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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!
II
And she doesn't recognize the Warden before her, but that doesn't stop her from trying to be helpful. "There isn't a specific Warden encampment, actually, we're a bit spread out compared to our former arrangement at Skyhold. Our senior Wardens are Alistair and Nathaniel Howe. I can show you to the office, at least. Garahel, come."
The mabari responds with a whine, still on his back. Does petting-time really have to end?
no subject
"Garahel, eh?" he observes, approval in his voice as he speaks. He turns his glance to Inessa. "I take it this fellow is yours?"
Enduring the strife that awaits him with both Alistair and Nathaniel Howe will keep.
no subject
"Indeed he is. Garahel imprinted on me just after my Joining. We have been together ever since, from Weisshaupt to Skyhold and now here." Garahel barks, quite pleased to be the topic of discussion.
no subject
It takes him a moment to recall the purpose of his visit, and when he does, there's a trace of dread in his expression. He schools it away. "I'll speak with Warden Howe, in that case, if you know where he is."
no subject
The trace of dread is noted, though Inessa refrains from directly asking. (Though honestly, with the way gossip circles around, there isn't much need for that. She'll hear of it, sooner or later.) "Yes, of course. This way." She stands to her full (unimpressive) height and leads them down the path, Garahel padding along agreeably."
"I don't recall seeing you in Orlais, or at Weisshaupt. Where have your duties taken you, if that's not prying overmuch?"
no subject
He walks alongside the young elf and her mabari, notes her question, and shifts the back somewhat on his shoulders. “Lately the Western Approach, and Orlais a bit,” he replies, then adds a bit wryly, “though I expect the last time I spent any substantial time in Orlais was right after the Fifth Blight. I take it you were involved in that business at Weisshaupt?”
no subject
"Only as much as I and several others protested Warden-Commander Clarel's plan and were imprisoned for it. All my life I was told not to use blood magic and had no desire, seeing what comes of it. And then when I adhere to that standard, suddenly I am a traitor? The irony of it all, especially considering the state of the Anderfels now." The First Warden overthrowing the Anderfels royalty and working with Corypheus...no, she'll never forgive them that. Garahel growls quietly, just as determined to hold a grudge for that period of time.
no subject
That was the choice he'd believed had been presented to him at Ostagar. He can't know if he'd make the same decision again--the blood was on his hands, either way. It always would be.
"I'm certain you acted with honour," he tells Inessa with a note of reassurance in his voice. "Regardless of what the First Warden may choose to label you now, you are no traitor."