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Entry tags:
- !event,
- abby littman; the lovers,
- adora; strength,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- bay kennish; the star,
- benedikta harman; the devil,
- cal kestis; the hanged man,
- castiel; the hanged man,
- catra; the tower,
- cirilla of cintra; the devil,
- claire fraser; the empress,
- claude von riegan; the wheel of fortune,
- clive rosfield; the tower,
- dante; the devil,
- dean winchester; the lovers,
- diana prince; the empress,
- eddie munson; the devil,
- eliot waugh; the star,
- finn; strength,
- gabriel; the wheel of fortune,
- geralt of rivia; the hanged man,
- henry creel; the hierophant,
- hilda goneril; the lovers,
- himeka sui; the fool,
- istredd; the high priestess,
- james t. kirk; the tower,
- jaskier; the sun,
- jasper; judgement,
- jessica jones; strength,
- jill warrick; death,
- john blake; the tower,
- jon snow; the emperor,
- julie lawry; the wheel of fortune,
- kaz brekker; the chariot,
- kell maresh; the magician,
- kyle; the hanged man,
- linhardt von hevring; the high priestess,
- louis de pointe du lac; the lovers,
- lucifer; the devil,
- matt murdock; the tower,
- michael; the emperor,
- nadine cross; the world,
- nanaue; the fool,
- nathan drake; the fool,
- nero (dmc); the chariot,
- nicholas d. wolfwood; the lovers,
- reno; the chariot,
- rhy maresh; the lovers,
- stephen strange; death,
- steve harrington; the lovers,
- steve rogers; the hierophant,
- thancred waters; strength,
- vash the stampede; death,
- viktor; death,
- wrench; the hanged man
EVENT #14: ANOMALIES - IC EVENT LOG
Event #14 - Anomalies
Over the last several weeks of summer, leading up to AUGUST 20, the appearance of rifts, and the subsequent creatures, has become a disturbingly common appearance. The average citizen has taken the changes in stride. Some have even integrated these creatures into communities as pets or beasts of burden. Nonetheless, these unprecedented appearances have resulted in rumors. Is the cause the Summoned? Have they carried a dark curse back from the Feywilds? Are the Old Gods offended?
A Coordination Post will be available for communications between mods and players. Report notable actions and events, or track Developments. Though we encourage you to take advantage, using the Coordination Post isn't required to participate in the event.
Anomalous Threats
Dubbed Anomalies throughout Abraxas, suspicion and curiosity turn to terror when much greater threats - called Anomalous Beasts - begin to fall through large rifts. Where did these creatures come from? Why have they arrived? And is this only the beginning of something far worse?
Arrival of the Beasts
The Anomalous Beasts tumble through open rifts that appear in set locations throughout Abraxas. You won't know where those rifts are at first, but it steadily becomes obvious as reports from locals come in. The beasts won't stay put, either. At random intervals, the rifts will suck the Anomalous Beast back through it and spit it out at another location somewhere in Abraxas. It might be in another city or in another faction altogether. It appears these beasts are not limited by borders.
Fortunately, each rift area only holds one Anomalous Beast at a time - so you won't have to face multiple threats at once.
Fortunately, each rift area only holds one Anomalous Beast at a time - so you won't have to face multiple threats at once.
Tracking the Beasts
Soon, you discover that the rifts are in stable locations. The beasts can go into one rift and out the other, but the area where the rifts appear doesn't change. You can use this to your advantage. Officials will set up portals to identified rift locations, allowing you to focus on an individual area - even if you can't predict which Anomalous Beast arrives from the other end.
Many of these locations are important to the locals. While confronting the threat, you'll want to minimize damage and casualties.
If you're tempted to try and go through a rift, you'll get a nasty shock that sends you flying back. Of course, if you happen to witness a native Abraxan attempt the same - whether out of fear or by accident - you might not want to try yourself: upon contact with the rift, any native Abraxans will be vaporized in front of your eyes. You should probably stick to travel via portals.
Many of these locations are important to the locals. While confronting the threat, you'll want to minimize damage and casualties.
If you're tempted to try and go through a rift, you'll get a nasty shock that sends you flying back. Of course, if you happen to witness a native Abraxan attempt the same - whether out of fear or by accident - you might not want to try yourself: upon contact with the rift, any native Abraxans will be vaporized in front of your eyes. You should probably stick to travel via portals.
Arcanum Effects
Each Anomalous Beast bears a glowing Arcana sign on its flank. Be careful if you match its Arcana - you may begin to take on the beasts' animalistic traits, absorbing its aggression, hunger, or fear. These sensations can overwhelm you, causing you to mimic its behavior. Is your will strong enough to resist? Or will you succumb completely, becoming one with the beast?
You can get help from another Summoned of a different Arcanum. They'll feel compelled to make physical contact, absorbing some of the effects into themselves and lessening its severity by sharing it with you. This effect will remain while you're near the Anomalous Beast - as long as it's alive - but with effort and help, you can mitigate it and overcome the powerful sensations.
You can get help from another Summoned of a different Arcanum. They'll feel compelled to make physical contact, absorbing some of the effects into themselves and lessening its severity by sharing it with you. This effect will remain while you're near the Anomalous Beast - as long as it's alive - but with effort and help, you can mitigate it and overcome the powerful sensations.
