Fade Rift Mods (
faderifting) wrote in
allthisshitisweird2017-09-30 08:13 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 filled with bears. 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 filled with bears. Choose your own adventure!
The Gallows
But it had been for Elros's own good.
For that same reason, Maedhros keeps himself shadowed, watching Elros spar and practice with a proud eye. He knows the skill well! It will surely keep him alive when the last Fëanorians dwindle to one.
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"Who's there?" He carries himself tall and straight, eyes sweeping the courtyard, balance forward on his toes, blade down but in a position easy to bring to bear at need.
"Show yourself!"
And he speaks with a voice trained to command, exactly as he had been taught.
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"As you wish." he bows at the waist, straightening a moment later, "Elros."
He may not be as recognizable without his scars. Physically, Maedhros looks like he did as a young, somewhat carefree prince.
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He stares, eyes drinking in familiar features.
"Maedhros?" He steps towards him, hand outstretched.
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"I am he no matter how my appearance has changed." he smiles carefully, "You have grown tall, child."
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"You're here! You old Stinker!"
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"What are you - ?" he flushes and his lips twist, "I did not plan on being here."
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"You stupid idiot how dare you go off and leave Maglor and us behind!"
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"A moment of weakness...or madness... It was not well-thought out."
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"You aren't going to do anything of the sort again." He orders.
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"...no. I regret it thoroughly." he lifts his head to nuzzle the Man's temple, "You make a fine Man."
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"If you do, I will drag you out of the Void myself ARE WE CLEAR."
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"If you hit me any harder, you might have to fulfill your promise!"
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Elros pulls away finally but only enough to shake him.
"Don't you dare joke about that you... you Stinker. Do you have any idea what that news did to Elrond, you bastard?"
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"I imagine the same thing it did to you." he lowers himself to his knees, kneeling before the Man, "I was like the fire. I wasn't Maedhros or Maitimo or Nelyafinwë or even Russandol. I was fire and I couldn't feel anything but the most excruciating pain." his brow furrows, "I might have been destined to burn like my father - I do not know. All I know is the chasm seemed the only option left to me."
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"You were always blind! We would have looked after you, Maedhros. Why did you never give us the chance?"
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"Because... You are more important. Arda needs you to rule, to heal. I only destroy."
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"You did not destroy me, or Elrond. Don't be a fool."
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"That's dumb. And I won't let you do it again."
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"I see before me a powerful King. Perhaps some of what I did was right."
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"I am newly crowned. Powerful is not what I consider myself. Terrified is closer to the truth."
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"But you taught me well. I will do my best."
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