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allthisshitisweird2023-05-02 05:40 pm
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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 9:49, 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.) an organization, dubbed Riftwatch, that split off from the Inquisition several years ago. Riftwatch consists 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.
NOTE: This is a static test drive! We post them once per year or so and continue to use them for a long time, so you're never late. Current players are encouraged to track new top-level comments.
I. THE FREE MARCHES: Hasmal, Tantervale, and most recently Starkhaven have all fallen to the Tevinter incursion, leaving Kirkwall the largest city-state in the Free Marches to remain unoccupied. For Riftwatch, that means the war is closer to home than ever, and traveling anywhere north of the mountains runs the risk of running into enemy scouting parties. Perhaps you've been sent out to find these scouts before they find the unwary, or perhaps you're just trying to pass through unnoticed to Antiva or Rivain when you run into trouble. Or maybe you're more in the thick of it: joining the Free Marches armies in harassing the occupying army as best they can from outside the city, or slipping your way into one of them to gather intelligence or meet with an ally.
II. THE WAKING SEA: When Riftwatch isn't traveling by griffon or magic mirror, it frequently travels by sea, courtesy of a small assortment 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 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 9:49, 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.) an organization, dubbed Riftwatch, that split off from the Inquisition several years ago. Riftwatch consists 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.
NOTE: This is a static test drive! We post them once per year or so and continue to use them for a long time, so you're never late. Current players are encouraged to track new top-level comments.
I. THE FREE MARCHES: Hasmal, Tantervale, and most recently Starkhaven have all fallen to the Tevinter incursion, leaving Kirkwall the largest city-state in the Free Marches to remain unoccupied. For Riftwatch, that means the war is closer to home than ever, and traveling anywhere north of the mountains runs the risk of running into enemy scouting parties. Perhaps you've been sent out to find these scouts before they find the unwary, or perhaps you're just trying to pass through unnoticed to Antiva or Rivain when you run into trouble. Or maybe you're more in the thick of it: joining the Free Marches armies in harassing the occupying army as best they can from outside the city, or slipping your way into one of them to gather intelligence or meet with an ally.
II. THE WAKING SEA: When Riftwatch isn't traveling by griffon or magic mirror, it frequently travels by sea, courtesy of a small assortment 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 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.
desidério amanza | native oc
Once, when Desidério was a boy, he took passage on a ship all the way from Antiva City to Val Royeaux. It had been him and two other boys—Sacristán and Vels, those ravenous dogs—, and they'd spent the whole of the summer doing their very best to either be gut from nose to navel in duels, or to fuck in similar proportion, all preferably without entirely ruining the reputation of Vels' very Orlesian cousin. Not on Desi's accounts, Maker no. It would've taken four or five generations of Amanza money to send their boy around in that kind of style. But he has long had a habit of finding himself in strange places, under odd circumstances, taking advantage of a certain kind of hospitality to which he isn't entirely entitled.
Take this hat for example. It's not his, but he's puking into it anyway.
Had the sea been this bad when he was a boy, and his stomach had just been more fit? Or maybe the season had been very different, and the winds simply lighter. Or maybe he can blame the food (miserable), or the drinking water (unpleasantly slimy). Regardless, this is the second straight day of this up and down and side to side nonsense, and it is coincidentally the second straight day of his being nauseated beyond what is humane. He has actively been considering whether one of the ship's ballista might be turned straight down and shot through the bottom of the deck. Sinking and drowning would be preferable at this point, and it would console his injured pride a little if he were to arrange to take everyone else on the ship down with him.
"There's a prison ship anchored in Rialto Bay that I've never much understood the threat of until now."
THE CITY.
Two hours ago, the Lowtown gambling house had been doing a very good impression of the more prestigious kind of establishment which might be found higher in the city. Now, the fire that had been set in it had burned so hot and so fast that it's little more than smoldering campfire. At some point, the bucket brigade attempting to put the gaming house out and had instead turned their attention to safeguarding the neighboring buildings in the hope that the blaze would simply chew its way through the last vestiges of the parlor and decide to be finished.
