Fade Rift Mods (
faderifting) wrote in
faderift2018-09-11 08:57 pm
Entry tags:
Kingsway Rifter Arrival
WHO: New rifters, rescuers, and anyone else
WHAT: New arrivals are collected and transported to Kirkwall
WHEN: Mid-Kingsway
WHERE: The Brecilian Forest, near south of Denerim
NOTES: This log contains prompts for the ARRIVAL and RECOVERY of new rifters, as well as the subsequent QUARANTINE period. All prompts are open to anyone.
WHAT: New arrivals are collected and transported to Kirkwall
WHEN: Mid-Kingsway
WHERE: The Brecilian Forest, near south of Denerim
NOTES: This log contains prompts for the ARRIVAL and RECOVERY of new rifters, as well as the subsequent QUARANTINE period. All prompts are open to anyone.

ARRIVAL
I. ARRIVAL
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, they say that. Not in this one.
In this world, bathed in the light of a flare of too-bright green light, you crash through snapping branches and rustling underbrush, onto a mix of rock, fallen log, and rotting leaves. You may be bruised or scratched from the fall, but you're alive, and you're fine except for the narrow splinter of light 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, hanging suspended in the air, is a shifting, crystalline tear in reality. It's the same color as the mark on your hand.
Beyond it, the sky is obscured by the thick foliage of an old forest, with towering hardwood trees allowing only a few shafts of evening sunlight to slip through. You aren't alone here. There are other people around you—humans, or at least humanoid—with matching green marks, and an assortment of junk that might be familiar or might be very much not, scattered in the vines, bushes, and moss around you. And above you, hanging from the trees with long and spindly limbs, are a half-dozen skeletal creatures that nearly blend in with the mossy bark, like oddly shaped trees themselves, until one of them lets out a rattling, gasping screech and they begin diving from the trees, down and into the ground like water, only to pop back up in front of you, kind of like dolphins. It might be funny, except they immediately begin to try to kill you.
Fortunately, you won't have to fight them alone. On the outskirts of the rift's reach, there are other people already waiting, armed and armored, to intervene on your behalf or to toss you a weapon of you own. Many are wearing a symbol that looks a bit like a hairy eyeball being pierced through by a sword, and at least a couple of them seem to know what they're doing. They've been waiting for you.
II. RECOVERY
Once the rift is sealed and the last of the demons dispatched, there's time to breathe, to collect the goods scattered around the forest floor, and to retreat to the Inquisition's nearby camp. It's too late to risk traveling, on the first night: though you're on the outer edges of the Brecilian Forest, that's still deep enough for plausible stories of ghosts and even more plausible reports of bandits and territorial Dalish elves to warrant bunking down and guarding the perimeter of the clearing until daybreak. In the meantime there's campfire food, spare clothing, and extra bedrolls for the new arrivals.
There is also a lot for the Inquisition to explain, so maybe it's lucky that it's a long trip back to Kirkwall. The walk to the northern coast is interrupted periodically by villages and cities in the distance, but despite the signs of urban civilization, nights are spent in tents, tucked away from the road, avoiding too much contact until a small ship can be boarded to cross the narrow Waking Sea. Traveling with a handful of unacclimated rifters requires some caution—hopefully someone will explain that, too.
wysteria poppell | oc
[Her ankle rolls. She falls, full body, into sodden grass and leaves and poking branches in a flurry of skirts and petticoats, an indignant flap of ribbon and a thump! of a leather traveling case. Yes it's undignified, but you try falling out of hole in the sky and see how well you do.
Spluttering, Wysteria rolls over. She's only just managed to instinctively avoid being strangled by her traveling cloak as the rest filters through. There's a tear in her hand and it matches the crackling, horrible hole above her, all of it pulsing and dripping with a bewildering amount of--
Something is as far as she gets before the skeletal creatures comes pouring out of the trees. Wysteria's on her feet before she knows how she got there and when the first horrible amalgamation springs out of the dirt near her, she screams and swings her traveling case to strike it.
The latch pops open. A small cloud of finches burts from the case and makes their escape into the trees.]
