Fade Rift Mods (
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allthisshitisweird2017-06-24 10:54 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. 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. 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. Choose your own adventure!
no subject
It doesn't register, right away. She hadn't been focused really on what she was seeing in front of her at the train station. Art wouldn't listen and her life was literally slipping away and the last bit of control she had was ending it. Her choices had been taken away; to call suicide "control" was--
It was a sick joke, really. She'd have given anything to stay with the others, to protect them, to be able to see them again, and instead she had put that burden on Mika.
And now she's here, and there's someone else with her face but it's not one of the sisters that she knows. What the hell did it mean? More sick jokes piled on sick jokes? )
You tell me. ( Her voice is harsh, raw. ) Fix your eyeliner, how's that?
no subject
[ Her voice is tired and not at all amused, but she shrugs off the comment, because she'd been expecting something like it. Beth's modus operandi seems to be insult Sarah first, give life-changing advice second. ]
Seriously. [ She wipes some sweaty hair off her face and tries to find some kind of landmark. ] Where the hell am I?
no subject
( Okay, Siri is phone feature without a face, but whatever. She can't dramatically fling her phone at the stranger, because they're both in her bag, back on the platform at Huxley Station.
She rubs her hand - the one without the creepy glowing light in it - over her hair. )
Who are you? Let's start with that.
no subject
Sarah Manning?
no subject
Beth sighs heavily at herself, walks closer, pauses just short of putting an arm around Sarah to support her. )
Okay, Sarah. We're in some shit, but we're gonna figure it out. I'm Beth.
( A little tilt of her head, a silent question about whether Beth can put her arm around her. Deal with this first, deal with the roaring in her ears later. ) Come on.
no subject
I know who you are.
no subject
Careful.
( Her heart feels like it's beating out her chest, but she sounds calm. Calm-ish. )
Familiar face, right? ( Probably not something that witty, but maybe Sarah's reaction is blood loss and shock rather than... well. The other kind of shock. ) Sit here.
no subject
I was dreaming and I could feel it—in the dream, yeah? [ She gestures to her leg and then shrugs kind of hopelessly. ] My fingers are alright, though, and they were pretty fucked when I was back there, too. [ Back there on the island. She can't say back home. ]
I know who you are, Beth.
no subject
( She's not really sure what she was doing, honestly. Walking towards the light.
Her motions are quick, methodical. she pulls her shirt over her head, ripping it at the side seams, just a little way up. It lets her make long strips of material, before she pulls the remains of it back over her head. Modesty and fashion are both being sacrificed, here, and she's kneeling in front of Sarah before she looks up sharply. )
How'd you mean? ( There's a tenseness in her tone; it could mean any number of things. It could mean Mika knows about bigger network of them than she'd let on. That wouldn't be a surprise, given Mika. It could mean Katja had been in touch with someone in the UK - a little closer, more local. It could—
she stops, hands holding a strip of material that she was bandaging around Sarah's injury, and blinks.
The piece fits into place, and she inhales, a little— a little sway, as she realises. ) You were at the train station.
no subject
[ There's no point in lying. Maybe if this had been some other situation, she would have, but here? Everything's already so weird, she's worried about adding a lie and having to live it for however long they're trapped. She's already done that more times than she can count, and it's so tiring. ]
no subject
Carefully, but firmly, she bandages Sarah's leg with the strips from her shirt. ) We'll need to get something better, but this'll hold it for now.
( And, before she pushes herself up to stand: ) I'm sorry you saw that.