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Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] allthisshitisweird2019-10-26 03:53 pm
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TEST DRIVE MEME!

TEST DRIVE MEME

While in some alternate, tidier timeline, the War against the Elder One ended years ago, you're not in that timeline. It's 9:45, and there's a war raging in northern Orlais, where the Chantry, aided by the Inquisition, marshalling Orlais and the faithful of Southern Thedas into a new Exalted March against the army of demon-bound Wardens, Red Templars, Venatori loyalists, and darkspawn Corypheus has amassed over the last four years. Rifts are still scattered across the continent, periodically spitting out strangers from strange worlds with green-glowing anchors embedded in their hands. There's no Herald of Andraste to save Thedas. Someone else is going to have to do it.

You're part of (or allied with, recently hired by, imprisoned by, etc.) a new organization that's an offshoot of the Inquisition, dubbed Riftwatch, that consists mainly of the otherworldly new arrivals, rebels and Wardens, and other people who want to prevent the apocalypse without necessarily marching under the Chantry's banner to do it. Their headquarters is an island fortress called the Gallows—formerly a Circle of Magi, more formerly a prison for slaves, but its new occupants have done a good job removing the more grotesque reminders of that past and making the place livable.

Maybe you're here because you want to help. Maybe you need the money (though there isn't much of it). Maybe you acquired an anchor and sticking around is the only way to prevent your hand from falling off. Maybe you've been sent by the Chantry or some other entity to keep an eye on everyone—they're rumored to be a lot of weirdos and troublemakers. Or maybe you're a new rifter and just going where the nice people with swords tell you that you need to go.


I. KIRKWALL: Even when enormous evil darkspawn are trying to take over the known world and you and your colleagues might be the only ones who can truly stop him, you can't work all the time. And when you aren't working, Kirkwall is there for you with its dingy Lowtown taverns, its flashy Hightown establishments, its market stalls and street musicians and cellars hosting gamblers. (Or maybe you can work all the time, and you're in the city to do some official shopping, try to spy on a suspicious character, or show a potential financial backer a good time.)

II. THE WOUNDED COAST: Southeast of Kirkwall, the Wounded Coast stretches alongside the Waking Sea—named, perhaps, for the way its twisting paths, steep hills, and jagged cliffs dropping down into a churning, watery graveyard of rotting ships make the place look like what would be left behind if someone drug a blunt sword over the flesh of the world, or perhaps for the likelihood that anyone passing through it will end up with wounds. The hills and caves provide convenient cover for bandits and slavers preying on travelers, the wind whips up storms with little notice, and the sometimes when the sand stirs it's not a crab, but a possessed skeleton—or worse.

III. THE WESTERN FRONT: Riftwatch is no longer part of the Inquisition or directly engaged in the war that it, the Chantry's faithful Exalted Marchers, and Orlais are fighting against an invading Tevinter and Ander force in northern Orlais. But frequently enough, Riftwatch's business—delivering helpful intelligence, spending quality time with prisoners of war that might have information, assisting soldiers with a rift they've found too close to their camps, or passing through on the way somewhere else—requires spending time in camps. After a year, with the weather turning cold and a dragon occasionally hurtling overhead to breathe a few bursts of chaos onto the army in its sleep, morale is middling at best. But there's space around the campfires if you need it.

IV. SEND A MESSAGE: Each member of Riftwatch (or rifter, or ally) is assigned a blue crystal, small enough to wear around the neck, that can transmit voice messages, as well as an enchanted book tied to that crystal that can be used to exchange written messages. They're secure enough to discuss the war, if you'd like to get down to business, but loosely controlled enough to ask a question or play a game with only a few rolled eyes from people who hate fun.

V. WILDCARD: From the Gallows' library to the pirate islands off the coast, from Hightown's high-priced market stalls to the bloody frontlines of the war, Thedas is yours to explore.


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