Entry tags:
- ! open,
- { adelaide leblanc },
- { alistair },
- { bethany hawke },
- { bruce banner },
- { cade harimann },
- { cassandra pentaghast },
- { christine delacroix },
- { cole },
- { eirlys ancarrow },
- { ellana ashara },
- { galadriel },
- { hermione granger },
- { isabela },
- { james norrington },
- { jim kirk },
- { kallian endris },
- { kas },
- { katniss everdeen },
- { maxwell trevean },
- { obi-wan kenobi },
- { ruby "red" lucas },
- { sabine },
- { samouel gareth },
- { the outsider },
- { velanna }
OPEN: The Nightmare's Domain
WHO: Everybody present for the effort to draw out the Nightmare.
WHAT: Oh no.
WHEN: 28-30 Bloomingtide
WHERE: THE FADE as it exists, approximately, in an incomprehensible nongeographical way, alongside the Western Approach.
NOTES: You can only participate in this plot if you signed up in advance. (Not really, this is a joke.) For driveby GM taunting or to have the debris of personal nightmares appear in the Fade sign up here. Check here for notes on crystal functionality, which will not be normal. (GIF source.)
WHAT: Oh no.
WHEN: 28-30 Bloomingtide
WHERE: THE FADE as it exists, approximately, in an incomprehensible nongeographical way, alongside the Western Approach.
NOTES: You can only participate in this plot if you signed up in advance. (Not really, this is a joke.) For driveby GM taunting or to have the debris of personal nightmares appear in the Fade sign up here. Check here for notes on crystal functionality, which will not be normal. (GIF source.)
The plan is simple enough, on paper.
Lord Livius Erimond, locked in Skyhold's dungeon since his capture, finally cracks when he learns that the Grey Wardens have moved on and no one is coming to negotiate for his release. There's no mind-control driving the sacrifices, he says, only fear. Corypheus has an arrangement with a demon to amplify it and extend the reach of the song that's driving the Wardens to desperation. Handle it, and maybe they'll see that they're being manipulated.
In practice, it's a little fuzzier. Some guesswork. Some optimism. Approximating the demon's location takes time and effort from the Fade-fluent. There's a rift nearby, but it's small, nondescript. Making it bigger, drawing attention and drawing the demon out onto solid ground where it can be fought, calls for every anchor shard on hand, mages and Templars to assist, archers and swordsmen at the ready. The Herald did it before, at the Temple of Sacred Ashes. It's feasible. Just wiggle your fingers, and--
--and the sky opens up wide, then wider, too wide, green light flooding out like water finally cresting over a bank, and the ground beneath your feet turns from sand to stone. In some places it becomes vertical. In others it stops existing at all. The rift sprawls and spiders out with almost sentient aim, encompassing everyone it can reach. It takes two seconds, maybe three.
Then it closes.




I. THE NIGHTMARE
The good news is: the Inquisition pinpointed the Nightmare's location correctly. The bad news is: the Inquisition pinpointed the Nightmare's location correctly.
So if you find a second to to wonder where you are, there are two possible answers. The first is the raw Fade, where few have trod since the ancient magisters entered the Golden City and began the Blight. The City is Black now and it hangs in the distance, always on the horizon, always visible, but never within reach. The light is sickly green and seems to come from everywhere and nowhere, creating shadows from any and all directions. What direction is up and what direction is sideways is open for debate anyway. The ground--if it can be called that when it is only sometimes below you--is dark and rough, all crags and cliffs and spires. It's wet, too, with puddles and stagnant streams wound through the rock.
The second possible answer to the question of where, and the one that might warrant even more attention than the first, is right on top of a damn demon.
The Nightmare is massive, as large as a small fort. It has a dozen legs and at least twice as many eyes; a warm, civilly sinister voice that knows your deepest and darkest fears; and a seemingly endless supply of minions. Terror demons spring out of the ground around you with creaking screams. Fearlings take the shape of your simpler phobias: here a spider, there a snake, or roaring flames, a lyrium-encrusted Templar. Fighting through the flood of demons and bringing down the Nightmare will take every sword, every staff, and several hours. Pick a leg.
And when it's over--when the Nightmare is dead and only straggling Fearlings and occasional Terrors present an immediate threat--try to figure out what's next.
