Fade Rift Mods (
faderifting) wrote in
faderift2018-03-15 11:48 pm
Entry tags:
- ! open,
- kostos averesch,
- { adalia },
- { alacruun },
- { alexandra karahalios },
- { anders },
- { araceli bonaventura },
- { arohaerd },
- { audra hawthorne },
- { beleth ashara },
- { bronach },
- { christine delacroix },
- { dolores abernathy },
- { ellana ashara },
- { gareth },
- { helena },
- { herian amsel },
- { inessa serra },
- { iorveth },
- { korrin ataash },
- { kylo ren },
- { leonard church },
- { loghain mac tir },
- { maedhros },
- { marisol vivas },
- { mel"sparkleprincess"ys },
- { morrigan },
- { nari dahlasanor },
- { newt scamander },
- { rey },
- { sarah manning },
- { six },
- { skadi iceblade },
- { thor },
- { yngvi }
OPEN ↠ HEART LIKE ICE
WHO: New Rifters & Inquisition Members
WHAT: A journey south to make new friends and kick some ass
WHEN: Drakonis 15-25
WHERE: Sunless Lands
NOTES: Violence and language assumed. Warn for anyting else. OOC post.
WHAT: A journey south to make new friends and kick some ass
WHEN: Drakonis 15-25
WHERE: Sunless Lands
NOTES: Violence and language assumed. Warn for anyting else. OOC post.

The Sunless Lands are not, in fact, sunless. This time of year there can be as many as eight hours of daylight, some of it blinding where it reflects off of snow and ice that stretches from the southern edge of the Kocari Wilds as far as anyone can see, broken only occasionally by rocky masses of land jutting out of the snow cover or barren tundra peeking out in patches where constant, unforgiving wind has pushed it aside. You'll be traversing this span primarily on foot—there are sleighs, too, pulled by hardy dogs, but they're carrying essential supplies rather than spare people. The only way to get a ride is to successfully feign passing out.
Beyond the dogs, the area isn't devoid of native wildlife: white fennecs hunt rodents underground, and a herd of excessively fluffy wild druffalo is seeking out whatever vegetation it can find. But hunting down a meal or two early and preserving rations for further south would not be a bad idea, because the further south the team travels, the more inhospitable the terrain grows, and the less life can be seen. And sometimes not much of anything can be seen, when clouds roll by and burst with snow thick enough to halt progress entirely for hours.
The nights are cloudy as often as clear, but when they are clear the sky is split by green and purple ribbons of light.
I. THE RESCUE
Two days' journey south, the monotonously icy horizon is broken by something new: smoke rising in interrupted puffs, an intentional signal. Someone is out there. Chances are, it's the rifters, with or without their first group of intended rescuers. But there's no way to be sure. And approaching with caution is wise either way. Rifters have strange powers (and strange personalities), and they've been out here for days now, dealing with demons and Maker knows what else on their own. For all anyone knows, they could be the reason for the rescue team's disappearance. Orders are to approach carefully.
Then, once contact has been made and initial concerns have been allayed, make sure those poor people have something to eat, and try to figure out where their original rescuers disappeared to.
II. THE STORM
After the rifters are recovered, there's still the matter of the red lyrium mine to address. Another two days' journey south will put the group within good range of the mine: not so close as to be seen, but close enough to be able to get there in a couple of hours as needed.
Halfway there, however, in the middle of the day, progress comes to an abrupt half when the darkest clouds yet gather suddenly on the horizon and barrel down on the group, bringing with them a glut of snow that reduces visibility to only a few feet and wind that roars so loudly you have to shout to be heard. Magic can help some with heat, but the storm shows little sign of quickly abating and with hours of deadly cold conditions to deal with, digging in and getting cozy for a few hours might be the most feasible solution for everyone.
III. THE VILLAGE
Shortly before the point everyone is aiming for—one marked by an enormous stone carving of an owl, several times taller than a man, that's inexplicably been left by the ancients in the center of the tundra—something else appears not far to the west. On closer inspection, it turns out to be a circle of low-sitting animal-skin tents pressed down into the snow to protect them from wind, rocky fire pits, and abandoned sleighs. Overall, it's a cross between camp and village indicative of a nomadic group that's staying a while but not forever.
