Fade Rift Mods (
faderifting) wrote2018-09-22 09:44 am
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War Table (Defunct)
WAR TABLE (DEFUNCT)

This is a defunct version of this page. For the new version, please go back to the game navigation and choose the War Table link.
Thedas is a big world with a lot to do, and the war against Corypheus has about a hundred fronts, so between major mod events, plot progression takes the form of player plots and plots that originate from divisions and projects. These smaller plots can be anything from negotiating agreements with foreign dignitaries to infiltrating enemy operations to escorting shipments of pedigree nugs through a haunted forest as a favor to an ally. Some of them will directly influence the overarching mod plot; others may just be fun.
Players whose characters lead the divisions and projects IC facilitate plot efforts by setting the agenda for each group's work—they identify the main objectives the team will be focused on and sometimes develop specific plot assignments to accomplish the group's goals.
CLICK HERE FOR THE CURRENT PLOT CYCLE.
HOW TO PARTICIPATE
- Read! The divisions and each project have separate comments below explaining what they'll be working on over the coming months. Read up on the ones your characters belong to and think about how they'd contribute. (If your character hasn't joined any division or project, you can join a division by updating your character's info on the taken list or join a project by filling out the form on the corresponding project page.)
- Contribute! Use the provided forms to document the ways your character will be contributing to the objectives—or if there's something else they intend to pursue within the project's scope that isn't covered by those objectives. These can be simple things that will occur in the background of your other RP, like "John is going to research dwarven etiquette to assist the team going to Orzammar," or they can be bigger things that warrant a player plot, like "John is going to assassinate King Bhelen." IC leaders will reply to let you know if their characters wouldn't approve of what yours are doing or to help you if you need help. (You can also reply to other players' comments if you have something to add or suggest, but we recommend making separate OOC posts or using the CR meme for pure brainstorming sessions.)
- RP! If your characters are doing background work, like research or the types of mini-plots we specify don't need plot requests, you can get straight to it (or submit an info request if needed). If your characters are doing something that does warrant a plot request, submit one, and then play it out after we've gotten back to you.
- File a report with the appropriate project or division after a significant plot has been completed. You don't need to do these for research or the kinds of minor plots that don't require plot requests. But reports allow everyone to keep up what's going on in the game—because there is usually a lot—and respond to, reward, or build on your character's efforts in the future. If you negotiate a treaty but don't file a report about it, we'll generally assume that it hasn't happened. And remember that folks who run player plots get bonus AC reward points once a report is filed!
If you have your own ideas for plots pertinent to divisions or projects outside those covered by objectives, or for personal plots that don't fit into any of these boxes at all, you're always welcome to separately submit player plot requests! You can also donate ideas directly to IC leaders or other players if you have plot ideas but would rather not run them yourself. And if you want to get involved in running a project, check the leadership roles list for vacancies in division or project leadership slots.
RIFTS & THE VEIL
WHAT: The Inquisition has received a letter from a young man pleading for assistance in locating his fiancée, who was struck with an anchor approximately three months ago. She left, telling him she would seek help from the Inquisition, and since then his letters to Skyhold have gone unanswered, until someone finally responded to tell him that no one by that name had ever reached them. A team will be dispatched to track her down, beginning by visiting her hometown to speak with her fiancé and family. This assignment comes with a body horror warning.
WHERE: The Bannorn, Ferelden.
WHEN: Harvestmere.
WHO: 2-4 project members, who can bring one additional character apiece. This assignment comes with a body horror warning.
SURVEY RIFTER ARRIVAL SITES
WHAT: While the Inquisition has obviously visited known rifter arrival sites, the steady expansion of the range in which those arrivals occur has caused renewed concern about how far they may begin to appear and the possibility that some rifters may arrive behind enemy lines. A team will be sent to revisit a few of the closest locations where rifters arrived to conduct a few arcane tests and take some more organized and cohesive notes on natural features or anything noticeable about the areas, in case there are any unifying characteristics of the locations that may make predicting the sites of long-term future arrivals—or even controlling them—more feasible. (This will be a fairly low-key assignment unless you want to add your own obstacles, like highway robbers.)
WHERE: Various.
WHEN: Harvestmere.
