faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] 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.




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.
coquettish_trees: (cross)

[personal profile] coquettish_trees 2019-08-31 08:46 pm (UTC)(link)
Something whizzes past from behind him, then a second and third projectile in quick succession.

Alexandrie had been unarmed, but the tiles of the floor, splintered and flung from where the rune had been ignited, had afforded something at least. Awkwardly weighted as they are, they'd cracked thinly enough to have a wounding edge which is immediately demonstrated as the first slices across a foreleg, and the second weightier shard finds a home buried squarely in the creature's head. The third crashes loud and ineffectual against the wall as the spider tumbles from its perch clicking loudly in distress, instinctively trying to force its body to continue to work around the tile lodged in its brain.

It disgorges flame again, paltry and poorly-aimed compared to its previous blast. The bulk of it curls against the doorframe, but some goes through, and by the high-pitched angry noise somewhere between click and screech, apparently it's lightly singed a third creature.
hwaaaitsme: (Default)

[personal profile] hwaaaitsme 2019-08-31 09:56 pm (UTC)(link)
"Lovely," Loki curses quietly and, as the creature flails in its death throes waves his hand back and casts a barrier again. This one is far better formed and washes over the both of them with a cool, electric sensation.

He bends his knees, doesnt kneel presicely, and reaches to take Alexandrie by the forearm. He hoists her upright and keeps her behind him as he conjures a spirit blade in his off hand.

"Be prepared to drop to the floor should there be many."
coquettish_trees: (planning)

[personal profile] coquettish_trees 2019-08-31 11:43 pm (UTC)(link)
Alexandrie hums a wary acknowledgment and, although she now finally brandishes a blade—retrieved from his sleeve on the way to her feet—stays where he'd placed her in his wake.

She has half-a-hundred questions, and asks none of them. Plenty of time to consider the implications of magic spiders once they're no longer a threat.