Entry tags:
- ! open,
- abby,
- alexandrie d'asgard,
- bastien,
- benedict quintus artemaeus,
- byerly rutyer,
- derrica,
- ellie,
- gwenaƫlle baudin,
- james flint,
- john silver,
- julius,
- loki,
- matthias,
- obeisance barrow,
- petrana de cedoux,
- tiffany hart,
- { astarion },
- { dante sparda },
- { emet-selch },
- { james holden },
- { jone },
- { sidony veranas },
- { sylvie },
- { tony stark }
open | holiday spirits
WHO: Whoever, plus some spirits.
WHAT: Everyone spends an evening regretting the past. So basically a normal night.
WHEN: Wintermarch 5-6
WHERE: A castle in the mountains north of Kirkwall
NOTES: OOC post including less vague/pretentious haunting mechanic descriptions. Fantasy violence and swearing and so on are assumed, but please use content warnings in your subject lines for things like explicit gore or sex, slavery content, body horror, etc., if you go any of those routes.
WHAT: Everyone spends an evening regretting the past. So basically a normal night.
WHEN: Wintermarch 5-6
WHERE: A castle in the mountains north of Kirkwall
NOTES: OOC post including less vague/pretentious haunting mechanic descriptions. Fantasy violence and swearing and so on are assumed, but please use content warnings in your subject lines for things like explicit gore or sex, slavery content, body horror, etc., if you go any of those routes.

THE CASTLE
Their convenient shelter from the unexpected blizzard that whips up around them in the mountain pass isn't too convenient. Anyone with a reasonable detailed map will find it marked there; reaching its clifftop location requires a slight detour. When they approach, it has no warm ethereal glow or suspiciously welcoming lit torches. The windows stay dark. The portcullis is raised just high enough to be ducked under, but the heavy doors of the keep don't swing open to welcome them.
The only immediate sign that something is amiss is the thorough, all-encompassing emptiness of the place, and it might take some investigation before that begins to feel strange. The fortress' abandonment seems recent and abrupt: ample firewood has been cut and stacked for the winter, nothing has been done to protect the furniture or strip the beds, the kitchen is fully stocked and even has some perishables that do not seem close to perishing, the stables are equipped to comfortably keep any animals along for the journey, and a chess board before the hearth in the (humble) grand hall seems to have been left mid-game. But there are no messages, no bodies, no footsteps dimpling the crunchy layer of old snow accumulated in the bailey beneath the fresh snowfall.
As they search, the castle's visitors may begin to find signs that the castle hasn't been entirely abandoned. It begins with whispers emanating from the dark ends of corridors, voices they recognize and others they don't, or faces both familiar and unfamiliar flashing in still water or window panes when firelight hits right, or forms moving on the edge of vision but vanishing before they can be looked at directly.
By the time this becomes worrisome enough to drive anyone back out of the castle, the portcullis has fallen shut and won't budge. Neither will any other doors to the outside. The windows won't break; doors won't give way even to makeshift battering rams. The only walls that can be climbed or reached by stairs face out over a deep ravine. It might be a survivable climb, if the wind and weather allowed, but it would not be a survivable fall.
THE SPIRITS
--so back inside, then.
The keep is built like the Gallows' towers, square and tall, and it won't take long for Riftwatch to notice that whatever is wrong is more wrong the higher they climb. The whispers and glimpses on the lowest floor become voices and lingering shadowy figures on the second. Someone might turn and find their hand briefly held by an unfamiliar man's, warm and real for the moment it takes him to say, "Come with me." Or behind them, a woman's shocked and seething voice says, "What are you doing?" Or maybe it's a hand they do know and a voice saying something they've heard before.
As people venture to the higher floors--whether intrepidly seeking the source or involuntarily herded onward by spirits--these moments will begin to last and linger and repeat. And those who don't dare venture higher won't be exempt, confronted by stronger spirits that emerge like ants from a kicked hive as the upper floors are disturbed.
As they approach the uppermost floor, reality will begin to slip away from them. They may find themselves lost in a maze of rooms, even though that shouldn't be possible in so few square feet, and ultimately enveloped in comforting worlds where they didn't do that thing they regret and that, like dreams, feel real until they suddenly don't--until something is too unbelievable, until someone interrupts, or until a demon is holding them under the water of the warm bath they were tempted into, shoving them off a balcony, or whispering into their ears and minds, let me in and you can keep it.