WHO: 2-4 project members, who can bring one additional character apiece.
CLOSE A RIFT IN SELENY
WHAT: A rift has opened in the marshes and swamps near Seleny, a fair distance from any settlements but near enough to a frequently traveled road to cause concern. A team will be dispatched to close the rift, and will encounter a surprise—not a very pleasant one, not like a big cake or anything—when they get there. This assignment also comes with a mild body horror warning. This assignment has a 50% chance of failure (or at least going very badly), which will be rolled for on Discord!
WHERE: Antiva
WHEN: Harvestmere.
WHO: 2-4 project members, who can bring one additional character apiece. Ideally at least three characters with anchors will be included, but if not enough characters with anchors are "available" to close the rift, we'll be able to provide an alternative route.
Sign up by September 30 by replying to this comment with the form below. We'll provide further details ASAP. For assignments with a chance of failure, we'll roll a die on the Discord server before providing you with details. Failure will mean that the primary objective won't be accomplished and/or that things will go very wrong in the meantime, but there will be room for your characters to handle that in different ways!
no subject
ASSIGNMENT: Missing Woman, Seleny
DIVISION & PROJECTS: Forces | Rifts and Veil
SUITABILITY & APPROACH: Without more details than 'missing persons case' and 'close a rift', that's a big ol /SHRUG from me. He's very old hat at rifter things, has a shieldy rifter hand, and swings a sword pretty good I guess! He's casual and personable, if in a way that might strike people as odd or disgustingly informal or even rude.
OTHER NOTES: how bad is it that the second I read 'body horror' I went :eyes: at this
ASSIGNMENT DETAILS
WHO: Church, Christine, Inessa
HOW: BODY HORROR CW. In late Kingsway, the Gallows was forwarded a letter originally sent to Skyhold by a craftsman in Ferelden, pleading for assistance in locating his fiancée, Jacob. According to the letter, the young woman, Elsie, was struck with an anchor near a rift approximately three months ago. He'll report that she told him she planned to go to Skyhold for help, but his letters to her there have gone unanswered, until someone finally did reply to tell him no one by that name was among the Inquisition. In his subsequent search for information about her, he visited her parents' farm outside of the village, and he believes he heard cries from inside the house, but he wasn't permitted inside by her father.
The team sent out to investigate will be met with similar resistance by the woman's parents, who will, if pressed, express hostility toward the very idea of their daughter being marked by demonic magic, and claim they sent her to the University of Markham—despite this clearly being beyond their means—to keep her from an unwise marriage to the village idiot. Said village idiot, Jacob, will be able to provide information about the family's routine trips to sell their produce and thus when the team may be able to get into the house unseen. If they do enter the house and search out the trap door to the cellar, they'll find the woman chained to the wall. Her forearm will be missing and the resultant wound infected with an entirely non-magical pathogen, but the anchor will appear to have spread up her upper arm nonetheless.
In the absence of proximity to other anchor-bearers, the magic will have begun to crystallize in tendrils reaching up her veins and arteries, turning some of them visibly green and hard beneath her skin from the edge of the stump to the shoulder and stretching toward her chest and up her neck, and also have grown outward from the stump of her arm into the air in unbreakable, spidery strands that spread out in various directions, similar to roots growing down in search of water. Healing may help stabilize her briefly, and if any in the party also have anchors it will relieve some of the pain she's experiencing, but she will only survive another three days at most, even with intervention.
A confrontation with her parents is entirely possible if they come back before the team leaves. They will be furious about the interference, but not violent—if only because they're outnumbered and unarmed farmers. Whether the team brings her body back to study, leaves it with her family, or delivers it to her fiancée will be up to them. If it is brought back for study, someone can put it in an information request including the methods they would use to examine her and we'll provide any additional information they might find.
OOC NOTES: Your characters can bring up to three additional people with them! If you'd like to add additional problems or wrinkles to this, you're welcome to do so, but make sure you check in with us about anything that would affect the nature or outcome instead of just being a bump in the road.
no subject
ASSIGNMENT: Missing Woman, Seleny
DIVISION & PROJECTS: Research || Red Lyrium, Rifts and the Veil
SUITABILITY & APPROACH: Inessa is part of the project, and very concerned by/interested in anchors and everything to do with them. She's a good person to bring along for not escalating a situation, preferring to keep a calm approach, and if push comes to shove is experienced in combat.
