Fade Rift Mods (
faderifting) wrote in
faderift2020-01-19 06:04 pm
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Entry tags:
- ! mod plot,
- bastien,
- derrica,
- ellis,
- gwenaëlle baudin,
- james flint,
- julius,
- kostos averesch,
- marcus rowntree,
- matthias,
- petrana de cedoux,
- val de foncé,
- wysteria de foncé,
- yseult,
- { athessa },
- { ilias fabria },
- { joselyn smythe },
- { leander },
- { lukas },
- { marcoulf de ricart },
- { octavian sokolov },
- { sister sara sawbones },
- { tony stark },
- { yngvi }
MOD EVENT: WINTERMARCH WINTER MARCH
WHO: Anyone & Everyone
WHAT: Winter adventures as Riftwatch heads up into the Vinmark Mountains to do some work for (Provisional) Viscount Bran of Kirkwall
WHEN: Throughout Wintermarch and early Guardian
WHERE: Vinmark Mountains
NOTES: OOC post
WHAT: Winter adventures as Riftwatch heads up into the Vinmark Mountains to do some work for (Provisional) Viscount Bran of Kirkwall
WHEN: Throughout Wintermarch and early Guardian
WHERE: Vinmark Mountains
NOTES: OOC post



Still-Provisional Viscount Bran has received a number of requests for aid from communities in the Vinmark mountains outside Kirkwall. He wants to keep them happy so that they continue to pay taxes to Kirkwall and don't become problematically independent or allied with some other state. But he also doesn't want to deal with this shit, and the City Guard isn't really equipped to go tromp around the mountains in the winter. So he has asked Riftwatch to deal with this, casting it as a shared danger (if any communities were to break away, they'd be more vulnerable to enemy collaboration, or hampering travel through the passes, and things like that) but if necessary will imply that Riftwatch's refusal would weigh unfavorably against the decision to allow them to remain in the Gallows for free.
This work isn't done at the exclusion of all else--other normal (and especially high-priority) work continues. Any work that isn't especially time-sensitive may be postponed, and otherwise agents will simply have to forfeit their free time and fit this work in on top of their other responsibilities. Something for people to complain about while they're tromping through the snow.
It's not a long trip back and forth to the Gallows, so people can come and go if they want, but Bran has also agreed to allow Riftwatch the use of the Viscount's hunting lodge, a rustic mountain retreat traditionally used for hunting parties, which happens to be in a roughly central location. As Viscount Bran is both Provisional and profoundly not the sort of man who holds hunting parties, the lodge has gone unused for some years now, and Riftwatch is bringing in its own supplies and a skeleton support staff to man the place for the duration. Those traveling up in the first group will have to help escort supply wagons through snowy, muddy mountain roads, unloading casks and crates into the cellar, and pitch in cleaning, making minor repairs, and generally getting the building set up after a decade of neglect.
The lodge is organized around a central hall with a massive fireplace, and a small library and study that will be used as offices shared between those visiting. Up the grand wood stair is a mezzanine level that looks down on the hall and leads to three corridors, each with a couple rooms. Rooms will be shared by groups of 2-4 people, the exception being the two suites generally reserved for the viscount and his wife, which will now be assigned to whichever of the Division Heads are in residence (and if there are more than two at a time, then to whichever Division Heads win a coin toss or something). Each room has basic furnishings, heavy and rustic, and its own fireplace. Bathing facilities are communal, provided by natural hot springs pools. While these are outdoors, there is a roof, and there is also a small springhouse alongside for changing, as well as a separate sauna.
The stables contain a number of sleighs in varying states of repair, which can be signed out for use. They're often the best way to get around this area in winter, and can be pulled by a team of Vinmark Goats, a big-horned shaggy breed of unusually massive mountain goats that are often used in place of ponies in this part of the world. The Viscount had a herd of them, which has since run more or less wild on his land and will need to be rounded back up for use.
