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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!
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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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He couldn't lie about this, not when Maedhros knew him, and how hard it was to eat. More like, to remember that eating was a thing.
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Coming back from the dead was tiring work and Maedhros felt a fatigue that food could likely rectify. He drew Maglor back towards the keep, never letting go of his hand.
"I think it is best if I follow my nose, hm?"
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Maglor let himself be led, following right beside him. He managed a wry little smile, casting glance at his brother. "You follow your nose, I will follow you."
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"Find a comfortable seat, Kano. I will see us served." he touched their heads together in silent affection before moving off to gather the stew and bread.
Some ale wouldn't hurt either.
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He frowned, leaning into the silent affection and reluctantly found a seat where they could keep their backs to walls before looking back to track Maedhros' progress around the room.
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"It smells edible and I'm told the ale is strong. Whatever that means." because it wouldn't have an effect on them unless they drank a lot of it.
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"It's fine, Nelyo." Because taste mattered little these days.
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"Eat as much as you can." he sensed the reason behind the words, sipping some of the ale, "If we're asked to move out or fight, we need our strength."
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"Don't forget to eat too," he reminded with a nudge.
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"I haven't forgotten." he picked up his spoon with his left hand, having grown accustomed to using it instead. He supposed he was ambidextrous now, which wasn't a bad trait!
The stew was warm and surprisingly savory. He felt his stomach grumble for more, which made it easy to eat.
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He nodded in approval when his brother also started to eat. And it really wasn't a bad stew! Especially when he heard that gurgle. He grinned faintly, suddenly fond. "First meal?"
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"Ah..." his ears burned, "Yes. I wanted to explore before I sought food..."
And then he had found his favorite Bard.
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The grin widened, just a touch, at the red ears, and he hummed quietly. "I see," he even managed a light little tease, just for Maedhros!
"We can explore more later."
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"Kano." he grumbled, but he didn't move an inch, "Do you want to? With me?"
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"I go where you go, Nelyo."
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