Fade Rift Mods (
faderifting) wrote in
faderift2016-05-16 08:35 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
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.
Adelaide LeBlanc | OTA
She pays it no mind until after the rift is sealed, only then crouching to peel back the top and stare at the bizarre contents.
"...Shaded...eyeglasses?" What in Andraste's name?
II part 2
Adelaide spends the bulk of her time at the healing tents, either working to patch up those coming in or tend to them once more before they are sent out on patrol. The weary and wounded are seen to with her usual humor (ill) and a warning to stop being so foolish and turn back to camp when they feel faint. When not minding the injured, she goes back over her notes of things seen, questions she needs to ask, and stocks for a salve against sunburn. Or. Handing out those odd, shaded glasses that were spat at her from the Rift. They seem to work well against the sun's glare.
I
He lingers this time, after sheathing his daggers, only because that box fell out of the rift. He's seen people fall out, but never something like this.
He rests a hand on the open edge of the crate.
"What are they for?"
no subject
Perhaps enough to warrant the oddness of the shape. They're hardly pleasing to the eye- or at least to her eye. She pulls a different pair out, squinting at the odd shape across the lenses and offering them to Cole. "Some of them, at least."
no subject
"I can't see anything, now."
(no subject)
(no subject)
no subject
He's still learning how to sword. But he can at least hit things with a sword. ...Just...it uh...it requires getting close to dangerous things. It is not as swish-swish-stab as Tucker made it out to be, but to be fair, his sword was made of fucking energy that he could turn off at will.
He's getting better at helping close rifts with the practice, at least. So. Not 100% useless. It still sucks to do, though. So he's glad to be distracted by Adelaide's box.
"Oh sweet, shades!" He snatches up a pair of aviators and dons them with a grin. "This is awesome. I hope these rifts keep spitting out more modern junk." Hey, Ruby got a poster of fucking Ziggy Stardust. Maybe they're closing rifts too fast!
no subject
"I suppose they do have a certain appeal." A certain strange appeal.
no subject
I
"That's what the rift spat out?"
no subject
no subject
I
Walking up closer Sam gets a better look at what Adelaide is looking at and immediately he frowns, just as confused as her at the contents. They did look like glasses. But dark. "More strange stuff."
no subject
no subject
They looked like glasses, but the lens were rather large, and how was anyone supposed to see anything with them so dark? After a time Sam eventually opens them up and sets them on his face, glancing around to see if it did anything. "You can actually still see with these on."
part 1
So he was in a good position to see the box from through, surprised, but like Adelaide does not approach it until the danger has passed. He comes over to see what it is she has, and has to let out a bark of a laugh when he sees what is inside.
"I think the universe has a wicked sense of humor," he reached in, taking a pair and slipping them on. "Sunglasses in a desert. Excellent timing."
no subject
But it only took one tumble for her to learn how to walk.
Or.
Perhaps more than one, but only one where anyone saw and that was what counted.
no subject
"Funny, because this is just to much good luck to be a coincidence. Put them on. They'll protect your eyes against the sun, though everything will seem a touch darker. To bad it didn't toss in some sunscreen to go with them."
(no subject)
I feel like Kirk should have a sunglasses emote and he does not and it makes me sad
oh nooo
a tragedy
(no subject)
(no subject)
(no subject)
(no subject)
for kane + adelaide.
He snags a pair by one arm, turning it upside down. "How are you supposed to see through them?"
no subject
He picks one up as well, his examination curious as he opens the arms out. The glass is a sort of fading amber-brown that reminds him of rich whiskey, and he holds them up to puzzle out at Martel's query, peering at the man through glass, still held out at a hover.
"They're not that dark, actually," he notes, before-- well-- he goes to slide them into place, with only minor hesitation.
no subject
To Adelaide's knowledge, Kane has thus far been the former and all the more pleasing company for it.
She takes a moment to blink at them both, squinting to be precise. Gauging. Considering. Judging. "...They suit you."
Said with all the conviction of one dubiously testing the weight of a thoroughly rotted plank on a bridge.
"Somewhat." Specificity matters.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
II
She waits until Adelaide isn't helping someone, though she gathers from that much that nothing so bad has happened as to have any sort of negative effect on her. When they're finally alone, she approaches Adelaide, looking her over carefully. "Are you all right? Sorry, I've only just heard that a box of some sort had almost hit you during the fight. I didn't know cargo could come out of the rifts."
no subject
It's a concern for everyone- but the younger members of the Inquisition, all the more so. "This seems to be...shades, I think Church called them. Sun glasses."
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
I
Bull's panting slightly as he hefts his axe back onto his shoulder, regarding the mage as he starts to come down from the battle. Fighting demons requires his full attention, and he's got to break that tunnel-vision somehow.
Focusing on whatever she just found might help with that.
no subject
"What do you think?"
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
no subject
Peering down at her, he gives her a small smile. "How's things here? We got a lot of wounded?"
no subject
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)