Fade Rift Mods (
faderifting) wrote in
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!
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[This is possibly more alarming in content than in tone.]
I miss my family, yeah, but I've been here long enough that I'd miss people here too. If I went back.
[Probably 'when,' not 'if,' but she doesn't actually know. She wonders sometimes about Delphine - there one day, suddenly gone the next.]
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And you would be missed.
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Yeah? Always nice to hear. I didn't even succeed in introducing bad pub food trends from home before we left Skyhold, so, you know, a little unsure of my long-term contribution to Thedas.
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Perhaps the businesspeople of Kirkwall will be eager to profit from such a venture.
( A little more relaxed, less— well, Eternal Herian Intensity than the comment that preceded it. It was a relief to be in the company of friends, if that was the appropriate term. It seemed strange to ask. )
In truth, Lady Cosima, such matters are beyond the scope of my judgment. Thedas is a web so complex that even the most cunning of spiders might be caught in it. Each moment that you are here I think you better it, even if the marks of change are rendered in spirit rather than law or stone.
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What are you going to do if you stay? Do you know yet?
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( With that said, very gravely, she grins and ruins it. )
Better you are remembered for your skill in snow combat. I heard you did impressively.
( """impressively""" )
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Look, I'm from California, we keep all our snow on mountaintops and then don't go bother it. Like reasonable people. It's not my fault I never got the finer points of snow combat.
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I could offer you tutelage in such arts, if you so desired.
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[Seriously, as if this had been a prime motivation behind the move.]
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( But it has been a very long time since she was home, since she has visited her city. The city was never really hers, either - the alienage and the Circle were her homes. The city was home only to humans and the wealthy.
Head canting to the side a little, Herian makes as though to speak further, something possibly slightly whimsical given the brief flicker of animation, and then reconsiders whatever she was going to say and just smiles fractionally instead. )
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Well, in the meantime I suppose you could train me in something a little more seasonally appropriate. Though I warn you, I haven't done anything that could be described as "athletic" since I played little league. Uh. Sports for children.
[Since Herian left, she really has gotten better at catching things she needs to explain.]
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( Asked with her trademark seriousness, brow furrowed, expression confused. What are children?
Apparently she's gotten a little more teasing. Or is just making up for lost time, whatever. )
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[She'd be better at playing along if she could stop grinning for a second.]
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( A glance over her shoulder, apparently trying to get a look of """children""". )
In Starkhaven people hatch from eggs, fully formed.
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[She pokes idly at Herian's arm.]
Good results, though.
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( Her brow quirks with a poke and she looks down, before looking back to Cosima. )
Only good?
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Herian can't contain her smile, glancing away for a second as she battles it, though the effort is brief and she's not entirely interested in securing the victory. )
That I can well understand, but I'd be forced to voice objection, lest there be another more like to win your favour.
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[How did this get so science-y, whoops, it just happens.]
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( She remembers saying something like that to Cosima before she left, there is something self-aware and questioning and-- and deliberate and cautious in it. Different elements and reasons that she's not sure how to disentangle.
So much of what she'd like to do now would be a presumption, would be... foolish, cruel, were she to be ordered away again. Selfish, without doubt. )
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( So serious, though she gently knocks her shoulder against Cosima's. )
Ah, you've uncovered the true cause of my return. ( Now she can profit from Cosima's generosity. Hurrah. ) Forgive me if I am forced to adopt an air of mystery. ''Tis entirely to assure some allure, and by no means due to the sensitivity of particular topics.
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I am so sorry, i thought I tagged this back already
I am intact in body and mind, ( which is not the most illuminating response, and something in her tone says she is well aware that it's not very helpful. Herian has to think, and exhales before continuing on. )
And I suffered no disfiguring injury all the time I was away. ( Which is sort of another element of the same thing, isn't it? ) Though I did... feel the isolation more than I might have, in times past.
Pfft you're fine
Okay, 'no disfiguring injuries' is kind of a low bar for a mission going well, but I'm glad to hear it. Were you on your own the whole time?
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