Fade Rift Mods (
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allthisshitisweird2017-06-24 10:54 pm
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TEST DRIVE MEME!
TEST DRIVE MEME

Maybe you’ve been around for a while, or maybe you’re new to the Inquisition. Maybe you’re new to Thedas, having recently fallen from a tear in reality and been collected by uniformed rescuers. Whoever you are, you’ve been sent to Kirkwall, to an outpost where many of the Inquisition’s members and allies work on some of the biggest mysteries and problems the organization must solve if it’d like to keep the world from ending, where “ending” means “falling under the power of an ancient powerful corrupted being who wants everyone to bow to him as a god.”
And just to be clear, it would like that. It would like that a lot.
I. THE GALLOWS: The Gallows is an island fortress in Kirkwall’s harbor. It’s been home to, in order: Tevinter slaves, a Circle of Magi, a lot of creepy red lyrium, and now the Inquisition, which has occupied the fortress with the provisional Viscount’s blessing. There are walls that still need rebuilding and corners that still need dusting, but for the most part the Inquisition has gotten down to business. There’s space in the stone-floored courtyards to train or spar; or, if your skills don’t lie in the realm of hitting things, there’s a large library and several offices supporting the Inquisition’s areas of research and diplomatic efforts. If you don’t know what to do with yourself, then by all means, ask; someone will definitely be able to put you to work.
II. KIRKWALL: A quick row across the harbor will take you to Kirkwall proper. The city is built into the cliffs, from exclusive and wealthy Hightown at the top to impoverished Darktown in the abandoned mining tunnels below. In the middle is Lowtown, home to taverns, merchants, and plenty of trouble to keep anyone looking for it happy. You’re welcome to spend your free time and your money here—but try not to annoy the locals too much, please, in case their welcome runs out. It’d be a shame to have to pack again so soon after arriving.
III. QUESTING: Barely had time to make yourself at home, did you, before you were sent away from Kirkwall again—but this time on a mission. There’s a rift outside of Markham, pouring demons into the fields, and the Inquisition has been asked to lend a hand. Maybe literally. If you have an anchor embedded in your palm, you’re needed to close the damn thing. If not, maybe you’re here to fight demons or guard against bandits on the road, or to gather samples and take notes on the rift’s location once its closed, or to speak to Markham’s nobility afterwards to make sure that they fully appreciate the Inquisition’s efforts. Regardless, it’s a long trip, so we hope you like campfire cooking and sharing a tent.
IV. SENDING CRYSTAL: Joining the Inquisition gets you access to the very latest in barely-understood magical communication devices—namely, a crystal, small enough to wear around your neck, that will allow you to communicate verbally with anyone else who has one. Or everyone else who has one. Say hello.
V. WILDCARD: The whole of Thedas is yours to explore, from coast to uncharted wilderness. Choose your own adventure!

Maybe you’ve been around for a while, or maybe you’re new to the Inquisition. Maybe you’re new to Thedas, having recently fallen from a tear in reality and been collected by uniformed rescuers. Whoever you are, you’ve been sent to Kirkwall, to an outpost where many of the Inquisition’s members and allies work on some of the biggest mysteries and problems the organization must solve if it’d like to keep the world from ending, where “ending” means “falling under the power of an ancient powerful corrupted being who wants everyone to bow to him as a god.”
And just to be clear, it would like that. It would like that a lot.
I. THE GALLOWS: The Gallows is an island fortress in Kirkwall’s harbor. It’s been home to, in order: Tevinter slaves, a Circle of Magi, a lot of creepy red lyrium, and now the Inquisition, which has occupied the fortress with the provisional Viscount’s blessing. There are walls that still need rebuilding and corners that still need dusting, but for the most part the Inquisition has gotten down to business. There’s space in the stone-floored courtyards to train or spar; or, if your skills don’t lie in the realm of hitting things, there’s a large library and several offices supporting the Inquisition’s areas of research and diplomatic efforts. If you don’t know what to do with yourself, then by all means, ask; someone will definitely be able to put you to work.
II. KIRKWALL: A quick row across the harbor will take you to Kirkwall proper. The city is built into the cliffs, from exclusive and wealthy Hightown at the top to impoverished Darktown in the abandoned mining tunnels below. In the middle is Lowtown, home to taverns, merchants, and plenty of trouble to keep anyone looking for it happy. You’re welcome to spend your free time and your money here—but try not to annoy the locals too much, please, in case their welcome runs out. It’d be a shame to have to pack again so soon after arriving.
III. QUESTING: Barely had time to make yourself at home, did you, before you were sent away from Kirkwall again—but this time on a mission. There’s a rift outside of Markham, pouring demons into the fields, and the Inquisition has been asked to lend a hand. Maybe literally. If you have an anchor embedded in your palm, you’re needed to close the damn thing. If not, maybe you’re here to fight demons or guard against bandits on the road, or to gather samples and take notes on the rift’s location once its closed, or to speak to Markham’s nobility afterwards to make sure that they fully appreciate the Inquisition’s efforts. Regardless, it’s a long trip, so we hope you like campfire cooking and sharing a tent.
IV. SENDING CRYSTAL: Joining the Inquisition gets you access to the very latest in barely-understood magical communication devices—namely, a crystal, small enough to wear around your neck, that will allow you to communicate verbally with anyone else who has one. Or everyone else who has one. Say hello.
