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!
Totally fine, it was the holidays and all! :)
She huffed and held her hand up to him, trying to stop him before he could laugh at her. "And before you say anything, yes, I am aware that I am probably the worst choice for this sort of thing, but the point was made that I'm the only choice. Doesn't do well to inspire confidence, but, there you have it."
She reached out to him, grabbing his arm and squeezing, perhaps a little harder than she should, but she was never known for her softness.
"I know that your time here wasn't happy for you, Anders. But, I also know you want to help people who can't help themselves just as much as I do. So...find a way. Help them. Help...someone. Anyone. It's the only way any of us can find redemption." She thought of Wesley, and her throat tightened a little. She couldn't help him, and that grief still weighed heavy on her heart.
<3
"That's why I met up with the Inquisition in Skyhold." He doesn't need to go further, explain he'd met up with them to help and then to die. His plans never exactly ended the way he thought they would. "And much of why I rejoined the Wardens when they saw fit to reclaim me. I've the Clinic running again in Darktown, I heal for the Inquisition, and I've helped with more than a few missions the Inquisition and Wardens have seen fit to assign me."
Her face looks sad. Is she speaking of finding redemption herself? He doesn't know. He doesn't know what she'd think she needed to find redemption for, unless she does see some of the mess at the end as her fault. The guards had not guarded the most vulnerable citizens, the mages, so maybe that's the root of her expression. Maybe that's why she's come to the Inquisition herself.
"What do you hope to get for Kirkwall here?"
no subject
She realized long ago that Anders never really recuperated the friendship she tried to instill, and perhaps that never would change. He would always see her as an enemy, a perpetural part "them", whoever "they" happened to be.
"I'm trying to give them a future. A better life than we had, without the pain and...loss. Better opportunities. But, even more pressing, I'm trying to keep people fed. Keep them warm, give them a roof over their heads. Keep them safe. I feel like everyone's looking to me to save them, but I'm not-" her voice cracked a little, but she clamped it down. "I will never be Hawke."
no subject
"No one else will ever be Hawke. And that's all right. If there were more Hawkes, she wouldn't be as special as she is." And he's still using the present tense. They may not know where she is, there may be plenty of reason to worry, but he's not going to give up hope just yet. She's Hawke, after all. "Don't try to be her. Just be... yourself. You've always been a force, Aveline."