There are a few communities with different problems, spread out some ways apart through the mountains:
- ICE RIFT: The village of Erith has been plagued by shades and despair demons, which can be traced to a rift that has opened under the thick mid-winter ice of the frozen lake just outside town. Trying to get at it from above would mean cutting into the ice and fighting off demons while underwater and very likely freezing to death in minutes. So instead they'll need to traverse the ice caves beneath the lake to reach it, which will be complicated by the nature of shades, which leech off the energy of the livings' psyche, causing confusion, fatigue, and fear.
- SNOWMONSTERS: Cragfield has been cut off by an infestation of what's only been described as "snowmonsters," that have been harrying travelers around the village or anyone who strays too far from the edge of town. They will prove to be some unknown variation of giant, even more aggressive, though a bit smaller and nearly covered in white hair. They have some resistance to magic, especially ice magic, and one seems capable of using ice magic, if crudely. They can be tracked through the forest and picked off a few at a time, or traced back to one of their lairs, usually in a cave or tucked into a rock formation.
- THE GRIPPE: Galssop has sent an urgent request for healers to help combat a particularly virulent strain of the illness many in Kirkwall are suffering. Most of the town has fallen victim to it, including their only healer, leaving the rest without care. Complicating matters, reaching the town in winter (especially while transporting supplies) requires traveling up the frozen Wye river, using skates and iceboats. The villagers there will be wary of magical healing, and Bran as urged trying to use non-magical means of healing first if possible, though he and the sick will ultimately come round to the necessity of using some magic rather than see dozens die.
- THE GRINCH: Lerwick's trouble is a young man who recently inherited Touraigle, the fortress above the village, and who firmly believes that Lerwick is also his inheritance. When the Mayor of Lerwick refused to enforce Lord Bertrand's taxes, the lord's guards ransacked the town, helping themselves to most of its winter stores, among other things. Riftwatch diplomats have been asked to help entreat the lord to be reasonable and return what he took. But the road up to the castle has been blocked by a combination of overzealous defenses and weather, forcing all visitors to climb a treacherous hill of downed trees covered in ice and the occasional, possibly-frozen (if they're lucky), booby trap.
In addition to these specific issues, Rift Watchers can expect to encounter the usual Vinmark winter hazards: unpredictable weather, hungry animals, bad roads, scarcities, and so forth. Once news of their presence in the mountains gets around, they may be asked to take on similar small problems for others, like dealing with wildlife issues, helping search for a missing child, rescuing a hunting party trapped by a minor avalanche, etc. There are also basic chores to keep the lodge running that will always need extra hands, like chopping firewood, hunting down dinner, safeguarding supplies on their way to and from Kirkwall, and so on.



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"It's not your fault, Matty," she says, fishing her crystal out from under her hood. "Either one of us should've thought of that sooner. Any Rifters or shard-bearers topside?" The last, spoken into the crystal, her other arm crossing over her middle to support her elbow and offer some slight additional warmth.
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From some unknown location, ostensibly topside, comes the clear cut voice of a relative but not total stranger. "I am one, and I've one in easy reach. What can I do for you?"
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Matthias, having surfaced briefly from his despair, is now doing the thing where he crowds in close and tries to overhear but also keeps talking, thereby drowning out the useful responses. Also, he has a crystal of his own. Also if he would only shut up, he could hear hers.
Details. Also, it really is his fault. There will be time for that later. Matthias cranes his neck to try to peer ahead of them, but there's just darkness there. No weird light or growling. Not yet, anyways.
"I think we're close, though--are they close? To the lake?"
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"I don't remember his name, I think he's one of the new Rifters," she answers, quietly and exasperatedly. "And I dunno. He might've said but I definitely couldn't hear him, could you?"
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Is what Loxley is saying. Given the twin voices nattering on the other end of the line, he gamely tries again.
"I was advised reaching the rift from above the lake was impossible on account of the ice and very cold water and such, but we're close, if you've a. Plan."
Slightly uncertain on that leap of faith. But on the upside, it sounds like he is moving.
