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
There's no need to apologize. It wasn't like we put out a grand announcement; the risks from something like that were far too high. But if you'd like to make it up to me, then I'll look forward to that.
I'll hope for the first two as well.
[He lifts his mug toward Fate's with a jerk of his chin at the other man's mug.]
To returns and hoping?
no subject
[Twisted Fate smiles warmly and raises his mug.]
I'll drink to that. Might even try to find us some decent wine in this city.
no subject
I'd join you on that quest, as it's sure to be a difficult one. Or there's always raiding the Templars' quarters, which I may not join you for.
[Anders takes a drink and leans back.]
So what brings you back?
no subject
[The inevitable question, of course. Fate keeps his smile, regardless.]
I missed everyone's wonderful faces, of course. And the distinct scent of Lowtown is something you just can't capture with words -- Creators, did Varric try -- or can be compared to anything else.
no subject
Oh, he tried, all right. He didn't quite master the subtleties of it, the way the rotten fish weaves in with musty wood and cheap ale, along with so many other unmentionable things. The dwarf is dear to me, but there are a lot of details he didn't see fit to mention that perhaps should have been.
[The amusement turns wry before he gets it back on track.]
But aside from all that, there's charm here. I'm starting to see some potential for the future of mages in a few that have gathered. There could be building there.
no subject
Better to give some realistic expectations when coming to this sorry, wonderful hovel.
[That warms him, actually, to hear that from Anders.]
You see a light at the end of this crazy tunnel, then. Good. You've been through a lot. I think you've earned a peace of mind, knowing everything won't go to shit after what's been done.
[For better or for worse. Fate may not have looked upon what happened to the Chantry with approval, but he thinks that Anders regrets it. If there's something Fate can do, he can certainly forgive.
He himself is far from a saint, after all.]
no subject
I hope there's a light there. There are enough rebels who've gathered who want a change, and the worst influence for things returning to how they were, Vivienne, has been absent for a pleasantly long time. But there's definitely work to do, and much to be done by the time Corypheus is defeated and the Inquisition starts looking for another reason or path to stay in power.
[People who have power don't give it up willingly. It's one of the constants of Thedas.]
You'd be a welcome addition to efforts if you wanted to join in.
no subject
[And he finds that Anders isn't wrong about the Inquisition. It's the way of things; those who remain even after their goal is achieved will undoubtedly use its power for as long as they can.]
Ah, well. ...I'd love to, but...
I still have two major problems to deal with. If I ever get around to dealing with them, then I will help you. I've said as much before.
no subject
[There's no offense in his voice.]
Truth be told, I'd thought your disappearance due to you attending to those. But this means I can reiterate my offer of help when you get to them.
[Not if. He's run from problems and they've always had a way of catching back up to him, and worse. Sooner or later, Twisted Fate will have to face them, Anders is quite certain.]
And there's regular work to be done for mages in the meantime, if you're interested in that. I've a school alongside my Clinic in Darktown, for beginner magic, alongside numbers, letters, and geography. I could always use more teachers I trust.
no subject
[His fingers fold together, and he's quiet a moment. There's only so long that he can run and hide -- and he figures by now, it's come back to bite him in the ass more than a few times.]
Really, you'd trust me to teach people anything? [He chuckles wryly.]
no subject
[He smiles and takes a sip of his drink.]
I'd tease when saying we can't exactly afford to be choosy... but it's also true. As much as people talk about how younger mages need to be taught, surprisingly few can be bothered.
no subject
[Twisted Fate sighs and smiles crookedly.]
All right, I suppose I could lend a hand and make sure no poor young mages make fools of themselves. At least not in public.
no subject
[He absolutely means it.]
The Clinic doesn't move around anymore, thankfully. It's nice to not have to hide from Templars.
[He gives quick directions to it.]
Don't worry if you forget the way; there's plenty who can direct you there. They like having it.