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Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] allthisshitisweird2018-05-22 11:42 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. TOURNEY: Barely had time to make yourself at home, did you, before you were sent away from Kirkwall again—but for fun! Sort of. You've been sent to Wycome, the party capital of the Free Marches, for the Grand Tourney. It's a week of celebration and chillin', shopping at vendors' stalls or drinking and making new friends while fighters from across Thedas try their hands at friendly (or "friendly") competitions of skill and/or muscle, leading up to the prestigious Grand Melee. Your mission, which you've presumably already accepted, is to put on a good, respectable show for the rest of Thedas—particularly if you're someone like a rifter, or a mage, or an elf, or anyone at all who isn't an Andrastian human—so the Tourney's affluent visitors take only good gossip home to their countrymen. Which is to say: if you get involved in a drinking competition, you better win.

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!

ebeje: (58)

[personal profile] ebeje 2018-07-02 05:22 am (UTC)(link)
[ Max, in turn, tracks his movement across the room over the rim of her little cup without animosity. Charles Vane has been a danger to her in the past, yes, a threat to the things she would build the way the tide is to camp pitched too close to the shore, but while she would not claim to know the whole of him, there are pieces at least that she understands better than most. That she trusts, if only because she recognizes them in herself. ]

For you, perhaps it does.

[ It's no a judgment; only an acknowledgement, that they are very different, and the things they can live with different as well. It had been easier in some ways (harder in others) to explain this to Anne, who she had come to know so well. For Charles, she pauses, considering. ]

The things I built on that island, they could not be packed up onto a ship and kept whole. [ Not like his crew, his allies, his strength. ] But under Tevene governance, they could have survived. I could have made space for them to survive.
sclavus: (pic#12395660)

[personal profile] sclavus 2018-07-06 04:07 am (UTC)(link)
And not under Venatori. [ none of them can see their ways of life survive under that threat - it's not a question, or really a statement, just a bridge to the next part. ]

To have them removed, it'll be replaced either by pirate or Inquisition rule. Assuming the former, you figure they'll welcome you back in? Flint and Silver?

[ The two of them, he mentions, because Vane himself could hardly give a fuck. The woman's surviving, and surviving well, not currently in opposition of him, so it hardly matters much to him.

at the same time, Max is incredibly skilled in making herself invaluable to those in power, regardless of how much they would or would not like to deal with her. She's currently representing their relationship with the Inquisition. Flint isn't so much one to turn on others unless they directly oppose him - if she can work him and circumvent Silver, she'll make it. ]