V. WILDCARD: The whole of Thedas is yours to explore, from coast to uncharted wilderness. Choose your own adventure!
no subject
Between his own lack of woodcraft and the necessary care he's got to take feeling his way between the trees (maybe this wasn't such a great idea after all), Myr's completely oblivious to the sound of someone following him until Kit's voice breaks in on his thoughts. He freezes up for one guilty instant, half his mind running through the shape of a defensive spell and the other struggling to come up with a plausible explanation of the bees that isn't a lie--and then he realizes it's not the guard following him and lets out his held breath in a relieved laugh.
"Oh, I'm fine. It was a directed spell and I didn't use the version that'd induce them to sting, anyway. The--bees, I mean."
Three years and he still hasn't wrapped his mind around the idea people might be solicitous simply because he's blind. "...They didn't bother you, did they? I'm not as exact with my targeting as I could be." For obvious reasons.
no subject
"No, no, they were pretty intent on their target," he replies, and can't quite keep his smile from turning his words into gentle laughter. "I have to say it's been a while since I last saw a human book it that fast. It was kind of satisfying."
His smile fades a little, incredulity creasing his brow. Myr can't see his face, but surely he can hear the note of bewilderment in Kit's voice. "Seriously, though, are you all right in here on your own? Not trying to be a busy-body, but there's an awful lot here to trip or stumble over, and.." He lets his words taper off meaningfully. C'mon, man, don't make him say it.
no subject
Kit's amusement is infectious; Myr brightens at description of the guard's flight, breaking into a smile of his own. "Glad I could put on a show," he replies, turning to face the source of the friendly voice. It's only polite, after all, even if he can't look at this other fellow--other, not-human fellow. Hm.
"Ah--" For a moment, his own pride rears up to choke him. Yes, there's an awful lot to trip over and run into and yes, he's blind and woefully out of his element, but damn it he made it this far from the Gallows on his own (mostly) without getting into trouble or being smothered by anyone's concern and-- Myr exhales firmly through his nose, dropping that line of thought. "--I might be in a little over my head," he admits, ruefully.
"Didn't think forests would be full of all this natural grandeur." He gestures expansively with his free hand, clipping a nearby oak with his fingers and wincing at the sting. "Case in point."
no subject
"You sound like you don't get out much," he observes a little wryly, but the statement doesn't carry any judgment or sting. He takes a few more steps towards Myr, and notes for the first time the mess he's stuck his foot in. Ah, shit. "...and you found some poison sumac. That's neat." Sina, why did you summon poison sumac into this forest?
"Want to take my arm?" He offers it out. "I'll help you to a clearer spot."
no subject
But if he's going to do something as bold as wandering out on his own, away from the safe confines of a tower and watching templars, he might as well make an outing of it. And it hasn't gone so badly except for the-- ...oh. "Well. Shit," he remarks, frankly. "Suppose I was going to wash these next anyway. Thanks."
He doesn't have to be asked twice to reach out for Kit's arm, finding it without too much fumbling. "Whoever conjured this has a hell of a sense of humor," he observes. "Poison sumac, of all things."
no subject
"No problem," he assures him, spots a grassy thicket several meters away, and starts to guide his new charge in that direction. He makes sure to give the occasional warning when they approach uneven ground, or when there's a low-hanging branch, or if bits of bramble might scrape at Myr's robes or near his ankles; Kit doesn't manage to catch everything, but he does a good job considering this is probably his first time being someone's eyes.
"Frankly, I think you're doing right--first time out on your own and all. Here," he adds, thumping a hand against a dry stretch of tree trunk that Myr can lean against comfortably. There's soft grass and foliage under his feet now, nothing poisonous. He doesn't withdraw his arm until Myr lets go.
sorry about the delay there! been a weary couple of days.
"Thanks." He gives the other man's an arm a friendly squeeze before releasing it, smiling as he does. "You think? I suppose I haven't been eaten by a bear yet, so there's something to that."
Then he drops his voice to a surreptitious register, making a show of turning his head this way and that like he's on the lookout for potential ursine attackers. "...There aren't any bears here, are there?" By his tone it's a joke, though he's doing a damn good job of looking honestly worried by the thought.
Re: sorry about the delay there! been a weary couple of days.
His smile should make it clear he's kidding, but Myr can't see that. Quickly clearing his throat, he adds, "That's, uh. Just a little joke." my bad.
"I'm Kit, by the way."
no subject
Then he's got to break character and laugh, to show he's gotten the joke. "Myr, of Hasmal Circle. Pleasure to meet you, Kit. What brought you out to the miracle forest?"
no subject
He takes a second to thoroughly look around the forest that has sprung up around the memorial garden that had been here; already there are birds making themselves at home in the boughs, and buzzing insects and bees buzzing around flowering blossoms. The air smells fresher, cleaner, the sunlight dappling against his skin warmly through the canopy. "...It's really nice here, actually." Good job, Sina. \o/
no subject
He leans further back against the tree, tipping his head back to feel the sun upon his face. As much as he's unused to this whole "wilderness" idea, it is beautiful, and a far better place to be than the thronging city outside. "I can only imagine," he says, wistfully. "How it must look. Smells wonderful, and I've never heard so many birds in my life.
"I'd love to know the magic that did this." Or not, if he knew what it had really taken to grow the forest. But surely something this perfect and lovely couldn't have come from any sort of evil magic, could it?