Fade Rift Mods (
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allthisshitisweird2019-01-22 11:09 pm
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TEST DRIVE MEME
TEST DRIVE MEME

While in some alternate, tidier timeline, the War against the Elder One ended years ago, you're not in that timeline. It's 9:45 and there's a war raging in northern Orlais between the Inquisition and its allies and the army of demon-bound Wardens, Red Templars, Venatori loyalists, and darkspawn Corypheus has amassed over the last four years. Rifts are still scattered across the continent, periodically spitting out strangers from strange worlds with green-glowing anchors embedded in their hands. There's no Herald of Andraste to save Thedas. Someone else is going to have to do it.
Under the leadership of the Herald's advisory council and Seeker Pentaghast, the Inquisition remains in Skyhold and manages an army of thousands. But you're not going to Skyhold. You've been assigned to the Inquisition's outpost in Kirkwall, one occupying an island fortress called the Gallows—formerly a Circle of Magi, more formerly a prison for slaves, but the Inquisition has done a good job removing the more grotesque reminders of that past and making the place livable.
Maybe it's an honor; they're doing important work. Maybe it's an insult; they're rumored to be a lot of weirdos and troublemakers. Or maybe you're a rifter and just going where the nice people with swords tell you that you need to go.
I. THE GALLOWS: Welcome to the Inquisition. Here's a broom, and there's a mess: a shattered window, a splintered pile of wood where a wardrobe was thrown out that window into the frost-encrusted courtyard, a whole shelf of jars containing rat hearts and deathroot and other miscellanea that exploded like firecrackers. The Gallows doesn't house much in the way of a cleaning staff, so it's up to whoever doesn't have anything better to do, and whether you like it or not, at the moment that person is you.
The source of the mess—an apparent invasion of ghostly spirits—has already been dealt with, but a door might still slam, and the shards of glass might still rattle. It's harmless, though. Probably.
II. KIRKWALL: The Marquis d'Lussard is very heavy, as you discover when it becomes your job to fetch him from the Hanged Man, where his sightseeing tour has ended in a drinking contest that he decidedly lost. Now he's swinging between unconsciousness and mumbled drinking songs, apparently a hugger when he has control of his arms, and heavy. He's also, diplomatically speaking, worth his weight in gold, so getting him back to the Gallows' guest quarters in one piece is worth the effort.
That means making your way through the streets of Lowtown and down to the Gallows at night, on ice-patched streets, with a masked Orlesian nobleman whose entire slumping, singing presence screams please rob me blind. Try to resist any and all urges to drop him into things, including ditches, uncovered drops into Darktown, and the harbor.
III. THE WAKING SEA: The island is too small to have a name, a dot of land off of Kirkwall's Wounded Coast that's traditionally only seen use by fishermen who wanted a guarantee they wouldn't be hassled for a few days. But in more recent years, it's been a permanent home to someone, people say, until the last few months, when the nightly fires stopped appearing. Nervous whispers from the coastal bandits and explorers who ventured out to see if its resident left anything worth stealing have reached the ears of Provisional Viscount Bran Cavin, and as a personal favor to him, the Inquisition is sending a couple of people to have a look.
And here's what you're looking at: a rocky, sandy stretch of land with a few dozen scraggly trees, each of them decorated with dolls in various styles, in various states of decay. All of them give off energy—some friendly, some malevolent, some despairing—and if you're very quiet, it's possible they whisper. Or maybe that's the wind through the masts of a nearby shipwreck. Either way, they're definitely home to bound spirits, and probably more than one spider.
There are more in the wooden hut at the island's center, which is also where the bones and tattered robes of the island's former occupant can be found. (There's no sign of blood magic or ill intent. Just a lot of dolls. Everyone needs a hobby.) Box them, burn them, have a funeral or don't. As long as someone can tell the Viscount that he doesn't have to add an island of possessed dolls to Kirkwall's list of tourist attractions/nightmare fuel, the mission will be a success.
IV. SEND A MESSAGE: Each member of the Inquisition (or rifter, or ally) is assigned a blue crystal, small enough to wear around the neck, that can transmit voice messages, as well as an enchanted book tied to that crystal that can be used to exchange written messages. They're secure enough to discuss the war, if you'd like to get down to business, but loosely controlled enough to ask a question or play a game with only a few rolled eyes from people who hate fun.
V. WILDCARD: From the Gallows' library to the pirate islands off the coast, from Hightown's high-priced market stalls to the frostbitten frontlines of the war, Thedas is yours to explore.

