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Fade Rift NPC ([personal profile] visus) wrote in [community profile] faderift2016-05-27 11:11 pm

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.)


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.
amygdalae: I wish things could go your way (is that what you think?)

[personal profile] amygdalae 2016-06-08 03:48 am (UTC)(link)
[It's hard to say how Bruce should exactly take those words - on one hand its nice, in a way, to hear that his company is appreciated. But on the other he reminded himself that she probably had no idea how dangerous most of anything in Thedas was. Especially in regards to himself. If she knew, he was pretty sure she wasn't going to think the same way any longer.

Though he supposes its not entirely relevant right now. Bruce nods and starts to move again, gesturing for her to do the same - no sense lingering around. It's hard to say what could happen, but either way staying in the Fade for long didn't seem like a good idea.]


Bruce. [A simple return of names - no last name, though, since its simply... easier that way.] And I'm sure between everyone here right now, we'll manage to find a way out eventually.
bookish_lioness: (Look up towards a broken sky)

[personal profile] bookish_lioness 2016-06-08 11:40 am (UTC)(link)
[Hermione's certainly aware of how dangerous Thedas can be. It's just that her experience has led her to believe that the most dangerous things are those that don't look at least vaguely humanoid, up to and including the Qunari/Vashoth. The wildlife and the (obvious) demons are about the only things that really worry her, aside from the piece of the anchor weighing on her hand.

She's happy enough to get moving since, as she'd said, getting separated isn't exactly on her to-do list. Bruce might seem nice enough, but he's still a relative stranger, and so wandering around in some strange nightmare world with him for who-knows-how-long is something she'll try to avoid.

She nods at him name, though unlike most of the times that she's met people here, she doesn't smile or offer her hand to shake.]


It's nice to meet you, Bruce. Though I would have preferred it had been under other circumstances. Still, there's always safety in numbers, so it's best that we all stick together and try to watch out for one another.
amygdalae: what do you mean we can't have blueberries (could you say that again)

[personal profile] amygdalae 2016-06-08 02:18 pm (UTC)(link)
Likewise.

[Bruce doesn't blame her for the forced attitude (of sorts), or the strained look on her face - this isn't exactly an ideal time for first meetings in the slightest. He's actually pretty surprised that she even attempted it, honestly - these Rifters were truly a strange and varied set of people.

But that's something to think about later.

He gives a nod and continues to trudge along with the rest of the group, glancing back from time to time to make sure that Granger was following alongside. Not that he doubted her or anything, but considering her inexperience with Thedas in general, its a bit hard to not have some lingering worry.]