Fade Rift Mods (
faderifting) wrote in
faderift2024-01-15 09:35 pm
MOD EVENT: Crossover
WHO: Everyone (give or take)
WHAT: Reorganizing the Crossroads
WHEN: Wintermarch 9:50
WHERE: The Crossroads
NOTES: A small event to help everyone shake off the winter break.
WHAT: Reorganizing the Crossroads
WHEN: Wintermarch 9:50
WHERE: The Crossroads
NOTES: A small event to help everyone shake off the winter break.

Shortly into the new year, Riftwatch's routine visits to the Crossroads–to get from here to there, or just to check up on the eluvians and watch for any signs of Venatori or elven presence–turn less routine. Patches of the Crossroads give way quite suddenly to patches of what seems to be (for lack of a better word) the real world, evidenced by sudden changes of landscape and temperature, the sudden presence of small mammals and birds. In the first of these locations to be discovered, snow blows up a crumbling Crossroads stairway from the snowy clearing below; in the clearing, gravity's hold is gentler than it should be, snow swirling up alongside the staircase that climbs up into a grey sky and never coming back down. Wisps or spirits may follow you freely here. One enterprising spirit has possessed a squirrel and is considering the merits of wandering off into the world. Walk far enough across the ground, away from the stairs, and things become normal (as much as Thedas ever is)–but the staircase is still waiting if you turn back the other way, the Crossroads there to walk into without any particular effort or magic at all.
This is of course a sign of a grave problem that warrants further investigation. But the instability in the Crossroads also presents a more immediate and practical threat to Riftwatch's work: the eluvians Riftwatch uses to traverse Thedas and reach some otherwise far-flung or inaccessible locations are scattered throughout the Crossroads, and reaching them is already becoming more difficult, not to mention the danger of someone else—foe or unwitting stranger—blundering into Riftwatch's work. So for a week in Wintermarch, everyone able and available will be assigned to relocating the eluvians: reaching them in the Crossroads, uprooting them from their ancient locations, and carrying them to rearrange on a single stone platform that so far seems sturdy and unaffected, where they can be more easily monitored and protected all in one place.
There are only six eluvians that Riftwatch regularly uses, but the instability is making them more difficult to reach, and they're heavy and unwieldy enough that multiple people will need to assist with transporting each one. Meanwhile, everyone will be asked to observe and make notes on the changes they encounter, as well as to collect other eluvians–the ones that lead to ruins in wild forests with no signs of where those forests might be, or deserted remote fortresses, or pitch-black caves, or the unyielding wooden walls that mean the mirror's counterpart is packed up somewhere behind and beneath loads of junk–to preserve them in case their Thedosian counterparts can be located and moved somewhere more practicable in the future. (These that are not yet usable will be arranged in a second location, separate but not so inconveniently far from the first.)
While trying to complete this work, Riftwatch will encounter the same spirits and hazards that have always made using the Crossroads a bit of a headache: paths that collapse ahead of them if they tell a lie while chatting with their traveling companions, spirits of suspicion that try to trap and drive wedges between them, guides who take on the embarrassing and/or adorable forms of the people they're guiding as children, wisps fascinated with travelers' impulses and emotions who endeavor to replicate them. The good news is that the new configuration of the eluvians will make walking through these spirits' domains unnecessary in the future and could mean many people will never have to deal with them again after this.
The bad news is that in the meantime, those retrieving the eluvians will have to deal with both the usual nonsense and the new patches where the borders give way and dimensions blend together. In these patches, the landscape and laws of the world mixes with the features and rules (or lack thereof) of the Crossroads. Sometimes this means the world, like the Crossroads, is more colorful for elves and more oppressive to everyone else–something akin to having to walk and work with a terrible headache, except there's no pain, only light and sound sensitivity and a general sense of difficulty and slowness. Other times it means something that looks more like the Crossroads feels more like the mundane world to humans and rifters, actually. Sometimes the Crossroad's loose ideas about gravity will be applied to a real river; sometimes the world's more strict laws will impose on a river in the Crossroads.
When these places are discovered, agents will be tasked not with avoiding them, but exploring them to estimate their sizes, note any features that might narrow down their locations on the map, and search for any signs of populations–in vain, fortunately. While a number of these locations are within ruins or abandoned villages, something is currently causing them to appear in areas that people seem to be avoiding. Journeying beyond the perimeter of the effect will reveal a strong contender for an explanation: these areas are places where the Veil is already damaged and thin, with spirits and demons passing through to discourage resettlement after whatever disaster or massacre weakened the barrier.
But the largest patch of bleed-through that Riftwatch will discover is also the least remote. Here a door in the Crossroads opens onto a wet, cold underground chamber, clearly man-made, roughly fifty yards across and roughly circular. The perimeter of the chamber shows signs of use for some academic purpose–crumbling shelves, the moldering and unreadable remnants of books left exposed to the damp for centuries, rusted and shattered equipment.
But the center of this chamber turns to jagged dark rock threaded with raw lyrium veins, and the ceiling shifts in the dark–sometimes a ceiling carved into stone, sometimes a churning sky in sickly dark green. Squint and you might see the Black City's floating island in the distance, for a moment. As the moments add up over the course of hours, a keen eye might notice that the carved ceiling of the chamber is shifting in a way stone shouldn’t shift, losing its careful patterns to a more chaotic swirl.
Exploring to establish the outer perimeter of this disruption will require venturing down branching hallways and tunnels, some of them populated by shades and freshly possessed skeletons. Another fifty yards or so out, in pursuit of any identifying features to place this on a map, the jet black stone and design of crumbling old mining equipment might start to give the observant a sinking feeling. Another hundred, and one of the labyrinthe and increasingly claustrophobic tunnels will end in a cave-in that is fairly recent, judging by the state of the three skeletons of people who appear to have died trying to dig back out. Their clothes and possessions have mostly rotted away in the moist air, but two of their skeletal hands are still wearing signet rings stamped with the Coterie's symbol.

no subject
He says, instead of I never got one.
"Reckon," It should be reluctant. He has a survival instinct, and a list of people who don't want to see his face again. But he's looking at his stained shirt, at Bastien's ragged cloth; he's thinking about what's kept behind doors that rings open: "Reckon I might still know a guy."
There's gold put into this, and some of it might pry loose. He toes the rubble.
"Think two alone could swing all this?"
Seems unlikely, but if it's a side project gone awry - might be no one knew where to look, might be no one knew to look at all. A schism spells bad business.
no subject
It deserves questions, too, but Bastien doesn't ask them. He can wait to see what shakes out during their upcoming field trip first.
"No," he answers. His lighter moves closer to the skeletons again, free hand shifting bones aside in search of anything useful that might be hiding in the shadows. But there's only a beetle, which skitters away from the light to try to burrow into the rubble instead.
He amends, "I don't know. Maybe mages. But then you would think they could move some rocks."
no subject
There's a lot of lyrium in the walls. A lot of spirits on the way -
Alright, maybe he can answer that question. Lazar waves it off on a hand, stoops to check what might have been a dessicated ear; too far-gone now to call human or elf.
"Y'all had a map of lyrium deposits, way back,"
A proposal in itself. It's cautious, someone extending an idea with clear strain for the effort.