While in some alternate, tidier timeline, the War against the Elder One ended years ago, you're not in that timeline. It's 9:45 and there's a war raging in northern Orlais between the Inquisition and its allies and the army of demon-bound Wardens, Red Templars, Venatori loyalists, and darkspawn Corypheus has amassed over the last four years. Rifts are still scattered across the continent, periodically spitting out strangers from strange worlds with green-glowing anchors embedded in their hands. There's no Herald of Andraste to save Thedas. Someone else is going to have to do it.
Under the leadership of the Herald's advisory council and Seeker Pentaghast, the Inquisition remains in Skyhold and manages an army of thousands. But you're not going to Skyhold. You've been assigned to the Inquisition's outpost in Kirkwall, one occupying an island fortress called the Gallows—formerly a Circle of Magi, more formerly a prison for slaves, but the Inquisition has done a good job removing the more grotesque reminders of that past and making the place livable.
Maybe it's an honor; they're doing important work. Maybe it's an insult; they're rumored to be a lot of weirdos and troublemakers. Or maybe you're a rifter and just going where the nice people with swords tell you that you need to go.
I. THE GALLOWS: Welcome to the Inquisition. Here's a broom, and there's a mess: a shattered window, a splintered pile of wood where a wardrobe was thrown out that window into the frost-encrusted courtyard, a whole shelf of jars containing rat hearts and deathroot and other miscellanea that exploded like firecrackers. The Gallows doesn't house much in the way of a cleaning staff, so it's up to whoever doesn't have anything better to do, and whether you like it or not, at the moment that person is you.
The source of the mess—an apparent invasion of ghostly spirits—has already been dealt with, but a door might still slam, and the shards of glass might still rattle. It's harmless, though. Probably.
II. KIRKWALL: The Marquis d'Lussard is very heavy, as you discover when it becomes your job to fetch him from the Hanged Man, where his sightseeing tour has ended in a drinking contest that he decidedly lost. Now he's swinging between unconsciousness and mumbled drinking songs, apparently a hugger when he has control of his arms, and heavy. He's also, diplomatically speaking, worth his weight in gold, so getting him back to the Gallows' guest quarters in one piece is worth the effort.
That means making your way through the streets of Lowtown and down to the Gallows at night, on ice-patched streets, with a masked Orlesian nobleman whose entire slumping, singing presence screams please rob me blind. Try to resist any and all urges to drop him into things, including ditches, uncovered drops into Darktown, and the harbor.
III. THE WAKING SEA: The island is too small to have a name, a dot of land off of Kirkwall's Wounded Coast that's traditionally only seen use by fishermen who wanted a guarantee they wouldn't be hassled for a few days. But in more recent years, it's been a permanent home to someone, people say, until the last few months, when the nightly fires stopped appearing. Nervous whispers from the coastal bandits and explorers who ventured out to see if its resident left anything worth stealing have reached the ears of Provisional Viscount Bran Cavin, and as a personal favor to him, the Inquisition is sending a couple of people to have a look.
And here's what you're looking at: a rocky, sandy stretch of land with a few dozen scraggly trees, each of them decorated with dolls in various styles, in various states of decay. All of them give off energy—some friendly, some malevolent, some despairing—and if you're very quiet, it's possible they whisper. Or maybe that's the wind through the masts of a nearby shipwreck. Either way, they're definitely home to bound spirits, and probably more than one spider.
There are more in the wooden hut at the island's center, which is also where the bones and tattered robes of the island's former occupant can be found. (There's no sign of blood magic or ill intent. Just a lot of dolls. Everyone needs a hobby.) Box them, burn them, have a funeral or don't. As long as someone can tell the Viscount that he doesn't have to add an island of possessed dolls to Kirkwall's list of tourist attractions/nightmare fuel, the mission will be a success.
IV. SEND A MESSAGE: Each member of the Inquisition (or rifter, or ally) is assigned a blue crystal, small enough to wear around the neck, that can transmit voice messages, as well as an enchanted book tied to that crystal that can be used to exchange written messages. They're secure enough to discuss the war, if you'd like to get down to business, but loosely controlled enough to ask a question or play a game with only a few rolled eyes from people who hate fun.
V. WILDCARD: From the Gallows' library to the pirate islands off the coast, from Hightown's high-priced market stalls to the frostbitten frontlines of the war, Thedas is yours to explore.
Carla "Is An Asshole" Morir || OC
She is a rifter, but she does not think these are nice people. She thinks that this is some backwoods hollow of the multi-verse and does not wish at all to be here.
