faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] faderift2018-03-15 11:48 pm

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.



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.
thorndergod: (I have faith)

[personal profile] thorndergod 2018-03-26 08:03 am (UTC)(link)
Elf pride. His smile stays steady despite the amusement that thought brings as he pictures the elves back in Tevinter and tries to attach pride to that. They don't fit together.

"Is this typical of the magic from your world?" he asks as he studies the ice that makes up the whole of their enclosure. "And do either of you know if ice or stone is better? I am not used to dealing with cold, but if stone will take less heat from our bodies I should be able to bring enough up for all three of us to take our rest upon."

There is a short beat as he realizes he has neglected something. The cold has taken away his manners as well as his body heat, apparently.

"My name is Thor, of House Asgard."
paladingus: (never thought of it that way)

[personal profile] paladingus 2018-03-29 10:48 am (UTC)(link)
Fingon's explanation to Thor is fortunate in the way it cuts off the retort Simon might have made instead, something along the lines of what, you don't have smoke in Tevinter? Better that something resembling peace be kept, if they do have to share a far-too-small cave, and it's hard to maintain quite such a level of patriotic resentment when Thor is being polite enough to acknowledge his presence and include him in the conversation.

"Ser Ashlock, of Starkhaven," he says. The question gives him brief pause--it seems like the answer ought to be blindingly obvious, but it isn't, on further consideration of the mechanics. "I don't know, actually. I've heard of those who live up in the very coldest mountains making houses of ice even when they have stone on hand, but that doesn't necessarily follow that it would be warmer to sleep on, just that it might fit together better for blocking the wind."

He glances over at Fingon. "Do they do anything of the sort where you come from, serah?"
utulien_aure: young Fingon (Forty one)

[personal profile] utulien_aure 2018-03-30 06:20 am (UTC)(link)
Fingon cocks his head to the side, considering Thor's question. "Magic is not the term I would use, nor many of my people. It is simply the way we interact with the world; we speak, and sooner or later it responds."

Magic was, if anything, a term of Men- the Guests, the ones whose song led them out of the world, and could so rarely hear its music properly. Not an explanation easy to give, though, particularly in these lands so used to seeing Men's concerns as the norm

"Fingon of the House of Fingolfin, late of the land of Hithlum," he offers after a moment, "and I know the kind of house you speak of, Ser Ashlock."

His lips press together in unwelcome memory. "Use ice, Serah Thor. Stone soaks heat in quickly, and loses it with the same speed."