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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!

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!
Spectating
The voice is quiet. Even in short statements, it seems to be carefully contained and controlled, following only a brief, thoughtful pause, as though the speaker carefully considered rather than replying on reflex. She is not an especially tall woman - certainly not so within the Inquisition's ranks of some remarkably tall warriors - but carries herself well rigid, upright posture and with sufficient bulk to her musculature to suggest she is a warrior all the same. Her own hair falls in dark waves, and the corner of her mouth tugs at a scar when she talks.
"He seemed to me to hold some air of—" Another moment, weighing her words. "Eagerness. Almost too quick in his ideas for his body to keep apace. Mayhaps the excitement of the day." Or inexperience, or even a slight drunkenness. It was hard to know, and Herian watches the knight with a certain intentness before her gaze moves to the person she is speaking with.
"Forgive me. I do not believe we are yet met."
no subject
Her eyes turn, her face behind it's veil, she gives little away. Small mercies to that. But it lets her look, openly as much as she wants. A tough piece of leather, this one. Stiff, bitten down on. Little enough give to those hard lines. She would not hit at length, but oh, she would hit hard.
"We have not, I am recent to the Inquisition. I am Bai Saheba." Her hands lift, pressing palm to palm in greeting. A bow of her head to follow it.
no subject
"We are well met. I am Herian Amsel, Knight-Enchanter of the Inquisition."
There is a moment of faint discomfort, of trying to figure out if she is speaking out of turn, before she commits to it. "I apologise that I fear I am unfamiliar with what is the most respectful and proper means of address and conduct. Is Bai Saheba the correct means of address when we speak, or if I were to introduce you to another?"
Careful, respectful, controlled, and sincere underneath all of that. Titles and respect are important.
no subject
That, far more immediately, wouldn't get her arrested on sight for being the rebel queen.
She suspects her present company as it stands, of nothing so underhanded. She is not a United India Agent, spying for the source of the rebellion. She seems to be as she looks. For as little as that could sometimes mean - "It serves as both, if it comes to it. As titles often do."
With the careful way this woman speaks, her consideration. It might just be a mercy to omit the rank of her company. People did so fuss when she said it.
no subject
"Thank you. If ever I make error, please do not hesitate to correct me." She had worked hard to become Knight-Enchanter. It grated when people referred to her as Mage, or Enchanter, just as it grated when apostates and rebels claimed the title for themselves in the same breath that they decried the Chantry.
(As if she did not wish to see the Chantry change, to see mages and elves treated better. She could do that and still believe there was value to be had in Circles, and love Andraste.)
"I lead the Chantry Relations project, but— if there are any questions you have of the Inquisition, I will do my utmost to answer them. At the very least I can advise you who might be able to better advise you."
no subject
This business between templars and mages, (or mages it seemed, and everyone else). Was a little beyond her. "Or very much, it seems, outside of taking to battlefields. That at least, is the same."
It's mirthful, still. In fact, little seems to dissuade her from her good mood. There was a relief, she supposed - to losing everything. To go from the very highest to the very lowest. Being at a loss, and being confused, no longer seemed the particular worst thing to have happen.