open | full circle pt 2
WHO: Many people, mostly mages and rifters and Templars/Seekers
WHAT: Stop that Circle!
WHEN: Late Solace
WHERE: The College of Magi, Cumberland, Nevarra
NOTES: OOC post! Please note we are not doing the points game part yet. But we will later and your tags will still count then.
WHAT: Stop that Circle!
WHEN: Late Solace
WHERE: The College of Magi, Cumberland, Nevarra
NOTES: OOC post! Please note we are not doing the points game part yet. But we will later and your tags will still count then.
I. THE JOURNEY
After the meeting, there's time to talk, pack (lightly), and get a full night's sleep. But after an early breakfast the next morning, everyone heads up to the eyrie at the top of the Gallows' central tower to load onto griffons.
They do it with the sanction of the Division Heads, accompanied by some rules, like no violence, and some mandatory company. A few Templars (and a Seeker) are sent along with them, in Riftwatch uniform rather than their more traditional and more inflammatory armor. Mages and rifters and interested others have the choice of donning their uniforms or not.
The trip to Cumberland is short an uneventful. Trained griffon riders and the animals they've bonded with lead the flock, but other griffons follow cooperatively behind, each carrying one or two riders and their effects. The group lands once or twice in the Planascene Forest to stretch their legs, have a meal, etc., while the griffons help themselves to a buffet of wildlife. A few of those without bonded riders might need some extra persuasion to get back in line, when it's time to go, but nothing goes significantly wrong.
II. THE COLLEGE OF MAGI
It's late and dark when they swoop down on the city, but the College of Magi is easy to spot, because it's a palace with a hammered-gold dome roof that shines in the moonlight. The griffons land and consent to being tethered in an enclosed courtyard that, after years of neglect, is no worse off if they trample the greenery a bit. The doors inside are guarded not by Templars, but by Cumberland city guards assigned to keep looters out of the palace in the mages' absences. Once they've taken in the presence of the griffons and uniforms, they put up no resistance to Riftwatch's entrance.
Inside, the halls are quiet and opulent: in addition to the famous collection of sandstone busts of every Grand Enchanter from the last 600 years lining the entrance hall, there are marble pillars, bright frescoes, vases, art, gilded vines crawling the walls. Everything shines and glitters in the light from the braziers on the walls.
The mage who comes scuttling down the hall to give them a bewildered greeting, robes flapping and a basket of bread on his arm, is Senior Enchanter Erfried Neumayer, noted Loyalist, formerly of Hossberg. He is well into his nineties, spry but mostly blind, and very friendly. He explains, eventually and in pieces, that they have not even started the conclave, unaware they might have needed to rush, and the others are currently having a late dinner and an idle chat in the dining hall. Thus the bread.
The rest of the mages are not glad to see them, albeit mostly in a polite and/or passive-aggressive way. They make a fuss about not being prepared to house or feed any additional participants, but in the end do show everyone to one of the bunk bed-filled rooms that used to house apprentices.
The first night and every night afterwards, Riftwatch has overnight watches—not to watch for danger, but to make sure the other mages don't sneak around and convene while they're asleep. (A few of them might be caught trying to organize exactly that.) The beds are musty from years of disuse but otherwise fine. Food is grudgingly provided.
Before, after, and between sessions on the floor, there's time to explore the palace. Said to have been donated by a Duchess to keep her mage child in the comfort she was accustomed to, the College is an arguably over-the-top display of wealth and comfort, dusty from disuse but still overflowing with gilding and cushions, baths and kettles enchanted to heat and cups enchanted to cool and dozens of other magical novelties that make life a little more comfortable, art and a badminton field and a massive library. The Harrowing Chamber looks like a place where someone would be honored to complete a rite of passage; the dungeon exists but is small, clean, and devoid of spooky skeletons. It's exactly the sort of place that could serve as evidence that living in a Circle was great, actually.
III. THE CONCLAVE
The conclave, such as it is, begins the next morning, in a room whose domed mahogany ceiling has had it dubbed the Red Auditorium. It's designed to hold a few hundred attendees at a time, so the fifty or so Loyalists (and Aequitarians and Lucrosians) and dozen-plus Riftwatchers have plenty of elbow room.
At least in a parliamentary sense, Senior Enchanter Erfried is in charge—to Riftwatch's benefit. The Loyalist Contingent leads with an attempt to ignore Riftwatch's presence and ram their proposal through with no further discussion or procedure on numbers alone, but Erfried is a stickler for the rules. The name of the game is delay, distract, divert.
