faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] faderift2017-09-10 11:10 pm

THE SEAS SHALL RISE & DEVOUR, Part I

WHO: Any Inquisition members + all rifters
WHAT: A semi-involuntary tropical island vacation
WHEN: Kingsway 20 onward
WHERE: The sea and an island east of Rivain
NOTES: OOC post.


I. THE JOURNEY

Two ships depart from Kirkwall on the morning tide, sturdy vessels crewed by veteran sailors--but a mere skeleton crew, as it turns out, or so a few of them would have you believe. They're prone to assigning tasks to anyone who happens not to look busy, shoving ropes into hands without a care for station or experience, barking out instructions and expecting to be obeyed. With plenty of work to do the journey seems quick, and besides the unexpected chores it's otherwise smooth sailing through the Waking Sea. Some claim to've spotted the Windline Marcher one night, but it could just as easily have been clouds on the horizon, and that's it for excitement until the ships round the island of Brandel's Reach and out into open ocean, the ever-present coastline finally falling away behind.

The sky is bigger out there and the waves are too, especially when a storm strikes a few days out, dark clouds and driving rain sending any inexperienced sailors below decks to wait it out. The worst of it being the pitch of the ship rolling up and crashing down the massive waves, and the way the hold fills with the stench of people being sick. But the next morning dawns calm and clear and with no lasting damage done.

The group is bound for a desert island, drawn on maps with a big deep cove like a bite chomped out the side it, and a narrow channel through the surrounding reefs to reach it. That's the only moment of true tension on the voyage: as soundings are taken every few feet and the helmsmen adjust and readjust in response, carefully threading the needle to avoid running aground on ship-killing banks of sharp coral.

Both ships make it, and anchor offshore in the bay in the sheltering lee of a cliff, safe from future storms. The first party ashore reports back that Qunari are present in the area, but while they've displayed a palpable wariness, hostility does not seem their aim today, and they retreat back up to the hills above the beach as Inquisition forces arrive. Anyone able-bodied is tasked with assisting in unloading, and those less hale with helping the quartermaster's assistants track the process to make sure nothing goes astray between hold and shore.

Camp is to be a collection of tents: large ones beneath which makeshift facilities for cooking, eating, and working are set up, and many small ones designed to hold 2-4 Inquisition agents. They're still hammering stakes into the sand and tying off ropes to the sturdier palms when a shout goes up, though anyone present who possesses an anchor shard will not need to be told: a rift has opened nearby, a couple hundred yards out into the bay, a knot of shapes splashing about it. Better hope the rifters can swim.

II. ARRIVAL

Rifters

You were asleep--deeply or fitfully, for the last time or just resting your eyes for a moment-- and then you were not. And wherever you were was not, anymore, replaced by nothing but the sensation of falling, tumbling into endless, bottomless nothing. If this were still a dream, you would wake before you hit the ground. You can't die in a dream, they say. In some worlds.

In this world, when the afterimage left by a flare of too-bright, greenish light fades, you will find yourself at sea. Not metaphorically (though perhaps that too) but literally: dropped into what is unmistakably the ocean, from the salt in your mouth and the incessant slosh of waves into your face, the squawk of gulls circling overhead. You had better start treading water.

Thankfully, if you can keep your head above the waves long enough to make a quick inspection, it turns out that land is in sight, only a few hundred yards off. Unfortunately, between you and it is a strange slash of greenish light. It sticks up out of the water but seems to continue beneath as well, turning the otherwise-turquoise waters the same pale greenish shade of a man gone seasick. The cluster of demons emerging from the rift are tall, spindly stick-things with too many eyes who flail about like stickbugs dropped in pond, but use the long reach of their arms to attack. Some are hunched and hooded with no eyes at all, their shrouds sodden and draped in seaweed. Others are mere wisps of greenish light that float easily over the surface. While you might get the impression they are as surprised as you to find themselves in the drink, any humor that might bring is probably outweighed by how angry it seems to make them.

If that were not enough to contend with, there is also the narrow splinter of light the same sickly green as whatever brought you here that now glows out of the palm of your left hand. It aches, a bone-deep pain that gnaws even through all the distractions. But there is some good news: from the beach over yonder boats are launching. Perhaps they'll save you.

