Fade Rift Mods (
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allthisshitisweird2021-02-07 07:33 pm
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TEST DRIVE MEME!
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 9:46, 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.
OOC: We post Test Drives fairly infrequently! But current players are strongly encouraged to track new top-level comments to the post so they don't miss new arrivals, and new folks should not be shy about commenting just because the post has been up for a while.
I. 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 underground network of old mining tunnels inhabited by the disenfranchised and a few violent criminals. Or maybe you can work all the time, and you're in the city to do some official shopping, keep an eye on a suspicious character, or show a potential financial backer a good time. The city is grey, cold, and in places vaguely sinister—but it's home.
II. SUNDERMOUNT: North of Kirkwall lies the highest peak of the nearby mountain range. In more ancient days it was rumored to be the site of unspeakable horrors, but at present prowled by more speakable horrors, like possessed skeletons, shadow warriors, and the rare revenant or varterral. And you've been sent to prowl along with them, inside the winding caves that cut through the peak or over the snow currently coating the paths that wind around it. The reasons vary: maybe you're in search of medicinal herbs, maybe you're tracking a party of suspicious travelers lurking outside Kirkwall, or maybe you just took a wrong turn off the road trying to travel in or out of the city.
III. ORLAIS: Further south, Orlais is weathering the winter and the invasion of its northern territories in its usual style—which is why you're here, in a snow-blanketed manor just outside Val Royeaux, representing Riftwatch at the invitation of a gathering of masked nobility who have gathered to discuss ways to support the war effort while not starving their serfs and alienages. And to play parlor games. Maybe have an occasional chamber concert. Your role may be to actively participate in the planning, or it may be to be charming and noncommital while observing, or it may be to provide an example of a well-behaved rifter/elf/mage/Qunari/Fereldan. Regardless: your best behavior is expected, but that doesn't mean you can't sneak into the Duchess' very well-appointed library at night or slip away to try sliding down the length of a frozen reflecting pool in the gardens.
IV. THE 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 passing near or through the frontline drawn through northern Orlais and now northern Nevarra, where it's possible to encounter enemy bands of dracolisk-mounted soldiers, fire-throwing mages, or particularly nasty darkspawn with red lyrium growing from their bodies.
V. 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.
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 9:46, 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.
OOC: We post Test Drives fairly infrequently! But current players are strongly encouraged to track new top-level comments to the post so they don't miss new arrivals, and new folks should not be shy about commenting just because the post has been up for a while.
I. 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 underground network of old mining tunnels inhabited by the disenfranchised and a few violent criminals. Or maybe you can work all the time, and you're in the city to do some official shopping, keep an eye on a suspicious character, or show a potential financial backer a good time. The city is grey, cold, and in places vaguely sinister—but it's home.
II. SUNDERMOUNT: North of Kirkwall lies the highest peak of the nearby mountain range. In more ancient days it was rumored to be the site of unspeakable horrors, but at present prowled by more speakable horrors, like possessed skeletons, shadow warriors, and the rare revenant or varterral. And you've been sent to prowl along with them, inside the winding caves that cut through the peak or over the snow currently coating the paths that wind around it. The reasons vary: maybe you're in search of medicinal herbs, maybe you're tracking a party of suspicious travelers lurking outside Kirkwall, or maybe you just took a wrong turn off the road trying to travel in or out of the city.
III. ORLAIS: Further south, Orlais is weathering the winter and the invasion of its northern territories in its usual style—which is why you're here, in a snow-blanketed manor just outside Val Royeaux, representing Riftwatch at the invitation of a gathering of masked nobility who have gathered to discuss ways to support the war effort while not starving their serfs and alienages. And to play parlor games. Maybe have an occasional chamber concert. Your role may be to actively participate in the planning, or it may be to be charming and noncommital while observing, or it may be to provide an example of a well-behaved rifter/elf/mage/Qunari/Fereldan. Regardless: your best behavior is expected, but that doesn't mean you can't sneak into the Duchess' very well-appointed library at night or slip away to try sliding down the length of a frozen reflecting pool in the gardens.
IV. THE 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 passing near or through the frontline drawn through northern Orlais and now northern Nevarra, where it's possible to encounter enemy bands of dracolisk-mounted soldiers, fire-throwing mages, or particularly nasty darkspawn with red lyrium growing from their bodies.
V. 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.
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.
Wanda Maximoff | MCU (Spoilers and potential for spoilers likely!)
