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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!

earthbones: (Default)

[personal profile] earthbones 2017-12-17 11:42 pm (UTC)(link)
Pleasures change.

[Once it was being alongside her family in Valenwood.

Once it was slaughtering Thalmor patrols.

Once it was simply being alive.

What is it now and where does it split to become satisfaction, where does that twist off into a job well done, that settles heavily into the bone, a thing you've done and done well but only you can do it, and you have to do it, and it twists itself around you.
]

Spinning-- there are Spinners [not a Word but a word, weight to it that pushes itself up, out, old old old] who speak the way the Earth Bones taught them, singing, telling stories. Yet I've never seen a spinning wheel, they weren't a thing we had when there were beasts with pelts.
favouring: (iii ( temporary keyword ))

[personal profile] favouring 2017-12-18 03:39 am (UTC)(link)
Nor have I seen elven hands wield glass, ( so lightly, light through prisms and a hundred things glittering strange behind it; ) so much changes, indeed, this place to that.

( Her place to this, too-

Thedas is a strange beast.
)
earthbones: (Default)

[personal profile] earthbones 2017-12-18 09:31 pm (UTC)(link)
Malachite, this pale green. Bastard to forge it but it flies straight and true. [Her quiver is a study of Skyrim, a collection of the people she came across, fought, looted; the bow balanced in her lap so she can rummage about and hand one over for inspection.]

They'll call you knife ear. They'll be rude. If they even look you in the eye. The others forget themselves and the world so the span of their years runs right through their fingers.

[Sand in the hourglass, the dragon takes flight blinding them.]