ABRAXAS MODS (
abraxasmods) wrote in
abraxaslogs2023-08-19 10:14 am
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.

no subject
He kneels to one of the burnt vines, pressing his fingers to it. Though he draws on his magic, no life appears to return to it. The blackened leaves stay black.]
I think it was a few days ago, at least. So we should be all right.
[These creatures, as far as he has investigated, do not appear to linger long. However, there is always a chance. Destiny is a fickle bitch, as always.] Certainly. As far as my trips with Geralt extend, nothing has ever breathed fire. It feels a bit overkill for a creature in the desert. [Brushing his hand on his trousers, he stands again, going by her side to brush her hand.] I know I've mentioned it before, but I think it bears mentioning again. It's very sexy of you, you know. This whole... getup. Monster huntering. If you asked me at that Hallow's Eve party we would be out together in the desert many seasons in the future, and you with a sword... well, it would have been entirely unbelievable, but also exactly the sort of fantasy I would've been thinking up on my own.
no subject
[Nadine laughs a little, fingers reaching for his at the touch of his hand.]
It was pretty soon after that that I started training, actually. I go out with Ciri and Geralt, sometimes. Not after anything big.
[This is exactly why she'd wanted to learn. She's no warrior, but she lives in a world where there are scary monstrous things outside the walls and attacks of all sort happen. It just feels better to know she can handle herself with a proper weapon - she never wants to fend anything off with a fireplace poker and liquor bottles ever again.]
But I've killed a couple of beasties. So as long as the dragon doesn't come back, we should be good.
no subject
I'm a bit sorry I was too busy to go with. But Ciri says I'm very annoying on hunts. A thing you should absolutely not believe. She has a short temper, that's all.
[Otherwise Geralt would never have survived him for over two decades, thank you.
Then again, on the other hand, Jaskier is currently trying to lean in to steal a kiss from her while they're surrounded by the after-effects of a monster attack, so he could be... distracting. Not annoying. Obviously.]
Mmm. A couple? Tell me of one. I'm sure if any dragons come by, we'll be sure to hear them.
no subject
[Of course for all she knows, dragons could come with cloaking magic. What does she know about actual dragons?
Nadine keeps her eyes peeled as they continue on, hand in hand, the path easy to follow. It stands to reason one could follow it to the tear in space the possibly-dragon had come through. It hadn't been a subtle creature.]
There are these snake monsters that have useful ingredient parts. They also have big mouths full of teeth, and gold antler things.
[She reaches into the front of her tunic to pull out the pair of small gold antlers strung on a chain to show him, clearly proud. They've become a little bit of a good luck charm, worn whenever she goes out into the desert. Or into other possible danger.]
We ended up startling a whole colony of them. Geralt took care of the really big one and I took care of the smaller ones. This is from the very first one I beat.
no subject
[Her horns. Obviously, those are his favorite.
Though he feels a tad bad for the little bitties. How sad a life to live, to die because someone needs your body parts for a potion.
On the other hand, snakes with a lot of teeth... hmm. Maybe not.]
While normally I poke a bit of fun at Geralt at the idea of taking trophies, I do agree this one is particularly beautiful. And your first! I've never known Geralt to teach anyone. I like to think that just means how highly he approves of you.
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[It had been thrilling. Nadine had felt like she was capable of protecting herself, all that training validated. She's stronger than she was. And she keeps getting stronger. It's one of the things that makes her feel safer, more in control.]
And I didn't realize that. About Geralt. He's good at teaching. Maybe one of these days I'll show off what he's taught me.
[Considering what's happening right now, it's not out of the question. If nothing else, she should invite him to watch her practice. She keeps up with it - it's great exercise. And he's probably appreciate what she wears when practicing.]
But if we find anything bigger than a cow out here, we're running.
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And strength is important to her. He understands why. And he supports her all the more for it. Why shouldn't she learn to defend herself? This world is dangerous. Her world was, too. The Continent is. One must either defend themselves, or be quick enough to survive regardless.]
He is. [Jaskier sounds quite serious when he agrees.] I know we bicker plenty, and he is very annoying and a know-it-all, but he can be patient when it matters most. [Jaskier's eyes light up.] Oh, I would love to see --
[A cow? No. He's distracted, looking over her shoulder as he moves closer to her -- in front of her, between her and that shadow in the distance. One, two of them. Or three?] Is that a dog?
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[Nadine squints, raising her hand to block out any sun glare. Whatever it is, it doesn't look that big...
