Fade Rift Mods (
faderifting) wrote in
allthisshitisweird2020-04-24 01:58 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
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
[He's in the process of moving away, but the woman manages to land a kick squarely in Barrow's chest, knocking him flat on his back.]
Shit, [he wheezes,] sorry, look--
[It takes a moment for him to regain his bearings, but he starts trying to sit up again.]
no subject
And then she sees it. The green glow coming from her hand. She stares for a moment before her look of abject shock and horror morphs into rage. ]
What the fuck did you do to me—AAGH!
[ The anchor flares and she screams, nearly doubles over in pain and loses her balance, falling back to the floor. It's not easy to stay standing when your ankles are bound and your body is fighting itself. Is this just the anchor? Or is this something more? ]
no subject
[Scrambling back to his feet, Barrow holds his hands out in a desperate plea to still her.]
I found you like this, and what you've got, that's a rift shard--
[He points to the corresponding spot on his own hand, though he doesn't have one.]
They get stuck there and nobody knows why, but you're not the only one! My people, we can help you out.
[He'll never be a salesman.]
Just try to relax, don't hurt yourself. I'll untie you. All right?
no subject
No. No, no!
[ Another yell of frustration, followed by frantic struggling against her shackles. She grabs the link connecting her ankles and grips it as tight as she can, trying to pull on the Fade... and failing. She tries again, but this time it isn't her own magic that answers, but the rift shard. It produces a blast that shatters the metal, freeing her legs. ]
no subject
are you missing someone?
[He's keeping his voice calm and cheerful, despite the impending doom unfettering herself before his eyes.]
no subject
[ She gets to her feet and advances on him, hands still bound but grabbing at his shirt front nevertheless. ]
Petronius and his fucking Venatori! Where are they?!
no subject
[Barrow takes a step back, but is too close to the wall to continue retreating. He looks down at her, sufficiently cowed.]
--took out a bunch of Venatori, dunno that anyone had that name, but you're welcome to inspect the bodies?
[He's not sure how to convey We're On The Same Side without making her angrier, so he just continues to hold his hands away from her and hope she eventually takes the hint that he isn't going to retaliate.]
no subject
But after staring him down for an uncomfortable moment, she abruptly lifts her hands, manacles clinking. They're inscribed with some kind of tune or enchantment. ]
Get these fucking cuffs off me.
no subject
All right, [Barrow concedes,] but only if you promise you won't attack me.
[It won't be pleasant trying to transport her against her will, but the choice is hers.]
no subject
If what you've said is true, I won't have to.
no subject
no subject
Only when she reaches it does she take her eyes off him to look outside and sweep her gaze across their surroundings. It is, at least, the same godawful battle-torn landscape she was in when she got captured. ]
Where are they?
no subject
At the camp. Can't really see it from where you're standing, but everyone we found is over there.
no subject
[ An important distinction. ]
no subject
Both?
no subject
Take me to them.