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
Yes. There must be someone to carry the burden of choice so that others may breathe freely and live as best they can.
[ Who would indeed. Solas has to force himself out of his own thoughts, pushing the twisting feeling inside of him to one side.
But, ah. He frowns, listening, and then -
He's silent, for a long, long moment. Then he laughs, a low chuckle, just enough to show his amusement before it calms and quietens. ]
Marvellous.
no subject
Cole spoke to me about you, once. Said that you were--what was it? Made to wander...without an anchor? Like--unmoored, not the magic hand shard kind. I think he was talking about you being an apostate. [ A small shrug. Certainly, that was the only conclusion she could draw, and it made sense. ] But he also said that you didn't smile very often. He seemed upset by it.
I promised him if I met you, I'd try to get you to smile. Creators, that was...nearly two years ago, I think.
[ Cole also enclosed a terrifying picture of him, but Solas doesn't need to know that. ]
no subject
Cole is... [ It's hard to speak of Cole, sometimes, when the spirit sees and knows so much. He recognises the depth of Solas' pain, even when Solas wards him away from it. There is no stopping true Compassion at its height, after all, and the spirit wants nothing more than to help. ] I do not have a home. I suppose that is what he meant.
[ It's not what he meant. ]
It seems he has been working hard to encourage my smiling.
no subject
[ She gives a sheepish smile--both at her stupid sappiness about her home (LET HER TELL YOU HOW GREAT HER CLAN IS) and regarding Cole. ]
He did a great deal for me, back then. And he's a difficult person to pay back. I gave him cookies once, and he gave them to someone who had been imprisoned. [ She laughs, shaking her head. Damn, but she did miss him. ]
no subject
It would be nice. [ An impossibility, but nice all the same. ] It seems many are finding their own homes now, especially with the changes the world is facing. [ And all the newcomers, but he feels it might be best to leave that to one side for the moment, a puzzle to dwell upon later. ]
Cole is... Himself. [ That's the only way to describe him, really, and Solas feels a flare of affection for him in his chest. ] He helps. I do not think he understands thanks in the same way that you or I might.
no subject
It seems so. I just hope that...They're taking the future into account. The Inquisition can't last forever, after all. And we don't know what will happen when it stops. It's...something I've had to think about. With my position. [ What happens to a Dalish military leader once the military dissolves? Doubtful she'll ever get another position like this in her lifetime. ] And I suppose that the choices made regarding the Circle will affect the future for certain people--neither of us, I suppose.
Well...Cole is a spirit, I suppose. [ It's easy to forget that he's not simply another person. An eccentric person, perhaps, but as much of one as she or Solas. ] I hope that he learns how to enjoy himself more. Wherever he is now, at least.