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!
no subject
"Myrobalan Shivana, serah. I'm a mage, lately of Hasmal Circle, and the Inquisition employs me primarily in research on the rifts. I also work with Ser Wren Coupe in Chantry relations." He pauses to run back through all of that in his head, and adds, "And I'm sure that made as much sense to you as Serah Niehaus explaining what she does makes to me, so where should I begin explaining?"
no subject
Myrobalan certainly isn't wrong in his assessment of how much sense it all makes to him, and it gets a soft chuckle in acknowledgement from Reaper. “I’m unclear on what the Circles are aside from being groups of mages? And the Chantry as a whole. Whichever you’d prefer to elaborate on.”
no subject
And magic isn't something all rifters seem to know about. He checks his headlong rush of words on that thought and asks: "Are you from one of the worlds that doesn't know of magic or the Fade, serah?"
no subject
"When does your magic manifest?"
no subject
"The youngest I've heard of was four," he says. "But that's an unusual case. I was seven; my cousin was eight. I haven't heard of many older than we were."
no subject
"Brought in for your own safety, you mentioned. How dangerous is magic here?"
no subject
"How dangerous to the mages, serah, or to everyone around us? A skilled mage can be the ruin of dozens of fighting men, if she's clever and knows the right spells. And many of us are trained for war." His tone is matter-of-fact, neither boasting nor ashamed. This is how the world is.
"Which isn't to say that's the only use of magic; it can be used to heal and encourage growth, tame animals or let a mage take their forms. And we still haven't exhausted all it can do; I don't know if we ever will.
"But we pay the price for power--we're awake in the Fade when we dream, and demons seek us out. If they can, they'll take our bodies by force or guile and use them to wreak destruction however they can."
He lapses silent, expecting more than a few questions in response to that.
no subject
"The Fade being a sort of barrier which the demons are on one side, and want into this side, I'm assuming? Do only mages see the Fade in dreams?"
no subject
"Not just mages--everyone who dreams, dreams in the Fade. Even, I'm told, rifters--now that you're here. Though if you aren't a mage yourself, demons aren't likely to bother you," he's quick to reassure. "But those who aren't mages seem to pass their time there without much control over what happens."
no subject
"Mages get to be awake in the Fade, face potential possession, and this starts when you're children?"
no subject
no subject
"Aside from developing enough will to temper steel, is there anything else done for mages in the Circles?"
no subject
"We're fed and clothed and given a proper education to rival most secular ones--and protected from an outside world that fears us, rightly or wrongly." He pauses to consider, weighing carefully, before continuing in a neutral tone:
"Which came at no small cost of our freedom."
Someone would bring it up, sooner or late. He might as well take on the task.