faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] faderift2016-05-16 08:35 pm

OPEN: The Western Approach

WHO: Everyone!
WHAT: The Western Approach is a terrible place. You should definitely go there.
WHEN: Bloomingtide 15 onward
WHERE: The Western Approach
NOTES: This is open to everyone. Characters who would not happily go to the hell desert probably have to go anyway; it's a war, not a vacation.



Once these wastes were a land of plenty. Can you believe it? The rain came north over the Gamordan Peaks, turning the plains green and verdant for three months of the year. Eight hundred years ago, that changed. During the Second Blight, darkspawn spilled out of an enormous crack in the earth, corrupting it with their foul blood... and it never recovered, even after they were driven back underground. The Grey Wardens built Adamant Fortress to stand watch over that chasm, but eventually even they abandoned it to the wind and the biting sand.

What few of us eke out a living in this Maker-forsaken place do so knowing that any number of deaths await us: darkspawn raids, dragons, bandits—not to mention starvation from the lack of water and game. If we stay, it is because we know there are treasures buried in the bones of this place, ruins from the time when Tevinter ruled, and even earlier. We pass tales around our campfires of the things we have seen shrouded in the dust storms. My favorites are the ones about relics that could restore the Western Approach once more... but I don't believe them. Truth be told, on nights when the wind is calm, I can stand on a hilltop and see for miles in the moonlight over a stark beauty of which no other Orlesian can claim to know the equal. On those nights, I hope it will never change.


—From Lands of the Abyss by Magistrate Gilles de Sancriste



I. THE DESERT

When Scout Harding calls somewhere the worst place in Thedas, that's probably a bad sign. Even when nothing in the Western Approach is deliberately trying to kill you, there's nothing kind or forgiving about the landscape: bare and arid, carved through by sharp-dropped canyons, dotted with abandoned mines and signs of the deaths of lost travelers. Winds sweeping through to whip stinging sand into uncovered faces, and periodic dust storms obscure visibility entirely. It's warm enough to be dangerous but not so hot, at this time of year, that heat exhaustion and dehydration can't creep up on you while you aren't paying attention.

And at any given moment, something probably is deliberately trying to kill you. The food chain in the region is top-heavy, with quillbacks, phoenixes, hyenas, and varghests roaming hungrily and as likely to attack one another as the sparse local prey population. Compared to their natural competitors, the Inquisition's forces look like easy marks. The camps the Inquisition scatters at lookout points throughout the region require constant watch, and going anywhere alone is inadvisable. Not only because of the hostile local everything, but also because it is incredibly easy to get lost. One rock formation looks much like another after hours in the sun or bathed in shifting moonlit shadows, and good luck finding many other landmarks. There are a few: chunks of pillars or arches from some ruined structure, or the occasional odd pillar that might, if someone investigates, prove to mark a trail of sorts.

Plus: the only people who seem determined to survive out here are cutthroat bandits and stray Venatori. Double-plus: a high dragon makes occasional fly-bys, scouring the ground below for anything edible, armored or not.

Some reprieve comes at night, relief from both the sun and the area's primarily diurnal predators. But that's when the darkspawn come out.

II. GRIFFON WING KEEP

Bloomingtide 16-17: Taking the Keep

Only a small force of Tevinter cultists remains in Griffon Wing Keep when the Inquisition arrives, seemingly on their way out the door already, but the sight of Inquisition banners is enough to make them stay and fight. There's no need for siege equipment, but there is call for a little bit of patience. With it, a small battalion is able to evade the mages and archers on the walls and storm the doors with few casualties. Fewer than three dozen warriors wait inside. It's a quick, brutal fight; it only takes a night.

Bloomingtide 18 Onward: Home Away From Home

Once the Keep is cleared of occupants, it's ripe for the Inquisition to… occupy… But with implicit permission, at least. Those who aren't needed for fights elsewhere may be put to work clearing out debris and small animals and the remnants left by the cultists, and within a few days the fortress is a serviceable outpost, much more hospitable than the camps out in the sand. Barracks mean even those who don't have beds at Skyhold may have one here, and it takes less than a week for an enterprising merchant to arrive with ale.

III. THE STILL RUINS

Despite signs of recent activity, the lavish Tevinter palace tucked incongruously into the canyons is quiet and still, when the Inquisition discovers it—quiet, still, but not empty. The ancient ruin is brimming with demons and Tevinters in incredibly outdated fashions, all frozen in place, as they have been for hundreds of years. No one breathes or blinks, but their skin is still warm and alive to the touch.

Beyond the entryway and halls and through the courtyard, there are signs of research and experimentation, and one man stood unmoving with his hand clasped around something unseen.

Perhaps someone will discover the cause. Perhaps someone will undo the spell that's been cast over the palace. Perhaps, if someone does, someone will take the opportunity to not immediately murder all of these valuable sources of ancient information, and instead only murder most of them. In the meantime, however, it is unlikely that anyone will ever be able to get this close to a rage demon without receiving a face full of fire. Take advantage.

IV. CORACAVUS

Signs of the Venatori point upward: up the hills, up ladders and towers, and into the ancient Tevinter prison, Coracavus, that was built into the mountainside. The ruin is filled with sand now, with half-collapsed walls and anything not made of stone worn away by winds, and the Venatori are long gone, their hunt for relics from the glory days of the Imperium abandoned when an excavation attempt opened the prison to darkspawn, instead. The darkspawn have retreated as well, but there are signs of their presence. Namely the smell and the half-eaten corpses of slaves—primarily elven and dwarven—who were left behind to their fates when the Tevinters fled.

