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allthisshitisweird2017-06-24 10:54 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. 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. Choose your own adventure!
Carver Hawke | Dragon Age
[Kirkwall never really became home for Carver. Not in the way it had for his oldest sibling, who made her name here. Rather, it was a brief phase of his life before fate took him elsewhere, far away from the city that he had only visited a handful of times since then.
Still, despite his outward scowl, there's a part of him that's relieved to still see the city standing and, apparently, recovering well enough. A long mission near the Anderfels kept him completely out of the loop for months. Coming back to the surface, and to reality, the things he had learned... disturbed him, to say the least. Suspicions about the Order and this talk of Corypheus sent him on his way to Kirkwall, where this Inquisition was stationed. He'd also heard talk that other Wardens had come to help as well, so he'd hardly be the only one.
Of course, it was more than that for him. He hadn't spoken to either of his sisters for months, and when he heard the oldest was missing, he knew he needed to find Bethany and see what needed to be done. (And yes, he's worried about big sis. A lot. Where does she get off on disappearing without a word anyway?) So really, despite his checkered history with Kirkwall, he knew he'd be coming back, and this time plans to stay for awhile.
When he arrives, he's not sure where to start. Inquisition people pointed him to the Gallows, but the thought made his skin crawl. He can't imagine Beth - or any of the others - staying there anyway, not after what happened. So, he takes off into the city, in search of those he knows. Hightown, Lowtown, the docks... heck, he'll even popped into the Hanged Man. It's a good place to start looking, right?]
III. Questing
[Yep. That's a Rift. It's the first one Carver's ever seen, and admittedly, he's left staring at it a moment. After being a Warden for as long as he has, he'd think nothing would surprise him anymore. But he shakes his head and lifts up his two-hander.]
Been awhile since I fought a demon. One might even call it a refreshing change of pace.
[...oh Maker. He's starting to sound like his oldest sister. Flames take him.]
How many do we usually have to deal with when we come across one of these things?
[Though it won't take long to find out, with how much the Rift is spitting and hissing.]
IV. Sending Crystal
[Oh this thing isn't totally suspicious or anything. Carver's got it on the table in front of him, frowning at it. While he wasn't raised to fear magic, not in the way most are, this thing definitely strikes him as more than a little odd. He decides to give it a try, though it wouldn't be Carver if he didn't complain a little bit.]
So, we're using these magic items to communicate, even though we don't know how they work? Right, that'll go well. And somehow everyone who has one can hear this? Quicker than a raven, I suppose, but I'm not going to be the least bit surprised if this winds up coming back to haunt us.
[So optimistic, Carver Hawke.]
IV
[There's a thump beside her and a canine grunt, though she angles the crystal so that her companion isn't breathing heavily into it.]
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So they found a bunch of weird crystals in a hold that I understand was abandoned for ages. [Right. He's been on enough (mis)adventures with his sister to know how well that goes.] Of course they used them before fully understanding them. Why wouldn't they?
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Let's hope their convenience winds up outweighing the possible danger. There's been enough fool decisions made without knowledge in the last few years.
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Isn't that the truth. I am a Grey Warden; trust me, I have witnessed my share of 'fool decisions made without knowledge'.
[Thanks, Warden-Commander Clarel.]
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I've heard there were other Wardens here. Are there many of us?
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Kirkwall - Maaaagical Treeeeeeee
What.
W H A T.
Her gaze had only moved up for a second, just to see if anyone was coming to her table to get food and knitted clothes, when she saw a familiar dark head. So familiar that she recalled the precise day that he nailed her braids to the headboard and how hard she had hugged him when he left to join the army in Ostagar. She is on her feet before she can think it, and she calls out to him in a tone that will get most of the square staring at them.]
Carver!
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Carver's kind of side-eyeing that forest really, really hard. How could something like that have grown up so much in such a short amount of time? There should be rubble and... whatever here, not a fully grown forest. He doesn't want to be one of "those people", but magic immediately comes to mind. What else can it be, really? Though, if there's another explanation, by all means-
...wait.
Oh Maker's breath. Is that-?
Yep, that's Bethany. The person he's been looking for all damn day. And, uh. Oh. That's a look she's wearing.]
Of course you're by the really suspicious looking forest in the middle of the city. Where else would you be?
[Hi Bethany. He missed you!]
Just to warn you, Carver supposedly has Dog.
