cozen: (Default)
Bastien ([personal profile] cozen) wrote in [community profile] faderift2022-01-03 11:47 pm

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.




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 morale improves the eldest, most powerful demon has been dealt with.

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.
katabasis: (he should fear never beginning to live)

james flint

[personal profile] katabasis 2022-01-13 07:57 am (UTC)(link)
Early; byog(hosts).
All fortresses, even the ones abandoned seemingly moments ago despite the layer of pristine and untouched snow draped over every exterior surface and pathway, are required to have a collection of maps and various papers and even the occasional book in them.

And so while fires are being lit in the grand hall's hearth, and storerooms and wine cellars are being raided, Flint and an accessory or two have found their way to the ancillary room which acts as the fortress' meager library. The already modestly sized room has been cramped close by the miniature labyrinth of deep casework required to house the collection of scrolls, and the heavy rounded quiet is punctuated only by the rasp of vellum and the unboxing of various closed containers as Flint patiently rifles through the archives for any cartography plotted in this Age.

"This may just be the storeroom. I've yet to see any map dated more recently than—"

From somewhere in the darkened room, there is the soft sound of a door's metal latch rising and falling. Perhaps an extra pair of hands has arrived to help with doing inventory.

Later; the great debate.
Archon Radonis is a singular strange figure to find here in the uppermost floors of the Gallows. He is wearing a set of enchanted manacles about his wrists to bar him from the use of his magic, but otherwise the great old snake appears to be perfectly content where he sits in a high-backed chair in the expansive meeting room

—Which exists, doesn't it? In one of the island fortress' towers. It must be there: a long cabinet room anchored by a great table (a map is ordinarily spread there, yes?), around which is arranged an assortment of mismatched but fine chairs, with room yet to spare for an audience to squeeze themselves into the margins. Long ago, the Gallows were built by the same empire that made Radonis, and such rooms are quite regular in the great administrative buildings of the Imperium—

despite the tumult unfolding about him. The room is crowded. The whole of Riftwatch (the Inquisition) might be squeezed into it, though its difficult to parse one voice from another or to pick out any body from the throng. A dozen different conversations (arguments) are occurring at once, and not a one of them seems to be ruffling the feathers of the once mage-ruler of Tevinter.

The pounding of a heavy metal pitcher on the table finally serves to quiet the room. 'Now,' is an absolute requirement for order spoken by some voice at the far end of the room. 'Let's try to conduct ourselves with a basic modicum of dignity. If you have something to say, then speak. If you have a question, ask it. But for Andraste's sake, only not all at once.'

"I have a question."

Flint isn't in one of the chairs arranged about the table. He is standing in the cramped margins of the room, close in what feels like shoulder to shoulder quarters.

"Can anyone tell me why the fuck we haven't cut his head off yet?"

Latest; pvp mode: on.
Expectations aren't so different from spirits. They lurk in dark corridors and quiet rooms. They manifest in the night to linger over insomniacs. They loiter at the edge of fraught conversations, threatening possession.

It's not just believable that it would come to blows. It's assumed, isn't it?

In the upper levels of the fortress there is a man wielding an ugly, work-worn sword. And while some spirits may be attempting to coax their chosen victims off balconies or turning heavy wardrobes over on them, others are pointing them in the direction of this bared blade. In the throes of the spirit, it's possible that Flint resembles any of a dozen familiar specters. He is some Templar from an escaped tower. He is a reprehensible cousin. He is a scheming courtier turned bloodthirsty. He is a Tevinter foot-soldier. Or maybe, to those aware of their surroundings or anyone who's already escaped their respective hauntings, he appears as himself.

Regardless, you're in his way.

Wildcard; mix n match/aftermath/whatever. go nuts, or hmu @ [plurk.com profile] prosodi/on disco.
Edited 2022-01-13 08:03 (UTC)
luaithre: (#14257222)

[personal profile] luaithre 2022-01-15 01:40 pm (UTC)(link)
Something's come undone. Time, space, and place. Marcus isn't confident as to when he was last dogging the footsteps of Madame de Cedoux and Enchanter Julius in their pursuit of answers, or how they became separated, but it isn't helping anything that when he turns, he sees neither of them, but he hears,

"There you are," a voice, familiar in its tone, nostalgic in its lively cadence. Urgent, too, some thread of tension strung taut through her words. Sima moves past him on light feet, her robes thrown on in a hurry, her dark hair in loose waves, glinting with early grey. She rushes down the broad hallway, and for a moment, grey stone and hard angles look very much like the Gallows. "If we're ever going to leave, it has to be today." She pauses, looking back at him. Not a smiling ghost, not a drifting phantom, but a harried, determined woman, her eyes alive with purpose.

Most striking is how she has no lyrium mark on her forehead. Most striking is how much she seems like herself. "You know what happens if we don't."

She slips out of view through the darkness.

A pause, and then slowly, as if walking through ice water, needling to the bone, Marcus pursues, drawing his staff from its harness with a slither of wood, leather, buckle. The shadows give as he nears, and he sees a closed door, and hears a voice on the other side. He grips the handle, levers it open, moves through with a rush of urgency.

And all at once, he's an intruder, the door striking the wall as he pushes it aside, bladed iron held downwards but gleaming. But there are multiple figures, disorienting after so many ghostly, empty rooms, and none of them wholly realised in his own sense of perspective, and none of them Sima, as far as he can tell. Coming into focus first is Flint, and Marcus pauses his advance.
bouchonne: (ah drama)

latest

[personal profile] bouchonne 2022-01-17 04:31 pm (UTC)(link)
It won't be difficult to take this man's life. Sofia Teresa had slipped a drug into his morning coffee - a subtle thing, but enough to slow the man's reflexes, to give Byerly the edge in this duel. And thank the Maker for that, because Byerly is a poor swordsman, clumsy and uncertain, without the strength of arm to stand up against any serious blow. Without that drug -

Without it, he will die. And if he dies, he'll never be able to rescue her from this terrible man, who trapped her with his wealth and imprisoned her with his cruelty. He has to free her - not because he loves her, though he does, but because it is the right thing to do. Because someone must stand up for those who cannot stand up for themselves.

(He could wear a mask and conceal his identity, like the Black Fox. Establish a network of spies. Learn of all the wrongs out there in the world. Learn subtle arts, poisons and daggerwork and trickery, and use them to solve injustices. Protect the weak, the slandered, the humble, build a legend - )

It's time. Byerly raises his rapier, sets his jaw, and calls to his opponent, "You should surrender now. I intend to take your life, my lord."