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Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] 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.

curvy: (pic#17461343)

[personal profile] curvy 2024-11-04 05:43 pm (UTC)(link)

Perched on the edge of the cot, Nina beams with excitement as she watches her patient leave, and once they are out of sight, she turns her attention to the looming doctor. "It's just science; there's nothing to be jealous about. I figured with the title of head healer you'd be able to, you know, heal."

Clearly teasing, she understands there are many ways to heal a body, most of which aren't as sufficient and immediate as a Grisha's ability, but their end goals are often similar.

In Ravka, doctors are overshadowed by Corporalki, but some turn to traditional doctors due to living in a rural area or a distrust of Grisha. Fjerda, with their hostility toward her kind, relies heavily upon conventional medicine, adhering to scientific or herbal practices. The Kerch combines traditional and innovative approaches while relying on indentured Grisha. Novyi Zem has a progressive outlook, and doctors and Grisha work alongside one another as they, like Ravka, see Grisha abilities as a gift ( going as far as to call them Zowa, "blessed" ). The Shu Han are known for their scientific advancements, inhumane treatment of Grisha, and reliance on physicians when it comes to ailments of the body.

"Our abilities are an extension of the natural world. We call it the Small Science rather than magic."

Edited 2024-11-04 17:44 (UTC)
portalling: ɴᴏ ᴡᴀʏ ʜᴏᴍᴇ. (pic#15601048)

[personal profile] portalling 2024-11-09 06:43 pm (UTC)(link)
Strange makes a kind of tch clucking noise in the back of his throat, pedantic although not properly offended: “I do heal, just without any particular magical effect. It’s all scientific, technological, tools-oriented, learned study of how the body works and how to fix it. Although I suppose if you broaden your definition of the word world far enough, then everything’s an extension of the natural world; even magic.”

He pulls up a chair, settles on it next to the cot, bringing himself lower so the conversation’s a little more casual. With the patient gone, he’s not staring with the same hawk-like intensity as before, but she still has his full attention.

Wryly: “Interesting nomenclature, though. If yours is the Small Science, then what’s Big Science?”

It’s— a joke, maybe, but with real curiosity underpinning it.