faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] faderift2024-08-17 03:21 pm

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.




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.


I. MINRATHOUS

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.


II. QARINUS

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.


III. NEVARRA CITY

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.


IV. ELSEWHERE

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.
cozen: (Default)

bastien | scouting

[personal profile] cozen 2024-08-24 11:10 pm (UTC)(link)
[ yell @ circuitry on plurk or get me on discord if you want to plan anything. wildcards always welcome. ]
cozen: (Default)

qarinus (ota)

[personal profile] cozen 2024-08-25 06:38 pm (UTC)(link)
here & there

In Qarinus he has a quiet presence. Literally: he doesn't talk much. When he does talk he defaults to the eastern, coastal Free Marches accent that Yseult has taught him over the years, not because it passes for Tevinter, but because the shapes of the syllables dissolve in the murmur of a crowded street better than Orlesian would. And figuratively: neutral clothing, contained posture, a manner bordering on timid without becoming remarkably so, any glint of friendly mischief scrubbed from his eyes. A man that eyes will pass over without pause.

Maybe recognizable to the people who were with the Inquisition's Kirkwall outpost when he first arrived five years ago. Or maybe not. Being unmemorable is the point.

But for people inclined to spot him or assigned to work with him, he's here and there. Watching both the thunderstorm brewing out over the sea and the movement of uniformed guards on the docks from the shade of a cluster of palm trees, scratching the side of his head to signal when there's a gap in their coverage big enough for their refugee-smuggling allies to move people through it. Meandering through a market, looking at foreign food and enchanted wares with uncharacteristic impassivity—if drawing attention weren't an issue he would be touching everything, asking ten million questions, spending all of his ppocket money to taste whatever he'd never tasted before—and keeping tabs on a tall, dark, gangly, bookish-looking man, Hadrian Neromenius, who's approached the outer rim of the Lucerni with interest in assisting them but is suspected of being an aspiring mole. Or ducking into the lighthouse they're using as a base, hissing Orlesian curses, clothes soaked through and hair waterlogged by the warm, raucously windy storm that's sprung up outside.

a tavern

The mission: meet with Pollia Florens (Polli to her friends), the owner of a local printing operation who's already dipped her toes into anonymous anti-Venatori tracts now being passed carefully around among people judged unlikely to call the cops. The agents: Bastien and whoever he's pressed into service today, motivated by any combination of their being interested, being interesting, and not looking like they had anything better to do.

The location: a tavern on the border between the loud, rat-infested docks, and the less-rat-infested, walled-garden homes of people who want to live near the sea for their pleasure rather than their professions. Nautically themed. The prize above the mantle is the cracked helm of a sunken Qunari dreadnought, around and throughout which a sculptor has added the Tevinter duo of dragon and snake.

Polli Florens meets them in a private room upstairs. She's a broad woman, hourglass-figured, confident, with silver streaks in her long dark braid. With her is a younger woman with eyes so big they're a bit buggy, much less comfortable in her chair, introduced only as Polli's favorite anonymous.

"Red wine, whiskey, or water?" Polli asks the newly arrived Riftwatch delegation, in a tone that suggests there's a right and wrong answer to this question—

So Bastien looks politely at his partner to let them answer first. He can recover from her disapproval of them much easier than her disapproval of him.

a little house

When they arrive, it's already gone wrong. The home's owners (or letters, as it were) are a short, balding man named Gal—short for something too embarrassing for him to admit what—and his taller wife Vorenia with hair enough for both of them, two elfblooded soporati friends of the People of the Silent Plains. The current occupants are Gal and Vorenia, obviously, but also eleven escaped slaves out of Minrathous and two humans running from arrest for dissidence, who've spent the last week crammed into the small cellar below the equally small house, and, unfortunately, two uniformed men who have been tied up where they lay on the floor.

"We'd nearly put them off the scent, but the baby started crying," Vorenia explains once she's hurried the two Riftwatch agents past the threshold and shut the door behind them. The room is dark, lit only by the dying fire. The baby is no longer crying, and a curious refugee has lifted the cellar door an inch off the floor to peer at the scene above. "And Gal... I didn't know he had it in him."

She looks proud. Gal looks like he's going to be sick.

