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!
no subject
”Were you one of the Wardens scattered by Weisshaupt? I was there when it.. When it spiraled out of control.”
“Ah… no. No, I wasn’t present for that, though I did catch wind of what transpired.” In piecemeal form, at any rate. He is still waiting for the opportunity to have a proper sit-down and debrief with some other Senior Wardens to fully understand what happened. Given the circumstances, he supposes he could simply ask Anders for the details right now. Something to consider.
He considers also how to account for his absence, and decides that whether or not Anders can piece together his identity from that information isn’t within his power to control--nor should he try. He isn’t in hiding--not in this company. “I was on the run from Warden-Commander Clarel’s Venatori allies, prior to the trouble at Weisshaupt. I expect the trouble you encountered drew them off my trail for a time.”
no subject
"We certainly drew a lot of attention," he says wryly. Purrelden starts her determined way climbing up his back with claws out, all the way to his shoulder, which gets a couple of winces but he's mostly used to it.
"But I'm glad if we helped more people escape the Venatori. I don't think they were quite as prepared for us as they thought they were, somehow. Will you be coming the whole way back, to Kirkwall, to join up with our little Warden band?" He'll not probe about the escape, or who the man is. Not when his own identity has seemingly been readily accepted.
no subject
He lifts a hand to gesture to the cat, chuckling. "Who's this?" He holds his hand out for her to sniff, if she so chooses.
no subject
"And this is Purrelden." She sniffs at the other man's hand, considering it until she stretches out her neck in invitation. "You can scratch her chin now, that's what it means. Her name's short for Hero of Purrelden, but I only use that when she's in trouble." He pauses, hesitating for a moment, and then goes for it. "And now that the cat is introduced, perhaps the other introduction should happen? I'm Anders."
He thinks the man already knows, but if he didn't, he would have known soon enough anyway.
no subject
The name Nathaniel Howe causes him to grow still, but only for a moment. The cat, at least, provides him a distraction, and he does as she bids by providing her a few thoughtful scratches under her chin.
Anders' name earns him the smallest of nods from Loghain, who tells him with a small smirk, "I know who you are." A short pause, and then he offers, "Loghain Mac Tir."
no subject
This man wasn't the reason for the fall of Nate's family, but they were tied together and that's a lot of pain for Nate. On the other hand, there aren't many who know what it's like to be hated by thousands upon thousands, and he's been welcomed to sit here. Anders takes a breath and looks back at Loghain to give him a nod.
"This won't be easy for you, but you already knew that. And Kirkwall holds a great many Fereldan refugees. You're still alive, though, still moving forward."
He shrugs. It's strange to realize that there's someone else who understands being hated by a great many people.
"I should say that I've a surname now. I'm Anders Howe. Married to Nathaniel, with a vested interest in his happiness. If there's a quarrel between the two of you, my side is already chosen. But I hold no hatred toward you." Hatred is exhausting, and while he knows people who were hurt by what happened in Fereldan, there's a fair chance he could be dead if not for the mess.
no subject
At the look he receives from Anders, he can only give his head the smallest of shakes. "I've got no quarrel with your man," he assures him, quiet but certain. "I'm here only to take the fight to Corypheus. Once that task is complete, I'll be gone. He can be sure about that."
no subject
"I'd..." He shakes his head with an exhale after stopping. "I'd say you don't have to take off right after, but I know staying wouldn't be comfortable." There's an uncomfortable relief and stress to being around someone who actually understands what Anders has gone through in the aftermath of Kirkwall. Loghain is a mirror reflecting cold truth back in Anders' face - they are both of them criminals, both of them mass murderers, and both of them Wardens.
"Maker. Now comes the awkward part of the conversation where I've no idea what else to say. I can't even ask if the burden gets easier because I sincerely doubt it ever does. If this cat was half as trained as my last one I'd ask her to do tricks but her personality is miles away from Ser Pounce-a-lot's."
no subject
Besides, Anders didn't need an answer to his question. He should already know the answer: that's a burden that never eases, and they will never be able to put it down.
no subject
Anders is very silent for a couple of moments before he recovers himself and nods.
"I'm not always great at being silent, but I can try." He pulls his pack off his back and searches through it to bring out a book. Purrenden promptly jumps down so she can share his lap with the book and put her paws on pages, something he's very used to.