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Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] allthisshitisweird2017-09-30 08:13 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 filled with bears. Choose your own adventure!

faithlikeaseed: (blind - alarmed)

IIIb

[personal profile] faithlikeaseed 2017-11-18 02:23 am (UTC)(link)
[Circle mage he might be--and therefore accustomed to easy access to magical healing--Myr's still no stranger to pain, and all told he's taking Ryn's debridement of the spiraling slashes girdling his right arm fairly well. It's not the worst thing he's ever suffered, after all--]

Andraste's flaming tits!

[--but it does hurt like hell. He bites his lower lip on further obscenities, drawing in a sharp breath in through his nose and letting it out in a hiss. At least he doesn't move.]

--Terror demon. Bastard got around behind me and grabbed me before I could put him down.
voidshift: (Default)

[personal profile] voidshift 2017-11-20 01:50 pm (UTC)(link)
Flaming, hm? I'm not entirely convinced this Andraste of yours isn't some sort of dragon.

[he's been informed this is not the case once already. he's still not positive, though.

magical healing tends to be ryn's usual preference, but given that it's not as easy as it was-- well. best to save it, he figures, and always best to ensure no complications if it does come to that.

it seems like his patient can take it just fine, anyway.]


Are you feeling anything unusual beyond the pain? They don't keep poison in their claws or something of the like?
faithlikeaseed: (blind - unamused)

[personal profile] faithlikeaseed 2017-11-20 06:36 pm (UTC)(link)
[He gives a strained laugh at that.]

There's a heresy says She-- [deep breath in, deep breath out as Ryn finds a nerve,] --came back as one. Maybe not so wrong in light of that. --But She died on a pyre. So--shit, ow--flaming, ashes. So on.

[He's not so quick on the actual questions because they require something like thought and that's hard, through the pain, but he manages.]

Nothing strange. Nothing came up when I--tried fixing it myself. [Because of course he did; even knowing he's no good with wounds like this he'd tried, to spare the healers the burden.

Creation magic's not the Holy Light or the Void, but healing that accelerates the body's natural repairs leaves similar signatures: more inflammation, granulation tissue at the edges. There's not much of it; Myr's talents with healing aren't suited to this.
] No poison. Something this deep through the robes I worry about--hnn--wound rot.