Fade Rift Mods (
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allthisshitisweird2018-05-22 11:42 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. TOURNEY: Barely had time to make yourself at home, did you, before you were sent away from Kirkwall again—but for fun! Sort of. You've been sent to Wycome, the party capital of the Free Marches, for the Grand Tourney. It's a week of celebration and chillin', shopping at vendors' stalls or drinking and making new friends while fighters from across Thedas try their hands at friendly (or "friendly") competitions of skill and/or muscle, leading up to the prestigious Grand Melee. Your mission, which you've presumably already accepted, is to put on a good, respectable show for the rest of Thedas—particularly if you're someone like a rifter, or a mage, or an elf, or anyone at all who isn't an Andrastian human—so the Tourney's affluent visitors take only good gossip home to their countrymen. Which is to say: if you get involved in a drinking competition, you better win.
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. 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. TOURNEY: Barely had time to make yourself at home, did you, before you were sent away from Kirkwall again—but for fun! Sort of. You've been sent to Wycome, the party capital of the Free Marches, for the Grand Tourney. It's a week of celebration and chillin', shopping at vendors' stalls or drinking and making new friends while fighters from across Thedas try their hands at friendly (or "friendly") competitions of skill and/or muscle, leading up to the prestigious Grand Melee. Your mission, which you've presumably already accepted, is to put on a good, respectable show for the rest of Thedas—particularly if you're someone like a rifter, or a mage, or an elf, or anyone at all who isn't an Andrastian human—so the Tourney's affluent visitors take only good gossip home to their countrymen. Which is to say: if you get involved in a drinking competition, you better win.
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. Choose your own adventure!
no subject
He says it in an odd tone, like the word is wrong. It isn't the word that's wrong, it's the rift. He doesn't know how to relate to a tear in the sky, or the 'veil' or having red blood and a heart that can't be removed with the flick of a wrist and a strong tug.
no subject
Not that she thinks many of them are particularly friendly with her, but she doesn't care. She's used to the isolation, to the awkward loneliness that comes hand in hand with it, to the strange, twisting feeling of being on edge and uncertain. She's grown better for it - stronger, in the long run - and she doesn't let it bother her too much any more.
"You are a Rifter, then." She frowns, looking at him up and down. "You come from... Earth?"
no subject
"So, you see, I have rather a lot of catching up to do," his mouth quirks into a self-deprecating grin that quickly fades. "I just thought you should know I'm not the same as the other human rifters." There's a hint of deference to his tone when he refers to the others, like he wishes to distance himself so he would be in his proper place in relation to them- definitely below them.
no subject
"I see." It's obvious that she's curious and she finally places her things to one side, turning to look at him properly. Her head tilts, just a little, before her lips curl into something almost like a smile. "May I examine you?"
no subject
no subject
"Your insides were replaced when you arrived here." She doesn't know what that means for the man in front of her. Would he be treated the same? Would he bleed like a human or would it be something else? "Have you been ill before?"
no subject
His voice trails off, and he is silent for a moment. Inwardly, the realization that he has more than injury to fear chills him. "Before... the Change, I was able to run my own diagnostic to self-check my systems. I was incapable of feeling pain, of becoming diseased or infected..."