The hauntings will continue until
THE END
When it ends, it ends abruptly. Weaker spirits vanish; stronger ones retreat into the dark. The lesser demons on the upper floors linger, and some may put up a last-ditch physical fight, but without their superior, they've lost most of their mental pull and emotional sway. The castle has changed, too. Its abandonment no longer looks so recent. The food and firewood is gone, along with any sense of warmth or satiety anyone used them to acquire earlier. There is dust where none was before, mildew and rot, and a few scattered, unfortunate skeletons.
The sun is not quite up, the sky a faintly luminescent grey. But the weather is survivable, though it will be slower travel than it would have been without the fresh snow. The doors will open, and the portcullis will raise. Everyone can set off on their cold, hours-long journey back to the city. Talking about their feelings or avoiding eye contact the entire time: the choice is theirs.
jone | ota.
Her eyes flicker to the inner recesses of the castle. A voice calls, clear as a bell. "Come here," it whispers, in an accent that matches Jone's. "I've a secret for you."
She grunts, and stands. "In for a penny..."
(b.) There's fire everywhere. Those familiar with Denerim-- the old Denerim, before the Archdemon-- may be able to recognize what hides under the shape of the flames. To Jone, it's home. She's been back since, and all the roads are different, houses rebuilt. This, now, this is the home of her memory. It will live in her forever.
A darkspawn stands in the flames, impervious to their heat. At least-- it looks like a darkspawn. It looks like the sort of darkspawn one dreams of, if they've never seen a darkspawn. Too tall, too human, too much in common with the jagged cut of Jone's own face. A mirror image, distaff and horrible.
Jone, who protests always her own bravery, sometimes percussive, is petrified. She scrambles on the ground, unarmed, shaking. The darkspawn takes a step forward, and she shuffles back.
"You deserve it!"
The sound bounces off stone, not burning huts. The clatter of metal scrapes where wood should be. This is false, but Jone cannot see it.
(wildcard.) [I'm up for anything o/]
b
The fear is palpable, and it seizes Abby for a moment in uncertainty. None of her ghosts have tried to hurt her physically yet, and until now, she assumed that they couldn't. This would be a rotten way to find out otherwise.
"Jone," she croaks, trying to draw her attention, bring her back even an inch, "Jone, what the fuck is that??"
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Jone tries to answer, but the crackle of fire overwhelms her voice for that moment. She's not sure what she's trying to say. Not even the echoes will tell her.
The only word that makes it out is, "revenge."
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The figure doesn't really move, but Jone's fear almost drags them closer to him, the vision a vignette around the edges of the fire. Abby reaches out and touches a wall just to remind herself it isn't real. Her fingers brush cold stone.
Walking feels like dragging her legs through concrete, as she plants herself in between Jone and the darkspawn.
Her appeal is as matter-of-fact as she can make it, one hand held out to Jone to help her to her feet. In this whirlwind of confusion, she could be a rock. "It isn't real. Stand up, and you'll see."
a
Benedict has been sitting beside her, with a ghostly figure there on his other side, a middle-aged woman crying and pawing at his shoulder and begging in Tevene as he remains still and weary. It's impossible to ignore, but after the last time they were surrounded by ghosts, ghosts who continuously appeared to stab and slash at him until he was near out of his mind, he has learned to stand strong against them.
Or at least to try.
"It's a trick," he adds dully, forcing himself not to look at his translucent companion.
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"Is that kind on the table?"
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"Tell me if it's anything good?" He tilts his head up at Jone, batting his eyelashes. Secrets are most fun if they're shared, after all.
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She likes Benedict well enough, certainly. She even trusts him, to an extent. But does she trust him with secrets from that voice on the wind, so old and familiar? Probably not.
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"Just." His voice halts as he calls after Jone, and knows what she's going to say, but: "just be careful, yeah?"
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Yes, he'd heard it. And he'd heard the accent. But still—
"It's a big place," seems like a valid reason to stay put.
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"Grand, it is. Might have grander secrets, ennit." She stands, happy to use her height to make a point, even when the point is a simple I'm big; listen to me.
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John might consider this statement later on, when Randall comes looming up out of the dark.
The point is not ignored, it is simply not as potent as it might once has been. John likes his chances.
"You might at least see if there's someone capable about to accompany you," though what capable means in this scenario is somewhat in flux. What might be in the halls? Someone murmuring? John's one free hand is bound up in a sling. It limits his use of a sword, and everything else—
Well. Simply not an option.