Fade Rift Mods (
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allthisshitisweird2020-04-24 01:58 pm
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Entry tags:
TEST DRIVE!
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. THE CROSSROADS: This month, Riftwatch members are spending most of their free time in the Crossroads, a pocket of magic-infused reality that connects a network of magic-mirror portals, called Eluvians, that are scattered across Thedas. The roads between them have mostly crumbled, but sometimes the magic can be manipulated or a series of interconnected eluvians can allow reaching one of the ruined buildings or bridges that now hang like floating islands in the distance. The portion being explored now is also densely populated by spirits trying to fulfill some ancient purpose—which apparently largely entails annoying or embarrassing everyone they come across.
II. 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.
III. 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.
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. BANTER: Sometimes the walk is long, the herb-cutting is dull, or the watchtower is quiet, and there's nothing to do but talk to the person next to you. So say something.
VI. 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.

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. THE CROSSROADS: This month, Riftwatch members are spending most of their free time in the Crossroads, a pocket of magic-infused reality that connects a network of magic-mirror portals, called Eluvians, that are scattered across Thedas. The roads between them have mostly crumbled, but sometimes the magic can be manipulated or a series of interconnected eluvians can allow reaching one of the ruined buildings or bridges that now hang like floating islands in the distance. The portion being explored now is also densely populated by spirits trying to fulfill some ancient purpose—which apparently largely entails annoying or embarrassing everyone they come across.
II. 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.
III. 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.
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. BANTER: Sometimes the walk is long, the herb-cutting is dull, or the watchtower is quiet, and there's nothing to do but talk to the person next to you. So say something.
VI. 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.
crossroads
“Best take our chances with the one who’s already blue,” he says. “Unless we fancy a tussle.” Steel scrapes over steel when he leans to get a better look at the Rest of Caleb, like he doubts it.
He has wisps too, his all the same dreamy grey-violet, passing in and out of the helmet at his hip.
“Do you fancy a tussle, Messere Firefingers?”
no subject
But he also isn't sure the better option is to find the source of the wailing. Caleb's reasonably certain some kind of fight waits that way as well.
"But I don't think I'm going to have much say in it as long as we're wandering around here."
A few wisps peel away from him to zip in excited circles around Sylvester's shins. Frumpkin hisses down disdainfully from Caleb's shoulder.
"After you?"
Because Caleb certainly intends to politely keep Sylvester between himself and any impending danger.
no subject
He doesn’t dig past the look, though -- doesn’t need to, sword twisted out of the earth and set up to his shoulder, dribbling dirt through the plate of his pauldron.
“Well they can’t all be fighters like you and me, can they?”
The path ahead is passingly familiar, from the map he’d half been paying attention to. Passage to the left, large armored spirit, dark chamber over -- elsewhere, sound of sobbing. Asked to lead, Sylvester shakes detail into his scruffy head as he surveys the path ahead, makes an educated assumption or two, and sets off. This way seems fine.
“Some of them have riddles, or jokes, or nasty implications about our true feelings for each other.”