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.
justashotaway: (18.)

[personal profile] justashotaway 2019-09-01 05:13 pm (UTC)(link)
So Laura holds the necklace out to Eshal. If it is an emergency to her, then she can break it.
saam: >/ (3385)

[personal profile] saam 2019-09-01 05:17 pm (UTC)(link)
Eshal takes this as a challenge, even though it couldn't possibly be. But, you know. Qunari are afraid of magic. Are you still Qunari?

She crushes the jewel between her fist and her palm.
justashotaway: (25.)

[personal profile] justashotaway 2019-09-01 05:31 pm (UTC)(link)
There's a loud snap, something beyond the breaking glass, and a brilliant, blue-white light, and Laura is ready to attack. It reminds her, unpleasantly, of a life she left behind years ago, when magic was enclosed in glass and used against her regularly.

Some part of her expects to come to minutes later, with Eshal a pile of blood and flesh on the ground. Instead, what she gets is the disarming sense that nothing has happened--besides a thin layer of ice coating her front, Eshal's front, the walls, the skeleton, and everything in range of the blast. Her skin prickles painfully, arms having to work harder than usual to come up to her face and start freeing herself.

"How long has it been?" she asks, suspicious, when her mouth and cheeks are free, red and taut with the lingering cold. This is not a kind of magic she is familiar with, but she does not trust herself not to have lost time.
saam: ) (ZIdU)

[personal profile] saam 2019-09-03 12:28 am (UTC)(link)
Eshal, meanwhile, lets off a string of Qunlat swears, and begins shaking the ice from her clothes and shivering. She looks up at Laura with consternation.

"Fuck!" She growls. "A few seconds? Shit, what was the vashedan point of that."
justashotaway: (51.)

[personal profile] justashotaway 2019-09-03 12:32 am (UTC)(link)
She breathes out, relieved. Even Eshal's irritated response can't dampen the relief of realizing she is safe. "How should I know?"
saam: > (3078)

[personal profile] saam 2019-09-03 12:37 am (UTC)(link)
"I don't expect you to know." Eshal doesn't know the word in Trade for rhetorical. "Fuck. That's over with, anyroad."
justashotaway: (59.)

[personal profile] justashotaway 2019-09-03 12:39 am (UTC)(link)
Laura rolls her eyes. This is why she does not especially care for Eshal. "Yes. So now what?"
saam: ) (ZIdy)

[personal profile] saam 2019-09-03 12:42 am (UTC)(link)
Eshal stands straight. She's only shivering slightly. It's fine. "We keep going."
justashotaway: (55.)

[personal profile] justashotaway 2019-09-03 12:46 am (UTC)(link)
Laura nods, letting her claws disappear for the moment. "Let's go."