faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] allthisshitisweird2017-06-24 10:54 pm
Entry tags:

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!

eolasemah: (smile)

[personal profile] eolasemah 2017-06-29 06:21 am (UTC)(link)
A look of mild surprise, then a warmer smile. "My Inquisition," she repeats, ducking her head slightly, self-conscious. "I'm not certain it belongs to me, nor I to it. But it's nice to hear you'll be joining the efforts." Glancing into her basket, she rummages for a moment before removing a small packet of tea, which she offers out to him.
"I take care of the gardens, and provide herbs and assistance to the healers. If you've got an infection or have just had too much to drink, you can come find me before you bother yourself about magic." Her smile broadens. Of course, Sina herself is a mage, but she grew up Dalish in the Free Marches. You don't just tell people you're a mage.
ragweed: (Default)

[personal profile] ragweed 2017-06-29 08:06 pm (UTC)(link)
Surprised, he accepts the tea packet as she offers it to him, then gives her a small grin. "Yeah, we dwarves don't tend to do well with magical shit," he admits with a quiet chuckle. He tucks the pocket into a beaten up, bronto-leather pack attached to his belt.

"Well, I should probably get back to it. Recruits won't recruit themselves." If they did, that would make his job a lot easier. In any event, their conversation seems to have wound its way to a conclusion. He clears his throat, then nods down the dark path in the direction she'd been heading. "My offer still stands, though--not to say you can't take care of yourself, but it helps to have a second set of eyes and ears in places like this."
eolasemah: (Default)

[personal profile] eolasemah 2017-06-30 03:52 am (UTC)(link)
"I suppose not," Sina admits, her face going a bit red with the embarrassment of having forgotten. Dwarves. She knows nothing. "Don't let me keep you," she adds, "and thank you again. I'll find my way out." Of that she's certain. And it's not like, in a jam, she can't just grow a tree around someone and leave them to deal with that.
ragweed: (djimon honsou | smiling)

[personal profile] ragweed 2017-06-30 07:17 pm (UTC)(link)
Kid nods, accepting her response. He won't press the point.

To his right, a makeshift road follows the path of the old mines further into the depths of Dark Town. "Take care," he says, then turns to follow the road out of sight. The shadows swallow him up.