Types of Beasts
The types of Anomalous Beasts arriving might be familiar to you. Maybe you heard stories from another Summoned. Maybe you remember seeing it from your home world.
If you know what it is or its weaknesses, you can share this information using the Network or by word of mouth to help others defeat it. As for the beasts you believe have no way of being defeated? That may be true to your world. But you're in a different world now with strange powers, abilities you've never heard of, and spells you might've never seen before. These factors can change much. No matter the beast, there will be a way to defeat it.
If you know what it is or its weaknesses, you can share this information using the Network or by word of mouth to help others defeat it. As for the beasts you believe have no way of being defeated? That may be true to your world. But you're in a different world now with strange powers, abilities you've never heard of, and spells you might've never seen before. These factors can change much. No matter the beast, there will be a way to defeat it.
To review what characters will be facing and each beast's Arcana sign, see the List of Anomalous Beasts on the OOC Plotting Post.
Faction Assistance
While the factions have asked for your help given the overwhelming number of threats that arrived at once, the factions can hold their own in many battles. They'll be able to assist you, and familiar officials may even arrive on the battlefield. General NPC actions are outlined below. You can assume they'll come to your aid based on those descriptions as needed.
Portals to each rift location will also be established within the first 24 hours. While the portals won't take you directly into the fray, they'll be near enough that you'll have the chance to arrive on time to mitigate damage or confront the threat.
Portals to each rift location will also be established within the first 24 hours. While the portals won't take you directly into the fray, they'll be near enough that you'll have the chance to arrive on time to mitigate damage or confront the threat.
You can request more significant aid or resources from an NPC using the Coordination Post.
There is no influence requirement to make a request, but influence and your character's relationship with faction NPCs will be taken into account to determine the outcome.
There is no influence requirement to make a request, but influence and your character's relationship with faction NPCs will be taken into account to determine the outcome.
Thorne
In Thorne, assistance will come from the following:
◎ Jolene Sybell. Jolene will arrive at the front lines as needed. She has offensive spells but specializes in healing and medical magic. If you're wounded, she can mend you quickly or stabilize any grievous wounds so someone can take you to the infirmary.
◎ Soldiers & mages. Thorne's soldiers are concentrated in Borrel, while Castle Thorne has skilled mages. They'll be able to offer shields, offensive magic, and wards to help in any battle.
The Free Cities
In the Free Cities, assistance will come from the following:
◎ Marlo Reiner. The Prime Minister is as much a soldier as she's a politician. A former military captain, she'll direct the soldiers under her command on the front lines. She can provide cover in a fight or strategic advice. Her weapon of choice is a sword and a sidearm.
◎ The army. The Free Cities has the largest army in Abraxas. They'll be out in full force, providing combat assistance, protecting citizens, and offering medical aid. Any soldier will readily give you a hand on the field. If you aren't sure where you're needed, they'll direct you.
Solvunn
In Solvunn, assistance will come from the following:
◎ Isar Hart. Deeply devoted to the commune, the newest Council member will arrive with his ever-present companion Skaldi. A fierce and protective herding dog, she will fend off any threat. He's also followed by a few sheep that cast an unusual shadow. When attacking, they grow powerful ram horns and sharp teeth. Their muzzles elongate, resembling a wolf in sheep's clothing. Word is, Isar has a pact with Spyndlveiss, Guardian of the Flock.
◎ Elders and the Gods. Solvunn may not have a strong army or powerful mages, but they do have the Gods on their side. Elders will lead offerings and sacrifices - and the Gods will answer. While facing a threat, you might find something invisible blocks a blow or a wound suddenly appears on the beast. Though no physical presence arrives, you nonetheless feel the helping hand of something.
Ending the Threat
Resolving the threat involves not only defeating the Anomalous Beasts but also closing the open rifts. Fortunately, accomplishing the former will contribute to the latter.
Defeating the Beasts
Taking on the Anomalous Beasts is no easy task. You'll be faced with several obstacles while you fight them that might prevent you from defeating the beast: the rifts might suck the creature away before you can finish the job, you might be overwhelmed by your mind merging with the beast's, or you simply lose the fight.
In the end, one team will successfully defeat the beast. If you're one of the victorious, how you approach and finish the job is up to you. Take advantage of your surroundings, seek help and knowledge from other characters, and make creative use of your environment and skills.
And remember - defeating it doesn't mean killing it. The beast only needs to be subdued as a threat, whether through death or capture. Of course, once subdued, what happens to it may be out of your hands...but there's a chance that not all of them will be put down.
In the end, one team will successfully defeat the beast. If you're one of the victorious, how you approach and finish the job is up to you. Take advantage of your surroundings, seek help and knowledge from other characters, and make creative use of your environment and skills.
And remember - defeating it doesn't mean killing it. The beast only needs to be subdued as a threat, whether through death or capture. Of course, once subdued, what happens to it may be out of your hands...but there's a chance that not all of them will be put down.
Requests for a victory roll will be accepted until AUGUST 23 at 11:59 ET. Only characters who win the roll can kill or defeat the Anomalous Beast. Please see the OOC Plotting Post for more information.
Closing the Rifts
With each Anomalous Beast dispatched, you'll notice that the rifts in the world start to shrink. The effect is subtle at first, but with every victory, it's undeniable that the key to closing the rifts is to bring down the Anomalous Beasts climbing through them.
