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.
motherfucking_ghost: (really shouldn't add to my confusion)

[personal profile] motherfucking_ghost 2017-09-20 10:36 pm (UTC)(link)
He settles himself back down, because you know what? Lower means less of a target. And way steadier. "Your family's full of slimy wiggly tentacles that have way too much in common with weird porn? No offense, but I hope you never deem me fit to meet your parents."

Not really one who ever did a lot of rowing, Church knows better than to flail the other oar around and let the sea mistress direct. "Hey, listen, much as I'd like to sit in here and fight sea monsters while fighting about sea monsters, I'd really, really rather not letting any of these poor bastards dropped in the middle of the ocean get eaten or, like, zapped. Rescue first, family insults later. Maybe do some stabbings on the way back."
foxsays: (I can feel a storm is brewing.)

[personal profile] foxsays 2017-09-22 05:29 pm (UTC)(link)
Whether Church means it to or not, in the moment, the remark stings coming from someone she trusts and considers to be a friend. From a man that she trusts with as much as she's told him about herself. Not the same sort of intent or words that she's heard about her parents before but an implication in them that crept under her skin when she was younger and left her-- ashamed for the fact that it upset her. It's how hot she feels even with the spray stinging her face.

A tentacle tries to latch on to the boat and she brings down her rapier in a savage strike that the blade isn't designed for but there isn't bone in a kraken's arm, only muscle that she can slice through. "Your shard, is it any good against it?" So far she's never been alongside anyone using them for more than closing a rift but if there's a time when they might be useful? It's probably when they don't have solid ground for dealing with their foe.
motherfucking_ghost: (a: worst action hero)

[personal profile] motherfucking_ghost 2017-09-27 07:15 pm (UTC)(link)
He doesn't mean anything by it--because his first instinct on anything is to either Get Angry or Make A Joke, and in this case, Make A Joke won out. But he also doesn't realize that his joke about tentacle porn hurt. Kind of busy not dying to notice if she doesn't say anything, and she's probably also too busy not dying to say anything.

"Only for shielding us--here!" Church takes a swing with his sword to more thoroughly slice, and whatever bits of kraken might come off, ew ew ew ew ew he's jabbing with his sword to deposit back into the sea, because no??? No thank you no.

"Can't fire any cool pain bolts from it, it's really fucking unfortunate, I wish I could do it." He looks toward the Rifters in the water--but also to the rift, flexing his hand. "Can you hold us steady? I'm gonna try closing it from here. Hopefully without dying. Really not looking forward to death."
foxsays: (While some folks row way up to heaven)

[personal profile] foxsays 2017-09-28 10:23 pm (UTC)(link)
Before taking hold of the oars, Araceli still has to stand as much as she dares right now to see what there is about them then sits again, tapping Church carefully in the leg with her foot. Not enough to knock him off balance but enough to be deliberate. "You need to be my eyes up front then, I can't focus on both sides and rowing." The oars are slick with water, blood, probably red lyrium too and she wipes them with her sleeves to give her something to have a better grip of but the left hand is pulsing the way it does near a rift, a distraction.

It's easier said than done to get the boat to cooperate in these conditions and Church is a big enough man on a good day (or by Araceli's definition, generally anyone with more than half a foot on her is a big person) and the waves are unnatural beneath them. The thrashing of the kraken, the wake of the boat nearest to them, maybe even serpents or flotsam bumping beneath the hull. Hopefully it's enough as she does what she can to keep Church pointing the same direction and from moving any further away, if they drift closer then it might make it easier and she'll just row like hell to get them back out.