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allthisshitisweird2021-10-02 11:29 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 9:47, and the war continues. An enemy force partially occupies Orlais and has decimated several Marcher Cities, while the Chantry, aided by the Inquisition, has marshaled 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. 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 newer organization that's an offshoot of the Inquisition, dubbed Riftwatch, that consists mainly of these 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. Their goal is to do what the Chantry can't or won't do, to go more directly after Corypheus and the dark magic he employs, and to keep the Veil from coming apart entirely.
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 killing you. 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 SIEGE OF STARKHAVEN: North of Kirkwall, Corypheus' forces have occupied Hasmal, laid waste to Tantervale, and has now besieging the city of Starkhaven. An army of Marchers led by Sebastian Vael has returned from the Exalted March to press against the Tevinter force, but Riftwatch's aid is still needed. With the assistance of Riftwatch's griffons, you might be doing aerial surveillance of the enemy force or swooping into the city to provide supplies and news to the people holding the walls, then bringing news and valuables back out to deliver to the Marcher force outside. Or you could be engaging directly by harassing enemy camps from the air or dealing with mages the Marchers are less equipped to face.
II. THE WAKING SEA: When Riftwatch isn't traveling by air (or magic mirror), it frequently travels by sea, courtesy of allied pirate ships. So welcome aboard. The sea is choppy and frequently violent—violent storms, violent enemy ships, or both at once—and the crew may not have much patience for incompetence, so either make yourself useful above or try not to get sick below.
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. 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 9:47, and the war continues. An enemy force partially occupies Orlais and has decimated several Marcher Cities, while the Chantry, aided by the Inquisition, has marshaled 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. 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 newer organization that's an offshoot of the Inquisition, dubbed Riftwatch, that consists mainly of these 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. Their goal is to do what the Chantry can't or won't do, to go more directly after Corypheus and the dark magic he employs, and to keep the Veil from coming apart entirely.
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 killing you. 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 SIEGE OF STARKHAVEN: North of Kirkwall, Corypheus' forces have occupied Hasmal, laid waste to Tantervale, and has now besieging the city of Starkhaven. An army of Marchers led by Sebastian Vael has returned from the Exalted March to press against the Tevinter force, but Riftwatch's aid is still needed. With the assistance of Riftwatch's griffons, you might be doing aerial surveillance of the enemy force or swooping into the city to provide supplies and news to the people holding the walls, then bringing news and valuables back out to deliver to the Marcher force outside. Or you could be engaging directly by harassing enemy camps from the air or dealing with mages the Marchers are less equipped to face.
II. THE WAKING SEA: When Riftwatch isn't traveling by air (or magic mirror), it frequently travels by sea, courtesy of allied pirate ships. So welcome aboard. The sea is choppy and frequently violent—violent storms, violent enemy ships, or both at once—and the crew may not have much patience for incompetence, so either make yourself useful above or try not to get sick below.
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. 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.
runes
She looks at him, then at the runes. She's wearing a pair of basketball shorts and a hoodie that's seen better days; actually, her entire outfit looks pretty nasty by this point. Anyway, she's not native, is the point. That'd be obvious even if it weren't for the anchor shard in her palm.
"I think they keep the floor clean." She's... half-right?
whew sry for the late reply, derailed by illness
But as his attention shifts back to who spoke, he glances up at the girl — and her clothing screams rifter. He never thought he’d be so glad to see a hoodie. His expression brightens, and he climbs back up to his feet with a little grunt, dusting off his knees. His back aches; getting older is no joke.
“You look like you took a wrong turn after gym class.”
no worries!
"Yeah, kind of." She's looking him over more closely now. She feels like she can clock other rifters pretty well, not just by their clothes but by their attitudes. The fact that this guy namedropped the Roomba helps, too. "I play basketball at the University of Arizona." A pause. "Played," she corrects, sounding resigned to it now.
no subject
The man sounds a little proud of himself for remembering the names for the different races. Of all the heaps of information to absorb in his lessons, learning how to refer to different Theodosians seems important — so he’s not risking offending, say, one of those giants with the fuck-all horns. Perhaps he should’ve paid more attention to high fantasy back home, just in case.
“I’ve heard there’s a tennis court somewhere around this fortress,” he adds. “I’m having trouble picturing it, though.”
no subject
“There’s, like, a war on.”
In case he hasn’t heard.
“And everyone here is super uptight about it.”
no subject
Any incidental flippancy about it is, well, his ongoing personality flaw; the man always sounds blasé and sarcastic about most things, until push comes to shove and he starts delivering portentous speeches about their cosmic duty. (Just give him enough time in Kirkwall. He’ll get there.)
“Define super uptight, though.”
no subject
It was one person, but Clarisse has decided that everybody was against her, basically. She shrugs.
"But it's their war. I get it."
no subject