Not every beast must be killed, but the majority of them should be for the rifts to close completely. By the end of the event, all of the rifts will have closed.
Not every beast must be killed, but the majority of them should be for the rifts to close completely. By the end of the event, all of the rifts will have closed.
Across the Rifts
Each rift opens in a particular area. Each Anomalous Beast will have a "first sighting" at a specific location. Reports will surface as rumors, victim statements, and witnesses. Regardless of how the information comes to you, it likely catches your attention. Perhaps you hear a description that sounds chillingly similar to a monster you've encountered in your past. Maybe you're worried that the area has innocents who need to be protected. Or, maybe you're merely excited about a potential new species.
The beasts will move from rift to rift - not by choice. You might catch the one you're chasing when you arrive, or you might find yourself facing something unexpected. Your task isn't just to kill the beasts - the areas will need protecting, too. You'll have to work with others to do so. You could, for example, decide to have someone distract the beast while you evacuate an area.

[ Click the image for a larger version. ]
The beasts will move from rift to rift - not by choice. You might catch the one you're chasing when you arrive, or you might find yourself facing something unexpected. Your task isn't just to kill the beasts - the areas will need protecting, too. You'll have to work with others to do so. You could, for example, decide to have someone distract the beast while you evacuate an area.

[ Click the image for a larger version. ]
Each location is assigned a number that corresponds to an area labeled on the map above. Characters will have access only to their faction's territory on the rift map.
Kingdom of Thorne
◎ Castle Thorne (1) | IMAGE
Security in Castle Thorne has always been paramount. The thought that something could get within the castle walls is unheard of. Fortified by the kingdom's military and strongest mages, and boasting the host of the majority of Thorne's Summoned, it should be ready for any threat. That is, until something monstrous appears right outside the city's borders. Locals claim it slinks by on large tentacles with a single massive eye and a sense of foreboding.◎ Frostwurm Tunnel (2) | IMAGE
Located northeast of Hayle, the snow-covered peaks are the perfect habitat for the Giant Frostwurms that provide valuable healing crystals. They burrow deep into the rock, creating a labyrinth of large tunnels. While the last time the Summoned were in those tunnels was not by choice, this time, you're asked to help protect the Frostwurms from what witnesses are claiming is a dragon or a very large wyvern. Except...dragons haven't been seen in Abraxas for many decades.◎ Whitehill Village (3) | IMAGE
Due to the crystal's hallucinatory properties, the Summoned will be provided protective shield to prevent them from breathing in the air. The shield is invisible, causing the air around them to shimmer slightly. Be careful not to damage it in any ensuing fights.
A quaint village, Whitehill is an insular community established for many generations. Well-read despite their economic class, residents of Whitehill pride themselves on their magical knowledge used to help cultivate the Snow Petal, a rare flower that blooms only in their valley. Highly sought after for potions and elixirs, a small garden patch has already been destroyed by what appears to be a corrosive substance left behind by a large black wolf or wildcat. Residents fear this strange blight could devastate the elusive Snow Petal.◎ Dukewood Lumber Mills (4) | IMAGE
Deep in the forests east of Nott sits Thorne's most profitable lumber mill. The sparkle of magically powered saws keeps the mill running at all hours. Although the land is owned by an aristocratic family, its residents are working-class. They earn a meager living for their families and fear not only for their livelihoods but their lives. Whispers of a shadowy figure with sharp claws spread through the workers, who remain on guard as they try not to let superstition get the better of them. Unfortunately, a few may be too far gone. They're even beginning to insist that the figure is...wearing a hat?◎ Southern Farmlands (5) | IMAGE
The rolling hills east of Borrel are some of the most fertile land in Thorne. With harvest season drawing near, fields of green turn to amber for the most plentiful of crops: wheat. However, an unexplained fire in one of the fields has raised the alarm. Talk has arisen of a strange silvery creature wearing a crown. Witnesses claim it sits on wagons and anything that looks remotely chair-like. Or perhaps...throne-like? What could it be? Does it have anything to do with the fire?◎ Southern Mountains (6) | IMAGE
This winding path between the peaks is an important trade route that cuts towards Borrel for those unable to cross the waters. While dangerous, many seasoned merchants will take this path to save precious time. Lately, though, the dangers seem to be much greater. Injured men stumbling out of the mountains claim their friends were torn apart by a multi-limbed insect the size of a full-grown gryphon. One describes black horns, while another insists it had hands grown over its torso. Whatever it is, it's hungry.◎ Fishing Docks (7) | IMAGE
Home to dozens of fishing boats and trawlers, the docks and its nearby fish market are the lifeblood of Nott. These fishermen are skilled at traversing the lake - so it's unusual that one of them has gone missing. Whispers say the man was dragged under the waters by lurking black tentacles. Many are afraid to venture out again, claiming that something in the lake is watching them.
