Fade Rift Mods (
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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!
<33
But that voice was the same. Just as battered and brittle and painfully familiar. He drew himself up, scarred hand curling self-consciously in on itself, and he took a few uncertain steps closer, leaving his sword forgotten on the ground.
"...Yes." What was left of him.
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"You are too far away." he found his courage and walked to his brother, carefully enclosing him in an embrace.
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He drew in a shuddering breath and flung himself into those arms before clinging desperately. "I saw you-" he bit his tongue to silence himself, burying his face into his brother's chest to stop himself.
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Solid weight convinced the last part of him that doubted this was Maglor. He buried a hand in his hair and held him protectively.
"Saw me? A vision?"
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He remembered those arms and it hurt. More than he'd ever have expected, but it was a good pain. Maybe. "What do you remember, Nelyo?"
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"The fire... I jumped with the Silmaril in hand. I remember burning." and the pain had been worse than anything he had yet experienced.
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He shuddered, fingers clinging just a bit tighter. "...I saw you fall, and yet I feel your hands. Do they bring the dead back here, too?"
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"I didn't know." he had been so blind in his own pain that he had forgotten the precious brother trailing behind him, "...they must. I am real; as real as you and the world around us."
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"We were fools, Nelyo. We can't afford that any more."
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"I don't know how to apologize..."
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"Just...don't leave me again." Because he couldn't accept an apology.
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"I have no intention of ever leaving your side." he sighed, "I love you. I did not leave because that changed."
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Maglor clung to the hand and tucked himself back against his brother.
"It didn't keep you from leaving, either."
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"I left because... I felt myself being torn apart and I did not know how to stop it." he embraced him again, holding on tight, "It started...with losing our brothers...and Morgoth...and losing Finno..."
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"You left because I wasn't strong enough." And he'd only gotten worse, with no one left to him. "I won't fail you again."
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"No." his expression hardened, "Don't you even think that for a second, Kano. It had nothing to do with you. It was my weakness."
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Stubborn disbelief flashed in his eyes as he looked up at his brother. "You are centuries too late, brother. I love you, but you left me alone."
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"I know." he touched Maglor's cheek tentatively, "I was the last to leave you and...the last you thought would leave you."
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He pressed into the touch and reached up to hold the hand to his cheek. He might be angry with Maedhros, but he'd never let go again, willingly. "I couldn't follow you..."
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"I am glad of that, though I know it caused you immeasurable loneliness and pain." he paused, "Do you still sing?"
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"You have no idea," he whispered, eyes lowered to try and hide the misery in them. His lips twitch, almost bitterly. "Only to keep from being noticed."
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"You could tell me." he knew words hardly did any of it justice, yet Maglor had a gift in that regard, "We must change that."
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"I won't. Not here." Maybe never, he didn't know. "Some things cannot be changed."
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"Not to me, you mean." and he understood it, though it made him sad, "I don't believe that."
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"You were dead, Nelyo. It was bad enough when Finno died, but when you did?" He raised his right hand, showing his brother just how badly scarred it was. "I can't really play the harp now. It is enough I can still wield my sword, I suppose."
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