Fade Rift Mods (
faderifting) wrote in
faderift2019-08-20 11:18 pm
MOD EVENT ↠ CREEPY CRAWLERS
WHO: Everybody
WHAT: Weird shit comes to Kirkwall Riftwatch earns its keep
WHEN: August 20-22
WHERE: Kirkwall
NOTES: OOC post! Random creature generator! CW: creepy crawly animals and the combating thereof.
WHAT: Weird shit comes to Kirkwall Riftwatch earns its keep
WHEN: August 20-22
WHERE: Kirkwall
NOTES: OOC post! Random creature generator! CW: creepy crawly animals and the combating thereof.

I. KIRKWALL
The first Fade-touched creatures are small—they must be—because the first signs that something has gone wrong aren't swarms of oversized pests stomping through the streets, but a half-day of unexplained fires in Lowtown and Darktown, splotches of mysterious ice on the walls despite the heat, and the sudden simultaneous electrocution deaths of two dock workers standing knee-deep in water.
Rumors that mages must be to blame don't have an opportunity to get louder than whispers, fortunately, before the first pack of double-sized, fire spitting nugs is startled out of hiding and runs through the city, squeaking wildly and singeing walls.
By nightfall, it's become an invasion: rats, nugs, bats, deepstalkers, some oversized, some aggressive, all exhibiting unusual abilities. The City Guard—already overworked due to the traditional rash of crimes that often accompanies a heatwave combined with the caffeine-related unrest—does its best, but by morning the pests have reached Hightown and begun scorching curtains and leaving trails of poison slime through gardens and the Provisional Viscount sends a formal request for aid to the Gallows. It has a seal and everything.
II. DARKER THAN DARKTOWN
The old mines that Kirkwall was built around and on top of are only heavily populated near the surface. Beneath Darktown's shanties and encampments, the mining shafts narrow into passages too cramped to easily live in, twisting away from any natural sources of light and down into the black rock until not even dwarven and elven eyes can discern anything in the dark. At first, it seems cooler underground, as one would expect. But the air stagnates and the humidity rises and at times it seems that the deeper one gets, the hotter it is.
The tunnels aren't entirely deserted. Signs of activity litter the paths, along with skeletons—some animal, but also some human, dwarven, or elven—and detritus, discarded rags and broken pottery, and a whole collection of dolls made of bundled twigs. The smugglers and reclusive Darktown denizens who travel this deep are difficult to come across in person, and prone to attacking first if cornered by anyone too clean and official-looking, but now and then they can be seen disappearing around corners or heard whispering from side passages.
Navigating the mining shafts is fairly straightforward, most of the time. Widening passages and upward inclines are the way out; narrowing passages and downward inclines are the way in. If fire and glow stones fail, sending crystals cast a faint light that's enough to keep anyone from being completely blind in the depths. But there are still passages that turn back on themselves, downward tunnels boarded over with bridges that have begun to rot, tunnels half-flooded with Maker-knows-what, steep drops—and the occasional stampede of Fade-touched creatures, more and more frequent closer to the rift.
Close enough, the jet-black stone walls begin to reflect green light, and then the tunnels open up into a wide open space full of damp, briney cool air. And demons.
III. THE RIFT
It's just a rift: the usual split of churning green, so bright in the dark that it's nearly blinding, hanging over standing water in the center of a wide-open chamber, patrolled by the usual demons.
But once they're dispensed with, and the rift closed, the chamber is something more unusual. The standing water is salty—coming in from the sea, at least in part, never deeper than the knees (or waist, maybe, on a dwarf) but populated with a few small fish, and the stone around it is covered with deep mushroom, ghoul's beard, and a few sprigs of rare felandaris. Beneath the overgrowth, there are signs of architecture, dwarven columns and crumbling statues of dragons in the Tevinter style.
Beneath the water, the floor is carved with a design not unlike a glyph, and also not unlike the pattern of Kirkwall's streets. The Veil is so thin that a sneeze could have torn it open.

wysteria, otaish;
the rift, aftermath - ota
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...and now no map or guide.
"Excuse you!" Aziraphale yells after the fleeing thief. "We are attempting to help you!" The ingratitude of the thief, really. There may be a rift down here! With the weird, twisted sort of demons! He takes a breath and straightens his vest, looking back at his company. There are others looking at him and Wysteria, and none of them look especially friendly. This feels even more reminiscent of hell, and there's not even a chance of being smug at someone.
"Do we need to pursue that fellow? Or can you remember what was on the right-hand side of the hand-shape thing? I can recall some of the left-hand side." He doesn't want to chase the form into the darkness. Yes, he's got a sword. But it's not like he's got any real practice with it.
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And then she is off, a flash of skirts and the clack-clack of sensibly heeled shoes swallowed up by the shadow and stench and swirling miasma of faintly poisonous humidity. No, she doesn't quite have that much faith in herself, thank you very much.
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No one seems interested in helping them, or even really watching with more than casual disinterest, but at least that means the fleeing man stands out relatively well. Until he doesn't. Aziraphale scrambles to a stop at a turn that has three separate branches.
