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#star stable winter rider
starshinedragon · 1 year
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WINTERDALE (full unofficial map)
Points of access:
1. Through GOLDENHILLS:
Marchenghast Castle- the road to the castle/estate blocked by rocks is now cleared, you gain access to the Marchenghast castle and valley. Ride through it to get to the scenic Seaview pass. The Seaside road leads to Cape point village.
2. Through SILVERGLADE:
Northlink- tunnel cleared. Ride through the forested (redwoods) Northlink valley and the Aurora pass. Road leads to an abandoned ranger station in the Northern Mountain Range. From there, the eastern road leads to the Secret Stone Circle, the western one descends down the mountain through the Starshade Woods.
3. Through DINO VALLEY:
Icengate- the kallters opened the gate. You ride through a fully subterranean tunnel of ice and stone, design similar to Stonecutter’s Vault: the Icengate passage. The other side opens in the Coldstone forest, road leads to Meander.
4. Through ASHLAND:
Frostfire pass- ride to Ashland, then to Ashfall village. The western path leads to the Embercrown volcano, the eastern one to Frostfire pass. Ride through the gorge of fire and ice, and you get to Explorer’s rest, a Jorvik rangers outpost.
NEW FACTIONS: --Pine Hill: PH mansion, PH village, PH stables. --Kallters: Rimefang woods, Winter mountains. --Winderdale druids: Anvil wood, Jorwatch, all over the valley --Winterdale rangers: Icewind-woods, Starshade-woods, Coldstone-forest --Meander: village and stables, Frostbitten fields --Cape Point: fishing village
LOCATIONS:
1. Pine Hill Area: village, stables and mansion. Pine forest, safe to ride in. Mr Sands resides in the mansion after leaving Garnok’s side. Showjumping and trail riding in the area.
2. Kallter Area: the Rimefang woods is infested with wolves. Frosted mammoth pine trees, fallen trunks, misty woods. If you go too close to a wolf , it will start to chase you and you need to gallop to lose it. If it catches you, you are teleported out of the woods with the message: “Your horse got you out, but be careful, next time you might not be this lucky!” Hidden kallter village in the middle.
3. Icewind Area: Winterdale rangers’ Icewind station. Trailrides in the forest. The Sunveil falls is a high waterfall coming from the Winter mountains.
4. Anvil Wood Area: mild seaside forest, Winterdale Druid village in the middle. A lighthouse and a ferry point at the end of the peninsula.
5. Cape Point Area: fishing quests, ferry. The Starshade woods was called Nightmare woods and was infested with the forces of the darkness before you cleansed it. Two ranger stations in there, one on the Stormhill and the other next to Crescent lake. A secret, winding path leads up to Starshine mountain to the Secret Stone Circle. The fifth door/beacon is in the forest.
6. Meander Area: village and stables. There are races in the Frostbitten fields and some going up the Northern Mountain Range also. South road leads to the Icengate passage.
7. Coldstone Area: the forest has trailrides. It is rockier, the trees more scarce, you can regularly find blue crystal clusters. Explorer’s rest is a ranger station. From there, the road to the south leads to Frostfire-pass, the road through the bridge leads to the eastern side of the Great Lake and to Jorwatch Druid Village in a hidden valley.
Stop signs:
1. North of Anvil Wood: iron gate. Road runs next to the abandoned DC barricade to Bayridge village. The gate has been closed since the Winterdale storm hit.
2. Wolf-pass: in the Rimefang wood, going through the Winter mountains. Direwolf packs roam the mountains, the pass is closed off as it is too dangerous to go through it.
3. Jorwatch road: the path leading to the Jorcrater is covered in thorns and vegetation, fallen trees and rocks. The druids keep it that way, since the Jorcrater is too dangerous to enter.
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natduskfall · 5 months
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Uh… Alex?
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Bullfinch on Star Stable: Winter Riders cover. Just a lil guy
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anastasia0pinkwild · 1 year
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mommy sabine
took this pic on my alt
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ssohawklord · 1 year
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I just finished replaying The Winter Rider again, even tough i really don't want sse to add more areas untill there is more to do in the existing ones i would love to have the winter vale in SSO
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lukas-crowsong · 2 years
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i've been thinking about the soul riders in lukas' campervan (i remembered what they're called lmao) like i briefly talked about a little while ago. i was going to draw it but i'm currently stuck in a super fun art block /s, so i wrote about the roadtrip image in my head instead :)
i love including maya as part of the friendship group shenanigans so she's here as well (probably will be in most of my sso writing of the soul riders) :>
i hope you enjoy if you read!
Lukas honked his van's horn. "Ride is here, folks! Homeward bound."
The effect was instant. Alex sprinted for the van, but Lisa shoved her and yanked open the back door, tumbling in. She blocked Alex's way with a foot, kicking threateningly. Linda shooed them out of the way and climbed in after Lisa. Alex tried to squeeze into the third seat but Lisa beat her to it, claiming the entire seat with her guitar case.
Pouting, Alex sulked all the way to the end of the van and opened the doors there. Letting her girlfriend in first, she bowed for Maya, who curtsied graciously in response before tripping on the lip of the van.
"Hurry up, lovebirds," Anne jibed from her place next to Lukas in the passenger seat, having strolled over while the others scuffled. Alex stuck her tongue out at her as Maya rebalanced, but she'd already turned back around. 
Everyone strapped in, Lukas started the van forward onto the road.
Immediately, Anne was reaching for dials to blast cold air. Wracked by shivers, Lisa tried to block airflow with her guitar case until Linda shrugged off her cardigan and offered it. Maneuvering around her seatbelt, Alex was tugging her hoodie over her head, shirt underneath hiking up. Maya yelped when she got elbowed, losing her drink out an open window. Lukas fought the urge to release the steering wheel and let them fend for themselves.
Hours later, darkness blanketing Jorvik save for the van's headlights and twinkling stars, things had settled. Songs played softly over the radio; an hour ago they were being raucously recited at full volume. 
Tucked away in the back, Maya and Alex were hunched together over a phone, soft blue light pulsating across their faces. Linda was reading while Lisa slept on her shoulder, draped in her knitted cardigan. Lukas glanced over at Anne. She stared at the road ahead (or maybe into middle distance, lost in thought), green eyes half-lidded.
"You can sleep, if you like. I don't need a backseat driver," Lukas said lightly, eyes on the road again.
Anne turned her head to face them. "I'm in a front seat." She said, but her eyes fluttered closed.
It was almost dawn when they reached Valedale. Elizabeth was there in her nightgown and a shawl when Lukas pulled onto her drive. She greeted a zombie-like Alex with a kiss on both cheeks, then accepted Lisa's hug and Maya's shy handshake. 
Anne stirred when the engine powered down. She rubbed her eyes. "Did I fall asleep?" She asked, voice soft from lack of use.
"We're here," Lukas said, climbing out to gather his bags from overhead storage. 
Following suit, Anne stumbled out of the van. Elizabeth rubbed her arms and smiled, then took a duffle bag from her.
"Come, let's get you inside and into bed."
In the entryway, Lukas toed off their shoes, then stretched and yawned. Elizabeth laid a hand on his shoulder. "Difficult drive?"
Lukas shook their head. "No, just long. And the druids of Northern Jorvik have worked us ragged over the past week. For as much as we learned, we were all eager to come home." A beat passed. "The others could sleep during the drive over, but..."
Elizabeth hummed sagely. "A rest is well deserved. You feel better prepared now, I hope?"
Yawning again, Lukas nodded. "Garnok won't stand a chance," he murmured.
Elizabeth patted their cheek. "Go to bed. Jorvik will be here for you in the morning."
Sighing deeply, Lukas traipsed deeper into the house.
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gabrielle-darktree · 1 year
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Magic Horse Outfit Series #21: Kátur
Masterpost
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Head: Rex Stamper Walnut Helmet
Top: Winter rider jacket
Legs: Beige Winter pants
Hands: Walnut Sunset trails gloves
Feet: Rex Stamper Walnut Boots
Bridle: Walnut Silversong Bridle
Saddle: Walnut classical jumping saddle
Saddle pad: Winter rider saddle pad
Leg wraps: Winter rider leg wraps
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mufiy-valcuse · 2 months
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~Holly-Moorland~
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+The younger adopted sister of Justin Moorland, and grandchild of Mrs. Holdsworth
+Former Witch’s student (Also fifth soul rider but didn’t know for a while)
+Lives in a wagon that travels with the Traveling horse market and Gary goldtooth-also has a little base within the abandoned stable in the wildwoods to store stuff and to live in during the winter
+Main way of making money is selling their charms and potions, through either Farah or James
+Has about five familiars herself, one of which is a goat named radish
+Deathly scared of cars
+Has three-ish horse Northair, Saga, and Tumble(a small little foal)
+Born within the WildWeave
+A lot younger then the original four Soul riders, they are about 14-16 years old
+Scott has on more then one occasion chased Holly down because of the whole half bird thing
+ Strongest with the Moon and Star Cycles, but strongest magic would be her Witch Craft
+Hate GED with a passion on more then once has cursed the work places so it makes it impossible for them to work
+Has one of the biggest crushes on Rania Varanger
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anna99blog · 5 months
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Things I'm excited for in DDLV and what I want to see in the future
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Things I'm excited to see:
Jack Skellington
EVE
Rapunzel
Gaston
3 new biomes (Jungle, Desert, Ancient Ruins)
3 new companions (Monkeys, Cobras, Capybaras)
New royal tool (Hourglass)
Winter Star Path
Things that I want to see:
Daisy Duck
Mulan
More Aladdin characters (Aladdin, Jasmine, Genie, Abu and Rajah)
Tarzan Characters
Stables for rideable animal characters (Khan, Phillipe, Maximus, Sven, Tuk Tuk, Pegasus, etc)
Hercules characters
Flynn Rider (Eugene Fitzherbert)
Asha
Sally and Oogie Boogie and Zero
Being able to swim in the game
Being able to redeem previous Star Path items
Do friendship quests for the Forgotten
Timon and Pumbaa
Wreck it Ralph
Disney karaoke
Raya and Sisu
More animal companions (dogs, cats, lizards, horses, goats, owls, eagles, parrots, turtles, weasels, deers, dragons, bears, wolves, etc)
More biomes (techno world, arctic, fall woodlands, African jungle, city, outer space like setting, ocean, cave, etc)
Pocahontas
101 Dalmatians characters
I've been playing this game for a little over a year now, and I have been hooked on it since day 1. I love how far it's come and I love the progress it's made and how the DDLV community has grown during the duration of that time frame. Every time an update comes out, I'm always eager to see what will happen next. I also always wonder what other characters, companions, realms, and other things could be added to the game, it always keeps the excitement going whenever I think that. I only hope that it keeps living up the expectations and does a good job expanding the world of Disney Dreamlight Valley.
