Fade Rift Mods (
faderifting) wrote2015-05-06 11:58 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Ideas & Requests (Defunct)
PLOT IDEAS & REQUESTS (DEFUNCT)
This page is no longer used. To submit a new request, go here.
The world of Dragon Age is big and open and many of our players know at least as much about it as the mods. We hope that Fade Rift will be a collaborative effort where players feel free to contribute and to take ownership of the setting and of the game's direction. To that end, we strongly encourage player plots, quests, missions, adventures, and so on. We are also always open to ideas if players have something in mind but feel for some reason that they can't run a prospective plot themselves.
Plot suggestions can take two forms:
- Player Plots: Plots that a player runs, which includes posting OOC sign-ups, posting logs and info, and GMing for other players as needed or desired. These plots can involve the plot-runner's character or not, and they can either be personal in nature ("let's go rescue my brother!") or relevant to the war effort and mot plot. Mod involvement will generally be to supply information to the player running the plot as necessary, signal boost, and otherwise provide support.
- Plot Suggestions: If there's some aspect of Thedas you think we should explore or some conflict or plot element you want to see but don't want to run yourself, let us know! No promises, but we'll try.
- Info Requests: If your character is looking into something—reading books, conducting experiments, writing to ask NPCs for information, etc.—that doesn't warrant a full plot request, let us know here and we'll tell you what they'll discover. Please keep in mind that these requests must be specific. "My character is reading about the Fade; what will they learn?" is too broad. "My character is researching previous instances of individuals physically entering the Fade; beyond those in canon, are there any in FR's universe I should know about?" is specific.
Plot Suggestion
As a final note, if you run a plot that pertains to the war effort/larger plot, please file a report using the form on
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
INFORMATION REQUESTS
Please note that we won't be able to answer requests that are too general. For example, "My character is researching rifts; what will they learn?" is too broad. "What will happen if my character exposes Fade rocks to lyrium?" is... not something we have an answer to, yet, but specific enough that we could provide one.
no subject
no subject
Bearing that in mind, as well as the extreme rarity of intact eluvians and the incompleteness of the mural and therefore the map, there will be one eluvian located outside Wildervale near one of the lines depicted on the map, but not on an intersection, as well as one to the east that isn't particularly close to any line at all.
From Kirkwall Pel also may be able to scry the location of the eluvian in the Dragonbone Wastes. The southern half of the mural had crumbled and won't be depicted on the map, but there are lines beginning in the Waking Sea that look like they might intersect in that region of Ferelden if the map were complete.
Note that this shouldn't be taken as an exhaustive list of potential eluvians within range of Kirkwall. It's just three samples that will hopefully allow Pel to draw some conclusions and thus stop scrying/attracting demons for the time being. Additionally, at this point, actually retrieving any of the eluvians is impossible: one is underground with no clear way to reach it, another is in a large library and presumably part of a private collection, and the third, in the Dragonbone Wastes, would require a sea journey and fighting through cultists.
no subject
no subject
Re: INFORMATION REQUESTS
no subject
no subject
no subject
BERENIKE
no subject
2. Removing the spirit from the corpse will make the spirit chill out somewhat over time, if it can be contained, while any new spirit put into the corpse will freak out.
no subject
1) Fiona's amulet from Jonas' corpse - did it help him fight off the Blight at all? Can whatever enchantments are on it be figured out and possibly duplicated?
2) The blade found in Weisshaupt during the coup - what relevance does it have in regard to the Blight? If it's enchanted, can it also be figured out and perhaps duplicated?
no subject
2. Duncan had the blade found in Weisshaupt, which was enchanted in a way that stopped the amulet from working on him. It will also prevent Corypheus' influence from affecting a Warden.
The enchantments on the amulet require blight magic, as cast by darkspawn, so duplicating them would probably be both difficult and sort of controversial, but not completely impossible for a Warden mage with enough research. (Avernus' research could help.) Obviously the amulets are also dangerous, so the real usefulness is probably just the knowledge that Fiona was nearly corrupted beyond saving before she was cured.
The blade can be partially duplicated, but if tested on corrupted samples/animals/etc., it will appear to only counteract the accelerated spread of the taint caused by the amulet. Putting both the blade and the amulet in a cage with a corrupted nug will cause the nug's taint to progress at a normal rate, not to stop entirely, and leaving the blade but not amulet in a cage with a corrupted nug will have no effect. In other words, the blade's enchantments counteract the amulet's enchantments, but don't counteract the Blight itself. The duplicates' ability to prevent Corypheus from influencing Wardens will obviously be difficult to test and confirm, but there wouldn't be any harm in making some amulets or something just in case it does work.