Her hand drops to her sword, just in case. It could be just a regular animal that's where it ought to be. Just as easily it could be something unpleasant and not native to this world. Or any combination of the above, honestly.
It's sweet, how Jaskier just places himself between her and whatever's out there even though she's the one that's armed. That protective streak he has is very appealing. It's not posturing, either, he likely didn't even think to do it.]
We'll go slow. It might be nothing. Or it might be friendly.
[They can hope. She pauses a beat, then adds.]
Even if it's friendly, we're not bringing it home.
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[But it is the deserts, either way. At least, he can tell, it is not a giant worm, and the ground here is probably far too thick and rocky for one of those absorbers. Too small for a chaigon, and they're often solitary.
Nadine is right, though. He does it thoughtlessly, even unarmed, taking the head as they approach the creatures. While normally he is a very live-and-let-live sort of bard, they did come here to investigate for a reason, and it's likely the dragon could have harmed something else out here.
As they come closer, and the shadows move their way, he thinks he sees rather bright spots of pink.]
We're -- oh, please, I'm not a child, Nadine. [Well.] I, unfortunately, have reached my limit with adorable pets. And the chocobo was not on purpose. She followed me home.
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[Her limit had been one, she's two over that already. Though she supposes Dumpling doesn't really count as a pet. Dumpling is a car with emotional needs and a personality.
That's a lot nicer to hug.
Her hand stays on the handle of her sword and she keeps her eyes on the shapes in the near distance. It really doesn't look like too big a thing...things? Even if it's hostile, it's probably fine. There's two of them, and they're human-sized. Jaskier in particular is very tall, there's a good chance enough noise and waving of arms could scare it - them? - off.
Maybe.]
Okay, you should probably get behind me now, just in case.
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[Any more and they're certainly going to need a larger home. Both of them. It's enough that he's accidentally stumbled into adopting the chocobo... and she is enormous. If Jaskier wasn't as well-worked as he was, there would be no way to afford taking care of her. He's quite lucky that he can grow all of her needs.
Now if any disease befalls her, well... he'll have no idea what to do.
He prefers not to think about it.
He licks his lips as the creatures come closer -- close enough he can see they trot like dogs, but with a -- is that an eye? He's never seen something that pink in nature, outside of --
Nevermind.]
They look like wolves. [He tilts his head.] Sort of. [He looks back at her. Oh. Right. He hadn't really... it sort of just happens.] You are not wrong.
[So he does. But he is peeking over her shoulder quite easily, considering he's a head taller.] I don't know, Nadine. They look very adorable. Do you -- er, maybe we have a snack we can give them?
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No! No snack! That's how Brother Cadfael and I ended up with that emu in my greenhouse. Once you feed something it expects you to feed it.
[And if it's domestic, then you're stuck with it, because what else can you do? Just leave it there? No, of course not. That was just cruel.]
We'll just shoo them off so they get out of here and go someplace safer.
[She assumes, from the look of them and the fact there's more than one, that they're just the normal sort of odd animals that had come through first. Weird dogs had been about as plentiful as large domestic birds. These guys were just in the wrong place at the wrong time.
But she keeps her hand on her sword anyhow, and stays ahead of Jaskier as they begin to approach. Caution never hurts.]
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It's also how he ended up with the chocobo. He doesn't see that as a terrible thing... but she may have a point...]
The wolves are certainly only wolf-like in shape as they come closer. Moving on four legs, with their heads (?) laid low, and a giant pink eye (?) staring them down. Ominously glowing. Jaskier has never encountered a creature that... glows. Like that.
And then, they growl.]
Oh, fuck. [He's close by Nadine's back now, ducking down.] You have this, Nadine. They'll be nothing to you!
[He can at least be supportive!]
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[That takes care of that budding debate. Whatever the cyclopean dogesque things are, they're a threat. But thank God - or maybe the local angels - it looks like something that Nadine is perfectly capable of handling. They're not that big...
It's fine. Jaskier's right, this should be nothing. She draws her sword, assuming a battle stance. She doesn't bother offering Jaskier any instruction, he knows his way around a fight and she trusts him to be alert and keep out of harm's way.
And warn her of anything he notices before she does.
The creatures seem well aware of what a drawn sword means. One of them rears up on it's hind legs and suddenly Nadine is recalculating how easy this will be. The thing's mouth opens and what the hell is that? It's like insect pincers coming out of the mouth...]
Oh, yeah. Piece of cake...
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Do what you can. And then we run.
[Jaskier has no misgivings about being a hero today. They only came to investigate, and -- well, they found something. Not, he thinks, what left the patches of scorched earth behind.
