Fade Rift Mods (
faderifting) wrote in
allthisshitisweird2025-01-11 07:11 pm
Entry tags:
TEST DRIVE 9:51
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 now 9:51, and the war continues, with Corypheus and his cult of Venatori openly ruling a Tevinter. An enemy force has decimated several Marcher Cities, while the Chantry and the Inquisition have marshaled Orlais and the faithful of Southern Thedas into an Exalted March against the army of demon-bound Wardens, Red Templars, Venatori loyalists, and darkspawn Corypheus has amassed and now begun to encroach on Tevinter territory. Rifts are still scattered across the continent, periodically spitting out strangers from strange worlds with green-glowing anchors embedded in their hands, and of late the Veil that separates the physical world from the Fade seems to be wearing thinner and thinner. There's no Herald of Andraste to save Thedas. Someone else is going to have to do it.
You're part of an organization, dubbed Riftwatch, that 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 in Kirkwall, on 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.
I. THE FREE MARCHES: Starkhaven remains under Tevinter control meaning traveling anywhere north of the mountains runs the risk of running into enemy raiding parties. Maybe you've been sent out to intercept before they find the unwary, or maybe you're just trying to pass through unnoticed to Markham or Ansburg when you run into trouble. Or maybe you're more in the thick of it: slipping your way into also-occupied Hasmal to gather intelligence, or helping an ally smuggle a shipment downriver past Tevinter patrols.
II. GATE SEARCH: Invading big chunks of the world is really just a side project for Corypheus; secretly his real goal involves finding and cracking open the Seven Gates of the Black City, mysterious ancient ritual sites that may let him physically enter the Fade—and he's already managed at least two. Maybe you're wading through the marshes of the Korcari Wilds or the sands of the Western Approach, racing a Venatori team to a rumored temple site that might hold a Gate, maybe you're infiltrating a black market auction in Wycome or Antiva City to try to prevent an enemy agent from acquiring an Old God artifact that could be used in a Gate-opening ritual, or maybe you're dodging traps and solving puzzles in an ancient ruin in search of such an artifact yourselves.
III. TATTERING VEIL: Across Thedas, the Veil that separates the Fade and the Crossroads from the real world (and from each other) is thinning. Riftwatch knows this is almost certainly caused by the Gates Corypheus and his Venatori followers have been opening, but the rest of Thedas just knows there are strange pockets appearing where you can take a turn that yesterday led into an alley in Minrathous and today opens on an island in the Crossroads, at least for a few yards before you step back into a gutter again. It might feel like a moment, but it could have lasted an hour. Or you might step into a grove of trees in the Planasene Forest and find yourself looking up at the Black City on the horizon of a Fade-green sky, with the tops of the trees hanging impossibly above your heads as if gravity has momentarily reversed, just in that spot.
IV. 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.) Attacks by Corypheus' forces have left the city scarred, with some streets still under reconstruction and a gash in the cliffs over Lowtown leaving parts of the mining tunnels occupied by the city's poorest citizens exposed (letting some rare light into Darktown). But it's Kirkwall. They've seen worse.
V. 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.
VI. 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.
NOTE | Hi! If you're new here, our test drive memes are semi-static; we post them yearly or so, and current players track for new top levels and link them on the game discord as they come in. So if you're arriving at this months after it was posted, yes, it is still in use! And if you're here with a Veilguard character or with a mind to play a native OC inspired by Veilguard lore, please refer to this post for notes on what may need to be adjusted to take into account Fade Rift's game history.

While in some alternate, tidier timeline, the War against the Elder One ended years ago, you're not in that timeline. It's now 9:51, and the war continues, with Corypheus and his cult of Venatori openly ruling a Tevinter. An enemy force has decimated several Marcher Cities, while the Chantry and the Inquisition have marshaled Orlais and the faithful of Southern Thedas into an Exalted March against the army of demon-bound Wardens, Red Templars, Venatori loyalists, and darkspawn Corypheus has amassed and now begun to encroach on Tevinter territory. Rifts are still scattered across the continent, periodically spitting out strangers from strange worlds with green-glowing anchors embedded in their hands, and of late the Veil that separates the physical world from the Fade seems to be wearing thinner and thinner. There's no Herald of Andraste to save Thedas. Someone else is going to have to do it.