(feel free to time skip to after the walkthrough but don't feel pressured to do so etc etc etc)
"Matty, if we get under the rift and it's another one of those ice bubbles like before, and you shot a big blast of fire directly upwards, would you be able to make the fire hot enough to blast the water out of the way? Or turn it to steam? Actually, now that I'm saying it out loud that seems stupid, nevermind." Back to the crystal: "It's probably best if you come down into the caves, then, let me know when you get to the opening so I can guide you along the path we took."
~~~~
Just kidding.
But eventually, Matthias and Athessa both hear the echoed sounds of footsteps. Distinctly different to the scraping, scuffling, erratic movements of shades or terrors. Maybe a touch unusually, there's no telling glimmer of firelight to guide their way through the dark tunnels and caves.
But over Athessa's crystal, and then also as a dim echo beyond--
"Al-right. We ought to be close."
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Richard’s voice is muffled both by his muttering and by the little bit of distance they still have to close. The trod of his step is sharper, steady and wet, deliberate as only the twice or thrice fallen can be while still making good time over icy gravel and icy rock and icy ice.
The arc of ichor he flicks off the end of his dagger crosses down over Loxley’s boots beside him, probably not entirely accidentally.
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"Hey!" --a sort of stage whisper, in case the rift really is as close as he thinks it might be. Those aforementioned five pursuits had all been underpinned by that ambient and terrible thought: a rift right around the corner, a squillion demons to fight, and them without a Rifter. "Here! We're up here! Took them ages--"
This last bit is to Athessa. Matthias stands anxiously on his toes, trying to catch a glimpse of approaching light that will announce the arrival of their aid. Faced with only blackness, he tries widening his eyes.
DARK VISION, BAYBEEEEE
"They might have better sight and hearing than you, ya berk," She says quietly, rolling her fancy elf eyes.
If you know Athessa, you might think she's brimming with frenetic energy; unable to keep still, talkative, eager to impress, and prone to acting without thinking. Put her next to Matthias, especially of late, and she seems utterly composed. Perhaps no comparison would make her seem mature, but it's at least something for her to seem the more collected of a pair.
"Gentlemen," she greets with a theatrical bow that probably only they can get a good look at, what with Matthias being woefully wanting in the night-vision area. "Welcome to the cave."
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"Thank you. Love what you've done with the place." Standing here, Loxley tugs off a glove, and now a light source -- in the gloom of the caves, the glimmer of light from his shard is much brighter than it is under the harsh light of day. It's not very much for Mathhias to see by at all, but it's something.
"Are you both alright?"
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He does not remove his glove. Dick Dickerson is impatient and thin and vulnerable to the cold beneath the hump of a pelt cowled thick around the shoulders of his cloak, shaggy fur streaked with ichor. It’s on his face and hat also, spattered wool pulled down over his ears.
But it’s his brass goggles that really bring it all together, centering his aesthetic somewhere squarely in the mix of scholar, mountain man and Cruella Deville.
“They’re still alive,” he answers for them, as if it might have been a matter of some debate further back up the path.
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Right.
He tries to turn that gesture into a brush at the front of his tunic and leather armor, like it was terribly important that he clean some dust off of himself before they enter into a fight. Then he straightens up and tries to look like he knows what he's doing, without staring at the black goggle depths.
"We're alive," he confirms, gruffly, "yeah. And we're fine. The rift is ahead of us, close--or that's what we reckon, at least. We didn't go too much further before putting out the call, 'cause it wouldn't have made sense to."
Just as little sense as, say, heading into the underground caves without a Rifter in the first place. But who's counting, or thinking about unfiled forms any longer.
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"Probably just some clerical oversight that they sent us alone, right? Speaking of--" She nods at Richard. "You ever find the source of that stink in the group quarters? I have a bet going with Marcoulf about the culprit." She doesn't, but it doesn't really matter either way. As she asks, she turns and waves them on, leading the cadre further into the dark.
Their estimation of how close they are to the rift seems pretty accurate, judging by how at the next bend in the tunnel, Athessa peers around the curved stone and spies a pair of hunch-backed shades drifting in a low fog.
"I got left," she whispers, not waiting for whichever of the others decides to tackle the right shade--if they call dibs at all, she can handle two shades if the boys are too slow. For now, she rushes the left one, deftly decapitating it with her daggers, only to be taken by surprise when a third shade appears unfairly out of the wall and takes a swipe at her.