He won't leave her behind. Nor let her do this alone. Jaskier does not fight, but he is no stranger to being in a fight. So when the first wolf-bug hisses at his lover, he drive his arm up through the air, bursting vines from the ground underneath the creature to wrap around its body and trap it down with a horrid howl.]
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[Fend them off and run sounds, in fact, like an excellent plan. Jaskier's already on it, utilizing his plant magic. Very smart. Nadine's been doing the same, using her magic in combat even though it wasn't combat magic. There are all sorts of creative ways to employ the spells she knows.
That's one dealt with.
Unfortunately that leaves two. And they don't seem inclined to stay close together and make this easy. They're also quite fast. And apparently not pleased with what Jaskier's done to their pack-mate.
Already she's preparing her own spell with her free hand. Chanting quietly under her breath, a wind begins to stir around her, whipping at the leather tassets of her armor and the loose strands of her hair.
Eyes darting between the two remaining creatures, already moving away from each other, she tries to decide on the priority target.]
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And perhaps using magic against them is not fair either, but when it comes down to it, they clearly deserve to stay alive more. Cute, fucked up wolves or not. Sweat beads at Jaskier's temple as he holds one of them, the vines creaking and tightening as the wolf screeches, clawing and struggling to release itself from the plants.
He turns to Nadine, seeing the two others bearing down on her. And one circling around her -- as if they're trying to pin her.]
Behind you! [But he can only focus well enough on one. The vines recede from the first wolf, dropping it like spoiled meat, rapidly slithering through the sand to build a wall against Nadine's back. They grow thorns, slapping the second wolf back as she has an opening for the first.
And the one Jaskier first captured. It gets up, head low, shaking off the wound as it stares him down, snarling. Crouching, and ready to pounce.]
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[Three on two is very unfair, Nadine agrees. And these things are fast! Thankfully Jaskier has her back - literally. She keeps her sword out, shaking it in warning, trying to get the not!dog to focus on that. All the while she's preparing a spell with her other hand.
Muttering words she doesn't entirely understand and thrusting out her empty hand, she hurls a strong burst of air at the one getting ready to leap on her. It's shoved away with a yelp, thrown onto its side, and Nadine turns with a harsh grunt to help Jaskier with the one he'd first restrained. Everything is happening so fast. Her heart's pounding in her chest and it feels as though her blood has been replaced by adrenaline. Why are there three of them?
The third one, deterred by the vines, is already gathering itself for another attempt.]
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He might need to work on that.
At least he can see he prevented one of the wolves from attacking Nadine's back, and managed to get some deeply embedded thorns in its face for its attempt. Jaskier moves back up against her side, seeing all three wolves have been attack but not a single one has been dissuaded.
Jaskier removes the knife he keeps in his boot for the first time, he thinks, he's ever needed it. The decorated dagger Geralt gifted him some time ago. The one he does not really think about, particularly because he is not in positions like this.
He grips it tightly.] How quickly can you change? I could... I could distract them. You can outrun them.
[He shifts the vines close to them, circling them like a moving wall. They lash to threaten the wolves, but the only response is some twitching from their insect-like mandibles.] Can't you?
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[Nadine can't change without undressing, or at least not easily. It's happened and it always ends with her tangled and stuck in whatever she's wearing. Besides...]
Anyway, I'm the one with the sword and magic. But I have an idea to give us a head start.
[As touching and romantic as Jaskier's offer is, it's more practical for her to distract them. What if he got seriously hurt? But if she can just push them back, make it hard for them to follow...that should give them both enough time to get out of here. It'll take a lot of energy, but that's fine. She can rest when they're safe.
Already she's gathering her power, calling up the words she needs.]
I could still use a distraction, though. if you could maybe keep their attention? If they're all together, I can push them back with a good hard blast of ground that brings some rocks up. And then we bolt.
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[That was the one idea he had. He could possibly try holding them all down, but -- Nadine would likely have to carry him, which is not going to be easy when he towers over her.
He looks at her, both out of breath and surprised. She's calm -- calmer than he is -- a calm he mostly associates with Witchers now that he's seen them fight. It's. Good. It helps him.
At least distraction is what he does best.] Then we bolt. [He gives her a touch on the arm -- too soft for the moment -- and runs straight for the wolves, waving his arms as he screams. And yes, as maniac as it may seem, it's definitely worked in the past. Here, too, the creatures look perplexed, turning from Nadine to follow him as he runs right past them, red coat snapping behind him.] Come on, you little mantis shits! Follow me!