The Free Cities
◎ Fomalhaut (1) | IMAGE
Though the port city is a fixture in the Free Cities, no one is granted permission to approach the heavily guarded barricade that leads into Fomalhaut. A large sign reads NO TRESPASSING! Official Travel Only Beyond This Point! Another reads Deadly Force Authorized. A third states simply DISEASE. Fortified walls and barriers protect the valuable machinery powering the shields that enforce the quarantine. Lately, tensions have heightened due to heavy bipedal tracks and reports of a moving metal statue. A breach in the shield could devastate not just the Free Cities but all of Abraxas.◎ Northeastern Mountains (2) | IMAGE
These sharp peaks span past most of the Free Cities' territory. The smaller mountains near Aquila are popular for mountaineers, geologists, and engineers looking to test their newest inventions at higher altitudes. Finding abandoned equipment is not uncommon. Recently, many travelers have fled the mountains, escaping an invisible entity that haunts the area. One scientist who returned injured insists that he doesn't believe in spirits but says that "an unseen force" caused him to slip and fall.◎ Andromeda Bay (3) | IMAGE
A popular destination for rest, the waters of Andromeda Bay are a welcome reprieve during the hot summer months. Except, the crystalline blue waters have grown tainted with a pungent stench. People are fleeing the shores, warning each other that the a tentacled swamp-fish with a gaping maw has overtaken the bay. Locals fear this disruption to tourism will impact their livelihoods. Meanwhile, biologists are concerned the foul waters will disturb the delicate ecosystem.◎ Cadens Barracks (4) | IMAGE
The barracks are familiar to most of the Free Cities Summoned. Now, the usually bustling and tightly run military hub is in a state of high alarm. Few soldiers are out in the open. Barracks and rooms feature hastily boarded windows and doors. Here and there are splashes of blood. Any soldiers out and about have their weapons at the ready. Injuries appear to be bites and vicious claw marks. There are ominous whispers of, We can't even see them.◎ The Badlands (5) | IMAGE
With frequent dust storms, difficult rocky terrain, and extreme heat, the Badlands are the last place you want to be. Most know better than to venture towards its heart. Bandits occupy only the more habitable edges around the area. The few souls who brave the landscape are hardened survivalists or soldiers on patrol. You should take their grim reports of a new fearsome creature seriously. They say it bursts out of the ground and spits deadly acid - melting one individual to the bone. Though the Badlands houses some of Abraxas's most dangerous beasts, this one appears to be new...and it might be coming closer to the city.◎ Farhill Mining Camp (6) | IMAGE
The Farhill Mining Camp is the largest mine in operation. Rows of cheap housing are pressed together with little care, sitting dangerously close to the mines and the fumes that come with them. Jagged hills of varying height and stability make traversing the mining area tricky. Citizens of all ages work the mines daily, with children able to quickly squeeze through small crevices. The ground often shakes with the rumbling of machinery, but recently something else burrowed beneath has been sending quakes throughout the mine. Unusual dragonfly-like insects, glowing green, have also swarmed the area. With operations refusing to cease, a collapse could be disastrous for everyone involved.◎ The Red Path (7) | IMAGE
Named for its iconic red sand on the surrounding hills, the Red Path leads to and from Libertas. Known for being relatively safe, merchants, travelers, and hiking enthusiasts frequent the Red Path for its beautiful scenery. When reports of frequent animal attacks begin to surface, word spreads quickly. Merchants now take the road warily, and many refuse to hike it. Surviving witnesses say the creature's enormous white bulk stands out starkly against the red landscape. Most injuries consist of burns, and scorch marks mar the area.
Solvunn Commune
◎ Tertiary Settlement (1) | IMAGE
The Tertiary Settlement is a rough place to make a living, but skilled fishermen have learned to thrive. Rundown wooden houses dot the shoreline as boats row out in the hopes that this day's catch will be the one to feed several mouths at once. Lately, the fishermen claim that an unusual leviathan has been spotted in the waters, something massive and grey. Unlike most leviathans, its teeth are blunt, and it doesn't seem to dive deep under the sea.◎ Shrine of The Maw (2) | IMAGE
This wooden path lined with dark runes leads to a foreboding tree on a hill. This tree sprouts no leaves and sheds no bark. At the base of its trunk are lit candles. Old and new wax alike stains the tree's roots. This tree is the central shrine to Dyvoraetiir, Herald of the Maw. Dyvoraetiir consumes hopes and dreams, sending those who offend into despair. Intriguingly, the reptilian rock-like creature spotted here is not the threat it should be. Instead, witnesses say it's sluggish and disoriented...and other beasts who arrive through the rift will exhibit similar symptoms. Commune elders fear this is a sign of an angry god. They're desperate to protect the area from further disruption.◎ The Offering Grove (3) | IMAGE
East of the Secondary Settlement is a popular ritual site. A winding spiral leads to the grove's center, where a large offering bowl sits. Offering bowls are common in Solvunn, but the Offering Grove hosts the largest bowl. Made from sanctified metals, it never rusts or erodes. Many travel to this site to make crucial requests or as a show of penance. Because rituals may take several days or longer, many are reluctant to undo their work and refuse to leave the site, despite the glowing pink light that shines from the shadows.◎ Mountain Ritual Site (4) | IMAGE
Halfway up the cliffs is a small rounded platform. Crafted to divine truth and one's true path, this is where many seek their answers. The mountain air is said to provide a person with clarity and even visions. Elders have grown concerned by returning visitors who say they've glimpsed the face of a new God, a hulking figure with a decorative mask of hanging tassels.◎ Forest Shrines (5) | IMAGE
Several shrines make their homes in the Solvunn forest, dedicated to Gods you might've encountered or heard of. The most popular shrine caters to all Gods of the land. Sacrificial bones rest beneath the arched altar, bones that locals whisper are moving. Elders fear not only upsetting the Gods but damaging precious and ancient shrines that served the commune for centuries.◎ Feintak Ritual Site (6) | IMAGE
If you were here last June, you might've taken a journey to the hills just outside the Primary Settlement into a small wooded area that hosts a plethora of unsettling statues. Called "Feikinstaftaka" in the old tongue, locals refer to it as "Feintak" to avoid invoking the power of its true name. Used to remove high-level curses, performed only under the guidance of the Solvunn Council, this sacred area keeps a tight lid on dark magic - magic that could spell disaster should it be unleashed. Unfortunately, that might've already happened: a walking figure shrouded in shadows has been spotted in the area, and no one knows what it means.◎ Abandoned Settlement (7) | IMAGE
A popular trading route skirts the edge of this swamp. Well-worn and overgrown, the few homes still standing are in disrepair. Despite its foreboding appearance, the swamp hosts small creatures said to be servants of all nature gods. Playful and harmless, they emerge to seek treats from visitors. They might be recognizable to a group of Summoned who undertook a delivery quest several months ago. Locals say the spriggans won't come out anymore, as if they're hiding. A small pile of crushed pebbles suggest a few have met an unfortunate end. Witnesses report stomping and a disturbing growl from deep within the swamp.
