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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.
inej ghafa | grishaverse
THE WAKING SEA.
NETWORK.
WILDCARD.
network.
Practically speaking, extremely. I don't know that there's much I do that no one else could do here.
( she sounds thoughtful, like she's really giving it consideration now. )
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Still, she's surprised—and grateful—for the genuine answer. ]
What makes you not give up, then?
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( maybe not for all of them. )
But for me— I don't want to die knowing that I didn't try. If we fail, I don't want to have not been here, trying. I can be replaced but no one else can look at me in the mirror for me.
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I find that when you realise how replaceable you are, you start to offer something that only you can.
[ It doesn't make sense when she gets into the nitty gritty of it all, but she knows her father would have better words for it. It's unfortunate he's not here to pretty her thoughts for her. She'll do her best, though.
With a gentle lift of her shoulder she can't see - ]
A lot of people have difficulty looking in a mirror and seeing what they need to see. That makes you stand out a little more than those who are like you.
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cw: references to sex work
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network
[The Fereldan voice is quietly frank.]
Jobs can be filled, of course, but you can't just slot in people the way you'd change out a bottle of ink or a piece of tack. And being able to work around an absence doesn't mean the absence doesn't matter.
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[ ftr, Inej agrees.
But she likes to be contrary, and she likes to think. The Ketterdam crows never talked back when she used to muse on rooftops. ]
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[The person she's speaking to certainly doesn't seem to object to a thought experiment; his voice is thoughtful, clarifying rather than trying to catch her out.]
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[ Just remember that however this conversation pans out, you offered! ]
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:> Kirkwall
Wylan hears absolutely nothing before the sound of someone landing near silently behind him. He clutches the straps of his bag tighter to himself, trying to hold in the gasp that desires so much to escape him. Instead, he slowly turns to face his would be assailant, looking up and down her to at least identify her to the Riftwatch guards, should she actually rob him.
It's not as if he can do anything if she were to reach out and take his things from him.
"I don't suppose that's meant as a compliment, is it?" his voice is high, thready, scared.
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As for today? What Inej wants when it comes to thievery remains undetermined.
Her posture is easy, her shoulders casual. Tall and lean, Inej still moves silently, much like she doesn't wish to take up space.
"Are you taking it as a compliment?"
Inej thinks not.
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"Not particularly," Wylan replies, turning in place to face his would-be robber, taking in her appearance.
Oh she is far stronger than him, built for speed, and he only has a few silver pieces from busking earlier.
"This is all I have," he digs into his pocket and tosses his coin purse toward her.
network;
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[ No. Her voice is light; it's clear she's having fun. ]
What column should I put you under? 'Replaceable' or 'Irreplaceable'?
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What's wrong with a pirate being in command? I think pizza for lunch sounds like a great idea.
[ You know what? Maybe Inej the Pirate should introduce pizza for lunch. She'll credit you for the idea, Isaac. ]
network;
In what sense?
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But she's Inej Ghafa, and she refuses to be afraid of what lays ahead. ]
Like your place in a group isn't really yours to begin with. You can be slotted in and out, like a book on a shelf. No one really pays attention to where they got their books from.
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[After a contemplative pause,]
The replaceable element here is the shelf.
Kirkwall
Only to nearly jump out of her skin at the sudden raise of a voice behind her.
She turns around so fast she whips herself in the face with her own braid, hand in a fist at her side, ready.
She'll ask nice, first. "Give it back."
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This woman's response reminds her of both Kaz and Matthias. While the former has grown exceedingly and almost uncharacteristically patient with Inej and her playfulness, Matthias always grumbled. (She misses him deeply, even after all this time.) She appreciates the familiarity; it informs her that this place isn't as giving and trusting with information as it may wish to appear.
Holding her hands up, palms open, fingers fanned, Inej smiles close-lipped, trying to appear less like a threat and more like a slip of wind. She's not weak by any means, but her lithe frame is often something she can use to her advantage to lower her threat level.
"I promise, I didn't take anything." Yet.
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She doesn't relax.
"Then what are you announcing it for?"
She gives the would-be thief a good up-down. Abby is a tall person, broad-shouldered and hard in the jaw. It is all too easy for her to look extremely unfriendly whenever she wants to; right now, she does.
waking sea.
Astrid is tall, with her hair also neatly braided, after it was long and unruly and kept whipping into her eyes; there’s a tattoo on the right side of her face, coiled abstract shapes. Not a seasoned sailor, but she’s been chipping in with the Riftwatch crew wherever she can.
She’s chewing on her cheek. Still a little shaky on this heaving boat — a life lived on land and a distance from the nearest ocean will do that to you — but she’s also never one to turn down a challenge, nor a beautiful view, so she eventually seizes the rigging and starts to doggedly climb.
And this part, she’s good at: she’s scrambled up cliff faces and trees, nimble hands and quick feet, and so she eventually makes it up to the crow’s nest with a white-knuckle grip, as she heaves herself onto the platform and then clutches the mast, careful to not get too far to the edge. “Ohhhh my gods,” she says, then, “You, uh. Can really feel the waves up here, can’t you.”
The height itself isn’t a problem, she’s good with heights, but that swaying movement—
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She can't help her soft laugh.
"Has anyone ever told you to keep your eyes on the horizon?" Inej partially shows off, keeping the fingers of one hand wrapped around the thick rope while she lets the other flutter like a wing. Extending her free arm out, she points toward the clear horizon. It's like one of the expensive paintings she and Kaz stole during her early days as a Dreg: brightly coloured, crisp lines, and the promise of what was once an untouchable freedom.
"It'll help," she says, squinting up at Astrid. "It should, at least." Comforting.
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There’s a noise in the back of her throat, a huh! as she takes it all in. “That is gorgeous,” she says, watching that distant steady unmoving horizon line in contemplative quiet as something to anchor herself by, and eventually something settles. Feeling a little less likely for her gorge to rise, she risks glancing up at Inej.
“I’m from the mountains,” she says. “So I kept thinking, what’s a bit of height. But the mountains had the nerve to stay put.”