faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] faderift2021-05-06 08:06 pm

MOD PLOT ↠ Endlessly Far Beneath My Feet

WHO: Open
WHAT: A visit to Orzammar
WHEN: For about 10 days in early Bloomingtide
WHERE: Orzammar
NOTES: OOC post. Please use content warnings in your comment subject lines as required.




Orzammar is not all that far from Kirkwall: a short trip across the Waking Sea to Jader, then an even shorter (though much more exhausting than it seemed in dreams) hike up into the Frostback mountains brings them to the great stone doors that stand between Orzammar and the surface. Once those doors creak and groan shut in their wake—and the next set of doors, too, designed like a waterlock to keep the sky from reaching the city—it is no easy thing to open them again. No one's going to see the sun until they leave.

The great thaig within the mountains is much warmer than the chilly pass through them, thanks to the molten lake beneath it, which also keeps many of the open streets at least dimly lit 24 hours per day, until they wander off further than the glow can reach. The thaig is magnificent, brimming with distinctive angular architecture and statues honoring dwarven Paragons and ancestors. It's also sprawling. Despite giving the deceptive impression at the entrance of a hollow dome that can be taken in with a single look around, the thaig is home to one hundred thousand dwarves, give or take a few thousand. And that's with a dwindling population. It was built for even more. Buildings with narrow facades burrow and wind deep into the stone behind them. So do side streets that branch away from the Commons at every level. Most of them are lyrium-lit and safe to travel. But given the absence of any sun or moon, the way they ascend and descend and loop through the rock, they can be very disorienting to navigate without stone sense.

Among the locals on the street there's a lingering, palpable sense of relief that the worst seems to have passed, so far as the darkspawn at Orzammar's doors is concerned. It's put most people in a particularly good mood, and made them a bit more disposed than usual to treat the influx of visitors from above as an entertaining novelty. That won't stop the occasional dwarf from being suspicious of outsiders here to interfere with the Assembly or bitter that they want something when Orzammar never asked them for help, but friendly interest will be more common by far.

ACCOMMODATIONS

Riftwatch's Division Heads and Project Leaders will be the personal guests of House Bemot and put up in the house's sprawling, mazelike estate in the Diamond Quarter. The residence is brimming with artwork: statues of the house's prominent ancestors, dazzling stonework on columns and doorways, mosaics on the floors, and art both dwarven and imported lining the walls. They're given private rooms—many far from each other, down different turning corridors carved back into the stone—with large beds and hot water piped up from nearer to Orzammar's molten depths. The rooms are nice but don't mistake this for only an unfair perk; there are servants listening and marking their comings and goings at all times.

Since visitors from the surface are much rarer and their stays usually as short as possible, Orzammar is minimally equipped for large swells of visitors, so the rest of Riftwatch's personnel will be packed into one of two inns located in the tier of the Commons where merchants and other surface-dwellers typically reside when they're permitted access to the thaig.

The Paragon's Rest is the nicer of the two. Two ages ago it was the grand home of a prominent merchant house that has since died out; its name comes from the fact that two (two!) paragons have stayed there since the time it was converted into an inn. It boasts a modest number of small, private rooms and shared rooms with artful dividers, all with stone walls that have been carved with intricate geometric patterns. Meals and drinks are available in an expansive hall where local well-to-do merchants frequently play Diamondback and make expensive deals. The inn's position near the gates and something about the design and directions of the corridors minimizes the heat from Orzammar's molten center and even allows for a breeze to reach the common areas now and then.

Unfortunately, the Paragon's Rest doesn't have room for everyone, and the Buttered Nug is less pleasant. The inn was more recently a shop with expansive back storage for its inventory. The shop is now a cramped, sweaty tavern room, where no matter the hour a nug is always roasting—and constantly being basted with butter—over the fire, while more nugs snuffle in a holding pen in a corner, awaiting their doom. The proprietor tries to encourage everyone who passes through to have a plate. It's his grandmother's recipe. You're going to love it. The diners and residents are mostly merchants of the struggling and/or shady variety. The former storage rooms are unadorned, nearly more cavern than room, and large enough to be shared by large numbers of people, with stone lattice-work dividers between beds that provide very little actual privacy. Choosing the room deeper into the stone will make the temperature less sweltering but significantly increase the number of spiders in your bed.

Fortunately, no one has to do more than sleep there if they don't want to. And maybe try just one plate of grandma's buttered nug?

WORK

Riftwatch's primary objectives in Orzammar are sharing information about the war and making a good impression. While speaking to the Assembly might be the centerpiece of those efforts, it's not the extent of them. The noble caste may sit at the top of the dwarven hierarchy, but they're not the only ones with sway or useful resources and nudging public opinion more generally could have its benefits.

