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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.
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."
no subject
But then once she has it, she turns her head away, quickly and scurrying with it. Pinning it to her head haphazardly. It becomes clear, why the thing has escaped as it has - she doesn't seem very adept at it, even as important as it is. "Thank you." She says, her head still lowered, but more to do with making her task easier. That merciless way she drags her fingers through her hair to try and get it to stay.
no subject
"I may have something that may help," he offered, straightening up.
no subject
Enough that she looks purely grateful when she hears the word help. The miserable, hopeful little, "please," as she keeps her hands up at her head doing her best when the wind would like it another way entirely.
no subject
Some looked quite ancient and worn - missing teeth or jewels and had been set aside in one compartment waiting for the day the Medicine Seller could get them repaired. But most seemed in good condition, albeit on the gaudy side to suit the Medicine Seller's whimsical and flamboyant tastes. Still, there were others that were, comparatively, subdued.
"These may help hold it in place - pick whichever pleases," he said.
no subject
It is the sturdy wood. Plain, simple. With as little pattern as she could manage. Gently, she takes it, sets it in her hands to turn it over, and raises her eyes to his. There is another bow of her head, thankful this time.
"I have nothing for which to repay you with."
no subject
He closed the lid on the box, and stowed it back in the medicine pack. He felt no real attachment to more than a handful of his belongings and they accumulated quickly. If she didn't pick out the comb, it would have probably sat in there for decades - or even centuries.
He gave voice to none of this, but rather lightly tapped the side of his head to indicate the veritable mass of hair he kept tucked away under the bandanna.
"I know such struggles very well."
no subject
It still hardly felt right - the tenants, the importance of giving and receiving. That island gave things as equal, and the weight of owing was not something overlooked. Anxiously, she worries a moment, fiddling with the wooden hair comb. Trying to think of what would be fair.
She reaches up when she comes to it, tugging for a piece of hair from over her shoulder. It takes her a moment it cut it off. One curled up lock in a tight spiral, that she holds up to him. Flat in her palm, bright in the winter light. "Here. No matter where you go, it will always sound like the sea. A gift for a gift."
no subject
One brow raised in what was, for the Medicine Seller, an expression of surprise.
"...My goodness," he remarked. It really was quite a treasure, and he had a fondness for the ocean.
"Do you hold a connection to the sea?" He asked, his voice monotone as ever, but his posture was straight with rapt interest.
no subject
"I am second-daughter, of St. Loe." And then she realises, why would he know what that was? There were no Steel-Cutters, no Farfels. Rich or poor, soldier or sailor. She blinks wetting her lips before she clarifies. "By bond and ceremony, my people mingle their soul with spirits, my family did so with the Great Sea spirit. So the sea is... part of us, as we are part of it."
no subject
"There are many where I am from whose lives revolve around the sea," the Medicine Seller explained. He'd even left the occasional offering to some local deity for safe passage when he traveled between islands.
"There are, perhaps, even those who mingle with spirits as you describe, though I do not know the details."
He didn't sound accusatory - he was not some Chantry mother offended by the mere thought of spirits and humans living together, mass hysteria, etc. He sounded... well, he sounded monotone as ever, but there was a hint of curiosity in his quiet drone. How is it done where you're from?
no subject
As she talks, as discreetly as possible, she lifts the comb up to her head and all that hair. Gently, carefully, digging around and bunching together before all at once shoving the comb in to get it to stay.
It sort of works. "We have ceremonies that dedicate ourselves to him. It begins the day after you are born. Then multiple times a year, we have festivals and dedications to it, and it to us."