyria - the brand extending from central Ascalon to the heart of Vabbi. It was an eyesore, and a dangerous one, but one that could also be mended eventually. What mark would Corypheus leave with the red lyrium? Vlast couldn't help but liken it to him cutting open Thedas and then further souring the wound.)
sorry for delay, also psst want to plan some reckless stupidity
He fiddles for a pocket, and decides the smoke's too possible a tell. No one needs an excuse to look for faces in a window. Isaac passes the little cigarette between his hands anyway, a nervous ellipses of gesture. He's thinking with his fingers.
"I don’t know that it can be deployed in a non-explosive manner," Let alone, a secretive one. They can hardly drop the shit in the street. Can they? But, "Mages often take it to extend one's abilities. An eye to their supplies might tell us a little of that, too."
The little roll flourishes between thumb, finger. A cheap magician's trick to vanish it.
"If we dosed you enough, they might tell you directly."
No worries I shot you a plurk >:3c
crossroads
He stands on the central platform with all its various portals for a moment, taking it in; it’s so deeply similar to the Rotunda of Gateways back at the Sanctum Sanctorum. He knows he should stay on his guard in the Crossroads, but part of it still feels like home.
“Where are you headed today?” he asks Isaac. Strange is juggling a plague doctor-inspired bird mask, trying to find a way to tie it to his rucksack for easy transport. It doesn’t fit well into a bag, and he doesn’t want to crush his only mask before he has to attend all of these formal events. Why are Orlesians like this.
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Adjusting an asymmetric sleeve. He's never seen the Imperium beyond dreams, and five years or better since he's last been asked. A little funny, to think of all that's changed. Bleak, to observe what hasn't. He tweaks the end of the beak.
"Don’t put an eye out," Baudin doesn’t need to match that badly. A critical glance: "You already look half a Crow."
A splendid joke for any bards in attendance, though few will expect Strange aware. A Rifter, however popular and well-regarded, remains foremost an outsider. A curiousity.
"Is that all you're bringing? I hope you've some paint in that bag."
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“Paint? I know they’re doing some construction through the Anderfels portal, but I don’t expect to do any redecorating—”
Oh, makeup. His consternation deepens. “Ah. No. Why bother with facepaint when you’re already covered in masks most of the time anyhow?”
Out-of-towner struggles with local customs.
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Which will do, given the peculiarity of his position, and the nearness of l'Duc's patronage. Over the past few months the half-moon of Isaac's face has faded, no longer possible to guess the shape of his own affectation; whether tethered to some great house's design, or more boastfully unique.
(Word is easily had, if chance invokes his name. The Barony of Val Revin kept a mage until they didn't. Doesn't history repeat?)
"Join the Chantry, if you hate it. They go bare everywhere, naked as the day they were born," This is a warning: An Orlesian mage, unmasked, still declares a particular subservience. "But if you intend to walk anywhere between the glitz and gutter, I'd advise a tasteful swipe or two about the cheeks."
Très bourgeoisie.
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potential 🎀
crossroads.
But the timing has not aligned quite as it should, and so here she is, cooling her heels, where she might be happened upon in the relative security of the Riftwatch eluvian circle, and having happened upon her, Isaac is greeted thusly:
“You are scarcely dressed for Antiva, Enchanter.”
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"Maker, my boating hat." Flat as her own affect. Hello, Petrana. Isaac steps clear of the mirror's path. The better not to be bodied by fleeing gondoliers. "I suppose we ought to ask one another whether we're demons."
The little ring stands empty, unreflected for the roil of magic over glass. Isaac eyes her get-up. Appreciatively specific, she's always held attention to detail. His own sleeves wear thin about the ends, good cloth picked with small, conspicuous repairs: A hand unskilled for mending, unused to the need. Hard times.
He glances for the Minrathousian mirror, probably that's it, deliberate on the jerk of a chin.
"What do you think?"
Of imposters. Of their assuredly mutual destination (she's not scrambling out a sea cave in that).