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mintibunny · 4 months
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Minti makes good on a promise. We meet the Frost Queen, She Made of Ice.
---
Minti Chocolate had no desire to be in Coerthas again. And yet, here she was, riding her chocobo like she was late for supper, up-up-up the muddy path from the last post in the North Shroud. Broken twigs, well-trodden dirt, dead grass, goblin detritus - all these were hers, rewards for traveling during Eorzea's winter season.
The chocobo, a brown bird named "Riptide," wanted to press on despite the coming rainfall. Perhaps he thought this would get him out of a bath, dirty thing that he was, and each clawprint, each schluck from the grasping muddy ground, was further distance from his bullies, Soap and Tub. His confident "Kweh-heh-hehs" gave him away as much.
Thunder and lighting in Gridania's forests gave way to snow showers, causing the rain on Minti's winged golden armor to turn to frost. It was awful.
"Twelve above, girl, keep it together," the viera muttered, loud enough for Riptide to hear. The dirty bird might be relishing his time out of the free company stables, but Minti wasn't having this jaunt to the Observatory, and, quite frankly, neither was The Choir. To put their collected displeasure to parchment would take ages. The Volunteer was the only one excited about all this mummery and capering about.
It was that damned sense of honor, wasn't it, pushing rider and mount up the hills, past the river teeming with smallfish, past the wolves hungry for their next meal. It certainly wasn't the Volunteer pushing her forward, whispering in her ear about unfinished business. No. The Ishgardian "stiff upper lip" and need to maintain one's honor in the face of proper society, those were to blame. Yes, those. What wonderful gifts Lady Sabbatine had given her, a long time ago.
One last hill to crest, then to the First Dicasterial Observatorium, where Minti's honor kept a faithful vigil, ever waiting for her return.
Halone's faithful knight rides forth to confront the Dragoon, who lies in wait atop yonder tower.
---
Coming up from Gridania, aspiring adventurers are like to see The Observatorium's grand tower first, before they see the rest of the settlement. This structure holds an astroscope, a device which is used to study and document star patterns and movements.
During the time of the Dragonsong War, the tower and encampment was used by Ishgardian astrologians to predict the movements of the Dravanian Horde; with the ending of the War, it became a place to train new astrologians in the ways of the healing, although not as openly as some might wish. Here, too, was Ser Alberic Bale, former Azure Dragoon, current mentor to many of Eorzea's dragoons.
For many nights, Ser Bale had waited by the encampment's covered firepit, keeping both it and the hearts of his students warm. The end of the War gave rise to more soul crystals reaching curious hands, and more lancers coming up from the guild in Gridania. They needed guidance, and who better to give it than him?
This night seemed to stretch longer than most, which the biting cold and swirling snow around the Observatorium knew to take advantage of. To the imagination, it would seem as if a great ice dragon of eld, a frightful winged being with dark blue scales and gold claws, had made roost about the tower, and covered the Central Highlands with what Ishgard had known since the Calamity: Frightful, unending, punishing winter.
Of course, any Ishgardian worth their onze in salt knew that the weather was coldest before the start of Heavensturn. More logs for the fire were needed, then, and a hot cup of cider to ring in the new year. "Haisie, come by the fire, rest your bones and your spirit," Alberic called out to the shivering Twin Adder nearby. The Elezen was handing out Company scrip to a young archer and, as usual, complaining about the second watch not yet arriving. "There is little reason to suffer tonight."
Haisie must have said something to frighten the hyur, who ran off towards Camp Dragonhead at the fullest speed they could muster. "I would love a hot meal, and a place to warm my arse," the elf stammered out between shakes, "But I must keep watch, else I shall never be relieved of this gods-damned burden! Where is that second watch - Oh. *Well.* What fresh mummery is this?"
---
There was a new-old voice by the Observatorium's firepit, waiting to be acknowledged by Minti. A grand dragon of ancient ice, of Coertha's layers of snow, of the numbing cold that comes from the regrets men have of their younger years. She was tall enough to tower over Azure Dragoons, current and former, and small enough to be unseen for many winters past. A reminder of failures, of promises broken, of lies. Many, many wrongs, all kept in her pretty, glittering hoard of coins. A Frost Queen's ransom, perhaps.
My dearest child approaches, the dragon thought to herself as she flew to the upper mechanisms of the astroscope. No one would mind if she watched, would they? Creatures like her were always drawn to these sorts of spectacles, after all.
Ah! And what a fine spectacle this would be. Miss Chocolate herself, all dressed in shiny armor and lance, riding into camp like Emmanellian de Fortemps out a-courting. Head buzzing like a beehive, face scrunched up in such a serious expression. How much like a lady of Ishgard. How divine.
Our hero approaches that dottering old man by the firepit, yes, and sits beside him. Says nothing, just sits and looks over at him like a lost, frightened puppy. Is she nervous? Oh, she must be. She must be terrified.
What's this? They're talking. Real, deep, insightful conversation. Rubbish about how Minti hated how long it took to come back, and how sorry she is, and would Ser Bale please take her back, please, she'll be a very good girl this time around, sob sob sob! This isn't a good meal, it's a sad, pathetic snack. Bale would be in his rights to send Minti on her way. Everyone can agree on that.
The Queen nearly retched as Bale and Minti hugged, a long hug with rubbing of backs and soft words and forgiveness. And yet, in that sincere moment of forgiveness and acceptance, something about her changed. On a fundamental level, no less.
There must be time for forgiveness, the new-old voice of the Frost Queen considered, in between gusts of winter wind. A time for acknowledgement, and a time to move forward into tomorrow. We should learn from our failures as much as we should our successes.
Her hoard of coins had two faces on them now. How very odd.
As the night came to a close, and dawn was just about to come, the frightening visage of the Frost Queen shifted to one resembling a dear friend, an elezen who could call upon an Primal of Ice, then to an Au Ra wearing the blue and gold armor of a sworn Halonic Paladin. The Queen liked this form. It suited her well.
She would rejoin the Choir, and lend her voice to Minti Chocolate's cause. The rabbit would need her guidance to become a full Dragoon, after all.
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roakkaliha · 1 year
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last night i blacked out and came to seeing that i had been playing Star Stable 2: The Winter Riders for an unreasonable amount of hours straight
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starshinedragon · 5 months
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SSO: WINTERDALE Fan written main storyline
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The Map of Winterdale:
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The Life Warden Trees of Winterdale:
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Story design:
-> This is the updated version of an old post, taking into account the new main story quests and describing the quests in much more detail. -> It takes place after aging Concorde up and escaping Devil's Gap, after all of the main story quests up to 2023 December. -> Part of SSO Rewritten (my writing project of the whole story of SSO until defeating Garnok). You can find the story related posts with the tag "sso rewritten" -> Phases 1-2-3 is the main story so far, here I wrote phases 4-5-6 which are the main story quests connected to Winterdale.
-> The area of Winterdale was established in the Star Stable Winter Riders game and I added elements from SSO (kallters, rangers, druids) to fill in the empty places. The focus characters of the Winterdale main storyline are going to be Katja (as the main opponent), Linda (as she is her rival), Mr Sands (redemption arc) and the kallters. The setup for them is already in the game with the extremely effective hook when the MC spots them in Dino Valley leaving. The thematic guide for the Winterdale story is the rumor of the Ice Witch, already suspected to be Katja. The final confrontation of this phase is tied to Garnok and Pandoria.  
So saddle up and get ready for the adventure!
PHASE 4 –  Entering and exploring Winterdale
PART 1: Icestorm
Unlocking Winterdale:
-> MC is called to Valedale. At the runestones before the portal spiral leading to the Secret Stone circle, we meet with Avalon, Evergray and the druids who arrived from Winterdale. The leader of the Winterdale druids is Cairn Stevenson (middle aged, but younger than Evergray, white beard, blue and brown robes) and his horse is a white Percheron wearing new brown and light blue druid tack, called Ossian. They came to ask for help, since the storm in Winterdale has gotten worse. Last night a huge blizzard hit the valley and they think it is magical and suspect the hand of the Ice Witch might be in it. They are unable to dispel it and ask for the help of the Soul Riders.  
-> We ride with them through Dino valley and they give us some exposition about Winterdale. They say Pine Hill ruled over most of the valley historically. They tell us about the cold micro climate, when the kallters migrated from Dino Valley to Winterdale, and that the current persisting winter storm started many years ago. The storm is sometimes weaker, sometimes stronger, but always present. It cut them off from the other parts of Jorvik as the Frostfire pass leading to Ashland and the Seaview pass leading to Marchenghast froze over and the blizzard halted the works on Northlink tunnel. The Lord of Pine Hill mansion, who has the strongest voice in how Winterdale runs itself does not seem to care anymore. Avalon asks them how did they leave and intend to go back to Winterdale then if there is no way open.
-> MC, the Soul Riders, Avalon, Evergray and Cairn arrive at the Icengate where Nanook and Sedna (kallters) wait for us on horseback. They perform a ritual and open the magical lock on the passage. The team is escorted through the tunnel of ice and rock, made of a similar design as Stonecutter’s vault. Halfway through it Magnus Steinar’s ghost appears as he guards this tunnel. Sedna tells him everyone here is a friend and they are to have safe passage through the Icengate whenever they please. The team exits the tunnel high in the mountains and looks over the snow covered Winterdale valley ravaged by the blizzard.
