Fade Rift Mods (
faderifting) wrote in
allthisshitisweird2017-12-20 08:53 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.
PLEASE NOTE THAT THIS TDM FEATURES SNOW.
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, currently covered in snow and ice; 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, currently very cold. 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. In the snow!
II. KIRKWALL: A quick row across the near-freezing harbor will take you to Kirkwall proper. The city is built into the cliffs, from exclusive and wealthy snow-dusted Hightown at the top to impoverished Darktown in the abandoned mining tunnels below, where discarded waste is presently frozen into slushy brown ice. In the middle is Lowtown, home to taverns, merchants, and plenty of trouble to keep anyone looking for it happy. And a lot of snow. You’re welcome to spend your free time and your money here—but try not to annoy the locals too much, please, in case the Inquisition's welcome runs out. It’d be a shame to have to pack up and leave in all this snow.
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 Denerim, in the snow, pouring demons into the snowy 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 snow-covered road, or to gather samples out of the snow and take notes on the rift’s location once its closed, or to speak to prominent locals (in the snow) 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. And snow.
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.
There is no snow on the crystal, unfortunately.
V. WILDCARD: The whole of Thedas is yours to explore, from coast to uncharted wilderness filled with bears, and did we mention that there is snow? Anyway: 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.
PLEASE NOTE THAT THIS TDM FEATURES SNOW.
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, currently covered in snow and ice; 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, currently very cold. 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. In the snow!
II. KIRKWALL: A quick row across the near-freezing harbor will take you to Kirkwall proper. The city is built into the cliffs, from exclusive and wealthy snow-dusted Hightown at the top to impoverished Darktown in the abandoned mining tunnels below, where discarded waste is presently frozen into slushy brown ice. In the middle is Lowtown, home to taverns, merchants, and plenty of trouble to keep anyone looking for it happy. And a lot of snow. You’re welcome to spend your free time and your money here—but try not to annoy the locals too much, please, in case the Inquisition's welcome runs out. It’d be a shame to have to pack up and leave in all this snow.
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 Denerim, in the snow, pouring demons into the snowy 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 snow-covered road, or to gather samples out of the snow and take notes on the rift’s location once its closed, or to speak to prominent locals (in the snow) 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. And snow.
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.
There is no snow on the crystal, unfortunately.
V. WILDCARD: The whole of Thedas is yours to explore, from coast to uncharted wilderness filled with bears, and did we mention that there is snow? Anyway: choose your own adventure!
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He looks over at the woman who's the same height as he is and is immediately delighted at both her tone and words. Blowing out a breath that hangs in the air, he laughs. "I've never been very good at the offended looks, I'm afraid! You think I would have learned how, being surrounded by them all the time, but no. I'm afraid I'm far too eager to hear stories of the untamed wilds of the mountains to care if my ears are harmed. In fact, if you could get them to flush with heat, that would be wonderful! They're freezing right now." He puts a gloved hand to his ear and rubs the aching spot, though it does nothing to relieve it.
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And yes, she may be checking to see if those ears changed color at all. Sorry, Julian, you're stuck with a troll.
"I'm no skald, that would be my mother. She knows all the best tales of Avvar heroes and gods, and what I know is but an echo of that. But if you've a genuine interest, I'll explain what I can."
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"Pleasant time in pleasant company is better than dodging sharp weapons and whatever will come out of those rifts. But at least it will do something for my current frigid state." His ears are red from the cold only, but he'd gladly see them burning hot just so they stop aching so.
"Ah, a skald is a storyteller, then? And of course I want to hear! As you said, I had my chance to look offended and run off, but here you see me."
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"Skadi Iceblade," he repeats, already thinking he might have to make an exception and tell Nicoletta and Anaïs about this person's tale. "It's only fair I tell you mine in return. Julian De Abbrixio. And please do go on. I'm all ears, even if they're in an unfortunate state."
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I had just returned from my spirit warrior training, so I had arrived not long after the competing warriors had left. Thank the Lady for that bit of timing, since this was a greater challenge than any cliff or greased-up warrior. As you might've guessed, I'm neither quiet nor stealthy, so I decided to use that to my advantage. When I got their attention, I lead them to a pass and smashed my blade into an ice-bridge, bringing it down upon the swarm. What remained after that was easy pickings for the rest. My own blade was beyond saving, but I gained a new one and the legend-mark Iceblade."
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"Brilliant!" he exclaims at the end. There are so many questions he wants to ask, like who is the Lady, and what competition was going on, and what exactly is a spirit warrior? But all these he holds back on to try and stay focused.
"Ice-bridge doesn't have the same ring as Iceblade. It's good they went with the latter. It is an incredible sword." He leans back a bit for a better look. "Does your mother tell that tale all the time? I know my mother would."
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At mention of her mother, she shrugs. "I hope so? She would have preferred me to follow in her footsteps as a skadl, but earning my legend-mark seemed to convince her I knew what I saw doing. I had to leave, not long after."
She frowns, showing the green light flickering in her palm.
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"I've never seen its like before," he remarks, before putting his hand on the pommel of his sword, safely tucked into its scabbard. "It puts mine to shame!" His sword is Antivan made, highly decorated with volcanic aurum that resembles gold but is, of course, much stronger. It's the typical sword a nobleman would be given, but it has no name and no long history in the family. Julian isn't that attached to it, or his shield for that matter. "Very unique looking and it has a story behind how you got it."
His eyes take note of the green glow and he frowns slightly, the look altogether foreign on his face.
"I have heard of this, but had yet to see someone affected until now." He figures she's probably been asked Does it hurt? a thousand times, so he instead tries to lighten the mood.
"At least you don't need to light a candle if you need the chamberpot in the middle of the night, eh?"
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"Aye, true enough! That's a pragmatic way of looking at it. I like you." She slaps a hand on his shoulder.
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"We must share a drink, you and I, when we make camp. I would enjoy an exchange of stories."
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"It's too bad Satinalia is past us now. We celebrate for at least a week."
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"But we also have a great secret: you can never be hungover in the first place if you never stop drinking." He touches a finger to his nose and winks.
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"And what was the Tal-Vashoth doing that far south?"
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"You wouldn't happen to have any of that mead with you, would you?" He'll try anything once.
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