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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.
Adrasteia, a Grey Warden | oc
[ Armored and armed with a staff for focusing her magic, Adrasteia arrived at this particular excursion well-prepared for, at the very least, combat. Being a Grey Warden means expecting things to go wrong and sideways quite quickly, and so she brings up the rear, prepared to deal with whatever may tend to surprise the party from behind. ]
At least this isn't boring, [ she exclaims excitedly, after a good half hour of the group moving in complete silence.
It's a joke. Clearly. ]
→ 2. the frontline camps
[ Adrasteia has started up a drinking game. It goes like this: there's a book being passed around that is probably not good and definitely not safe for, say, conversations between peasants and Orleasian nobility. Everyone reads a few lines. Everyone else?
1. a drink every time you hear someone with a different accent than your own.
2. a drink every time someone starts an argument about where they're from, based on those accents.
3. a drink every time a sex act is described that you haven't done
4. a drink every time a sex act is described that you think is impossible
5. a drink every time you cringe
Everyone is having a great time over here. Surely someone should go see what all this reading and drinking is about.
( ooc: I haven't read that fic, I just picked it from a search. ) ]
→ 3. a message
Tell me what you think of Grey Wardens. I'm curious, I've been gone from this part of Thedas so long that I don't know what the jokes are about my people anymore.
→ 4. wildcard me
[ ( message me at spacewitchery#9221 for something specific or craft your own starter here! ) ]
11111111
[ Dirghe is seven feet tall before the horns start -- great, black scythes of bone swept back from his brow, one of the larger pair cracked and split off at the midway point. Seams of silver fill the fractures the break left behind, a few shades lighter than the metallic tarnish to his hide. He’s muscled like a bridge troll, heavy and raw; the scruffy dusting of his beard bristles black to white.
He’s a qunari marching a few paces ahead in Vint armor, all dark steel but for a few odd flecks of brass. Very dramatic.
The helmet’s missing. ]
I can bounce around a little, make it exciting.
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You wouldn't even have to bounce me, I've never been that high before. [ A smol giggle. ] Okay, that's a lie. But if you're serious about the offer, I'm serious about taking you up on it.
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Yeah, alright.
[ He drops heavy to a knee, and she’ll have to do any necessary embarking on her own. Fortunately the sweeping spines and layered plate the Venatori favor make for a number of hand and footholds, nevermind the horns themselves.
The massive axe strapped across his back might make for a painful obstacle if she slips.
No risk, no reward. ]
Better vantage point, if anyone asks.
[ He catches a look from someone further up the marching order, and clicks at them like he would a horse. Keep the line movin’, pal. ]
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1. the correct energy here right off the bat.
While there's something specifically familiar about this, ranging a few paces ahead with a mage at his back, the mage being Adrasteia inspires the same tight anxiety Vance does. ]
Now that you've said it, something's going to jump out at us.
[ Some strained beat of humor in that. Is that not how it always goes? Deep Roads, Crossroads, the second anyone acknowledges the peace it's broken.
If Ellis would prefer a few spirits hissing at them than the possibility of further conversation, well. That's neither here nor there. ]
i love them already
She knows that. She doesn't care, is the thing. She's going to be aggressively cheery at him until the day they both die, be it here or in the Deep Roads or fighting some archdemon Corypheus has managed to summon amongst them.
You know. Probably one of those. ]
Because I'm watching your backside, I should point out. [ She turns around, walks backwards for a bit. ] And there's nothing behind us. [ Turning forward again, just so she doesn't trip on a rock and bust her head open. ]
my immediate delight
It'd be easier if she disliked him in the same, straightforward, visceral way as Vance did, and yet. ]
What about above us? [ he counters, pace slowing enough that the next faint smile he flashes her way is only from a few paces ahead and to her left. Still easy to step aside if she were to need to cast something ahead of them. ] Or below?
[ Thinking again of Vance's scribble in the book: One outside, ten in the walls. Thinking of the ruined Chantry they'd burned months ago, of darkspawn tunneling upward from the ground. ]
they're so good
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2, i read it
Ah... [ Her nose scrunches as she makes a face. ] I think I have many questions.
aslkdfjasf I'm sorry
[ That gets her a few snickers from around the fire, but mostly noises of agreement. ]
What's your name?
AS YOU SHOULD BE
Is that your book?
[ Years of diplomatic experience distill her tone to one of polite curiosity. ]
I can't stop laughing omg
it's so bad....
The things you find with a little searching...
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1
I'd like boring. Just a little boring, every now and then, to break up all the not-boring that's always going on.
[Fully armored, she's not exactly a quiet companion. That's okay. Tiffany is better at direct attacks, and at being directly attacked. Anything else just feels like cheating.]
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[ People who want calm, cool, collected lives don't become Seekers of Truth, she imagines. They definitely don't become Grey Wardens. ]
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Still--I do mean it a little, in that I don't really want to be down here facing Maker-knows-what.
[Crunch crunch crunch, boots on loose stone. At first Tiffany can't place the soft sound emanating from behind her that makes a kind of countermelody to that steady rhythm--not until she glances over her shoulder and sees Adrasteia's staff being tossed from hand to hand. The little scuff of wood against palm then becomes familiar.
She's got a fond little smile on her face when she turns back to face forward.]
And then on the other hand, I'd be lying if I said I wanted to be in Kirkwall instead. If there's work to be done, I don't want to be found laying on a sofa eating chocolates.
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4. https://i.pinimg.com/originals/09/a2/44/09a244e034a375051b8293e89f9cefe3.jpg
"Do you have the description from the Scoutmistress?" Solomon asks, in the wake of their sojourn through the crowd between the front door to bar to the small, cramped table in the back corner. One of the legs seems to be unreliable at best, so Solomon is still holding his tankard with the air of someone who's been unexpectedly handed the drink and expects to give it back momentarily.
/stamps with seal of approval
"Oh! Not so much the gentleman who just pinched the barmaid, off to the left? The one cupping his face like he's got a toothache." She briefly considers setting her tankard down at her side, since draining the thing in one go is not the move. "I think that's him."
3
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[ Or doing blood magic, apparently. ]
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[A pause.]
Are you troubled by that impression?
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1
Any ideas to make this a little more interesting?
[He hangs back a little to talk to her more closely. Edgard smells trouble and he likes it.]
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A game, maybe. Toss the foci, or, never have I ever. Low stakes, since there's no drinking. Unless someone has a flask, which, they probably won't be interested in sharing.
[ That's fine. Anyone bringing alcohol out here might not be the sharing type. ]
What do you think?
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Sounds like someone is afraid.
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2
Making us listen to this should count for a war crime.
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[ She got it for change from a rubbish dealer, she doesn't care if its burned or not. ]
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4 - lmk if u want changes, or just go ahead and make them and i'll roll w it ᕕ( ͡° ͜ʖ ͡° )
Why Riftwatch? A gesture with the pan,
"Not that I'm complaining, mind. It's been a lot of us in and out."
/kisses this tag on it's perfect nose! also I am sorry for her, Vance
Whatever, she's eating them either way.
"Mhm, well. I'd been trying to get to the Anderfels and kept getting waylaid near Perendale, either by people needing help or people wanting me dead." Another mouthful of eggs adjacent, which she has the manners and grace to swallow before continuing. "So that was starting to feel a little fruitless, at this point. Plus I had a dream about it. Well. A dream about my dead husband, actually."
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