"Have you even discovered antibiotics yet?" She wonders, mouth curling unpleasantly. Not for the first time, she is glad of Oscyria's stringent laws concerning citizen immunology. Otherwise she would have every right to worry deeply about what kind of fucking rabies she would get off these stinking peasant fucks. All of which she says, out loud. And when it makes someone angry enough to shake a fist at her, the bitch of a woman smiles sideways, mouthing: I dare you.
The Gallows
Someone gives her a broom and points, more than ready to be done with her. When she does not immediately take the broom, it is shoved at her hard. So she takes it, fine, but as soon as she's walked over to the mess she tosses the instrument aside, crouching down to investigate the things in the mess, rather than clean them up. She takes a very delicate little screw driver from one of the many leather pockets and loops of her jacket, using it to poke and prod at things.
"They think this garbage protects them from ghosts, don't they..."
Something ghostly sends a pail of water flying all on its own across the courtyard, startling her. She jumps, her hand going for a gun that she has already established doesn't fucking work any longer, turning the area warily.
SEND A MESSAGE - ANSWER MY RIDDLE
"If you throw me out of a window, you’ll leave a grieving wife. If you leave me in the middle of the door, you might just save a life. What am I?"
Every incorrect guess owes me a dinner.
Wildcarding
Do what you do.
1!
Or maybe it's because she's actually sorta hilarious in like a terrible way that he refuses to be caught laughing at (because it's certainly not not pointed at him as well.) And in a dangerous way, because yeah, he notices what she's mouthing at the first person to give her the reaction she seems to be going for. "You know what a right pain in the ass dealing with a mob is, don't you?"
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3 - answering a riddle
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Neferpitou - inhuman monster, literally || Hunter x Hunter
This is larger than they used to be. Their body has changed, from the lithe little ant they were born as into... this. They're still rather small and slim for a qunari, but the body is unfamiliar. They move ungracefully, hands flexing like they're missing something. They are, missing their claws. Missing their tail. Their ears. Someone has changed them, the same way that they had changed the humans into soldier ants to suit their whims. The ones they didn't eat, anyway.
This annoys Neferpitou, as much as it frightens them. They point at the nearest passerby and shout, their voice very feminine and youthful although neither their gender nor age are exactly clear.
"You! Fight me."
The Waking Sea
They are used to following orders, even though they don't understand why they should do anything these pitiful humans tell them to do. But when they try to flex their aura and terrify the pathetic animals back into their place... nothing happens. The lack of power is saddening to Pitou, they don't know how else to describe the emotion. The empty space where something should be. So they let themselves be directed to this island.
They notice the way others become uncomfortable here, but Pitou cannot say that the malevolence on this island is a drop in the bucket compared to their own en, and certainly not that of their Lord's. So they explore and call out noisily, without circumspection. Despite what had initially been sulking as they were brought over to the island, they quickly cheer up as their curiosity gets the better of them.
Their cheer grows a little somber, however, when they note: "These dolls have been abandoned by their master."
SEND A MESSAGE
I am bored. [ A direct and childlike statement lacking any whine. ] What is it humans do, when they are bored?
Wildcards wildcards
Wildcard me.
waking sea
And these don't seem to be anything that others found worth taking, in their master's absence-- though that may be for the best, he thinks. Being taken is not always an improvement over being abandoned or destroyed. Souza reaches up to idly touch one of the dolls, at that; it feels sad somehow, and despite the brief urge to cut it loose from the tree, he leaves it alone for the moment.
With a glance over at his companion, he adds, "Do you intend to do anything with them?"
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cremisius aclassi | dragon age: inquisition
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The little creatures seemed to find any excuse at all to crawl out, just to be terrifying, she's sure. Skittering about on too many legs, watching with too many eyes, like they were the hands of unmoving dolls themselves. She's sure if she leant in very close and held very still, she could see the evil joy in their gaze in terrifying all present company.
As if the dolls weren't bad enough. They were talking, but only when they thought no one was looking, she's sure. Father-Sea, Father-Sea, protect me from their wicked wisps.
"No more than a sad heart left with no one to remember them, I think."
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The Hanged Man
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Markets!
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hanged man
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Gilia St. Loe | Original Character
Cleaning!
He could sympathize - his own mess of ash blond hair was pinned tightly, and (mostly) contained by the bandanna, but there was no keeping all of it under wraps, so to speak.
He held out the wimple to her.
"It does not seem to have gotten dirty."
