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allthisshitisweird2016-09-15 06:33 pm
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TEST DRIVE MEME!
Surprise, Beartch

Bet You Thought Etc.
Maybe the Inquisition sent you, maybe you came seeking the Inquisition. Maybe you fell out of a rift into this world last week and are still just trying to find your feet. However it happened, early fall finds you in the Hinterlands. Tucked between Ferelden's massive Lake Calenhad and the icy Frostback Mountains, the Hinterlands are a hilly region covered in patchy forests and small farms trying to eke out a living between the boulders. Though somewhat remote, the area is rich with game and minerals and home to Redcliffe, a bustling town on a busy trade route.
The Inquisition has set up several camps and sent personnel to try to restore order to the region, unwilling to let it slip into chaos. There's a lot to be done, some of it straightforward killing bad things, some of it weird and nebulous morale-building.
I. DRAGONS
There is a dragon in the Hinterlands. Everyone knows this. It's difficult not to notice when a dragon flies overhead with a mouth full of screaming sheep (alas, the poor dead sheep) or scorches your fishing boat and makes you swim for it (alas, the poor soaked fishermen). But she's only rarely sighted, and her lair is as of yet unknown, if "yet" is defined as "the moment before this exact moment, right now." Because you've found her. She is, at this very moment, screeching so loud it rattles the cliff sides that are trapping you in her territory and raining fire down over the only clear path of escape. She and her two dozen children don't care if you only wanted some elfroot and spindleweed. They also don't care if you have a sword. You look way more delicious and less woolly than a sheep.
II. CROSSROADS
In the year since the Inquisition's formation, the Crossroads have changed. Most of the refugees from the Mage/Templar War have moved on--if not back home, to new places--and there's been some progress rebuilding the homes and fortresses ruined by the war. Very few people are still living in caves. But rather than quieting down, the Crossroads have begun to bustle. Between the Inquisition's locally stationed forces and the increasing number of travelers and merchants now that the roads are safer, there's enough business to support a tavern with a few rooms for rent, and the Crossroads are becoming a trading post in their own right rather than a dot of houses on the path to Redcliffe--a great place to stop for a drink, to buy basic weaponry, or to unload all of the bear skins you've collected.
III. BEARS
You have turned the wrong corner, forded the wrong stream, crested the wrong hill, entered the wrong cave. Maybe you are far from camp. Maybe you are in camp. Whatever has happened, wherever you are: you are being chased by bears. Did you provoke the bears? Are they huge? Babies? Fade-touched? Mage-controlled? What are they chasing you away from? What are they chasing you into? What do you plan to make out of their hide if you kill them? What do you think they'll craft out of your hide if they kill you?
IV. CRYSTALS
Members and trusted agents of the Inquisition are given access to one of the Inquisition's stores of ancient, mysterious sending crystals, allowing them to communicate instantaneously by voice. It's magic. And a magical excuse to ask everyone what their favorite constellation is in the middle of the night.
Or to call for help because you've been treed by bears.
Either way.
V. MISCELLANEOUS
Choose your own adventure! Hunt game, kill demons, gather herbs, track bandits, haggle over the price of armor, fall off a deceptively tall rock, get lost circling the same hill ten times trying to find a way up to the weird glowing skull on a stick you can see is up there, climb trees or abandoned towers, rummage around in empty homes, run from a dragon, cry over how cute that fennec fox you just shot was, set up camp and chat around the fire, knock yourself out (figuratively, or even literally if that's more your speed)-- the Hinterlands are your Frostback Mountain oyster.
no subject
[He finally says, in a much quieter tone,] Perhaps defeating him will let me... redeem myself.
[The next part earns a groan from Kain. Just what he wants, to deal with home and the people that he either won't or can't return to. As it is, he's cut ties with his two closest friends, after what happened, he can't possibly speak to them. Not until he's atoned properly. But... what if it comes to it, somehow? What if there's no choice, would he be able to act?] Why mine? Do you not have any other Orlesians in your midst?
no subject
There are Orlesians aplenty; Skyhold is on the border of Orlais, after all. There are no other Orlesian Wardens, however, and that might become a factor. Even if the Grey Warden side doesn't factor into it, your ties could still prove important.
[But that's all she needs to say on it, certain that if Kain's noble heritage proves to be important, that Ambassador Montilyet will take note.
She sighs and stares downward while Garahel plops on the floor next to them, yawning. The next part isn't easy to talk about, but Kain ought to know. Her tone is one of forced calm, not about to have a meltdown in the tavern. She can't hide the haunted look in her eyes, though.]
...Ciri and I have already seen what the Red Templars have done to the people of Thedas, in great detail. Growing red lyrium out of people, creating an abomination out of a young boy...they are truly vile, beyond redemption. They need to be destroyed.
no subject
If a day comes that it's absolutely necessary... but not until then. You know I can't... [He'd sworn he would redeem himself, sworn he'd never set foot near his home until then. He can't bear to face his friends yet... and his only blood relatives are dead. Unfortunately, she's right though, he still has connections. An ancestral home as well, technically, that's been barren and untouched for a while.]
How terrible... to create an abomination out of anyone, let alone a child... [It sickens him, anything that takes over the mind and body like that. Blood magic, abominations... it all disturbs him on an especially deep level. He reaches over to place a hand upon one of hers. The look in her eyes is easy enough for him to understand.] I hope you showed no mercy to those responsible.
no subject
That hand atop hers is met with a small but genuine smile, grateful for the acknowledgement.]
No, we destroyed them all. Including...including the boy. Rage surfaced. We had no time to test the ritual that had freed Warden Anders.
no subject
[He doesn't move his (gloved) hand, keeping it on hers, tightening grip a little when she mentions having no choice but to kill the boy.]
It had to be done. You know as well as I do, when a demon attacks... there's no choice but to kill or be killed. There's no time to stop and test out rituals. You did the right thing.
Besides, even had he lived... I cannot imagine the mental scars that would leave behind. I certainly wouldn't want to live with that. You performed a mercy for him. A kindness.
no subject
I...you're probably right. I can only hope he is with the Maker now, at peace. Anders and I will look into their research, from the Circle tomes we were able to take, and do the best we can to counter their vile methods. Maker willing, if there is another such red lyrium farm out there, we will have a better chance of saving those captured. Do not give those Red Templars mercy, Kain. They deserve none.
no subject
When have I ever given our enemies any sort of mercy? You can count on it. I'm sure your research will serve you well, too... Anyway, it seems there's plenty out there to fight. Good.
[It's the only way he knows to make a difference, put his sword to work killing evil things. Perhaps that atonement will be within his reach now, after all. The more Red Templars he destroys, and darkspawn and so on... the better.]