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.
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.