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.
astrid runasdotten | scouting
Avvar in the outside world often work as muscle-for-hire, so this is Astrid’s disguise for the week. She moves through the tense strangled city like a paid hireling with an errand to do, which in a way she is: walking briskly, gaze set down the street, shoulders squared.
Espionage isn’t the sort of work Astrid is accustomed to, but with Desidério away, it’s on her to check on their informant. She enlists a colleague to stand watch at the street corner, as she saunters to the wall behind the seamstress’ shop, pulls out the loose brick, fetches some rolled-up papers, then affects nonchalance as she shoves them into a hidden pocket sewn into the inner waistband of her trousers. Message retrieved, they have to break into an even quicker walk, heart pounding, to get away and hopefully not be stopped for questions— but there’s guards everywhere, guards blocking the way down the street, eyeing any out-of-place faces. They might have to talk their way out, or make a distraction.
Afterward, after some time to puzzle out the message in the safehouse, Astrid taps someone to join her to a seaside dive bar. Nervously smoking outside, struggling with her rune lighter, she explains in a low voice:
“We’ve got a contact. This dwarf, Avigd Nista, is his brother. We gotta get him home safe before the idiot keeps pissing off the wrong people.” Avigd’s been drinking too much, throwing his lyrium-smuggling cash around, more money and loose tongue than sense.
“Come in with me and we’ll get him out of there. Pretend we’re bodyguards or whatever. You got much experience wrangling drunks?”
This is the side of Scouting work that she finds easier: out in the ass-end of nowhere, mostly alone with her thoughts, riding along in the bumpy carriage winding up the mountains on the jostling road trip. She’s used to barren mountains, but the summer heat is nigh-unbearable and she occasionally mutters to herself about the fucking Anderfels and thought it’d be cooler up here.
Once they get to the hunting lodge, however, this is more like it; Astrid wanders, browsing all the mounted animal heads and wondering what went into killing all of them. She takes up one of the bedrooms (with perhaps some friendly competition over who gets one of the nicer ones) and makes herself comfortable. Helps out with the carpentry overhauling the stable into an eyrie; others plan out the work and tell her what to do and she’ll cheerfully carry some wood, swing a hammer.
And she tasks herself to darkspawn duty: clearing out the nearby woods whenever one surfaces and gets too close to the safehouse. She’s sitting on watch today, peering out into the landscape with her bow by her side. When someone joins her, she quirks a smile at them.
“Cozy,” she says.
It’s not.
( just wing something at me or hmu @ quadrille on plurk/discord if you wanna brainstorm! happy to do bespoke starters, and i can easily have her present at one of the other locations; she’ll definitely stop in at seere, too. )
Anderfels - Darkspawn
"That's sarcasm, isn't it?"
He sits down beside her, laying his greatsword over his lap.
"I walked the perimeter twice. Still no signs of movement."
no subject
Astrid looks out at the landscape ahead of them: a barren wasteland, craggy and hot and desolate. Turns out it’s called the Blasted Hills for a reason. “There haven’t been too-too many,” she says, “mostly ‘cos this place has been abandoned a while so they don’t know we’re here to attack, I think? But best to stay on guard anyway.”
She keeps half her gaze on the outskirts even during the conversation. Like watching out for predators skulking around a camp, except some of these darkspawn are too smart for their own good; too humanoid, too unsettlingly sentient. Those barks and hisses don’t mean anything to her but they still seem to be able to communicate with each other. Hive-mind, the records had said.
And Vlast’s ‘walked the perimeter’ sounds so brisk, professional. “You done this sort of thing before?” she finds herself asking.
no subject
The horn decor really got under his thick hide.
"Before. Many, many times. My home world... there has not been peace in a long while, and the Darkspawn are only new to me in name and whatever the source of their corruption is."
He would suspect Void magics, the root of the worst aspects of dragon corruption in Tyria, but he is not sure if such a thing exists here. And if it does, would it go by the same name? Would it work similarly?
"You don't seem a stranger to conflict either."
