A
cold breeze blows down the empty hallway, brushing past you and into the room
beyond. You close the door, unsure of exactly what just transpired. Something
unnerved you about that old man. He wasn’t right...for whatever measure you
could make ‘right’ to be. Now that you think about it, your whole head is a bit
mushy. Thoughts congeal and squish, not quite finding the same purchase as
before. You manage to focus on locking your apparently new door, noting the
fine silver filigree inlaid over the bolt. A fine door for a fine price. The
stranger had mentioned something about the apartment being granted to you
through a Guild Deal, which meant that your paycheck would inevitably be a bit
smaller. Considering your line of work, you can’t say as you’re worried about
it. One of the benefits to excelling within the Orzhov is a marked comfort in
your surroundings.
You
turn to the room you awoke in, taking the chance to tally the possessions you
now possess. Candles, lit in their sconces. The walls are a solid black, the
painted brick placed atop a beige tiling that covers the floor. A wooden crate
is set against the far wall, streaked with moonlight. A glance to the ceiling
reveals the sunroof, streaked with external grating. Iron cuts harsh shadows
through the creamy light above. The open window allows for the scent of the
Basilica’s censers to creep in. The dark corner hints at furniture hidden
within the shadow. Otherwise, the room is far too dim to make much out right
now. Irritation swells within you as you curse not being able to see through
the darkness, unsure of why you expected anything different. You now take stock
of your person. Your robes are still there, the same long satin sleeves with
the wide magician’s cuffs. The familiar click of your boots still ring true. A
small wave of relief. At least some things are familiar.
Click,
click, click, you step proud as you are to your chest, kneeling
deftly and placing your hands to its corners. Closely you examine the wood,
leaning in to inspect each grain. A dull recognition rings through you, and you
slide the lid off the top out of instinct. Trinkets sit within, ranging from
chalks and candles to a wide assortment of somatic components. Everything you
might need to practice spellcraft, neatly organized in the revealed compact
metal lattice. The efficiency of the design doesn’t surprise you, and yet, it
surprises you.
Your
eyes flutter as you pause, looking about yourself expectedly. The conflicting
thoughts bring your mind to a brief halt.
Um...
Ignore
it. Probably just a side effect of whatever that old stranger had mentioned as
happening to you. Come to think of it, what did he say...?
Havoc
festival...
That's
right. A Havoc Festival. The ‘parties’ that destroy entire neighborhoods in a
cyclone of hedonistic deviance and destruction. The Demon Rakdos likes to
announce them from time to time without rhyme or reason. As an Inquisitor,
you’ve been to your share, and never willingly. Unfortunately, thanks in no
small part to the Demon's proclivities, they aren’t uncommon on Ravnica.
Ravnica...
The
city-plane, a realm entirely made of mortar, a concrete jungle in the truest
sense of the phrase. Which...you don’t remember where you heard...
These
continued memory issues bring a scowl to your face. The slaughter games that
some of the cultists play with their victims often result in the physical
removal of large segments of the victim's memories. You’ve seen it before, but
you had hoped that you wouldn’t see it from this angle. Still, you’ve dealt
with worse. The possibility of injury is part of the job. Being an Inquisitor
meant being adaptable. On its face, being an Inquisitor is a simple affair; if
someone doesn’t pay their debt, you go make sure it doesn’t happen again. The
wide varieties of clients have an even wider variety of excuses, and some have
a still wider variety of ways of trying to say no. In the end though,
Inquisitor Korr always makes sure that they keep their end of the bargain.
Inquisitor
Korr...
This
is your name, obviously. How could you forget? Another brisk shake of your head
clears the introspection, bringing you back to your case of components. You
slam the lid closed and pull yourself to your feet, making your way to one of
the lit candles. The flame flickers as you reach to pull it from the sconce,
bringing it closer for a better look. There is a heft which seems unusual to
you. The wax is oddly solid, and you notice the flame doesn’t seem to be
melting it in the slightest. An ever burning candle, eh?
Convenient.
Holding
the flame aloft, its light brings new detail out of the closest corner as a
large wooden desk slowly reveals itself while you approach. A journal or two
lay askance, with a series of quills and ink ready to be used. Nothing looks to
have been moved since it was placed there however long ago. All of it very conspicuous.
All very fake. Almost as if it were being shown to potential buyers immediately
before it was claimed. Nothing unusual about that, considering the nature of
your injury.
Injury?
You
figure your injury is whatever decided to decimate your memory. You’d rather
not assume that you’ve endured multiple mind-altering assaults. Instead, your
focus returns to your surroundings. This new chamber is suitable for your
purposes...you think. At the very least, you can find nothing wrong with it.