"Left, right, or middle?" he asks, as he's already heading toward the right-hand one. 'Right' is in the name, so he can hope he's made the right choice.
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"Meet me back at that brazier in ten minutes time!" This, half muted as she descends down the left-hand passage. In a moment or two, when she finds herself running alone through some dank corner of Darktown, she will probably regret this moment. But for now it seems imperative - absolutely vital to secure the map.
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Aziraphale turns and runs back to the brazier and then tries to follow Wysteria.
"Madame Poppell?" he calls, praying that the shapes that look like overlarge spiders are just a trick of the light. He pulls his sword out and ignites it to see that today the answer to his prayers is a distinct "no." "Madame Poppell?" There's a little fear in his voice now. "This is not a good place!"
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Which is either a good sign, or a very bad one.
hi.
There's a weird human with weird clothes just sitting there. Parts of the city are literally on fire. Eshal needs... she needs a second before she can deal with that shit. Better focus on the human.
She's tall enough that, even from the other human's vantage, Eshal can stand in front of her (on the glyph) and be heard. Her voice is loud and deep.
"The hell're you doing?"
why hello
She blinks. She pauses. She focuses on the woman there, then does a small half turn to look behind her. Which: don't be an imbecile, girl, of course she's talking to you.
"Pardon?" No, she doesn't need to be asked again. After a microscopic beat, Wysteria follows up without further prompting. "I'm recording the mark there on the floor. The one you're standing on."
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Who cares about glyphs.
"I'm Eshal." Her smile is sharp and confident.
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"It's a pleasure to make your acquaintance, Madame Eshal. I'm Miss Poppell. Or Wysteria, if you care be familiar." Punctuated with a sidelong look for the sake of comedy: Ha ha, yes it's a very witty little joke, isn't it? No one seems very fond of their family names here. "I don't suppose I might tempt you into taking two steps in that direction, could I?"
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She moves, rather than aside, forward. Eshal climbs on Poppell's perch to look down at the glyph. "Why do you care for it?"
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"Why, because it is an object of power of course. Well-- 'object' is perhaps now quite the correct word, seeing as it's the symbol itself that holds the power more so than the rock it's carved into but you wouldn't really have one without the other. And because it is historically significant. If the dragon statues are anything to go by, this place must be a remnant of Kirkwall was part of the Tevinter Imperium. The fact that a rift formed here of all places would suggest that this space might have once been used to do all sorts of nasty things, and I suspect that mark there has something to do with it. Maybe if we copy it down, we can find out what it does and somehow use it to our advantage. Leave no stone remain unturned for the war effort, eh?"
She laughs at her own joke, then shoots Eshal a sidelong glance to make sure it lands. Get it? Because it's carved into the rock.
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"Really? Nothing at all?"
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[aos fandom flashbacks]
youre welcome
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after
What Anna does have is the mutated Blacksky Eye in her pocket. She takes it out and blows on it gently. It glows a faint, arcane blue. She holds it up to give Wysteria more light.
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Here, the rambling little nicety pauses as Wysteria finally looks up from her task of recording to make note of who exactly she is thanking (really: to just get another look at the mark on the floor), and pauses when she instead finds herself directly regarding a disembodied glowing eyeball.
Disembodied in the sense that it lacks the body it belongs to, not that it never had one in the first place.
She yelps. It's a hilariously shrill sound which carries and echoes for quite a long time in the cavernous underground space.
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"I didn't have anything for a torch."
Which is only sort've an apology, and also, "What are you doing down here?"
It was gross. And dangerous.
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"I'm helping. Or I was helping. Mr. Fell and I were working on a map together, which helped uncover the entrance to this place. This thing isn't just for show, you know." Meaning the rift shard in the hand she is now waving in demonstration. "Now I am making a record of what we found."
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"You need better gear." Although Wysteria had given her the motherly tongue-click, Anna now sounds like the wearying hen.
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More or less. She has a scar from Ghislain that might suggest otherwise, but that was a very particular set of circumstances.
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But then she turns her attention to what Wysteria had been attempting to sketch out before the interruption. Anna crouches down, still holding the eye in the palm of her hand, spreading its blue glow over the water.
"We've glyphs like this, in the floors of the Chalice Dungeons."
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"Chalice Dungeons? That sounds quite mysterious indeed. Do you recall what the glyphs there did? Imagine! If they had some similar product as the ones here in Thedas, that might suggest something of a tie between this world and the one you recall. There are theories, I know, that the places we Rifters come from aren't really there at all, but rather strange representations of the Fade. That we don't really know where we come from at all, and that our consciousness is merely connecting the shapes which we recall from our time in the Fade."
She sucks down a deep breath, followed by a long pause. Then, evidently deciding she'd like to hear an answer to her question, she opts to say nothing further to make room in the conversation.
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She exhales heavily, it's not what she wants to talk about, so instead she focuses on the glyph in the floor.
"In the dungeons, these glyphs can summon enemies when you step on them. There are also the bellringers, who do the same. I do not know where they are summoned from, maybe some other pocket of dreaming."