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she says, instead, “I think I am glad of the time I've spent these past years studying Tevinter.” The language and the people and the culture; some from Flint directly, for instance, some from what she observed to be a reaction in him to something else. Her painstaking research; her encounters with the Venatori directly and less so.
This is one of the more intimidating field undertakings she has considered, but it would be difficult for her to be any more ready for it without somehow, at some point, having become another person entire.
“And that you are handful enough, demon aside,” which isn't not a compliment. “I've heard tell they've shard-bearers of their own, now. I wonder if it might be an avenue for defection.”
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That he meets her eyes is not implication. They both recall the phylacteries, if by different detail. Petrana has always taken pains to separate herself of the crowd. That he holds her eyes –
"But if I caught information that I didn't want to vanish, I'd cut off its arm."
So there's the wisdom in sending him to Tevinter: That he's done the math, and found it lacking. Isaac leans back against a pillar. Considers her, and all the years she's spent studying. Ever meticulous, but perhaps a little moreso for this. For all the control she's wrestled, she must still think of it. Must still measure.
Lacking.
"I've word from a contact," Already told Rowntree, though he expects the man was too delirious to note, "An old one, turned on us in the Battle of Ghislain. She wants to come back."
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iv confrontation
Half his attention is on wisps. One left with a shielded view of the street, one over his shoulder. What will happen to it if it enters the ring? Maybe nothing. Unbiological, it will only grow faster if it can feel faster. But maybe something. He probably shouldn't find out in the middle of a situation that's already fraught—
So recruit or be rid of her is not a decision Kostos will be making for anyone else, unless he somehow manages to do it by accident, which is never impossible: with the half of his attention that's in the room, he snaps a sullen—if quiet—"For what?"
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Something to consider, with the riot of wither and bloom roiling between them, and here, Marcus can see the grey streak in Cassiopeia's hair, and wonder at what she sees looking at them. Years of wear, of an endless ceasefire which Marcus only fears will collapse rather than reignite. Not all of them, standing here, wanted the same things, did the same things, but they broke out of the Circles and became a part of a certain same thing.
Time, as much as circumstance, bringing them together. If he gets a vote, he would like very much to recruit her, and when he moves to stand at Isaac's other side, his posture remains uncoiled, even as he holds his staff with both hands across himself.
Kostos raises a relevant question. Marcus awaits the answer.
change stuff around however u yall need to do cool stuff
Inside, Isaac snaps a gesture to Marcus; look, assurances. Rank and reputation, which counts for nearly so much as a vote.
"I suppose to be appropriately ominous while we all sniff each other's –"
He talks more, when he's nervous. Someone must have counted on that. Behind Cassiopeia, a second figure unfolds from shadow, then a third; a fourth vaulting ahead in gusted Fade. The sound of a bowstring pulls taut, its location unclear. Outnumbered. Very outnumbered. Someone must have counted on this, too: That Isaac doesn’t fight alone.
She promised them information. She promised her team — supervisors, researchers. She didn’t promise them alive. The curse has barely found his lips as she turns, and slams the butt of her staff into Venatori throat.
And then all hell breaks loose.
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The wisp over his shoulder follows his gesture toward the perimeter and finds a crossbowman to harass, weaving around her and spitting lightning enough to annoy, sting. Maybe cause a muscle spasm here and there. Not to kill. That'll be them. The three of them. Four of them? Four of them—how nostalgic.
Summoning another wisp, he's mouthing, fuck fuck fuck fuck fuck. It's a wonder the spirit that arrives isn't fucked up.
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cw gross stuff
mea maxima culpa
GWEN | Qarinus
They're in Qarinus. Which strikes a bit fucking funny, between the posh pair of them; even with her nearly-ordinary eye, and his shirt bleached a few shades nearer brown than black. Still, reputation outpaces effect, and they're far from the city's strangest sight. Hard times come for everyone.
