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
Curiosity, not resistance. Even here, there was Fitcher. Up goes his guard against everyone, everything. Alexandrie included, for completion’s sake. ]
Of course.
[ Perhaps Byerly mentioned—he said that he wrote to her after their visit to Arlathan Forest, when a bastard of a spirit leeched the color from his vision down to sunset hues. Perhaps he also mentioned Bastien’s hearing was cleaved down the middle. Or perhaps not. Either way, there is a touch of care and deliberateness—of a sort that’s uncommon for him, the way he masks his poise behind leans and slouches and hair that is never perfectly neat, and of a sort that normal people would never notice—that hasn’t yet been fully smoothed out of the way he positions himself specifically to her left.
Once there, he offers his arm. A cheeky, affectionate pantomime of chivalrous manners between class-divided friends, and an opportunity for her to keep any future taps of her fingers hidden safe against his arm. ]
Wherever you are headed, I’ll walk with you. You have to tell me everything. How is your father?
[ Surely he’s alive. Word of a Comte’s death would have reached them long before Alexandrie herself, however she hurried. ]
no subject
Bastien’s arm is taken with exaggerated delicacy and demure delight—her half of the pantomime—and her fingers answer the question posed by his eyebrow on the way: Unknown. Being careful. At the question he’d posed aloud her countenance turns grave and a little sorrowful, a little resigned. ]
Living, and I thank Andraste for it, but unchanged. He took the winter very poorly, rallied enough in late spring to give us hope, but a few weeks before the early harvests… [ A wan smile, a shrug of her shoulder, ] again to bed. And still, we do not know what ails him.
[ If the movement of her fingers’ earlier answer had not been all that definitive, this one—
Blood magic. ]
no subject
I'm sorry. My father was like that for years, [ is probably not a comforting thing for a man who's traditionally self-identified as "orphaned young" to say, so in that sense only, it's good that what ailed his father and what ails her are absolutely not the same thing. ] We never knew what it was.
Maybe you could speak with Monsieur Strange about the symptoms. He's our new head healer. I think you had gone before he arrived, but he's from the same world as your—your Loki.
no subject
My Loki was from this world. [ It is gently said; neither reminder nor admonition, only a small truth. She had loved another one, the same and different, from another world but—
She thinks it often, when she looks upon that portrait she'd painted of her husband with his face turned to profile, lifted to the night breeze sweetened by the blossoms from the land he had loved. Not always in words, but always with a kind of softness that aches. I had my turn.
She had had her turn with the man who had come from the rifts too, the Loki who had come to the drought of her like rain from a clear sky from far beyond the place where Thedas dreams and dies.
It was not enough, but it never would have been. And so it is the same enough as a lifetime could have given. ]
I am sorry. About your father. Did it feel to you as if time had split as well? How the world walks on and some parts of you go with it, and some walk only in place?
no subject
Then he shakes his head. ]
No.
[ He would have liked to say yes, to lessen the loneliness of it for her. But, ]
I was young. And it was the only way I ever really knew him to be.
[ One of many lessons in the inconstancy of security and the unreliability of protectors that he learned so early they never felt learned at all. Only things that were and always had been. The quiet, cautious unlearning of it all has been slow.
The wind blowing over the Gallows shifts, caught for a moment between the walls in a way that makes it howl. Softspoken as he is, Bastien doesn't bother trying to speak over it, waiting several seconds for the noise to pass. ]
Have you tried a spirit healer? I suppose they are more difficult to hire than they used to be.