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!
Just to warn you, Carver supposedly has Dog.
[Was Bethany's wry response, before she grinned and pushed herself up and directly into her twin's arms, launching herself at him in a huge hug. She wrapped her arms around him and did not let go, squeezing so hard that it made his armor creak just a little.]
Maker's breath, I've missed you and your lemon-sucking face! Where have you been, are you all right? [She leaned back, frowning up at him.] You feel skinny, have you been eating? Where's Dog?
aye aye
...and of course she's going to fuss. He huffs out a breath.]
Yes, I'm all right. Yes, I'm a little skinny, seeing as the darkspawn haven't set up any nice taverns in the Deep Roads. And Dog is in the city, looking for you. Figured we'd best split up so we could cover more ground. Ten to one, with how this place smells, he'll wind up here eventually.
Re: aye aye
Well, we're going to get you and Dog fed. You need to come home with me, so you can meet my husband and get a decent meal besides.
no subject
He can have a nice meal, catch up with Beth-
...
Wait.
Wait.
Wait a moment.]
What did you just...?
[He steps back and takes a look at her. Surely he heard that wrong.]
Did you say husband?
no subject
This is what you get for not answering not one of my letters, you know. I invited you to the wedding and everything.
[Then that tartness faded into one of pure happiness.]
Oh Carver, just wait until you meet him - his name is Aleron Darton and he's so good and strong and handsome and smart and you'll just love him I know it you have the same sort of dedication to duty and all that -
no subject
[There's a stab of guilt: "I invited you to the wedding". With their sister missing, that meant no one from their family was there for Bethany's big day. Finally, one of them gets a chance at something normal, and what do the rest of them have to show for it?
Maker, Mother would be ripping into him for it if she were still alive.]
This is what I get for turning my back for a minute. [He huffs out something that almost sounds like a laugh.] Darton. Don't recognize the name. He's not from Hightown or something, is he?
no subject
[She gives her twin another hug, before she gave him a gentle poke. She can see that guilt a hundred leagues away, and she won't hear of it. ]
You're coming to dinner and you can turn the right way around. [She shakes her head.] No - his family is from the Free Marches and from Orlais. He was born nobility, but then passed onto the Seekers as a boy.
no subject
All right, all right. Pull my ear, why don't you? [A family dinner. Well, almost. If Marian would pull her head out of wherever she's at and show up, that'd be nice.
He was going to make some typical disparaging remark about his Orlesian heritage - he's Fereldan, he can't help it - but the mention of him being a Seeker makes him pause. And eye Bethany in something that might almost border on worried.]
He's a Seeker? The glorified templars? [He knows they're both in the Wardens now, but old habits die hard. Beth's a mage.] You're sure about this? [Look he's probably gonna get scolded but he has to ask.]
no subject
I could - but then you'd tell on me for bullying. [She teased, knowing that he would turn around with 'well remember the time I nailed your braids to the head board. Ah, having a twin ...
She looks up at into his worried face, closing her hands around his.]
Not glorified - superiors to - and I have never been more sure. He loves me, and I love him. We've both made our mistakes ... but we're both learning from them. I promise, you'll love him. He's just as serious as you are.
no subject
Superiors to - that makes it sound even worse. [Sound scarier is what he really means. But he sighs a little, resigned and understanding. There's little arguing with her in this, he can tell. If he's as great as she says, well, then he's happy for her.] Fine, let's go meet your serious, half-Orlesian, glorified templar. [Maker preserve him, how did she find this guy??] Hopefully we'll find old Dog along the way. He's missed you. [I missed you.]
no subject
Well ... yes it is rather bad, but he never wanted to be one. His family - well - his mother and father sort of abandoned him there so his twin -- he's a twin! So his twin sister could inherit the estates. [She's ready to gush about Aleron all darned day, Carver. You just don't know.]
I've missed him too! Poor boy, he must be tired hunting all those darkspawn and being in those dark tunnels. I'm glad he's back safe. [She's glad that You are safe, and with her.]
no subject
Way too long.]
Right. Scold you. More like scold me for provoking you or something.
[Out of Marian's friends, Bethany's the favored of the twins. Carver's fine with that. He certainly didn't do anything to endear the rag tag bunch to him in the early days.]
Two commonalities. Twins and tossed into a calling you never asked for. I suppose I can see how you two started bonding. [See, look, he's trying here.]
You spoiled him the most out of us. Well, you and Mother. Not that she'd ever admit it. But that codger's past his prime. He's got long naps in front of the fireplace ahead of him now. [If he had died down in the Deep Roads, Marian would ever murdered the ever loving shit out of Carver for it. And he'd deserve it, too.] Speaking of, where are you living now?