What?!
ii. recovery
[Shell-shocked is maybe an extreme term to describe the poor young woman sitting near the campfire, but it's not entirely inaccurate. Clutching a mug of warm-- well, it's not really even tea, is it? Dirty water more like it, but pleasantly dirty in a way --Wysteria's eyeballs have mostly stopped trying to pop out of their sockets. She hasn't quite recovered into the territory of sensible, conversation yet, but she has gotten as far as stripping off one of her shoes and stockings so she can poke at her swollen ankle.]
Oh, that'll be a bruise.
[She's twisted her ankle before. It's fine. She just hasn't twisted her ankle in a lunatic back woods with a glowing hand surrounded by monsters and strangers. Anyway, she won't cry. It's fine. She turns to her nearest neighbor, clearly on the verge of stubbornly not-tears.]
I'd know if it was broken, wouldn't I? It'd have to be excruciating to stand on, rather than just uncomfortable. Wouldn't it? I haven't gotten to studying medicine yet, so I'm not sure what to look for.
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[ Clarke been staring into the fire—not zoned out, but zoned in narrowly on an idle conversation between some of the nearby soldiers, waiting for them to stop talking about spirits and Veils and start talking about something useful, absently flexing her glowing hand—and she needs a slow, tired moment to pull her gaze away from it and onto the woman and her ankle. However long she was asleep before this, it wasn't long enough.
Looking at the swelling isn't going to matter either way, but she does. ]
Does it—is there any numbness or tingling, or just pain?
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Just pain, I think.
[Which is harder still the separate from the wholly different ache in her hand and the one in her haunches from sitting on a log and-- she takes a deep breath. Holds it just a moment. Exhales through her nose.]
I'm certain it will be fine by morning.
[When she wakes up from all of this.]
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[And a proper hello to you, too. Church doesn't exactly wait for an answer, sword already running across the demon. From the blow and the strike, its attention is split, but it is still very much a danger.] Get back! We'll handle this!
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[Her blurted defense ends in a sharp, horrified noise at the results of the flashing sword. Without needing to be told a second time, Wysteria shrinks back with the open traveling case held feebly between her and the demon. It's less shield, more screen - like if she doesnt see the horrible creature or the horrible hacking and stabbing being done to it, it becomes perfectly managable.
Well, in any case, she at least doesn't trip as she beetles backwards out of the fray.]
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You'll be fine, girl.
[ Her tone is confused, the sentiment gruff but also with the edge of a question, as if she might be coaxed into providing more comfort than that. Maybe. It reminds her of the way the Crow had begun to sound in the depths of the night, trying to provide warning to new hunters while knowing all along that the hunt would change them all. ]
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But it doesn't really stop it from hurting now, now does it?
Wysteria gives it another poke for good measure.]
Well I just hope we don't plan on doing much walking tomorrow is all I have to say.
[Spoilers, that's exactly what's on the itinerary.]
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recovery!! bc nurse charles hurrhurrhurr
[ Charles is the not terribly sympathetic looking neighbor she turns to, but thankfully that's more due to his resting bitch-face and terminal deadpan tone. setting aside the jerky he'd been gnawing on, he wipes his hands on his pants, and moves to crouch near the woman's ankle. they probably ought to grab a medic, but those are busy tending to the people bleeding out. ]
Could still be adrenaline, or stress. Or a high threshold for pain. [ of the injuries that occur on a pirate crew, with the rolling ocean and water slicked decks, there's a lot of minor sprains that go down from fuckery or inexperience. vane is far, far from a medic, but he knows serious and not so serious ankle problems, and when a lazy sailor's just faking it. he presses, not terribly hard but firm enough, around on her ankle, testing. ] Which part hurts most?
[ if it's when he presses over the bone, that's a fracture or a break. if it's the soft, muscly parts, that's a sprain. ]
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Her foot jerks under the press of his thumb. For the record, it's after the prod at the soft, muscly parts.]
Ow. Oh, it's definitely that one. But I appreciate the thought-- that I have a high threshold for pain.