"Must have been a neighbor," he says distantly. He's sitting in a chair, staring at the men. City guards, now taking orders from the Venatori. One is unconscious. The other's eyes are open, flitting around above his gagged mouth to assess the situation. "Or... I don't know. I don't know how they knew. But they must have known."

They were supposed to move tonight, the refugees. They still need to move. There's a ship waiting that won't wait forever.

"They've seen... Do we have to kill them?" Gal asks. The last words are moaned. He leans forward to hold his head in his hands and his arms on his knees.

Bastien isn't sure yet, and if he had to guess he'd say probably they do, but he doesn't want the man to faint. He says, "No. Of course not."
Edited 2024-08-26 14:13 (UTC)
thereneverwas: (lol)

tavern

[personal profile] thereneverwas 2024-08-30 06:43 pm (UTC)(link)
"Whiskey, if you don't mind," Barrow answers easily: if it's a code, he's probably fucked it up already, but his relaxed manner suggests that's Bastien's problem. He'll never forget that goose.

"Kind of you to host us," he adds amiably, trying not to let his eyes linger too long on Polli and at least partially failing. hey girl
cozen: (n101)

[personal profile] cozen 2024-09-01 04:00 am (UTC)(link)
Not a code. Merely a test, with respect to be won or lost. Whiskey is clearly the right answer, judging by the warmth of the smile and acknowledging head tip Polli gives Barrow before pouring a glass and sliding it to the chair nearer to her. There's an absence of shrewdness to her gaze, though. Not to say she isn't cunning, not to say her respect can't be incrementally gained or lost here, but she doesn't strike him as someone who will turn from warm to icy on a hairpin.

"Very kind," Bastien agrees, shedding the Marcher accent he's been using around Qarinus for his usual Orlesian. "I would love wine, thank you."

And he was right. She doesn't look at him with the same approval, but not with real disapproval, either, as he takes the further seat.

It's Anonymous who pours his wine, nearer to the bottle, while Polli says, "You must be Bastien," to the correct person, given his accent, before slanting a questioning look at Barrow. "Which makes this..."

"Barrow," Bastien answers for him. No lies here. "A colleague and a friend. This is not his line of work, exactly, but I did not want to be caught alone in the street if something went wrong."

"I see," Polli says, and addresses Barrow more directly. "Putting the body in bodyguard. Did he warn you that we were going to be very boring?"
thereneverwas: (chat)

[personal profile] thereneverwas 2024-09-03 06:39 pm (UTC)(link)
Barrow's smile blooms like a flower in response to Polli's, meeting her eyes directly as he accepts the glass with murmured thanks.

"Boring's best," he insists with a little chuckle, Bastien and whatshername more or less completely out of mind at the moment, "means everything's going well. ...usually."
cozen: (n130)

[personal profile] cozen 2024-09-08 11:26 pm (UTC)(link)
"Spoken like a man who doesn't have papers to sell," Polli says, but without any dimming of her interest.

Meanwhile Bastien, who may very well have been hoping for Polli and Barrow to hit it off exactly this way, gives Anonymous a fondly exasperated, can't take him anywhere look and takes a sip of his wine before—

"I don't know how much Madame Florens told you," he tells her, Madame instead of Polli as a warning (or encouragement?) to Barrow, "but we want to print what you all are writing here in the Free Marches, in Orlais—everywhere. We have a way of communicating across distances so quickly that I could dictate what you have written here to friends across Thedas and have it printing there too within the week."

Anonymous' oversized eyes make her look more naïve than she probably is. She has a small mouth and a small voice, but she says, "I thought everything we wrote was heresy in the South," pointed and wary.

"A lot of it," Bastien agrees. "But my friends will take the risk."

"Will they. With how much editing?"

—and Polli is listening to this, of course, but she's also still smiling at Barrow. "How does a man who likes things boring wind up in this company?" she asks—meaning Riftwatch, for the record, not Bastien, who's at least half-boring in her estimation.

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wythersake: (pic#14248257)

threebee

[personal profile] wythersake 2024-09-06 03:57 am (UTC)(link)
"No," He agrees, and is probably lying. It would be surer and simpler to kill them. Something twists for the thought, bright as blood on marble, and Isaac blinks. "Could drug them, I suppose. A heavy hand at the bar."

That isn't sure, it isn't simple. If a neighbour tipped them off, then a neighbour saw two guards disappear here. Perhaps saw them enter. He glances for Bastien, sidelong:

"Do you trust the ship?"