ENTERING A RIFT
Relatedly: Is it okay to use small Rift closures in unimportant locations for solo logs, or would you prefer these be group affairs?
no subject
Using rift closures for independent/non-open logs is fine—there are rifts all over Thedas, including creeping steadily northward, other than just those that are used in arrival logs! But keep in mind that it still takes multiple anchors to close a rift.
no subject
no subject
no subject
Not like "please give me a list of NPCs and names" but like "there are zero apostates in Kirkwall" or "they're crawling out of the walls" or "there are one or two and they won't be pleased to see you", etc.
no subject
no subject
If it helps, they’re able to sense the presence of spirits, communicate with them better than most people, read their minds, etc. They also hear lyrium’s song very loudly when exposed to it, but not processed lyrium—like they don’t hear humming from Templars or anything like that. Obviously to whatever extent rifters are spirits, reading their minds and being able to tell them what to do would be OP, so I’m mainly wondering if there’s a faint spirit sense tingling-in-the-back-of-your-neck thing going on or not.
no subject
no subject
Post-Pascal questions:
no subject
Since we know people have referenced the New Cumberland version IC, we're totally fine with the version of the Chant that includes the Dissonant Verses existing, but we would say it's more of an academic reference. Justinia was probably daringly liberal to permit its existence at all, but it doesn't reflect what's taught in the Chantry as the "true" Chant. No one is singing the Canticle of Shartan at services in the Grand Cathedral in Val Royeaux or anywhere else.
But, all of that established, Benedetta would be on record as opposing the publication of New Cumberland edition, and more specifically expressing concern that it would confuse the populace as to what the Chantry considered legitimate and opining that the Dissonant Verses, if they had to be published at all, should be published in a separate volume.
2. Without inventing specific NPCs, Clorentine's financial backers consist primarily of nobles and merchants whose main commonality is investment in the status quo and Orlesian stability/prosperity. A handful supported Gaspard in the War of the Lions, more supported Celene, and a sizable fraction avoided taking sides at all. It wouldn't be impossible to find corruption or ties to the enemy among them, but we'd leave the specifics of that up to players who wanted to do the discovering.
3. The two other most prominent Chantry Mothers in Ayesleigh are Mother Caesulena and Mother Dolce. Mother Caesulena is middle-aged and a first-generation convert to the Chant of Light and has the sort of fervor you'd expect from someone who believed in something enough to leave behind her parents' belief system. She takes pains to avoid giving anyone ammunition to say she's still tied to Rivaini traditions, but she did notably break her characteristic silence to condemn the Annulment at Dairsmuid. Mother Dolce has only recently been elevated from Sisterhood and is most known for her work with Tal-Vashoth—there are rumors that her siblings joined the Qun and disappeared—and vocal concern about the Qun's encroachment on Rivain.
You and anyone else can invent other NPCs relevant to Answers 2 and 3 if needed for plots, too—we're just offering these in case it's more helpful for brainstorming than a vacuum would be.
BERENIKE 2: ELECTRIC BOOGALOO
Specifically, Ilias is looking for irregularities with previous repair work, signs of anything having been done to the body that isn't part of the mummification process as he knows it, or subtler changes to the corpse (discoloration, etc.) that might indicate it's been exposed to something unusual. Would that kind of investigation turn up anything suspicious?
no subject
no subject
This is less of a 'would this work' and more of a 'would this get too obvious as long as they try not to have too many people doing it'.
Jester has been tasked with attempting to locate this (because Beleth doesn't want to waste time on it), and I think can be assumed doesn't actually exist, BUT JUST IN CASE.
Wysteria has been tasked with attempting to commission this from a leatherworker (because like with above Beleth is pretty sure it's nonsense).
Beleth has more faith in this idea, so she'll be commissioning attempts from several woodworkers to see who can best create this, and having several rifters test it through a trial period.
Bonus points to consider: sticking a fake tattoo of a ship anchor over the fade anchor.
Like so but with a thicker make that could actually hide an anchor. Note: this would probably only be used for occasions when people need to look fancy, IE sneaking into a ball.
Either with a green that would closely match the color of the anchor, or something darker that would hide it entirely. Similar to the patch, but applying the ink directly to the skin.
I (and Beleth) assume that if it were possible, it would already be done, but she'll ask around the mages in the Gallows anyway.
On one hand, this wouldn't really do much for clandestine missions. On the other hand, all of the armor the Inquisition wears in DA:I already has gloves in it, so. Not a stretch. Though I guess it'd also be tricky to make everyone have to wear gloves. I'm not even sure how Beleth would test this. BUT here it is anyway, just in case anything useful can be done with it.
SORRY ABOUT ALL OF THIS but I didn't want to assume anything and it'd be cool to have more options besides 'wear gloves and pray you don't need to remove them'.
no subject
Makeup would require a great deal of thick makeup to completely cover the anchor—similar to how just putting some foundation on a lightbulb isn't going to completely block out the glow without a lot of layers—and would have the usual issues makeup has in terms of wearing off, being vulnerable to sweat or moisture, feeling tacky or dry to the touch during handshakes, etc. But it would be possible for someone to temporarily disguise an anchor that way.
