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
"I, erm. Just arrived. I'm here as a...as a trader. Not as a mage. I'm trying to move on from all that."
no subject
"Ah," he says, of the observation. "Well, under the current circumstances, I suppose I can hardly blame you." Julius is clearly not undercover, what with the robes and the very large staff slug across his back. "It's a dangerous time for mages, and I wouldn't be so bold without the Inquisition behind me."
He hadn't been, for years, and for all his manner is easy, Colin might know enough about Julius to guess that there's more defiance than one might think in that ease.
"How's business? Have you had a decent meal recently?"
no subject
"I'm all right," he says, although it's actually sort of a relief for someone to look out for him just a little. He has been on his own for so long. "It's not business or eating that's the problem." His brow furrows. "I still get...weird, about being out in the open sometimes."
He can't remember if Julius' class was the one in which he had a total meltdown and had to spend the night in the infirmary. Julius might have no idea what he's talking about. That was a long time ago, and he was hardly the only mage traumatized by Uldred's rebellion.
no subject
"At least in a city you can always step into a tavern or a shop," he offers, not unsympathetically. "Does that help, at least?" He doesn't want Colin to feel he's prying but, at the same sort, he can't help feeling at least mildly responsible for any Kinloch Hold mage he runs across now, especially those young enough he'd taught them.
no subject
And apprentices and young mages are sort of hard-wired to trust enchanters, that's sort of nature.
no subject
Then: "If it helps, I'm not actually staying in the Gallows. If you need to get in touch, that is. I work there, but I'm staying in the Vauquelin estate in Hightown, so you can reach me there more easily."
Even mages who aren't hiding their natures have more than enough reason to feel uneasy in the Gallows; Julius, who doesn't believe the entire system was unworthy even now, still feels the weight of the horror when he forgets to actively ignore it. And the boat ride over might make Colin in particular less than comfortable, he suspects.
"The lady of the house can be a bit, um, Orlesian, but I'm sure any messages will make it to my hands."
no subject
He makes a face at the Orlesian thing--mere disdain, not true disgust. "Well if she doesn't fan herself with imported lace and swoon at the mere thought of housing an undesirable like yourself, I guess she might have the fortitude to pick up her silk skirts over her diamond shoes and tell her butler to help her carry a piece of paper to you."
Despite his amusement, he says it quietly. Which is good, incidentally, in case Gwen is listening.
no subject
True story.
"Are you trading anything I'd be inclined to buy, or is it the sort of business where I really don't want to know the details?" It's lightly said, not quite a joke but an honest out if Colin doesn't want to say.