Fortunately, the mages prove delayable, distractible, and divertable. Creating a record of attendees and participants devolves into a series of short debates about who counts as a Circle Enchanter anymore and whether rifters have any right to be there, which easily take up half a day. From there, arguments about whether the Conclave has met all the finicky requirements to actually count as a Conclave swallow a few hours as well. Unfortunately, two witnesses profess a messenger was sent to alert the Grand Enchanter, and there's no evidence she did not reach it, so Erfried allows things to continue. In theory. Having spent so much of the day on procedural matters, there's no time to get into substance before adjourning for the evening.
Breakfast the next morning is interrupted by the arrival of the small team Riftwatch sent to alert the rebel mages at the front—and by Grand Enchanter Fiona herself, riding behind Ellie on Artichoke. She's only one mage, but she's an angry and important one. And others are coming. She makes a show of being concerned about whether it will be enough people to counteract the fifty-odd Loyalists, to avoid inspiring them to work too hard, but within Riftwatch, word gets around that they'll definitely have the numbers. All they have to do is stall.
The Loyalists do make every effort to resume the proceedings and make progress toward voting on their proposal. How unfortunate that circumstances prevent it. (Invent your own circumstances. Filibustering, general chaos, and minor property damage are all fair game.)
IV. THE CALVARY & THE DEBATE
The Grand Enchanter's people arrive only a few hours later than expected. There are easily a hundred of them—enough to doom the proposal, certainly. There's a sense of doom among the Loyalists when the proceedings resume. A few leave early in defeat. But the rest stick around, as they finally, finally proceed into discussing and voting on the substance of the proposal, and make fairly impassioned arguments on its behalf.
They evoke the history of the Circles: a compromise that saved them from being hunted by the early Inquisition and from being confined in Chantries to do nothing with their gifts but keep the fires lit. The hundreds of years of peace (they say) compared to what's come before and what will come after.
They say there was a mage child in the Nahashin Marshes, turned out by his illiterate and reclusive family, who appears to have lived alone for several years before recently reappearing, warped from possession, to slaughter his entire village. A town in Antiva realized a few of its new residents were mages and burned their house down, killing one and leaving the others with nowhere to go. A young fellow who'd wandered away from the Inquisition's camps once he came of age was caught picking pockets in Ferelden's West Hill and, in his attempts to flee, froze all of the tavern's occupants solid. Several didn't survive the thawing. They report—with no actual statistics, but a few anecdotes—that incidents of (child abuse cw) suspicious child drownings are on the rise. They ask, rhetorically, whether rifters think they will be left in peace by their neighbors when Riftwatch is gone.
And they go on for quite some time about their responsibility to Thedas. The risk of mages amassing power and establishing dynasties—a hundred years stand between that and a new Tevinter, optimistically. The risk of kings and emperors seizing control of the mages within their own borders, if mages are beholden to them rather than to the Chantry, and wielding them against their own people or their neighbors.
They have a reason for every item in the proposal. It's all very depressing and very sincere. A sizable number of the rebel mages from the front are moved by the presentation of the problem, if not convinced that their solution is correct.
But in addition to talking (and talking and talking), they also listen. They don't really have a choice, now that they're outnumbered. While only Circle Enchanters are technically permitted to vote in the College, Erfried will give anyone the floor for at least a few minutes. And between impassioned speeches, there are regular recesses when the Red Auditorium dissolves into more private conversations. Some are quiet, some are loud—but most mages have years of training in keeping their composure, so only a couple get worse than half-raised voices.
V. CUMBERLAND
With the mages from the front, the pressure on Riftwatch lets up somewhat. There's no longer a need for every Riftwatcher to be on-site at all hours of the day to prevent the Loyalist contingent from voting, so there's time to slip out into the city, whether for business—posting messages, buying supplies, running Riftwatch errands unrelated to mages and Circles—or just a break.
VI. THE RESOLUTION
In the end, not much happens. The proposal is voted down. It is not replaced by anything. But a date is set, three months in the future, to reconvene in a more orderly and less underhanded way to consider other options for mages' (and rifters') future. The Grand Enchanter also consents, in good spirits, to this future gathering deciding whether she stays in charge.
Riftwatch is invited. They have until then to do whatever maneuvering and advocacy they can.
It counts as a victory.
NPC NOTES
- You can do threads with NPC'd mages, or you can thread around their presence: discuss strategy, complain about a conversation with an NPC that happened off screen, take a break from the speeches outside, etc.