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book
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BOOK
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iii - book
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Book
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extremely belated cleaning
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The Gallows had been an ...unusual place when he'd first arrived there with the Inquisition, nearly two years ago. Between the red lyrium they'd cleared out and the troubled history that shrouded the building, it was a wonder the Veil was only thin here and that the entire place hadn't just been swallowed up by a great big rift.
That probably wasn't exactly how these things worked but explanations of the Veil and Fade could only be told in metaphors and he wasn't feeling very metaphorical at the moment.
That was because someone had thrust a broom into his arms and pointed at a mess of broken glass and rat viscera and ruined medicinal herbs and directed him to get to work.
Normally the Medicine Seller made himself scarce whenever there was a hint someone might expect him to do Actual Work, but he'd been distracted, pondering over the esoteric mysteries of the universe -
(should he get his lunch at the Hanged Man or the Blooming Rose)- you know, important things; and he hadn't noticed the mess, nor the officer looking to rope someone else of lesser rank into doing his task.So there he stood, broom in one hand, mop and bucket in the other, armed and ready for the task before him of cleaning up other people's messes. If he was in a metaphorical mood, that might have very well been a rather good one for his life.
When one of the jars started to rattle ominously, however, his lips curled into a thin, unpleasant smile.
That was more like it.
III. The Waking Sea
There was very little that could garner a reaction out of the Medicine Seller. Spiders weren't on that list. Neither were dolls. At least, they couldn't garner more than a slight lift of a solitary brow.
It wasn't as though he had no experience with possessed dolls - there was a scar shaped like tiny little toothmarks on his left ankle from a possessed karakuri that was testament enough to that - but even this was a little much.
He picked a doll off of a branch, the jostling of its home sending a fat orb weaver scuttling out of its empty socket onto the Medicine Seller's hand. Setting it down gently on a protruding twig where it scurried off to do whatever it was spiders actually did, he returned his scrutiny to the doll.
"I do not think," he said, slow and even as he turned it over and over in his hands, "that they were bound willingly."
There was a susurration as the wind picked up, the bare branches and dolls rattling as the trees swayed. ...And on the edge of hearing, a sound like a small crowd of voices whispered urgently.
The wind stilled into unnatural silence, and the Medicine Seller wordlessly pressed on up the rocky path.
IV - Send a Message
[The book was a new development (or at least one he'd not been around for) and one the Medicine Seller was all too delighted to have a bit of fun with it. The first entry he makes in it is a number of doodles of several members of the Inquisition he'd seen that day as cats, along with some notes about varying ointments, disinfectants, and poultices - the kind that might be particularly helpful to any members presently in the field]
[He can be helpful. Sometimes.]
Wildcard! - By the Sea
It lay west of Kirkwall and clung to the towering bluff of basalt like a limpet to a ship in a storm. Once one part fortification, another part lighthouse, later converted into an estate for a wealthy recluse, it was now a husk of its former self. Fire had hollowed one part of the structure and the rest had been left to the whim of decay. It was a testament to old Tevinter architecture that as much of it still stood now - burnt and battered by decades of neglect, it still looked out imposingly across the Waking Sea.
It should have been an ideal hideout for bandits - or even less savory characters - but the dark stone walls were shrouded in darker rumours. No one with any sense got too close.
The Medicine Seller followed the old path to the decrepit structure. It was overgrown with roots and tangles of vines, with only the occasional patch of cobbles to suggest a narrow road had once wound its way up the craggy incline. A bitter wind blew in from the sea, whipping up ice particles into the winter air. The naked trees rattled and rustled, and the waves crashed on the rocks below. Aside from that, and the uneven footfalls of the Medicine Seller as he picked his way through the years of growth, it was silent. No seabirds wheeled or called - there was no sign of animal life at all.
Nothing came here.
Which meant he had work to do.
the waking sea
"What does that matter?" they inquire guilelessly. Maybe the sorcerer had just wanted a friend. Pitou had one like that back home, a beautiful warrior with silver hair whose head they stolen, and then sewn back on so that he could dance beautifully for them. The doll had not been as lovely dead, but they had loved it just the same.
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iii
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The Gallows
Re: The Gallows
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bartimaeus (the bartimaeus sequence)
Menial labor? In this guise?
"I think not."
Don't get it wrong - generally speaking, Bartimaeus might be all too happy to be seen doing degrading menial labor in the form of a variety of lesser beings like giant insects, sentient fog, or the human one he now wears. There's usually something to be said for choosing to toil away an unsettlingly familiar shape in front of people when they know he can be anything whenever he chooses.
