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
It's something to sit with. He squeezes.
"Mandatory circles will never fly," he says, a bit of his previous-world slang slipping into his speech patterns, which are usually much more thoughtful around Mobius. "If it's a safe haven, run by mages, or run by Rifters, and people can freely leave, then maybe. There's not a single Rifter that would willingly commit themselves to a door locking behind them."
A pause, and then:
"That includes me."
It's quiet, and honest, and he doesn't pull away. He doesn't want to.
"For a long time, your circle was a place of comfort and brotherhood for you," Jude adds. "And the same seems so for Derrica, before the Annulment."
It's harsh words, harsh things to bring up, but Jude's not one to shy away from terrible things.
"For other mages, like Matthias-" the boy he's never spoken to, but he remembers the pain laced all through him in that meeting, in the fire and teeth in every word he spoke. His story is written so clearly in every tight gesture.
"They are holes to be buried in. A promise of more abuse, and no recourse. When you say "circle", no matter how kindly you mean it, it's going to feel like a noose tickling over their ears."
no subject
He was honest in what he'd told Derrica. He'd like to see a world where mages are freely integrated with society, accepted members, loved and helpful and free. That's the ideal. But most of the Marches won't go for it. Ferelden definitely won't. Orlais might be split on it but ultimately won't. Antiva won't. Nevarra could be persuaded to some extent. He thinks of the man Marcus and how his steady but fiery words indicated that if it wasn't full freedom, then it would be war.
"For the record, I don't think Rifters belong in any circles. Your magic is different, and a lot of you don't even have what could rightfully be called magic, save for having a bit of the Fade in you. The Chantry won't see it that way, I know. But it's wrong to put people who aren't our mages in, like you can be taught how to not set yourself on fire when that's not a thing you're generally capable of anyway. You're too special for that."
no subject
It's a complicated issue, and not for the first time, he wishes he could speak with the elders of his pack about it. They know these problems intimately; they were at the forefront of fighting a battle much like this. Jude was a child who grew up in the weak but warm sunshine of the haven they built.
"You're right," Jude says, of the circles, and the Rifters. "But what happens to mages will matter to us. How fairly they are treated will be our precedent. Especially for those of us with abilities that humans-" he pauses, corrects himself. "That people who aren't us have not grown up with."
Jude pauses, looking down at their joined hands, and cups Mobius's palm between his own. It calms him; in another world it would be where a pulse of what makes him more would radiate out between them. Would bring them both to zero, let them look at this with clear heads.
"Shifters- my people- went through something similar," he says. "Our ability to change isn't the only thing that makes us different."
no subject
Welcome to life, really.
Mobius looks at their hands, then looks to Jude's face. It's easy to be open with him. This man who is a shifter, as a race, more than he is human, apparently. This man who seems like he's missing something, something in him rather than missing home or his people. Is there a hole inside him that the Fade couldn't fill? Like he needs all the touch in the world. Maybe it would be enough then.
He angles himself to face his companion. Lightly press his body there. "I'll listen if you want to talk about your people." He'll also drop it if Jude would prefer to keep the subject more on Mobius. "I've been doing a lot of listening the past few days." As much as quiet conversation, he has been listening.
no subject
This past stretch of time hasn't been easy for any of them, and Jude doesn't know if talking about his people will be similar.
People, rather than pack, then.
Shifters.
And Jude, himself.
"Keep hearing the mention of "werewolves" coming up," Jude says, gentling his tone on purpose to make up for the sorrow that he knows will filter through. "And we stay away from that term at home. At home, we call them ghosts. Shifters who have lost their bonds, lost control, gone to beast. A ghost wolf, specifically, is when one of us is hurt enough to barely cling to sanity. They're unpredictable, dangerous when cornered. The maneaters of legend."
Jude strokes his thumb along the back of Mobius's hand.
"A few hundred years ago, we weren't many, but we were strong. We took care of our own, lived well and shared the land with the few humans we came across. Nomadic tribes, hunter-gatherers, small settlements. We traded with them, assisted where we could. Became part of their legends. Then, colonizers came. They settled tribal lands and shifter lands alike- and they didn't know what we were.
"I imagine they thought that we were wild wolves, come to raid their settlements. It was so long ago the howlers have conflicting stories. But they began killing us."
Jude's fingers don't pause, but there is a comforting repetition in the way he moves his hands, a recitation that speaks of something he learned at an elder's knee.
"A wolf pack is bonded in ways that humans aren't. We feel each other. Need each other. We are a grove of aspen trees, a hive of bees, all interconnected. If one of us suffers violence, suffers grief and fear, suffers torture, every single bonded wolf will feel it. And it compounds. And it is strongest in our strongest. An alpha drive insane by grief,"
He pauses here, on the implicit horror.
"Can take hundreds with her."
no subject
He trails off, looking at their hands, trying to figure out what to say about just how that sounds. All of this, existing here, hasn't been easy on Jude. To be without his people. Especially as he's a very touchy guy, wants, needs to have that physical connection. But now to know that it wasn't just physical? It's so strange, bizarre. That one could be done a violence and go mad from it, and thus lead a whole pack to madness? That's so fragile. Dangerous. Did they stay as wolves more often? Were the ghosts really so bad or just misguided? He's not sure that he fully understands.