II. SEARCHING
Attempts to tear a new hole in the Veil from the inside will produce no results. But those sensitive to the Fade may be able to feel something--not quite like a draft guiding you out of a cave, but there's no closer analogy in the common tongue. A faint whiff of reality, somewhere in the distance, straight away from the distant Black City. There's no sunrise or sunset, and an hour can feel like a day or feel like a minute, but time is passing, and the walk is long by any measure.
While it's in your best interest to stay with the rest of the Inquisition's forces, this region of the Fade is a twisty, treacherous thing that seems to actively conspire to separate and mislead its visitors. More Fearlings slither out of crevices to menace anyone who lingers alone or tries to sleep. There's a marshy expanse that does its best to trap feet, and a field of memorial stones with the names of visitors etched into their surfaces, each with a cause of death marked below. Everywhere you step the ground is littered with evidence of terrible dreams, worked into the landscape like they were there first and it has grown up around them. There are skeletons in the stone, rock formations that twist into the shape of gallows, lost toys underfoot, an entire home tucked down a winding path, achingly empty.
III. ESCAPE
The Nightmare is dead, but its absence creates new reasons to fear. It begins slowly, things crumbling: the edge of a stair giving way unexpectedly, a towering hunk of rock a ways off collapsing upward into the open air and reforming there. The path rearranges as it's walked and takes wanderers in different directions, leaving them to fight their ways back to the main group. It was the concentration of fear and willpower embodied in the Nightmare that held this domain of the Fade intact, and without it, there's a power vacuum to fill. The spirits drawn here are drawn by lingering fear, and warped by it.
The forms they take may not be those you're familiar with from outside the Fade--less deformed, more malleable, more insidious, the things you most or least want to see. Those who long for safety may find a gentle Desire demon willing to offer it. Those whose fears stem from insecurities may hear the whispers of lurking Envy, mimicking their voices from its hiding place, cautiously testing for a foothold. If fear only pisses you off, be prepared to face your Rage. And if you refuse to be afraid--if you have this under control, if you know you'll be all right--a smiling embodiment of Pride may appear to praise your prowess and ask you to put those skills to other uses.
Whatever form your demons take, they are distractions from the larger issue: this part of the Fade is collapsing, unstable, and not meant for creatures like you to survive in. As important as it is to face your fears, it may in the end be more important to run from them. Regroup, keep moving, take head counts. There's a rift ahead, small enough to slip through one at a time, out into the desert, with its bright sun and relatively solid ground--and however long it feels like you've been walking, days or weeks, Adamant Fortress is visible across the sand.
Lord Livius Erimond, locked in Skyhold's dungeon since his capture, finally cracks when he learns that the Grey Wardens have moved on and no one is coming to negotiate for his release. There's no mind-control driving the sacrifices, he says, only fear. Corypheus has an arrangement with a demon to amplify it and extend the reach of the song that's driving the Wardens to desperation. Handle it, and maybe they'll see that they're being manipulated.
In practice, it's a little fuzzier. Some guesswork. Some optimism. Approximating the demon's location takes time and effort from the Fade-fluent. There's a rift nearby, but it's small, nondescript. Making it bigger, drawing attention and drawing the demon out onto solid ground where it can be fought, calls for every anchor shard on hand, mages and Templars to assist, archers and swordsmen at the ready. The Herald did it before, at the Temple of Sacred Ashes. It's feasible. Just wiggle your fingers, and--
--and the sky opens up wide, then wider, too wide, green light flooding out like water finally cresting over a bank, and the ground beneath your feet turns from sand to stone. In some places it becomes vertical. In others it stops existing at all. The rift sprawls and spiders out with almost sentient aim, encompassing everyone it can reach. It takes two seconds, maybe three.
Then it closes.




I. THE NIGHTMARE
The good news is: the Inquisition pinpointed the Nightmare's location correctly. The bad news is: the Inquisition pinpointed the Nightmare's location correctly.
So if you find a second to to wonder where you are, there are two possible answers. The first is the raw Fade, where few have trod since the ancient magisters entered the Golden City and began the Blight. The City is Black now and it hangs in the distance, always on the horizon, always visible, but never within reach. The light is sickly green and seems to come from everywhere and nowhere, creating shadows from any and all directions. What direction is up and what direction is sideways is open for debate anyway. The ground--if it can be called that when it is only sometimes below you--is dark and rough, all crags and cliffs and spires. It's wet, too, with puddles and stagnant streams wound through the rock.