You're part of an organization, dubbed Riftwatch, that 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 in Kirkwall, on 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.
I. THE FREE MARCHES: Starkhaven remains under Tevinter control meaning traveling anywhere north of the mountains runs the risk of running into enemy raiding parties. Maybe you've been sent out to intercept before they find the unwary, or maybe you're just trying to pass through unnoticed to Markham or Ansburg when you run into trouble. Or maybe you're more in the thick of it: slipping your way into also-occupied Hasmal to gather intelligence, or helping an ally smuggle a shipment downriver past Tevinter patrols.
II. GATE SEARCH: Invading big chunks of the world is really just a side project for Corypheus; secretly his real goal involves finding and cracking open the Seven Gates of the Black City, mysterious ancient ritual sites that may let him physically enter the Fade—and he's already managed at least two. Maybe you're wading through the marshes of the Korcari Wilds or the sands of the Western Approach, racing a Venatori team to a rumored temple site that might hold a Gate, maybe you're infiltrating a black market auction in Wycome or Antiva City to try to prevent an enemy agent from acquiring an Old God artifact that could be used in a Gate-opening ritual, or maybe you're dodging traps and solving puzzles in an ancient ruin in search of such an artifact yourselves.
III. TATTERING VEIL: Across Thedas, the Veil that separates the Fade and the Crossroads from the real world (and from each other) is thinning. Riftwatch knows this is almost certainly caused by the Gates Corypheus and his Venatori followers have been opening, but the rest of Thedas just knows there are strange pockets appearing where you can take a turn that yesterday led into an alley in Minrathous and today opens on an island in the Crossroads, at least for a few yards before you step back into a gutter again. It might feel like a moment, but it could have lasted an hour. Or you might step into a grove of trees in the Planasene Forest and find yourself looking up at the Black City on the horizon of a Fade-green sky, with the tops of the trees hanging impossibly above your heads as if gravity has momentarily reversed, just in that spot.
IV. 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.) Attacks by Corypheus' forces have left the city scarred, with some streets still under reconstruction and a gash in the cliffs over Lowtown leaving parts of the mining tunnels occupied by the city's poorest citizens exposed (letting some rare light into Darktown). But it's Kirkwall. They've seen worse.
V. 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.
VI. 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.
NOTE | Hi! If you're new here, our test drive memes are semi-static; we post them yearly or so, and current players track for new top levels and link them on the game discord as they come in. So if you're arriving at this months after it was posted, yes, it is still in use! And if you're here with a Veilguard character or with a mind to play a native OC inspired by Veilguard lore, please refer to this post for notes on what may need to be adjusted to take into account Fade Rift's game history.

Kaidan Alenko | Mass Effect
II — HANGED MAN
III — SEND A MESSAGE
IV — WILDCARD
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The girl who approaches Kaidan is small, blonde, and wearing the most pleasant smile she's currently capable of—the thing about being raised in a library is you get really particular about some things, like how much one is allowed to speak in the library. Her tight grip on the tidy stack of books in her arm is the only indication of the past ten minutes spent at a desk a few feet away, twitching with every new comment.
No need to start out with a reprimand, though. Perhaps there are no libraries where this man is from.
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ii
But he wouldn't have bothered with that. More magic in Kirkwall than there used to be, and fewer to startle of it. Still, Strand cuts a deliberate angle across prying eyes.
"Wrong bar for that, friend." Soft-spoken, even. He doesn't wait for an invitation to sit. "Riftwatch?"
Obviously. The hand, the anchor.
