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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...though we're technically allied with them now, so I probably shouldn't be shit-talking them. Oh well, oops." She gives a very unconcerned shrug. "Kirkwall is in the Free Marches, a bunch of city states that only have a sense of shared identity for the Grand Tourney. That's where I'm from, in Wycome which is basically known as party central. A little to the west of us is Nevarra. They have some weird practices about their dead, and their royal family is famous for its dragonslayers. Wayyy up north is the Anderfels and I hope you never see it yourself since it's a shithole; too hot and barren and it's a political mess, anyway. Next to it is the Tevinter Imperium, which is even worse than Orlais since slavery and blood magic are still actual practices over there. The asshole who created the Breach and the rifts is a vint, to no one's surprise."
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Her interest is piqued at "party central," and Tessa wonders what constitutes a party in medieval magic land. Is it all fancy dresses and court dances, or do they get down with booze and games? Might be something worth looking into. The rest? Sounds like a bunch of racist, slave owning, necrophiliacs to her.
"What's Kirkwall known for, other than being a port city?" If that's where she'll be headed, she figures she should get a sense of what it's all about. Is it 'The City that Never Sleeps,' like New York or 'The City that Falls Asleep at 10pm,' like Pittsburgh?
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"I'm not going to lie; Kirkwall has a reputation for being the center of several shitstorms in the past. In ancient times, it used to be a center for slave trade until a revolt happened. In more recent times, it was ground zero for a qunari rampage that saw the death of the reigning Viscount and later on an explosion that destroyed the Chantry, killed a lot of people, and startled another revolt.
Since then, the place has rebuilt and the issues of the past that lead to those bouts of chaos either aren't a thing anymore or it's on hold while we deal with bigger issues. That isn't to say that there's no tension -anyone who tells you that is lying- but right now, it's as stable as it's ever likely to be until we deal with the asshole that started all this."
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"Okay, I'm a little lost. Sorry. What's a qunari rampage? And what's the Chantry?"
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The Chantry's goal is to spread the Chant of Light to all four corners of the world and to all races. Once all peoples have accepted the Chant and practice its teachings, the Maker will return and restore the world to its former glory, blahblahblah. You get the idea. It's usually lead by the Divine, who's always a woman because of Andraste, but the mess that spawned the Breach -the mother of all rifts- killed her off along with a lot of leadership, so the Chantry's been without ever since. That's a mixed blessing."
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"So when you said there was an explosion that blew up the Chantry, you meant blew up all their leaders?"
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That said, some people won't be too fond of that green glow in your hand. So, just be careful. I've tried telling everyone and anyone that you lot aren't demons just because you fell out of a rift, but not everyone buys it. Nevermind that I'm a mage and I know what I'm fucking talking about when it comes to Fade shit...."
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Once again she turns over her hand to inspect her palm, frowning at the eerie green glow. It makes her feel like she's got some radioactive goo under her skin and she might develop super powers any minute. Well, in a way she already has, because whatever that nonsense was with closing the rift, it definitely wasn't natural.
"Does it ever stop hurting?"
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Korrin sighs, her expression apologetic as she explains the catch. "If you go too far away, it'll begin to hurt worse and worse, increasing the longer you're away and further afield you go. Returning to Skyhold or the Gallows will take that pain away, and traveling with a group of other anchor-bearers will make that pain advance more slowly...but the end-result is the same. I think the most time I've heard with a smaller group away would be a month. Closing rifts also provides some temporary relief."
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"I appreciate all the tips." Maybe she'll last more than a day now that she knows not to lick hazy red crystals and such. "Do you happen to know when we're headed out from here?"
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"In the Gallows, you should be fine. The Inquisition cares more about getting shit done than making sure everyone follows the Chant of Light. And if I see you or anyone else getting shit, I'll be more than happy to step in. People usually back off when I loom over them."
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"As much as I'd like you looming there as my bodyguard, I'll need to take care of myself too." It's what Mike would want her to do, even if the prospect of standing on her own two feet is a little terrifying right now.
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"Really? Rifters as leaders? And people haven't revolted against them yet?"
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"People panic when change comes too fast; believe me." She's seen it firsthand. It's how her father ended up killed. "Thanks for all the info here. I'm just gonna keep my head down and feel out the place to see how people take to me."
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"I'm gonna go grab something to eat. Thanks. You helped a ton." Tessa won't forget it either.