Fade Rift Mods (
faderifting) wrote in
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!
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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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"I never meant to take...everything from you." he had not realized that to Maglor, perhaps, he had been everything.
Everything left anyway.
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"But it happened, Nelyo, and I have had to live with it. Now, all we can do is what we must. We are here, now, and it seems we have jobs to do."
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"Jobs." he echoed the word hollowly, "Wherever you go, I go. I have no interest in the duties appointed to us."
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"It is something to do. What would you have us do?"
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He might be angry, he might be hurt, but if going off on their own was what Maedhros wanted...Maglor would follow.
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No, he couldn't ask Maglor to give in. Which left him facing a very old fear.
"We'll stay with...the others."
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"But...maybe...near enough to help out?"
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"What did you have in mind?" Not that it mattered what was put before him. He'd do his best to eat, for his brother's sake.
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With the target back in place, he returned to his brother and briefly caressed his cheek.
"Stew would be nice. Some bread. Does that sound appetizing to you?"
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