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Umbra Tellegen | Native OC
Well, the Veil being torn apart is not a particularly good thing, now is it? Umbra would be--maybe not the first, because lots of people have strong opinions on the topic, but she would certainly be one of the ones to assure you that it was so. She was, after all, a member of the Mourn Watch, and that involved investing yourself in the concerns of spirits, which would undoubtedly be sent awry by such an event. But while she would, if questioned, be sure to explain why she was against these Veil tears, that didn't mean that she couldn't...spend a little time around one, right?
Stepping into the Crossroads itself seemed a step too far, but surely it was safe for her to stand here, and have a lovely chat with a spirit as curious about her as she was of it?
Which is why, if someone were to take a side street in Kirkwall, they would find Umbra there, in her full Mourn Watch attire, busily chatting away with a spirit peeking through the hole. The Crossroads loomed behind the spirit as it gestured to Umbra, who was listening intently, a hand on her chin.
"No! He said that to his mother? Well--Surely he'd told his sister first?" The spirit shakes its head, and Umbra gasps in dismay. "You can't mean--By the Maker! And what about his betrothed?" It is, apparently, a very engaging tale.
ii. a tourist in lowtown
The Hanged Man is not known to be a spot for necromancers to hang out and chat, certainly not with all their shiny gold and proudly worn purples and greens, but Umbra is there anyway, standing out like a sore thumb amongst the more average dregs of visitors. Seated at a table that has probably seen more corpses than her prized flesh eating beetles, back ramrod straight, and eyes alight with curiosity and interest as she watches the other people within the tavern.
She looks, in short, like a tourist who has found herself in the zoo, complete with drunken monkeys.
There's a mug in front of her, though she has been much less enthusiastic about engaging with it, a far less attractive curiosity than the population around her. But eventually, she reminds herself that if she wants the Full Hanged Man Experience (trademark pending), she'll have to actually drink whatever the barkeep had seen fit to inflict on her. A few moments are spent examining the mug critically. Judging from her expression, it has not passed the inspection, but she takes a tentative sip from it, anyway.
And promptly regrets it. Her face pulls into a grimace, and the mug is sat solidly back down, where it will probably remain.
iii. free bones!
No Mourn Watcher worth her salt is unable to defend herself, and Umbra would like to believe that she is, in fact, worth her salt, or at least an approximation of it. She wouldn't quarrel over the exact teaspoon. The point is, by the by, that Umbra is perfectly able to defend herself, and when she's set upon by a raiding party on her way back to Kirkwall (where had she been? where was she going? Who knows!), she had managed to deal with them. Possibly with help (maybe even YOUR help!).
The battle is over in a dazzling show of necromantic energy, the enemy Venatori lie dead at her (and your?) feet. But Umbra seems unperturbed, and steps over to one of the dead bodies, a smile lighting up her face as she looks him over. Now that the unpleasant work was out of the way, she could do something interesting. Leaning down, the corpse's arm is grabbed, and she stands, the rest of the corpse, still being attached to the arm, following behind.
"Hmm. Fingers are in excellent condition," As she tests them out, bending each one and giving it a firm squeeze. "Structure and integrity of the bone seems solid. Wrist is," Hand moving down, she bends it as well. "Hmm. Tendons are a little tight. But the beetles can take care of those, of course. Though he has a little more fat content than is generally healthy for the beetles, but I can trim that. Overall: Yes! This is an excellent selection, I think." Triumphant in her analysis, she gives a firm nod and grin, quite pleased with herself. "Now, where did I put the saw?"
iii - wee woo it's the fun police
Nevarran accent, Nevarran armor, but it doesn't take eagle eyes to sight judex on his breastplate; or that earlier wash of silence.
"'S not their way. Show some respect."
Don't have to love a pyre for that. Gauntlet unhooks helm, smearing blood for stubble. He is — by the old order of things — outranked. Mortalitasi do what the fuck they want, and dandy for them. But they're not in Nevarra, and no one's in charge, and they just killed three men.
youll never take me alive copper
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ii
Once his purchase is made he tries to backtrack, following the looks and comments, until coming to the Hanged Man. It makes a certain sort of sense. He's heard of the place and has always wanted to meet Varric Tethras; why wouldn't another Mourn Watcher be playing tourist in here?