There are some specific ways Riftwatch can make itself visibly useful to Orzammar, to help counter the argument that the surface is asking for help without being willing to provide any in return. Assisting with red lyrium removal, installing cleansing runes, and teaching members of the mining caste how to do both for themselves will be priorities. And while the enemy's retreat to the north has lessened the pressure on the thaig, Orzammar lives in constant fear of darkspawn all the same. Riftwatch members suited for combat will be assigned shifts with the dwarven troops on patrol in the near sectors of the Deep Roads or standing watch at the great doors that block off the ancient tunnels.

Meetings with various members of the middle-rank castes (warrior, smith, artisan, mining, merchant) have been arranged and assigned, some with an explicit focus on discussing the war effort and providing information about what Riftwatch has learned and experienced, while others are focused on building trade connections or exploring potential opportunities to collaborate on research—and if opportunities to tell them more about the war effort in the process just happen to arise, all the better. These castes span a wide swathe of dwarven society between nobles and servants, and the meetings will reflect that, ranging from elaborate dinner parties with merchants as wealthy as any lord to casual chats over a pint with a busy blacksmith in a lower-tier tavern. Reactions will also vary, but most are interested in hearing what Riftwatch has to say, even if they're not necessarily disposed to agree. Nearly all visitors to Orzammar are merchants, and having access to this many surfacers and non-dwarves is a novelty.

Members of the Shaperate will take a more pointed and professional interest in their work. Shapers may set up appointments to talk to anyone who's able to speak about their experiences in the war so far, taking copious notes. (On paper. You're not special enough to go straight into the Memories.)

For everyone Riftwatch set a meeting with there are ten more they didn't, so a major part of the company's work in the city will be cultivating more casual interactions and both gathering and dispensing information that way. Someone might be assigned to frequent a particular tavern popular with Warriors and make connections there and find opportunities to discuss what's going on above. Someone else might be asked to drop in on a series of armorers and try to get a sense of current prices, how busy they are, and where most of their stock is being sold. Other assignments might be even more general--spend time in this cafe, or at the nug races, or chatting up merchants in this sector of the market, and see what conversations you can strike up or overhear. Talking folks into support for the war effort is great, but any generally positive interaction counts at this point, so Riftwatch members will be encouraged to pitch in wherever they see help needed, but also to be careful not to get entangled in controversy.

To coordinate all of this work, Riftwatch will have command of a private dining room in the Paragon's Rest to use as a meeting room, where everyone can come back to report, regroup, and strategize after a meeting or outing.

LEISURE

Anyone who finds themselves with downtime will also not have trouble finding things to fill it with. The Commons is lined with merchant stalls selling street food and a wide variety of fine dwarven crafts: metal goods ranging from knives to toys, clothing and bags covered in carefully placed little beads, intricate jewelry, and mechanical and enchanted inventions rarely seen on the surface. There's also an artisan who will hammer your likeness into a sheet of metal while you wait. It's all cheaper than it would be in an above-ground marketplace, as long as you're willing to haggle. Shops and smithies built into the stone sell weapons and armor—or do custom work, though getting anything completed before Riftwatch leaves Orzammar will require paying a premium.

The centerpiece of the Orzammar Commons in the Proving Arena. Currently there are no ongoing provings, but there are warriors and aspirants hanging around the surrounding areas to practice and posture. They might invite a competent-looking newcomer to spar.

An alternative to violence is nug racing, where hungry, specially-bred nugs are painted with house symbols and raced through open-topped tunnels, dug into the ground to allow spectating from above. With little happening in the Proving arena at the moment, this is the more popular spectator event in Orzammar, drawing observers from every caste to cheer and gamble on the outcomes of a series of bracketed races. House Etoras' Deep Fried (called Fred) is favored to win, but House Aratack's Hops & Grain (Hoppy) isn't a bad bet, and Keltar's Perfect Baby (Baby) might pull off an upset.

And there is also, of course, an enormous pit of lava below the Commons. (This is not deadly somehow. We don't know.) A favorite game of some of the local children is collecting trash and inviting newcomers to guess or wager on which items will burst into flames before they hit the lava and which will not. These demonstrations usually end by either a fake attempt to toss a friend over the edge as the final object, or a gleeful (and disprovable) explanation that this is why no one in Orzammar is ever found murdered. They only vanish. Fun!

If they'd like to explore beyond the Commons and the Diamond Quarter, no one will actively prevent Riftwatch members from venturing into Dust Town, the dilapidated sector of the city where the casteless live and the Carta rules. Outsiders might even be able to stumble into the area without realizing it, if they get turned around in some of the narrower back streets carved through the rock. But however they arrive, visitors to Dust Town are unlikely to make it very far without running into trouble.
kantikoy: (I hid my yo-yo)

[personal profile] kantikoy 2021-07-05 06:52 am (UTC)(link)
He doesn't say anything and that has her worried, ears heating up at the tips where they've been tucked into the braids in her hair. He looks at her and she feels a little trapped in that moment, though not entirely in a bad way. She just can't look away without feeling she's disappointing him somehow.

She keeps her hands still throughout. Adrasteia can manage that much.

