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faderift2015-11-08 01:45 am
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Entry tags:
- ! open,
- { adelaide leblanc },
- { alayre sauveterre },
- { araceli bonaventura },
- { beleth ashara },
- { bruce banner },
- { cyril ashara },
- { eirlys ancarrow },
- { ellana ashara },
- { galadriel },
- { gavin ashara },
- { gorse hissera-iss },
- { jamie mccrimmon },
- { korrin ataash },
- { lace harding },
- { maria hill },
- { maxwell trevean },
- { pel },
- { sabriel },
- { salvatore },
- { samouel gareth },
- { varric tethras },
- { zevran arainai }
THE FALLOW MIRE
WHO: Open to all
WHAT: The Inquisition sends forces to the Fallow Mire to deal with undead, plague, and missing scouts.
WHEN: Firstfall
WHERE: The Fallow Mire: Inquisition camps, Fisher's End, The Tavern, etc.
NOTES: For more information about the setting and RP opportunities in it, check out the OOC Post.
WHAT: The Inquisition sends forces to the Fallow Mire to deal with undead, plague, and missing scouts.
WHEN: Firstfall
WHERE: The Fallow Mire: Inquisition camps, Fisher's End, The Tavern, etc.
NOTES: For more information about the setting and RP opportunities in it, check out the OOC Post.

The trip down the mountains from Skyhold is no walk in the park, and south of the Hinterlands the land turns wet and miserable, subject to seemingly endless storms. Villagers have tried to carve out a meagre existence in the Fallow Mire, but their lives are under constant threat by a tidal wave of undead rising from the murky waters flooding much of the region.
The Inquisition has sent a sizeable force, and travel back and forth between the Mire and Skyhold happens as often and as quickly as conditions allow. The camp is a neat patch of tents on the largest bit of dry land to be found. "Dry" is relative; everything's still pretty muddy. There are several clusters of tents, tucked between rock outcroppings and abandoned buildings, the least leaky of which are being used to store what supplies the Inquisition has managed to haul in over the difficult terrain. Campfires are numerous and fill the area with a constant smouldering glow and low-hanging cloud of smoke that mingles with the morning and evening fogs. It's lovely, really.
Fisher's End barely even counts as a village-- just a haphazard handful of ramshackle buildings perched on the edge of the swamp-- but it does have a single tavern. It's a dreary-looking wooden shack like every other structure in the area, distinguishable only by the lamp still lit above the door and the sign that swings creakily in the breeze. Whatever was painted on it has long since worn away and been molded over. The place is just known as "the tavern" because it is literally the only tavern for miles and miles around.
Inside is dim and smoky from peat-burning fires in the two grates. There are a half-dozen tables with benches, none of which ever seem quite level on the uneven floor. The bar is tended by Thorolf, a grizzled bearded fellow with a local accent so thick he's almost unintelligible. No matter the time of day he serves a simple fisherman's meal of hard bread, salted fish, and a hunk of strong cheese. His cellar is stocked with exactly three varieties of alcohol: one ale, one wine, and one spirit, all of which are strong and dark. There aren't many locals left, but there are usually a few hunched over a mug or huddled around the fire.
The Inquisition has sent a sizeable force, and travel back and forth between the Mire and Skyhold happens as often and as quickly as conditions allow. The camp is a neat patch of tents on the largest bit of dry land to be found. "Dry" is relative; everything's still pretty muddy. There are several clusters of tents, tucked between rock outcroppings and abandoned buildings, the least leaky of which are being used to store what supplies the Inquisition has managed to haul in over the difficult terrain. Campfires are numerous and fill the area with a constant smouldering glow and low-hanging cloud of smoke that mingles with the morning and evening fogs. It's lovely, really.
Fisher's End barely even counts as a village-- just a haphazard handful of ramshackle buildings perched on the edge of the swamp-- but it does have a single tavern. It's a dreary-looking wooden shack like every other structure in the area, distinguishable only by the lamp still lit above the door and the sign that swings creakily in the breeze. Whatever was painted on it has long since worn away and been molded over. The place is just known as "the tavern" because it is literally the only tavern for miles and miles around.
Inside is dim and smoky from peat-burning fires in the two grates. There are a half-dozen tables with benches, none of which ever seem quite level on the uneven floor. The bar is tended by Thorolf, a grizzled bearded fellow with a local accent so thick he's almost unintelligible. No matter the time of day he serves a simple fisherman's meal of hard bread, salted fish, and a hunk of strong cheese. His cellar is stocked with exactly three varieties of alcohol: one ale, one wine, and one spirit, all of which are strong and dark. There aren't many locals left, but there are usually a few hunched over a mug or huddled around the fire.
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Never again.
"I have your very fine back covered, then, have no fear!" A fine back, a fine voice, fine hands- right. Thoughts for after they're somewhere warm and dry.
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Sad to say, festering swamps don't really put her in the mood. But that isn't to say that the promise of something later is unwelcome or lightens her mood just a little bit. "Don't tell me you've actually been here before, with that comment about breathing tubes. I'd hate to think I'm alone in being new to this hellhole."
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"Well...here not so much. A similar sort of bog? Yes. There was a troublesome merchant prince that needed to have his brother killed and he was known for fishing in a particular area. I waited below for about an hour before I was able to kill him."
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Picturing Zevran in that situation, Korrin lets out a soft huff of amusement. "I bet that one hour now seems a paradise, compared to this. Especially if it lacked undead...."
Speaking of which, she now has to cross slightly deeper waters, so her pace is slower, more careful. "Alright, now I need that extra pair of eyes more than ever. If they're too close for us to avoid, let me know."
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"I am on it." His eyes flick across the surface, gauging what ripples are caused by them and what are currents below- thusfar? It is all from Korrin. And then something shifts to their right- something in the muck coiling. A serpant? "Right, ten paces. It will rise in a moment."
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"Fucking corpses, should just burn the whole mire and be done with it...." Korrin's grumbling in no way hampers her productivity, and as she vents, the mage casts Winter's Grasp on the initial one, freezing it in place long enough for Zevran to take advantage of it while the closest of those nearby are chilled, their pace slowing.
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The banter is comfortable and easy enough to continue while he looses another volley at the second undead rising.
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They'll just have to find out, though, and the Vashoth mage has no issue with something to keep them occupied other than complaining about the sheer awfulness of the mire. She then launches a salvo of lightning blasts from her staff to home in on the cursed thing. It might be overkill, but Korrin really doesn't care at this point. She needs the outlet.
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That was how his wagers with gorgeous, dangerous women usually went. Either way- he wins.
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So to her go the spoils. Which is him. Hurrah!