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allthisshitisweird2023-05-02 05:40 pm
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Entry tags:
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.
no subject
"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."
no subject
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.”
no subject
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.
no subject
She looks satisfied with herself, this proposed justice rendered from on high (literally). She’s very wise. She coulda been a thane.
no subject
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."
no subject
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?”
no subject
"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."
no subject
Astrid stretches, legs extending and toes curling in her well-worn boots, getting as comfortable on the edge of the scaffolding as she can. It’s an alright place to sit and have a smoke. She’s been trying to place the man’s name and accent as he speaks, but she doesn’t have much experience yet with foreigners. So maybe her assumption’s wrong and maybe it’s unfair for her conclusion to simply land on well that’s a fancy man, but stereotypes are stereotypes and —
“You’re from, what, Antiva? You’ve all got more fields than the Frostbacks. Easier to grow shit.”
no subject
Tap tap, goes the end of the cigarillo against the face of the silver plated case.
"I'll make you a deal," is a terrible thing to hear Desidério Amanza say. But they are not in Seleny, and she's Fereldan besides, and likely there is no one within four hundred miles who understands exactly how terrible it is. "Trade me a favor instead of your soggy elfroot, and you've a deal."
no subject
Weighs the offer from all angles, mentally scrutinising it like she’s looking for a trap underfoot, barbed teeth and hidden pits and rope to yank you off-balance. Perhaps someone more canny and political might have blanched at the open-endedness of it and seen the catch. But Astrid is perpetually so fixed on practical things she can see and touch: can you eat or drink it, does it taste good, can you smoke it, will it keep you warm on a cold night. A bird in the hand, etc etc.
And these mountain barbarians value their deals — their word is their bond — so it isn’t in her nature to weasel her way out of an agreement and dishonour a favour owed, either. So.
She makes a decision. Spits in her palm, holds it out for a shake. “Deal,” she says.
no subject
"Done."
A last tap of the cigarillo against the case, and then the roll of leaf and paper is surrendered into Astrid's possession. Easy enough.