The Beast Fears Fire - The Ice
Lahesian Mineral Ice [Disaster 2]
Impulse - To Conceal and to Deny Passage
Attempts to traverse and map the central mountains of Crickton are as old as the nation itself, and as far as anyone knows, as old as the mysterious and inexplicably arrived mountains. Until recently, those expeditions always stopped in the lower elevations, having reached abandoned yet intact, sturdy and tall structures choked with dripping bluish ice. Those who pressed further found that what lay beyond ruined towers, walls and ice was more ruined towers, walls and ice, forming a labyrinth that protected the peaks and passes. Accidents and the logistics of traversing a malign glacier with the habit of freezing over unattended items and even sleeping explorers prevented any party from reaching the peaks and returning (some returned, some might have reached a peak, maybe...).
The architecture of Lahey is similar to the other massive, extensive and occasionally pointless Murrenic and Oak-Province public works common throughout Crickton, which has both put off adventurers (seen one Murrenic ruin, seen them all) and drawn them on (because treasure). Since the Lahesians have come down from the mountain, we've learned that the ice kept and still keeps most of the people and other things up in the mountains as it keeps us out. The Lahesians believe that the ice was part of an attack by Father-who-is-Water on the entities who rule Lahey, known by the Lahesians as sandrisas. Apparently, the sandrisas are vulnerable to the touch of water, and cannot approach the ice, let alone cross it. The ice also apparently holds a large number of mountainside and mountaintop settlements in stasis, as well as trolls, the sandrisas' shapeshifting servants and unguessed other things.
Harm - Peril [Stasis] or Moderator Hard Move The ice moves when not observed, and it will cover over anything or anyone not under active watch. Those trapped in the ice have a limited time in which to free themselves before they slip into a frozen stasis. The ice will thicken around anything it's taken very quickly and it is possible that something fallen into stasis can be a meter deep in the course of a single night.
Freezing, Trapped Under Ice
If you lose track of yourself (say by sleeping or going into a ritual trance) in a place where the ice is thick, face Disaster.
On a Hit, you notice the ice while it is thin and hasn't put you in stasis. You can face Disaster, Hardship or Violence to break out.
On a Hard Hit, you avoid the ice entirely.
On a Miss, you fall into Stasis and unless someone else rescues you, the Moderator gets to make a Hard Move, like telling you who wakes you up and when...
I was me, but now he's gone
The ice can take things away from where it got them and will sometimes hide things it wants hidden deep within its mass. The ice will also sometimes haul out things it has kept, occasionally powerful or valuable items to serve as bait or nasty, forgotten monsters. The ice also seems to keep an uncommon number of ghouls within its depths, and has a tendency to let them out in groups. No one is sure why this is (let alone what force animates and directs the ice), but the ghouls disgorged by the ice do not seem to suffer any ghastly censure for being off-schedule.
The ice has a naturally bluish tint from minerals within, and some folks in the central region (as well as a fair number of Lahesians) drink water derived from the ice as a tonic and medicine. There appears to be a lot of silver in the water from this ice which turns the skin of long-term users blue. There are some Lahesians who cultivate this skin tone specifically for the purpose of religious observance and spiritual protection, but it does not seem to have any supernal effects commensurate with the long-term health effects.
Impulse - To Conceal and to Deny Passage
Attempts to traverse and map the central mountains of Crickton are as old as the nation itself, and as far as anyone knows, as old as the mysterious and inexplicably arrived mountains. Until recently, those expeditions always stopped in the lower elevations, having reached abandoned yet intact, sturdy and tall structures choked with dripping bluish ice. Those who pressed further found that what lay beyond ruined towers, walls and ice was more ruined towers, walls and ice, forming a labyrinth that protected the peaks and passes. Accidents and the logistics of traversing a malign glacier with the habit of freezing over unattended items and even sleeping explorers prevented any party from reaching the peaks and returning (some returned, some might have reached a peak, maybe...).
The architecture of Lahey is similar to the other massive, extensive and occasionally pointless Murrenic and Oak-Province public works common throughout Crickton, which has both put off adventurers (seen one Murrenic ruin, seen them all) and drawn them on (because treasure). Since the Lahesians have come down from the mountain, we've learned that the ice kept and still keeps most of the people and other things up in the mountains as it keeps us out. The Lahesians believe that the ice was part of an attack by Father-who-is-Water on the entities who rule Lahey, known by the Lahesians as sandrisas. Apparently, the sandrisas are vulnerable to the touch of water, and cannot approach the ice, let alone cross it. The ice also apparently holds a large number of mountainside and mountaintop settlements in stasis, as well as trolls, the sandrisas' shapeshifting servants and unguessed other things.
Harm - Peril [Stasis] or Moderator Hard Move The ice moves when not observed, and it will cover over anything or anyone not under active watch. Those trapped in the ice have a limited time in which to free themselves before they slip into a frozen stasis. The ice will thicken around anything it's taken very quickly and it is possible that something fallen into stasis can be a meter deep in the course of a single night.
Freezing, Trapped Under Ice
If you lose track of yourself (say by sleeping or going into a ritual trance) in a place where the ice is thick, face Disaster.
On a Hit, you notice the ice while it is thin and hasn't put you in stasis. You can face Disaster, Hardship or Violence to break out.
On a Hard Hit, you avoid the ice entirely.
On a Miss, you fall into Stasis and unless someone else rescues you, the Moderator gets to make a Hard Move, like telling you who wakes you up and when...
I was me, but now he's gone
The ice can take things away from where it got them and will sometimes hide things it wants hidden deep within its mass. The ice will also sometimes haul out things it has kept, occasionally powerful or valuable items to serve as bait or nasty, forgotten monsters. The ice also seems to keep an uncommon number of ghouls within its depths, and has a tendency to let them out in groups. No one is sure why this is (let alone what force animates and directs the ice), but the ghouls disgorged by the ice do not seem to suffer any ghastly censure for being off-schedule.
The ice has a naturally bluish tint from minerals within, and some folks in the central region (as well as a fair number of Lahesians) drink water derived from the ice as a tonic and medicine. There appears to be a lot of silver in the water from this ice which turns the skin of long-term users blue. There are some Lahesians who cultivate this skin tone specifically for the purpose of religious observance and spiritual protection, but it does not seem to have any supernal effects commensurate with the long-term health effects.
Published on March 27, 2013 11:48
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