Calm, not necessarily comfortable, perhaps, but acclimated to keeping watch.
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“Probably not the same way,” she admits, “but. I dunno how much they teach you about the Breach? The thing what kinda started all of this?” She gestures, vaguely, at their surroundings to indicate their colleagues indoors and Riftwatch generally. The mission, generally.
“It first opened about nine years ago, right in the Frostbacks, where I live. So I’ve grown used to rifts everywhere vomiting out demons and making the wildlife… strange. Not literal darkspawn, but y’know, Fade-touched giant spiders are fuckin’ horrible too. I’m more used to fighting off animals gone wrong, though, so I don’t like that these things can talk to each other. What were yours like?”
Comparing blighted horrors is a bonding activity too, right?
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hunting lodge - lmk if you want anything more particular
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“Not always a carpenter, then?” she asks as she rounds the corner of the stables.
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It's a feeble story, but delivered with full conviction and an outrage that suggests he's deceiving himself more than trying to deceive her.
"It's not as if I've never hammered a nail before." It may be a little bit like that.
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Astrid drops the pile of wood in a clatter, shaking out her hands, sizing up the eyre-in-progress. It’s… a bit of an eyesore, there’s a clear disparity between where the original stables ended and where the new additions begin, but it’s probably not the end of the world.
“At least the griffons won’t care if it’s ugly, just as long as it keeps the rain off.”
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minrathous
Meanwhile, Hermione's been roped into following along with a very imposing, slightly intimidating looking woman, quite possibly from the Scouting division. She's not sure, she hasn't spoken much beyond then you're not doing anything? Follow me. And Hermione, eager beaver than she is, did.
What's with everyone so intent on smoking in this place? She makes a little sound of protest - a scoff - in the back of her throat, and steps up closer. "Stop fidgeting with that," she says, and in a quick - practiced? - move she lights the cigarette with the tip of her wand for Astrid. It won't do to appear nervous, Hermione's going to be oozing it in a few minutes enough for both of them anyway.
"Erm." She looks down at herself, all five foot and some spare change of her, and then back up at Astrid. "Bodyguards, really." She is used to tall (pretty) women acting as bodyguards for her, but okay? Okay. "Sure. I've got a very mean stern look, he'll rue the day."
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Probably should’ve chosen someone else for this quick little retrieval mission if she wanted muscle, but she was pressed for time: Avigd is here and getting drunker and the risk growing the longer he’s able to marinate on his own. High time someone showed up, put the fear of the Maker back into him.
“Maybe the bodyguard angle won’t work,” she concedes. “But he’s a dwarf, he’ll be smaller than you. Most important thing, I’ve found, is to just act like it; that mean stern look you said. What’s your name, anyway? I’m Astrid.”
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Hermione still brightens, even if she doesn't outwardly smile. (Something tells her smiling isn't done much in Minrathous.) "I'm Hermione." She'd add her surname but Astrid did not give her one, so she doesn't.
Immediately after, she peers through the window into the tavern and then turns to face Astrid again. Purses her lips into a flat line, narrows her eyes, tips her chin down and crosses her arms. Looks downright furious, if not necessarily dangerous.
Then her features relax. "How was that, good enough?"
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But she looks back in time to catch Hermione’s display and laughs, which perhaps isn’t the most ringing endorsement, but she’d seen the girl with her hair tied up for work and clothes dusty from the excavations at the safehouse, which is an unfair advantage. It is a good, frightening look.
“More than. He’s a coward anyway,” she declares, and then moves forward to push her shoulder against the door, knocking it open and leading the way indoors.
Inside: it’s not a place for magisters. It’s a bar for dock workers, merchants passing through, tired Ambassadoria employees clocking out and needing a drink, other human civil servants without a drop of magical ability, the cogs which keep the city running. A lot of dwarves, a lot of sailors. Perhaps there’s a down-on-their-luck Laetan or two, but they’re by far the minority.