Emmrich ducks in and sees her instantly with a mug in front of her. Ah. A braver soul than him, as he wouldn't dare sample the place's offerings. Then again, it does not take a great deal to be a braver soul than him. He approaches the table.
"May I?" Emmrich asks, nodding to a chair.
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Hugh Rivers | Native OC
two. The Library
three. Wildcard
The Library
A man, a Warden no less, pulled out a children's book. The statement got a raised eyebrow from Emmrich. He was missing something here.
"Why would someone joke about this?"
Re: The Library
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one; handwaving working cr but pls feel free to change whatever
Their new friends. Hugh's clever about this, but he's also enormous. Visibly marked. They'll have no luck in tailing anyone without the quarry's assent. That's well enough; The Venatori keep their own Wardens close, but there are ever new defectors. The blight is powerful leverage. An Ander at his side aids the illusion.
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library! (ps if i slip into present tense mea culpa, just lmk and i'll fix it)
"You got a book? Shit, all I got were demerits for insubordination."
She is literally only a senior warden because the one next to her died and someone had to keep leading the troops, if that tells a person (Hugh) anything.
(its fine I'm illiterate)
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the library.
It may actually be more frequently the latter, although she’s sometimes not sure if it’s apt to include Asher’s starring role in various Avvar-themed bodice-rippers toward Riftwatch numbers when he’d died in Skyhold before Riftwatch had broken away from the Inquisition — but she’s here, and Hardie (the great Anderfels shepherd presently at her heels and well-trained to be well-behaved in the space), and he would’ve preferred it, so—
Anyway, there were those books about Herian, so it holds.
It’s also quite something coming from a woman whose face was plastered on propaganda — that she wrote when she was still Lady Vauquelin, for the Inquisition — up and down southern Thedas, all of it as readily available here.
She’d still had two real eyes at the time. A lot changes in ten years.
Re: the library.
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wildcard!!
The greeting is quiet and low, from a tall and foreboding woman clad in drab leathers, who passes Hugh in the courtyard. She eyes him with a calculating stare-- he's unfamiliar, even if his insignia isn't-- which means either he's one of those Wardens or he's just an honest-to-goodness stranger. It could go either way.
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connor guerrin | dragon age: origins
ii. the field
iii. crystal
iv. wildcard
iii > transition to action
Julius is not entirely sure how Connor will react to him, and he doesn't have anything in particular to add about Alistair, having only met the man a time or two in passing. So it seems wiser to make his way to the Hanged Man. He'd been in town anyway, so it doesn't take him long. And if Connor doesn't want to talk, well, easy enough for Julius to leave such a public place without fuss.
Connor may well catch sight of him first. It's been a dozen years, give or take, but Julius looks largely the same. His hair is light enough that any grays blend in well, and his slender build is more or less as it was. Perhaps the biggest difference at a glance is that Connor never saw him in anything other than robes, and today he's wearing trousers and a doublet in a Marcher style, not ostentatious but finely made. He's not trying to hide that he's a mage, given the worn staff with a red hart leather grip he carries. But it's obviously been an eventful decade and change, even for all that has remained outwardly the same.
It takes Julius a moment longer to recognize Connor, but only a brief one. Julius suspects he'd recognize anyone he'd taught at length, but Connor had been an especially memorable apprentice.]
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ii
A spreading rivulet of black ink. He crumples the sodden page into a pocket, and lifts a head to the surrounding hills. Blinking past rain:
"Does any of this look familiar?"
Ten years or better since the Rebellion holed up out here. There are those who remained, he knows, and he also knows better than to arrive unannounced.
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🎀
i.
But he does work with Riftwatch, if not strictly for them, and he hesitates. Dark eyes flicker to look across the water back to Kirkwall proper where a tall Chantry most pointedly doesn’t tower over the city anymore, and his mouth twists slightly. He’s not a Kirkwall native, but he’s made it a point of learning the city in which he now lives, its nooks and crannies and shortcuts and ugly history and, yes, the memorial garden the Inqusition had helped build.
