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
[ aka, hunting parties, aka crowds of idiot nobles with mercenary guards looking for a trophy. whatever. it's the part about the chopping block at has Iorveth barking a sudden laugh. that is... all too familiar. story of his freaking life. he can't step foot into any human village safely at this point. the last time was before the Peace of Cintra, and the massacre of his people that had them branded war criminals. reaching up, his gloved hand pulls at the section of his headscarf that covers the right side of his face, showing Brónach the empty, scarred socket where his right eye used to be. ]
My head was chained to a torture cell wall. Would've been for either the noose or a ravine filled with corpses had I not gotten free. [ and fucking ran for the woods, nearly dead for the eight billionth time when the dryads found him and patched him up. ] The Inquisition tells me we're headed to a human city, Kirkwall. Half of me expects to be led straight to the dungeons. If not the executioner.
[ as for the question of terminology, he shakes his head, so freaking glad there's finally another like his kind that doesn't got by elf here. ] My people are Aen Seidhe. 'Elf' is the word humans made when they couldn't pronounce the other. Besides that, we have no real names for separate locales and lifestyles. The elderly, the mages and the cowards live in a puppet vassal state named Dol Blathanna. When humans sacked our cities, some left for the Blue Mountains, call themselves Free Elves now. The youth who wouldn't accept the state of things became warriors and live in the forests. We're called Scoia'tael, and they look at us as rebels and terrorists. The rest besides just inhabit the slums of human ruled cities as second class citizens.
[ The 'we' making it pretty clear there which group he belongs to, and something about how he feels about this bullshit. he just doesn't have it in him to live quietly, it seems. As for the question of shadows and quiet, he smirks, and shrugs. ] I wouldn't have lived this long if I couldn't. Why do you ask?
no subject
[Is she jealous of what Iorveth is telling her? Maybe. Life would be simpler without the constant threat of a dragon overhead, without the idea of them being sewn into time itself the way that they are.]
At least the Imperial offered to send my remains home to Valenwood. [Brónach looks where the eye was, doesn't flinch away from it but her mouth pulls into a thin hard line at it. At what people do to each other. Taking an eye away leaves a blindspot for most - maybe he's had the years to compensate - but it won't come back, and it stands out for good, forever. A careful detail in the dossier to be read to anyone assigned to an area.] They've got dungeons but it's for any prisoners taken for whatever they do, that I've seen, being what you are isn't enough to be marched off. Yet. [Humans and holy wars, give it time.] It was a slave prison in the old days for them, for the people that had elven slaves, then the mages got kept in it. Now we live in it. Pick your room when you go and maybe a roommate. Some of them live outside of the Gallows if they've got the coin for it but it suits me fine enough for now where I know what's going on.
[Harder to do outside of it. Just living in the walls you hear everything if you know how to shut your mouth and open your ears.]
It's not as if a human cares. Dunmer are grey, Bosmer are short, Altmer are tall and gold; Altmer cause the problems but they call all of us elf just the same, say we can't be trusted, hands to yourself, I'm watching you. Then expect you to care about their great lineage if you make the mistake of sitting near them in the tavern for a moment. Valenwood has those of us who won't accept the purges no one hears about and fight then you go to Skyrim where there are Dunmer refugees made to live in the Gray Quarter where the local drunks go to shout abuse at them every night, the part that stinks of fish and waste from the docks.
[The Dunmer aren't her people but they're closer to her than an Altmer would ever be. Their home is gone and the sting of it is the same. The same thing she sees when she goes creeping after curfew to the less savoury parts of Kirkwall, claps eyes on the Alienage.]
I make a habit of going about parts of the city where I will, lifting a few things here and there from the merchants to keep some skills sharp but it's a good way to know what's going on without standing out. If you know how to do it. Not everyone does. [Everyone knows those folk. The ones that lumber about. Set off the traps. Walking, talking, clanking suits of armour where you begrudge them every breath and every step. She's got about six or seven at last check stashed in various houses. (Jarls stop gifting her these loud humans, she has no need of them.)] That and there's a curfew for folk like us, I don't always keep it but you need to be careful about it, don't want a lecture from any of the higher-ups.