Fade Rift Mods (
faderifting) wrote in
allthisshitisweird2017-06-24 10:54 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
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
"I honestly am not sure how I manage it either. This place often feels...stifling." That was the best way to put it honestly. Kattrin sighed and looked at the walls around them. "You are welcome to call on me when you need time away from those here."
no subject
"I'll tell you the tale sometime, preferably with drinks and a view from the mountains." That sigh earns a sympathetic nod from her, not imagining it's been easy on Kattrin. "Lady, if you only knew how much I'll take you up on that, you might not be so quick to offer. I came here to get this-" Glancing down at her shard-hand with a frown. "-out of me, but if I'm right, that's not to happen any time soon. Mountain retreats might be the only thing to keep me sane. If you know about what to expect out there, all the better."
no subject
"It will be no mountains that we draw comfort from but I will welcome the companionship." She gave a soft laugh. "Besides, if you visit too often I could just put you to work and gain an extra set of hands."
no subject
"How do the lowlanders treat you, as a mage? I heard there was a war, but not much else. Are they still going on about 'apostates', as though that means anything to us?" She frowns a little, concerned both for Kattrin's sake and her sister's if Freya ever gets it in her head to follow her. She'd better not, though, not before releasing her teacher.
no subject
Between being Avvar and an apostate, there wasn't much in her favor. She was lucky that she was skilled with herbs as well to offer non-magical healing too. Even then it was hard for her here and only her knowledge that she felt guided here kept her in this place.
"It is not easy but I do what I can."
no subject
Lowlanders can be so weird and backward about magic, and she doesn't envy any mage having to deal with that.
no subject
No. She couldn't just get upset about this now. It wouldn't help and animals were sensitive to such emotions. The elk didn't need that.
"I would welcome that. I am no fighter and have always been more healer. It is the path my teacher guided me towards. So I have always been welcome to any I can support as they fight." Sure she could fight if she had to but she knew better than to enter fights she had no chance of winning. "So far I have been left alone though."
no subject
"That's good to hear. I've heard conflicting tales, many of them painting a grim picture, so I've been wary. Still am, but as long as they let us be, then maybe we can focus on what matters."
no subject
Which was something she knew she could never stop doing. It was too much a part of her nature. Whether it be with herb or magic, she had an itch to help people that way. She wasn't sure what her life would be like if that was taken from her.
"Are you ready?" She wasn't about to take her from the animal before the animal was ready to be alone, of course. Hence why she was checking.
no subject
"Aye. Lady knows he'll want some time to rest after all that traveling. Lead on, then"
no subject
"Do you know where you will stay while you are here? If you will join the Inquisition?"
no subject
"No idea. What are my options? Anywhere with a decent view? I don't expect it to be a home, but I'd like that much." The higher up, the better. Perhaps then maybe all these tall buildings don't feel so stifling to her.
no subject
"It is perhaps written somewhere if you know the written language." She didn't so she wasn't able to check herself.
no subject
no subject