- Feel extremely free to make up NPC mages of your own! For natives this can include mages they already know or have history with. If you make up an NPC who you'd like kept in mind in the future, you can put them on the wiki page for this plot.
- The Loyalist camp consists mainly of Loyalists, but also some Aequitarians and Lucrosians. They're a mix of mages who sat out the war, Loyalists who fought with Madame de Fer against the rebels, and mages who fought with the rebellion but have since come around to wanting some kind of system back.
- The rebel mages who arrive on scene are mainly Libertarians, but also have some of every other fraternity—Aequitarians, Resolutionists, Isolationists, Lucrosians, and a few Loyalists along for the ride. They're all mages who fought with the rebellion and then joined the Inquisition.
- Grand Enchanter Fiona is present! If you want your character to have a significant conversation with her, either to get info or try to convince her of anything, do an info request—since she's so important and influential on her own, deciding what she would say or do is a mod call.
- You can invent friends/future contacts from either camp for your character to keep in touch with on their own. I don't have any info beyond the scope of this plot to hand out right now, either as a player or as a mod, but for the belated Part III in a few months I will try to gather folks whose characters have Done Work in the interim to distribute influence/information accordingly.
no subject
Cheap dig, but one made without malice, more like a joke he is legally obligated to make, especially when the witch in question isn't around. Neither of them.
Which he noted, actually, Loki's absence. Hard not to assign to that assumptions like cowardice or some kind of long play, but internal speculation merely revs once and then dies. "No, definitely a mage. That's the vibe. I've met a witch, at least one, and I wouldn't wanna take them in a fight. But these guys are just so..."
What's the word?
"...bullyable."
no subject
It's the switch back to the topic at hand he pays more attention to. The idea that witches are perhaps inherently more dangerous is interesting, but commenting on the Loyalists makes him snicker. Bullyable.
As a former Templar, he really shouldn't comment on the bullyability of mages. Poor look, there. But: "Is it the fragility of their self-assuredness, or that they dusted off their nicest robes for the occasion? Or the way some of them started running around like headless chickens the second more people showed up?"
no subject
Maybe later, when certain info comes further to light, Tony will feel some kind of way about chitterchatting in this particular manner with a former Templar. Probably it'll be a conversation he picks up later, pulls apart and turns it around in his hands, but there's something to Mobius that feels a little like locating someone safely on the outs. Spectating.
"If you want the truth, we don't have a real one-to-one for all of this where I'm from. There's phenomena that could be called magic, sure, but it's different. Less baggage."
no subject
"So it's rare enough that you aren't even sure you can define it as magic in the first place, where you're from. Instead of it being a known and inherent part of the native population. Not enough precedent or history for there to be baggage in the first place, instead of thousand or two year old stories that suggest Magic Bad or that others interpret that way."
no subject
"Bingo," he says, easy. "Not to mention that culturally speaking, developed nations on my planet have had a several centuries commitment to the widespread denial of magic existing. The way we use that word is in reference to the opposite of rationality. Stuff that can't be explained, empirically, through the framework of modern science. We had it all figured out, and then we did not."
He still resists it, some, but has given up the fight. It's mostly rhetoric, at this point. The baggage, the absence of it, is the main thing.
"We're more of a fan of using religion to justify restricting people's bodily autonomy or military action in foreign countries than we are about bullying wizards. Or witches." God bless America.
no subject
Knowing that Rifters come from very different worlds makes the idea of people existing in the same...plane of reality but on different planets easier to swallow. Loki's view on magic is very different, being a being of magic. And yet it also sounds like he's something of a minority himself. Baggage, then, but of a different kind?
But for Tony to come from somewhere where magic seems to predominantly not exist, and to otherwise go 'things we don't know how to explain yet are tentatively categorized as magic until we can', all this must seem so fucking bizarre.
Mobius snorts softly at the idea of religion being powerful enough to have a controlling interest in how the world works. "Nice to know our worlds aren't completely different," he says with the distinct tinge of sarcasm.
Look, he might be a Good Chantry Boy on the outside, but he's aware enough to call a spade a spade.
no subject
Because that is, in the end, what it boils down to. And given the presence of magic, of material proof of other planes of existence, and the corrupting monstrous influences of divine abandonment, Thedas didn't stand much of a chance when it came to theocracy getting its hooks in.
Which is all a little philosophy 101 to express out loud without a hefty bag of elfroot to burn through, so Tony does not.