Easier to move an additional three people, than find a new safehouse for sixteen. The fingers propping cellar door wobble.
elegiaque: (123)

[personal profile] elegiaque 2024-09-07 10:01 am (UTC)(link)
The furrow between Gwenaëlle's brow settles as she rolls her lip under her teeth, looking slightly more troubled than is probably reassuring their prospective extra refugees that the no given by Bastien and then again by Isaac is so sure a thing. That isn't really the part of it that troubles her, only working her way through the thing. If he trusts the boat, then three extra refugees probably at least means being able to clean this up behind them without distressing them too much more in the doing of it,

probably they are going to have to kill them. Bastien and Isaac have said no, and yes, probably still hangs heavy in the air.

And: yes, probably, after we figure out if we can wring out of them how they were tipped off. And if any of their neighbours have to die, too, which would be unideal and probably messier.

“You should gather your things,” she says, to Vorenia mostly because she seems the more with it in the moment, picking up Isaac's thread, “whatever we have to do, I think it won't be safe for you to linger after.”

Maybe the house burns down, and these two skeletons could be taken for Vorenia and Gal.
cozen: (n059)

[personal profile] cozen 2024-09-13 01:55 am (UTC)(link)
To Isaac's question he tips his head to one side, a nod with equivocation. The People trust the ship. The People, as everyone, only have so many options. They won't know for sure until, you know. Until they know. But it's still a good question worth trying to answer.

He puts a hand on Gal's shoulder for a moment, heavy and reassuring as a hand on a shoulder can be, and turns away from the conversation to talk to his crystal instead. Someone can go to the docks ahead of them. Get a read on the ship—whether it's waiting, whether it's preparing to leave because it doesn't expect its passengers anyway, whether it's already gone.

It's Gal who takes Gwenaëlle's instructions in stride, relatively. Maybe some of his miserable slumping in his chair has been about this inevitability, rather than his own burst of violence and the prospective fates of the two countrymen on the floor. When it's said out loud he only nods and stands slowly, and it's Vorenia who says, "What?" with an incredulous half-laugh and a smile that fades as the answer to that rhetorical question sinks in. She grips Gal's elbow. Whether she's supporting him (still looking a little faint) or trying to stop him from complying with these ridiculous instructions isn't clear. Probably both. She says, "No, I'm meeting my sister for lunch tomorrow."

Bastien's happy enough not to have to be the one insisting on this bad news. When his murmuring into the crystal ends, he turns his attention to the guardsmen instead. Knowing without having to check that the door ahead of them, next to the stairs, is some kind of closet or larder—that's his job.

He hoists the one who's still awake up halfway by the armpits to drag in that direction. Whatever they do with them, they don't need to do it in the view of anyone else who might come to the front door unexpectedly, or Gal, or the curious eyes along the seam of the cellar hatch.

"Are we still leaving tonight?" someone whispers from below.

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i would watch for the faces

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cozen: (n102)

val royeaux (ness)

[personal profile] cozen 2024-08-28 03:16 am (UTC)(link)
The Summer Bazaar in summer is not, as it happens, a sparsely populated square with one cafe and six merchants. The crowd throngs thick and sweaty, any cooling breeze off the Miroir de la Mère that might be felt around the perimeter blocked by the walls and buildings, milling around merchant stalls or gathered asymmetrically around the staging area at the center. A small, sedate audience for Lecelina Beauvais's oral exposition on historical tariffs, which is barely audible over the hooting and hollering for the adjacent display put on by Company Misdirect Theatre. Watching from the vestibule of the shop where Ness is seeing about some cushions, smoking and leaning one shoulder against the arch of the broad doorway, Bastien has a view of both, and beyond them the gallows.

If there had been a hanging scheduled, they wouldn't be here. He'd have sworn on his soul that Gracien Bazalgette on Rue Cyril could do her better for cheaper and said whatever else he had to say to avoid the walk across the Avenue. But they're empty, harmless, and he's looking at the platform more than either of the displays, because he's invented exposure therapy.

Or because he's invented jamming fingers into bruises. No one else in Thedas has ever done that. Just him.