Fighting the Storm:
-> The team descends on the steep Meander trail (from the Winter Rider game) and arrives in Meander Stables, where the druids set up camp. You are greeted by Eric Lowe, the owner or Meander stables. There you are introduced to the other druid characters of Winterdale by Cairn. They tell you of the situation: the magical storm started some days ago and won’t stop. Katja’s frost powers wreaks havoc, flash freezes sweep across the valley every other minute and the winds, snow and raining icicles destroy houses, stables and threaten to freeze everyone to death. The team is asked to help the valley. MC agrees to help, while the druids try to figure out a solution to stop the storm.
-> MC is sent on four different missions in four consecutive days with the Soul Riders to introduce you to the layout of Winterdale. For each mission, you go to a location in Winterdale to help the people fight the storm by dispelling frost, gathering firewood, saving the animals, etc. To get anywhere, you have to ride through the storm. Each time a flash freeze is coming you have to take cover. Icicles rain on the way indicated by the circles appearing in front of your horse that you have to dodge. You and your Soul Rider partner get there, help out and return to Meander. First, you go with Lisa to Cape Point village, next with Anne to Icewind Station, then with Linda to Pine Hill village and finally with Alex to Anvil Woods Druid Village and back to Meander.
Dispelling the Storm:
-> In the meantime, Evergray and the druids tried everything and figured out that they can’t dispel the storm alone and need help from Fripp. MC is sent to ride back to Valedale through the Meander trail, Icengate passage and Dino valley (there is not an available trailer in Meander yet- not until you open Northlink). You ride to the spiral portal in Valedale and fail to open the way.
-> Katja appears on horseback, cornering MC, tells you that they have blocked your access to the Secret Stone Circle. MC vows to stop her terror of Winterdale, but she just laughs and tells you not if I stop you first – forever! She sends fer frigid powers after you. You race back to Meander the way you came, dodging icicles and also Ice Spectres, that are like shadow seekers, but made of mist and frost and are controlled by Katja. You get back to Meander and tell the druids that Katja blocked you from opening the portal. Evergray is unusually cheerful about this and when they ask him why is this a good thing, he tell you that he figured it out. Katja blocked you from going to the Secret Stone Circle, because the solution lies there. By uniting the power of MC, the Soul Riders, druids and kallters and Fripp, you will be able to stop the storm. Avalon, the forever optimist points out the only problem is getting there.
-> You can actually get to the Secret Stone Circle on foot, however, there is one problem besides the storm, and that is the cursed Nightmare Forest. You have avoided it so far, taking the paths next to the Meander river, but now you have to go through it. As only the Soul Horses are strong enough to go through the storm and the dark forest, Alex, Anne, Lisa and Linda are riding double with Cairn, Avalon, Sedna and Uyarak (the other magic user of the kallters beside Sedna) and MC takes Evergray. You ride through the storm, hiding from the flash freezes and ride into the dark forest. The Nightmare Woods in covered in snow and ice, shadow seekers patrol and dark blue and purple wisp-like spirits drift amidst the gloomy trees. The team takes the path through the abandoned Crescent Lake Ranger Station up to the Aurora pass and then the western road leading up to Starshine Mountain. You ride up the steep mountain path (design based on the Starshine Legacy games) and get to the broken bridge.
-> Katja appears behind you sending an army of Ice Spectres. You run through the narrow path and jump the broken bridge. She stops before the jump and her horse rears, not being able to come closer to the Secret Stone Circle. Fripp awaits you in the circle and tells you don’t worry, no servant of darkness can come into the circle again, because he woke up the guardian tree of the Circle: Astral Crown. You see the formerly leafless big tree towering over the circle now covered in azure and lilac leaves, that shine like stars. The riders dismount and form a magic circle, everyone positioning themselves in front of each runestone. They perform a ritual and dispel Katja’s Icestorm from Winterdale.
PART 2: Exploring the valley
The Roads to Winterdale: Marchenghast and Northlink
-> Now that the storm is gone, MC can properly explore the valley. The Secret Stone Circle’s portal to Valedale is open again. A cutscene takes you back to Meander so you don’t have to ride through Dino valley again. Eric, the owner of Meander stables thanks you for saving the stables and the village and promises to put in a good word for you for each place in Winterdale. The Meander Championship is unlocked, it runs through the Coldstone forest and Frostbitten fields.
-> After the full introduction to the Meander area, it is time to open Winterdale properly for people and the horse trailers. Eric sends you to Cape Point to meet a ranger friend of his (Aiobhinn, the leader of the Winterdale rangers) who will lead you through the Seaside pass up to the Marchenghast Castle. Eric apparently knows everyone in Winterdale.
-> At the Marchenghast Castle they open the gate for you. There are very few people and servants there and MC meets the lord of the castle. He was told that you stopped the storm and asks how. As you can’t say magic, can choose from different stupid options to try to explain scientifically how you stopped a whole blizzard. Whatever you choose, Lord Marchenghast laughs and says he know about magic in Jorvik, don’t worry he just thought you would be better at lying. He opens the gates and grants you safe passage through the castle and estate and sends you on your way. The rocks have been removed from the road in Goldenhills and cars can now access it, opening the trailer options in Winterdale.
-> MC rides to the Baroness and tells her that the storm is over and the work on the Northlink tunnel can continue. You are sent to tell this to the workers. While the main story calls you back to Meander, the tunnel dailies are now unlocked, requiring you to help in the work for seven days to build the tunnel.
Rangers and Pine Hill:
-> Eric tells you Aiobhinn liked you and is willing to properly show you Winterdale, now that the storm is gone. You are led though Coldstone forest with the blue crystals and trail riding pathways and arrive in Explorer’s Rest Ranger Station. You are going with Aiobhinn as she checks on all of her rangers throughout the valley. You help the rangers clear the paths covered by the snowstorm, unlock races. They show you the path leading to Frostfire pass, but it is not accessible, until it melts.
-> Next, you ride north, and he shows you Pine Hill village and tells the gossip about the lord of the mansion, Mr Sands. You meet the people of the village and stables, unlocking many side quests. The ranger shows you the Rimefang woods, but you only ride on the path next to Meander river, because the forest is infested with wolves. Frosted mammoth pine trees, fallen trunks, misty woods. If you go too close to a wolf, it will start to chase you and you need to gallop to lose it. If it catches you, you are teleported out of the woods with the message: “Your horse got you out, but be careful, next time you might not be this lucky!” She tells you there is a hidden kallter village in the middle, but you can’t reach it, unless they invite you.
-> You ride to Icewind station. You meet Henry Stevenson(the old guy from the Winter Riders game), second in command to Aiobhinn and brother of Cairn who is the leader of the rangers at Icewind station. He reports to Aiobhinn and tells you the rumors about the Nightmare Woods and that there are two abandoned stations there. They plan to man them again one day, but not until the woods are haunted. You unlock side quests and races in the Icewind Woods.
Druids and Cape Point:
-> Aiobhinn remains in Icewind and Henry offers to guide you through Anvil Woods to meet the druids and his brother. You ride to Anvil Woods and are introduced to their Life Warden Tree, Wise Leaf. They built their village around it. The tree is a gigantic oak who talks in verses, metaphors and talks like an old wizard and is generally whimsical and wholesome. In the side quests, you help the druids fight against Dark Core, as the corporation wants to cut down the forest. The Anvil Bay Championship is unlocked (joint project of the druids and rangers, organized by Henry and Cairn, running through Anvil and Icewind).
-> The druids tell you of their brothers and sisters in the other druid village of Winterdale: Jorwatch. You go there and meet them, unlock quests. They tell you that they guard the path leading to Jorcrater, since noone is allowed to enter as it is too dangerous. Finally, MC is asked to meet Fripp and Cairn in the Secret Stone Circle and you are rewarded with 100 Star Coins (just like at the end of each phase).
PHASE 5- The Kallters and Mr Sands
PART 1: The Redemption of Mr Sands
Secrets of Pine Hill Mansion:
-> Meeting at the Secret Stone Circle. The dark side have been awfully quiet lately and the Soul Riders suspect they are up to something. With Pine Hill Mansion so close, Linda proposes a plan for she and MC to sneak into Pine Hill Mansion (like she did in Starshine Legacy 2) and gather information. MC meets Linda in Pine Hill Village and they wait for nightfall.
-> The hole in the wall Lisa made back in SSL 2 is still there, hidden by a bush, but Linda knows where to find it. It is dark now and you have to find your way through the maze. You do, but there are some guards and dogs outside the house, you have to sneak past them. This time, unlike in the game, you get in through the greenhouse after finding an open glass panel. Linda tells you of the adventure they had here back in high school with Lisa, when she got stuck up in a scaffolding. Luckily, the house itself is empty so you are free to wander.
-> In the main hall, Linda shows you the pictures of the Soul Riders she saw last time here. However, there are four new pictures on the walls, paintings of the Dark Riders (Sabine, Katja and Jessica) similar in style, wearing similar ceremonial dresses. The fourth picture is still covered with a tarp, high on the wall, so you can’t see. MC and Linda get into the library and start looking for clues. Linda finds Sands’ journal. They find out about Rosalind, who was burned at the stake hundreds of years ago for being a suspected witch. She was in fact, a druid and Sands hates the druids because they didn’t save her. He himself turned to dark magics trying to bring her back, but only managed to reach Garnok, who offered him immortality and Rosalind back if he helps the forces of darkness achieve victory.
-> Mr Sands appears and captures them, trapping them in two magic circles. Linda and MC focus their powers (playing a slider-click mini game), but cannot bring his spell. Linda asks him about Rosalind and tells him she understands why he did it, but this is not the way. She manages to upset Mr Sands enough to break his concentration and MC breaks the magic circles. Linda makes a moonlight flash and they run away, escape through the main entrance. Meteor and MC’s horse wait for them there and they escape Pine Hill Mansion.  