[The market places remind her a bit of Sokovia, Wanda thinks. Certainly much more old-fashioned and with much less technology, but the crowds, the bright fabrics, and the variety of materials on offer certainly harken back to afternoons spent following her father as he worked to sell his suitcase full of DVDs to tourists and fellow Sokovians. There’s almost something comforting about all the noise; Wanda can lose herself easily here, not think about what she’s lost and what she’s done.
She enjoys Lowtown the most; its sights and sounds are the most familiar, particularly around the poorer areas of town. She doesn’t have much money to spend, but she enjoys looking, all the same. She is very careful to hide the fact that she has magic, given what she’s learned of mages here; she has no intentions of drawing attention to herself if she can help it.
Regardless of that, she probably still stands out a bit, with her red hair and her open curiosity that likely mark her as a Rifter.
The Hanged Man, she’s heard, is the place to go for a drink. When she’s done browsing the market, Wanda makes her way to the tavern, pushing through the crowds to find herself a place at the bar. She orders herself the cheapest ale they have available, which she’ll likely regret. Still, even piss tasting beer is better than no beer at all.]
II. Sundermount (mild WandaVision spoilers!)
[Wanda volunteers to travel to the mountain outside of Kirkwall, this Sundermount, eager to see more of this world as well as for the chance to get out of the city. She finds herself breathing much more easily as soon as she begins her climb up the mountain, reminded of the place she found for herself away from the world out in the woods, down by the edge of quite the great big mountain.
Though her magic doesn’t work quite as well as it should here, Wanda is capable of defending herself whenever she encounters any of the more…interesting aspects of Sundermount. When a group of possessed skeletons comes upon her, blocking her path, Wanda engages with them, shooting bursts of red at them, aiming to use her magic to tear them apart.
Unfortunately, there are quite a few more skeletons than she anticipates, and her use of magic wears on her more severely than she expects. She’s nearly out of breath and considering making for an escape, diving behind a nearby tree to buy herself some time.]
I almost miss Thanos and his army.
[She curses in Sokovian under her breath, before inhaling deeply. Steadying herself, she jumps back out, right back into the fray, and begins again.]
III. Crystal
[Wanda isn’t certain if she’s making use of these crystals correctly. It’s a kind of magic she’s fascinated by, one she would like to study, if given the chance. As it is, she’s curious to see to what extent they work.]
So these crystals. They are like…telephones? Instant connection and communication? How far apart do they work? Are there limits to what they can be used for?
[Her voice is lightly accented, and said accent sometimes comes and goes, a habit borne of constantly moving around and living in disguise. Also, more recently, of spending so much time living in America.]
IV. Wildcard
[If you’d like a different prompt or would like to do something else with Wanda, let me know here or hit me up on plurk at
iii.
[ The voice has a touch of an accent itself, and little in the way of tone. ]
no subject
An electronic device used to communicate between great distances. They come in many shapes, usually like a box. Some of them have wires, but most are portable and can be carried around.
[She considers a moment before asking her next question.]
Are you native to this place?
no subject
[ At some point, with familiarity, the sound of Laura's voice will likely come to mean Nevarran, if well-versed in the common tongue. ]
Yes. But you are not.
no subject
[She wonders, given the lack of electricity in Thedas. She has so many more questions about these crystals but figures she'll restrain her curiosity for the time being.]
No, I'm not. Are there many people like me, who come here from other places?
no subject
[ ...Probably. ]
Some. Where did you come from?
no subject
From Earth. I was in America just recently.
no subject
What is it like?
no subject
Where I come from? It is...chaotic, I think is the best way to describe it. We have more technology, and we have magic. We have people with all sorts of abilities, and we're usually fighting someone's army or other invading from space.
no subject
That sounds similar.
no subject
[But still. Wanda can't help but feel suspicious, all things considered.]
Does it? Are there others here from worlds that sound like mine?
[She's trying not to get her hopes up.]
no subject
There might be. We have all these things, too, though.
no subject
Can you tell me more of what this place is like? How do you find it being here in Kirkwall and part of this Rift Watch?
no subject
Kirkwall smells, but it is possible to buy many things in the marketplace. Riftwatch will help you if you need it. You should stay.
no subject
Riftwatch seems to be the place to be here. Can't say I'm fond of Kirkwall's smells but I've dealt with worse.
I think I'd like to stay.
iii
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