It's empty now, with a coating of snow on most of the structures that indicates it's been at least a few days since anyone was here. Closer inspection reveals personal belongings inside the tents, including toys and clothing belonging to children—and, in many tents, chunks of red lyrium in the center or beneath the skins that form the beds, each piece emanating heat. They probably thought it was safer than fire.
Wherever they went, they don't come back while the Inquisition is there. But the activity does get noticed. A few hours after arrival, enormous white bears apparently moving in a pack come within a hundred yards of the camp and pace at a distance, watching the interlopers with wary interest. Some of them are wearing collars or harnesses decorated in the same style as the tents. For enough food, they may come closer, and they'll turn out to be abnormally tame.
IV. THE BATTLE
The red lyrium mine that Corypheus' followers built when their operations were crippled in Emprise du Lion is nestled in an icy canyon, with massive scaffolding built up the sides of the cliff and too many cages to count, though few of them hold living prisoners anymore. It's a massive operation, but one that's been crippled by its distance from civilization. It's sparsely guarded compared to its size, and other than the cliffs, it has minimal natural protection. The enemy has magic-silencing Templars, enormous behemoths, and a chained white-furred giant, but they are clearly not prepared to be attacked.
Ahead of the onslaught, traps are set and any surviving prisoners are evacuated under cover of darkness. Everyone else sent to fight either creeps down shortly before dawn, rappelling quietly to avoid notice in the dark, or waits at the top for the first surprise strike to provide enough distraction for them to descend more openly. If anyone has been particularly nice to the bears (see above) then it is entirely possible they'll allow themselves to be ridden into battle.
Once their presence is known, their orders are pretty simple. Destroy it all. Leave no one behind and nothing worth returning for.
Fire is a good strategy. Red lyrium doesn't do well in heat.

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"Well, I don't think there's a Hold out here." Yngvi squints although that could just be because there's this much snow blinding him, enough wind to have possibly frozen his face in the sort of rugged outdoorsman brooding at life sort of expression as he looks over the bears. Behold him wearing the skins of conquest. "See, that's how bears get you. Lull you into a false sense of security then they suplex you through a wall or something."
Or, if he's going to be helpful. "Some folk out in the wilds though, like the Avvar and that, some of them have a Hold beast. But just the one. But it still does like bear stuff. So if everyone's gone shouldn't the bears be going nuts? Like 'oh everyone I knew is gone' I mean mabari are the smartest dogs around, allegedly, but leave them five minutes and they'll go mad."
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"They just look lonely, I think," he says, tilting his head to look at them from a different angle. "They look as if they belonged to some people, in as much as bears can ever actually belong to anyone but themselves."
He considers this, not knowing a single thing about these mabari except that he would very much like to meet one. "I haven't seen any mabari, at least, I don't think I have," he admits. "So I really couldn't say."
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Would anyone be angry if he got someone killed this way or would it be super hard to prove? Or they might be fine because none of them have charged.
Bears usually do that in his experience. It's terrible. Also hi here's a fur hauled out from beneath the one he's wearing, just the fur no cool hood or sleeves but wearable.
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He's caught by surprise by the kind gesture, and so cold that he doesn't even bother hesitating as to whether to accept the fur or not.
"Thank you," he says gratefully, taking the fur and putting it on over his other layers. He considers the bears at their distance. "I feel like, perhaps, if they were going to eat us, the might have done so already."
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Nodding, Yngvi doesn't say anything back since he might be the sort of dwarf who looks like he was dredged out of a gutter but he's a soft one at heart, not about to see people freeze if he can help it. Maybe he should've brought the tea flask but it's somewhere in a tent.