In the way of most disasters that are slightly under control, a large crowd has gathered to watch while the Kirkwall Guard makes paltry efforts at discouraging stray embers from floating off an wreaking havoc elsewhere. Sat on the crowded window sill of the pawn broker nearly opposite the smoldering remains, Desidério Amanza is considering finding a better view. He's a slight man, and if the crowd grows any thicker, it seems unlikely he'll have much of a view when the second story collapses in on itself—an event he has some money riding on, and so should be monitored with some care.
But doing so would involve releasing the sullen orphan he presently has in a headlock, and it's in everyone's best interests to avoid that.
"You could at least let me sit on your shoulders, Messere," the little boy, who is maybe a large seven or a very small ten says. Difficult to say with grubby orphans. "I could narrate the proceedings or what have you."
"And later find you've stolen a patch of hair off the back of my head? No," Desi says, amiably tightening the joint of his elbow. "We'll make do."
CRYSTAL.
[These wages are disappointingly shit for people who are meant to be saving the world from demons falling through little pinholes in the sky. Ergo:]
I've heard half of you recently died. I wager there's no one here who can take me in a fight either.
Crystal;
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[He's not reading it right now. But the point is he's done his homework.]
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boat bc i know you want boat
"Well," she says, pragmatically, "I'd expect that a ship anchored in a bay sees a lot less weather. That's the point of bays, as I understand them. Not that I'm a sailor or anything, just - " A shrug, and she pops another candy into her mouth.
bless u
—Although not at this moment. Right now, he would instead like to sincerely imagine a world in which he knows nothing about rivers, or canals, or canal boats, and maybe not even a single thing about the bridges that pass over them. In fact, take all water.out of the equation entirely. If he doesn't vomit himself into nothingness, he's going to drink only beer and wine for the rest of his days and die happy for it.
Desi straightens, cautiously crumpling the hat shut to avoid contemplating the contents of his stomach. Not that he can smell it. The whole ship stinks so terribly of sweat and salt and pitch.
"I'd prefer it if you were wrong."
Misery loves company, even the kind imagined in ankle chains.
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"I might be," she agrees. "Maybe the ships in the bay sway and pitch, and every day for dinner all they serve is stinky old herring, half-rotted, I'm sure it's rancid - "
- And the funniest part of jerks is that you feel completely justified in being a jerk right back to them.
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And then he closes it. And pauses for a long moment, squeamishly considering the crushed hat between his hands, before making do with a sidelong look and the kind of single held up finger that translates to Don't in nearly every language.
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So anyway, when he has puked again and has folded the hat back between his hands, he says very genially (if one can be genial and so green) to her, "You might just kill me. It would be kinder."
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"Does this alleged cure involve drinking anything? Because you should know that I've just formally sworn off water."
the city
She shifts a little to the left. The ebb-and-flow of the crowd surges him to the left. Frustrated, she skitters to the right. A butcher in a big, worn apron wipes off his hands and drifts to the right, blocking her view. There’s a small cluck of irritation. With her luck, a candlestick maker’s probably going to materialise in her direct field of vision any moment now.
Pivoting on her heel, the woman in the tattered leathers looks for a better spot. Squints at the two people camped out in the window across the street. Then, striding over, she scurries up some nearby scaffolding until she’s perched by Desi’s eye-level. So much of Kirkwall is covered in convenient scaffolding.
“What the fuck’s happening here, anyway,” the Avvar asks, blunt and straightforward and oddly cheerful, craning her head to see the remnants of the fire. Grubby urchins tend to know what’s going on in town, don’t they? And these two’ve both got a better view than she did.
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"Carta bullshit," they both say at once, and then glare at one another. Or try to. The grubby orphan can't quite crane his neck around far enough in the headlock to shoot a dirty look up at his captor.
Desi tightens his elbow for the attempt, which prompts a squawk of indignation from the child and permits him to continue uninterrupted.
"Rumor has it the proprietor defaulted on a loan."
