Fade Rift Mods (
faderifting) wrote in
faderift2016-02-05 10:22 pm
that mighty dragon, he ceased his fearless roar
WHO: Dragon-slayers
WHAT: The three Inquisition teams face their dragony foes
WHEN: Guardian 28
WHERE: Emprise du Lion
NOTES: Violence, gore, etc. This log contains closed threads for the 12 characters who were assigned slots on the dragon-fighting quest. Each team has an info pack-type starter about its dragon below. From here it is up to you to coordinate OOCly and decide how you want things to go down, and to NPC the dragon as needed. It also has an open thread for post-dragon-slaying tavern boasting.
WHAT: The three Inquisition teams face their dragony foes
WHEN: Guardian 28
WHERE: Emprise du Lion
NOTES: Violence, gore, etc. This log contains closed threads for the 12 characters who were assigned slots on the dragon-fighting quest. Each team has an info pack-type starter about its dragon below. From here it is up to you to coordinate OOCly and decide how you want things to go down, and to NPC the dragon as needed. It also has an open thread for post-dragon-slaying tavern boasting.
By the end of Guardian Judicael's Crossing is repaired, at least enough to send Inquisition agents across on foot. But there is another obstacle preventing them from reestablishing a link between Sahrnia and the outside world: three high dragons have taken up residence across the bridge in an area called the Pools of the Sun. Here, the only road out through the mountains winds between rocky hills, ruins, and statuary. The remains of three structures dominate the landscape, arenas commissioned by Orlesian nobility in ages past.
Each of the teams has been assigned a dragon, and given as much information about it as the Inquisition has been able to gather from a few cautious scouting missions. This consists of where it sleeps and its primary method of attack. Though Inquisition resources are not great, they have had mages working overtime preparing at least basic protections against the dragons' elemental magic. While not enough to prevent injury altogether, they do significantly increase chances of escaping without dire casualties. They have also been provided with a small stock of healing and lyrium potions.
The three teams have been chosen from among the most-suited of the volunteers, and are dispatched across the river together. They split off on arrival, each making their way to the dragon's location and, at a roughly simultaneous moment, beginning the attack.

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He sighs. “I feel fortunate to have arrived when I did, then. Still, it’s wise to at least be certain that no one with destructive ambitions ends up with too much power. I just hope that they don’t overstep their caution and let it turn to suspicion and hostility toward all of us.” It’s one thing to take precautions, that’s well and good, but he doesn’t like the notion that rifters could be looked at with too much mistrust. Really, Kain would just as soon stop with the “rifters and natives” split. They all have a common enemy after all.
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Well. That temper is already lurking in Korrin's eyes, and it wouldn't take much to unleash it if Araceli's freedom is threatened in any way.
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"I care nothing for your world's political struggles. Mages, templars, the whole lot of it... Suspicion against our own does us little favors. All I care for is the fight against evil. I assume that's why I'm here." Perhaps no one directly brought him here like the gods had, but there could be some other reason, some other force that pulled him here. Who knows? He's not about to waste this new chance at life and redemption.
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Like the war, he may very well be here for the long haul, at least until his death. He wonders if the distinction of 'rifter' would even matter, after long enough.
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