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
no subject
"Wait, like what? What sort of thing could I find and keep?"
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"Wow," she breathes out, unable to come up with any other words for a moment. "This is-- this is for real? The Inquisition is like this?" Her eyes drift back towards the Gallows before she thinks of something and her attention snaps back.
"But what about shit they don't like? Things that will get you in trouble. I ain't here to do any of that, but I always end up fucking up somehow." At least that's what the Carta always told her.
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Her expression is a bit doubtful at what Korrin says. After all, the Carta spent years trying to train her up to be somewhat useful and nothing really stuck. She's only still alive because the Carta needs couriers. Her not being a fuck up? Impossible.
"That's fine. Don't spend much time in public anyway." Underneath the covers is her domain. "But I guess you stick out more'n me, huh?"
no subject
"There still aren't a lot of my kind in Kirkwall, even almost a decade after. I'm one of the few that's bothered to come here on purpose, for the Inquisition. So, I get that a lot. It is what it is; I came here to do my job and I'm going to keep doing it, whoever's watching. If they don't like that, fuck them."
no subject
"So you're one of those not-Qunari, right?"
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"Wouldn't work for people who can't read, or from a distance if they can." So she guesses Korrin will just have to get used to repeating herself. At least Minka is what people expect: surface dwarf = Carta or Merchant's Guild. Anyone who isn't either of those is the weird one; not her.
She takes a second to purse her lips and look around them. This area of the docks belongs to the Inquisition. There are plenty of humans around, but dwarves and elves too.
"Are there other, um... Va-somethings like you here?" Sorry, she wasn't listening closely enough.
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"Guess if they show up, they'll turn heads." They'll definitely make her do a double take, just to make sure they're like Korrin and not here to convert everyone. Never can be too careful.
"I'm used to more dwarves around. And less humans. And less elves. This whole thing is weird."
no subject
"Yeah, they definitely would. And you get used to the variety pretty fast, I think. When everyone's focused on furthering our cause, there isn't a lot of time for letting culture clash interfere with that. At least for the most part; I won't say it never happens, because that'd be a lie. That said, I think we're more cohesive than not."
no subject
"I got one of those stupid green things stuck in here. I was told I had to come here to get it looked at, just to find out that no one knows how to get them out yet." She sighs in frustration. "So I'm stuck. They say it hurts less if you're around others with them."