The gallows are where his eyes are. But his ear—the one that still works—is on Ness and the saleswoman behind him. He's endeavoring not to interfere with her wheeling and dealing unless it sounds like she's being well and truly taken advantage of.
aberratic: (𝟏𝟒𝟔.)

[personal profile] aberratic 2024-08-30 01:57 am (UTC)(link)

Ness is, blessedly, too focused on the beauty around her to notice the ugliness in wait—rather what Orlais is good at, she'll think later. She's doing her best not to appear a gawking tourist, covering her slow, wondering wander through the bazaar with the discerning eye of someone buying for an employer. At least she looks the part of some well-to-do lady's maid, thanks to Gwenaëlle's generosity.

Madame Beaudraste is an institution of the Summer Bazaar, and has been for longer than many of its current frequenters have been alive. She's sold upholstery, fabrics, cushions and pillows (both decorative and functional) since before Fereldan had its independence, and she doesn't intend to stop til she's dead. She can spot a tourist at a hundred paces.

She did not get where she is by balking at ripping off a rube.

"Mademoiselle, these are exceptionally fine crafts," sniffs Beaudraste, "hand-embroidered by a team of elven seamstresses for a hundred hours. I simply cannot allow you to have them for such a paltry sum, it would be an insult to the elves' work. I do not tolerate such slights to my workers."

"I really don't think that's true," Ness flounders, flustered, and then winces when Beaudraste puffs up in outrage.

cozen: (n194)

[personal profile] cozen 2024-09-01 01:39 am (UTC)(link)
The world where Bastien spins around to let the air out of Madame Beaudraste with mathematics—a hundred hours, sure, embroidery takes time and focus and careful fingers, but what Ness is offering wouldn't be paltry if they got their fair share of it passed on to them instead of a small fraction of it—is also a world where they're likely told to leave and Ness doesn't get the cushions.

So he does twist around to survey the situation, but having done so, he pinches out his cigarette and walks over at a leisurely pace. Interested, not alarmed, and it's Ness he speaks to rather than the proprietor.

"Hein. They do not look as complex as the ones Lady Adeliz has to me. Beautiful, but..."

Less detailed. This is true. There is a Lady Adeliz in Val Royeaux, and she does have some of Beaudraste's cushions in her parlor. Unless Ness has had more adventures than he knows, she hasn't seen them herself, and Bastien never asked how much they cost—why would he have? But he's confident enough it was less.

"Maybe she did not buy them here after all. What do you think? We could try Monsieur Jacquard."
aberratic: (𝟐𝟏𝟎.)

[personal profile] aberratic 2024-09-03 06:47 pm (UTC)(link)

A rube she may be, but Ness is not so much a fool that she can't see the lifeline she's been thrown. It only takes a moment for her to realize what Bastien is doing when he swoops to her side, and then she sighs, and admits defeat with a shrug.

"I had been so sure, you know, Lady Adeliz spoke so highly of their provenance—but she does tend to go on. I must have become distracted and confused."

Madame Beaudraste hasn't taken the bait yet, but she purses her lips, looking between Bastien and Ness, assessing. In novels, this is the moment when the bargainer goes in for the kill.

"I suppose there's nothing for it," Ness says, closing her purse. "It must have been Jacquard we saw at the Lady's salon, let's go—"

"Attends," Beaudraste snaps, and Ness doesn't speak Orlesian, but she knows annoyance when she hears it. She blinks, guileless, at Beaudraste, and the woman pastes on a smile. "You did not say you were amis d'Adeliz. The price for friends is lower, of course."

Not low enough—Ness only has clearance to spend so much on comfort items as Quartermaster, and Beaudraste's discount still exceeds the budget. Her expression flickers with that realization, but she thinks fast, and turns to Bastien again, eyebrows raised.

"Pas mal," with a passable accent, picked up from observation as they wandered, "but you reminded me–Jacquard, isn't he using a new style? Perhaps we should go to him, still, I would so hate to be late to a new trend."

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cozen: (n097)

val royeaux (gwenaëlle)

[personal profile] cozen 2024-08-31 11:16 pm (UTC)(link)
Of the half-dozen apples he buys from the street cart, he offers one to Gwenaëlle and sticks another into his mouth like he's a pig on a dining table. The leaves four—or five, depending on Gwenaëlle's opinion on tart yellow summer apples—nestled on top of the other contents of his haversack as they continue down the street.

