Fade Rift Mods (
faderifting) wrote in
faderiftooc2015-11-08 12:28 am
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PLOT POST ↠ The Fallow Mire, Pt. 1
THE FALLOW MIRE
The Fallow Mire is a region of Southern Ferelden that consists primarily of bog, rain, and the undead. The Inquisition sent a small contingent of scouts into the region not long ago, but lost contact with them after reports of a plague and infestation of undead. A new, larger force is now arriving to assist the locals and search for the missing scouts. The Inquisition will establish a primary camp near the village of Fisher's End and a smaller one in a rocky enclave approximately one day's walk to the south.
Cloud-cover is constant, leaving the area in a state of perpetual dusk at best. For some reason people actually chose to live here, but journeying between their small clusters of homes requires careful travel on narrow paths above the water level, some made of mud and others wooden walkways constructed along more common routes. Occasionally the path disappears. Clean socks are limited to what characters packed for themselves.
The undead are prevalent, and disturbing the water in any way is likely to wake more of them. These corpses are possessed by confused, violent spirits who will attack on sight. They are clever enough to use weaponry but not to be reasoned with in any way. They are particularly vulnerable to fire.
The game map for this location can be found here and can serve as a general guideline for where things are located relative to one another, but the landscape is less condensed than in the video game and no one is expected to adhere to the map 100%. Traversing between the Inquisition's two outposts should take the better part of a day, and reaching the fortress (not yet ICly known to belong to the Avvar) at least one more. Additionally, the area expands into explorable wilderness on all sides.

Open Quests
These activities are "free-for-all" quests that any and all characters can participate in at their leisure. While we are always happy to answer questions, we will not provide NPCs or plot progression information for these quests--they can be as simple or as complex as you want to make them. You can form your own teams for these, or respond to this comment if you would like an Inquisition officer to pair you with a random person and give you a job to do.
Light Beacons: The Fallow Mire is a much larger area than the limited game map in DA:I depicted, and while the forward scouts have mapped much of it, there are significant portions still uncharted. Teams will be sent out to fill in these gaps, and to find and light the rest of the veilfire beacons scattered around the swamp. (Lighting a beacon requires a mage or an already-lit veilfire torch.) This will involve trudging around the swamp sketching maps and fighting off any attacks by undead. Explorers may also discover mysterious veilfire runes near the beacons.
Patrol: The Inquisition's camp is far from impregnable, and regular watches are set to guard against attack. This mainly involves trudging in set routes around the camp or manning one of two small "watchtowers," which are a roofed platform and a tall rock, respectively.
Gather Resources: The Fallow Mire isn't called 'fallow' for nothing, but there are resources to be found and the Inquisition can't afford to turn up its nose at anything. Gathering of plants and minerals like Blood Lotus, Blue Vitriol, and the rarer Dawn Lotus and Summer Stone is an ongoing project. Despite this originally being a fishing community, fishing around here seems like a recipe for disaster, so teams are sent hunting. Some deer remain in the area along with smaller prey, and the large, dangerous bogfisher, who provide gristly meat and thick hides.
Aid the Locals: Tiny settlements are dotted all across the Mire, and while many have been abandoned, that is not true of all. Between the undead, the demons, and the plague, some people have barricaded themselves in their homes or are unable to leave. Houses have been marked on a communal map, and teams will be sent to check each one and to report back on the status of the occupants and to help treat or evacuate them as necessary.
Tend to the Sick: There are a dozen or so sick villagers to care for, and collecting others from their homes scattered around the swamp so that they can all be tended to by Inquisition healers at the camp is an ongoing process. Now some of the Inquisition forces who have closely interacted with the infected villagers are beginning to fall sick as well. Between that, agents injured in the field, and the non-plague illnesses caused by spending time in a cold wet place, healers have their hands full. (PCs coming down with the plague is allowed, but it only takes about 10 days for it to run its course and at present there is no cure to save the infected from death. So, you know. Make sure you think that through carefully!)
Dispose of the Dead: You may have noticed that there are quite a lot of corpses in the Fallow Mire. Between the recent plague, the undead, and demon attacks, deceased both recent and ancient abound. Inquisition teams will be tasked with disposing of the dead, which involves collecting the bodies, checking them for any identifying information or objects of power, providing basic last rites, and burning them in batches, as that is the only known way to prevent the undead from returning.
Limited Quests
These quests are open for up to four characters each. (More may be invited to participate as quests progress.) To sign up, respond to this comment below, ranking the quests you're interested in by order of preference. We'll assign characters by RNG: characters will be put into random order and assigned their first available choice as we work down the list.
Groups will be given info packets about these quests when they are assigned and additional details based on how the characters decide to progress. Depending on the quest we may also provide NPCs or atmospheric comments.
(A) Where There's Smoke: Despite the swamp and the near-constant rain, a house has somehow caught on fire. A group of Inquisition members is near enough to see the smoke and go check it out. This quest has multiple parts that will be dispersed over three weeks (characters will have time to do other things in between) and will have opportunities for heavy combat and negotiation/investigation with NPCs. Parts 2 and 3 may be open to additional characters and more information will be provided after Part 1 is complete. LINK.
(B) Shun the Nonbeliever: There have been reports of a strange creature in the area and though the ever present fog has shrouded it from discovery, some believe it to be a large hart. A hunting party is put together to go find it and bring it down. Depending on character choices, this quest may have opportunities for light combat and/or investigation, and cool animals. LINK.
(C) A Little Down in the Mouth: The scouts were otherwise occupied, but upon arriving and discussing the plague with the locals, healers have already identified a possible source: the earliest afflicted all frequented the same secluded fishing hole, one of the few not yet overrun with undead. A team is dispatched to investigate the site and see if they can determine the source of the illness. This is a multi-part quest that will have opportunities for investigation and extreme exploration. (How long can you hold your breath?) Part 1 is particularly designed for healer characters involved in plague research and preference will be given to those characters for three of the four slots. LINK.
(D) O Brother Where Art Thou: In the time between his transmission and the arrival of additional Inquisition forces in the Mire, Scout Ned Henry and his team have disappeared. Finding them is high priority, and while everyone out and about in the swamp is asked to be on watch for any sign of them, several teams are specifically tasked with the search. This is a multi-part quest with space for up to three initial teams (twelve characters) and opportunities for tracking/surveillance for all characters and light combat for some. LINK 1, LINK 2, LINK 3.
(E) You Just Wiggle Your Fingers: There are several rifts spread across the Fallow Mire. One of these is relatively near to Fisher's End, and the demons are causing trouble along one of the few paths leading east. A team is sent to fend off the demons long enough for a supply delivery and a scout team to get through. This quest will primarily feature combat and is designed for characters with anchor shards, who will be asked to come along by an NPC mage, and preference will be given to those characters for three of the four slots. LINK.

no subject
That said, if Benny takes a small live frog, she will probably not be arrested.
no subject
it will eventually be dead
shortly after Dorian receives it