Fade Rift Mods (
faderifting) wrote in
faderift2017-09-10 11:10 pm
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Entry tags:
- ! open,
- teren von skraedder,
- { araceli bonaventura },
- { beleth ashara },
- { bethany hawke },
- { cade harimann },
- { christine delacroix },
- { ellana ashara },
- { fern doirnáin },
- { fingon },
- { inessa serra },
- { james norrington },
- { kain ventfort },
- { kattrin },
- { leonard church },
- { loghain mac tir },
- { maedhros },
- { oghren },
- { simon ashlock },
- { skadi iceblade },
- { vandelin elris }
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.
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

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

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

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.
Fingon | Open
Fingon breaks the surface with a gasp and a shake of his head, the saltwater blurring and stinging his eyes as he tries to make out his location. The results of that are mixed: he find the shoreline, though it doesn't look like any one he knows, and it seems his sword is floating not far away.
Of course, realizing that the green light shining off it is as much the product of his left hand as it is the blade is more than a little worrisome. The creatures issuing forth from the rift, he'll admit, are also looking a tad inconvenient to get around.
Still, those issues can be worried about later. The priority is the shore, or at least the boats which seem to be coming from it. And it shouldn't be trouble; he's swum farther before.
He's never had to do so in the kind of heavy, elaborate robes the Noldor seem to enjoy their kings suffering their way through court in, granted, but there's a first time for everything.
III. Stranded
Fingon stays at camp just long enough to find a safe place to store his most cumbersome things, then he's off to take a look around. Another world, they said this was, and he's curious to see what a place that sounds both so similar and so different to Arda might be like.
Mostly, he finds, it's quiet: there's the rustle of movement in the jungle, but no hint of the inhabitants' thoughts is open to him. Nor do the stones of the ruins speak back to him, telling stories of their long-lost inhabitants.
Fingon has never been an expert at communicating with animal or earth, but it's still strange to be so completely deaf to either. Is it simply that the world is different, he wonders, or whether he is by being here?
III. Stranded
"Reborn through fire and water..." he murmurs to himself, probably sounding as mad as he looks.
III. Stranded
Either way Fingon looks up from the campfire, where he's been patiently working the ornaments from his hair and waiting for his outer robes to dry. The voice had been faint-to faint to be nearby, surely- but he could have sworn he heard...
"Russandol?" He can't help but call out. It's probably nothing- just dreaming up a familiar, friendly voice in a strange place, though admittedly the Maedhros in his head is usually more lucid- but he can't resist trying.
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He, in turn, has heard Fingon's voice so often in his dreams...his daydreams...his simple waking moments...that he does not trust reality. Blankly, he stops in his tracks, peers around and spies the firelight.
No matter the promised warmth, he will not go there.
"I'm always here, Finno. You should sleep." because that is what the dead do. Sleep and dream and heal...
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Maedhros's voice again. It still could be imagined, he supposes, but somehow he's less and less certain of that idea. And yet...the alternative is that Maedhros is out there, nearby, but won't come to him.
The thought stings a bit, but Fingon shakes it off. Well if it's a chase Maedhros wants, that's what he'll get.He leaves his things by the fire to dry, then follows the direction the voice seemed to be coming from.
"And what if I don't wish to?"
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He opens his eyes, a little confused. Fingon's form blocks the firelight briefly and he inhales sharply, wonder and panic warring in his heart. As much as he wants to see his cousin - dearly, unendingly - he knows he is not worthy of being his presence.
"It's just like you to argue." he pauses, perhaps making himself easier to track; easier to find, "Rest is good for you, no matter your age."
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Fingon makes his way through the darkness, searching the unfamiliar grounds for his cousin. calling out "What game is this, Maitimo? Where are you?" He can't figure out why Maedhros hasn't come to meet him, if he's here. Surely he knows by now that Fingon won't stop until they stand face to face, right?
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Fingon will not have long to wait. A pair of strong hands will grasp his arms soon enough and press him back against a tree. Fiery copper strands have fallen over sharp blue eyes, but Maedhros makes no move to push them away.
"You're..." solid. Real. Warm. "How?" his voice breaks.
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And the sudden scrape of the bark against Fingon's back is nothing compared to his racing heart as his cousin looms over him. "Maitimo?" He murmurs, taking in those dearly loved features and the urgent pressure of Maedhros' hands...wait, hands?
He looks down and inhales sharply as he confirms. Hands, the one long missing and long missed now restored to what it was. Fingon looks up to Maedhros again, shock and wonder mingled on his face. "Should I be asking you the same question, my dearest friend?"
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III
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"My apologies, madam. I thought simply to have a look around." He nods to the dog, holding his hand out carefully for him to sniff. "It seems your companion caught me."
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"It's quite alright. Garahel is with me to guard against the wildlife, not other people from our camp. I am Inessa Serra, of the Grey Wardens. This particular area is largely unknown to me, but any other questions I might have a chance of answering."
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"Fingon Fingolfinion, of Hithlum. Well met, Warden Serra. And I fear I have more questions than would be fair to ask, but I would be grateful for anything you could tell me."
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She nods, committing that name to memory as best she can, so that she doesn't flub it later. "It's quite alright; questions do not intimidate me. Let me fetch my map. That would be as good a place to begin as any, I suppose." After joining the Inquisition for a few of these trips, Inessa's learned it helps to have a visual of where they are now. She reaches into her satchel and produces a small tube. Tapping it, the map slides out and she unrolls it.
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He bends to look over Inessa's shoulder as she rolls out the map, noting the unfamiliar names as they unfurl. Antiva, Orlais, Tevinter.... "Where are we?" he asks after a moment.
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Has anyone explained my organization? If not, I can expand on that, as well."
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apologies for the delay, you don't need to respond if you'd rather drop
it's fine!
II
Laughing, he nodded to the dog who was with him who also grabbed hold of clothes to help pull him onto the boat. Good thing this particular boat had come ahead faster than the others.
"I will get you to safety I promise!"
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Standing at full height he's a few inches shorter than Iskandar, but he meets his rescuer's eyes with a bright confidence utterly at odds with his waterlogged, overdressed appearance.
"Is there any way I can help in return? I'm no sailor, but," he nods at the monsters atop the water. "There do seem to be some creatures in need of pushing back."
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He could see that sword but it wouldn't do much good until the demons were closer. Bows were something he could lend though and he was already grabbing one so he could hold it out to him. He liked a man with confidence in his eyes.
"If you can fire at them then I can focus on making sure we escape this madness!" he declared with a laugh.
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He tucks his poor neglected blade away, then surveys the monsters with a keen eye. "Hand me a spare and I will see what I can do."
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A laugh and then he turned back to the rest of his people. It was very clear he was in charge here as he organized people to move them towards shore while directing others to fire at the creatures in the water. "If you see one of those creatures do not hesitate to shoot! It is our best chance of putting in distance, my friends!"
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"Do the creatures here commonly glow?" He asks, as much to himself as to anyone nearby. That red light...monsters don't frighten Fingon, but there's something about it, strange and sickening....
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Then he called to the ones moving them away from the creature. "Sail us to the right so the winds shall favor us!"
Immediately they did as they were told and the boat moved faster for them as they headed to the dry land. Iskandar nodded his satisfaction and looked to the man he'd pulled from the water. "Keep shooting, my friend. We want to be so irritating there is no desire to follow."
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"I've been assured that I'm quite capable of being irritating, never fear," he says, dryly, and gets back to work proving it. The arrows soar out, every one hitting it's mark, until they can safely get away.
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