Fade Rift Mods (
faderifting) wrote in
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'm in the Naval Presence project, mainly, helping Araceli coordinate our efforts at sea and dealing with the shit that happens on it. Not too long ago, we had to fight red lyrium sea creatures because a shipment got into the water. So, that was fun. I'm also in the Northern Powers project mostly for Rivain, but I might just drop that one and focus only one one thing. We'll see.
[She shrugs, still not certain about that.]
no subject
Hmm. [Twisted Fate has a swig from his tankard, his other hand tapping on the table thoughtfully.] I used to sail quite a bit for a time. I was with a pirate crew back in my early "just left the clan, now what" days. So I could lend a hand there if you need.
[Plus, having access to travel by sea wouldn't be so bad. Fate isn't looking for a high profile position.
Too much attention.]
no subject
Sounds like you'd fit right in, then. I expect we'll be going back north at some point again, since we have something of an alliance with a captain in Llomerryn. That took some finagling and I can still feel the hangover from our drinking contest, but it was worthwhile.
So, are you here alone or is Nerva with you? [Korrin still doesn't know what to make of that woman, remembering how infuriating she could be about anything to do with mages and their right to self-determination. But there must be more to her if Twisted Fate is still with her after all this time.]
no subject
Oh, I'm not concerned about that. I'm very flexible. You just let me know where you need me.
[The mention of Nerva makes Twisted Fate pause, hesitating. It isn't a matter of distrust; Korrin is one of the best friends he's made in a long time.
But he's also flawed, and avoiding his problems is something he's exceptionally good at.]
Just on my own. [It's answered so casually that it's probably suspicious.]
no subject
I'm sorry, Fate. I shouldn't have asked, but...I hoped to hear you were happy.
[Even if it's with Nerva, of all people.]
no subject
Well, it doesn't matter now. She's...
[It's something he's come to accept. That he'll never see her again.]
I think I'm too sober for this.
no subject
How about we claim a booth, you use me as a pillow, and drink to your hearts content? I'll make sure nothing happens to you, Fate.
no subject
no subject
[She pushes her chair back and gets ready to claim it, not that there's a lot of competition right now.]
no subject
With the booth occupied, Twisted Fate settles in. The drinks are piss, but he'd take about anything right now to just not think about things.]
It's my fault. [He says, eventually.]
no subject
[Korrin resists the urge to defend him automatically, when it's obvious he needs to let this out. She slips an arm around Twisted Fate and draws him gently to her, positioned so that they can both relax.]
no subject
He leans into her hold. Something he misses terribly.]
Priggs found us. She's... gone.
no subject
...I'm so sorry, Fate. Is he dead, or do you want help blasting him apart?
no subject
Terrible, isn't it. When it happened, my first instinct was to go drown my sorrows in as many taverns as I could. I know Nerva wasn't ... that popular with many of my fellow mages, but she loved me. I loved her.
And yet, here I am. In arguably one of the worst taverns in Thedas, feeling sorry for myself instead of finding that bastard.
no subject