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
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?"
no subject
"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."
no subject
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.
no subject
"...What?" He stares, trying to comprehend such cruelty. Such obvious, blatant disregard for Elves, just because of who they are and their appearance. "I'm sorry, but people honestly published...that as an academic essay?"
He wonders if there's a limit to how much outrage he can feel in a given context. He shouldn't be surprised, and yet.
"It does, unfortunately," he says with a resigned sigh. "In my world, people are judged for all sorts of petty reasons. Among wizards and witches, where your blood comes from greatly matters, unfortunately. People believe they're more 'pure' than others because of their magical lineage. Some people want to use magic to overthrow and subdue those without to serve them 'for the greater good.'" Even saying the words out loud leaves a bitter taste on his tongue.
"It would be nice to think that humans could change but," he says, shaking his head sadly. "The humans of this world and the humans of my world have much in common, it would seem."
no subject
"Yes," he sounds embarrassed to know about it the way people should when they can't do anything about it. Outraged because it's disgusting, it's wrong, they're just people same as anyone else. "Elves used to get sponsored to go and were maybe going to get chances but that was clearly not right. Got to put the elves back in their place."
Don't think about Kirkwall. Don't think about Gwenaëlle. Instead he listens to Newt, summoning up whatever truths or more likely fractured bits of truth and rumour he knows of Tevinter where things are different, back to front, all twisted aroun themselves. "Tevinter cares about that," he says carefully with a glance upward at Newt, "and bloodlines. Being a mage is a big deal there I'm sorry it's...it's bad where you are, you sort of hope it's better? Like, before I left Kirkwall it was always about 'well at least I'm out in the world and I'm not stopping places long' then suddenly new people are here. So there are other worlds. Where you all come from. Where things could be different. But it's like-- it's like there's just somethin' in the core of some lots of us maybe. I don't know."