Fade Rift Mods (
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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!
no subject
[ It's said sharply as he moves forward, standing before the altar with a guarded look. He does not want witnesses to this moment, but he cannot tell her to leave when she was here first. Instead, he stands tall, closing his eyes and tilting his head to the sky. ]
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Pel sets her work aside for the moment.]
I'll give you a moment, [she says softly. This is too intimate a thing for her to witness. Her own morning and evening prayers are done in privacy. She pads away softly, leaving her work behind her and vanishing into the caverns.]
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They are not, and regret curdles like disgust in his stomach.
He stands at the altar for what feels like hours, but he knows it is not the case, and when he is done he steps back and away to finally feel as though he can catch his breath. ]
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You're pious, [she says quietly, as if coming to a realization.] I wouldn't've expected that of anyone who wasn't raised Dalish.
[And even the Dalish have all sorts. Pel is devout in her worship. Her cousin believes in no gods. They grew up hearing the same lessons and chose the same vallaslin, but only one of them prays. Only one of them actively seeks the goddess whose heraldry they tattooed on their faces.]
no subject
I am pious in a way the Dalish cannot possibly understand.
[ In their ignorance, their failings, they have misjudged and failed their heritage. It makes the anger flood his face before he takes a breath to calm himself, to ration his own emotions. ]
I would not judge me by their rules.
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I don't judge you, [she says at last, although she takes a step back, verbally.] Well. Not like that. There's a lot of things the Dalish get wrong. The important thing is the ones who seek, and keep seeking. I've prayed to Mythal twice a day since I was little, and never felt like I was given answers. Just...an image to aspire to. To be more like her, rather than thinking she enlightened me. And to seek her in everything I do. To...love, others, and protect everyone I can. To be her conduit to this world. Maybe I'll never hear her speak to me, or maybe I've got it all wrong. But if I stop listening, I'll definitely have it all wrong.
no subject
The Dalish do more harm than good. [ It comes out bitterly, and he has to bite his tongue. He had made offers, overtures, had tried, time and again, to help the clans, but they had refused him and his knowledge. It leaves him bitter and angry, frustrated with their foolishness. ] The images of your 'Gods' are nothing more than illusions that you follow blindly, ignoring the truth that is waiting for you to find it.
no subject
So...I left my clan, I have no clan, so that I could research our history properly, through tried and true methods used across many cultures and in universities, without pressure from the Arlathvhen to turn up a certain outcome. Maybe you meant to say that to a non-Inquisition Dalish, for which I'd point you to Clan Ashara probably, they're fairly closeby. Most of us here are sort of on poor footing with our clans by nature of our...direction. Not being around to help out for the winter, and so forth.
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If your fight is with elven theism, the shems have already done most of the work for you, so I'm sure whatever dreaded logic you're holding back from unleashing will take us all by storm whenever you do get round to unleashing it.
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[It's naive of her to think that, but think it she does.]
Whatever it is, we deserve to learn from our own history as much as anyone else. We deserve to learn from our own mistakes like every other society pretends to. We deserve to be our own selves, whatever that is, with all the information every other society has about themselves.
no subject
[ And he cannot trust her to believe any different, considering that she stood before him and worshipped Mythal as a God, that she wears the marks on her face as clearly as any other Dalish might. ]
I have no reason to believe you are unlike your people. You have shown me nothing of that wisdom.
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You're right. [She exhales out her nose, not entirely pleased by the admission. She will never be pleased by it.] Everything you say about the Dalish is right. But I can love something even if it's not perfect. I can work toward making it better. Maybe you couldn't because you're from the outside, but I can. And if there's anything you have to share, share it with me, along with your sources. It's not the healthy who need a healer, and all.