Saving Justin (again):
-> Katja makes a plan to lure the Soul Riders into a trap. Just like she kidnapped James in Starshine Legacy 4, she now plans to kidnap Justin. Justin has discovered his druid powers since meeting the Singing Yew in South Hoof and has been training. Justin was to meet MC for training in Silverglade, but he doesn’t arrive. After waiting a bit, you get up to investigate. MC finds signs of struggle and uses moon vision to see what happened. You see Katja surprising Justin and even though he tries to fight back, Katja charms and mind controls him, like she did to James. You call the Soul Riders to tell them Justin was kidnapped, but they say Katja already called and gave them an ultimatum: she wants MC to come to Dark Core Platform and bring their Soul Horse.
-> It is an obvious trap, but you have to go. No sneaking this time: you are to meet the goons at the DC ferry in Moorland. MC and their horse are brought to the platform and led in front of the portal, where Katja, Jess, Sabine and Mr Sands wait for you. Katja is keeping Justin in a magic circle at the edge of the platform where he last fell and Mr Sands is not happy about this situation at all.
-> Katja says get on with it, sacrifice MC’s horse to bring Garnok into this world. MC uses her powers to make a shield around them. Katja says fine, then I will push Justin off the platform and time you can’t save him. MC asks Sands if he is going to let this happen? What would Rosalind think of him now? She would surely not want a kid to die so she can live again? Mr Sands hesitates, doesn’t know if he is willing to sacrifice Justin for a promise of Rosalind. MC says Garnok is a force of destruction, not life and he is lying to Sands and cannot bring back Rosa, but Justin lives and he is his family. Katja is waiting for permission from Sands and she is getting more impatient by the minute. She yells at Sands to give the order and he can’t.
-> Katja pushes Justin off the platform and MC can’t do anything from the shield. The Dark Riders laugh, but Justin levitates back up. He says he has been practicing and just like his mother, Catherine, he is also very talented. He didn’t like almost dying the last time and prepared for this case. Katja is furious, and raises her hand at him, saying, cute, but cheap tricks won’t save you from the true power of darkness. She shoots dark energy at him, but a shield appears around Justin, cast by Mr Sands and it reflects the power back to hit Katja. The explosion also dazes Sabine and Jess.
-> Sands shouts at MC to flee and take Justin while they are dazed. Justin jumps on your horse and you also want to take Sands. Before he can react, a blast of dark energy hits him from behind, cast as a joint spell of Jess and Sabine. Jessica says I have always wanted to do that. You have to flee and leave Sands there.
-> You escape the platform and leave with the little boat to Goldenhills. You ride to Jasper’s farm with Justin and meet the Soul Riders there. Jasper is scolding you for getting Justin into trouble, doesn’t like this druid business that took his Catherine from him. You tell the others what happened. Linda speaks up, says I am fine with being the one to say it, but we need to save Mr Sands now. Justin agrees.
Saving Mr Sands:
-> Meeting at the Valedale spiral, going to the Secret Stone Circle, Justin is also there. Reporting what happened to the druids. All druids from Harvestlands and Winterdale met to debate whether to save Mr Sands. The conclusion is that we need allies and intel so we are going to rescue him from Dark Core. The others say we cannot be even sure that he is alive, so Linda and MC conjure up a moon vision to look for him. It shows that he lives, but barely, kept captive in some unknown Dark Core facility. You have to find out where.
-> Spying on DC with Derek. As a government agent, he knows where and how to get the information to find Sands. MC, Justin and Derek go to every possible Dark Core location and follow a trail. Finally we end up at the station above Valedale and manage to find a photo validating that Sands have arrived to the location of his imprisonment. It is not written where as DC is very secretive about him.
-> We meet up at the Valedale spiral and show the picture to the others saying that is all we have found, ready to give up. Lisa looks at the picture and recognizes the place: it is the DC Barricade, where she freed Starshine from is SSL 1. It is located just north from Anvil Woods, but the road is closed so we need a boat again.
-> Going to Cape Point to find someone willing to ferry us there. The Soul Riders and MC all plan to go and we manage to convince Justin to stay in Cape West as it is too dangerous for him to come. With the guidance of Lisa, we sneak into the DC Barricade at night. Linda conjures a vision and now that we are closer, is able to find Sands. He is held in the main building where Starshine was also held. MC, Lisa and Linda are going on foot, trying to find Sands, while Alex and Anne take the horses to a point where we can get on to escape.
-> We go through the Barricade and see many weird Dark Core projects, shipments of drakonium, artifacts, pandorian creatures in cages and imprisoned in a runic circle there is a massive, formless shadow monster. We can only see its glowing six eyes and huge clawed hand. We manage to sneak into the main building and find Sands in the same cage where Starshine was imprisoned. He spots them, but someone is coming. MC, Lisa and Linda hide and see Katja is there to taunt Sands.
-> She laughs. Oh look, how the mighty fall. Held captive in the very cage where you imprisoned the first soul horse. Another failed quest of yours. You could not get anything done even back then. Maybe I am going to be the new general of Garnok now. Sands tells her no, she isn’t going to be as she is nothing compared to Elise. You are weak, Ice Witch. You compensate well with your smarts, but you always were and will always be weak. And you know Garnok only values raw power. You are nothing to him.
-> He knows this will make her lose her cool. Linda realizes this is an opening and attacks Katja. They duel and Katja is too angry to concentrate. MC and Lisa get the cage open and get Sands. Katja wants to shoot him with dark power again, but Sands throws it back at her, weakening her a great deal. Katja uses an illusion spell, but Linda had enough of her magic. She counterspells, makes Katja lost in her own illusion labyrinth. The team runs and gets on the horses. Alex has stolen the remote opening the gates as Lisa instructed and we escape. We get to the shore and the ferry takes us back to Cape Point. Justin meets him and Sands says sorry for everything.
-> Mr Sands reconciles with Justin and the Baroness and moves back to Pine Hill Mansion. The Pine Hill Championship is unlocked. He becomes our ally, gives the Soul Riders important information about Dark Core and the Dark Riders. He promises to help us against Garnok.
-> MC has a vision: Darko has been stuck in the realm between worlds ever since Elisabeth’s sacrifice. Now Garnok needs a new general, so he rescues Darko. MC tells this to the others and Sands warns them that Darko is unpredictable, dangerous, very power-hungry and not to be underestimated.
PART 2: Cleansing Starshade Woods
Gathering intel:
-> The Nightmare Woods are still inaccessible, infested with darkness and shadow seekers. Team meets up in Meander, Linda’s idea is to check on Mr Sands and ask him for help in cleansing the Starshade Woods. MC and the Soul Riders ride up to Pine Hill Mansion and knock. A very grumpy Mr Sands opens the door and tries to send you away. You convince him to let you in, but he continues to be extremely grumpy. He leads you to the library.
-> You ask him what he knows about the Nightmare Woods. He tells you it is was the dark side’s plan to stop you from accessing the Secret Stone Circle, Darko, Jess, Katja and Sabine all kept throwing their worst dark magics to corrupt the forest. Over the years, the Starshade woods got so dark, the druids had to leave, the rangers had to leave and now noone dares to go into the haunted forest. Sands doesn’t remember all the monsters and magic that was thrown in there, so the Soul Riders keep investigating and find lists of them.
-> Sands also tells you, that the forest has a dark secret, but even he doesn’t know what it is. You have to find out if you want to cleanse the forest. Going around Winterdale, asking to people about the Nightmare Woods. Long investigation, eventually you go to Lord Marchenghast, but he only gives you cryptic answers. You investigate the Baroness’ and Fort Maria’s library too to find out more about Lord Marchenghast.
-> You find out what happened in the Starshade Woods hundreds of years ago: that was where the witches (druids) were burned. You and Linda go to Marchenghast Castle to confront the lord about it, but you cannot find him. You go into the castle and get lost in it, realizing it is cursed. You keep wandering and see the pieces of history as it was basically a tragic misunderstanding and the then young and gullible Lord Marchenghast was pressured into ordering the burning of witches. He and the castle was then cursed by one of the dying druids to suffer misfortune until he admits the truth. You and Linda finally find him in the „throne room” of the castle. Linda realizes using her powers, that the visions were not the complete truth, the castle shows you the lies of Marchenghast. You get him to admit he is not blameless in the tragedy and it is his fault as well. When the truth comes out the curse of misfortune is lifted. Marchenghast gives you a diary of the events.
-> The main story continues as you prepare for the Battle for Starshade Woods, but the Matchenghast Castle side quests are now opened. Lord Marchenghast wants to open the castle as a museum for the public and host an equestrian championship. MC is tasked to try to convince people that the curse is gone. You get merchants and horse people to come and organize the first Marchenghast championship. As the name roughly means „dark fairy tale” new magic horse breeds will be available to buy here after you do the introductory fairy tale quest line for them.
Preparation:
-> MC and the Soul Riders make a plan for the Battle for Starshade Woods. Now you know the druid ghosts, that originally haunted the place and the dark creatures the forces of evil put there. You have to find ways to neutralize each. Linda briefs you on the plan: come back every day to decrease the darkness of the woods to a manageable level until we can finally go in to cleanse the forest. You get a progression bar and have to complete daily quests for some weeks like with the Rune Runner grind.
-> You get multiple, various dailies every day. One quest is always soul riding, where you are sent into the edge of the forest to close a portal, vanquish a dark creature, etc. The other two are coop quests with one of the Soul Riders. With Lisa, you sneak in, avoiding the hostile creatures and heal and cleanse plants and animals from the darkness. With Alex, it is basically a sniper mission, you ride to a high point and shoot Shadow Seekers with lightning. With Anne, you use your light powers to dispel the dark wisps, collect their light and use it to cleanse a patch of forest from the darkness. With Linda, you ride to certain points in the forest and dispel Katja’s illusions by playing various mini games.
