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!
no subject
At hearing the rare compliment from Mal, Sam crosses his arms over his chest, looking rather proud of himself. "Probably still one of the best ones you'll see yet, though there are a few more here then we had back in Ostwick." At the mention of the robes Sam chuckles. "Shucked them the moment I could. I've got a set of armor for when it gets dicey, but, yeah," he pauses looking down at himself. "A lot more dressed down when I work at the forge. Not good if you catch fire in the process."
When Mal's eyes narrow, Sam cringes lightly, half expecting her to yell. Thankfully she didn't go that far, but her displeasure was noted. "You know how Carlos gets when he gets excited, he doesn't always think the little stuff through. He was probably just excited when he heard about James."
no subject
She put her hands on her hips, blowing her purple bangs out of her face, "Yeah ... yeah - Maker Knows he's - wait. Wait. Captain Clueless is here?"
One hand slapped across her forehead, ".... yeah of course he is."
no subject
Oh, she finally caught on - at least he didn't have to remind her of who James was. "You really shouldn't call him that. He's not that clueless." So that's a 'yes' that he is there.
no subject
And she never would. Give her rough lines and something that could take a beating, thanks so much.
She sighed. Again. Looking to the sky. "Oh yeah. Because he's just so "attuned" to emotional undertones." Those quotation marks in the air are followed by one sardonic eyebrow. "We all knew that Elizabeth Swann was playing him, and that Will Turner was making googoo eyes at her and she was making even more gross eyes back AND ... he still didn't notice that Carlos was absolutely idiotic about him."
She tapped the air twice. "Captain. Clueless."
no subject
Also what were Will and Elizabeth in Ostwick? Templars?]
"We were in a stone tower, Mal. Sometimes in those cases people turn a blind eye so they can get on with their day to day." Honestly he thought it might have just been a case of James possibly trying too hard to hold onto something that wasn't there. "As for Carlos... he did kind of latch onto James as soon as he came to the Circle. It's kind of understandable that he would see it similar to having a younger brother's affection."
Yeah, he's fighting this, hard, but that's what he did; argue with Mal over stuff like this.
no subject
But William was a Templar and Elizabeth was the daughter of the Knight Commander, and they ran off together right before the circles fell.]
"How blind do you have to make yourself to miss all that nonsense?" Mal retorted. Honestly she would never see why everyone was so up-in-arms on defending Knight Captain James Norrington. He was okay - he wasn't a complete and total asshole - but come on. The Maker didn't shine down on him in worship or anything.
"You were like his little brother too and I didn't see you giving him puppy-eyes." She said dryly. She and Sam had been on the opposite side of arguments since she was thirteen years old - it didn't seem to matter how things changed. A war, a horrible Magister thinking he was a God, world gone crazy ...
Mal and Sam would take the black and white on every issue ever.
no subject
"I'm not blind, Mal. It's simply because I've known Norrington for a long time, and was there for most if not all of it." It had nothing to do with worship or anything, he had just been more familiar with all parties involved; even if he didn't spend time to really get to know Will or Elizabeth as well as James.
"Because by the time you and Carlos came around, James and I had already grown up together for over ten years like brothers in the Circle. We're also closer in age." So even if there was a case of puppy-eyes, Mal would not have been around for it. "So you're saying that if a kid, fifteen years younger then you, started following you around, you'd immediately think they had a thing for you?"
It wasn't always black and white, a lot of it was grey, but Sam definitely took the more optimistic or defensive side on an issue.
no subject
She points a finger at Sam, "And if a kid fifteen years younger than me followed me around like a puppy ...well first he would be four years old and so blind adoration is kind of a thing. But if I was in my thirties and some teenager started following me around? I might wonder if there's a crush present."
If there was one thing Mal could agree on - there was a lot of grey. Didn't mean she wouldn't step up to the offensive, and the worst possible outcome first. It was just how she was raised.
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There's a pause as he pulls his hand down to rest his chin on it. "Also pointing is very rude."
no subject
"Which if you think of it - is really sad." She tips her head at Sam, and smirks. "Going to write my mother to complain about my lack of etiquette?"
no subject
"No." Likewise Sam smirks. "If you're joining the Inquisition, then I'll be writing your superior officer about your etiquette."
no subject
"Well that's just too bad because I'm already part of the Inquisition." Sharp smile. "And according to rumor, I currently don't have one."