The second possible answer to the question of where, and the one that might warrant even more attention than the first, is right on top of a damn demon.
The Nightmare is massive, as large as a small fort. It has a dozen legs and at least twice as many eyes; a warm, civilly sinister voice that knows your deepest and darkest fears; and a seemingly endless supply of minions. Terror demons spring out of the ground around you with creaking screams. Fearlings take the shape of your simpler phobias: here a spider, there a snake, or roaring flames, a lyrium-encrusted Templar. Fighting through the flood of demons and bringing down the Nightmare will take every sword, every staff, and several hours. Pick a leg.
And when it's over--when the Nightmare is dead and only straggling Fearlings and occasional Terrors present an immediate threat--try to figure out what's next.
II. SEARCHING
Attempts to tear a new hole in the Veil from the inside will produce no results. But those sensitive to the Fade may be able to feel something--not quite like a draft guiding you out of a cave, but there's no closer analogy in the common tongue. A faint whiff of reality, somewhere in the distance, straight away from the distant Black City. There's no sunrise or sunset, and an hour can feel like a day or feel like a minute, but time is passing, and the walk is long by any measure.
While it's in your best interest to stay with the rest of the Inquisition's forces, this region of the Fade is a twisty, treacherous thing that seems to actively conspire to separate and mislead its visitors. More Fearlings slither out of crevices to menace anyone who lingers alone or tries to sleep. There's a marshy expanse that does its best to trap feet, and a field of memorial stones with the names of visitors etched into their surfaces, each with a cause of death marked below. Everywhere you step the ground is littered with evidence of terrible dreams, worked into the landscape like they were there first and it has grown up around them. There are skeletons in the stone, rock formations that twist into the shape of gallows, lost toys underfoot, an entire home tucked down a winding path, achingly empty.
III. ESCAPE
The Nightmare is dead, but its absence creates new reasons to fear. It begins slowly, things crumbling: the edge of a stair giving way unexpectedly, a towering hunk of rock a ways off collapsing upward into the open air and reforming there. The path rearranges as it's walked and takes wanderers in different directions, leaving them to fight their ways back to the main group. It was the concentration of fear and willpower embodied in the Nightmare that held this domain of the Fade intact, and without it, there's a power vacuum to fill. The spirits drawn here are drawn by lingering fear, and warped by it.
The forms they take may not be those you're familiar with from outside the Fade--less deformed, more malleable, more insidious, the things you most or least want to see. Those who long for safety may find a gentle Desire demon willing to offer it. Those whose fears stem from insecurities may hear the whispers of lurking Envy, mimicking their voices from its hiding place, cautiously testing for a foothold. If fear only pisses you off, be prepared to face your Rage. And if you refuse to be afraid--if you have this under control, if you know you'll be all right--a smiling embodiment of Pride may appear to praise your prowess and ask you to put those skills to other uses.
Whatever form your demons take, they are distractions from the larger issue: this part of the Fade is collapsing, unstable, and not meant for creatures like you to survive in. As important as it is to face your fears, it may in the end be more important to run from them. Regroup, keep moving, take head counts. There's a rift ahead, small enough to slip through one at a time, out into the desert, with its bright sun and relatively solid ground--and however long it feels like you've been walking, days or weeks, Adamant Fortress is visible across the sand.

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"Right!" Still shaking off the weirdness of the whole encounter, Kain forces himself to start running, glancing back over his shoulder to see the demon gaining on them. Escaping is the best option of course. If he has to fight, he's up for it, only as long as it doesn't entrance him again.
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That is, not until she sees a figure on the ground, shirtless and bloody and parts of his body looking unmistakably mangled. The brightly-colored gore soaks his normally red hair, making him look like a parody, a child's poorly-colored artwork, but there's nothing funny about it. Especially not when it causes Hermione to slow down, mindless of the demon approaching from behind them as she stares at the broken and barely-moving figure of Ron on the ground.
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He's pushing himself to keep going, that he gets a little bit ahead when he realizes he's alone. "Hermione!?" Kain turns, noticing that she's been caught by the very same illusion he had a moment ago. Only this one is with someone important to her... Moving swiftly, Kain takes to the air, jumping and flipping on his way down so he can strike the demon head on. It growls, enraged, as Kain moves to hold it off with his lance.
