Fade Rift Mods (
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allthisshitisweird2018-02-21 08:03 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
As for others? Elves and humans alike in this city seem to give him a second glance, at best. It makes Chance think twice about leaving his lodgings. He needs food, though. Basic provisions. He could also do with maybe some books to help learn about the land. And really, Chance has never liked being holed up for too long.
So he's wandering the streets of low town, violin strung up on his back while he ignores the glares that some give him. He's silently grateful to those who outright ignore his presence, even if they're few and far between. He is still a towering being with horns and eyes that unnerve even the Qunari. Though the black doesn't extend to the edges of his eyes, his irises still retain their darkness. His eyes and horns are all that really remain to remind him he was once tiefling.
He sighs heavily as yet another store doesn't seem to have anything he's able to afford- something he's not entirely sure is by pure chance anymore- and steps out to the sound of a flute playing an all too familiar tune. An older, simpler one, but one the bard recognizes by sound even if the words escape him. He was never too good at elvish.
He wonders over towards the source of the sound, a half-elvhen boy sitting out on the streets hoping for coin. Carefully, he slides his violin off his back, waits for the right beat, then adds the string instrument's tones to the boy's flute. )
no subject
When Chance approaches, Aro's eyes are closed, and he's following the tune from memory. The violin picks it up so perfectly that at first, he doesn't even notice. Then he registers the quality of the strings, the extra depth they give to what he's doing. His eyes flicker open in surprise to fixate on the creature doing the playing. He misses a couple of notes in surprise, and hastily picks it up again.
He doesn't yet know enough about this world to identify the race of his new companion. His horns are shaped like a tiefling's, though. Interesting. Whatever he is, he seems to know Aro's Elven lullaby as well as Aro himself. As he plays out the final notes, he lets them fade into the air, and then lowers his flute to regard the other. ]
Thank you. It sounds better with two. I daresay we're the only two around here who know that song. You know any others?
no subject
( With the tune completed, Chance takes the moment to sit next to the other man. He doesn't really ask if he's welcome or not, more just curious to follow this train of thought all the way through. )
I know many. ( He answers, a slight lilt in his head as he regards the half-elf. )
Did you learn that here? ( It's not a subtle probing question, even as Chance tries to phrase it as if it might be subtle. )
no subject
No. I'm not from around here. I daresay you aren't, either, or else you've met someone else from my home. In which case I'd have to ask you to point me towards them.
It's a folk song. I learned it from my mother.
[ He regards the stranger carefully, taking in his appearance. Appearances, in general, can be deceiving. He's canny enough to understand that. Just because the stranger doesn't look like he's from Aro's world, doesn't mean he can't be. ]
What about you?