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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[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
"I think that's fair," is what she ends up going with, which seems like the perfect transitional statement to go with another, safer topic: "And what is your training style like?"
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She looks Margaery over. "You're a slight sort. I'd say archery, but you'd have to build up your arms. Then again, it's better than building up bloody everything. And you'll still have need of basic defending-- It goes a mile, to just know the places that bleed most, kill fastest, and how to conceal a few good knives. Were you taught any of that?"
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"No, apart from watching my brother fight and train often." But what the eyes can follow doesn't always mean it'll translate to her reflexes, and she's ready for an arduous test of endurance. "The closest thing I've ever done to fighting is hawking, and even then, my peregrine did most of the work for me when it came to battles. I suppose I'm hopeful that some combat talent exists in me, as my brother is -" her pause is abrupt, a chill colder than anything the mountain can conjure up washing over her. "-was-" quietly, "-a great fighter."
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Nobody wants hugs and a good cry over it. What's done is done.
"Can you ride horse?" Jone says, breaking the silence. "How much exercise have you, day to day?"
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"I can. I've been riding since I could walk, but I'm not sure what qualifies as exercise." But she's never quite liked being on the receiving end of questions, as harmless as they are, and Margaery can't help the way she dishes out a few of her own.
"I know you mentioned you're a reaver and that pain can make you stronger - does that mean all your people are understood to be fighters, from the moment they're born?"
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"Oh. Did it- does it change your personality too?" Meaning she's assuming the height and the strength are both from the change - and she only looks uncomfortable because she's not used to asking such basic questions.
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"No! No, I mean, maybe it made me grow a bit taller, but- no, luv, I was always a terror."
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"But you're lovely," she says without any irony - compared to the two-faced nobles of King's Landing, Jone is almost too easy to be around. And then she remembers the giant spider, and quickly tacks on, "At least, you have been to me. I'd appreciate never having to feel the full force of your focus during a battle, but you won't try to truly break me in during training, will you?"
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"No point in breaking folk. All I want's you to try. That's the hardest part, giving a fuck."
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"I've never felt that. That caring is the hardest part, I mean. But perhaps it's because my life has never been difficult by any means." The most trouble she'd ever run into was being at risk from Joffrey's psychotic tendencies, probably, but even that seems like a very privileged concern; to sit beside another mad king and carry his name with hers into a premature death.
"How did you learn to fight, my lady?"
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She offers her hand across a small, muddy brook.
"I grew up in the gutters, like. Fighting was all we did for fun. Me with three older brothers, came natural." A heavily edited version of her childhood; she's lucky this isn't the first time she's been asked by someone of finery.
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*changed to accommodate the show >:c