Fade Rift Mods (
faderifting) wrote in
allthisshitisweird2017-09-30 08:13 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 filled with bears. 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 filled with bears. Choose your own adventure!
I. I love versailles this is the best
[There's more than a little amusement in Anders' voice. While plenty of things seem different between worlds, he's fairly certain maps have to be a constant. Right now he's being a smartass for the fun of it.]
The lines mark geography or countries. Or, in the case of the one on the ground over there, where someone got slightly too enthusiastic with something sharp and the line doesn't mean anything. Is there a particular set of lines you'd like explained?
no subject
Louis contents himself with picturing it in his mind's eye, his still face giving away nothing as he continues to look down at the table. (He is disturbed to see names there that are almost familiar- Navarra, Orlais).
After a sufficient length of silence he looks up, meet the man's eyes. I'm waiting, his expression reads.]
no subject
Kirkwall. This is where we are now, in the Free Marches.
[The Free Marches get traced.]
This city sees a lot of traffic from various nations, but most of its residents are Free Marcher or Fereldan.
[Now he circles Ferelden with his finger.]
There was... It's complicated, but a lot of Fereldans were made refugees due to forces far beyond the country's control for a time there. I can explain The Fifth Blight later, but there is no chance you want to delve into it just yet. Continuing on, the headquarters of the Inquisition are here, in Skyhold, on the border of Orlais.
[Hold and country both get tapped on before he touches the Anderfels.]
Then you've got my favorite, the Anderfels, as well as several other countries. What would you like more on? Because a stare tells me nothing as to what you'd truly find helpful.
no subject
It's a good start, for all the questions it raises.] The allegiance of the inquisitors is to Orlais, then?
[No mention of war, other than the Fereldan blight.]
no subject
[He can see why the man would think that, though. Anders takes a breath.]
The Inquisition is more of a religious organization, separate from the various nations though it needs to work with most of them. There are ties to Orlais, to be certain, but there are just as many ties to Ferelden, and it is ostensibly set up to serve all of Thedas.
Ostensibly, because while the main enemy of the Inquisition is Corypheus, the Tevinter Imperium and the Qunari are also enemies.
[He taps the empire and Par Vollen to mark the two respectively.]
The former because they were highly responsible for killing Andraste, known as the Maker's bride by our religious sorts, and the latter because their religion dictates everyone should follow it or die.
I'm not the greatest fan of Andrasteism for multiple reasons, but I dislike the Qun even more. They like to stitch shut the lips of my people and literally chain us, so I'll pass. At least Andrasteism just tries to cage us.
[His voice is very, very dry.]
no subject
And who are your people, to be so targeted?
no subject
[He slowly holds a hand up, but doesn't cast yet. For the Rifters Anders has some patience.]
Would you like to see me do something? Fire or ice would be the simplest, seeing as we're indoors.
no subject
Louis is sceptical, but turns his attention to the man. His hands come to rest behind his back.] As you will.
no subject
I'm a healer by trade, that's most of what I use my magic for, but why limit myself to that?
no subject
He reaches to touch the falling snow, a frown growing on his face.] How is this done? [His eyes lift sharply to the other man, even as he schools his expression to remain calm.] It is indeed a clever trick.
no subject
Trick? It's... I'm a mage.
[Anders shakes his head and the snow stops. Clearly he needs to do something a little more dramatic, but that something can't damage the map room and needs to not get him in trouble. Ice isn't doing the trick, and as well as he can contain fire there's nothing that's safe and dramatic with fire. He exhales with another shake of his head.]
Are you injured at all? A cut, a strain, is something aching? That, at least, you can't dismiss as a trick.
no subject
[His eyes are quick to sweep the room, to look for accomplices, hidden doors, mirrors... They stop on the man. No, he tells himself. He cannot suspect a plot against him here, where none know him.]
Tell me how it is done, if it is no trick. [He does not apologise.]
no subject
Anders crosses his arms.]
I tap into the Fade and channel its energies in whatever way I see fit.
[It's an obtuse explanation on purpose.]
As I said, I'm a mage. It's magic. Healing and ice are different schools of magic, but they're both from the same source.
no subject
And the man does not appear to be dissembling about it. Hm.
He puts together what he has gathered- if this man's people are mages, that implies that not all can use it.] Not all people can use these energies. What is different about you?
no subject
We don't know, exactly. To hear those who worship Andraste and the Maker tell it, we're curses because our parents sinned. Obviously I don't believe that's the case. Some non-Dwarf people simply wind up touching the Fade at all times, most only touch it while sleeping. And then Dwarves don't touch the Fade whatsoever.
[Anders shrugs and uncrosses his arms.]
Why are you right or left handed, whichever one it is? We're as close to answering that question as we are to answering why someone is a mage and why someone else isn't.
no subject
He does not understand how God works, and yet he trusts in Him.
Setting his hands behind his back once more, Louis inclines his head in a slight bow.] Forgive my rudeness. I have- I had many enemies at my home and I find myself slow to trust here, where I know so little.
no subject
Apology accepted. I've a few enemies myself.
[A beat, and his expression goes wry.]
Perhaps more than a few. I'm Anders, and I strongly object to mages being caged. It hasn't made me popular. Has the, [he gestures at the map,] tour of sorts helped? I've a little time left if you've more questions.
no subject
[He almost forgets to introduce himself, he's seldom had to before.] My name is Louis.
no subject
[There's always a steep learning curve for Rifters, but Anders enjoys teaching. He'll do what he can.]
no subject
But being jarred does not serve to have his questions answered. He steps back to the maps.] Which nations support the Inquisition?
no subject
[There's no 'if' for the battle being won - either they're victorious or they're dead.]
For that, Ferelden, Orlais, the Free Marches in general though Starkhaven is not... pleased, Nevarra, Antiva, and Rivain.
[He touches them again as he talks through them.]
The Anderfels are currently a mess as some rogue elements have chosen to take the throne and depose the king, likely at Corypheus' direction. Tevinter is not formally allied with Corypheus, but there are ties there. And Par Vollen has a spy in the Inquisition who is open about being a spy. Please don't ask what sort of strategy that is, I've no answer for it.
no subject
A wry smile appears at the mention of a spy, out in the open.] It's either incredibly foolish, or incredibly smart.
no subject
I'd not call the Iron Bull foolish. But if he joins us in Kirkwall you may be able to judge for yourself.
[Anders looks at Louis again, studying him. There's a lot of things being said, and while he's working to avoid terms that would need deeper explanations, it can be overwhelming.]
Would you like to grab a drink and get away from the maps for a time? The Hanged Man's a decent tavern, a little dirty and a little loud but the crowd's not the sort to attack a Rifter on sight.
no subject
But Louis has never been to a tavern, not one that didn't fall deathly silent on his arrival while the commoners were swept out the back door. And yet, Anders has said he's a divisive figure- would it hurt him to be seen with the mage?
He smiles.] A welcome offer, and one I'll gladly accept.
no subject
I'll even buy your drink.
[It isn't like Louis is likely to have coin. He leads the way out of the Gallows, to the Docks, and then into Lowtown. Afternoon is starting to merge into evening which means the streets are full of activity. Anders waves back to a few who, perhaps notably, don't call out his name, but generally they move through the crowd fairly unnoticed, all the way to the tavern Anders jerks his thumb at.]
The Hanged Man, favorite of much of Lowtown. Ready?
[He has no idea what taverns are like where Louis from, and he watches the man's face to try to gauge how well this trip is (or isn't) going.]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)