Fade Rift Mods (
faderifting) wrote in
allthisshitisweird2017-09-30 08:13 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
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
[ Tilting his head up, he nods his thanks and takes the blanket, draping it over his legs and making himself a little more comfortable. It's a chilly night, and the extra warmth is appreciated. ]
The peace is an illusion, but at least some can be find. It is a good night for dreaming.
[ He makes no secret of his talents, after all, and eventually he draws his eyes away from the world ahead of them and focusses entirely on Anders. The idea of Skyhold... He hums. ]
I miss the quiet, and the peace. Kirkwall is too loud and too dangerous for it to be entirely comfortable.
I'm so sorry for the gap, the flu kicked my ass
A lot of the peace there felt like illusion too. But perhaps that's just because I was always waiting for the second shoe to drop, when we were last there. Or an avalanche to come sweeping through the Warden camp, one of the two.
[He's not been comfortable in a place in... a long time, really. Vigil's Keep had been good to him for a few months and then the Templars had come.]
I want to think that Kirkwall will improve, but I've now spent close to eight years in this city. I don't think it will change. And yet you've returned to the Inquisition here. What brought you back?
no worries! totally understandable <3
Expecting a disaster makes it more likely, don't you think? There is always that moment of 'ah, I knew it'.
[ Idle commentary for an idle situation, and Solas turns to look at Anders properly, taking him in before he hums, thoughtful. ]
There are things that I can offer. There are still many dangers and both the Veil and the Fade are involved. I have knowledge that may prove useful.
<3
There are things you can offer.
[Anders' expression loses the amusement as he looks down.]
Months ago we spoke about the shards, about the pain they were causing their bearers, and you said you might help me learn how to ease that pain. Now... Now we've lost one of the shardbearers. I don't know if you recall Sina. She was Dalish, with the shard near her heart. What of helping the rest?
Yes, the Veil needs to be seen to, the Rifts are growing more dangerous from what I've heard, but there are people who are hurting, and as a healer...
[He trails off. He can't help them. He doesn't have skills or knowledge to, and it hurts.]
I don't want to lose any more of them, Solas.
no subject
I recall the name. [ Even now, he does not waste much time nor effort in getting close to the Dalish. He's uncomfortable around them, and he's sure most of them have picked up on his distance. ] There are ways to ease the pain, to try and stem the flow of the Anchor and the damage it is doing to those with shards. It is not as dangerous as it might have been for the Herald, but clearly it is doing enough.
[ Frowning, he glances away. It is a chance to look at the shards in more detail, which he welcomes, even if it might be a slight abuse of someone's kindness. ]
I will try and write you some notes.
[ Given the nature of what the shards are, though... He's not entirely sure that they'll be of much use for anyone that isn't him. ]
no subject
[The words are heartfelt. Despite all he's done, he's a healer at heart and losing people, especially losing people he cares about, hurts.]
I'll take whatever you're willing to give. I know that no one really knows that much about the shards, it's not your fault, there's...
[He exhales and continues on in a more level tone.]
There's so much we don't know. It feels like an uphill battle that's become even more uphill now that we've lost someone to the shards, ignoring the demons that like showing up whenever the rifts do.