But it's different with this one. For one, no one here knows enough about anything to get when they're being insulted, which takes all the pleasure out of it. For two-- well, he's apparently stuck with this shape for the immediate future, and he'd rather no one know him as That Guy Who Does Whatever We Ask Him To, No Matter The Smell1. He'd spent the morning as a bird of prey terrorizing the fishermen in the harbor for giggles and has burned through enough of his reserve that he's tired and can't quite get it up to change into something less recognizable.
No, much better to be That Guy Who Waits Just Long Enough For The Person Who Gave Him This Job To Disappear Around A Corner Before Ditching His Newfound Responsibilities.
So the moment their supervisor is gone, Bartimaeus turns to the unlucky sop who's been assigned cleanup duties alongside him. He says, "You can handle this, can't you?" with all the simpering charm of a shapen with rather more curves and shoves the broom into their hands. You're welcome.
KIRKWALL.
Being in Thedas comes with a long list of very immediate negatives for a distinguished djinn such as himself. The body? Disgusting. The necessity of keeping his frankly stellar reputation as a powerful, cunning, relentlessly clever spirit under wraps? Not only terribly close minded of the local population, but practically impossible. The magic shard in his hand steadily draining his essence? Concerning, to say the least.
But you know what's actually a little good?
Beer is, as it turns out. Or mead. Or whatever watered down paint thinner they're serving in the Hanged Man. Funny - seems those Egyptians really did know a thing or two after all.
So if you're wondering who won that drinking contest, look no further! However, if you're looking for help trying to get the Marquis down the ruinous number of stairwells throughout Kirkwall, you're out of luck. Bartimaeus is in this instant tripping and falling down after him with a pitched yelp.
BURN BOOK.
In scratching, anonymous script:
burn book.
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you won't out cryptic me u birb!!!
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krkwl
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gallows
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gallows-
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kirkwall!!
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Sandy | Rise of the Guardians | Native AU
A ship bearing Rivaini colors docks in the Gallows, and a small retinue of Rivainis dressed in bright colors comes out, escorting a strange little being. The person in between them clearly isn't a dwarf, though he's small enough to be. He also probably isn't a particularly short human, because his eyes are vibrant gold, his skin has a golden sheen, and magic hums around him. As he follows the humans, he picks up little scattered potion ingredients on the way, dropping them into their proper barrels with a smile.
The retinue approaches the Quartermaster, one Rivaini sitting down with her to discuss their golden friend volunteering. "This is the greatest contribution our town can give," the representative said. "He's the source of our prosperity, and you should treat him with respect."
The little golden man, on the other hand, doesn't seem to be paying attention. He's wandering around the courtyard, taking in all the people silently with a big smile on his face. Then he seems to choose a wall, placing his hand on it and then letting it change.
A beautiful design shimmers to life on the wall, a mural too dreamy to be real, like it only exists in the mind of the observer. It shows Kirkwall at the best it can be, but the design is a little different depending on who is looking at it. What does 'the best Kirkwall can be' mean to the observer?
Waking Sea
Sandy is a friendly but silent presence on the way to the island, spending his time running his fingers through the water and playing with a hunk of clay that he found somewhere in Kirkwall. He's made a majestically detailed model of a sea serpent by the time they make it to the beach, and he wastes no time climbing over the edge of the boat and wiggling his way onto the beach.
While most would probably be put off by the possessed dolls, Sandy perks, then makes a beeline right for them. One doll, seeming a little sad as it sags on its tree, is the first he reaches. The whispers rise on the wind, but Sandy just cups the doll's head in his hands, examining it as his gentle gold light that always seems to emanate from him intensifies into a true glow.
He's talking to the spirits in the dolls. Not with words, but in another way. Then, as if he's made a final decision, he rips the doll's head off its body and smashes it against the tree, releasing a bright flash of light and the smell of ozone and magic.
waking sea
It is unlikely anyone else on this expedition agrees with that sentiment.
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gallows
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gallows idk go with it?? hi
Jack Frost (Rise of the Guardians) | NATIVE-AU | hello hi he is a spirit of fun
But before the rift can be fully sealed, another person appears in the field — or was he always there? — a young man that is tall but whip thin, with bright white hair despite the fact that he appears quite young. His clothing looks terribly old and threadbare and wears no shoes, without heed for the fact that his toes are buried directly in snow, and there is a shepherd's staff covered in faintly glowing frost tucked into the crook of one elbow so that his hands are freed up to be gaped at.
In the center of one palm is a strip of glowing green light.
A bit absently, like he isn't talking to anyone but himself even though there are now people nearby: "What is this?"
