Fade Rift Mods (
faderifting) wrote in
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
[ People who want calm, cool, collected lives don't become Seekers of Truth, she imagines. They definitely don't become Grey Wardens. ]
no subject
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.
no subject
[ Twirl, toss, turn on her toes, twirl, toss. A wink thrown in Tiffany's direction as the other woman glances her way. ]
While sofa chocolates are a nice counterbalance to, say, washing darkspawn viscera out of your hair... I've always been curious about different modes of traveling across Thedas, and sofa chocolate is much more rewarding when you're tired from fighting all day, in my humble experience. Less guilt, more enjoyment and possibly passing out immediately afterward with smudges of chocolate on your mouth.
[ The perfect end to the perfect day, clearly. ] It's a weird place, Kirkwall, and quite the motley crew in the Riftwatch.
no subject
I'm not crazy about chocolate. Otherwise I have to agree. The satisfaction that comes when you're washing the viscera out of your hair after a long day can't be matched.
[The path up ahead narrows. Tiffany doesn't reach for her sword, but she does look around them, checking for any obvious signs of ambush.]
What made you join?
no subject
Besides which, she's curious. And she likes to give small gifts sometimes. ]
Mhm, well. First I have to ask you another question of my own: have you been on the front lines at all?
[ If Tiffany has, then there's a good chance she's seen the Wardens fighting for the wrong side. If she hasn't, Adrasteia has to decide what is and isn't a good idea to share.
There is... something, not too far ahead. It casts an eerie light in the darkness, green and flickering. Adrasteia twirls her staff again and tries to cast and find out just what it may be. ]
no subject
[Tiffany's gaze sweeps down from the ceiling and finds that green flickering light. She shoots a glance back at Adrasteia, trying to get them on the same page. Whatever's ahead, they'll need to present a united front.
Practiced at this, she keeps talking, her voice even.]
And I haven't on the front lines, no. I know I've missed out.
[Subtly, she shifts to one side of the path that they're on, casting a significant look toward that light that they're drawing closer to. If Adrasteia wants to take a shot, she has the space for it.]
no subject
[ Out of season berries are one of the greatest disappointments known to anyone, in her humble opinion. Adrasteia meets Tiffany's look and casts a spell in the hopes of identifying what's ahead. The green light glows a little more intensely and she shakes her head.
It's not a demon, but that's all she knows. Leaves a lot of room for whatever else it might be, spirit-wise. With that green glow, Adrasteia is pretty sure it's not mortal. ]
Well. The Wardens are involved at the front lines and I don't like the looks of any of it.
no subject
[And, well. Tiffany doesn't sigh, precisely--she's too well-trained for excessive sighing. Instead, she closes her eyes and engages in a beat of silent prayer. Andraste, watch over us as we face this Big Unknown Green Glow and the danger it likely brings with it.]
And--in your experience, in the front lines, Warden Adrasteia-- [Tiffany juggles her longsword to one hand, so she can unstrap her shield from her back with her other hand. They're doing this. The closer they get to the green glow, the more certain it becomes. And is that the guttural sound of a demon's croak that she hears now?] Should we be excited to see green glows around the corner? Or am I correct in assuming that we are probably looking at a bloody rift.
no subject
[ Adrasteia lets out a short breath. Her prayer is less framed words and more just a sense of 'Andraste, for whom I was at least partially named, please let us see this through alive'.
She doesn't want to try and drag Tiffany's corpse back with her. Or be the burden that has to be carried, either way. ]
The likelihood that that is a tear in the Fade is high. [ There's no reason to lie about it. ] However, if fortune smiles upon is, the spirit that crosses over won't be a demon at all.
[ Hope springs eternal, or something. ]
no subject
[--Tiffany repeats, in a murmur. Great.]
I saw one of those once. We didn't have any shard-bearers around to close it. And there were a lot of demons. What other spirit are we likely to find, if not those?
no subject
[ Sorry. Maybe she'll get unlucky and obtain one here and now. Wouldn't that be grand? Not, at least in her opinion. ]
Mostly spirits that have some demand for a specific action by those who come across them. Like fighting Valor, telling the truth to Honesty, things like that. There are some that look like children [ the verbal question mark is there, thanks ] and some that are just wisps.
no subject
[Children spirits. Spirits that present challenges. No thanks.]
I like a thing you can hit really hard until it isn't a problem anymore. Oh, well, [and Tiffany sighs, and wraps her hand firmly around her sword, right,] every day is a new chance and a new challenge, right? Let's see which of those is waiting for us.
[Them and their no shards. Fantastic.]
no subject
Those are the easiest sorts of problems to solve. [ Smash it until its dead sort of problems. ] Onward, then, my friend.
[ The green glow gets brighter the closer they are and Tiffany's wish is granted: a rip in the Fade, which arcs and splits in two directions, summoning two demons. Adrasteia casts a dispel over the entry point of one, which will leave them with one other to deal with once it's corporeal. ]