Handwraps would probably not be too obvious if both hands were wrapped and it appeared to be for utilitarian purposes, like preventing blisters while handling weapons or shovels/rakes/other farming equipment, rather than "oh no I injured both of my palms somehow" injury bandages. Walking around that way all the time for no apparent reason would probably become obvious! But they would be good for, for example, making people actually be looking for rifters or paying attention to their hands in order to think about it, without the glowy green stuff drawing attention to anyone.
As far as we know invisible gloves are a joke and don't exist in Thedas.
Gloves resembling hands will look strange, as they'd presumably have seams along all of the fingers and so on, but in situations where no one is going to be looking at or touching someone's hands, they may help.
Fake prosthetics will work, but obviously come with limitations that make them unsuitable for certain kinds of work, and can't be used for more than one person at a time without drawing questions.
Patches would need to be thick (due to the painting a lightbulb issue) and have strong adhesive, and would be subject to the usual problems with handshakes and so on giving them away as Not Skin. If they were like bandaids they would probably retain dirt and so on and need to be changed. Leather might be unaffected longer.
Jewelry will work in fancy situations if it's large enough to cover the anchor on both sides of the hand and tight enough that bits of green light don't sneak out around the edges.
Dye won't work—at most it might alter the color of the light anchors give off a little bit, but it's magic and the luminescence can't be dyed.
There won't be any enchantments to hide them, but she's welcome to ask!
And incorporating gloves as a standard part of the Inquisition uniform would be fine, to the extent that isn't already the case, and emphasizing the importance of non-rifters wearing their gloves when on assignment with rifters so they don't stand out is a good idea.
Minrathous!!
1a) What happens to the Magisters who are vocally against him?
1b) How about non-Magisters?
1c) How mad is the general populace?
2) Has trade been choked off/what is that doing to the region's economy, among both the wealthy and the poorer classes?
3) Are things generally limited to Minrathous, or have they begun to spread outward?
thanks I love u xo
no subject
1a & b) It depends. Those who oppose the Venatori through normal channels at normal volumes—voting against their policies in the Magisterium, making the occasional speech, talking at home or among friends and such—are generally allowed to continue doing so. Opposition political factions in the Magisterium are allowed to continue existing and working. However, those who work more directly against the regime—actively fighting its forces, plotting treason, communicating/working with the Inquisition/Orlais, etc.—will be dealt with harshly. Whether or not they're dealt with publicly depends on how prominent and/or popular they are. The bad guys are smart enough not to create martyrs if they can avoid it.
1c) In general, not mad. Some people are just trying to keep their heads down and not attract any powerful attention, of course, but the general populace loves their country as much as the upper classes do and are just as eager to see the Imperium restored to glory. If anything, support among the middle and lower classes is even greater, given how the war has invigorated some areas of the economy and the influence of Calpernia and her efforts to raise up the slave classes. There’s a general belief that when Tevinter throws off its shackles and gets its vengeance on the rest of Thedas—which has been unfairly limiting and maligning the entire country for ages now, clearly—they will all share in the benefits that will follow. Plus, in the meantime they’ll get to kick some jumped-up southern ass.
There may be signs or whispers of underground resistance, but from Benedict’s vantage point this would be mainly in the form of discussions about rooting it out or (very few, not a constant stream of and, as mentioned above, nobody too conspicuous) individuals disappearing and the gossip attributing those disappearances to arrests or treason and so on. There are no open demonstrations in the street.
2) Legal trade with Orlais, Ferelden, and some of the Free Marches has stopped, but Orlais and Ferelden in particular were always collectively hesitant to trade with Tevinter at all anyway. Antiva in its neutrality continues to trade with both sides, and Nevarra is too scrambled to have instituted a consistent policy, so the effective difference isn't huge. Specifically-Orlesian goods will be more difficult and expensive to come by, but this consists primarily of luxury items. The one major staple export that's no longer available is Orlesian grain, but while prices have risen, so far the Antivan and Marcher farmers are still keeping everyone tolerably stocked so it's not to a dangerous point yet.
3) Minrathous is a stronghold—very difficult to get in and out of, 100% under the control of Corypheus and the Venatori—but their looser control has stretched much further, including all the way south to the front. Things in the eastern end of the country remain less clear/more unsettled just by virtue of distance, but for the most part Tevinter as a whole is aligning under the control of Corypheus, the Venatori, and their puppet Archon.
MONSTER MADNESS!
Re: MONSTER MADNESS!
DIVINE ELECTION PLOTS & POINT REGISTRY
PLOT REQUESTS
POINT REGISTRY