Fade Rift Mods (
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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
Well -- splitting hairs, that.
[But as they start, Karlach's face softens down to something heartfelt.]
Thank you. I won't forget this, you know.
no subject
It's nothing.
[ For a second Clarisse starts to extend a hand, but then she remembers the imminent third degree burns and awkwardly drops it back to her side. ] Clarisse La Rue. Forces.
no subject
Karlach Cliffgate. And assuming all goes well, also Forces.
Think you could introduce me? Get the feeling that if I pop in alone, I could catch an arrow or two before I have the breath to explain myself.
no subject
[ And it's not like Karlach is easily mistaken for just anyone on the street.
Hold on, before they get going, Clarisse has to collect her spear from wherever Karlach threw it off the trail. Once she grabs it, they can leave. ]
no subject
If Zariel's gone to that much trouble, she's working herself up to a fit. Mummy Dearest never did like losing.
[Though Karlach eyes the spear appreciatively, a respectful nod. Her palm and shoulder are still smarting.]
Sheer beauty, right there. Does she have a name?
no subject
[ Clarisse gives it a little spin as she makes her way back to Karlach and slides the spear into place against her back. She'd normally take any opportunity to talk about her weapon of choice, but, uh. ]
Zariel is your mom? [ That's confusing. ]
no subject
[Karlach would also much rather talk about Clarisse's weapon, but uh-]
Eurgh, Maker, no. It's just the way she acts, as though we should be grateful for her care.
[Karlach practically spits out the last word. Her eyes glow, the lyrium flames whispering along her skin. Even at several paces back, she's hot as a bonfire.]
no subject
She wonders if it hurts, to have flames erupt from inside you. Figures the answer is probably yes. Then again, when her father had blessed her, she'd had flames and they hadn't exactly hurt. Not that she remembers, anyway. ]
Right. Got it. [ It's clearly a sore subject, so she isn't going to keep digging. ]
You can pretty much do whatever you want in Riftwatch, when you're not on duty. Go into the city or the mountains, if you feel like it. I do sometimes. [ This is so awkward. She feels so awkward. This is exactly the reason she used to shove kids' heads into toilets instead of give them the camp tour. ]
no subject
Right in time to listen to some truly dream-level shit. Karlach remembers freedom, but it's been a long time. Her entire adult life, actually.]
Really? Not so much as a by-your-leave?
[She laughs, full-chested and unable to suppress a shuffle of excitement.]
Can't wait to run fucking wild. But- [She holds a hand up, like she's physically marking a space between the two-] After I meet the new boss.
Please tell me he's not a dickhead. If he is I could deal with it, but hope springs eternal.
no subject
He's not a dickhead. Just don't expect him to act like he's your friend.
no subject
[Karlach can't seem to get the wide grin off of her face. It's taking all she has not to take the mountain pass at a full tilt run, now that they're so close.]
And the mages? Brilliant? Mad?
no subject
They mostly seem like regular people to me. [ Which is the truth.
But also, look at her. She's an idiot from another world who has no clue what's going on half the time. ]
no subject
[Karlach's riding high on the anticipation, on the excitement, and she turns that beaming grin back on Clarisse.]
And you, soldier? How'd you come to join up with Riftwatch?
no subject
Oh, I... [ She holds up a hand to show Karlach the anchor shard in her palm. ] Got sucked through a hole in the sky and ended up here. Little over a year ago now. Riftwatch grabbed me right when it happened. [ She's going to leave it there, then figures they've got a little while more to walk, so she continues: ]
It's not like they forced me to join, but I didn't have a lot of other options. I don't regret it now, though.
no subject
Where were you? Before the hole in the sky?
no subject
Place called Phoenix. It's basically a city built on top of a desert.
no subject
[Another world, the tone implies.]
no subject
[ Said like there's some chance Karlach will know what she's talking about even though she knows that's not gonna happen. ]
It's... pretty different.
no subject
[Shock, pleasure, a little laugh of surprise. Karlach has no idea what she's talking about.]
Never heard of either of those. Would that make you one of those Rifters I've heard so much about?
no subject
[ Clarisse flashes her a glance, trying to scope out her reaction. So far, so good, but... you never know. ]
Some people think we're demons.
no subject
[Karlach gestures to Clarisse, obviously about more than her looks.]
Not that I'd call myself the forefront expert on demons. But in my experience they don't stop attacking you when you ask nicely.
no subject
You didn't ask nicely. I don't let people go just because they ask. You gave me credible information and I chose to believe you. There's a difference.
[ Jeez, like she's some kind of pushover or something. ]
no subject
[Which Karlach sounds thrilled by, actually.]
Rarer than it should be, that.
But if you'd rather I keep that bit to myself, well. I suppose I do owe you a favor.
no subject
If you wanna spread it around that I beat you up before you convinced me to stop, I wouldn't hate that.
no subject
[But she's grinning, lowering her eyelids to give her a sidelong glance.]
(no subject)