[Was Bethany's wry response, before she grinned and pushed herself up and directly into her twin's arms, launching herself at him in a huge hug. She wrapped her arms around him and did not let go, squeezing so hard that it made his armor creak just a little.]
Maker's breath, I've missed you and your lemon-sucking face! Where have you been, are you all right? [She leaned back, frowning up at him.] You feel skinny, have you been eating? Where's Dog?
aye aye
...and of course she's going to fuss. He huffs out a breath.]
Yes, I'm all right. Yes, I'm a little skinny, seeing as the darkspawn haven't set up any nice taverns in the Deep Roads. And Dog is in the city, looking for you. Figured we'd best split up so we could cover more ground. Ten to one, with how this place smells, he'll wind up here eventually.
Re: aye aye
Well, we're going to get you and Dog fed. You need to come home with me, so you can meet my husband and get a decent meal besides.
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He can have a nice meal, catch up with Beth-
...
Wait.
Wait.
Wait a moment.]
What did you just...?
[He steps back and takes a look at her. Surely he heard that wrong.]
Did you say husband?
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This is what you get for not answering not one of my letters, you know. I invited you to the wedding and everything.
[Then that tartness faded into one of pure happiness.]
Oh Carver, just wait until you meet him - his name is Aleron Darton and he's so good and strong and handsome and smart and you'll just love him I know it you have the same sort of dedication to duty and all that -
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[There's a stab of guilt: "I invited you to the wedding". With their sister missing, that meant no one from their family was there for Bethany's big day. Finally, one of them gets a chance at something normal, and what do the rest of them have to show for it?
Maker, Mother would be ripping into him for it if she were still alive.]
This is what I get for turning my back for a minute. [He huffs out something that almost sounds like a laugh.] Darton. Don't recognize the name. He's not from Hightown or something, is he?
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II
Then Carver's turning and Anders figures his choice has been taken away from him. Anders steps close.]
Hello.
[There's worry in his voice, audible even with how quietly Anders is speaking.]
If you could avoid shouting my name I'd really appreciate it, and yes, everyone in authority knows who I am and that I'm here.
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And who exactly constitutes as authority? The last Viscount lost his head if I recall, and then our self-styled Templar turned Viscountess became a hunk of lyrium.
[Despite the snark, there is a genuine honesty in his question. Out of the loop for too long, and he should really learn who's running the city and how that works with this Inquisition having decided to camp itself here.]
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The leadership of the Grey Wardens and the Inquisition. They're why I'm here and not a thousand miles away.
[At least there doesn't seem to be any anger in the question. It doesn't feel like Carver is currently feeling like hating him. Anders decides to try a question of his own, even if it's not the question he most wants an answer to.]
Are you here because of Bethany?
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[Barely organized chaos, he assumes. Still, whatever structure there is, he can't imagine they'd be thrilled that Anders, the one who kicked off the chaos to begin with, being back in the city, where it all began.]
I'm here for a lot of reasons. [Wouldn't be Carver if he didn't make things difficult for Anders. But it's the truth. Bethany is only one reason he's here, even if it's his most personal one.]
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I've personally healed the members of the leadership of this city.
[Including of some very personal issues.]
I've my own many reasons to be here, and none of them should matter to the leadership who couldn't give a nug's ass about what was amiss when I was here previously. I'm helping heal and helping the Inquisition.
[His tone is a little short, though it's still quiet. There's enough noise around them that he doesn't think they'll be overheard but there's no point in risking it.]
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[Great. Just great. He can't wait until that blows up in their faces. (Again. Hopefully not literally this time around, there's been enough of that in this Maker-forsaken city).
And ugh, plight of the mages again. Some things never change.]
Oh I'm sure that's exactly how they'd see it. [He wants to point out that the loved ones of the people he killed wouldn't see it that way, nor the majority of the city's citizens who are probably still scarred from what happened that day. But honestly, Carver's just tired. He's got other things to worry about and he's not in the mood to bicker with Anders over things that are past.] No, I won't tell anyone you're here. But you said the Wardens know about you? I thought you abandoned the Order.
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They abandoned me. They took my cat away and left me to Templars. They're getting another chance, and not just because they decided I was worth more to them alive. For now. So do you want to tell me any of the reasons that brought you back here?
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Still, Carver doesn't press the argument. He's too tired, and the argument too old. He's back, the Senior Wardens seem to be okay with it, so it's not his place to argue. Though if Anders decides to leave again, he'll be so going "I told you so".]
Why do you care so much about why I'm back?
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