The Horizon
The world outside is not the only realm in chaos. Anyone who enters the Horizon, whether to retreat, recoup or connect with allies, will find unwanted visitors. Anomalous Beasts will appear here as they do across Abraxas. Their presence might damage your domains or cause unwanted environmental changes that you must contend with.
Unwanted Visitors
The Horizon is an unfamiliar landscape to the Anomalous Beasts. Unlike the Summoned, the beasts won't have the sentience to understand it. Their entrance is involuntary. They won't know how to leave on their own and will wander through the domains as if those spaces are real, reacting how they normally would to any sudden appearances or threats.
Of course, as the Summoned, you have full control of the Horizon. As you observe the Anomalous Beasts that appear, reports from outside begin to make one detail clear: when an Anomalous Beast is active in the Horizon, they're asleep in the real world - and will stay asleep unless they "die" in the Horizon or are disturbed outside. Maybe you could use this to your advantage?
You can use the Horizon however you wish, but some possibilities are:
Of course, as the Summoned, you have full control of the Horizon. As you observe the Anomalous Beasts that appear, reports from outside begin to make one detail clear: when an Anomalous Beast is active in the Horizon, they're asleep in the real world - and will stay asleep unless they "die" in the Horizon or are disturbed outside. Maybe you could use this to your advantage?
You can use the Horizon however you wish, but some possibilities are:
◎ Coordinating with teams outside the Horizon to keep the Anomalous Beasts occupied and asleep in time for an ambush.
◎ Killing the Anomalous Beast in the Horizon will force it to wake abruptly. If done correctly, this will be advantageous, but if done incorrectly, it might cause more chaos.
◎ Studying the strengths and weaknesses of the Anomalous Beasts in a contained environment before approaching it in the real world
The Domains
The arrival of the Anomalous Beasts will impact your domains as they travel from place to place. Important fixtures or buildings might be broken or torn. Created animals or pets might be crushed or injured. Ominous wisps of malice linger like a foul friend amidst the wreckage.
Direct damage is not the only possibility. The Horizon is constructed from memories and influenced by emotions. As a result, the presence of the Anomalous Beasts can cause unwanted shifts and changes to your carefully constructed space. You may find a once peaceful area of your domain has grown twisted and dark from a hellish Anomalous Beast. Maybe a beast associated with fire has manifested pools of magma.
As is the case under all circumstances, any involuntary effects on your domain will cause a sense of unease, and you'll feel compelled to fix it. If you have a weaker connection to the Horizon - either because you don't go in often or don't create much inside it - you'll find these changes harder to mitigate.
On the other hand, if you have a stronger connection to the Horizon, you'll have an easier time retaking control of your domain and reversing the damage.
Direct damage is not the only possibility. The Horizon is constructed from memories and influenced by emotions. As a result, the presence of the Anomalous Beasts can cause unwanted shifts and changes to your carefully constructed space. You may find a once peaceful area of your domain has grown twisted and dark from a hellish Anomalous Beast. Maybe a beast associated with fire has manifested pools of magma.
As is the case under all circumstances, any involuntary effects on your domain will cause a sense of unease, and you'll feel compelled to fix it. If you have a weaker connection to the Horizon - either because you don't go in often or don't create much inside it - you'll find these changes harder to mitigate.
On the other hand, if you have a stronger connection to the Horizon, you'll have an easier time retaking control of your domain and reversing the damage.
This aspect is optional. Impacts on your character's domain, if any, are entirely up to players. Characters can also help each other rebuild their domains.
Infirmary
Linhardt has noticed Istredd's incessant activity but has felt no need to intervene until it's gotten to the point where the weariness is obvious - Linhardt would not be surprised if Istredd started to sway. He had been hoping the other man would be reasonable about his limitations, but apparently not.
So Istredd finds his way out of the infirmary blocked by Linhardt, who is standing in the doorway and looking unamused.]
You. Sit. Now.
[Linhardt's tone is clipped and authoritarian, a far cry from his usual meandering curiosity. He is On The Clock. The healer's usually loose hair is pinned back in an unmoving braid, and his tunic's arms are rolled back and secured into place.
He points to a nearby bench.]