"That sounds awful." Is the truth of it. His face pinches. "To be interconnected with so many people and feel what they feel, and feel it amplified? To be unable to really exist without? You must be used to it, but that sounds horrifying."
Would it be easier if he could tap into the emotions of people around him, sure. But would he want that all the time? Maker, no.
"How is it that you're holding up, being disconnected from your pack?"
no subject
"What humans have sounds awful," he murmurs instead, tilting his head to look at Mobius levelly. "Alone, always. From the moment you're born until the moment you die. No choice but to take everyone at their word. Never knowing if your loved ones are safe."
Jude's dark eyes search his, and he squeezes his hand.
"It's like being blinded, or deafened, or all of your sense of touch, gone. It's a part of me cut out of me. An amputation. Worse, I can catch glimpses, just touches of-"
He trails off, presses Mobius's hand harder, as if that will amplify it.
"For us it's not constant and deafening. The stronger the bond, the stronger the sense. Mates. Parents, and pups. We might never know that something happened, write it off as a sudden chill. For others, they feel every cut, every flicker of sadness or rage. Ghost wolves can be brought back, but it takes work and trust. Healing from trauma is never easy, but it can be done."
For him, though-
"I am different. What we call a Sentinel."
no subject
He never shies from Jude's touches or looks. In a way, he feels like a stabilizing force or a pillar. Not in any true sense that he could ever name. He's just calm. Relaxed. Understanding. Pillar-like.
Maybe that has to do with whatever it is that he is. "Sentinel sounds protective." Like a knight. Or, like a Knight. Jude can certainly fight as ferociously as one, even if not in the traditional ways.
no subject
The understatement of the century, perhaps, but it makes Jude smile.
"Loads of names for it out there." A shift in his speech, now- he's closer to his pack in spirit, and most of them don't speak with the eloquence of bards.
"Psychics, magic, healers, seers, guides. Most shifters never meet one. My pack has two."
It's a point of pride, and it's all through his voice when he says it. Pride and love for his family, grateful for what he's been able to give them.
"Except Sentinels, all wolves are submissive or dominant. It's literal. A dominant wolf will bleed compulsion to obey into the air around her unless she keeps it in check. My alpha, the most dominant wolf on the continent, could send someone to their knees with a look."
She could do more than that. Far more than that. But she wouldn't, she would never, and so Jude doesn't get into that. Shifters are terrifying enough for humans to contemplate without considering the implications of what a truly unhinged, predatory dominant would be capable of.
"Sentinels feel it, but we don't feel that compulsion. Instead, we feel empathy. For everyone, for everything."
This, he pauses on, because he's explained it to others, but they were shifters. They had some frame of reference. Here...
"We can sense emotions. Share them. We can reach into the currents that flow between every member of our pack and stir. We can stand in the earth and feel what happened there, the ghosts of things left behind."
Jude runs his hand over the back of Mobius's wrist, finds his eyes.
"I'm the one who guides the ghosts home. They do the fixing themselves."
no subject
He could say that there are people, humans rather, with that kind of power without there being any kind of bond, but that won't be near the same thing.
"How does what you feel differ from the kind of bonds that you explained before? Just that you feel for everyone, not just anyone close to you?" Or. Could feel. Jude nearly feels, sometimes, it sounds like, but that it isn't something he can truly do here. Surrounded by humans. Through the Fade.
There is a thought that flashes through his mind--are you trying to guide me home?--before he sets it aside. Not nearly so broken as to need that, him.
no subject
Jude pauses here, and lets himself feel the gravity of it, and by his expression alone Mobius will know that here and now, in Thedas, everything is dark and still.
The yawning emptiness is terrifying, and constant.
Or at least it was.
"But you -- you flicker from time to time."
no subject
Mobius reaches up his other hand and--hesitates for only a moment before settling it on Jude's cheek. Warm and alive. Flickering. Maybe.
"I prefer you here to anywhere else." That's the truth of the matter. "But I'm sorry you've been given such a lonely lot in life here."
no subject
And yes, he's flickering. Slowly, slowly becoming a soft glow.
"We pack-bond with other shifters, and even humans, given long enough. Riftwatch will anchor me."
It's not the same. It'll never be the same. But it doesn't have to be. Jude isn't fragile, and what might hurt him won't break him, or so he tells himself.
"If there's some grand plan, it brought me here," he assures Mobius, drawing back to give him a steady look. A beat of a pulse, something under the skin that clings to him, a warm glow of calm.
no subject
Blessed by Andraste, she brought each one here, hand-picked, special. Woven out of the stuff of dreams and reality both to make a difference. It brings Mobius comfort if no one else.
He drops his hand, nods once, takes an easy step back. "You can ask me more later. Think everyone's starting to gear back up to get going." Later, at least, might mean not as sore, not as present and open and aching. Will give him time to sort himself better.
no subject
Jude nods to himself- but it doesn't escape his notice that he went into this intending to tell Mobius about his people, and had ended up telling him about himself instead. It doesn't mean much in the grand scheme of things, but it does mean something.
The both of them, desperate to be known.
"I'll walk with you."
And he will.