Fade Rift Mods (
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faderiftooc2017-09-08 12:09 am
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Entry tags:
MOD POST ↠ September Event
PLOT: THE SEAS SHALL RISE & DEVOUR
For our next event, we'll be looking northeast—all the way off the continent, when reports of suspicious activity on a small island far off the coast of Rivain will coincide with Solas' prediction that the next group of rifters will appear nearby. Hoping to kill both birds with one stone, Inquisition members will sail out on two Inquisition ships to investigate.
PART ONE: RIFTERS & RED SERPENTS
In the first open log, participating characters will sail from Kirkwall into the Amaranthine Ocean and locate a small tropical island west of Llomerryn. The journey will be largely uneventful, other than some choppy seas, but after arriving they'll find a contingent of Qunari from Par Vollen already present to investigate the same rumors. The Qunari won't be hostile, but they will be wary, and the couple who speak Common will be disinterested in small talk.
The Inquisition team will have only a few hours to orient themselves before the predicted rift splits open and drops our new arrivals—right into the middle of the island's bay. Rowing out to retrieve them will initially look straightforward—other than the fact that being wet seems to make the demons a little angrier than usual—but the situation will be complicated when the fighting and thrashing attracts something entirely new. If you've ever wondered what might happen if you crossed a Red Lyrium Behemoth with sea serpents and octopi, then it will be your lucky day! It will not be your character's lucky day, however, as the presence of corrupted monsters in the bay will leave the Inquisition temporarily stranded on the island.
In this log, potential activities include:
PART TWO: RUINS & RUM
The second open log will focus on exploring the island, escaping it, and then making port in Llomerryn for repairs and supplies before heading home.
Due to the continued presence of monsters lurking hungrily in the bay, leaving the island won't immediately be feasible. Some characters will be put to task finding a way around this obstacle, while others will need to take advantage of the time they have to search the island, all while preferably while avoiding too much attention from Qunari, who might want to stake a claim to anything that's found if they get there first. Scouting parties will be able to discover ancient ruins—some will be oddly elven, but also the site of a more recent human settlement.
After a week stranded on the island, the Qunari, whose own ship is conveniently anchored on the other side of the island, will offer to assist the Inquisition in making it past the monsters in exchange for a full report on their findings there. Making it out of the bay will result in some damage to the ships, however, and between that and depleted supplies, the Inquisition team will need to detour to Llomerryn to recuperate.
In this log, potential activities will include:
RECOMMENDED PLAYER PLOTS
Over the course of the event there will be several unanswered questions or more in-depth plot threads that are available for players to take on and lead as miniature player plots or closed logs with their CR. We'll provide about a paragraph's worth of information about the parameters and what characters will be able to find or accomplish, but the rest will be up to you. Your options include:
If you're interested in taking on one of these things, comment here to let us know before midnight on SEPTEMBER 15. If more than one person wants something, we'll RNG. And if you have an idea for your own plot-within-the-event, you're more than welcome to drop it onto the plot request page.
SCHEDULING & NOTES
IC, this event will be forward dated to begin on Kingsway 20, and characters who go along can expect to return to Kirkwall by mid-Harvestmere. OOC, the first part will be posted as soon as rifter apps are all processed—so most likely tomorrow or Saturday—and the second part will be posted on September 22.
You're welcome and encouraged to use this post to post plotting comments and make plans.
And a final note: we strongly encourage people who want to participate but don't have a good reason for their characters to go along to just make one up. Maybe they're needed for manual labor. Maybe their boss thought they looked like sea air would be good for them. Maybe they were helping load supplies and a hammock looked really comfortable and they woke up at sea. Maybe their boss just wanted them out of the way for a while. Don't stress about it. It's cool.
QUESTIONS
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Re: QUESTIONS
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PLAYER-LED PLOT SIGN-UPS
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Plot(s) Requested: ruins, pirates, lyrium
Notes: I mean, I could say qunari too but he kinda hates qun-following qunari due to the whole sarebaas thing so that wouldn't go well.
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Plot(s) Requested: Pirates
Notes: Is a pirate, ooc-wise on mostly hiatus but I'll be able to keep up with one person
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She is typically found holding court in a tavern called the Maker's Mark, surrounded by dozens of loyal crewmembers and lesser captains jockeying for favor. The only possible approach will be a direct one, and it will be necessary to somehow win over the aloof and skeptical captain, who has no interest in or need for the Inquisition. If they want her help--in managing Llomerryn without issue, or in any larger way, they'll have to prove themselves. But she's not going to tell you how to do that.
Your character, and whoever is enlisted to help, will be able to charm her by completing at least two of the following possible tasks:
The Captain may be won over with only the drinking and card game. However, stopping the thief will allow your characters to inquire as to why someone might want the keys to her brig, in which case she may reveal—if she's been softened up by the other tasks and is feeling charitable—that her crew picked up some sailors adrift and half-dead in a lifeboat at sea, and something appears to be wrong with them, so she's locked them up for the time being. Pressing for details will reveal that the handful of men she's holding are Templars in the early stages of Red Lyrium corruption, and she may be persuaded—or even relieved and delighted—to turn them over to Inquisition custody once being informed that the Inquisition knows what the problem is and how to handle them, and doubly delighted if she's rewarded for her trouble.
Regardless of whether the Red Lyrium Templars are discovered or acquired, completing any two of those tasks will be enough to persuade her to consider the possibility of working together in the future, and for the time being to agree to keep an eye on the region and alert the Inquisition if there is any sign of Tevinter encroachment or Qunari advancement. (And to tell the other pirates to lay off and let the Inquisition order a drink in Llomerryn while they're here.)