"I've got some dried rations if you want to say hello. I mean what would they eat here? D'you know bear stuff? Besides the fighting when they think of that looks tasty unless they're a whole set of overgrown guards." Which is an upsetting thought but they've got brontos down in Orzammar and they're big with a side of angry when ruled so maybe he's not mad to be suspicious as he examined the very hard dried beef he'd crack a tooth chewing.
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"Oh," he says, brightening up at the prospect of approaching the bears. He grins, obviously pleased by such an offer. "That would be excellent, thank you."
"I don't know," he admits. "I would assume fish? Or other creatures that live in the water? But I haven't seen much of either." He shakes his head. "I would guess that they would eat anything, depending on how long they've been stuck out here."
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Out of another pocket, Yngvi pulls out a small thieves lantern. A less elegantly designed one but still good enough for a fallback should they need it; sturdy and heavy to survive being thrown as a distraction, covered so all the light points one way. What could go wrong?
"Somewhere off at sea," he Huff's and skirts a deeper drift, "the things in the water - big snakes and some big squid but not called that - ate red lyrium. Made them go mad. So. Hopefully the bears aren't that peckish." That wobble in his voice is the cold he feels totally good about this plan when bears in the snow run better than short dwarves. "Maybe there as food and whatever happened with the mining deal disrupted it."
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He studies the lantern his companion holds for a brief moment, curious about the design of it, before turning his attention back to the bears. He nods.
“Very likely,” he says, considering. “I think quite a lot was disrupted here.”
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Moving quieter than might be expected for a dwarf bundled up, he keeps making his way over to the bears with an eye to the horizon, just in case.
"If Red Templars came through or anyone involved with that," he sighs, voice tight, "it's what they do best. Uproot and break everything without a care."
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"The Red Templars," Newt repeats. "They're the ones using the red lyrium?"
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"All Templars use lyrium, it lets them do Templar things but the red stuff appeared a few years back and it did different things that folk study. Carefully." Hopefully very carefully. "They get weird vein lines you can see, then growths of it? Some can shoot bits of it at you then eventually they're more crystal, less person. Just monsters. Drives them mad."
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"And those that study it, they seek a cure, yes?" He asks. An obvious question, but he's interested in knowing the various dangers of this new land. This red lyrium sounds like something to be avoided.
"Which I guess has not yet been found?"
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"Christine Delacroix, you can ask for her, she runs that thing in Kirkwall. I just know what I've seen myself." Sucking a breath through his teeth to forcibly push past those memories, he tries smiling. Gets halfway there. A short dwarf making an effort. " Magic can do a lot, regular healers can do a lot but that's beyond them."
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"Sounds like it," he agrees, shaking his head. "It sounds very dangerous." And from what Yngvi tells him, it sounds like the dwarf has seen quite a lot himself.
"So," he says, a wry, crooked smile on his face. "This place is quite the walk in the park. Demons, red lyrium, more demons, dragons, bears. You seem to have quite the variety of danger."
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"We've got diplomats but they've got diplomats everywhere and literally everything here's been at war with something since people were writing." Make of that what you will because Yngvi can only shrug when he says it, casual as you please since it's how it is here. Thedas fights with itself, maybe rallies when there's a Blight or in the face of something like this decides 'what can I get out of all this' as things fall down around everyone.
"Civil war in Orlais finished up not too long ago and the Mages and Templars had their own war too, that's meant to be done but sometimes you wouldn't really know it." He grins with the sudden cheer of someone getting to share this sort of news for the very first time. "Just wait, it kicks off every now and then. Tends to be simmering away then someone turns their back and oh no the pot boiled over would you look at that we're all shocked. Oh and the Orlesians go hunting the dangerous things so they can wear them. Think it was quillbacks or wyverns a season or two back, fashion is the most dangerous thing there if they ever drag you off for some stupid assignment."
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"I don't suppose they'd take too kindly to me hexing those hunting those creatures, would they?" He asks, a sad sort of outrage blatant in his expression.
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"Yeah, most folk aren't good with magic at all. They think you should be in Circles so some rifter with strange magic doing it? You into interior decorating because I reckon you'd need to be so the dungeon didn't drive you mad." In his most charitable but also please don't because some people don't need their blood pressure rising higher than than it already is.