-> Every time you reach a milestone in the progression bar, you get a quest about the druid ghosts that died or were burned in the forest. The druids were five in total: Nimue, Moria, Lucius, Einar and Rosalind. You have to help the ghosts find peace. First, you find them in the forest, then you solve their murder (for example one was frozen to death by Katja), you make their last wish happen (e.g. take their bones out of the forest and to the place where they want to rest eternally) or bring their descendants to meet them (convincing people to come meet a ghost in the haunted forest is tricky). Lucius was Marchenghast’s friend and now wants revenge on him. MC convinces him to just talk and maybe tell him to go to hell, but Lucius ends up forgiving him and from now on lives in the castle.
-> Rosalind is the last one, who wants to meet Sands when you tell her he is alive to make sure he is okay. You bring Mr Sands to the Nightmare Woods and Rosalind says goodbye and tells you all that now she can rest in peace. The progress bar is completed and the Battle for Starshade Woods can begin.
Battle for Starshade Woods:
-> Druids, Soul Riders and MC gathering in Meander again. As the darkness decreased in the woods, Sabine and Jessica appeared attempting to restore it. You cannot let them undo your work, so it is now or never. The plan is to sweep through the forest, dispelling the final remnants of darkness and cleanse the Starshade Woods for good. The battle takes three days.
-> On the first day, you go into the part east of Crescent Lake station and disperse the remaining Shadow Seekers and dark wisps with the soul riders. The druids march behind you, cleansing the trees and animals. You get to Crescent Lake station, but Jessica is waiting for you there, defending it. Boss fight: she stands in the middle with a magic shield around her, powered by Shadow Seekers she summoned. You have to charge your lightning powers with the „catch a runner” soul riding mechanic and shoot the shadow seekers. After that you can hit her shield and defeat her. If the timer runs out she releases a dark explosion that knocks you out and you have to start again. When you defeat her, she retreats into the dark woods. You have taken the eastern part of the woods back.
-> The next day, you meet up in Cape Point village and do the same dance. You cleanse the part of the forest west of Storm Hill with the druids coming behind you. Sabine is waiting for you at the top of Storm Hill, promising she won’t go easy on you like Jess and makes a circle of fire around her and MC. Her bossfight works similarly to the Mr Anvir fight in Pandoria, except she is the monster chasing you. You have to dodge waves of fire, falling firebolts, gather sparks of power the Soul Riders summon to charge your attack and then run into her. She flees and you have Storm Hill Station.
-> The third day, you help Lisa and Anne first in pushing the front in Crescent Lake, then you fight with Linda and Alex in Storm Hill. In the middle you find Darko who is ready to unleash a massive dark creature he borrowed from Garnok. The thing is standing behind him in a cloud of darkness and you can only see its glowing evil eyes. Darko says if the forest can’t be theirs then it will be noone’s and the creature will have it. Mr Sands appears and taunts Darko. He says maybe you got what you wanted but it is not as easy being Garnok’s general as he thinks. Mr Sands counterspells Darko and the creature attacks its master. Darko teleports them both away in a panic and we win. Linda asks Sands if Darko is dead, but Sands says probably not, he has proven quite difficult to get rid of. -> The Nightmare Woods are cleansed and it returns to its original state: the Starshade Woods. It looks similar to the Hollow Woods, but with blue wisps flying around and also has a mother runestone and quests. Now we can get to the Secret Stone Circle on foot and the Winterdale rangers send people to the Crescent lake and Storm Hill Stations. The Starshade Championship is unlocked.
PART 3: The Kallters
The Blizzard:
-> Katja appears once again and unleashes a blizzard, but only on the Rimefang Woods. MC and the druids want to help, but noone can reach the kallter village unless they are invited. MC goes into the blizzard into Rimefang Woods anyways, trying to dodge the wolves. They start chasing MC and you run, but end up cornered in a gorge. A kallter girl Erika and her wolf Idun appear and save you. She leads MC to their village.
-> You meet the kallters: the council of leaders are Takuraq, Sedna, the high priestess and Uyarak, the spiritual leader (kind of a druid) whom you already met in a previous quest. Erika is the daughter of Takuraq. You have already met Nanook, who is a horse breeder. Malina and Anniq are the twins of Sedna, girl with golden hair, boy with silver and they do a little moon and sun circle magic. Kauyar is the main wolf trainer and Nasami is his wife.
-> MC is led into the communal hall and the council of elders accept your help against the wolves and Katja, but you have to gather reputation before progressing with the main story. Erika introduces you to the kallter village. It is in the middle of the Rimefang woods, next to a small lake. You have fishing dailies here. All of the kallters have their own tame wolves that keep the wild ones away from the village.
Gaining their trust:
-> In order to be able to properly help them and move around in the forest, you need a wolf. MC is sent to speak with Kauyar, who helps you bond with a wolf. They will run next to you in the Rimefang Woods and keep the wild wolves away so now MC can go wherever in the Rimefang Woods. You name it like you name a new horse you buy.
-> MC gathers firewood in the forest, helps repair the village walls, lights fires that the storm estinguished. In the forest, you have to hide from the flash freezes and dodge icicles, like in the first storm when you entered Winterdale. You have chores in Nanook’s stables for the fjords. You are introduced to Silver Runebark, the kallters’ Life Warden tree, that keeps Katja’s storm from destroying the village. When running around in the Rimefang Woods, you can sometimes see a wolf bigger and meaner than the others watching you. The kallters tell you it is called Amarok, but are strangely secretive and refuse to tell you more.
Fall of the Ice Witch:
-> Once you gathered enough reputation, the main storyline continues. The wolf pack of Amarok attacks and MC helps Nanook protect the kallters’ fjord horses. Katja is there, helping the wolves wreak havoc and using her ice powers. She says she has finally come to have revenge. MC helps stop her from freezing the village, but Nanook is cornered by the wolves. He turns into a bear and fights Amarok. The wolves are driven back and Katja flees.
-> Sedna and Nanook tell MC, that Katja is half kallter and hates them, wants to destroy the village. Nanook and his brother were cursed by Katja into a form of a bear and a wolf. MC agrees to help break the curse. The brothers have to trust each other again to break it (Amarok thinks Nanook betrayed him). Sedna and the twins help MC.
-> You have to find clues on how to break the curse. With Erika, you sneak into the den of the wolf pack using your magic. You find the writings of Amarok that he wrote before going crazy and permanently becoming a wolf. It tells you the full story of how Katja became like this. For looking different, having strong powers and being only half kallter the villagers treated her like an outsider and blamed her for every bad thing happening. She eventually got recruited by Garnok and destroyed the kallters’ previous village in Dino valley, making them leave for Winterdale to find a Life Warden Tree, that can protect them from the monster they created.
-> You confront Sedna and Nanook with this and they admit it is the truth. Nanook also chose the village over Amarok at one point and he is bitter. Amarok in turn used his wolf form to hurt Nanook’s horses and the cycle goes on. Erika says this is stupid we cannot be like this or the village is done for. Katja appears in front of the gates. She says now you see MC, I have a good reason for doing this. Help me get justice. MC says no and Katja unleashes the strom, blasting open the gates and the wolves pour in. Nanook changes into a polar bear and fights Amarok again, wins. Katja wants him to give in to hatred and strike Amarok down. This way he would complete the curse and stay as a bear forever because of his hatred. MC shouts to him not to and Nanook realizes. He changes back into a human and holds out a hand, saying i forgive you brother and hope you can forgive me as well. Amarok has managed to change back to human as well and takes his hand. The curse is broken. Katja shrieks impossible, but she cannot do anything. MC and Sedna unite their power and dispel the storm and Katja flees. Amarok returns to the village and the wolves of the Rimefang woods are no longer hostile.
-> Unlocking the Kallter Championship. You are rewarded with 100 Star Coins as it is the end of a big main story phase. The Wintersoul grind: the second "free" horse, like the Rune Runner. Now that you have completed the kallter questlines, you can start the soul riding-like grind and reputation collection with Uyarak. The Wintersoul is a special silvery-gray kallter fjord horse with ice blue kallter markings and it wanders in the Rimefang Woods. It was created when the a remnants of katja’s evil storm was trapped in a horse that ran away from Nanook’s stable. It has part of Katja’s power, freezing parts of the forest around it, needs to be tamed and who better to take care of it than MC.
PHASE 6 – Apocalypse
PART 1: Ashland and Sabine
Frostfire:
-> The dark side is properly angry now, that you have defeated every one of them again. They gather more dark power and openly attack Winterdale, sending Sabine to wreak havoc with her fire powers. Sabine always wanted to prove herself as best- now she wants to prove herself to Garnok, drunk with power.
-> The siege lasts a week, Sabine attacks different magical parts of the valley each day, until she depletes the powers she got. Every day MC gets called to a location and has to stop her. She brags about showing you all, that she is better, stronger, than Katja, who failed, just like Sands. Once the week is over she leaves and noone like the calm before the storm. The Soul Riders decide you have to figure out where she went, but before you could get on with it the earth shakes and there is a plume of smoke rising from Ashland.
Ashland:
-> This is bad. You have to get there to stop whatever Sabine is doing before she makes the volcano erupt and destroys half of Jorvik. First, you five are taking Avalon, Evergray and a Winterdale druid and ride to Explorer’s Rest and a ranger escorts you to Frostfire pass, but it is still frozen over. The druid says there is another way into Ashland. You ride to Dino Valley, but of course the path is still frozen.
-> The druid directs us to go talk to the Life Warden Tree of Dino Valley in the summit. Glacier Heart is peacefully slumbering still and we debate how to wake her. Before the team decides on anything, the ground shakes again and she wakes. At first she gets angry at you, but you manage to explain to her, that this is not your doing and you want to go to Ashland to stop it, but the path is frozen. Glacier Heart sighs: Do I really have to talk to her? Can’t you people just melt the ice of the road? The druid tells her respectfully that we are in a hurry, trying to stop the volcano from erupting and covering half of Jorvik in ash. That does it, because Glacier absolutely does not want warmth in her valley.
