Fade Rift Mods (
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Entry tags:
- ! open,
- { adelaide leblanc },
- { alistair },
- { anders },
- { araceli bonaventura },
- { benevenuta thevenet },
- { bethany hawke },
- { bruce banner },
- { cade harimann },
- { cassandra pentaghast },
- { clarke griffin },
- { cole },
- { eirlys ancarrow },
- { ellana ashara },
- { hercules hansen },
- { hermione granger },
- { iron bull },
- { jamie mccrimmon },
- { jim kirk },
- { katniss everdeen },
- { korrin ataash },
- { leliana },
- { malcolm reed },
- { maria hill },
- { martel },
- { maxwell trevean },
- { rachette dakal },
- { samouel gareth },
- { samwise gamgee },
- { sera },
- { the outsider },
- { thranduil },
- { velanna }
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.
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.
II
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She can't watch for arrows and for swords swinging at her at the same time. Cassandra tries anyway, sparing one eye for the upper level as often as she can, even as she charges forward, sword flashing in the sun.
The remainder of the cultists before her go down with little fuss, and their party advances slowly but surely, up to the next level and then the next. Before long, they're at the top of the keep, fighting the last few cultists with a trail of bodies behind them. Those left seem to know they've lost, however, and their fighting is much less enthusiastic than those of their comrades.
Cassandra, however, is just as passionate as ever. She advances on the warrior before her, focused entirely on the battle, and fails to note the last archer on the battlements or the arrow trained on the back of her head.
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As the fighting goes, he distracts and dispenses of several more archers, with the help of the mages. And some Venatori mages are taken out with help from him. They're well-prepared for assault, though not a full invasion from the Inquisition. That does not make them any less dangerous, even as their numbers diminish.
Up on the battlements provides a much better angle for firing and a better view of who's left. He fires a few at the back of a soldier before moving down the line. Oh. There's still one more bugger up here with his sights trained intently. Malcolm sprints, closing the distance, and catches the archer in the side with his shoulder, tackling him to the ground. The aimed arrow flies and goes wide, bouncing into the ground by the feet of Cassandra's enemy, harmless.
He's already got a fresh arrow trained on the bloke's throat by the time the Venatori has recovered. "I'd like to take you prisoner, but go on. Give me a reason. The rest of you have already fallen." Even shaky, even defeated, the man reaches for a dagger on his belt. Malcolm slams the arrow in. "And there's my reason, thank you." He takes up the now unoccupied space to take deadly aim, not wanting to waste any more ammo on just a few left.
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She turns away, raising her shield just in time to deflect a blow from a cultist who had thought to take her unawares. He goes down easily, as do the rest, and soon enough the bottom level is secured and she glances up, her eyes finding Malcolm where he stands guard on the battlements.
She doesn't call to him; she doesn't need to. He's standing, bow at the ready, and she simply catches his eye, giving him a miniscule nod. He is likely too far away to see the relief in her expression.
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"It's a good thing I was watching your head for you."
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She raises an eyebrow, looking skeptical. Malcolm is a reasonable sort, but she wouldn't put it past him to exaggerate, if only to try to scare her into being more careful in the future.
She nods to a soldier glancing her way, gesturing to him and calling out orders. "Sweep the castle. If there are any left behind, give them the opportunity to surrender, but do not hesitate to kill them if they fail to cooperate." That done, she turns back to Malcolm, nodding at him to walk with her.
"It has been a long time since we have been in battle together."
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Malcolm clasps his hands behind his back as he walks alongside her. The adrenaline of battle is still thrumming through him and through the air, but he just flexes his fingers out of sight and keeps his breathing even. "It has. You have become even more ferocious on the battlefield than in my memory, which is quite the impressive feat."
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Her tone is light, joking, unwilling to face the more serious truth behind the words - but the smile she offers him is genuine, all the same. "You are right, of course. It is good that you are here."
She scoffs at the praise, one hand resting on the hilt of her sword as they walk. "Ferocious. Many people have called me similar things, and rarely as a compliment." She glances at him, studying him in thoughtful consideration. "Your technique has improved. As has your aim."
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And perhaps that will sound ridiculous to her, but it's the truth nevertheless. "At least, I feel that I have not done enough to earn my place. Being out and about, getting my hands dirty...is better."
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He's even less fun than her occasionally.Still, she nods in quiet understanding, turning her head to gaze with him out at the battlements. "It is always a relief, to be in the field rather than cooped up in Skyhold. The constant meetings in the War Room, the paperwork, people asking questions..." She makes a disgusted noise. "Sometimes it seems that it never ends."
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Golden Nuggie for: Least Fun Person in Skyhold, Possibly Thedas.There's amusement playing on his face and even seeping into his voice. "Forgive me for the observation, but you are someone not terribly well-suited for a life of paperwork and calmly answering questions and sitting at a desk. You are the one who leans over a map full of pieces, stabs a blade through it all, and charges out with her head held high."Look, he's not saying she's incapable of planning, but between the two of them... "And as the Inquisition grows, your responsibilities that are not battle also grow. It's a wonder you even have time to sleep."
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"It is of no consequence. We must all of us do what the Inquisition requires of us, or we will never succeed."
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He huffs a short sigh. "Some days I wish I had not given up the search for the Hero and the Champion. Their wisdom and guidance would certainly help us all right now."
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Or he was, anyway. The Seeker Order may be no more, but the lessons they had learned, their determination and integrity, remain. Or so she hopes. "But...thank you. For the offer. I will keep it in mind."
She sighs, shaking her head as they walk. "We could only search for so long before it became a fool's errand. It would have been better if we could have found them, of course, but we must work with what we have." Which is...this. No Inquisitor, and the Advisors struggling to push forward and keep the Inquisition together with no clear leader. She frowns, the lines of worry that have become more and more common lately appearing between her brows.
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