“You’re about seven years late,” the stranger says, mild, “but I can take you there, yes.”
There’s a noticeable accent: something halfway between Tevene and Antivan, the blurring sound of someone who grew up near the border, perhaps.
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crystal.
just clearing my inbox, don't worry about tagging back!
intermittent distraction engage
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billy butcher / the boys
cw: he kills and he curses. sorry, lads.
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You, go on, and the tips of her ears twitch back; reveal attention, for all the stubborn gaze she keeps driving down toward a rack of wrought tongs. She isn't looking at him. The gun cocks: Metal and mechanism, and Sennara doesn't like this, but she loathes a missed opportunity. ]
Worthless, [ She clicks, tongue-tip through teeth. A step closer, reaching to tap the barrel. ] Clumsy. See? No guild-mark.
[ Whether or not he believes her, the merchant turns aside, already dubious for this odd and loud affair. He isn't in the habit of taking of assessments from Northern elves or madmen. Stretching to her toes — and unwilling to cede an inch of space — Sennara hisses under breath: ]
I show you who buys this.
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waking up in thedas.
rowena macleod ★ supernatural
Library 2
We are in a library.
(Rowena is free to interpret this as either a kinder way of saying 'keep your voice down' or 'try a book'.)
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happy to wrap here and handwave or keep going, whatever you're feelin
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library i.
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a tavern.
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dash valor 𖤓 original character
[ The tavern smells like sour ale, damp stone, and someone’s truly heroic attempt at soup. Dash doesn’t mind. He’s been in worse dives—hell, he’s woken up in worse dives. The corner table’s his for now, boots kicked up on a bench, one hand curled around a drink that looks like it wants to be whiskey but definitely isn’t.
His anchor hand’s quiet for once, no glow, no hum—just a faint ache under the skin like it’s waiting for the next problem. Or maybe just a decent distraction. He’s dressed down tonight—jacket off, arms bare, collarbone glowing faint where his hybrid physiology throws off a little more heat than the average Lowtown drunk. ]
So, question. Is it just me, or does Kirkwall actually smell better after a darkspawn attack?
[ He grins lazily into his drink, eyes flicking up to whoever’s nearest. Stranger, friend, flirtation, or fellow Riftwatch misfit—he doesn’t seem picky. ]
Not complaining. Just—y’know. Adjusting. To the vibes. The whole "you're from another world, try not to die before last call" thing.
[ A beat. He raises his glass. ]
If you're buying, I promise I’m charming. If I’m buying, I might ask you to dance. Either way— You’re sitting down, right?
riftwatch comms → enchanted message book
→ entry marked: 11:47 PM, moonlit, probably still drunk
→ sender: Dash V. (yes, that one)
Okay, serious question:
If you’ve ever accidentally seduced a Tevinter noble while on a mission and possibly made them think you're royalty from your home dimension... is that, like, against protocol? Or just a fun Tuesday?
Follow-up: how do you gently back out of a romantic entanglement without sparking a political incident or duel?
...Asking for me. Obviously.
[ A pause. Ink trails off a little like he rested his head on the page for a beat. Then, a second scribbled line appears below. ]
Also:
If anyone’s got a bottle of something strong and an hour to kill, I’m bored enough to start writing bad poetry. Please help. Or flirt. I’m flexible.
tavern;
That's yours then, and a slug in the arm, and the skinny man at his side's vanished for the bar. This is Cedric's usual spot, set between the Alienage and Lowtown proper. A mix of ears, mostly faces he can put a name to. Trouble's rare, and Ollie sorts it, big bastard up front.
But there's a shard in his own hand like an old sliver, and there's a look that Rifters get about them: A bit in the clothes, plenty in the eyes. There's an accent didn’t crawl out of the Marches. So night off or not, if this is trouble, it's his trouble to mind.
