faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] allthisshitisweird2017-02-25 07:19 pm
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TEST DRIVE MEME!

I ROLL TO SEDUCE THE BEAR

Tucked between the massive Lake Calenhad and the icy Frostback Mountains in Ferelden’s chilly, hilly south, the Hinterlands are a region covered in patchy forests, small farms, and a bustling fishing village called Redcliffe. The region was recently the frontline of a war between mages and Templars, but the Inquisition’s military presence has restored order and is now focused on helping the locals and influx of refugees rebuild their lives. Whether you’re a recent recruit or a hardened veteran, a Fereldan local or someone who recently fell out of a rift from another world, you may be asked to go lend a hand.

I. FLOODS

A burst of unseasonably warm weather (in no way inspired by real life events) is initially greeted with relief, gloves discarded and scarves unwrapped—but followed within the week by severe flooding across the region. Maybe you’re sent out to help debris from a road or collect the bodies of those swept away. Or maybe you’re less lucky and instead there when the waters come, shepherding refugees to higher ground, or caught riding in the flow on a dislodged roof or log. Maybe there’s a bear on the roof with you.

II. TREASURE HUNTS

Given the lack of banks and lockboxes, when the people here have something they value, they often hide it—under the ground, in a tree, behind a waterfall. So here you are, with a sketch of some landmarks found on a body, trying to find… something. If you find it, it might be useful: weapons, runes, a stash of supplies. Or it might be someone’s box of racy letters and a request to deliver them to a now-married woman who will slap you on delivery.

III. BEARS

You have turned the wrong corner, forded the wrong stream, crested the wrong hill, entered the wrong cave. Maybe you are far from camp. Maybe you are in camp. Whatever has happened, wherever you are: you are being chased by bears. Did you provoke the bears? Are they huge? Babies? Fade-touched? Mage-controlled? What are they chasing you away from? What are they chasing you into? What do you plan to make out of their hide if you kill them? What do you think they'll craft out of your hide if they kill you?

IV. CRYSTALS

Members and trusted agents of the Inquisition are given access to one of the Inquisition's stores of ancient, mysterious sending crystals, allowing them to communicate instantaneously by voice. It's magic. And a magical excuse to ask everyone what their favorite constellation is in the middle of the night.

Or to call for help because you've been treed by bears.

Either way.

V. MISCELLANEOUS

Choose your own adventure! Hunt game, kill demons, gather herbs, track bandits, haggle over the price of armor, fall off a deceptively tall rock, get lost circling the same hill ten times trying to find a way up to the weird glowing skull on a stick you can see is up there, climb trees or abandoned towers, rummage around in empty homes, run from a dragon, cry over how cute that fennec fox you just shot was, set up camp and chat around the fire, knock yourself out (figuratively, or even literally if that's more your speed)—the Hinterlands are your Frostback Mountain oyster.
circleprodigy: (pleading)

[personal profile] circleprodigy 2017-03-03 03:23 pm (UTC)(link)
Overall, I completely agree. But answers regarding the shards are rather important. I'm concerned for the welfare of those who possess them.
romanticamnesiac: (interest)

[personal profile] romanticamnesiac 2017-03-03 11:03 pm (UTC)(link)
That's rather kind of you. Has anything in particular happened to make you worried about our welfare?
circleprodigy: (well shit)

[personal profile] circleprodigy 2017-03-04 01:04 am (UTC)(link)
A woman -a native- with a shard was able to open a rift with hers, somehow. It nearly killed her, though her own is located in her chest. So far, that seems to be a rarity in terms of location.
romanticamnesiac: (wonder)

[personal profile] romanticamnesiac 2017-03-04 01:26 pm (UTC)(link)
They open the rifts? That is interesting. But I'd think the better idea would be closing them, wouldn't it?

Although I suppose if it were possible to find a way to trace them back to where people were taken from, it would be an easy enough matter to return everyone home and then close them, wouldn't it? It's a pity I don't have my sonic screwdriver...
circleprodigy: (doubting)

[personal profile] circleprodigy 2017-03-04 02:17 pm (UTC)(link)
The rifts lead into the Fade, and nothing about the Fade is easy. It is the home of demons and spirits, designed to confuse all others. Even mages -who know it better than any other mortal- are at risk.
romanticamnesiac: (smug)

[personal profile] romanticamnesiac 2017-03-05 08:37 pm (UTC)(link)
Demons and spirits you say? I've had a bit of experience with those before, though usually they never turn out to be what they pretend. They're usually not too much trouble.

[Because the ones here shouldn't be too hard either, right?]
circleprodigy: (heartache)

[personal profile] circleprodigy 2017-03-06 01:25 am (UTC)(link)
That is...decidedly not the case here. Even spirits have the potential for harm, but demons thrive on it. They can possess a mage, and the resulting abomination is easily capable of destroying villages on its own before felled.
romanticamnesiac: (interest)

[personal profile] romanticamnesiac 2017-03-07 08:09 pm (UTC)(link)
Is that all they try to do? Destroy places? Has anyone tried to reason with them, or is it just straight to the killing?
circleprodigy: (gaze)

[personal profile] circleprodigy 2017-03-08 03:15 am (UTC)(link)
Once their bodies have changed, there is no reasoning. Whoever they once were is gone, and only the abomination remains. Even before, a demon never leaves of their own free will. It requires killing the demon in the Fade to free the possessed...and that is the best of circumstances, not easily done.