OTHER NOTES: She'll have her mabari Garahel with her, unless there's a good reason why she shouldn't. He's very good at picking up scents if any are to be found, not to mention getting dog-people to open up around him.
ASSIGNMENT DETAILS
WHO: Church, Christine, Inessa
HOW: BODY HORROR CW. In late Kingsway, the Gallows was forwarded a letter originally sent to Skyhold by a craftsman in Ferelden, pleading for assistance in locating his fiancée, Jacob. According to the letter, the young woman, Elsie, was struck with an anchor near a rift approximately three months ago. He'll report that she told him she planned to go to Skyhold for help, but his letters to her there have gone unanswered, until someone finally did reply to tell him no one by that name was among the Inquisition. In his subsequent search for information about her, he visited her parents' farm outside of the village, and he believes he heard cries from inside the house, but he wasn't permitted inside by her father.
The team sent out to investigate will be met with similar resistance by the woman's parents, who will, if pressed, express hostility toward the very idea of their daughter being marked by demonic magic, and claim they sent her to the University of Markham—despite this clearly being beyond their means—to keep her from an unwise marriage to the village idiot. Said village idiot, Jacob, will be able to provide information about the family's routine trips to sell their produce and thus when the team may be able to get into the house unseen. If they do enter the house and search out the trap door to the cellar, they'll find the woman chained to the wall. Her forearm will be missing and the resultant wound infected with an entirely non-magical pathogen, but the anchor will appear to have spread up her upper arm nonetheless.
In the absence of proximity to other anchor-bearers, the magic will have begun to crystallize in tendrils reaching up her veins and arteries, turning some of them visibly green and hard beneath her skin from the edge of the stump to the shoulder and stretching toward her chest and up her neck, and also have grown outward from the stump of her arm into the air in unbreakable, spidery strands that spread out in various directions, similar to roots growing down in search of water. Healing may help stabilize her briefly, and if any in the party also have anchors it will relieve some of the pain she's experiencing, but she will only survive another three days at most, even with intervention.
A confrontation with her parents is entirely possible if they come back before the team leaves. They will be furious about the interference, but not violent—if only because they're outnumbered and unarmed farmers. Whether the team brings her body back to study, leaves it with her family, or delivers it to her fiancée will be up to them. If it is brought back for study, someone can put it in an information request including the methods they would use to examine her and we'll provide any additional information they might find.
OOC NOTES: Your characters can bring up to three additional people with them! If you'd like to add additional problems or wrinkles to this, you're welcome to do so, but make sure you check in with us about anything that would affect the nature or outcome instead of just being a bump in the road.
Re: ASSIGNMENT DETAILS
They brought her body back to study, so how much of her anchor's state will remain after she's dead? Will keeping her body frozen for transport (and possibly afterward) help with any of this? Is there anything notable they can find out through observation/getting a spirit healer's insight?
Re: ASSIGNMENT DETAILS
Continuous ice spells could have kept her body from decomposing, but her anchor would have slowly faded to nothing over the course of an hour or less after her death, leaving behind flesh that appears to have been crystallized, including in the tendrils that grew outward, but no glowing or magic.
Spirit healers heal by channeling beneficial energy from spirits that causes bodies to heal at a preternatural rate; they don't, as a rule, have any special diagnostic abilities. But someone who's observing her with a learned eye of any kind would be able to get a better handle on the anchor's progression, and specifically on the fact that the anchor had spread far enough up her arm to begin affecting her organs. There will also be bruising and some cauterized flesh in places along where the anchor had spread.
The key takeaway is that keeping her anchor away from other anchors for so long had deadly consequences.
no subject
ASSIGNMENT: Seek out missing woman, Close rift in Seleny
DIVISION & PROJECTS: Forces; Base Operations and Rifts & the Veil
SUITABILITY & APPROACH: She's got an anchor shard so she can close rifts/can sympathize with others who have them. Her skills are tied to survivalism and some fighting: mostly melee but crossbow too. She's used to sneaking around and being stealthy to avoid detection by zombies so that's her go to option for most things.
