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.

no subject
Well, she's very armed. One hand out in friendship and the other ready to pull a knife is a smart way of approaching any part of the world, but especially when the part in question has teeth and claws and the capacity to really ruin an afternoon.
“I don't close my eyes and hope. It's very new, rifters, but very new still means—some years. They fight and die alongside the rest of us. Live, make livelihoods, take lovers. You'd be a funny sort of demon, no?”
What's Newt going to tempt her into, walking directly into a bear—
all right, bad example.
“I've seen rifters, now. I share my room with one. People who don't see rifters, they maybe think differently about things that come out of the fade.”
no subject
He considers what she says, considers what he's seen of the technology and the people of Thedas so far. If he had to guess, he would hazard that Thedas seems to a land from the Middle Ages, or close to it. Her description of people's reactions to rifters seems rather mild than what he would expect. (Pitchforks and people being burned at the stakes.)
"I can't really blame them for that," he admits. "People always...react to things they don't know or understand." And usually react badly, at that.
no subject
It's easy, most of the time, to see only the unsettling shine of her; occasionally it becomes clear that some of that brightness is the glint of light on a blade, and she is much, much sharper than just the monstrous ingenue she appears to be. Incongruously it is clearest in the way that she softens, now, slows down and takes his hand to turn palm up in both of her own where the anchor-shard is embedded.
“You understand that this can close the rifts, yes?”
(she says it very kindly, and this cannot be going anywhere kind.)
no subject
"Yes," he says. "We had to close one back in the crevasse, all of us. It took a long time."
He wonders what else this shard might mean.
no subject
“There are more than two dozen of you, now,” she says, breaking her fixed gaze upon the ugly glow of it, looking up at him instead. The peculiar intensity of her gaze is, perhaps, not more comforting. “All of you with one of these, but only an even more tiny handful of our own who bear them. The Herald, who had the whole anchor before—who everyone pinned all of their hopes on, at first. She died. She is dead.”
So much for fucking heroes.
It is so, so gentle, the way she says: “No one will miss you, if you die closing a rift.”
She doesn't say this to be cruel. The searching way she looks up betrays it, the way her tattooed brows draw together, how she has to steel herself for the words. She says it because it's important that he understands, she thinks; he should know, they should know, what it is he walks into, and why.
“Well, maybe I will miss you, now,” a kinder offering, more warm, “but—rifters come from nothing and sometimes to nothing you all return. Lots of rifters came, are gone, as mysterious as the arrival. Maybe one person misses you. Maybe a handful. Maybe we are at war, and people who came from no where are easy to forget. The rifts have to be closed, and you can do it. You bleed the same blood as everyone else, if they aren't; you're in this world, none of us get to say it isn't for us to do. But...you have nothing. And no one. And you can do something that most of us can't. That the world needs.”
She presses his hands together between hers, squeezes before letting go—
“Be careful what you think is kindness, all right?”
no subject
Whatever expectations of comfort he might have expected to glean from her words vanishes as she mentions someone called the Herald, dying with the whole of the anchor. It's a very sobering thought, one that likely shows in his face as he listens to her.
He doesn't doubt her at all when she says that no one will miss him. It's the sort of thing he's almost used to, though not as much as he once was prior to New York. As grave as such a reality is, he sees no point in dwelling on it. If he can die at least attempting to make a difference, that's all that matters, much moreso than anyone remembering him.
He nods, tilting his head as he considers what he wants to say. "We're just passing through," he observes. "We're not supposed to be here; we just fell through."
He does smile, though, when she mentions that she will miss him. It's one of the kindest things anyone has ever said to him in his life, though she couldn't possibly know that.
"Thank you," he says, bowing his head in gratitude. "I appreciate your honesty. I will try and keep that in mind." Like anything else, he can't make any promises.