Fade Rift Mods (
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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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"That's true. I try to give everyone a fair chance, but some I just can't see myself getting along with. You, however, are very easy to talk to. I've loved learning about Scotland."
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There's still a lot he didn't understand, but he's found he's actually enjoyed listening to what she's had to say. Maybe that was because of who's doing the explaining, though. He's never minded explanations when done by a pretty lassie, and Ellana certainly fit that description. Being told he's easy to talk to, though, is a surprise, simply because it's something that he hasn't really been told before. Despite his best efforts, some of that surprise shows through, although he's able to keep it a few seconds where his eyebrows temporarily disappear into his his bangs.
"You really think I'm easy to talk to, though?"
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Well, that won't do him all that much good here, will it? He opens his mouth, promptly shuts it again, then gives her a slightly sheepish look.
"I'd have a lot of money that'd not work at all here. The point is I can't say as I've ever been told I'm easy to talk to before. Especially when I lot of what I've done is talk about Scotland."
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"Oh, well, if you want to know about everywhere, I think I might be able to help about that. I've been to a lot of different places in my day - and that's just on Earth, mind. Think I could tell you about a fair few things and still not run out of stories about them for you."
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"Someday, I'll be well traveled enough to share my stories with others."
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When Ellana veers off, he follows, even though he doesn't technically have to. Barring anything truly unusual she should be able to get the minerals in the wagon just fine, but it can't hurt to go along. Especially since it means they can still chat, at least for a few minutes more.
"Thinking of becoming an author like Varric, then? I'm still trying to figure out how to read those rune-things so I can see for myself, but from what everyone says he's quite good at telling stories."
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Reaching the wagon, she lifts the rocks up with her arms miming the action. Once they settle, she releases her magic on them and that's that.
"There; a good day's work, I'd say."
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The smile he gives her lingers as he watches her lift the rocks up with her magic, and once they settle into place he nods once, satisfied.
"And aye, I'd say you're right. That should do for today. Anything in particular you thinking of doing since we're done, then? Or are you just planning on heading back to your tent and unwinding a bit?"
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