I will drag you back here.
no subject
It is not new that Istredd pushes himself too far. It's nearly killed him more than once at this point, especially in the Pit, but in the moment he doesn't think about it. He's swapped to Abraxan magic which is the biggest sign in many ways that he's depleted his Chaos, never a good sign since he's sustained on it. But he is stubborn and oblivious.
He knows that tone. That tone is the 'you look like you're about to fall over' tone other people give him not long before he does have to sit. So Istredd hesitates only a moment before he sighs and does so instead of fighting. As soon as he sits he feels something drop in him. Okay. Sitting. Is good. ]
I'm fine. Just ... winded.
no subject
[It is insulting. Linhardt sits next to Istredd, taking the opportunity to take a break himself. He will rest himself so that he can be more effective. Working himself to the point he exhausts his magic is not going to make him useful to anyone. He looks over at the other man.]
You have less life energy than usual and you are expending effort to breathe when it normally does not require effort indicating systematic strain in the body.
You are one of those people who would drop on the middle of a battlefield, wouldn't you?
[His voice is clearly disapproving.]
People respect you. If you fall in a dangerous location, they will risk themselves to save you. If they get hurt after that, it would be your fault.
[The healer has learned it is worthless to appeal to the survival instincts of people like Istredd. The effects on others make a far more effective argument.]
You also are disrespecting the efforts of the healers if you hurt yourself after ignoring our advice.
no subject
In my sphere, I really can't ... do anything. To help heal it. I have no place in its constant wars and attempted genocides, and I tried but it wasn't possible.
[ He had no authority, he was a gifted mage but not an overly powerful one, and had little respect from the rest of the Brotherhood, it didn't matter what he said. They didn't care. He listened to the people on the digs, but he couldn't help them either. He wanted to save the elves as they fled persecution, but on the continent, few people were actually special or important. Kings died every day. It was a brutal place.
The problem with starting to care about Abraxas and seeing it as a possible lifelong home for himself was, he wanted it to be different. He says he won't change the world but he means in big ways. In small ways, he wants to. He needs to. ]
The idea people would risk themselves for me is surreal, but I guess that's true here. And I have to remember that.
[ Istredd is one of the most well-known Summoned in Thorne now. He hosts the mingles, he teaches new people magic and answers their questions, he brings them into the Horizon for the first time. He stops what he's doing any time they need him, whether it's for directions or to give an answer. And it's bizarre to him, to be changed in perception. ]
But I can make a difference, here.
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So you want to help here because you could not help at home.
[Linhardt stares at a nearby window, the sky a serene blue in contrast to the chaos that is blanketing the continent of Abraxas. Chaos which, assuming the information Linhardt has is correct, is associated with them. Why is it that his existence causes problems? He doesn't like thinking on it too much - it makes his stomach flip.]
Yes, you must consider more the impact of your actions. You want to help, which means you must accrue the power and respect that would allow you to do so. However, having those things means other people will act on your behalf and look to you as an example - power and freedom are opposites. You cannot have them both.
[Hence why Linhardt is not fond of power.]
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[ That's somewhat a depressing reflection on how little he really cared about his continent. Or gave up on changing it for the better. Istredd had hundreds of years ahead of him and it was already sapping his emotions away. He told Lucifer once that the cruel-hearted mages in the Brotherhood were just a few centuries ahead of him. That's not the case here.
His age surprises people since he looks in his early-mid thirties at most. But it's a contrast, living so long in his continent, versus how much has changed here for him. Istredd has every intention of staying here. Some day he might even become desperate about that fact. ]
During the kidnapping, I almost died multiple times while helping others escape and survive. I wouldn't have regretted it if I did. But since I have loved ones now, and they were very upset by my behavior, I was supposed to get better about it.
[ He's a bit rueful about that. Since he's not being better. He takes the bread from Linhardt and chews on it, accepting water too. It won't be long before he does intend to go back out. But he's not the fighting type, he prefers doing defenses and evacuations. He'd be in real trouble if he was trying to fight everything, Lucifer would probably drag him home by the hair if he did that. ]
Have you always been a healer?
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[Linhardt does not have a very good opinion of Fodlan. Leaving is looking more and more like the answer back home: Edelgard and his father cannot use him as a tool or go-between if he is not there, and the freedom of only existing for his own sake in Abraxas is intoxicating. Linhardt isn't sure if he wants to give it up, though he supposes he needs to return at some point.
But maybe not. Maybe his choices don't matter at all. That would be a relief.]
You do not look that old. Do you have a different lifespan than humans? Does that impact how you view time? My parents have stated that time goes by more quickly as one ages: Do you see decades in the same way I see years? Am I a child to you?
[The peppering of questions is, in some ways, very childish: Linhardt is curious about new things in much the same way a toddler is - there is no judgement in his questions. He is not asking them for any reason other than he must know.]
Listen to your loved ones. It is...difficult to watch one's friends and loved ones continuously come to harm. If you love them, their pain should matter to you.
[Always? That is a difficult question. Linhardt's eyes trail upward as he thinks, staring at a spot on the ceiling. He tilts his head in consideration.]
I was born with a divine gift for healing magic and most of the healers in Adrestia are from our territory so it was always assumed. The answer to your question would depend on whether you consider anyone with healing magic to be a healer or if it requires an official position.
