Fade Rift Mods (
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allthisshitisweird2020-04-24 01:58 pm
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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.
jaskier - the witcher (netflix) with a little bit of the books/games to fill holes.
crossroads.
[It's just wisps, but Mhavos hates the things as well, creepy little magic residue. He'd like to think he'd comport himself better than this fellow, but he can't really be sure, can he? Maybe they caught him off guard.]
[Mhavos picks up a (ageless, priceless, elven) vase and chucks it at the wisps.] Casse-toi!
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Right! You, uh, you tell 'em!
[ he swings his lute case again, grunting as it does little more than make one of the wisps dissipate, and then turns to his new companion. ]
What are these things?
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[Mhavos twists himself out of the way as one of the wisps flutters too close to his nose, attempting to push the things away.]
[Grateful no one else is around, Mhavos has the sneaking suspicion they both look like idiots.]
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You don't sound so certain, my friend.
[ he pauses in his lute-case swinging to blow at a nearby wisp and then huffs in annoyance. ]
You wouldn't happen to know anyone who would be able to deal with these little bastards, do you?
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If you see a mage, I encourage you to call on their aid.
[He raises his arm to gesture at the hallway, and-- aside from the elf, the human and the wisps-- the dearth of people within it.]
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it's only then that he notices the ears on the young man, having been previously too preoccupied with the wisps. his brows raise and he clears his throat before slipping into elder speech. ]
Not too fond of mages, to be honest. You're pretty far from Dol Blathanna. Did Filavandrel decide to make his move?
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Are you speaking Elvhen?
[Less shocked, slightly offended, mostly aghast. The language certainly sounds ridiculous enough to be Elvhen, but for all Mhavos knows it could be Anders. It's just the only thing that would make sense, since it's certainly not Orlesian.]
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Elven, Elder speech, whatever you want to call it. Yes, I am. Though I must admit I'm a bit rusty.
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I do not speak Elvhen.
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[ woops. well, it's not the first time he's put his foot in his mouth in front of an elf. ]
My apologies. I'll admit, my few dealings with elves have been rather... difficult, to say the least. But I mean no disrespect.
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western front.
What's Est Est?
[ is the question posed, even as Derrica passes over her own tankard. Is the ale of particularly good quality? No, not really. But it's ale, and it'll have to do in these circumstances. ]
no subject
A very good wine from Toussaint. Though given no one here has heard of the continent I'm from, I doubt you'd know where Toussaint is.
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[ At least to the fire pit, easier to have a conversation there. ]
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[ Or expensive for Riftwatch. She looks to his hands now, reaching out but stopping short of taking hold of his wrist. ]
May I look?
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[ Which she assumes he doesn't. He carries an instrument, has a musician's hands. No one cares to willingly loose a hand, but she imagines it would take him harder than most. ]
I'm Derrica. You're newly arrived?
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I... think I'll just see what's in store for me, rather than take such a drastic route. I'm rather fond of my hands.
[ he sighs, a bit put out by all this, but he tells himself he's been in worse scrapes. ]
Yes, yes I am. It's that obvious?
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[ Meant in the most diplomatic of senses. ]
I didn't think you were part of the Inquisition, [ comes almost like an explanation, as she relinquishes her grip on his hand. ] And I know most of the faces in Riftwatch. But you seem like you generally stick out in a crowd, yes?
[ A compliment?? ]
crossroads
[The hail echoes weirdly. If it can be placed, it might be determined to have originated from around a rough corner. Granted, all of the corners here are rough, all these crumbling ruins and walls half-fallen down. So the descriptor is neither necessary nor particularly remarkable.
To help give some direction, Donal peers around the corner and, after assessing the situation, quickly and furtively waves the wisp's victim over.
Or off, preferably, in the other direction. He would rather not be joined in this corner, where he's hiding from wisps and other dangers.
Urgent, quiet, tense, he hisses:] Stop that. Walk away. Slow.
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then, he pauses. because, sure, he's panicking a little, but that has never stopped him from getting the story.
pitching his voice low, he hisses back: ]
What are they?
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Still in a whisper--]
Spirits. Wisps. Used to be demons, or could have been, but they never got a host. Now they're this.
[A little pause, before he adds:]
Your folk found some manner of wisp-repellant, that you never seen one?
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Demons? No, ha-ha. Nope. No wisp-repellant. Wraiths, yes, and witchers to fight them. Wisps, no.
no subject
Mmm. [Damn, is the subtext, with the further deeper subtext of, oh great now I gotta be responsible for this human.] We fight the demons, here. If it's just wisps we can w,
[and then a wisp zips around the corner, followed by another four--and then six--bumbling around, buffeting themselves into whatever soft fleshy targets they can find. Donal swears, no longer trying to keep an undertone. But still, in case his new friend is thinking of taking action--]
Don't hit them.