"S'pose I'm buying then," Chantry is, anyway. Cedric sits, glancing over the top of an empty tankard. Not his first. "Y'won't die here. Better spots to get robbed."
Can't think he's got much worth stealing. Buying the drinks is getting ahead of empty pockets; take a guess whether the stranger's had pay yet.
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enchanted message book;
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Davy Jones ⚓ Original Character
The Wilds aren’t trying to kill him today. That’s the best he can say for them.
Davy moves through the mist with the careful swagger of someone who knows how to look like he belongs anywhere, even here—hip-deep in mud, boots stained with rot, shadows writhing behind the trees like they’ve got teeth and opinions. The place hums low, old as anything he’s ever touched. But it isn’t singing for him. Not yet.
What he’s found is a half-sunken archway, choked in vine and moss, carved deep into a raised rise of earth that might once have been a temple—or a tomb, depending on how optimistic you are. The markings along the stone are old. Not just ancient. Wrong. They pull the eye like undertow, geometric and trembling beneath the touch. Not a Gate, no. But close. Something made to point the way.
“There you are,” Davy breathes, brushing mud from a spiral carved in blackened stone. “You’re not the door, but I’ll wager you’ve whispered to one.”
Behind him, the reeds shift. A splash—soft, then closer. Not alone.
He doesn’t look back. Not yet. Instead, he draws his hand away and flexes his fingers, the cutlass still sheathed at his side.
“If you’re Venatori, darling, do keep your monologue short. I’ve got very little patience and a great deal of steel.”
v. send a message
The blue crystal hums faintly against his chest. It’s warm—not unpleasantly so, but in that aware way that most enchanted objects tend to have when Davy doesn’t ask permission first. He turns it over in his fingers, watching the soft glow catch in the callouses of his palm. Curious little thing. Clever. A leash disguised as a gift.
He leans back in the battered chair he’s claimed in a half-abandoned study hall, boots kicked up on a table still cluttered with someone else’s maps. There’s a book open beside him, quill stabbed into the spine like it insulted someone’s mother. The message crystal dangles in one hand, and—because he can—he speaks into it, rich and lazy:
“This is the new one. Davy. I’ve been told this bauble can carry a voice across the void, which is either very useful or very alarming, depending on your bedtime reading.” A pause. Then:
“Anyway. If someone would be so kind as to confirm that this thing works I’d be ever so grateful.”
He gives it a moment, then adds with a grin audible in his tone:
“Also, does anyone want to meet me for a drink before the world ends again? I promise to behave terribly.”
v, message—brackets okay?
I took some weeks to acclimate to the crystals as well, but they have been more useful than alarming during my time here. There have been some issues with delayed messages recently, though, or messages not going to their intended recipients, so perhaps the alarm was merely delayed.
Hello, Messere Davy, your crystal works.
absolutely!
hella!
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gates;
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sorry for falling off a cliff
Jesse Pinkman | Breaking Bad
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🧪IV. KIRKWALL - City's alive, even when it's rotting
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🧪 V. SEND A MESSAGE - Mic check, one, two
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🧪 VI. WILDCARD - Just 'cause the world's ending don't mean we gotta follow the script
[ OOC Note; I'm completely canon-blind to Dragon Age, so be gentle with me if I get things wrong. I've been recommended to throw up some starters on this test-drive and see what sticks. Feel free to leave a comment if you want to tweak any of the scene starters. I'm pretty much up for anything with this guy. I will also match length and style. I'm fine with brackets or prose. Coming back from a long hiatus and itching to write :) ]
gates
Rumbles a man the size of an ox. Lazar's got the spyglass turned on the ass of their escort, already above them and climbing. Pretty little thing. The glass — must've cost a piece to make. Guide's not so pretty, but she's not so little either, and the steady pump of thighs upward is a sight for sore eyes. He finally glances back as she turns, flips him the bird.
"You want this?"
Ready to toss the glass his way. Above them both, something shifts in the cliff wall.
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crystal.
