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Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] 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!

perseid: (Default)

Radu 386 | Space Cases | Rifter

[personal profile] perseid 2017-09-24 11:59 pm (UTC)(link)
I. The Gallows

The small figure sitting on a bench outside the Research and Diplomacy offices gives every impression of a wayward student awaiting a scolding. In a way, it's exactly what he is. The structure of a military academy is not easily maintained, thousands of lightyears away from any legitimate authority, but he and his crewmates are still nominally accountable to two superiors who can punish them for leaving the ship without permission.

It doesn't get much more "leaving the ship without permission" than finding oneself in a place where the ship is absolutely nowhere to be seen, where monsters pour barely-checked from the sky, where the level of technology on display suggests that nobody here has ever heard the word "starship" before. Radu knows, intrinsically and undeniably, that this is not a place where the Christa can find him.

And so he waits, still slightly shell-shocked, gazing down at the faint green glow of the shard under his glove and working up the courage to go and find out whom he needs to answer to from now on. There's always a chain of command. He can only hope it's a fair one.

II. Hightown

Radu has never seen a horse before, or a carriage, and he has so infrequently read about them that he wouldn't be able to put names to the parts involved in the overturned mess blocking the street. But he is, if absolutely nothing else, well aware of what to do when a posh-accented woman is bellowing for immediate assistance and threatening dire consequences if it doesn't happen. In a way, it almost makes him homesick.

"Let me," he offers, eager to make himself useful again for the first time since he's arrived in this human-filled nowhere. He hastens forward, even as the horse spooks and kicks, planting a forefoot hard into his chest and drawing gasps from the onlookers assembled. It's an injury he's abstractly aware would be much more serious to someone not Andromedan, and he's sure he'll have a bruise, but it shoves him only briefly off-balance as he reaches for where the reins are to decouple them from the wreck. The carriage itself isn't in irreparable shape; he only needs to right it, and he can see a good handhold if he can just get in there, exerting himself with a grunt to tip it back onto its wheels--

When he turns back around, victorious, the pleased smile on his face takes only a second to fade at the expressions on everyone else's.

IV. Sending Crystal

[The voice on the end of the crystal is unusually soft, probably necessitating the listener to raise the device closer to their ear, but without any hesitance in it. If nothing else, Radu knows how to use an intercom device. He's just glad they have something like it here.]

Excuse me. I'm...new here, and it's not that I need help finding my way around, because I have that covered, but, uh, I can't seem to find the food replicators? They're not in the mess hall, and I don't know where else they'd be. I'm sure I could just be missing them. They're probably right in front of my face and I can have a good laugh about not noticing them... [The laugh this trails into is not one that could fit any definition of "a good laugh," but he's trying.]

Anyway, um. Thank you, in advance, for the help.
Edited 2017-09-25 00:02 (UTC)
ragweed: (kit | annoyed 1)

IV

[personal profile] ragweed 2017-09-25 12:26 am (UTC)(link)
...the what now? [Food replicator? ...Is he talking about the cooks?]
perseid: (Default)

[personal profile] perseid 2017-09-25 01:02 am (UTC)(link)
The...the replicators. You know. That synthesize food? [Of course there wouldn't have been any on the journey back to Kirkwall from the rift; he understands having to make do with packed and preserved food when traveling, but this is their base, isn't it? They must have amenities set up here.]

I can learn to program just about any design, if someone shows me how the first time. [He's aware that he sounds slightly desperate in his attempt to reassure this guy that he won't be a clueless burden, but he'll just have to set that embarrassment aside.] I don't mind if it's a little old-fashioned.