"Hermione, what you're seeing... I know this is difficult-" He pauses as the demon counters, slashing at it desperately. "-but remember, it's not real! None of it is!"
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She's aware that it can't be real, that she'd just tugged someone away from a fear of his own, but awareness isn't the same as action. It isn't until Kain attacks the demon that her eyes focus on him again, and she staggers back a little, trying to wrap her mind around everything that's happening.
She really doesn't have a head for fighting when she's panicked, but she lets out a blast towards the demon with her wand, apologetically holding her hand out for Kain. "Sorry! I just... sorry, come on, let's go!"
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"Now!" he takes the offered hand and then once more he'd off at a run, every so often glancing back in case they have to handle any pursuit.
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She grips his hand hard, not wanting to lose him, and runs as fast as she can. He can keep glancing behind them, if he wants. Hermione focuses entirely on the path ahead of them, hoping to be able to wend a path through the failing landscape and follow the others to safety.
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“Almost there!!”
But the path isn’t so easy to follow, chaotic and changing before their eyes. Kain keeps moving, keeping a form grip on Hermione’s hand as he runs. Everything is breaking apart, worse than ever… but that rift remains steadily in focus.
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She can't always see it coming, though, and so she does stumble once, enough to make her grip on Kain's hand loosen; if he's not holding onto her tightly enough it might just slip out of his grip completely. "Keep going!" she tells him, even as she lands hard on a knee before forcing herself upright and into a limping run once again. They're too close to the rift for her to just allow him to be slowed down by her. "Just go!"
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Kain pushes himself to keep going at first, survival depends on it, after all. But seeing that she’s starting to lag, he slows his pace a little. “Not without you!” He won’t step through until he’s sure she’ll make it. If he has to help her in any way, he’ll do just that.
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Ignoring her throbbing knee, she reasserts her grip on his hand, still pushing but at least limping along with him as she pushes. "You can run faster than me; you should save yourself!"
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"No! I refuse! Not until you're able to get through!" Especially with her seeming to slow down, a bit of a limp to her run. He urges her to keep going, lance at the ready as he prepares to hold off against any demons who might be in the way. They're so close, but in this chaotic landscape he expects anything to happen. "I'll cover you from any threats!"
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So she keeps a strong grip on Kain's hand, not daring to let go and trusting him to keep her from outright falling to her death. "I'm more concerned with you coming with me than protecting me!"
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"Look out!! Hurry!" He pulls at her hand suddenly, as a demon is suddenly closing in fast from one side. It's going to be a close call- he could stop to fight it off, but at the moment getting through is much more important.
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...and then he's falling through the rift, and the shifting, chaotic world begins to fade away behind them.
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It takes a moment, gasping, trying to relax and get used to the fact the world is no longer crumbling around them. "Are... are you... " He gets his breathing a bit more under control. "Are you all right?" At least they'd kept hold of each other, he doesn't want to think what getting lost in a portal would entail.
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"I-... I think so," she eventually manages to murmur. "Are you?"
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"Yes, I- Yes. I'm fine. Better than I was back there... We actually made it..." From the start of the whole ordeal, he'd feared getting stuck somehow, lost forever in that world of spirits and demons. He's glad that's not the case.
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She's so relieved that she really can't help herself; she lets out a shaky cry as she turns to Kain, throwing her arms around him and holding him tight. "I'm so glad you didn't let go," she manages to say after a moment.
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He’s breathing a sigh of relief as Hermione throws her arms around him. He’s so caught up in that feeling that he doesn’t have the usual surprise or standoffishness he might otherwise have had. He’s just so glad to be back. So, he doesn’t hesitate to hug her in return, needing that moment to just bask in being out of the Fade.
“I never would have, either… no matter what it took.” If nothing else, Kain has always been determined and stubborn. And when it comes to protecting any of his comrades, that becomes all the stronger.
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So she hardly notices that he's hugging her back, just glad that he hasn't actively pushed her aside just yet. "Thank you," she murmurs softly, still holding him tightly. She can hear the sounds of other people slowly picking themselves up, gathering their wits after falling out of the Fade. She knows how some people here feel about absolutely anything that falls out of a rift, and so she's just going to cling to Kain for as long as she can before anyone might attempt to tug them apart. "I wouldn't have made it without you."
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That’s the part that scares him most about the Fade and demons. He can handle enemies that just want to fight with physical power… not so much these creatures that mess with the mind.
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