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Ea Lowkey | Baldur's Gate 3 (malleable protag) | Rifter
[ It's a low, dry sort of voice, but distinctively feminine. The accent is identifiably Not From Around These Parts. There's a bit of a drawl. ]
Absolutely wild that these things are not limited to 25 words or less - feels like I'm cheating every time. I hope everyone knows to be grateful for how good you've got it.
[ There is here a small pause; she's aware that some people use the crystals as a way of making introductions. As a Rifter (weird name but okay), she imagines she'd be expected to make similar introductions herself, but... Well. Either they'll realise her voice is new or they won't. ]
Of course, I reckon not everyone's familiar with the limitations of Sending, eh?
b. gate search
The setting is familiar: an assignment to find a Gate before the Venatori do ends with a confrontation. Daggers are whisked out of boots and from up sleeves, sent flinging at clever enemies. Blades gets traded for arrows just as easily, by a woman who seems to have no issue with fighting dirty and doing a fair share of backstabbing. The victory belongs to your group, this time, though it is fairly possible this is because of the foes being only a part of the group Corypheus sent to the Korcari Wilds to search for the Gate.
Nevertheless. There's maybe a moment of pause at the end of it, once the last Venatori has fallen, where you might think that it's time to get going - carry on the chase. Ea, however, is built different.
"What, you're not even going to try to look through their pockets?" Coming from the lithe-looking qunari woman half crouched over one dead Venatori's body, her hand inside the front left pocket of their robes already.
Riftwatch has a thing or two to learn about looting properly, gods almighty. "I'll be quick - oh hey, look." She pulls out a vial of lyrium. Shakes it. "This is useful shit, right?"
c. lowtown
She's still in the early days of being out of quarantine, and being in Thedas at all. From time to time, she'll catch her reflection in a window or a mirror and startle at the lack of a tail - fuck, she misses her tail - which is only the start of her physiological differences now. The horns have remained the same, though, as well as her unnaturally coloured hair and eyes, so at least she can still recognise herself most days. And at least the tadpole is no longer squirming, as though finally far enough away from whatever illithids were controlling it to no longer be a concern. (Is it gross that there's basically a brainworm wiggling in her head? Don't worry about it.)
She has had time to think about the state of things, and she is nothing if not adaptable. Her new friends from the nautiloid will just have to do well, and continue to do well without her; she can only hope, because everything she's read and heard about this predicament spells that it's pretty damn permanent.
She's had time, but there's still moments when Thedas - or rather Kirkwall - manages to take her by surprise. Here in the slums, while on an idle walk, she sees a child sitting by a dilapidated wall with a plate set down in front of them. If you spot her, it goes like this:
Ea fishes inside her pocket for a coin, which she drops only the child's plate. The child cowers at the sight of the tall qunari woman looming over him, letting out a whimper. "Ah," she says, as the dots are connected in her-but-not-quite-her head. She straightens up, holds both hands up to prove she's no threat, and says the familiar words: "Not a demon."
Then she starts walking again before the child can figure out she left them a whole sovereign.
d. gallows
Nevermind the library, the common dining area is where you can make connections. She's still new enough to be interesting, and if the vaguely human-hue of her skin, the pointy horns, and odd eyes don't draw your attention, then the fact that she's found (see: procured via five finger discount) a deck of cards might.
She's shuffling those cards very cleverly, putting on a bit of a show. Or proving something to herself. Still got it.
"Well? I assure you, it's easier to stare if you sit down and play."
[ ooc: Ea is what one would call a 'Tav', but she has her fair share of background story from before the events of BG3 by dint of having been a D&D OC before. I could wax poetics all day so I'll keep it down to the basics: tiefling in Faerun, but dropped out of the Fade as a qunari in Thedas; she's a skilled arcane trickster rogue, but given the weird half-caster nature of the arcane trickster, I'll be reskinning her as just a rogue; her background is criminal, but she tends to take a very Robin Hood approach to crime. I'll bring her in from the beginning of Act 2, and if you're curious about all she's done in Act 1, see here. ]
a; to start
[ someone's excited to hear a recognizable spell name, bless her— ]
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gates;
Re: gates;
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the iron bull | dragon age
II. READING RAINBOW
III. WILDCARD
II, change stuff around however you want im easy
"Yes." They need to talk. She speaks Trade when they're in company, accent mangled of it. But they're alone now. In Qunlat, "Hissrad, we need a decision."
