Fade Rift Mods (
faderifting) wrote in
faderift2018-04-11 12:45 am
Cloudreach 9:44 Rifter Arrival
WHO: New rifters & their rescuers.
WHAT: Welcome to Thedas.
WHEN: Cloudreach 10, 9:44
WHERE: Amaranthine
NOTES: This is the arrival log for all new rifters, open also to current characters who would participate in their recovery. New players can also assume everyone survives and arrives back in Kirkwall within a couple of days, but please note there will be a brief quarantine period when they won't be permitted to leave the Gallows, to get them up to speed while ensuring they're not diseased or otherwise going to kill anyone, before they're set loose on the city.
WHAT: Welcome to Thedas.
WHEN: Cloudreach 10, 9:44
WHERE: Amaranthine
NOTES: This is the arrival log for all new rifters, open also to current characters who would participate in their recovery. New players can also assume everyone survives and arrives back in Kirkwall within a couple of days, but please note there will be a brief quarantine period when they won't be permitted to leave the Gallows, to get them up to speed while ensuring they're not diseased or otherwise going to kill anyone, before they're set loose on the city.
You were asleep—whether deeply or fitfully, falling unconscious for the last time in a pool of blood 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 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.In this world, bathed in the light of a flare of too-bright, greenish light you will find yourself hitting mossy cobblestones with an unforgiving smack. You're alive, and you're fine, except for the narrow splinter of light the same sickly green as whatever brought you here that now glows out of the palm of your left hand. It aches, a bone-deep pain that gnaws even through all the distractions.
Above you is a shifting, crystalline tear in reality; beyond that, gray clouds and a sea breeze, framed by the high walls surrounding the city you've landed in. There are people on the walls, some of them armored and armed, all of them briefly and collectively paralyzed by the sight below.
Don't let their terror go to your head. It's not you that has them intimidated, nor is it any of the humans (or Qunari) who are sprawled out on the ground around you, nor is it the assortment of unfamiliar—to them, not to you, perhaps to you it's very familiar—junk that's spilled out as well, most notably some flaming metallic debris and a giant wooden cross.
It's the beings that are coming out after you, almost as if in pursuit. Two are drifting, spindly things with six spidery limbs in addition to grasping skeletal arms, eager to grab hold of anyone who comes too close and fill their field of vision with swirling darkness and corner-of-the-eye glimpses of whatever frightens them. Several more most closely resemble trees, perhaps, with half-melted squids for heads—which might not sound particularly scary, fine, but their ability to dive into the ground and resurface anywhere with rasping screams helps on that front.
All of these things would like to kill you, and the people around you, and the people on the walls, and perhaps the other people screaming and scurrying into taverns and shops for cover. But you're not alone. Out of those same taverns and shops come people who do seem to know what they're doing; many are wearing a symbol that looks a bit like a hairy eyeball being pieced through by a sword, and at least a couple of them seem to know what they're doing. Almost like they've been waiting for you. In fact, exactly like they've been waiting for you.
AFTERWARDS, the grateful citizens of the City of Amarenthine might provide a drink, a meal, or a place to tend to wounds before everyone sets back toward Kirkwall. It's not a long trip, but one that requires boarding a ship to cross a narrow sea. It will be a rough, stormy journey, but there won't be any demons.

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Tina sighed, brushing a strand of hair behind her ear before she frowned slightly. "I'm not entirely sure she can control it," She admitted after a moment, "or that it's not from being jumpy after all that's happened." From experience she knew demiguise were intelligent, she doubted it took too easily to its sudden upheaval.
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"So she's a demiguise, I'm Tessa, and you are...?" They fell through a rift together. It seems appropriate to exchange names.
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Tina looked partially amused at the question, giving a shrug of her shoulders while she folded her arms across her chest. "Tina Goldstein," she returned, "it seems we'll have a long trip together." A trip she'd rather be to one home.
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"Yeah, I've already been asked if I get seasick. Here's hoping I don't."
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"It'll be an experience for both of us," She agreed with some discomfort, "and I doubt they have anything to help with seasickness here." She hadn't even seen Thedas medicine yet, but given what she knew of medicine that no-majs used in her time she wasn't inclined to believe it very useful.
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"Yeah, that's what I figured. Or else they'd toss some eye of newt at you and call it a day." That's all Tessa can think of when it comes to magic: eye of newt and tongue of frog. She's pretty sure it's from some old play they had to read in school, but damn if she can remember what. She doesn't even realize she's remembering it wrong, and it's toe of frog and tongue of dog.
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"I'd imagine there are herbs that might work," She said deftly, with a roll of her shoulders, "but without knowing anything of the plant life here it's hard to say. Best thing to do will be to hunker down and hope it passes if it happens." And, Mercy Lewis, does she hope it doesn't.
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"Right. Herbs." She's never been one to try those funky herbal remedies that seem more like they give a placebo effect, but she can't say for sure if its something that wouldn't work here. "Kinda don't want to just take random drugs here either, even if they're all natural. So chilling out with a bucket by my side might be the way to go if it turns out the sea is not my friend."
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The demiguise tugged on her skirt for another piece of bread and she tore it off before adding, "If it works for you, though." She was too stubborn to admit she was sick sometimes so it's not particularly like she can judge.
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"Guess we'll have to see." She eyes the demiguise for a moment before asking, "What are you gonna name her?"
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The frown mered her features when she glanced at the demiguise, now happily eating a piece of bread. "Hadn't thought about it," Tina answered frankly, trying for amusement, "I hadn't gone into today thinking I'd have to name a creature."
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There's a small sigh before she adds, "Hopefully the rest of tonight won't be as eventful."
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"For real. Today's events were enough to last a lifetime. And they say more of these rifts keep popping up around the world, and it's up to us to close them. Not really looking forward to that."
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"Not really sure there's all too much to look forward to here," She addressed mildly, brow furrowing, "but hopefully an answer can be found soon."
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"We shouldn't be here too much longer. Once we get to Kirkwall, we'll get some idea of what we're in for."
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"You can still get some idea from here," She advised, the frown still firmly on her features, "at least you'll get understanding of how locals care for us." Which doesn't seem to be much.
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"Guess it's a good thing this Inquisition's taking us in, since they're the only ones not freaking out about us right now."