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!
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HAH. Elros smiles smugly as he comes over.
"I still don't like spiders. I'd rather fight a dragon!"
Because you kidnapped him and his brother and they were cute?
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Maglor ignores that smug smile, though he reaches to brush a gentle hand shyly over Elros' head. Sometimes its hard to believe he's not dreaming, even with what his brother claims.
"No dragon has hope to defeat you," because Maglor would destroy anything that hurts his baby boy.
...Were?
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Elros is only too happy to accept the affection, but not satisfied with just the touch, he reaches to drag him close in a rough hug.
"Gotta live up to my illustrious ancestors!"
Don't you be kill stealing!
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Maglor flinches but doesn't protest or try to pull away. Eventually he leans into the hug and shyly reaches to curl an arm around Elros.
"You will surpass them," he murmurs fondly.
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Elros grins and leans against him.
"I have a lot to go to catch up though."
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"You also have time, you are young yet." Even if no longer one of the Eldar.
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"I'd need to kill at least four or five dragons to equal that."
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"You make it sound like you know for sure I will be a good king, when we both know I have just as much potential to make terrible mistakes."
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"Then you will! And hopefully not get roasted and eaten in the process," he tries for a light little tease, despite his blood freezing at the thought of Elros being in that sort of danger.
Maglor snorts. "That might be because I know you, Elros. You have a way about you that attracts even strangers to your banner," a pointed look around at all the listening soldiers. "And you are too good to betray them."
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"It would be a fine way to go, but I think I would pass on that!"
Elros sniffs. "I am only telling stories." But he looks very pleased at Maglor's assessment.
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"I would rather you stay alive, yonya," he says softly. "I would do much to keep you safe."
A quiet, agreeing hum. "And? They are a part of you."
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"I've got years in me yet." He gentles. "Don't fuss so nana. I never wanted a safe life. You know that."
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Maglor frowns at him. "You may not want it for yourself, but that is all I have ever tried to give you. Even with you fighting every step of the way. Don't expect me to stop now, it's habit." SNIFF.
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"And I will continue to do so! Safety is boring" Elros waggles his eyebrows at him.
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He snorts and reaches out to poke his precious fosterling. "Then allow me to protect you in whatever way I can." He won't take no for an answer :|
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"Yes naneth, whatever you say naneth."
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Elros grins, dodging the swat before reaching to tug at his sleeve meaningfully.
"But now that you're here, why don't you play us something?"
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"As my king commands," he answers, and finally puts fingers back to harpstrings to play a song of light, for Elros' sake.
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Elros hums, pleased, and settles at Maglor's feet, as he did once, long ago.
"And I'm pretty sure I'm not your king!"
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Maglor gazes fondly down at him, leaning a knee against Elros as he plays for him.
"I have sworn no vows of fealty to you, but that doesn't mean you are not a king I would be proud to serve."
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"And you're ancient."
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Maglor snorts, shifting his leg to give Elros a better leaning post if he ends up falling asleep- which totally isn't his plan.
"I am older than you know."
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He admits. "I still miss things. And I think Elrond worked it out, once."
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