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.
no subject
As he tears the gauze, sets aside the roll and secures the end. His fingers circle Mhavos' wrist loosely, looking into his face.
"Apart from this," this being the newly bandaged slash. "Are you well?"
no subject
If he changes the flow of the conversation, he doesn't have to think about the fingers at his wrist, and whether to be frightened or pleased, what that even means.
no subject
"Marcoulf is teaching me daggers."
A beat, then amended—
"Marcoulf is regularly beating me at sparring with daggers."
no subject
Instead, he says, "I read an old book on knife fighting. I'm afraid it's all
I can do to aid you in the endeavor. What about knives caught your interest? Oughtn't you be rushing heroically forward with a great sword?"
The human's hand is still on his wrist. He tries to ignore it. (What does it mean?)
no subject
"Something to pass the time," Ellis says first, then continues, "I thought I might try to make sure I can be useful in other ways than heading into a scrap mace-first, but it's slow-going."
A slight smile, a shrug of shoulders.
"Between us, I don't think I'm suited for it."
no subject
"Have you considered learning to lay traps?" Mhavos cocks his head to the side, aiming at jocular. "Or is that too Orlesian?"
no subject
There's a flicker of humor in that admission. It's not that Ellis is an impatient man, but he has certain undeniable tendencies when it comes to comes to approaching combat.
If they're rooted in a disregard for his person, well. That's easily obscured.
"Did you come across a book on laying traps as well?"
no subject
Mhavos stares at their surroundings, the campfires, the men, the war. "It may be a worthy thing to revisit, given the state of this place"
no subject
Though he hesitates to talk openly about the rift experiments. Maybe he'll just need to contrive a reason to get Mhavos in a room with Wysteria, Fitz and Tony, and see where things went from there.
"I take it this means you'll be here for some time?"
no subject
no subject
Though as far as Ellis can tell, a well-paying job is probably a fair enough reason to take some time away from the chaos of Riftwatch. The question of what determines need, what would draw him away again, that's not for Ellis to ask either. He's already pressed for more than he intended.
"But I'm glad to hear it."