Bull, among Riftwatch; as she is Sennara there. Less foreign to the Southern ear. She plucks a letter opener from the desk, and scrapes it along the wall, feeling for a catch. Antiva's all secret passages and schemes.
But the servants are gone, the mistress and the bodyguard too. Simone Palmio is dead broke, poured all his capital into lucrative Tevene trade, until last year the king declared war. The profiteer's ships never turned back from Qarinus. His goods were seized in port. His estates have been steadily repossessed, save this narrow city house, and he's pled for Riftwatch's protection in the only currency he still owns. Information. The names of collaborators, the details of occult ritual.
None of it's surfaced.
"Half of this city wants to kill him," Creditors. Lovers. Small elves, standing here in this room right now. "We need to choose who."
i. weeoo weeoo amboolance
i
Antoine | DAV (happy to use prose or brackets, I'll follow you)
I. Rift and/or Aftermath
Riftwatch agents have plenty of reason to be wary of someone, at a glance, wearing Warden gear. But if the agent takes a second glance, it will be obvious that the gear is much-mended, without the shiny luster that Venatori-controlled Weisshaupt favors.
It is also possible that there will be time to sort that out later, after the demons have been dealt with. There are quite a few of them at this particular rift, mostly rage, and it may be a surprise that the slender elf holds his own so ably. While he mostly relies on his bow, a bomb or two grants him flexibility.
Once all is calm and the rift is sealed, he says, "Thank you for the assistance," the Orlesian accent marked. He makes his way over, almost a little jog, and says, "I have seen the effects of these rifts before, but I admit, it gets your attention to have one open over your head!" He has a slight graze to his left arm, but he doesn't seem to have noticed it.
II. Kirkwall
"No, I am telling you, I need rope that specifically will catch on fire. I know it is an unusual request, but surely if you cannot supply it, you can suggest someone else who might?" Antoine cannot be said to be arguing with the merchant in the stall before him, because his voice is still pleasant and genuine. He seems to truly believe the gruff man simply doesn't understand, and that when he does understand, he will certainly help.
When a Riftwatch agent catches his eye, Antoine turns and says, "Ah, look. Maybe you can help me. It seems like all the rope in Kirkwall has been made fire-proof, but it cannot be all of it, surely?" The merchant may hope he is being let off the hook, but it is probably not that simple.
III. Sending Crystal
Hello, Riftwatch!
[Aside, as if to someone else present:] This is an ingenious device, is it not? So convenient!
[If the other person responds, it isn't immediately audible. When he resumes, it's clearly to the network again:] I hear you have a griffon eyrie. I was wondering if you would allow us to take a look. Supervised, of course; I understand we are new arrivals. And if not, would you tell us of them? I've heard only the legends.
IV. Wildcard
[Hit me. (But not him, look at his face.)]
2. Kirkwall
"You want rope that will catch on fire? Doesn't that rather defeat the purpose of having rope?" There's obviously a reason for the request. The issue is if the reason is reasonable, or if he's meeting someone like the one student who suggested catapulting temporarily possessed skeletons into dangerous situations was safe and tactical.
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iii
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i-based wildcard
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steve rogers | mcu
i. the archives
ii. the rookery
iii. the training yard
iv. docktown
ii.
Oh, lord. Which one of you came through this time?
[ The tone is faux-exasperated, but beneath it: a faint thrill of actual delight, straightening in his seat and leaning closer to the crystal, eager to hear more. Home. A piece of home, if he could just grasp it with both hands. ]
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action!!
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iii.
he's buff now? he's buff now.
ignore my lack of icons ty
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my icons are back 🙏
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iii.
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