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.
theexile: (Observing the world)

[personal profile] theexile 2017-10-03 12:06 pm (UTC)(link)
For the briefest moment, because he was paying attention, he might see the faint outline of what seemed to be a human figure. It was difficult to make out any features but it was there as if lending power to the woman healing him. When she was done it vanished as well.

Checking her work, she nodded before speaking. "Sunscreen?"
kartereo: (07 With glasses on)

[personal profile] kartereo 2017-10-03 12:21 pm (UTC)(link)
That outline was absolutely fascinating. Fleeting, yes, but Waver had still seen it.

"An ointment one applies to prevent er," Waver gestured at himself. "What I just did anyway. Can I ask you who it was I just saw with you?"
theexile: (Here to help)

[personal profile] theexile 2017-10-03 01:11 pm (UTC)(link)
An ointment to prevent the burn of the sun. Could she come up with something like that, she wondered? Mud paint certainly could work but not many were as eager for it as the Avvar.

But what really held her attention was his question. "You were able to see the spirit?"

What a gift the spirit had bestowed upon him! She was very pleased with this. And that he wasn't panicked by this vision of his.
kartereo: (06 Lighting up)

[personal profile] kartereo 2017-10-03 05:17 pm (UTC)(link)
"Yes?" Waver said, baffled as to why the matter was so remarkable. "I was trying to determine how this entire procedure worked, to be honest."
theexile: (Liking you)

[personal profile] theexile 2017-10-04 01:07 pm (UTC)(link)
"The spirits do not often bestow the gift of their form to those in this world. It must have seen you as special in some way."

She smiled warmly at him now, seeing him in a new light.

"I called upon the aid of the spirit to grant me the power it has to heal you. I think the Circle calls it Spirit Healing but I am not certain since I am no Circle mage."
kartereo: (10 Leaning on books)

[personal profile] kartereo 2017-10-04 11:46 pm (UTC)(link)
"Interesting," Waver said thoughtfully. "I'm a mage back home within my own particular school and we're big on focusing on the flow of energy..."

The mechanism was far more important though then how he had seen it. That part, Waver could explain away. "So you act as a conduit for the ability, in essence?"
theexile: (Cute smile)

[personal profile] theexile 2017-10-06 12:12 pm (UTC)(link)
"I think perhaps that is most accurate. I can use my own magic but when I use theirs then my abilities are stronger. In truth, I prefer to use their strength since it was they who bestowed the gift upon me that I should focus most on healing."

It was a gift she treasured and made sure to nurture every single day. She had been born with magic but to have the gods tell her the best way to use it was something she would carry with her forever.
kartereo: (07 With glasses on)

[personal profile] kartereo 2017-10-06 05:40 pm (UTC)(link)
"How long have you been working on healing?"

It was a matter of honest curiosity, and something he hoped wasn't too invasive.
theexile: (Joking around)

[personal profile] theexile 2017-10-07 09:55 am (UTC)(link)
"Since my teacher guided me to this path. The gods recognized that it was my purpose."

Did it sound like she was saying a spirit was her teacher? Because that was what she was saying.
kartereo: (Default)

[personal profile] kartereo 2017-10-07 11:43 am (UTC)(link)
"You er...apprenticed under another with this ability for a few years or....?" Waver's question trails off, the second and pretty obvious assumption going unsaid.
theexile: (In profile)

[personal profile] theexile 2017-10-13 09:09 am (UTC)(link)
She tilted her head then realized he hadn't understood her. Looking around, he made sure that no one could hear her before speaking again. "One of the gods taught me the ways of magic. A spirit teacher."
kartereo: (Default)

[personal profile] kartereo 2017-10-13 08:42 pm (UTC)(link)
...Ah. Right. Waver's own tradition in magecraft occasionally placed a blindspot over his eyes when it came to remembering how Thedas differed from his own. He smacked his own forehead lightly.

"Ah, right, I see. Sorry..."