You raise your candle, noting additional sconces above. Gargoyles glower down
at you as they grasp their vacant torches. You turn on your heel, heading for
the far corner. The shadows by the doorway hide similar decor, but not
additional furniture. It would seem the desk was all that came with the
apartment. As you note the simplicity of the design, an urge overtakes you to
return to the chest. You realize with slow awareness that a magical inspection
may be in order as well. There have been times in your career that ‘friends’
have not always been so. Without thinking about it, you toss the lid open
before your hands dive into the rack, pulling various materials and shutting
the crate as quickly as you had reached for it. Arms full of things, very
important things, you turn to the center of the space and prepare a basic
circle.
Incantations
long ingrained in your subconscious flow from your lips as you fiddle with your
materials. You find yourself in a sort of trance as you cast your spell. The
wards serve to open the gates of the magical wells within the very foundations
of the tenement, allowing you to bask in the mana contained therein. Your mind
tingles with energy as the latent power seeps into your periphery. Nothing
about it alarms you. Somehow you know that it is safe. Shadows cover many parts
of this city, yet this building manages to maintain a brilliant aura of faith
and community. You would expect nothing less of an Orzhov apartment.
A
slight pulse draws your attention to the hallway beyond your door. Another follows
shortly thereafter, and another, each slowly getting weaker than the last. Your
curiosity draws you to the door, which opens to reveal a small crack in the air
before you. It flickers an unearthly violet as it pulses, and your eyes trace
the fractures in space as they recede into the scar.
Cold…
The
air is definitively cooler the closer you get to the anomaly. The brisk chill
that greeted you before must have come from it. Cautiously you reach out to
touch it, your curiosity raising with your arm hair as instead your fingers
slide through it. Your temporary spell of awareness allows you to see the
ethereal mists that follow your fingers as they pass, smokily billowing about.
The imperceptible caress tries vainly to remind you of something, succeeding only
in assuring you that it is harmless. The very nature of the thing feels like it
should be second nature to you, and yet you draw nothing but a blank. You frown
again at your incomplete mental catalog. This is quickly getting very
frustrating. The pulses are fainter now, and the as the last subsides before
your eyes, it leaves a faint ripple in the air. The ether about it dissipates,
and you are left with only the comfort of home.
You
return to your chamber, ignoring the circle you left on the floor. Another ward
won’t hurt. You gather up your trinkets, placing them carefully in their varied
containers. The lid clicks as you replace it, and your thoughts turn to your
new home. Come to think of it, this is the only place you can remember as being
definitively ‘yours’. You trudge through your memories, seeking some semblance
of belonging. You have a faint recollection of a large manor, but you can’t
place the location. Visions flash briefly of a small shrine, hosting a large
statue with countless hands overseeing an eternal flame. The image of the
creature depicted is the only thing clear to you as you study the image of a
porcelain mask between a pair of brilliant red horns. And yet, there is still
nothing that will tell you where you can find it.
Stupid
Festivals. Now I can’t find my own home in this City…assuming It was here to
begin with.
You
pause again, unsure of why you added that last bit. Of course you had a home.
Who doesn’t? Of course it was here. Where else would it be? Why would you even
entertain that thought? You put it far from your mind, chalking it up once more
to your ‘injury’. As the thought sets itself aside, another realization erupts
to the fore.
Repair!
You
remember a conversation of an indeterminate time past, focusing on a rumor of
Mind Mages that are capable of repairing the damage done by the Demon’s Thugs.
A smile crosses your face as you decide to find them. But where to begin
looking? Seeking the help of the Undercity Excisors might not be the best
starting point, since they seem to take a keen joy in removing memories, and
pointedly not restoring them. Otherwise, you have no really good leads on
mentalists, besides yourself, and you already know that performing mind magic
on oneself is always obscenely dangerous. You decide to inquire about it when
you next see the Pontiff of your local Basilica. He owes you a favor or three
as it is for all of the questions you never asked.
You
prepare yourself for a brief foray into the world beyond. You check your
sleeves for the components they should conceal, finding only empty pockets. The
cultists must have picked them before you were found. Again, this doesn’t
surprise you. Thankfully the church saw fit to grace you with the crate of
things, which you return to so that you can stock up for the trip. Once you’ve
put your parts in their places, you walk out your door, stepping past the now
invisible source of cold and down the stairs at the far end. Torches blaze
brightly in the stairwell, supplementing the soft radiance of the
Izzet-installed magical glow stones. Their power appears to be weakening, as
the light occasionally flickers and flares before leveling out. Step after
step, click after click, you descend from your apartment to the surface level,
making sure to count all sixteen of the flights you take. At the appropriate
level, marked by a convenient sign printed in the common tongue, there is a
large foyer inlaid with gold enough to make any dragon envious. The thrulls
guarding the far entrance pay you no mind, instinctively knowing that you
belong. As the doors open, the cool night air rushes in. Your eyes are met with
the familiar sea of spires and alleys, and the ever-present droning of city
life echoes through the darkened streets as locals mill about for their various
reasons. The Basilica’s spire is barely visible from your front plaza, and the
smell of spices is stronger at surface level as the thin fog absorbs the scent.
Click, click, click. You make your way toward the church.
Let’s get some answers.
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