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QUARANTINE
Kirkwall sits perched on, below, and within the black cliffs surrounding a harbor. The Gallows sit in the center of that harbor, on a rocky island occupied almost entirely by a massive fortress. Despite everyone's best efforts at removing statues of slaves and depressing murals, planting more greenery in the stone courtyards and gardens, and removing unnecessary bars, it still has the lingering aura of a prison, or a place where something terrible has happened, or both.
Still, it's home for at least the next few weeks. New rifters are quarantined in the Gallows on arrival, to an extent. They're given rooms with everyone else and permitted to wander the grounds freely, but not to leave the island fortress to explore the city. It's for their own safety—there are social mores they can't understand yet, people who would like to kidnap or kill them who they must learn to be wary of, writing that may or may not be unfamiliar and a thousand places to get lost—as well as everyone else's, but as long as no one exhibits any signs of contagious disease or a propensity for murdering civilians, it will only be temporary.
In the meantime, they'll be gathered together or taken aside frequently for talks on a number of issues considered vital to their success, or at least their basic survival, from a quick overview of Thedosian geography, to an explanation of the war that the Inquisition fighting, to a breakdown of the local currency.
There is also a seemingly endless list of don'ts. Don't touch red lyrium. Don't touch lyrium at all. Don't approach darkspawn unprepared. Don't put anything covered with odd black film anywhere near your orifices. Don't deal with demons. Don't use magic in the streets unless absolutely necessary, or else the locals might panic. Don't mouth off to nobles. Don't wander too far for too long, if you insist on wandering at all, or the anchor in your hand will become unbearable. Don't forget that you're guests, frightening ones, and making a good impression now may make all the difference in the future, when the war is over and someone has to decide what to do with this collection of Fade-touched strangers.
And don't forget, when you are allowed to leave, that the last boat back to the Gallows is at midnight.
wysteria poppell | oc
She's found herself a very small spyglass (borrowed from one of the Inquisition's workshops on the way out of a laborious discussion on what Thedas apparently considers modern technology; it's not stealing if she's sworn she'll return it soon) and holds it now to her eye. Ocassionally she lowers it to either adjust the lay of her collar - the fabric of the borrowed dress itches terribly - or to ask a question of anyone unlucky enough to be at hand on the busy ferry slip:]
Excuse me? Yes, you. I only just have a very small question that I thought you might know the answer to. If you don't mind, of course. I'd hate to keep you from wherever you're off to.
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Alms to distribute, too many bodies to check on too proud to ask for aid, prayers and confessions to lead them through that the voice jars him out of his reverie.
Perhaps he looks an older man with a face that's weathered enough storms to have him slipping off.]
I can make the time, I think that Lowtown might not be the place for you Serah. [More manners, at least, than a Lowtown lass tends to have by that age when they've spent them all, traded them in for something else, the promise of better days not to come.] What would the question be?
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I've yet to cross the harbor, and I'm curious if you couldn't explain some of the more prominent features of the city visible from here to me. I'd like to know how to orient myself when I do make it over. When I'm allowed to go, I mean. I can't imagine it'll be so much longer and I'd really prefer to be prepared.
[He's a very dour kind, isn't he? But that all seems correct, given the oppressive atmosphere of the Gallows and the dark sea past the harbor. For all she knows that particular morose look is just normal.
Anyway the point is, it doesn't stop Wysteria from offering him the glass. Or from asking just the tiniest additional question or two.]
Is Kirkwall's architecture very typical? And what's the name of the mountain there, if you don't mind me asking?
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sure was some broken html up there huh
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Re: wysteria poppell | oc
He turns promptly, with a patient and accommodating air, when he perceives he is being addressed. "I will answer to the best of my ability," he gives a slight nod as he speaks.
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"Perfect. Now you see, I've been standing here for just a few minutes,"--or fifteen--"And find myself wondering if the runes on the banners over the city mean anything in particular or if they're just some kind of sigil. A noble house, perhaps? Or maybe a prince's crest? Come to think of it, we haven't actually covered ruling houses and governing structures in my lessons yet, so maybe the real question is what can you tell me about who's in charge of the city. It's not the Inquisition, that much seems obvious. Otherwise I can't imagine we'd need quite so many dire warnings about not getting murdered in Lowtown. Or Darktown? It must be that one."