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"What are Circles, exactly?" He asks. They sound like schools, of a sort. But the word also carries a certain weight with it, too, that puts Newt on his guard.
From what he understands so far, he's going to have a difficult enough time as a rifter as it is, let alone using magic as a rifter.
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There's no real pleasant way to actually come out and say it, even as a dwarf with no dog in this fight.
"It's where mages go. Once their magic shows they go there and they live there. Roof over their heads, lots of books, three square meals. There's Templars to guard them and watch them because they can get possessed by demons, and people'll say oh it's terrible to be watched but some of us get watched anyway all the time. And get restricted. Without the leak-free roof. Solid walls. Education. Meals." If he could safely lift his hands to tilt them back and forth as little scales he would but there's a bear so he tries to mime it with his mouth instead.
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"So can mages leave these Circles?" He asks warily. Because, yes, being watched and guarded constantly makes these Circles sound like fancily dressed prisons, no matter how many books and meals they might have. "Or do they have to be escorted?"
He's more aware than ever that he'll have to be careful with his own magic. He doesn't want to draw unwanted attention to himself, to have people assume he's a demon. (Though, from what he understands, people will assume that of him anyway, being a rifter.)
"They watch you, then?" He asks, guessing based on Yngvi's words.
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Or, more likely by the way his tone becomes strained and resigned, before things end because they'll want to know before, they'll dig in their heels because their problems matter more than the world ending fiasco. That always happens with mages because they're stuffed full of their own importance at times and don't realise that people do get to be scared of folk that demons can possess and who can set whole towns ablaze.
He takes a breath. Glances over at Newt and wonders, not for the first time, about dwarves elsewhere. If they exist. What they're like. If places like Orzammar or a thing like the Carta have room to breathe. "Guards watch me because of where I was born and who I was born to. My own watch me because that's what we do, and because they let me leave for a while then I came back so they need to because that's family." And his mouth is twisting, his stomach is turning, the Carta is a sour thing he's so close to being away from in all ways but physically. "Everyone watches a dwarf if a dwarf isn't being funny."
He's not bitter.
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He suspects he's oversimplifying it, but that is the gist of what he understands of what Yngvi is saying.
"I'm sorry," he offers quietly, looking at Yngvi with plain sympathy. "That's terrible."
He can't help but think of all the parallels between this world and his own; all of the inequality and politics that do little to actually solve any problems.
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Very convenient that the mages don't think about it, which is a lot for a stranger to take in but this is how you do a crash course in Thedas politics Yngvi style.
Yngvi shrugs, strokes the bear that breathes rancid bear breath on him. What can you do really? "I've got friends, friends that I know are here for me. S'good to have a fallback plan y'know?"
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"Why are elves and those related to elves treated so poorly?" He asks. "For that matter, why are dwarves?"
Politics in general are just one of many reasons he tends to prefer creatures to people. He pets the polar bear, grinning as it nuzzles him. Animals are uncomplicated; free of the burdens of what it means to live in any sort of society. Everything Newt's hearing about Thedas makes him want to stay out in the wild, though, admittedly, some place with much greater warmth than here.
He manages another a smile, this one a tad wry, at Yngvi's next words.
"I used to be the sort of person who preferred being alone," he admits. "But I've come to see that friends are especially important, so yes, I agree. I think it is good to have a fallback plan."
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He's angry about that one. Still. Even now.
"Dwarves don't get it so bad here, we do it to each other most of the time, we've got a Caste system in Orzammar, dictates your lot and lucky for me? I was born up here but people expect things. Doesn't that happen where you come from? Oh this person is this, they need to do this thing. Think we're criminals or merchants or just do their enchanting or deal with lyrium. Handle dangerous stuff for 'em. You're a dwarf. You're an elf. You're not human so you don't get to be all the things humans are."
A person. That's just trickier to articulate when he's accepting that himself but it's there. Frustrating even now that people don't let you be a whole thing or let you out of the box they've tried to put you in.
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