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[ Istredd is as frank as Linhardt is in many ways, although they already both know that they share an arcana, and some general interests in common. If he tried to think about what he liked about his sphere, it would take time. The only person he misses is Triss. There is a reason that all of the people from his sphere have made lives for themselves here.
As for the barrage of questions, he smiles wryly. ]
Mages live many centuries, our aging is slowed down significantly. I'm considered young since I'm still under a century. [ His whole class haven't hit a hundred yet, so they're practically right out of training. ] It does impact how we view time. I barely noticed a few decades passing when I was doing my work.
[ It could be because he loved his work, but it's probably a blend. He only noticed some aging by the people who worked with him changing, or their children aging too. And he looks the exact same as when he graduated, outside of a beard he grew so he'd look slightly older. ]
You're not a child to me, no, but I can't speak for the people older than me. Elrond the elf is thousands of years old, Lucifer is billions.
[ Lucifer who he's already identified as his partner to Linhardt, and he may have seen the two around the castle. They are almost always together, locked in step, a fluid unit. To billions of years, Istredd in his 80s probably would be a child, but the longer-lived aspect makes a difference. A billion years would seem like an insane amount of time to anyone human-adjacent.
He nods at the listen to your loved ones part because he does agree and he understands. Now, at least. Lucifer's pain is very real to him, considering he feels it actively, so he's been better. ]
I think anyone who has healing ability and chooses to use it actively would be a healer. I can heal but only basic injuries. Enough to get someone here, where people with true gifts are.
[ So he wouldn't see himself as a healer as it's more of an identifier. How people view themselves. He can close mild wounds and kept Kyle alive long enough to get here, but the power the others in here show are well beyond him. He could learn the Abraxan healing and become powerful at it, but he chooses not to. ]
Psionic magic was my focus in school, but healing was an art some specialized in.
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[Linhardt isn't particularly fond of the idea of dying. There is still a lot he wants to learn and experience. So if everybody would stop going to war, that would help. This is actually one of the more peaceful chapters in Linhardt's life so far. Somehow, it doesn't surprise him to hear about Elrond. Lucifer's age, however, receives a raised eyebrow.]
Is that how old planets are?
[Because apparently that's the take away here.]
By that definition, since I was 6. Caspar fell out of a tree and I helped him so we didn't have to find any adults.
[It was safer to stay out of the adults' way. His parents encouraged that.]
You shouldn't discount that. You being available to do so means that we can spend healing resources more wisely. Being able to get people to infirmaries alive makes the infirmary model work. Speaking from experience, doing complex healing on a battlefield is horrific.
[Which is the alternative: if the soldiers can't get to the infirmary, the infirmary has to go to them.]
What is psionic magic? I am unfamiliar with the term.
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[ Istredd looked into the history of this continent the moment he arrived and learned a lot of details, including that date. Ambrose is new to the role, but the people who held it before him held it for a long time. Interesting to know, especially as they continue on in this sphere. Who knows if they'll be able to learn the type of magic that keeps them alive longer? Istredd was already looking at hundreds, but if he can find an option for thousands, he'll take it. ]
My ambition was always to learn everything I possibly could in the centuries ahead of me. That hasn't changed here, albeit more complicated.
[ Since everything is brand new. He's been here a year and he hasn't scratched the surface of pretty much anything. Istredd sees that as a challenge. Give him a hundred years and he'll know more than most by sheer willpower and focus. ]
Probably around the age of planets, yes.
[ From what he knows about the angels, they were created before the existence of man and all that, so their planet hadn't been what it was yet. It's not his sphere though, if Lucifer ever wants to talk about that to someone, he can.
He nods when Linhardt mentions his first healing, rubbing at his eyes. He is quite tired and no amount of sitting will really help that, so he might have to collapse on Lucifer at some point so they both get a few hours of sleep. He isn't at a breaking point yet, just a weary point. ]
Mind magic. Telepathy, telempathy, illusions, telekinesis. I showed some illusions at the mingle we threw.
[ Istredd creates genuinely beautiful illusions. They display a creative part of his mind that doesn't usually seem real considering how logical and left brain he is most of the time. His look at the masquerade was a real hit too for this reason, visually stunning, but also revealing for people who could guess at who had magic like that. ]
We trained in all magic but we usually leaned somewhere as a stronger art.
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[Three thousand years. People can live for three thousand years. Linhardt goes quiet, thinking through that and its consequences. If that is normal, then the odds of him ever learning a decent amount are...dismal. Linhardt can't help but sigh in deep disappointment.]
At least you'll have enough time to learn something. I only have decades. It's hopeless unless I also learn to extend my life, but I'm not sure if that's something I should bring back to Fodlan. We already have problems with people who live a long time using that advantage to manipulate others.
[Linhardt is operating under the assumption that he will be returned to Fodlan at some point, if only because if Summoning were possible and Fodlan is an easy target that people vanishing would be noticeable. Therefore, he needs to go back at some point. Yes?
He smiles when Istredd mentions his magical specialties.]
Oh! I met someone else here who focuses on telekinesis. Have you met? Is that a common specialty in your world? How about amongst the Summoned? I did see your illusions at the event: They were very beautiful and thoughtfully-crafted. I know someone who would be wonderful at them, but I don't think I would have any ability.
Do you select your specialty or is it chosen for you?