It's a good street, in his opinion. One of his favorites, and convenient as any other north-south route for their purposes. It's a border: a few smaller roads to the west is a fine neighborhood with its fair share of masks, and to the east some places no one with a mask would be safe after dark. Here there's some crossover of the lesser extremes of both of those types. Wealthy merchants, ratty buskers. And in the center there's a relatively clean stretch of canal, set low, with its own narrow sidewalks reachable by ladders and the occasional set of cramped stairs. Bastien walks along the edge. Not more interested in the water than in people. There are people down there.

Kids, a lot of them. People washing threadbare clothes. An old man with a whistle and his feet in the shallow water. Shallow now. In the spring or after storms, it fills with water from the river that cuts through the city, to help keep it within its bank.

A muffled sound, eh-ah, before he decides he has to stop sucking juice out of the apple and take a proper bite en route to making himself comprehensible. He chews and swallows first, then tries again, pointing down at the pillars of one of the bridges connecting the two halves of the street.

"Where they pulled the brick out there," he says, "it's to mark when it's deep enough to jump in and not break anything."

Inexpertly. But if or when someone breaks something, they'll probably lift the marker.
elegiaque: (152)

[personal profile] elegiaque 2024-09-01 05:32 am (UTC)(link)
Tossing and catching her apple, Gwenaëlle finds herself smiling somewhat in spite of herself at the thought of leaping from the bridge to the water — the weather is right for it, seems like.

“Clever,” she says, conscious of standing out more than she doesn't. Less than she might have done but not none, in neat silk blouse and back-laced waistcoat, skirt hiked over embroidered boots, all black but for the stitched roses. No mask, but a simple black eyepatch, the leather embossed with the same crest as the pendant she wears often. Still: her curiosity marks her as much or more than her fine tailoring or tutored bearing, moving through an unfamiliar space.

Kirkwall has yet to sell her on meat on a stick, but an apple she can get behind.

A beat, watching the people in the river, listening to the whistled tune, “Not a terrible place for a houseboat, hypothetically,” which is how she judges all waterways, now, with a speculative eye. She'd been starting to get attached to the idea of Starkhaven, just at the very worst of times.
cozen: (n195)

[personal profile] cozen 2024-09-08 10:59 pm (UTC)(link)
"Hypothetically," Bastien agrees with a sidelong look.

Hypothetically, it might not be the safest place for that. Safer, sure, than a couple streets over. He wouldn't mark her down for dead or anything. Marking her down for chasing her houseboat through the city because some smart-ass untied it on a dare the minute she left it unattended to go buy breakfast, though—that's a firm maybe.

But there's a war and the Waking Sea between that hypothetical and reality, so no need for practical details just yet. Only,

"If Val Royeaux is not a terrible place."

It certainly still has terrible parts. There's a chevalier just around the corner they're passing now, helmet off and tucked beneath his arm so he can display his beautiful strong-jawed face to the guardswoman he's flirting with. She looks amenable to the attention, at least, so that part's fine. They're both being watched by a pig-tailed preteen standing on the base of a street sign to see over the crowd, face askew in dislike—someone's lookout, for something. Could be something awful and either way it's none of their business, his and Gwenaëlle's, but Bastien touches two fingers to the brim of his cap on their way past. The girl gives him and his nondescriptly too-good-for-street-thieves clothes a wary double take, then a bit of a smile, before she resumes her very important work.
elegiaque: (167)

[personal profile] elegiaque 2024-09-09 01:39 am (UTC)(link)
The likelihood that one day, wherever Gwenaëlle settles will be anywhere in Orlais—

it is slim. Even as much as she has thawed over the years to the home she does not miss, there are too many other places filled with people she hasn't already made enemies of, and many of them much more interesting to her, with the appeal of the unfamiliar and new. Skyhold had been the beginning of a wanderlust that has taken thorough root in her. But that isn't the point, really; not the practicalities of what it would mean, living in Val Royeaux, the granular detail of where and how.

No; the hypothetical is the gesture, her curious gaze over his figurative shoulder. You love this place, she means to say, I am imagining what that might be like to do.

“You don't find it so,” she says, more explicitly. “I've found your judgment sound in other things. And I've found—”

A quick few steps, spinning almost beside him, taking in the parts of this street that she might have missed if she were only frowning at the chevalier and the jawline someone might yet cut themselves upon,

“I've found it useful to stand somewhere else and see something different. Over the years.”