-> You can hear the telepathic communication between the trees. Glacier Heart calls out to her sister, Fire Glory in Ashland. She is very chatty and very ADHD and very excited about everything. It takes some tries for Glacier to explain to her that people want to go to Ashland, but the road is frozen. Fire Glory is very excited that she will get visitors and says hold on one second. She uses her fire powers to melt the ice on the road and the path to Ashland is finally open.
-> The team rides to Ashland and arrives in Ashfall village. There is a small community living there, some families and druids. The people grow extraordinary fruits and plants in the volcanic soil and the druids are stationed there to watch the volcano. Ever since the first quake, ash is falling from the sky like snow and the ground shakes here even more often. You ask about Sabine, but they didn’t see anything as they had to hide. You leave your druids in the village and go to ask Fire Glory about her.
Firefall:
-> Meeting Fire Glory, who is on one of the surrounding peaks, overlooking a valley. She likes the warmth in here, can’t image living in a cold place like like Dino and won’t shut up about how much she finds the fires beautiful. Linda politely shuts her up saying surely she would not want the valley to burn tho. She says no and we ask her is she saw Sabine. She did see her.
-> First, Sabine went to the caldera, and tried to control the fires to empower herself, but could not. Glory then saw her running around in the valley looking for something. We ask if she knows what, and the tree tells us about the Firestones. Hundreds of years ago, then the mysterious meteor shower rained pandoric stones, many landed in Ashland. Along the years they collected the fire energy of Ashland, and their pink glow turning to orange, they have become Firestones. Sabine is probably looking for these.
-> The Soul Riders and MC run around Ashland to collect the stones before Sabine does. Two progression bars show your and Sabine’s stones collected. When you found all you can, you return to Ashfall village as the druids found some more firestone locations. You go out, get them and now you have more stones, than Sabine.
-> When you return to the village however, you find the Soul Riders locked in anti-magic nullification circles. They tell you Sabine came and she was stronger than the four of them and she kidnapped Avalon. Alex tells MC that you are the only one still strong enough to defeat her, that’s why she attacked them separately. Sabine called you all to the volcano to surrender or she throws Avalon into the volcano.
-> You five ride up to the caldera. Sabine is at the edge, holding Avalon with magic over the lava. She’d drawn five more anti-magic circles and orders you to stand in it and surrender. Your lives for Avalon’s. The Soul Riders and MC all do, their powers are useless now.
-> MC has a plan to play on Sabine’s weakness. You kneel before her and admit defeat, saying she was right, she achieved what Sands could not, succeeded where Katja failed and Dark Rider Malumi is really the strongest opponent. The Soul Riders look at you like you’ve lost your mind and their reaction sells it to Sabine, who lowers her guard. Then you push Sabine and blast her with lightning and reach out for Avalon, barely catching him. Sabine falls into the lava and as her concentration is broken so are her magic circles and the Soul Riders help you pull Avalon up. Alex says nobody tell Fire Glory, but I fripping hate this place.
-> You collect Sabine’s firestones and go back to the village. As you have no use for them, you take them all to Fire Glory. She is very happy and melts the ice blocking Frostfire pass, opening the final blocked path to Winterdale. You ride back there.
PART 2: The Fall of Pandoria
Spying:
-> With Sabine gone, Katja weakened and Darko hurt by his darkness creature the Keepers of Aideen decide it is the perfect time to strike. Council meeting in the Secret Stone Circle, making a plan for how to defeat Garnok. Fripp tells us that he found the weakest point of Garnok’s prison: the Pools of Pandemonium in Devil’s Gap. He tells us that as of right now, he is imprisoned between the dimensions, that’s how he is able to access both Earth and Pandoria and that is how he was able to get Darko out of there. We debate different plans, but no decision yet.
-> The Soul Riders gather in Fripp’s rooms below and say that Linda and MC should scout DC using visions. You sit down to meditate and a series of cutscenes take place. First you see Darko standing in front of the portal, talking to a shadowy figure in it. They talk about Garnok’s return approaching, but the plans have been set back, since Sabine fell. The dark figure says my return also nears, you just have to buy some time. Darko asks what strategy you suggest and the dark figure says: They are so trusting in each other, it is disgusting. Time for some doubt. Conquer and divide, sow discord, make them make a mistake.
-> Darko’s evil plan, what we don’t see, is to make the Soul Riders send Garnok to Pandoria, where he will gather even more energy, will be stronger than ever and will be able to finally anchor himself to Earth. Darko knows MC is spying in a vision and he stages a scene. MC and Linda see him and Jess talk about how they must stop the Soul Riders from banishing Garnok to Pandoria.
-> We tell what we have seen to Fripp, not knowing this is a trap. Fripp thinks it makes sense. We have to sacrifice one world to save the other. We tell this to the druids and they agree to the plan, believing Garnok will be powerless and unable to reach Earth anymore if we manage to banish him to Pandoria. However this decision really divides the good guys, as a lot of druids believe Pandoria is not evil, there are creatures living there and the Keepers swore to protect all life. Evergray doesn’t like it either: How would you feel if someone decided Earth has to go, just so your world can live?
-> Ydris appears: How indeed. I believe one would feel quite resentful towards said people and would swore never no help them with anything ever again. Some druids ask him how did he get in here, but he just point at the runestones. I am pandorian you imbeciles. Typical humans. You surround yourselves with the magic of my world, take what you want and let the rest rot. Don’t count on my help when Garnok comes to destroy you all. Zee rears and they vanish.
-> The druids still go ahead with the plan. MC and the Soul Riders are piecing together the ritual that they will use to imprison Garnok in Pandoria. You go to the libraries of Silverglade, Fort Maria and Pine Hill with Linda to study magic circles. You gather magical herbs with Lisa, practice portals with Anne and go to Pandoria with Alex to gather crystals.
-> Now you only need to go to Devil’s Gap and convince Sive to let you do this. Linda stresses the whole way how will you convince Sive to give up the ancestral home of the vala (even if they drew power from Garnok’s prison), but when you get there she’s nowhere to be found. The Chaos Vortex is worse, than ever, a storm is raging above the gorge and lightning strikes. MC goes well that was easy, but Linda says easy never meant anything good for the Soul Riders. You go back to Fripp to report that you are good to go. Your final quest is going with Anne to close all of the portals to Pandoria.
Devil’s Gap:
-> Arriving at Devil’s Gap: the team still debates wheater they should do this, but settle for yes, they won’t have another chance like this. Using the many narrow, winding stone pathways of the valley you draw the lines of the magic circle. At certain points you carve pandorian runes into the rock walls as makeshift runestones. You make the whole valley into a big magic circle to open the gate of the prison for a moment, then banish him to Pandoria. The success of your mission relies on the fact that he is technically still sleeping.
-> Once the magic circle is done, however, Garnok stirs. MC has to ride with each Soul Rider to four different points of the valley and help them activate a rune, before riding to the middle. While riding through the pathways Garnok’s tentacles appear (like in SSL 4 and when you escaped Pandoria after finding Anne). You activate the four runes and manage to ride to the middle to complete the ritual. Garnok roars, a portal opens and the dark presence leaves the Pools of Pandemonium and is sent to Pandoria.
-> The good guys think they have won, but trouble hits immediately. Darko appears on one of the rocks above you, laughing at how you fell right into his trap. He meddles with the spell. Linda and MC have a vision of Garnok turning Pandoria dark blue and purple, breaking the islands and laughing, deep as an earthquake rumbles through the doomed world.
-> You have to act immediately. MC and Anne open a portal to Pandoria and the Soul Riders go there to stop him from destroying all of Pandoria. Once he’s done, he will also come for Earth, your only luck is that he is too busy breaking Pandoria. Linda directs you to make a binding rune, similar to what you did in Devil’s Gap. Riding around, dodging his powers. You manage to contain Garnok in Pandoria, but the realm now answers to Garnok and tries to kill you. Escape from Pandoria, the portal is collapsing. Some sun circle druids sacrifice themselves, staying behind to stabilize the portal, while we escape.
PART 3: The Hope of Pandoria  
War effort:
-> Pandoria is off-limits now. All the portals are closed and the locations are guarded by druids to alert us if anything tries to come through. Garnok is empowered by Pandoria and even through he cannot come to Earth, his evil magic can reach it. Garnok-effect appearing everywhere in Jorvik, the sieges led by Katja, Jess, or Darko. MC has to fight it with soul riding quests.
-> Chaos in Ashland, a fiery entity terrorizes the valley. The Soul Riders are sent there to investigate. Sabine returns as a flying fire-ghost entity(the ghost model is like in the picture in SSL 3's Pandoria) and she is really pissed at you. She joins the sieges.
-> This cannot go on, we need a plan. MC suggests to use Jessica. We need information, have to find out how to defeat this kind of void power and how to seal Garnok back to sleep. Jess has a rivalry with Katja and still wants to outdo her to show Garnok she is the stronger one. We organize an ambush: Anne is the bait. When she attacks her, all of us appear and say we just want to talk. We manage to strike a deal with her- in exchange for information, she will have a victory over us that Katja did not. Some druids and Anne are against this plan, but they have to make a sacrifice to have a chance.
-> Jess tells the info we need right away. Anne is suspicious, says she must be lying, why not wait until we fulfilled our promise? Jess says because she can count on the good guys being disgustingly honorable and if she told something useful, they will surely make good on their promise. Jess reveals that Pandoria can be saved if we bring Garnok back to Earth to his prison. The prison ship also used the dimension between world to keep him imprisoned. If we manage to do this, his generals will lose a good deal of power also. Linda still uses moon power to see the truth and announces that she’s not lying.
-> Agreeing on the plan: the Soul Riders are to attack the DC Barricade, pretending that we are trying to free the creatures and get the artifacts. Now we cause all kinds of havoc in DC territory. Katja and Jess arrive to protect it. MC and the Soul Riders have set a trap for Katja and we imprison her in a circle. As Darko arrives Jessica attacks us and we pretend to fall back to put on a show for him. Jess got a good point from Darko for defending the barricade, while Katja failed again.