[Linhardt notices Istredd's fatigue. It's beyond his ability to do much about, but Linhardt can help somewhat. A hand hovers over Istredd's back and the other man is flooded with a sense of warmth, pushing back some of the physical consequences of his fatigue. The strain eases from Istredd's muscles, and his eyes feel more relaxed. There is nothing Linhardt can do for Istredd's mind or his magical reserves, however.]
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[ In Istredd's opinion, they should have been working on it for multiple decades before even attempting it. Especially if it went wrong before. But Ambrose's ambition would have meant pressing it. The queen's impatience too. He thinks they may be destroying their world with every use of the spell, but there's not much the Summoned can do about it. Outside of react as best as they can in these situations to help. ]
Living a long time can be a double-edged sword. Time to learn things, decades to spend on research easily, but everyone else eventually is a blink of an eye. And if you don't get along well with the others, it can be a very long and lonely existence. Even if you think that's how you'd prefer it.
[ Istredd is clearly speaking from experience. If he wanted to be isolated and solitary he wouldn't be hosting mingles and talking new people through everything. He wouldn't be on his feet during a crisis, helping wherever he can. This need to build a community despite his introverted nature has always been in there, but he learned to stop nurturing it to protect his own inevitable losses.
This place is also made of loss. Any day they could be gone or lose everyone they care about. He can't stop himself from caring though. Maybe he was never as good at it as he thought he was. ]
Who with the telekinesis?
[ There are a few magic users here so it could be any number of them! ]
It's not a common specialty, no. Mind magic requires enormous focus and calm. My rector Stregobor identified my temperament as the right one, so he nurtured that side of my learning. It's his specialty and he made it mine. But I do have a knack for it.
[ Istredd was hand-picked by the leader of the Brotherhood, essentially, or one of them, to be his heir. It was never directly said as much but it was known, given the attention he was given and the skills he learned. Stregobor has a remarkable ability for giving Istredd doubts even when he knows he's full of shit, because of that bond formed as a youth. He truly hates it.
Vilgefortz called Stregobor out once on Istredd being his protege, it was no secret, but Stregobor assumed with time he would come back around to the Brotherhood. He was young, impetuous, eventually he would take up a role back home and be crafted the way Stregobor needed. That also is part of being long-lived. You can be patient.
Istredd doesn't sound happy when he says that name though, and there's no pride in his voice about being chosen for that. It's complicated. He allows Linhardt to touch him and suffuse him with energy, it feels like combining a little life force, giving him a pick-me-up. ]
You need your energy too, Linhardt.
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[The Summoning is the most powerful magic that Linhardt has ever encountered. As a mage himself, Linhardt knows that the more powerful the spell, the worse the potential consequences can be if one does it incorrectly. Warping without an idea of what one is doing can have...interesting effects. If the caster (and target) are lucky. To pull people from entirely different worlds adds even more complexity.]
I also feel quite bad for the first person Summoned. Not only would they have been here alone, but the spell would have been less refined than it hopefully is now.
[Linhardt ponders that experience. To be the only Summoned in Abraxas, with no allies and only the political poison of Thorne for company... he is not a particularly social person, but Linhardt does appreciate that there are other people here who at least understand his position. Such as Istredd himself.]
I hope you are less lonely here. I never gave much thought as to whether I'd prefer to be alone: I know I prefer being alone to company I do not like, but I've only met one other person who likes studying in the same way that I do.
[His world is so underdeveloped there isn't much in the way of scholars. There are the professors at Garreg Mach - Professor Hanneman is obsessed with his research (he is the person to which Linhardt refers) but even he has a practical bent. The School of Sorcery in Fhirdiad is more of the same: Practical instruction with a few scholars at the higher positions. A few people who have the means to study on their own around other responsibilities.
Linhardt is used to working alone.]
Elliot. He said he developed telekinesis when he was 14.
Do you enjoy mind magic? Or do you enjoy another branch of magic more?
[Just because Istredd has a talent for a particular branch of magic does not mean it is the magic that makes his heart and mind sing. That is the magic that Linhardt thinks Istredd should research: The magic that would make him happy. Otherwise, what is the point of any of this?
Linhardt smiles slightly when Istredd turns his own concern back on him.]
You are correct. However, unlike you, when I run out of energy I will sleep. And if I do not, I will collapse in an infirmary.
[He gestures around - it's full of cots and healers. There is scarcely a better place to run out of energy.]
You will collapse out there.
we had talked about this and then I got swamped so wrapping here!
[ Or if they secretly have kept some of their experimental Summoned. Istredd tries not to go that far into the conspiracy theory because it'd make people crazy if they assume the worst at all times. That's how he handles it at least. As a historian, he believes that learning from the past is the only way to go forward, but going forward is the intention. ]
Oh yes, Eliot.
[ He didn't know about his telekinesis, but it isn't surprising to him. He knows he's a mage in his sphere too. As to the question about the mind magic, there really is no easy answer to that. Or about magic in general. Istredd shrugs.]
It's complicated, but yes, I enjoy it. To the extent I can.
[ Explaining the whys would take awhile and he really doesn't have that time. Maybe another time he can get into the details but not now. He has sat down and allowed Linhardt to make him take a beat, and now he's given him his energy. So the only wise thing to do from there is make it count. ]
Thank you. I promise I will go out and not collapse.
[ Istredd gets to his feet, Linhardt's energy a boost he'll use. ]
I'll be back. Thank you.