Fade Rift Mods (
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allthisshitisweird2017-09-30 08:13 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 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!
Athénaïs | Versailles | Rifter
[As quaint as it was to watch the sparring or to see everyone flitting about, assuming they were of some use, it was dreadfully dull. All of this was. But rather than be directed and herded like some sort of blithering sheep, she roamed the library at her own volition.
There were a few books on a table and trying to appear productive, she flicked through the pages, skimming over the text.]
Oh my, another history to learn. Wherever will I find the time?
[Sarcasm and cynicism, it was at least a way to amuse herself.]
II. Kirwall
[While the markets didn't have anything that she wanted to buy, there were at least new and unique items to hold her attention. After all of the merchants that had visited Versailles, the novelty had worn off. This was something amusing and she was in dire need of it without the champagne and gambling to pass the time.
She toyed with a piece of fabric at one stall, glancing over it with a small glimmer of derision. Cheap, just as she expected.
To the person next to her, she handed it over to them]
This might actually suit you.
V. Wildcard
[Choose your own adventure!]
the library.
( The time Gwenaëlle has for rifters correlates directly to how inclined those rifters are to confront the reality that they are in the midst of war, that they owe something to the organisation responsible for their survival and safety - she doesn't so much as pause her steps as she makes the remark, directing her lady's maid with the list of books she wishes to review before she makes her case for being permitted to terrorise - interview - the pet magister that they're keeping the dungeon.
It's not the first time she's insinuated - or outright said - that rifters who fail to pull their weight drain resources that could be better used elsewhere.
It will almost certainly not be the last. )
no subject
[War was a game for men. The true battlefield was waged with words and sharp looks. The right blade plunged into the right back. It was a skill and required true mastery. This? It was the same war that Phillipe preferred. Only with magic instead of muskets. Perhaps that was the only interesting aspect of it all.]
I understand that there are those that can summon things and wield power not found in average mortals. Magic? How is it learned?
no subject
You've mistaken me for a charity, ( is the only bland answer.
Nothing's free. Not information, and not least of all, time. Gwenaëlle's has better uses than pandering to the spoiled and ignorant: she frowns up at the shelves, waving Yva back with the list to compare it to what she sees before her. )
I The Gallows
[There's a lot to manage if you're a Rifter. He understands that. But there's no point in being condescending about it. Anders takes that particular text away and sets it back on the stack on the table.]
If you don't want to, don't. You might pay later, but you might not. There are plenty who go about... uneducated.
[There's a niceness to her clothing, a precise way she's holding herself, and definite arrogance to her words. She doesn't seem the sort to want to be uneducated. Or the sort to be fine with a book being taken away. It's a gamble.]
II
orlesian fashion is too often accused of impracticality; somehow, the longer she's west, the more dire the need to cover her face. ]
Do you think so? [ pleasantly enough, but she's hardly missed the woman's hands — ] I fear it would contrast terribly with green,
[ a deliberate little glance to athénaïs' anchor shard, ]
And one must consider one's companions, no? In times as these.
[ she folds it back onto the pile ]