-> We tell the information we got from Jess to Fripp and he agrees to the plan. We need to try and save Pandoria even if it means endangering Earth, as we cannot let another world be destroyed by Garnok. We just need to convince the druids of it when we get the chance.
Shadowfrost
-> Evergray calls us to meet in Valedale. Why hasn’t Sabine come back to her human form? Evergray suggests the Dark Riders can be defeated by the combination of their own power and their opposite Soul Rider’s. For Sabine it was fire and lightning. Jess must be defeated by darkness (in Pi’s swamp) and Anne, Katja by ice (in Dino vale) and Linda. We plan to make these happen. We split up: MC helps Anne and Lisa defeat Jess first, while Alex and Linda prepare to defeat Katja. If we manage they too will turn into elemental ghosts (shadow and frost), like Sabine. They will still be able to fight us, but without human consciousness, just as primordial powers. Until they get their bodies back, this will leave Darko alone in fighting us.
-> Anne and Lisa lure Jessica into Pi’s Cauldron Swamp, playing on her pride. Anne can go all in, make it seem like she gave in to hatred, then when Jess is sure she will win, Anne reveals Jess has walked into a trap pursuing Anne. She stepped in the darkness seal made by Pi, which draws power from Jess’s magic. Lisa, Anne, and MC focus their powers on Jess, she disappears, a dark ghost flies away from the swamp. This was the easy part.
-> MC, Alex and Linda go to Dino Valley, but Katja knows already what happened to Jess, she is angrier than ever. Finding her at the Ice Witch portal, she attacks us. 1st race through Dino: to lure her to the frozen lake, where we can fight her. 1st phase: Soul-riding-like bossfight in the frozen lake, Katja has a frost shield. Dodging icicles, Linda helps see where K’s magic will hit, so MC can dodge it, Alex shoots her shield with lightning. MC has to keep them ice-free, free them if they are iceblocked. Without Linda, MC can’t see where the ice will hit and without Alex it is only her shooting the shield. After removing half of her shield here, Katja starts breaking the ice on the lake.
-> 2nd race: to the higher valley, through the pine forest. The 2nd phase of the fight takes place amidst the ice columns, same fight, lightning strike her, remove her shield. She is defeated, but with the last of her power, summons illusions of many characters, hides herself as one of them. Linda and MC is find the one and point at it for Alex to blast it with lightning. When Alex turns, the illusion wears the body of James. Katja begs Alex as James not to hurt him, but Alex collects the storm from above the valley and lightning strikes her. A frosty ghost flies away. Cutscene: Darko roars and curses before the portal of DC platform as the three elemental ghosts hover before him silently.
Saving Pandoria
-> Soulriding stuff all over Jorvik, fighting the three Dark Rider entities. The Keepers try to agree on the plan. The options: A, Fully sever G’s connection to Earth and get rid of hom for now (he still may find a way back later) and let Pandoria die, or B, Save Pandoria by bringing Garnok’s full consciousness back to his Earth prison, just like Jess said. The alliance finally decides to try to heal Pandoria, sever Garnok’s link to it and defeat the monster on Jorvik for good.
-> MC and the Soul Riders are going to the Garnok-ruled Pandoria: instead of pink, it is dark blue now. We are trying to stay hidden and set up a base camp. Anne really hates being here, we have to talk her into not breaking We have to avoid Shadow Seekers and corrupted creatures. We manage to heal a small bit of Pandoria.
-> Darko notices this and comes to confront us. He siphons power from corrupted Pandoria and gives the Dark Riders their human bodies back. They are so empowered, they are just toying with us. We take part in the three bossfights for each of them, losing in each. Our Soul Rider partner magics us to safety every time, but ultimately, it seems like we have lost. Our Aideen magics start to weaken as Garnok gets stronger. His giant silhouette appears on the horizon in the distance in an epic shot.
-> MC still wants to try and fight Darko, but he blocks all your pathetic attempts at magic. The Soul Riders are on the ground, giving up. Even Lisa says all hope is lost. Then, Ydris appears with the Hope of Pandoria to save the day. For him it transforms from a fridge into a pink and golden blazing Sun and flies up to the sky its searing rays of light burning away garnok’s darkness. The low roar or a kraken reverberates from the distance.
-> Ydris combines his power with the Soul Riders’ and MC's, but Anne is still on the ground. He shouts at Anne: Stand up Sun of Pandoria and help us send him back to his prison! Concorde walks to her and holding onto Concorde, Anne is pulled to her feet. She guides the spell, and we banish Garnok from Pandoria completely, back on his prison ship on Earth, fully anchoring him to Jorvik. Darko and the Dark Riders are also sent back to Earth.
-> Linda walks up to Ydris to thank him, but he says he is still angry at them for doing this to Pandoria. He only helped the world, but still won’t ever help us again. Pandoria is accessible again, but parts are still corrupted and in ruins. Garnok is banished from Devil’s Gap and the Chaos Vortex disappears.
-> Victory, end of main storyline in Winterdale. You get a reward of the final 100 Star Coins upon returning to the Secret Stone Circle and the druids talk about possibly soon heading north to meet their brothers and sisters in Spring Valley.
TO BE CONTINUED!
THE OTHER PARTS:
SSO Rewritten 2nd Part: Springvalley https://www.tumblr.com/starshinedragon/716459529087401984/sso-rewritten-springvalley?source=share
SSO Rewritten 3rd Part: Summerplains https://www.tumblr.com/starshinedragon/726343248992419840/sso-rewritten-full-story-series-summerplains?source=share
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muskokafarm · 6 days
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Muskoka Farm Pre Training
The thoroughbred industry makes a significant contribution to Australia’s regional economy, with stallion fees and sales profits supporting thousands of jobs. Horse breaking is an essential part of this process, helping the race horses become comfortable in their bridles and saddles and preventing behavioural problems later on.
Located near Wisemans Ferry, New South Wales, Muskoka Farm is a world class pre training facility. The 280-acre property offers breaking, spelling, and agistment services. Its facilities include five stable barns, 27 day yards, 10 large fully fenced paddocks and a two-bedroom guest house. To know more about Pre Training, visit the Muskoka Farm website or call (02)45663106.
The thoroughbred industry makes a significant contribution to Australia’s regional economy and supports thousands of jobs. Horse breaking is an important part of this industry, preparing racehorses to become comfortable in the bridle and saddle and helping to prevent behavioural issues later on.
Mars owns an estimated one-third of Mars Inc, the candy, food and pet care company founded by her grandfather and best known for its Milky Way and Snickers bars. She is a longtime supporter of the USEA and serves on several committees and task forces.
Mars’s Stonehall Farm in The Plains, Virginia is home to her small breeding program. Her eventers Winter’s Tale, The Native and Prince Panache have put in brilliant performances as members of the U.S. eventing team. Nicholson and Landmark’s Monte Carlo (Formula One x Glamour) competed at the five-star level in 2023. Clarke helps select stallions to pair with Mars’ mares, and they breed three to four foals per year.
A horse that is being prepared for a race will be exercised in various ways. This can include walking, hacking on varied terrain and sprinting. The horse will also learn how to respond to rider aids and follow barrier procedures. It is important to prepare the horse for the race by training it early.
Bob Lapointe owns and operates Muskoka Farm, a world class spelling and pre-training complex located near Wisemans Ferry in New South Wales. This 280 acre property features five stable barns, 58 spelling paddocks, and a two kilometer track for pace work. It also has a two bedroom guest house and facility manager’s cottage.
The farm’s name is a reference to the renowned Canadian lake district. It has been in operation since 1969. Currently, it houses over 180 horses. The facility is home to a number of top notch trainers and has an excellent reputation. The horses are carefully cared for and treated with the utmost respect.
The 280 acre world class facility is located in Gunderman on the Hawkesbury River and is surrounded by national parks and natural bushland. It offers breaking/pre training, spelling and agistment services, along with being a registered AQIS quarantine operation. The farm also has a four-bedroom period homestead, two-bedroom guest house, private jetty/pontoon, in-ground pool, helipad and facility manager’s cottage.
The thoroughbred industry makes a significant contribution to Australia’s regional economy and supports thousands of jobs. One of the most important aspects of the industry is horse breaking, which prepares racehorses to be comfortable in the bridle and saddle.
The farm has produced many stars of the turf including November Rain, Emancipation, Handy Proverb, Bint Marscay, Dance Hero, Theseo, Sir Dapper and Grand Armee, as well as local and international Group 1 winners such as Dance Zero, Inspiration, Trust Me Bet and Squamosa. This is a highly successful commercial operation and a must see for anyone serious about buying a top quality spelling and pre-training complex.
Located at Wisemans Ferry on the Hawkesbury River, Muskoka Farm is a world class spelling and pre-training facility that also offers yearling education. Its 280 acre property is surrounded by national parks and natural bushland and has state-of-the-art facilities. These include a 2400m crusher dust track, a 2000m grass track for pace work, an equine pool and high speed treadmill. The facility is also staffed by an experienced track work rider and a barn foreman.
The farm uses violence-free methods to break racehorses, allowing them to get comfortable with their bridles and saddles before entering the racing industry. This approach helps prevent behavioural problems down the track. To know more about Pre Training, visit the Muskoka Farm website or call (02)45663106.
The farm is owned by Toby Pracey, a world-class horse breaker who has a long list of clients that includes Golden Slipper winners. He has over 30 years of experience in the thoroughbred industry and is dedicated to improving the health of horses. He is also a founder of several businesses, including O’Reilly Media and Safari Books Online.
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equestrianempire · 2 months
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Luciana Lossio wins the$ 385, 000 Bainbridge Companies CSI5* Grand Prix at WEF 9 with$ 143, 000.