Instead, he keeps sweeping the frost around while keeping an eye on whoever got suckered into working alongside him, surreptitiously dropping the tip of his long, spindly shepherd's staff down to tap the ground whenever they get too close to sweeping up anything substantial, freezing the bit of whatever there to the cobblestones beneath it. When confronted he just grins brightly, spreading his hands in a very innocent totally clueless shrug. Weird, right?
"Hey, let's take a break." Absolutely nothing has been accomplished here. Minor details. "Want to do something more fun?"
gallows!
"Oh?"
The Medicine Seller was absolutely on board with accomplishing absolutely nothing here. He avoided real work at every turn as though it might make him break out in hives.
"We might get a demerit. Perhaps even several."
He'd already set aside the broom.
souza samonji | touken ranbu
I.-
Field duty was one thing, back home. Filthy work, yes, but work that had to be done and at least brought with it some kind of reward-- being human meant needing the food they grew, after all. This? This is a completely different matter, and one that he's not at all dressed for.
--Not that he is dressed for much that's useful, probably, but the point remains.
He isn't one to shirk directions given (not that he's in any position to, he's sure), but neither is he terribly enthusiastic about it, using the end of the broom to prod idly at the spilled remains of a jar of... something. Souza has no idea what a decent amount of these things even are, only that what's on the floor in front of him looks disgusting.
"They don't expect us to pick this up, do they... we'll get filthy at that rate," he murmurs as he squints down at it. "Can you even tell if this is worth keeping?"
II-
The first step in dealing with a problem like this is to make it easier on yourself, if possible; unfortunately, just about everything about this man is something that causes trouble in getting him the hell out of here and succeeding in his objective.
There is one way, though, to make dealing with him much easier.
Getting him out the door is a struggle, but once outside and once he's fairly sure there's no one else observing-- ah. Souza's hand must have slipped while trying to help shift the Marquis' weight a bit, and how convenient that it happened to slip in just the right spot to knock the man unconscious. He's halfway there anyway, he reasons. Just needed a bit of a push. (And he was already so tired of listening to drunken babbling and, worst of all, being clung to.)
"He really has had far too much to drink," he says casually to his companion, as he adjusts his hold-- how can one human be so difficult to lift? "I expect he'll have something of a headache from it all in the morning. Give me a hand bringing him home, won't you?"
i
"Don't pick it up," Pauses in pulling on a glove to tug it off again, hand them over. "Until you put these on."
A gesture, the glass. The door slams behind them for what must be the third time in as many minutes; a nerve in his temple jumps. He squats to pick gingerly at a shard, bare skin coming away black and ichorous.
"Eel, I think. It'll be contaminated," Another gesture, more emphatic. Skin nicks, he flinches back. "Ow."
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liam | native oc
iv.
( like go for gold, dude, but if she doesn't sound worried it's because that definitely sounds like a self-correcting problem. )
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waking sea;
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ii
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john mandrake | bartimaeus sequence
iii
So, in neat script, a secretary's tidy hand, she writes back:
Why are you asking all of that?
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iii
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i.
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ii
i wonder how many times the marquis has died on this tdm
like a sick groundhog day and here will be one more oops
eliot waugh | the magicians
ii.
—the voice, slightly muffled and over the sound of hooves and wheels, is too unfamiliar to mean Eliot, but a liveried carriage rolls to a stop beside him and a small face leans out of it to be sure. (An arm is partially visible behind her, in a way that suggests the back of her dress is being held lest she lean too perilously or be lunged for by someone untrustworthy.)
She slaps at it, absently; “He's Inquisition, I can see his hand,” as if she herself hasn't frequently argued that that isn't really a great recommendation for a person.
“Drag him in,” she says, opening the door wider. Then, “Guilfoyle, make sure the carriage gets cleaned before it goes back to Hightown.”
“Madam,” placidly, from the shadows.
derrica | native oc.
iv.
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waking sea;
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iii
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iii | forgive me if this thread is too old to reply to jsndsj
geralt of rivia | the witcher series | rifter.
II. THE WAKING SEA
III. SEND A MESSAGE.
iii
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waking sea
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the waking sea.
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Aerifor "Definitely Not Mahariel" || Native OC
Aerifor isn't here for any shem babysitting, he's just here to look for merc work. Actually he's here to get wasted, but you know, a job opportunity wouldn't go wasted.
