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.
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Margaery tries not to smile at the thought of men attempting to bully Jone as she stands, patting dirt off of her hands. ]
I only fear my presence might be a hindrance if we do meet danger. Although, [ a thoughtful wrinkle to her brow as she glances around to see if there are any other elfroot plants she missed ] I suppose there's no better time to learn what to do in battle?
[ a wry smile is beamed up at Jone. ]
Are the corpses particularly fast, my lady?
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[She continues to climb the hilly mountainside, extending a callused hand to aid Margaery where she may need it.] As for the dead-- they're more a trouble in groups.
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If you'd be so kind, I would love to train! I suppose you may hear this from rifters often, but women wielding weaponry is not considered normal practice where I'm from. There are few who rise above the norm, and the rest of us quietly envy their talents.
[ the help is much appreciated, as much as Margaery would love to pretend she's been climbing these sorts of terrains her entire life; every grip ends with a gentle squeeze of thanks. and for every time Margaery stumbles, Jone gets treated to the sight of her face scrunching up with renewed determination. ]
How do you kill them? Does fire help?
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[She wonders what Margaery's slight frame and delicate form can manage, but many of the roguish sort make do with less. It might even be fun.]
Well... the dead are possessed by demons, that I know. What happens when the demon's defeated, I don't. But fire helps with just about everything. Me, I just ram the fuckers.
[She makes jabbing motion with her poleaxe.]
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How old were you when you began fighting, if you don't mind my asking? And was the poleaxe something you chose for your-?
[ she promptly stops speaking when she thinks she hears a noise behind her, not unlike the sound of a branch being stepped on - although that detail might be supplied by her sudden, overactive imagination - and immediately stops to turn around to see if she can find the source. ]
Jone. [ calm, but leveled. no my ladys here. ] Did you hear that?
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Uhh, m'lady, this part's gonna get ugly.
[Jone charges forward, using the spike at the end of her poleaxe to jab the creature in the eyes. Sanguine ichor bursts forth, coating Jone's weapon and the once-green grass beneath them. This, of course, only makes the spider angrier, but it's a blind anger, at least.]
Try'n stay still! Their hearing's shite.
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Oh gods. [ faintly, a split second before a sickening sound and scarlet suddenly overwhelming the endless green; she's instinctively taking a step back at that, vaguely aware of the small iron spade still clutched in her hand.
I was thinking I could outrun those legs, actually, she almost quips in her horror. thankfully, her mouth proves to be far more obedient than her brain.
Jone's instruction also gives her an idea and Margaery takes the risk of hurling the spade towards the largest boulder she can find, in a direction that would take the spider's attention elsewhere, even if only for a moment. her aim is slightly off from the way her fingers won't cooperate, but her goal is achieved when there's a loud brief snap of iron against stone as the spade ricochets off the top. ]
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[By the end of it, Jone is covered in spider ichor and looking a little annoyed, but, hey, they got out okay. She summons a tired grim for Margaery.] Welcome to Kirkwall, luv.
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Thank you. [ her manners return after a long exhale, blinking at the sight of the corpse before she turns her attention to her companion, noting the annoyance more than the blood - they're only here because of her request, after all. ]
Are you- [ alright? stupid question. she backtracks. ]
I don't suppose we can afford to find a stream nearby to get you as clean as possible?
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[Jone says this as she wipes the worst of the gore off her poleaxe, dirtying the grass.]
You got what you needed?
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she speaks again later, when they've left the spider behind and her adrenaline has worn off quickly with the amount of care she takes not to stumble - going uphill is straightforward in its hardship, but going down presents its own deceptive challenges. ]
You saved my life back there, you know. I don't know what I could possibly do to thank you proper, but if there's anything, I hope you'll let me know right away.
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Came here to protect you, I did. It ain't a favor when I volunteered it to begin with, aye? If I'll ask anything, it's you attending a tourney we may be having in the future. Hopefully it won't be too much a hardship.
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[ sometimes, the world she's in and the world she's from collides, and Margaery can scarcely keep the childish anticipation out of her voice for the thought of excitement in the air, generous cheers and breathless silences. a clash of weapons before the triumphs.
there's a sharp tug in her heart too, for the reminder of Loras, beautiful on his mount, fierce and formidable as any. ]
What is a tourney here like?
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[Jone has been planning this for a while, which is embarrassing, so she attempts to go casual about it, her accent becoming even rougher.]
Thinking a quintain and an arms pass as well. Hand out some prizes for the winners. Everybody picks out a little title-- I'm the Monster of Denerim, usually.
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I would love to come and show my support any way I can. Are there any traditions the viewers partake in? Like offering a favor to your favorite competitor and such?
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Oh, yeah, the favors are a big thing. 'Specially at the Arms Pass. All have to give any favors they wish to the standing champ, and their heroes have to win 'em back from him. Them. It can be a woman, I'm just hoping a mate of mine will stand.
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That certainly adds another element of motivation. And I'm sure there are a great many stories that end up circulating from these events, since all of Kirkwall must be in attendance? How often do these tourneys get held?
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Do you believe in the Chant and its teachings?
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When it's convenient.
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I think that's the best role a religion could play. One of convenience. Anything more and the lines get blurred too easily.
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[She sighs, offers a hand to Margaery while walking down a particularly rough patch of loose stones. They'll have to get her better boats.]
I believed it more before I started meeting you folk, coming outta rifts and all. You lot ain't made by the Maker.
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You don't think so? [ teasingly though, as an attempt to move her thoughts away from the High Sparrow and taking Jone's hand to carefully navigate her way down through loose gravel. ] Why ever not?
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If she sounds a bit sarcastic or bitter, it's because she is.
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"It does seem to be a rather impossible task, living up to His expectations so He comes back," she says thoughtfully, considerate of Jone's obvious stance. "But I suppose that's the objective every religion, isn't it? To keep people reaching for a dream beyond their reach so they're easier kept in line?"
oops sudden change to prose sry
you're totally fine!!<3
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*changed to accommodate the show >:c