Rescue

As if rescuing rifters from drowning and demons weren't hard enough work, all the commotion in the water inevitably draws the attention of the local predators. But what arrives isn't the usual eel or ray or even a shark: it's something much bigger and much...redder?

Slinking through the water comes the flash of a fin and the glint of a scaly back, so quick and sinuous it's hard to say how many of the sea serpents there are. As wide around as the circle of a man's arms, with snapping jaws lined with an unnatural number of curving teeth, but what should be smooth snakey curves are instead jagged with the jut of brilliant red crystals that catch the light and make the sea seem to be already splattered with blood. They're studded all over its body, making any even glancing blow carry twice the danger: there's not just the stunning force of the strike to worry about or the possibility of being coiled in a crushing grip, but also being sliced and gored by red lyrium.

And the serpents aren't alone. While all eyes are on the churning water and the incredible sight of demons battling it out with sea monsters (because everything in that water is fair game to the beasts, not just the Inquisition), one sailor is suddenly plucked out his boat and carried screaming down into the depths by a great, crystal-encrusted tentacle. Cleansing runes are effective, but the monsters are canny enough to avoid capture, falling back into deeper water before attacking again. The arrival of a red lyrium-tainted kraken is just about the final straw for the ship's crew, and after seeing the monsters come dangerously close to cleverly flipping one of the longboats, they insist that the Inquisition row back for shore.

If flight is hard to stomach, consider it a tactical retreat: in shallower water the great bulks of the monsters become a liability, thrashing about among the rocks as they try to give chase. Escape back to the beach is possible, and surely the safer course, but it may be possible to lure one of the sea serpents into a tide pool or to beach itself up on the sands. The rest continue to prowl the bay, visible circling the ships at anchor and making any return impossible for the time being.

III. STRANDED

Once everyone is safely on land and out of the monsters' reach—after any wounds have been seen to, with particular attention given to any that may have been exposed to red lyrium—it's obvious that there's no way to leave for the time being. There isn't much to do but to try to make the most of things and try to accomplish what you came here for.

Some of the team will be tasked with continuing to set up camp. Now that the stay might be longer than a single night, it needs to be a little sturdier. The beach and cove are protected from harsh winds and exposure by a half-circle of rocky cliffs, and the Qunari communicate in grunts and one-word answers that large predators make sleeping in the jungle itself a bad idea. They've only been here a few days (that much can be gleaned despite their reticence), but some of the untamed jungle has been cut through to make clear paths to fresh water and fruit sources.

Penetrating the rest of the island is slow, difficult work—though magic may make it easier. The goal is near the top of the formerly volcanic peak in the island's center, but hacking through the growth to create a path may abruptly become a waste of time when it gives way to a steep drop-off or an equally steep incline and forces everyone to double back and try another route. If there was ever a clear road to the top, it's gone now, grown over during centuries of abandonment. But there are signs of past habitation: the lower portions of the island are spotted with crumbling ruins, chunks of moss-coated wall rising out of the forest floor, the occasional pillar looming up amongst the trees. Some have architecture and faded murals that are distinctly elven. Others, more recent, are clearly human, including a statue of Andraste in the center of a clearing. Others are harder to identify.

The predators the Qunari were trying to warn everyone about turn out to be real--they're large, jet-black cats about the size of a height of a mabari but longer, with short manes, near-scaley skin, and horns almost like the Qunari's. And before anyone gets any ideas about keeping one, they're fiercely territorial—always likely to try to eat your face, but doubly so if you come near their adorable kittens. Feeding them may buy a moment or two for escape, but nothing is going to win them over.
wardeneructate: (Wants to go now)

Oghren; OPEN

[personal profile] wardeneructate 2017-09-11 11:09 pm (UTC)(link)
I. Journey

Alright. So he'd done the ship thing once already and hadn't liked it. Now he was doing it again and he still didn't like it. It was like the ground just had to keep moving because it wasn't the ground and... Seriously, who thought it was a sodding idea to go around on water? Land was good. It was the best ever. So much better than this ship business.

Which meant a dwarf in a bad mood off in a corner nursing a bottle of something. With a couple other empty bottles of something next to him. Hopefully those didn't belong to someone because they were gone now.

"Sodding water and its sodding movement..."

II. Rescue

So not only was this whole ship mess a thing but now he had to fight something he couldn't actually hit most of the time. Oghren was a wet and pissed off dwarf as he waved his axe at tentacles whenever he could manage it. How did these blasted things seem to know to stay just away from his short reach? It was the worst kind of battle ever known!

