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.

no subject
He's got to shut up with any further commentary because the smell suddenly gets, impossibly, worse, and with a noise of horror, Matthias begins to try to hold his breath. That means first sucking in a great lungful of air, which means he's got the horrible smell in his mouth, but that doesn't really count, does it, that's--
What the shit is that. That noise. Matthias actually stops walking, his hand tight on his staff. He makes a noise of nose-plugged urgency. Mrghfk!: what is that? And Yngvi had better know, because if he doesn't know... well, then, Maker's balls.
i haven't played this game in like two years i don't remember what colours spells are
Yngvi's about to say something as he shakes off a boot he will be burning later, he will be salting and burning and tossing the ashes into the waters of Kirkwall because that's all that can be done in this case when light dazzles him.
He's a dwarf, it's dark and he's used to it so the light is bright. Also green.
And moving fast.
"Shit duck duck duck!" Because that's a spell and how many eyes do pride demons have because those are eyes lurking now there's more light hurtling.
the best part about fantasy is, we can make up the color of magic
All of which is to say that Matthias has his staff in hand when he ducks. And he ducks right away, without pause for thought or hesitation, because it's a dead man that doesn't duck when he's told to. The floor is soft and rotten, smells like shit. Matthias knocks the front bit of his staff against it anyways, ignoring the squelch. The hair on the back of his neck tingles as the barrier gleams into being--under their feet, and up. He can't do more than the basics with this sort of magic--offense, not defense--but everyone learned, they had to learn. When a barrier might be all that stands between you and getting cut in bloody half, you learn.
He stands again the moment the spell has cleared them, ready to fight. The eyes lurch out of the darkness: a body shaped like a spiked barrel, two stumping legs, a head like an overlarge spiny gourd that scrapes along the ceiling of the sewer tunnel. Its mouth splits open, displaying a sickly purple tongue, spittle and teeth, a maw. It roars.
Matthias hits it with fire, and it roars again, angry, and sweeps an arm out toward them, blunt and brutal enough that it could topple them like ninepins--
no subject
"Tits. Why do spiders got so many bits on 'em? Who gave 'em the right?"
But that's by the by as he gets a small axe in one hand, a small glowing trap in the other and hurls the trap as he chops for a leg. The carapace is always tougher than he expects. Because no, giant spiders don't do anyone the decency of being squishy like the little ones and it jolts up his arm even going for the joint as he did.