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The accent has a touch of Fereldan to it, then rolled through those northern mountain vowels. She’s tightened her grip on the scaffolding, leaning out perilously far as if she’s standing on the branch of a tree, sparrow-like. She seems comfortable with the height; presumably accustomed to vertigo-inducing mountain passes and cliff faces. After another minute of watchful scrutiny of the building, she then glances back at the other motley pair, trying to read the vibes between them, utterly failing. Why the headlock.
“Child. You’re not, like, bein’ kidnapped or anything, are you? Blink twice for yes.”
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Desi's square palm closes over the child's mouth.
"Trust nothing he says. He's a pickpocket." Somewhere over the edge of his hand, the boy blinks hard. Twice. "Don't you lick my hand," Desi warns him.
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She looks satisfied with herself, this proposed justice rendered from on high (literally). She’s very wise. She coulda been a thane.
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No, it isn't her fault she doesn't know how to handle such miniature brigands. What would an orphan cutpurse in Denerim even hope to steal?
"That might solve the problem today with— what did you say your name was?" He uncovers the boy's mouth, and receives a curt answer for his trouble. "For little Fuck Off here, but I guarantee he has friends who are watching us as we speak. I would prefer them to get a good look at me so they know not to ever try putting their sticky fingers in my pockets either. In a city this size, it's easy for children to forget a face if they're not given adequate time to study it."
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It’s not never do it ever, just: be more careful. The woman looks at them askance again — there’s a moment where Fuck Off seems to strategically bide his time before making another valiant thrashing squirming bid for freedom, but the boy remains safely locked in Desi’s grasp.
She seems to be trying to decide something. She could perch here forever if she were hunting, waiting and watching for some actual quarry, but it’s getting annoying standing like this; so the stranger eventually swings herself into a different position, now seated on the edge of the scaffolding, legs dangling, still able to watch the proceedings. She finally notices, then, the familiar hand-shaped pin on the small man’s clothing —
“Oh, you are a co-worker,” the phrase sounds completely alien on her lips, clearly something she heard somewhere and picked up but isn’t quite sure of yet. “I’m Astrid. Riftwatch, also. How d’you know when you’re done setting an example?”
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"Ah," he says, a flicker of surprise glinting at the edges. Working with strangers is such a novelty; it catches him off guard. Well, at least no one will be expecting him to do the rough work with big Fereldan women ranging about. "So we are. Amanza. Desidério Amanza."
He makes a small gesture with that gloved left hand. A pleasure to make her acquaintance, so on and so forth.
"And that would depend. Fuck Off, have you learned your lesson?" He uncovers the boy's mouth.
"If I say yes, you're just going to keep me here for longer aren't you?"
Desi gives the woman on the edge of the scaffold a significant look. What a relief, it says. Maybe the boy isn't fully brainless after all. Then he returns his attention to the orphan, saying, "I've a case in my pocket. Fetch it for me."
With a great aggrieved sigh, the headlocked boy complies. All the fumbling around and clinking of various pocket contents must be pure pettiness on the child's part, or else he is in fact a very terrible thief. But in short order, the case is produced. Desi snaps it open and plucks a cigarillo from it. He trades this to the boy at the same time he looses him from the headlock.
"Tell your friends I'll cut their fingers off if I find them in my pockets."
juggles some shared npc custody
And with Amanza Desidério Amanza having dispensed with one of those elegant cigarillos, she finds herself looking at it with interest. It’s not at all like the sad, crumpled, hand-rolled things she smokes herself.
“You got another spare?” she asks, impulsively. Then common sense kicks in and reminds her, trade and barter, very important, can’t neglect that part: “Could swap you some dried elfroot. It’s still good. Probably.”
Half on his way to skulking off, the kid gets an even more hopeful gleaming look in his eye (if we’re giving out free shit then, well—), but she makes a shooing motion. The grownups are talking.
yes good
Meanwhile, back at the
ranchscaffolding and occupied window ledge—"'Probably,'" Desi repeats back, extracting a second cigarillo and snapping the silver plated case shut. It's a very nice case. There's loopy scrollwork and a bouquet of flowers engraved on it. "Is not very encouraging, you must admit."
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