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
[The Medicine Seller couldn't recall an occasion that he would call a city itself ill, but there was something about Kirkwall that set even his hackles on edge that had nothing to do with his general twitchiness about the inherent wrongness he felt wherever he went in Thedas. And then it slowly seemed to dawn on him that he might be nosing in where he wasn't wanted. Not that it ever stopped him, but people put a lot in store by etiquette.]
Ah. I do apologize for the interruption.
[He didn't sound particularly sorry. He didn't sound particularly anything. Only the tranquil could sound so completely neutral.]
Your expression only reminded me of my own fond experiences with Sister Janice's Treatises on the Veil and Other Phenomena.
[His tone didn't change, but there was a slight upward twitch of the corner of his mouth as he inclined his head towards the book in question.]
no subject
[ The way that the world works is stable across Thedas; there's the same divide across the entire realm, and Solas can only see it more here because people are more lax, enjoying the benefits of their racism, their decision to wrap the people around them in slave bonds and Circles. It is no worse than any other area in Thedas, only more shameless in the execution. ]
You are forgiven. I do not mind.
[ Solas doesn't sound as if he cares about the apology either way; he simply turns his head, regarding carefully. ]
Then you are aware of the nature of her arguments. [ It makes his own smile turn into something wry. ] If it was not necessary to use her argument to dismantle it I would give it up entirely.
no subject
[Were Solas to turn the the page, there were even some of the Medicine Seller's furious, if otherwise utterly useless notations scribbled in the margins. And for some odd reason, a crude scribble of what looked like a one-eyed horse with deer antlers.]
Would it be too much of a leap to guess that you have joined the Rifts and Veil projects?
[It wasn't asked with his usual cold cadence. There was a measure of polite curiosity, if only because he was delighted someone else had the same frustrations towards poor Sister Janice's published works.]
no subject
[ He's not particularly fond of the work and he reads the notes with careful scrutiny. He can't say he agrees with all of them, not in their entirety, but there are some things here that he thinks he can allow himself to add to his own notations. Some careful thoughts, some interesting things, something to consider later. ]
It is of interest to me, but I have made no formal commitments yet.
[ And he has not been sought out nor invited, so he is content to do his own work for a little while longer. ]
no subject
With seven publications she has sense enough for a tidy profit, I suppose.
[He couldn't fault her that. Times were tough and money was money - it just didn't make his own task of sorting through viable reading and utter misinformation in an unfamiliar world any easier.]
It is a ...peculiar thing that is also of some interest to me. You see, there is nothing like it where I came from.
[He inclined his head in a polite bow.]
But I shall let you get back to your reading.
no subject
[ Solas would much rather spend hours of his time reading a proper academic paper, but those seem to be in short supply, even with the reach and resources of the Inquisition and its growing power. It leaves him somewhat frustrated, and it's painted clearly on his face.
Turning to look over, he nods in return, careful as he regards the other man. ]
Then you should take the time to learn as much as you can, even if it is not entirely accurate.
[ And, then, something of a smile. ]
You are welcome to join me whenever you wish.