Last Sunday night, Luciana Lossio ( BRA ) learned she would jump her first five-star jump. In Wellington International’s Winter Equestrian Festival ( WEF), she stood just under a week after winning the$ 385, 000 Bainbridge Companies CSI5* Grand Prix during the ninth week of international competition. The 49-year-old rider guided long-time partner Lady Louise Jmen to a victory she not imagined coming home from. In front of a hushed” Saturday Night Lights” crowd, the horse led the crowd. &nbsp,
I’ve been a part of this horse for six years, and Lossio, her 14-year-old pony, said,” This is amazing for me. We became so much more.” We increased in value, and immediately I’m here in my first five stars and advancing alongside these users that I really enjoy watching.
She’s so self-assured, she does n’t change from the grass to the sand, and she’s perfect, said Lady Louise Jmen’s Lossio. &nbsp,
Lossio made her final jump-off over classes that Ireland’s Alan Wade had created brilliantly. Lossio surpassed Nayel Nassar ( EGY ) by fourth tenths of a second to cheers from her family on the sidelines, many of whom traveled from Brazil to watch her compete. &nbsp,
Because Friday was International Women’s Day, Lossio, an professional who works full-time as a lawyer in Brazil, said,” I think they may have let me get.” Our evening was now. She was telling me,” I want to go in the practice.” She is very powerful, and I have to hold her in my hands because she enjoys to climb. ”  ,
The$ 385, 000 Bainbridge Companies CSI5* Grand Prix, presented by Jennifer and Richard Schechter, the chairman and CEO of the Bainbridge Organizations, topped the floor with Luciana Lossio, Nayel Nassar, and Karl Cook. Sportfot Photo
Major Five Results:$ 385, 000 Bainbridge Companies CSI5* Grand Prix 1. Lady Louise Jmen and Luciana Lossio ( BRA ) are the owners of the 2010 mare Luciana Lossio. 2. Owner: Evergate Stables: Nayel Nassar ( EGY ) and Igor van de Wittemoere: 2008 Belgian Warmblood gelding ( Cooper van de Heffinck x Oralando ). 3. 2010 Belgian Warmblood mare ( Thunder vs. Zuuthoeve ) Owner: Helen Signe Ostby and Karl Cook ( USA ) & Kalinka van’t Zorgvliet 4. Owner: Voquest, LLC: 2014 Belgian Warmblood gelding ( Jaguar van Paemel x Numero Uno ). 5. The Rein Family owns the 2013 Oldenburg gelding ( Casino Berlin OLD x Calvin ), Kelly Timm ( CAN ) and Casino Calvin.
Discharge from Wellington International | Lady Louise Jmen, Lady Louise Lossio &amp, victors of the$ 385, 000 Bainbridge Businesses CSI5* Grand Prix. Sportfot Photo
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frostbite-the-bat · 4 months
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yk what? i need to calm down i got nervous after learning that my brother's coming over, so here i am explaining one of my Poll Stories...! the ice hell story! stepping into ice cold frozen water in the middle of a forest story! overlaping with yuri on ice (and steven universe iirc LOL) phases...! it's not what you'd expect it to be, trust
This is an old one, dating back to approx 2018 (maybe late 2017??) i would've been around 14 at the time i think :skull:
so, back then, my best friend moon and i would hang out together a lot. talk about fandom stuff going to school and going from school, as a queer nerdy middle schooler would. this would end up with us having the same fandoms. not super relevant, but still funny to mention.
one of our favorite past-school things aside from sleepovers and playing games online and chatting about dumb shit always was going on hikes with our dogs. (rip moon's dog, who will go unnamed here but i love you forever and so does bertie. you were the best.)
we both live right next to a forest and some cliffs, it's funky here. so we go hiking there! we go up the hill, past the cliffs and then into the woods. where we then head to The Fabled Lake. actually it's not quite as in "middle of the woods" as you'd think, the road is close by but you still gotta trek through the woods a little bit before you get there. lil' zig zag path. but it's still not like we were like. 5 km deep into the woods away from civilization lol.
then you gotta down a hill past a few buildings, all of which have woods behind them as well. it's almost like a village. down this path my friend lives and a little further in in a street is where i live. so getting home would take a while anyway but it's not a hike through the woods anymore. this is a bit of set up for y'all
so, let's get to the juicy bits! we are on one of these hikes, it's the middle of winter. we play in the snow with our dogs and listen to music. we talk about what i'd be able to do if i had star stable star rider. we talk about our hashtag favorite yuri on ice memes. we sing steven universe songs. all's well! having a good time! we're still paying attention but i can admit we were just slightly, slightly careless whenever we got too deep into our talks.
we jokes about skating on the ice because, Yuri On Ice Phase, and i recall distinctly that moon's mom told us to NOT GO ON THE FUCKING LAKE ICE. we didn't! we knew it would be less frozen over than last time. (where we actually went on it) (after throwing rocks and boulders and sticks to see how deep the ice is. it was DEEP. the last actually cold winter that was ACTUALLY WINTER that i remember. i love global warming.)
but we knew it's be a bad idea, we like messing around and we aren't so stupid to just go there. though, eventually we get to the lake and we chat by it. we always stop there and let our dogs play together. usually we let my friends dog jump in the water after a stick then carry it back. since she had pretty thick fur and is a big energetic dog, we let her into the water. she'd break the fairly thin ice like an icebreaker to reach her goal of The Stick.
i kept an eye on bertie since he is a small dog, and can't stand even in the shallow water. but as we chat - he went on the ice. he is small and light enough for the ice to not break under him, and he clearly just wanted to explore and get closer to my friend's dog. but with the nervous look on his face and his slippery paws, he seemed to know this wasn't the best idea. (and i did tell him to come back but bertie doesn't always listen)
there was a bunch of big rocks there so he tried stepping one. at first he was successful, but the rock was wet and icy and slippery. so he slid down - and with all the force the ice broke under him and he was unable to go back up.
i notice instantly and i freak out as i see him trying to climb out desperately. he was in deep enough that i couldn't just lean down and grab him. so. i had to step into the frozen, ice cold, way below zero, water, so i could grab him and save him from the ice.
when i got him i fell over on my ass and grabbed my shoe to take it off and get the water out as it was basically flooded. i ended up taking off my sock too since it was soaked in ice cold water and. wet socks aren't comfy, but freezing temperature is worse. maybe not the smartest idea, i don't know, but HOLY HELL it started stinging like a bitch.
bertie was okay, he was shaking and moon held him close for a while until he got a little better. he's got fur and he runs around so he can warm up better. plus he was definitely just shocked from what happened.
moon and i wondered what we do since i wasn't in the best state and.. we REALLY didn't wanna call our parents because we'd be in trouble for going on the ice, even if in my case it was to save my dog. we just knew we shouldn't have been too close in the first place. plus, the reception there was a bit fucky so we'd need to move a bit anyway.
eventually i managed to get up and we leashed the dogs and moon helped me hop out of the woods by holding me up. eventually, i felt nothing in my foot anymore, so i just walked normally. it was odd, it both hurt but didn't at the same time. i just had to power through until i got home. i am not sure but i mightve sent a text to my mom? i dunno, my memory is foggy.
so moon helped me get back home (and helping wrangle two dogs - but i took over bertie eventually) (i mind you the walk we take is a DOWNHILL ROAD. like we were going DOWN not a straight road so it took a bit more energy to Fucking Keep Balance) and i walked past dad on the street doing stuff and i just wnet "i savbed tghe dog from tghe ICe Water. im gogign home".
when i got home my mom made me tea and i tucked myself into bed instantly and got warm clothes. my leg ended up being okay but. holy hell it was scary. but after moon and i had a funny story to tell, and our friend group being into YOI at the time we kept fucking joking about it like :skull:
aaaaanyways! that's the ice hell story...! be careful around frozen water guys i'm serious
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jorvikpov · 1 year
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You stare at the knots in your wooden ceiling, and they stare back at you.
Cool morning air is streaming in through your open bedroom window, and your curtains dance in the breeze, every now and again fluttering apart just enough to let in a ray of sun. From outside comes the gentle noise of an awakening village: the quiet tread of leather soles against cobblestone paths, doors creaking open followed by the light slam of metal against metal as people attempt to close their mailboxes without making a noise, and a distant choir of eager, hungry neighs and whinnies. Somewhere in the distance, a woodpecker is making quick work of a tree trunk, the harsh noise of its beak turned into little less than a quiet buzzing by the time it reaches your home at the edge of the woods.
The storm, at last, has passed, as has every trace of winter: the sun is warm upon the grassy fields, a warm, gentle wind is rustling the crowns of the island’s every tree, and in every crevice of Jorvik’s mountains and hillsides run lively, babbling streams of rainwater and melted snow and ice. Through the forests echo the bright, lively sound of birdsong and the noise and laughter of riders young and old embarking on the first long trek of spring. The rivers are rushing wild and free, as if in a race to clear out any remnants of the cold seasons and instead make way for the new, and though you hardly have room for anything new (for your duty persists even through the passing of the seasons, no less perpetual than the sun, the moon, the stars, and the storms themselves), change squeezes its way into the corners and crevices of your life: in the mornings, you awake to the sun warming your skin, when you leave home your coat remains on its hanger by the front door, and the metal of your horse’s bridle is no longer cold to the touch.
In the village, people are beginning to go about their daily chores; many are opening their windows and hanging laundry out to dry in the sun, others changing their curtains to something more cheerful in honour of the coming of warmer days or to something that will better block out the light in the early hours of the morning. By the river a small group of riders has gathered to let their horses drink, and the stables are busy with both departing and arriving riders, full of chatter and energy and more laughter than has been heard in months. Outside the stables, a few people clad in silvery-grey woollen cloaks—with the hoods pushed back, for once, revealing long, meticulously cared for cascading hair and high collars of linen and lace in the same silvery grey as the cloaks—are huddled together over their saddles and bridles, taking the fine weather as an opportunity to clean and oil their tack in preparation for a new, long season of horseback work.
The knots in your wooden ceiling stare at you. You break from their gaze, looking instead towards the window and the morning sun. A lone sparrow is perched on the windowsill, cocking its head sideways and staring curiously at you.
In the stables, something is calling your name. You can do nothing but follow.
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