And— there, in the corner, Avigd Nista. A burly dwarf guard off-duty and seated at a table, deep in his cups in the way that’s not really fun anymore, and his companions are looking a little weary of it while he opines. As the women approach the table, he stops and stares at Astrid in clear recognition, struggling through the haze to figure out why he knows her.
Then, spooked, like he’s seen a ghost: “Lavina,” he hisses, jerking and spilling some more beer on his shirt.
Astrid stares back in blank cluelessness for a moment before it clicks into place — oh, right, that was her pseudonym at the time, wasn’t it, fuck, spywork is hard. “We need a chat with our friend here,” she announces, sliding onto the bench beside Avigd and slinging an arm over the back of his seat, temporarily blocking his exit. There are a couple other dwarves seated at the table which Hermione will need to shake loose to clear their chairs.
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road trip
She's hot, too—only comfortable with it. This dry, she's hardly sweating, but if she were she wouldn't mind. Might prefer it. There's no lack of water, with Kirkwall only a jump through the mirror away. But the waterskin that began the morning fat and round is now a sad, floppy thing puddled between her feet, and her mouth still feels like it's drying out too quick. That's the only part of this that's uncomfortable. That and the unpolished, uncushioned wood of the cart seat, which she keeps worrying might leave splinters in some very awkward places every time the wheels find a rock.
Nonetheless: "Here," she tacks on, even though she's not holding anything out for Astrid to take yet. Only a prelude to maybe eventually being helpful. She twists and leans around to rifle through the bag of personal effects stashed behind them, on top of the canvas-covered eluvian. In the meantime: "Think cold thoughts. What's the coldest you've ever been?"
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“You’re from Rivain, right? I’d fucking die.” Odds are that Riftwatch will need some work done and she’ll go there sooner or later, but in the meantime. Every time she tries to sprawl against the bench and get comfortable with an arm slung over its back, they hit another pothole and the whole thing jostles and it feels like she’s going to get flung out of the cart. It’s different from the muscle ache you get from riding a horse too long. This is worse, she decides.
But what’s the coldest she’s ever been—
“Almost got frostbite once,” she muses, and there’s an incongruously wistful sound to her voice, thinking of it. “Was out hunting too late and got stuck out in a snowstorm. Weren’t any caves or buildings nearby, so I had to build myself a shelter. Dug out the side of a snowbank and used a tarp for part of the wall. Eventually got it in a good place where I could start a fire inside, but it was rough going til then.”
If she thinks about it real hard, she can maybe summon up that memory even in this heat: her numb fingertips, her clenched jaw, her body shuddering in cold spasms. Also bad, but in a way she can deal with. You can push through it and force yourself to keep moving for warmth. Here in the heat, she doesn’t want to move at all.
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"Weren't you scared the snow would fall on you?"
Snow. How does it work. Surely putting fire under it would make it melt, and therefore...?
In the meantime she finds what she's looking for: a large silk scarf, a back-up for the one currently protecting her hair from the sun and drying wind. Dumping water from her waterskin onto it would be wasteful if they couldn't hop through the eluvian to get more soon, maybe, but they can, so it isn't.
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Which had been heard as a fairly infamous story around the campfire, awed and goggle-eyed and admiring.
Watching Xio rummaging around and withdrawing that scarf, and then realising what she’s about to do, Astrid activates her best impression of woeful puppy-dog eyes. Could she enjoy some of that also. She doesn’t have any light scarves; all of hers are big warm knitted things.
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Minrathous, standing watch
"Patrol's out," he mumbles into his crystal, "hurry it up."
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Gritted teeth over the crystal: “One sec— distract ‘em if you have to—”
Astrid’s still working on the wall. It had been a matter of checking and double-checking her instructions, trying to remember which one she and Desi had hollowed out for this purpose, and then wrestling with the brick to dig it out; it’s wedged in more tightly than they left it, a little warped from the rain and the elements. Too-aware of the ticking clock, she pries her fingers around its edges, tries to tug it loose to get at the prize behind.
Cool. Be cool, Astrid, she reminds herself. Careful is quick.