He looks really Dalish(with the facial tattoos), but the heavy armor, dual greatswords, and the being PRETTY BIG for an elf might throw you off before you get a good look at him. Either way, it's obvious this dude is a merc out here to have a good time, but he's not having a great time when some human fool in a mask gets real drunk and starts getting too close. Close enough for hugging, and THAT'S FAR TOO MUCH.
Sop who's the one babysitting the Orlesian lush, because now drunk and angered by the unwanted friendliness, Aerifor has fully picked up this rich dude and is not more than a few seconds away from tossing him, no doubt starting something awful with this nobleman.
III. The Wounded Coast
Dolls. Of course it's dolls, because it has to be. Nothing can be normal with shems. Nothing. Never. Aerifor is so tired, but a job is a JOB and if that means dealing with some weird haunted doll island, then okay, fine.
Now, how do you deal with ghosts? You can't hit them with your oversized swords and that's a pain, so the best thing he can think of to do is just clean this place the hell up. This could be a neat escape honestly, if not for the ghost dolls, but that does mean moving the dolls elsewhere. He's thinking some shem city that he doesn't have to live in for awhile, and so you may come across some giant elf in heavy armor with a woven grass basket on his back like a backpack absolutely full of dolls. Just every doll he's found so far, and he's continuing to pick them up as he goes before noticing someone who noticed him, scowling at them.
"What? You got a better idea?" Of course they don't, this idea is perfect and cannot be improved upon in any way.
IV. Message
hey who can i stab for money around here i'm getting bored and also tired of stale bread
X. WILDCARD
No matter where you might be, here's a REALLY BIG BUFF ELF in heavy, dusty red armor. He might even resemble a short Qunari before you realize his Definitely Dalish Facial Tattoos, but hey. He's not judging you for looking the way you look! Unless you are human, then he's definitely judging.
Also he may or may not be picking fights just to see if anyone would throw money at him for it, so hit him up anywhere you'd like.
[OOC: feel free to hmu here or at
II
He makes a beeline for them, having been trying to negotiate his astronomical tab with the bartender, reaching up to grab at the back of the Orlesian's collar in order to at least stop him from getting whipped clear across the room if he can't de-escalate this fast enough. Normally he wouldn't be so bold as to just grab rich clients, but there is literally no way Marquis d'Lussard isn't fully black-out drunk right now. What he doesn't remember can't hurt Krem's sterling reputation.
This shockingly buff elf, however... "Sorry, I can see he's been bothering you."
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III
Zuko | Avatar: The Last Airbender (AU Native)(renamed Dante probably)
Well, his life hasn't really been privileged in quite a while, but having lived in a Circle tower for most of the last few years Dante is much more accustomed to spending his time in the library or training, not doing menial tasks. That's what Tranquil are for, and he was supposed to be here to do something important. Isn't that why he'd been sent?
The one who gives him the order doesn't stick around, though, so Dante turns his attention to the debris. He absolutely does not intend to cart any of it anywhere, so while he does make a token effort to round it all up into a single pile, once that's done he sets the whole thing ablaze with an impatient wave of his hand. Ashes will blow away in the wind, and the remains will be easier to move.
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But even if he'd once disposed of a pile of broken furniture back in Hasmal exactly like that, he hasn't been quite so free with his own destructive potential since coming to Kirkwall. (Though there were more reasons than simply not wanting to frighten the locals behind it.) It's the prickle of the spell through the Fade as much as the wumph of the bonfire igniting that catches his attention; his startled look up from the papers he's reading one of momentary alarm. Why is there--
Oh. "Don't know why we didn't think of doing that before," he says merrily, only a little bit forced to cover his own alarm. "Other'n not wanting to terrify anyone by not warning them."
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Adrian Rowan / D&D oc / Rifter.
II. KIRKWALL.
III. WILDCARD.
OH BOY
She’s completely lost in her work, moving and pressing, hefting her greatsword with the kind of strength that she had worked on for years. She doesn’t notice the comings and goings of people until there’s something like a chill on the back of her neck, skin pricking a little before she breathes out, turning her hair. With her hair braided and her armour on she can feel herself stand tall, as a threat, but she stops when she realises what it is.
A ghost. A spirit. A flicker of memory from the weakening of the Veil.
Gritting her teeth, Six holds back the tide of emotions and forces herself to be calm. Her blade is put away. Her eyes are forced to remain dry. She can tackle this, she tells herself, another spirit come to claim her. She doesn’t note the glow of green in his hand, nor the way her Mabari is not concerned by his presence, as if he were alive and not dead.
“Adrian.” Voice soft, quiet: sad. “You should not be here.”
