Fade Rift Mods (
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faderift2016-05-16 08:35 pm
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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.
no subject
"What I do not understand is how they died. They do not appear to have been part of a sacrifice."
no subject
no subject
"Maybe if we find some evidence to support the theory that there was a ritual of some kind?"
no subject
She dismisses the soldiers - too many people searching the small room will only cause chaos - and kneels next to one of the bodies, inspecting it more closely this time. Still no evidence of wounds.
"Her face is twisted, as if in pain," she murmurs. "Poison of some kind?"
no subject
"Hmm, yes. If they truly have no physical wounds on the outside, it could very well be poison inside them. But it could perhaps be the result of spells instead. Any that do severe spirit damage, or several from the entropy tree, such as casting Horror or Waking Nightmare, would leave no visible wounds, but be very painful or mentally damaging."
no subject
Her gaze drifts once more to the body as Christine speaks. A spell. It's certainly possible.
"Is there any way to tell - if not which spell was used, then at least if the deaths were the result of magic or poison?"
no subject
And speaking of eyes, Christine's now glow blue, marking her as a Spirit Healer. She passes a hand over the face of one of the mages, not touching the skin, but trying to sense if something is wrong. And almost immediately, the spirit of Faith across the Veil speaks to her, and in response, Christine tries to pry open the mage's mouth, then clicks her tongue.
"Rigor mortis is starting to set in, but I think I can... there." With the mouth open enough, Christine tries to peer in, but it's dark.
"I am going to make a flame in my hand, for light," she warns Cassandra, before conjuring a blue-green flame that lights up the inside of the mouth.
"That is blood. But... But I do not see a laceration. It is possible it was coughed up from the lungs, but I cannot say for sure."
no subject
But everything works as expected, and when Christine reveals her findings Cassandra frowns in thought.
"Poison may lead to coughing up blood," she muses. "Though magic could do the same. Is there another alternative?"
no subject
no subject
"We must do all we can to find the true source," she says at last, with an air of determination. "If you cannot determine the source of the blood, or the nature of...whatever happened...through magic, we must find it another way. We will search the room, and all of the bodies. Look for anything that might provide a clue."
no subject
"Perhaps I should take one side of the room and you the other? Then we can examine the bodies together. There are so many."
no subject
She briefly considers calling the soldiers back to make the work go more quickly, then dismisses the idea. More people involved will just make it easier for things to become trampled on or lost. Besides, she trusts Christine to be thorough and vigilant in her search; the two of them will have to be enough.
Cassandra immediately moves to her half of the room, scanning the floor and studying each of the bodies. The others look more or less the same as the first; no visible wounds, and occasionally spots of blood visible in the mouths. It is a shame Christine had not been able to discover more; perhaps there is another spell that could reveal...
She's so caught up in her thoughts that she nearly misses the goblet, tipped over on its side and nearly hidden in a corner of the room. Frowning, she picks it up, peering at it closely as she calls Christine over.
no subject
"There are spots of blood on it," she observes. "This is far too grand to be a Warden's simple drinking cup either. A ritual, perhaps? Do they force mages to drink blood?" She's puzzled here, but tries to suss it out as she continues speaking. "No, that would not kill a person, disgusting as it is. It cannot be blood alone. But I can't guess at what else was in it. Nor do I know if this was really a Grey Warden ritual or a Venatori one."
no subject
"We should take it back to Skyhold. I have never heard of such a ritual among the Grey Wardens, but there are plenty of Wardens who may be able to tell us, if it is so. If not, perhaps Leliana's spies can find out more."
no subject
"If nothing more can be learned here, I suppose it is time to put them to rest."
no subject
She looks at Christine. "Thank you for your assistance and your expertise. And...I am sorry, about your...associates."
no subject
"Thank you. They are free from earthly sorrows now. That is the consolation I must believe they have, after what they have gone through. I will continue looking over here."
no subject
Then she looks back at Christine. "Come. Let us search for anything else we might find, and then I will have them carried to the pyre."
no subject
"All right." And with that, she'll head back over to the other side of the room.
[ ooc: good stopping point? ]