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But he is, and their attention is on him as they pass; there's nothing to specifically mark him as a foreigner, but for all he and Astrid know, someone else is usually hanging around here. Or more conspicuously, no one.
He keeps his eyes down, but they stop in front of him, their voices over Barrow's live crystal as clear as day in Astrid's.
"Waiting for someone?"
"Mm?" he hedges, looking up with an oblivious smile. "Sorry?"
i’m so sorry
Giving up on doing this by hand, she grabs a hunting dagger and digs it into the mortar. Narrower, this does the trick for prying loose the brick; she pulls out the papers, tries briefly to skim them, but the Trade runes swim in front of her face and she can’t make sense of it, not under such rushed conditions, so she shoves them into a hidden sewn pocket for later reading.
Is it more or less suspicious if she joins Barrow now? Should she let him talk his way out of it alone? But if they decide to take a peek and see her aimlessly skulking back here, that for sure seems worse.
An idea hits. She hasn’t got a dick so this is a little harder, but she unbuttons her belt and unlaces her trousers and shoves them down. A flash of utilitarian underwear, bony hips, bare thighs and ass, and —
Hunkering down beside the alleyway’s garbage and weeds and maybe a scurrying rat or two, she hunkers down into a squat and starts to take a piss. Loudly.
“Sorry! So many beers! Couldn’t hold it anymore!” she shouts back to the mouth of the alley, as if to her friend standing on very reasonable watch.
Public urination’s probably less of a crime than intercepting secret spy dead-drops from the Ambassadoria, so…
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🎀
for abella; minrathous
Sometimes she has to be in a city. Sometimes she has to pretend.
So today, she’s strolling along beside Abella. The Imperium has its fist around Minrathous’ throat, and that means guards everywhere, watching the population, the people look harried. She’s picked up some more information from her Ambassadoria contact today — something about golem control rods, a scheme being offered by someone named Vaclav — and they need to get back to the safehouse with the details.
They’re pausing at the street corner, catching their breath, getting their plan ready in case they get stopped by guards on the street. (They’re gonna get stopped in the street.)
“What’s your cover story gonna be?” she asks, quiet. “I can probably pretend to be a dock worker; they don’t have to know I get sea-sick as fuck.”
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Hmm. Cover story, right. She hadn't really given that a lot of thought, if she's honest. The whole eluvian and "wandering into the city of an antagonistic power" consumed a lot of her mental energy, diffusing the complicated overlaps with Prehevil. It wasn't anything like the same thing, but there was a tension in her all the same.
If either of them were better at this they might pick up on her distraction being a bad fit for what they're trying to do.
"Is there a country near Tewinter where my accent would make sense?"
Switching the "v" out for a pronunciation that make sense to her is, potentially, a bad sign. "Maybe I can just be an engineer off a ship. Use what you know, right?"
Not that she knows a thing about ships.
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“There’s similarities between you and the Avvar, like we’ve talked about,” she says, thoughtful, “but it’s pretty obvious you’re not one of us. No tattoos or whatnot.”
She thinks back to the Blasted Hills. She hadn’t been far afield until fully leaving her mountains last year, but she sure has studied the maps; maybe that’ll be good enough.
“The Anderfels is to the west of here and they sound like you, a bit? Pretend you’re from Tallo. It’s a port town so that could explain any fuckiness with the rest of your accent and then you’re an engineer on a ship. Whatever that’d involve.”
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She turns as if to procede out of the alley, before stopping short and looking back at Astrid. "Ready?"
Once she has the affirmative, she resumes their path.
It's not until its too late to retreat back to the alley that she thinks of the questions she should have asked:
Are the Anderfels and Tevinter allies or enemies?
Do I need a specific reason justifying being here?
Do pre-industrial ships even need an engineer on board?
Her gait turns awkward only briefly, nothing so dramatic that it can't be dismissed as catching her foot on something. It's not even enough to catch attention or get a mocking chuckle out of an observer, but now the anxiety clutches at her gut and her chest crushes that bit tighter.
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dude I am so sorry, I was convinced I had tagged back already
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