Careful not to press; careful not to presume. Bastien has never struck her as someone going out of his way to volunteer much about himself or what he cares about — maybe she isn't someone he's interested in opening up to. Hypothetically, she could look over his shoulder, if he let her. Her desire to do so is an honest thing, even sidled up to like this.

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cozen: (Default)

qarinus (byerly)

[personal profile] cozen 2024-09-22 12:28 am (UTC)(link)
Too hot here, even with the sun sinking toward the horizon. The breeze is nice when they can get it, but without it the air is soupy from the sea, and no wonder it's the fashion with so many Vints to have a tit out.

That's not a fashion Bastien has caved to, even for the sake of blending in. Summery cottons and linens suitable for a Marcher visitor are as good as it's going to get, and they're not good enough for there not to be some sweat itching inside his mustache. So he's already scratching it for normal reasons, when an elven girl breezes up to the drop point and bends down, fussing with her sandal straps to disguise collecting the roll of parchment tucked beneath the fabric skirt of a merchant's stall, and he adjusts his fingers to signal to Byerly that there's activity happening behind him.

The Lucerni have three such messages in three different places, this evening. One for each person they couldn't rule out being responsible for passing information to the city guards, each scheduled—supposedly—to be collected overnight, making this evening the only opportunity to intercept them. The contents of the scroll are harmless nonsense; the location she knew to look for has already given away which of the suspects is to blame. It won't hurt anyone if the girl successfully delivers it to whoever's sent her. But it'd be nice to know—to confirm it's who the Lucerni suspected, or else to find out who else might be involved in the scheme. Their unfamiliarity is why they've been asked to help. No one will recognize them if they follow her and stroll past whatever building she vanishes into.

She continues on her way without so much as glancing at them. Bastien stands up, casual and apparently more concerned with the last drink of his coffee than anything else. "On me," he says to Byerly while he drops coins on the table, like they're friends who met here for a chat. For the last hour they've been doing a great impression of people who enjoy hanging out and talking about music and theater. Fantastic acting.
bouchonne: (ummm?????)

[personal profile] bouchonne 2024-09-22 12:41 am (UTC)(link)
"You're far too kind," Byerly replies, doing a flawless imitation of someone who's talking to his favorite person in the whole world.

He stands and lifts his hands above his head, doing a luxurious stretch, apparently in no great hurry at all. From under his lowered eyelids, he sees her; she's easy to recognize, with her stride being just a little too careful, with her hands positioned in a way that suggests she's thinking very hard about how they're positioned.

"Truly, though — " He continues the enthusiastic talk as they begin walking some paces back from the girl. "The proscenium is a superior way of staging for the vast majority of shows. Something staged in the round is no less artificial than the proscenium - just more pretentious."
cozen: (n097)

[personal profile] cozen 2024-09-24 04:20 am (UTC)(link)
"You won't hear any disagreement from me," Bastien says, "but the important word is majority. When it works it's wonderful."

The topic makes his Marcher accent feel stranger in his mouth. Conversations about art are supposed to happen in Orlesian, outright, and if that is not possible, at least with an Orlesian accent. Marcher accents are for talking about the price of fish, or—

He doesn't have weird hang-ups, you have weird hang-ups.

The girl turns left, down a wide road with raised beds down its center, growing palm trees for shade. They don't turn where she did, but down the other side, where the trees will provide a touch of cover without blocking their view.

"Did you hear about Beneath the Arbor Blessing, in Antiva? The way it is blocked, each of the four sections of the audience sees something slightly different."

Outside a café on their side of the street, a man with a broadsheet and a cup of coffee is trying a touch too hard not to look like he's looking at them. Noted. But he's one man, and they're very handsome and discussing something of interest to people who sit outside cafés with coffee in the evening, and Bastien at least sounds foreign, so only noted.

"They leave the theater arguing passionately about who committed the central crime, and all of them are right. We should go there next."
cozen: (n065)

outside minrathous (vega)

[personal profile] cozen 2024-09-22 03:31 am (UTC)(link)
Thoris Ferron's countryside mansion isn't overly large, as these things go, but it's beautiful, set just so among the foothills of the High Reaches to maximize views of the peaks to the west and the sweeping Valarian Fields to the east. That's not the reason traveling there was worth the hassle of getting out of Minrathous unquestioned, but it's a pleasant footnote.