There's no sign of them now, but digging through their abandoned camps may turn up a name, if anyone would like to see that he pays.

V. ADAMANT FORTRESS

A day's determined walk from the nearest Inquisition camp, Adamant Fortress overlooks the vast chasm—dubbed the Abyssal Rift—from which darkspawn poured during the Second Blight. It stood abandoned for nearly 150 years before the Grey Wardens' recent reoccupation, and it's abandoned again now, emptied out well before the Inquisition's forces arrive. There are signs that the retreat was a hasty one: scattered belongings, opened doors, abandoned meals, and no fewer than fifty bodies left on a mass pyre that only half-burned without anyone to tend it.

The Veil has always been thin here, and it's thinner now, where demons have been pulled through from the Fade. Rifts hang over the battlements and in the corridors, and escaped shades lurk in the dark corridors, siphoning away the willpower of those who linger until they come close enough to attack. Those who visit the Fortress set up camp outside of it rather than within it, wisely.

There are clear signs of blood sacrifice, for those who look: the bodies, blood stains on the stone floors, neat lists of names systemically crossed through. Sorting through documents left behind may turn up vague notes in a mage's runic shorthand or the journal of a trepidatious new recruit (Lourde, a pickpocket, crossed through on the registers). Behind a locked door in the lowest rooms are the bodies of sixteen mages, still in their Circle robes, left lying where they fell when the Joining took them. Mages who were among the rebels in Redcliffe may recognize a face or two as belonging to the hardliners who left with the Tevinters.
aceso: (To that mountain)

III

[personal profile] aceso 2016-05-19 04:00 am (UTC)(link)
"Maker," Christine whispers as she carefully walks through the hall. She's seen demons pour out of a rift and has fought them off, but there wasn't really time to get a good look. Here she steps up beside Eirlys with her staff in her hand, ready to cast a barrier over them should anything happen.

"This is frightening," she admits, voice still hushed.
ancarrow: (012)

[personal profile] ancarrow 2016-05-22 09:15 pm (UTC)(link)
Eirlys steps back behind Christine, feeling relieved when she sees the staff in her hands and knowing they have something of a chance should the frozen tableau before them suddenly come to life.

"It's horrible, knowing they've been like this all the time while the rest of the world has just gone about its business."
aceso: (033)

[personal profile] aceso 2016-05-22 10:42 pm (UTC)(link)
"Indeed it is. Everyone they knew is gone. The world they knew is gone. When they were last aware, this land belonged to Tevinter, and was verdant. Now it is Orlais and a desert, thanks to the Blight."

Christine is interested to know just how they came to be this way, but only so no one ever repeats their mistakes on accident.
ancarrow: (009)

[personal profile] ancarrow 2016-05-23 07:58 pm (UTC)(link)
Eirlys isn't too sorry that Tevinter doesn't own this land any more, though she manages to hold her tongue there. "Is it even possible to release them? Surely the demons would just finish them off, but I don't feel right walking away, knowing they're here."
aceso: (or else a love with intuition)

[personal profile] aceso 2016-05-24 02:33 am (UTC)(link)
"Not unless we find whatever it was that put them in this state in the first place and can make it work in reverse. If I had to guess, I would think some experimental spell backfired. Tevinters are always pushing the limits of magic for their own gain."
ancarrow: PB: Bridget Regan (001)

[personal profile] ancarrow 2016-05-25 08:10 pm (UTC)(link)
She knows that's far beyond the limits of her own abilities; even if they were able to find what did this to the Tevinters, reversing the spell was something else entirely.

Eirlys peers again at the demons, shuddering in revulsion. "What about them? Could we dispatch them while they're frozen and can't fight back, or doesn't it work like that?"
aceso: (or else a love with intuition)

[personal profile] aceso 2016-05-27 01:13 am (UTC)(link)
"I honestly do not know just what would happen. If they are stuck in a certain moment of time, perhaps we cannot breach that. I would worry at what might happen if we tried." And then there are the Tevinters themselves. What would happen to them if they suddenly came out of this time lock to see the world has completely changed? How would they cope?
ancarrow: (006)

[personal profile] ancarrow 2016-05-30 07:28 pm (UTC)(link)
"Then you think it would be more of a kindness to leave them as they are." The idea goes against the grain; she feels she has a responsibility to help them now that she's seen their plight, but pragmatically speaking Eirlys knows Christine is probably right.
aceso: (over me)

[personal profile] aceso 2016-05-31 02:15 am (UTC)(link)
"I am not sure which way to go yet. It certainly is not for me to decide, but for arcane experts who have studied time in relation to magic. I simply worry over what would result if the spell is broken. Perhaps it would backfire and freeze all of us too."

Christine shakes her head, unnerved. "I will leave it for others, but I have no wish to be around if they start experimenting."
ancarrow: (012)

[personal profile] ancarrow 2016-05-31 08:10 pm (UTC)(link)
Eirlys nods reluctantly. "In that case, perhaps we should get out of here." Just being around the frozen demons was giving her a bad feeling. "Although I'm sure there's much in here that could be of value, before we go."