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Loxley, having chosen to pursue and assist the lady and leave the one on the right to whatever fates Matthias and Richard can concoct between them, drags his rapier out from the shrieking monster as strange flames of green flare and dancing across draping fabric, ropey and rotted muscle. Fanged teeth gleam in the dark as Loxley brings his sword around again in a fiery slash, ichor spattering on icy walls.
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“You’re exhausting,” he tells Athessa, four steps into following and already too prickled to play along.
He does, at least, say it quietly.
This turns out to be important, because there are shades.
Athessa springs into action. Loxley springs into action. Blades flash, ichor sprays. It’s all very elegant and heroic. There is a third shade -- the right shade -- that remains unengaged. Richard looks over at Matthias, goggles nose and beard.
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Rifters are weird.
He tears his gaze free so he can get his mark and do his bit. The shade has, by some miracle, not noticed them just yet, too compelled by the real fight. Good. Matthias hefts his staff, flips it about so he's holding it like a quarterstaff, gripped right in the middle, and jabs its end toward that shade.
There's a whmp like the air has turned inside-out. Heat shimmers, invisible, and then arcs, and the shade roars as the fireball blasts into its side. The smell is bad, and the damage is good, if not amazing. The light, at least, is comforting, a bright orange bloom. Matthias grins, and practically skips backward, getting out of range.
"All yours!" he calls to Richard. Not that he's bowing out, but the rules of tag-team clearly state: it's not his turn.
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Athessa strikes, parrying the demon's flailing limbs and then thrusting both daggers up through the shade's deformed neck. She doesn't pull the blades out, but rather arcs them left and right, spilling more ichor and sending the foul beast's head rolling.
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The third body hits the floor not long after Athessa sends a head rolling, green flame sputtering and dying out where Loxley almost absent mindedly waves it and demon gore off of his rapier. In the half-gloom, he shows his teeth in a grimace, rolling a shoulder where the shade had struck him.
No blood, or even torn fabric. Just a steady collection of bruising. Grimace is quick to turn sharp, satisfied, as he casts a look to where the other dead shades are beginning to break down into slowly melting pools of bubbling, steaming substance.
"Nicely done," and to Richard, inclusively, wryly, "all."
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“Do they ever speak?”
He asks the cavern at large, once the last head Athessa turned loose has rocked to a sizzling halt and begun to melt. Just curious.
At Loxley’s inclusion, he turns just enough to slant a brow in a semi-private invitation for comments and/or concerns. Also wry. The goggles make it especially difficult to interpret the intent behind a barely-there mutter under his breath in the beat before he steps away to continue along the path, but the ebb of pain from that fresh contusion is unmistakably arcane.
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"If they do speak, you'd best not listen." The crackle of the fire dies away without attention or magic to feed it. And they turn the next corner anyways, and the turn tucks them away in this new part of the cave, taking them out of sight of the site. "That advice'd go for anyone, but empty useless vessels are first what get possessed."
So.
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As they press on, the elf sheathes her daggers and falls in stride beside Loxley. Or, at least, as best she can with him being just about a full foot taller than herself. She looks at him sidelong, which might have been a subtle action in daylight but in the darkness, with her eyes reflecting like a cat's at night, it's painfully obvious.
So why not lean into it? She smiles, teasingly. "How's your shoulder? Gonna survive?"
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He's obviously feeling a little sensitive right now.
Which is fine. Loxley, instead, pivots his attention to the woman who's sidled up to him, apparently likewise ignoring or unaware of the fun banter happening between the magic boys. "Will you tell my story if I don't?"
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They’re walking. Loxley is distracted.
Well ahead, a ripple of sickly green light diffracts through water and ice to wash thin over the cave floor. A scream echoes around the bend, singing in rounds with itself down the shaft towards them and then past, in doppler-shifting stereo.
Richard stops, momentum dropped like an anchor at the back of the line.
“What’s the plan?” he wants to know, suddenly. “Is there one?”
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Enter: An Ash Wraith