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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.
twelvelabours: (pic#9941745)

[personal profile] twelvelabours 2016-05-29 10:11 am (UTC)(link)
The third Ventori, as it turns out, is an archer. Herc discovers it when he hears something whistle past his ear, and raises his shield fast - two arrows lodge in it, and while he doesn't have the option to drop it and deal with the archer and the swordsman, Herc drives his sword into the throat of the one on the floor. No need for Ellana to waste her energy on him, or risk their lives with him getting himself up.

He glances back to her, checking if she's alright, if an arrow caught her, before ramming forward with his shield again, sweeping it so that it slams the swordsman's hand into the stone wall to their side, forcing him to drop his sword and allowing Herc to run him through with a sword.

Two down, then, and the archer falls back behind a wall to try and cover himself.
serannas: serious (15)

[personal profile] serannas 2016-05-30 01:19 am (UTC)(link)
Ellana is saved from the arrows by Herc's shield and when their eyes meet, she gives him a brief nod to indicate she's still fine. With the Venatori on the ground dead, Ellana works on the archer. A lightning bolt strikes him, paralyzing him with his arms held out at his sides, body shaking. With the rest of her mana, she casts a barrier over herself and Herc to give them a bit more protection as they work their way up the stairs, then it's back to trying to kill that archer.
twelvelabours: (pic#9367099)

[personal profile] twelvelabours 2016-06-01 02:48 pm (UTC)(link)
It'd be a lie to say Herc's at his best. He put off letting Anders treat him for as long as possible - maybe made him feel uneasy in the wake of Adamant, and the thought of magic and spirits being involved with stitching him back as he should be rubbed him the wrong way. The result of a month in a dungeon and a month of no training and moving stiffly on top of that means that he's lost condition, even if he's in good health. Experience can only carry you so far.

Still, experience lets him round the corner on the archer and whack him in the face with a shield. Messy, not clean and quick as he'd like, but it'd do.

"Ellana!" he calls out. "Watch out!" From where he stands he can see another archer aiming down at her, and that one is definitely out of Herc's reach.
serannas: serious (9)

[personal profile] serannas 2016-06-03 02:19 am (UTC)(link)
The warning is appreciated, and also needed, as Ellana is no tactician and has trouble reading a battle if it's too chaotic. Hanging back as a ranged fighter helps to let her plan out her spells and mana consumption, but when too much is happening at once, she tends to just use simple spells and put up new barriers before they fade away.

Ellana has enough mana, so she uses frost step to fly up the stairs, straight through the archer. He freezes in place and she whirls around as she reaches the limit of her spell. She starts to fire a spell at him before she realizes she's wasting a good opportunity. Placing her foot in the small of his back, she pushes him forward just as the ice surrounding him breaks, and he loses his balance, careening down the stairs.

Not the most elegant way to go out, but in a second, he won't be thinking about his inglorious death anymore.
twelvelabours: (pic#9941729)

[personal profile] twelvelabours 2016-06-05 02:33 pm (UTC)(link)
"Nice work," he informs her, slitting the soldier's throat as he steps past him. An enemy, sure, but no reason he has to lie there and die slowly from something as miserable as a broken neck.

"I reckon we can sweep through this part," Herc contines when he reaches Ellana's side, and indicating along a stretch of ramparts. "Might make it easier for everyone down there."
serannas: serious (ghilan'him)

[personal profile] serannas 2016-06-05 08:22 pm (UTC)(link)
She looks where he indicates and gives a nod of agreement. It would be good to lessen the number of enemies for the rest of the Inquisition who are still in a vulnerable position.

"Want me to stay here while you get up close? I can barrier you from here."
twelvelabours: (pic#9941754)

[personal profile] twelvelabours 2016-06-05 11:06 pm (UTC)(link)
"Sounds good. Mostly archers, looks like. Keep yourself out of their line of sight, don't stand still too long, and watch your back. Shouldn't be able to flank us here, but it's not worth making any assumptions."

Herc watches for a moment, waiting for an affirmation from her. "Sound good?"
serannas: serious (lathbora viran)

[personal profile] serannas 2016-06-07 03:58 am (UTC)(link)
It's a blessing to have a skilled warrior with her. Herc can come up with ideas that Ellana wouldn't think of, because battle is stressful and her mind gets a little panicky. Out of line of sight, keep moving, look behind her. She can do those things. She nods.

"Yes, sounds good. Go on ahead. You'll feel my barrier right before you make contact." That way it doesn't start to decay before he's even reached the enemy.