It's as if she says it all in one breath, her speaking rhythm so consolidated that there's hardly any pause whatsoever. But she hesitates now, if only in order to fix him with an expectant look.
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His pensive reverie is interrupted by a new voice, one completely at odds with his thoughts. He turns to her as she speaks. "Oh, well... certainly. I would be glad to help you, my lady." His smile is gentle and sincere.
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"Please, Miss is perfectly fine. Now," --moving on quickly before any protests about impropriety can be made; she has a particular distaste for those-- "I just found myself wondering if anyone knew what makes the mountain there behind the city so especially black. I imagine it's something in the soil or the stones, but I'll be honest when I say it doesn't seem out of the bounds of imagination for it to be something stranger. I like a good juicy folktale, don't you? And that mountain seems grim enough to have inspired at least one."
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It's not important, [ It probably is, but she's late already, so a few minutes more won't hurt. The Inquisition's all about helping, isn't it — ] What's the question? I bet it's a thinker.
[ If it needs help working out. ]
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clarke griffin | the 100
She skips doors with firelight shining beneath them, but the others she tries, quietly and carefully, when she doesn’t think anyone is there to see her. Her clothes are new (to her) and native, but her boots have rubber soles. She doesn’t make much noise.
Most of the doors are locked. Those that aren’t are either empty or scattered with spare furniture, empty bookcases, unfamiliar equipment for some sort of science (or magic—magic, honestly) Clarke doesn’t recognize.
It’s one of the empty ones that she ultimately stops in, with the door ajar behind her so she can claim she found it that way. There’s a paneless window wide enough for her to climb through. At the moment she’s only leaning through it, first to consider the feasibility of reaching the adjacent window and its locked office without falling to her death, then to get caught and frozen by the expanse of the sky above the harbor.
Two moons. Different stars. She knew that, from the journey here, but it’s starting to sink in.
Re: clarke griffin | the 100
His residual hyperawareness is likely what causes him to notice her at all. And his adrenaline-filled arteries are absolutely to blame for his choice to spring onto the nearest awning, swing himself elegantly over a wall onto the roof of an out building and nimbly trot across to the roof opposite the woman peering out of a window.
"Good evening," he says, showing no sign of exertion. "My name is Connor."
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A locked door does not, however, prevent something inside the office from making a break for it out of boredom. (Why is there no fire in the office? Try having a living water pistol that takes great personal exception to it whenever you go to light the damned thing.)
A wet something emerges from under the door inch by inch. Something that might look like slime oozing out from underneath until it starts prodding at this strange unwelcome obstruction in its path. Your boot, madam, move it please as more of the shape slithers with a soft wet sucking sound. Black. Difficult to tell that some of it would be faintly bulbous when it's night. It reaches for a lace as a sailor would a lifeline to pull itself more of the way to a moment of freedom.
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"Light blind me," he mutters as he looks around at the stonework- all of which looks exactly the same to him. He picks a direction and heads off. As he goes, his eyes are attracted by a bold stream of moonlight. He steps over to it--
"Oh," he says, taken aback.
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Anna is sitting on an old bettered couch in a darkened room when Clarke pushes the door open. In her dark leathers, made for sneaking around quietly in the night, one could easily miss the hunter, but she announces herself with movement. She stands, hands tucked loosely in the pockets of her trousers.
She waits silently to see if this is someone come to berate her.
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At first, Iorveth climbs to peer through the open hallway window he'd used to clamor up onto the roof, watching the woman try at each of the doors, slinking down after she moves into an unoccupied one to follow along after her, silent as a shadow. Hovering there, at the door she'd left open, he watches her contemplate the open window, and the ledge outside, before getting caught up in her thoughts, gazing outward. It gives him a moment to straighten up, and move into the door frame, just inside the room.
"That window leads to Commander Coupe's bedroom, who likely sleeps with a broadsword in hand." Iorveth speaks up abruptly, leaned against the inside wall near the door.
"Unless you have extreme confidence in your ability to be absolutely silent, I'd advise against it."
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