You can play this in an open log for anyone who wants to tag into, you can do it with just your CR, you can ask for volunteers on the OOC comm, you can post only a Rookery post discussing the plot or its outcome, or whatever else you'd like to do, as long as it is RPed in some form. You can add elements as you see fit—extra obstacles, arguments, whatever—but anything that may have wider plot implications must be cleared with us in advance. IC, it should occur on Harvestmere 7 and can OOCly be forward-dated or backdated as needed. You should file a report to the appropriate project leader (yourself, hello) as soon as possible but no later than October 30.
Re: PLAYER-LED PLOT SIGN-UPS
Plot(s) Requested: Pirates, red lyrium.
Notes: If there was ever a plot built for an OC PotC character ...Yo ho, all hands
Hoist the colors high
Heave ho, thieves and beggars
Never shall we die ...
RED LYRIUM PLOT
Whether to do something about the red lyrium or to leave it behind will be up to everyone's characters—we recommend involving the members of the red lyrium project as needed. Regardless of what happens, a report should be made to the red lyrium project leader on the project page after you've finished RPing about it.
You can play this in an open log for anyone who wants to tag into, you can do it with just your CR, you can ask for volunteers on the OOC comm, or whatever else you'd like to do, as long as it is RPed in some form. You can add elements as you see fit—have parts of the boat cave in, make it inhabited by wild animals, etc.—but we'd advise not over-complicating it, and anything that may have wider plot implications must be cleared with us in advance. IC, it should occur on Kingsway 20 and can OOCly be forward-dated or backdated as needed. You should file a report to the appropriate project leader as soon as possible but no later than October 20.
Re: PLAYER-LED PLOT SIGN-UPS
Plot(s) Requested: Ruins, Qunari, Lyrium
Notes: She's good with research and people?
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Plot(s) Requested: Ruins
Notes: Waver's a part of the research division with eleven artifacts as his primary.
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Plot(s) Requested: Qunari or pirates.
Notes: I would really like to get him more involved in the whole diplomacy side of things.
QUNARI NEGOTIATION PLOT
Your character will be tasked with coming to an agreement with the Qunari, though we recommend that he talk to the Other Powers project leader about strategy unless he would ICly go rogue and do it on his own. In addition to ever-present concerns about sharing information with a potentially hostile foreign power, the knowledge the Inquisition has of the potential future means it's also concerned about not giving the Qunari the impression that things are so bad an invasion is warranted. Whether to give the Qunari information—and how much to give them, and how accurate it is—will be up to you.
You can play this in an open log for anyone who wants to tag into, you can do it with just your CR, you can ask for volunteers on the OOC comm, or whatever else you'd like to do, as long as it is RPed in some form. You can make things more or less complicated as you see fit, create problems within the scope of the plot that need to be addressed, etc., similar to a player plot, but please make sure to clear anything that has implications for the Qunari's motivation or political goals with us in advance. You can focus on RPing the discussion with other PCs about what to tell them rather than on the actual negotiations with them if you'd prefer. This can be an ongoing project over the course of the plot, but Cyril would need to reach an agreement with the Qunari by Harvestmere 1. (Or if you decide that you'd like to have the negotiations collapse/outright refuse to meet the Qunari's demands, causing them to leave the Inquisition to find its own way off the island, please let us know by Friday, September 22 so we can account for that in the log post for the second half of this modplot.) You should file a report to the appropriate project leader as soon as possible but no later than October 20.
Re: QUNARI NEGOTIATION PLOT
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Plot(s) Requested: Ruins, rum, red serpents.
Notes: A particularly roguish warrior who is also good at killing things and being intimidating. Throw him anywhere tbh.
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Other than that, the most immediately noticeable thing will be the fact that this chamber is already occupied by a demon/spirit. The spirit will have a humanoid form that seems to shift, slowly, to take on different faces and forms over time, and it will be able to speak in full sentences—a strong indicator of how thin the Veil is here. It will introduce itself as Reminiscence. It will not be violent or attack unprovoked; if allowed to ask questions it will ask the characters where they are from and what it's like there, and if asked about the ruins or the people who previously lived there it will say that they were a long way from home and could never return. The spirit/demon does not have to be killed to explore the remainder of the chamber, as it will stand aside and allow characters to pass, but destroying it will break the hold the ruins may have on characters bewitched by the ruins above and make them safer to explore.
The second notable feature in the chamber is the floor, a massive mosaic. Examining the segments that are intact will show coastlines and mountains and, ultimately, a massive map of Thedas. Large sections will have been destroyed; most of the southern half crumbled, Nevarra and Tevinter patchy and missing tiles, and missing spots elsewhere. But the map will be crisscrossed by dozens of deliberately designed lines in green tiling, thin at their ends and thicker in their middles, some curving gently and others straight. They cross one another in many places, including two that cross at their thickest points directly over the spot on the map that corresponds to the island.
The third notable feature is the shattered remains of an Eluvian. Not all of the pieces can be found, but those that are found can be taken back to Kirkwall.
You can play this in an open log for anyone who wants to tag into, you can do it with just your CR, you can ask for volunteers on the OOC comm, or whatever else you'd like to do, as long as it is RPed in some form. You can add elements as you see fit—extra obstacles, wildlife that needs to be fought off, etc.—but anything that may have wider plot implications must be cleared with us in advance. IC, it should occur on Harvestmere 5 and can OOCly be forward-dated or backdated as needed. You should file a report to the appropriate project leader (Elven Artifacts, with maybe a word to the Rifts and the Veil project as well) as soon as possible but no later than October 31.
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Plot(s) Requested: ruins
Notes: preference given to Christine over Ellana
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Plot(s) Requested: Lyrium
Notes: preference for Christine over Ellana
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Plot(s) Requested: Ruins or Qunari
Notes: Time to start getting Kattrin out there! I think either of these would be a fascinating experience for her lead.