When the fabric of the left-handed glove gets past the bottom of the palm, the light from the anchor shard embedded there begins to bleed out, illuminating their faces in a pale green glow. Adrasteia lets go of the breath she didn't realize she'd been holding until that moment.
heorte: (rm00237 (2))

[personal profile] heorte 2021-07-05 07:26 am (UTC)(link)
What use is it to say This will kill you? They're Wardens. They're already dead.

The glow is familiar. He knows it from Wysteria's palm and from Tony's, from Richard's hand turned up in the Hightown garden and from Amos' elbow gleaming down at him in the training yard. What had he expected to find? Even if it hadn't been her left hand, he'd have found this gleam beneath her right. Adrasteia teases, but not about their work.

There is a moment of considered study, taking in the sickly green glimmer and the slip of shard Ellis had revealed before he draws her glove back down into place.

What is there to say? He can't bring himself to voice some kind of approval for it, but he can't bring himself to voice skepticism either. It leaves him at loose ends, nothing but the uncomfortable simmer of anger coiling in his chest. His hands lift away from hers.

"I wish you'd told me that the two of you had decided to pursue this," is what he settles on, tone very steady.
kantikoy: (your number has been called)

[personal profile] kantikoy 2021-07-05 08:17 am (UTC)(link)
"I didn't tell Vance that I'd decided to do it myself, either." The other Warden had only found out here, in Orzammar, where he looks more drawn and tired than Adrasteia has ever seen him, and yet she has no idea how to address that either.

She folds her hands in front of her.

"This is the part where I say I'm sorry if I've upset you by doing this." Because she doesn't think she could get through this interaction if she didn't, at this point. Her fingers twist against one another. "I was certain if I told either of you before hand, you'd talk me out of it." Or talk her out of it, and then do it themselves.
Edited 2021-07-05 08:17 (UTC)
heorte: (rm00444 (2))

[personal profile] heorte 2021-07-06 03:30 am (UTC)(link)
A shake of the head first, dismissal. The apology is of no use. It won't undo any part of this, can't extract the shard from her palm.

"Aye, we would have."

Why pretend otherwise? She's right. He won't say he wouldn't have tried to dissuade Adrasteia from taking this on. Vance should have done a better job of it to begin with.

"We've other avenues worth pursuing before any of us try—"

A beat. His hands move restlessly across the table before he lifts them away and drops them out of sight.

"It can't be undone. We might try and be sure it's going to make a difference before we take a risk this way."

But it's done now. So what is the use of saying any of this? Ellis shakes his head, more at himself than her.

"What did Vance say?"
kantikoy: (it doesn't hurt me)

[personal profile] kantikoy 2021-07-07 01:41 am (UTC)(link)
It is easier to ask forgiveness than it is permission, she knows this. The guilt sits on her chest anyway.

It occurs to her that she's not sure if Vance and Ellis even get along.

"He was upset." That much was clear. "He said we should talk to others if anything strange happened in regards to the shard." But it's been fine; she's been fine.

She picks up her second half of bread roll and puts the entire piece in her mouth to keep from apologizing again.
heorte: (07)

[personal profile] heorte 2021-07-07 02:11 am (UTC)(link)
There is a stretch of silence after that. Adrasteia chewing, Ellis thinking on what she's said.

It's a cold comfort to hear that Vance had been unhappy as well. It changes nothing, but it's one less wedge to set between him and Vance.

"Come find me first," he says finally. "If something strange happens, come get me before you go to talk to them."

One person should be in the room that doesn't care about scientific advancement.
kantikoy: (that it doesn't hurt me?)

[personal profile] kantikoy 2021-07-07 02:27 am (UTC)(link)
She swallows, and nods, before her hands reach up to find some invisible strand of hair that's come loose from her braids and moves to tucking it away.

"You have my word." Quiet, but firm. If something goes strange, Ellis will be the first to know.

She picks up the water and takes a long drink. She debates telling him about the Provost's cold reception to her acquisition but sets it aside in her mind. There's nothing to be gained in going down that path.

Everyone's been upset with her about it. That is clearly a bigger reflection upon her actions than her friends and acquaintences.
heorte: (rm00443 (2))

stick a bow on this y/y

[personal profile] heorte 2021-07-07 02:57 am (UTC)(link)
"Thank you."

And that's all there is. Nothing else matters but what they do going forward. His gaze settles on her gloved hands, studying them for a long moment.

And then Ellis turns the mug on the table, shakes his head slightly.

"I've an appointment," he says, by way of giving himself a graceful exit. "I'm sorry."
kantikoy: (but just saying it)

it's perfect

[personal profile] kantikoy 2021-07-07 03:01 am (UTC)(link)
"Of course," Adrasteia replies, perhaps a little too quickly. She looks up at him and nods, once. "It's quite alright."

When he leaves, she'll stay behind, staring into the fire for a while before she, too, exits the tavern.