One reason it was worth the hassle is the isolation. There are other homes, but none close enough to hear a commotion, if it comes to that. If they have to flee it won't through a crowded city brimming with enemy mages. They'll only have the two of them, Thoris and her new husband, to contend with. Another is a calculation that Thoris will be more amenable to being bribed, blackmailed, or bargained with here, where the people she'll be asked to betray are further away, the feeling that someone might hear their discussion through a wall less reasonable paranoia.

It'd have been nice to bring an egg. But the rarity of the Seheron Sharp-Shinned Sea Hawk, as it turns out, was not overstated, and they're well past breeding season besides. They've had to offer promises instead—that they're dealers in these matters, that they might be able to secure one for her next year if she'll fund their travel—to secure an invitation through the front door.

The fiction's likely to fall apart soon, as she's invited them out hawking with her in the morning. But that means it will fall apart while they're alone with her and her falconer, equipped with horses.

They've been given separate rooms in the guest quarters, but a few hours after the house has fallen dark and quiet, Bastien knocks quietly on Vega's window. There's nothing acrobatic about that. They're on the first floor. He's only gambling that he's less likely to be seen, with topiary as a shield, than he might be if he went around to her door through the hallway.
cozen: (o011)

minrathous (yseult)

[personal profile] cozen 2024-09-27 03:52 am (UTC)(link)
A carpenter Bastien is not. Unless someone's overseeing his work, he won't be rebuilding any of the burnt-out walls in the secret room beneath the boarding house. But he can dust—if mopping up thick layers of ash with damp rags counts as dusting—and make up beds with the best of them, and more importantly, he can sit crooked on the edge of the billiards table and take a smoke break. What's a bit more ash?

"Gloves aren't as popular here," he observes. It makes sense; it's hot, and even the light summer gloves favored in Orlais would be uncomfortable. But it makes a simple solution to one of Riftwatch's oldest problems more difficult. "It's only Tav who an anchor—"

He pauses, holds up a finger to indicate he's not finished, and sneezes twice. But it's not his cigarette's fault.

"—right? In Scouting."
hassaran: (noodles  (18))

[personal profile] hassaran 2024-09-27 04:17 am (UTC)(link)
"Bless you," Yseult replies, with a twitch of a smile for the sneeze-pause. She's shaking a rag out into a bucket, ringing the (literally) charcoal-colored water out with both hands.

"And Loxley too. Arany. Is there one more?" She squints into the middle distance above his head, and then shrugs. "They must be gone. It's a shame about Loxley. The horns are limiting enough."
cozen: (n002)

[personal profile] cozen 2024-09-27 09:52 pm (UTC)(link)
"Right, right," quietly. Loxley and Arany and Tav. He forgot the other two because of the dust, of course. Three out of ten still isn't bad. Fewer than half. But a small problem remains a problem. On one level he's pondering the anchors, still, but he says, "The horns are an opportunity. He could convince nervous Vints we need to question that they've been carried away to Par Vollen. He could stand in for a prisoner we've captured and need to take to someone's leader straight away. He could be a decoy to draw attention away from someone who blends in better. He could be a deserter who doesn't want them to sew his mouth shut who's offering information about what is happening in Seheron. He could be—don't repeat this out of context—someone's fetishized pet. And the Qunari, they have the,"

the what. He gestures to his face. Whatever they call their combat-essential face paint.

"the stuff, you know? He could change the shape of his face like an Orlesian and no one would think it was a disguise instead of something normal for him."
hassaran: (noodles  (47))

[personal profile] hassaran 2024-09-30 01:31 am (UTC)(link)
"I'm telling everyone you have a qunari fetish." The rag slops damply from her hand onto the edge of a cabinet and is dragged.

"Convincing someone they've been carried away to Par Vollen is a good one, we should remember that. He is useful, we're just short on people who can be trusted to blend in and play a simple role. But we're short on everything, as always."

Except ashes. Ornately carved dark wood is appearing in the rag's wake as she runs it along a door panel. She shakes off the souring trend of her tone to suggest: "There's a tavern near the university I've heard is popular with Rosci's department. Should we get a drink later and hear what we can hear?"

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