It was then the ship pitched and he was tossed right into the water. Well, he was going to need to be rescued but until then there was a furious dwarf chopping into whatever he could hit while he was down there...

III. Predators

After all that mess on the water, Oghren was happy to go hunting for something on land. Sure he was stomping around like some overgrown child but at least he looked ready for a fight. If nothing else, he knew his mood would pick up once he got his axe buried into something living and dangerous. Okay sure maybe everyone else was here to explore or maybe to avoid the things but he was ready for something else entirely.

Hence why, he looked up at one point to say, "So when do we run into the fights with monsters? Heh. Really looking forward to one of those. Should be good now that we're on some sodding land again."

Seriously, who wanted to be on water?
doneisdone: (confused)

II

[personal profile] doneisdone 2017-09-12 03:36 am (UTC)(link)
How delightful, then, that his knight in shining armor should be right nearby in one of the boats, who hauls him out of the water with her spindly arms and panic-strength. Teren is the only person still manning the boat, her companion having been torn away by a serpent, and she'd be petrified if she didn't have to row like their bloody lives depend on it. She doesn't even seem to care that it's Oghren she just pulled out, she simply shouts "grab anyone you see!" a pitch or two higher than normal.
wardeneructate: (Berserker)

[personal profile] wardeneructate 2017-09-13 07:07 am (UTC)(link)
What seemed to be the only way to keep these two from killing each other? Apparently have something else trying to kill them both at the same time. Oghren didn't even complain that it was Teren who saved him as he just shook water from his face then held his axe tight as he slashed at any tentacles that came their way, somehow easily avoiding her. He didn't see anyone yet but he was definitely looking. "If you see someone then shout!"

Soooo apparently they wanted to kill each other but only on their terms. Best way to get them to work together?
samahl: (talking)

haha so late but I

[personal profile] samahl 2017-09-20 01:53 am (UTC)(link)
"Sometimes sucking on a hard candy helps?" Cyril offered when he heard Oghren's grumbling. He could relate, and has he spoke it was clear that he was using that method of himself.

He dug into a pouch and produced a small piece of candy. It was the similar to the kind he and Pel would have made for their Clan - before all of this happened - except this one used some mint.

He offered it to Oghren.
wardeneructate: (Crawled out of bed)

shhhhh it okay

[personal profile] wardeneructate 2017-09-21 08:47 am (UTC)(link)
"Yeah?"

Oghren didn't see how it would but sod it all he'd give it a shot. Holding out his hand, he took the offered mint and just popped it right into his mouth so he could start sucking on the thing. Didn't go with his booze but he didn't care right about then.

"You always carry those things around?"
samahl: (okay)

[personal profile] samahl 2017-09-21 03:15 pm (UTC)(link)
"No," Cyril responded, amused at the idea. He might need to once Sina was older. "I only had them because I wasn't sure if I was going to get sea sick. Apparently that was a good idea."
wardeneructate: (Wants to go now)

[personal profile] wardeneructate 2017-09-25 02:07 pm (UTC)(link)
"You didn't know? Didn't you already take a ship to get to Kirkwall?"

Huffing a bit, he actually hugged one of the bottles against him. It still had something in it. Least if he was going to hurl it would taste of liquor.

...the candy wasn't bad though.
samahl: (well color me surprised)

[personal profile] samahl 2017-09-26 03:45 am (UTC)(link)
"I was... Distracted. During that trip." He looks away from Orghen for a moment, almost seeking out familiar faces. "Everything seems more somber now. Much more difficult to convince someone to let me lure them to quiet corner."
wardeneructate: (Not impressed)

[personal profile] wardeneructate 2017-09-28 11:33 am (UTC)(link)
"Can't say I'd be good company for any lucky ladies here. Might give them a whole different kind of surprise from the wrong end." Which was probably the nicest way possibly of him saying he wan't into vomiting on women he bedded.
samahl: (smiles to the side)

[personal profile] samahl 2017-10-02 04:29 am (UTC)(link)
Cyril seems more amused than disgusted though. "I've heard there are some who are into that sort of thing. I doubt many of them are in the Inquisition, though, so I'm sure the fairer among us are happy that you've taken that into consideration."