Fade Rift Mods (
faderifting) wrote in
faderift2016-06-09 09:05 am
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OPEN: Justinian Rifter Arrival
WHO: New rifters & helpful Inquisition volunteers
WHAT: Welcome to Thedas!
WHEN: Justinian 7
WHERE: On the outskirts of the Exalted Plains
NOTES: This log is slightly backdated, so it's safe to assume safe arrival at Skyhold and begin RPing there as soon as you're ready OOC. It is open to any characters who would have volunteered to go welcome the rifters, whose arrival sites can now be predicted, thank you Solas. Reaching this rift, as well as returning to Skyhold, will require passing carefully through the active and ongoing battlefront for the War of the Lions. Don't get stabbed.
WHAT: Welcome to Thedas!
WHEN: Justinian 7
WHERE: On the outskirts of the Exalted Plains
NOTES: This log is slightly backdated, so it's safe to assume safe arrival at Skyhold and begin RPing there as soon as you're ready OOC. It is open to any characters who would have volunteered to go welcome the rifters, whose arrival sites can now be predicted, thank you Solas. Reaching this rift, as well as returning to Skyhold, will require passing carefully through the active and ongoing battlefront for the War of the Lions. Don't get stabbed.
You were asleep—deeply or fitfully, for the last time or just resting your eyes for a moment—and then you were not. And wherever you were was not, anymore, replaced by nothing but the sensation of falling, tumbling into endless, bottomless nothing. If this were still a dream, you would wake before you hit the ground. You can't die in a dream, they say. In some worlds.
But there's no waking here, just a flare of green-white light and a jarring impact onto cold dirt and long grass. When your breath returns and the light's after-image fades from your eyes you will find yourself lying flat on stone, squinting up into sunlight and a shifting, blinding green tear in reality.
You are also not as you were: in the palm of your left hand there glows a narrow splinter of light the same sickly green as whatever brought you here. It aches, a bone-deep pain that gnaws even through all the distractions. Like the fact that you're being attacked. There's a massive, monstrous horned giant stomping toward you, electricity crackling over its purple-gray skin, flanked by ghostly wisps of green light that rear back to hurl bursts of pure magic in your direction.
Your options for escape are limited. To one side, a river; to another, a rock formation too tall and steep to scale. But there's cover behind you in the form of a ruined home—burnt out, missing half of its walls, but still able to resist some damage—and, on the other side of the rift, people coming to help.
But there's no waking here, just a flare of green-white light and a jarring impact onto cold dirt and long grass. When your breath returns and the light's after-image fades from your eyes you will find yourself lying flat on stone, squinting up into sunlight and a shifting, blinding green tear in reality.
You are also not as you were: in the palm of your left hand there glows a narrow splinter of light the same sickly green as whatever brought you here. It aches, a bone-deep pain that gnaws even through all the distractions. Like the fact that you're being attacked. There's a massive, monstrous horned giant stomping toward you, electricity crackling over its purple-gray skin, flanked by ghostly wisps of green light that rear back to hurl bursts of pure magic in your direction.
Your options for escape are limited. To one side, a river; to another, a rock formation too tall and steep to scale. But there's cover behind you in the form of a ruined home—burnt out, missing half of its walls, but still able to resist some damage—and, on the other side of the rift, people coming to help.
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"Do not be," she says, hoping to reassure the woman. "You have been through much."
That said, she turns and leaves the house, joining warriors, rogues, and other mages from the Inquisition as they work to take the pride demon down. However, they will still need a rifter to close the rift.
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She watches, but she's also aware of her own limitations and stays put. She does spot one green floating creature (a Wraith, she assumes), but it's far off and mercifully doesn't seem to notice her. She's right where Christine left her when the battle ends.
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"There is a way you can help! The mark upon your hand -- it can close this rift and prevent any more demons from coming through. If it remains open, they will come through indefinitely." She beckons Cosima to come closer to her. "Please, I know it is hard to understand, but you must come back with me before more demons arrive!"
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"I know this is little to go on. But rifters say they just try to pull it closed, and it does. It bends to your will."
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"Bend it to my will. Scotty would love this so much." That's more to herself than Christine; she pitches her voice a little louder to ask, "How close is closer?" as she keeps moving.
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Christine can only go on what she's seen before when newly arrived rifters closed a rift. She can't know exactly what it feels like, but she can say what it looks like.
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Instead, she tries to focus. After a moment, light indeed seems to reach back from the rift, and as it connects, and it suddenly makes sense why no one has been able to describe the sensation very well. (The best Cosima can do is extremely frickin' weird.) She keeps her hand as steady as possible and thinks close in the rift's general direction.
She's not great at "feel your way," but she can deal with "trial and error."
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She's suddenly aware of how much energy the maneuver took. A person who was perfectly well would probably be fine; Cosima is not one of those people.
"Well... there's that, then," she says, a little rough, when the cough passes.
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"Are you ill?" she asks, unsure if the rift could be the cause.
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Or fine in relative terms, at least.
"Just took it out of me a little."
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She takes a deep breath, steadier now. "And... thanks. For all of that."
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She begins to lead the way towards the Inquisition's nearest camp. With Solas able to predict where the rifts will next form, the Inquisition can get out there to fight the demons and bring previously thrown-out-of-a-rift rifters to close them.
"You are in a place called Thedas, and more specifically, the Empire of Orlais. I am a member of the Inquisition. We are a group that wishes to restore order and stop a war that could ruin the world."
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She looks down at her hand, flexing it a little as she thinks. It aches, though the pain is bearable. What bothers Cosima more is her complete ignorance of what it is or the context for what she's being told.
Christine has helped her, though, and it buys her some trust. For now.
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"Well, it's a rejuvenation spell. It makes you feel better if you're in pain. A regular healing spell doesn't work for some reason, because we can't get the shards out."
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Almost absently, she adds, "Anesthetic is a substance used to temporarily numb pain or feeling in the body. It doesn't fix the underlying problem, but it offers the person some relief while the body is healing." A simplified explanation, though not untrue.
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Up ahead, the Inquisition camp is set up with large tents dotting the landscape. Christine hopes Cosima can find some rest there after her ordeal.
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This, though, is incredibly concrete and it's starting to sink in how very much this is not a dream.
"I think I need to sit down somewhere," she says, a bit faintly. She's hardly inclined to being any kind of damsel in distress, but all this is a lot to take in.
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"Here we are. Would you like some water?"
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At least she's stopped coughing, she thinks, ruefully. She tries not to think about being stuck here. That problem will keep.
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"I would suggest trying to sleep after your ordeal, though I understand if sleep will not come easily."
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