Today, they're scouting safehouses — a funeral parlour, well-appointed to hold the corpse before cremation, while speeches are had and tears crocodiled. There's a service on upstairs, replete with chilling runes and an outrageous quantity of incense. Some beloved old bastard called Pelican Jim,
Whose body they'll be swapping with one of the Blades', tomorrow: Carried out of the city in casket, toward pyre-ground. What will become of James is a question best left unanswered. A tunnel leads from icy basement to a distant, cramped room, and a trapdoor for the clinic above.
There's money in the death business. More of it, for the unscrupulous. Swap a gold ring for painted tin, trim the hair, pry out any particularly good teeth. So this is maybe not their most reliable option. A taste for gold (and Southern novels) is not the strongest claim to loyalty. Still, people come and go. More often, of late.
They've been left alone,
"Bone in his soup," Isaac suggests, tracing a hand along one rime-enchanted wall. "Choked to death."
They don't know how Jim died. It's fair to gamble.
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This thought is interrupted by Isaac's voice, and she turns slowly to level him with the mildly incredulous gaze of her one eye, its golden blank sister expressionless as ever.
“Imagine,” she says, at length, not quite playing along and not quite not, either, “more than a decade of war and you die of soup.”
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He doesn't linger long beside the coffins. If it's any better here than Ilias' workshop, it's only for the lack of tainted ghouls.
"If I had to choose a way to go, I suppose... in my bed after a long illness," He doesn't get sick. "Surrounded by friends and family."
He doesn't keep those.
"They'll shed some small tears, of course, for all the good I've done. Nothing excessive." A beat. "Or bouillabaisse."
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Ruminatively, testing the weight of a coffin lid in her hand, “I suppose whatever it was that hit me in the back wasn't the worst way a person could go. Didn't see it coming, and as these things go it was quick.”
This is more brittle,
testing it out, maybe. Can she make a jest of it? It's been a year. Sometimes when there's nothing at her back she feels the wind whistling, like the moment before impact.
A glance toward Isaac: “Wouldn't someone have to poison you, for a drawn out illness?”
(She pays attention to these things, you know.)
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i fully forgot she had a "normal looking" eye in qarinus disregard prev tag content
yeah a normal looking one. the flesh one
BENEDICT | Ferelden
Ferelden is a large and difficult country; travel has gone slow, slower for the forests and marshes that scatter its fields. He gave caution before the first wagon they hopped onto: There are dangers off the road, for a pair of soft foreigners. There are as many on it.
Isaac dresses plainly. His staff might pass for a walking stick – to the dull, or someone only looking for an excuse to look aside. By the end of dirt roads comes the high arch of Imperial Highway, and the scattered village ringing Ostagar. The land has little recovered to farm, but there's always been work here for scavengers. Whether or not the crown approves, it's proved a cheap way to sort the worst of the fortress' skeletons,
And a magnet for displaced mages.
"Remember," Isaac's expression sketches wide. "Absolutely no circles. If they serve you a pie, or a cup, that's code and you ought to smash it —"
He is, very possibly, just being a shit.
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He's never been to Ostagar, and that much is clear in how he takes in the setting, straight-faced and solemn, with a slightly nervous eye to the ground.
"There's no Blight still in the soil?" he asks pensively.
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Or whatever the latest fad is. Construction here's makeshift: Repairs emphasize function, and an easy view to approaching travelers. Someone's already sighted them; a figure ducks from stone pillar, and out of sight.
Isaac hesitates, wary, then shakes his staff alight, into a low blaze of flame. It isn't that he doesn't trust his contacts —
It's only that they're his contacts.
"Rosana and I were in Montsimmard together," He is, a little, thinking aloud. But the context can't hurt. "We'd the same instructor, if separate paths."
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"What was it like?" he asks instead, reassured somewhat that their contact is familiar to Isaac, "Montsimmard." As far as he's aware, the Orlesian Circles haven't been entirely as barbaric as the eastern ones, but perhaps there's just less said about them.
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