OTHER NOTES: N/A
ASSIGNMENT DETAILS
WHO: Church, Christine, Inessa
HOW: BODY HORROR CW. In late Kingsway, the Gallows was forwarded a letter originally sent to Skyhold by a craftsman in Ferelden, pleading for assistance in locating his fiancée, Jacob. According to the letter, the young woman, Elsie, was struck with an anchor near a rift approximately three months ago. He'll report that she told him she planned to go to Skyhold for help, but his letters to her there have gone unanswered, until someone finally did reply to tell him no one by that name was among the Inquisition. In his subsequent search for information about her, he visited her parents' farm outside of the village, and he believes he heard cries from inside the house, but he wasn't permitted inside by her father.
The team sent out to investigate will be met with similar resistance by the woman's parents, who will, if pressed, express hostility toward the very idea of their daughter being marked by demonic magic, and claim they sent her to the University of Markham—despite this clearly being beyond their means—to keep her from an unwise marriage to the village idiot. Said village idiot, Jacob, will be able to provide information about the family's routine trips to sell their produce and thus when the team may be able to get into the house unseen. If they do enter the house and search out the trap door to the cellar, they'll find the woman chained to the wall. Her forearm will be missing and the resultant wound infected with an entirely non-magical pathogen, but the anchor will appear to have spread up her upper arm nonetheless.
In the absence of proximity to other anchor-bearers, the magic will have begun to crystallize in tendrils reaching up her veins and arteries, turning some of them visibly green and hard beneath her skin from the edge of the stump to the shoulder and stretching toward her chest and up her neck, and also have grown outward from the stump of her arm into the air in unbreakable, spidery strands that spread out in various directions, similar to roots growing down in search of water. Healing may help stabilize her briefly, and if any in the party also have anchors it will relieve some of the pain she's experiencing, but she will only survive another three days at most, even with intervention.
A confrontation with her parents is entirely possible if they come back before the team leaves. They will be furious about the interference, but not violent—if only because they're outnumbered and unarmed farmers. Whether the team brings her body back to study, leaves it with her family, or delivers it to her fiancée will be up to them. If it is brought back for study, someone can put it in an information request including the methods they would use to examine her and we'll provide any additional information they might find.
OOC NOTES: Your characters can bring up to three additional people with them! If you'd like to add additional problems or wrinkles to this, you're welcome to do so, but make sure you check in with us about anything that would affect the nature or outcome instead of just being a bump in the road.
no subject
ASSIGNMENT: Survey
DIVISION & PROJECTS:
SUITABILITY & APPROACH: Cosima is venturing back into fieldwork a little with a nice calm assignment that probably won't end up with her imprisoned. Her approach is pretty methodical and meticulous. Lots of notes, lots of measurements. Organized and cohesive observations are her jam.
OTHER NOTES: ...please do not actually imprison Cosima.
ASSIGNMENT DETAILS
WHO: Cosima
HOW: As promised, this will be lowkey, unless you want to add your own misadventures. The closest, least war-torn or otherwise dangerous rift sites are in Ferelden, so Cosima and whoever she takes along will be doing a short tour of the northern coast to revisit rift sites in Jader, the wilderness west of Highever, and Amaranthine. Other than occasional wet weather and nippy mornings, it will be pretty pleasant.
In Jader, the rift opened in the populated area, and while the team can do a thorough review of the location, not much will stand out. On the mountainous coast outside of Highever, however, there will be a fairly obvious prevalence of Deep Mushroom growing in crevices, in the shade of boulders, and wherever else it can find some damp darkness in the area. Armed with that knowledge, if they think to check cellars and underground passages in Amaranthine—of which it has several, including thieves' and smugglers' caves under the city that connect to the sea—they'll find an abundance of Deep Mushroom clustered underground near where the rift appeared.
OOC NOTES: Since Cosima is the only one assigned, she can bring whoever she wants, as long as she doesn't exceed eight total. You're welcome to add bandits, bears, or whatever else you'd like to spice things up, or you can have it be a fun ride along a coast with intermittent camping and nothing particularly exciting. And remember that you can handwave most of the actual work and just RP discussion about it or personal CR-y conversations along the way!