ALL ABOARD THE PAIN TRAIN.
BREATHES HARD
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Mollymauk Tealeaf / Critical Role / Rifter.
II. WAKING SEA.
III. WILD CARD.
ii / i've arrived
"All the more reason not to linger," is Caleb's answer. "Perhaps we should not have come this close."
Though even saying this is a joke. Of course they came this close. Regardless of who among their party is and isn't here, the Mighty Nein continually poke their noses into things that might bite back. Whatever Caleb might have told himself otherwise about his own tendencies, he's still standing on this beach and considering walking further in towards the center of the island.
"Shall we go?"
Last chance to prevail upon him to set the whole thing alight from where they stand, Molly.
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i ZOOMS IN
HELLO!!!
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the Gallows
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adalia enneris | d&d oc | rifter | she's like a bad penny
iv. sending crystal
v. wildcard
crystal.
Adalia?
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ruth aldine | x-men | native!au
"Can any pardon be saved? Please." It smells horrible, everything all mixed together--but she remembers warnings about the dearness of ingredients, back in the Circle. Some of these jars would have taken weeks or months to replace at home, provided they could be paid for.
Ruth moves easily as she walks the little courtyard's flagstones--despite the touch of ice on the paving, despite the blindfold tied around her face--edging around the remains of the wardrobe to inspect the broken glass of the jars. She's crouched down, hair hanging around her face, her free hand hovering above the mess. While she doesn't see in the conventional way, she perceives enough to want to find something to salvage.
[the waking sea]
Ruth's never been to the sea before. No--more accurately, Ruth's never had a moment with the sea, an hour where the world around her seems to relax and everything smells of brine. Her trip to the Inquisition's doors was a hasty one, the underbelly of her ship over weighted with nausea and a child who couldn't stop crying, while Kirkwall proper has too many people roaming its docks (and too many rotting fish).
This lonely little island has rocks strewn all over its beach and birds that call down to their prey. She knows they're here for a purpose, but she's drawn to the edge of the lapping tide even after she's waded through it from their dinghy. There's a moment, bending over and letting her fingers drag through the wet, pebbly sand, when everything feels clear and right.
But they're there for dolls, and the remains of someone who once loved the way they swayed from the boughs of trees. Ruth cuts one, its cloth dress mildewed, down with a little knife. She starts when her hand closes around it.
"It was sorry, yes, yes a friend. It listened." She knows it, the same way she knows the little apron it wears is made of old ring velvet. Touch a thing, know its past--somehow, the Fade gives it up. Ruth sets it on the pile. "This is strange."
[wildcard]
[Ruth's a former Circle mage, around 19 or 20 (she's not entirely sure which), who would likely be terrifyingly powerful if she hadn't repressed most of her magical abilities in the wake of A Really Unfortunate Harrowing. While she often keeps to herself, the fact that she walks around the Gallows (and Kirkwall as a whole) wearing a blindfold may or may not be reason enough to do a double-take and/or tell her to stop fucking around before she runs into somebody. If you'd like to do something else and want to talk about it, please feel free to reach out by PMing this journal!]
Athessa Sulahnan || OC
Well, might as well organize the mess. Makes sense to dump the rest of it out the window so it’s all in the same place as the wardrobe, right?
II. KIRKWALL:
Capable as she is, or can be on occasion, Athessa is not big, tall, or overburdened with upper body strength. Also, drunk weight is much harder to handle than dead weight. Dead weight is easy, you just drag it or heft it into a wheelbarrow, or--
Well, actually that could probably work with drunk weight, too. If there’s a wheelbarrow around, which there’s not. At least not one that isn’t full of...stuff you wouldn’t want to sit in.
The elf has cycled through a few carrying methods thus far, starting with the typical arm-over-the-shoulder assist, but when her quarry made that particularly difficult, she changed tactics. Currently, the tactic is try not to be crushed by the man on your back.
“Hey, Marcus, I really like that song so if you don’t mind--could ya stop ruining it?”
III. THE WAKING SEA:
The start of the excursion onto the haunted island of dolls goes ok. Not much excitement, just some silly banter between the explorers. That is, until Athessa brushes past a doll-laden branch and the movement dislodges a spider from one of the creepy buggers and it lands on her hand. She flails, shaking her hand long after the initial jerk sent the arachnid flying into the distance.
“EEEEOOOOOOUUUWWWUH SOMETHING ICKY JUST TOUCHED ME!”
IV. SEND A MESSAGE:
[ We all know the tone of voice this is said in: ] I’m in.
V. WILDCARD: