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.

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He's about to take a breath to yell Geralt's name when a -- well, he's not sure what else to think other than a handsome man comes out of seemingly nowhere, scares the shit out of as he yelps an "ahHHH!" and jumps back. Now, this is normally not his reaction to handsome men, but this is a harrowing moment for him.
Jaskier scrambles rather ungracefully to his feet, but he does not throw off the touch. He, in fact, may be clinging a bit to Claude in return, in a way that solidly puts Claude between Jaskier and where he last saw the wraith. Jaskier nods at the quesiton. (Of course he's recognized.)] Oh, am I ever glad to see -- [The name escapes him, and in his flustered state he can't remember if he's forgotten or not known in the first place] -- someone who looks like they know what they're doing.
[Oh. He knows Geralt. That changes things. (Or perhaps the handsome man can put two and two together, considering Jaskier was yelling his name a few moments ago.)] Shit. I thought he was right behind me, but... no, he wouldn't do that. He would've gone the opposite way. [With the light facing Jaskier's back, it would be -- oh, shit, who knows? All these bloody tunnels are connected!] Deeper in, I think, behind that last cave-in. [He extricates himself from Claude as if he never clung to him in the first place.] Shit. If he dies in here, his daughter is going to kill me. [Jaskier's worried hands crumple his hair. He could try to grow something, to move the rocks, but what if he causes another fucking cave-in?] I can't go yet. Without him. [His gaze snaps onto Claude.] Please tell me you have monstrous strength or something very helpful in this very particular scenario.
[Or something that will keep them very much both alive if that thing shows up again. And as Jaskier turns, he startles -- swearing he saw a wisp of black fade into the rock wall ahead of them.]
no subject
He's tired of caves and pits.
A less sturdy being might've broken a bone. As it is, Geralt pushes to his feet with a grunt, ignoring the bruises. At least he's on solid ground. Now how the fuck is he to get back up? Were it not for the wraith, he'd be less concerned. But Jaskier won't abandon him. As long as he's trapped down here, Jaskier will remain nearby, in harm's way.
Still. Fretting will solve fuck all. Geralt sheathes his sword, peers up the shaft, and considers. The mineshaft he's fallen down is wide enough, but there are plenty of narrow gaps and crevices. He isn't about to risk getting stuck in those. One thing a Witcher will never be made for is tight squeezes. So any winding, twisting passages are not an option. Once he's back where he started, he'll have to break free of the blockade, too, but that's a problem for the future. If he reaches it.
Either way, the only path up is...straight up. Resigned, he grasps what he can of the rocky wall and climbs. If fortune favours, the monster won't surprise him by hauling him off and tossing him down another thirty fucking feet. Though its absence leaves him uneasy. If it isn't with him, it must be with Jaskier.
Several feet above, he pauses to send a message to Jaskier. ]
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Geralt having gone in deeper makes sense as Claude glances that way into the tunnels' depths when Jaskier points it out, only for his attention to be caught by the mention of a daughter putting together a couple more puzzle pieces from what Geralt's told him. Now's no time to dwell on it while he sorts through the rest of the equally important info the other man's provided and then breaks into an easy enough grin. ]
No one's dying here today or getting left behind. That's a promise, or else I owe you a drink for it. Deal?
[ This is not much of a deal what with one end of that purportedly resulting in death, but - details. How to get out of here is still a question mark and not one Claude wants to openly dwell on. Not when he can recognize Jaskier needs a bit of a distraction for something in the future, especially since Claude has all intents of everyone getting out as close to unscathed as possible and a drink preferably with no death involved, and even though the alarm is incredibly justified. Whatever else Claude was going to add to that is put on pause temporarily when there's the sound of rocks tumbling... somewhere. The noise echoes too much for him to pinpoint where it came from though he stashes his bow on his back for the moment and switches to his sword despite earlier misgivings. ]
I do have a little experience with navigating the underground, and with battle in it as part of everything else. Between that and - [ with a glance at Jaskier on this next part since Claude's fairly certain of what he saw, but using his sword for its absolutely true use of prodding some smaller rocks to see about prying them loose becomes a priority before the monster returns from wherever it's likely to be lurking nearby - ] your ability to become a bird, we'll locate Geralt in no time. Now all we have to hope is our other flying friend doesn't make a grand entrance and upstage our rescuing plans.
[ His hopes are low on that, especially with it being almost eerily quiet around them, but that's a thought he'll keep to himself. ]
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I can't drink if I'm dead, but I'll bloody find a way, so I'm taking you up on that. [If he gets left behind, at least. And Geralt is -- well, sort of easy to leave behind, but he won't.
Jaskier lifts his arms and throws them back down again.] Well now you've said that, you've absolutely doomed us to the dramatic irony of it returning.
[And what he knows of wraiths, well -- it could be the thing is haunting some particular piece of jewelry or the location of its death, but it's also unlike any he's heard about from Geralt. If it's one of the creatures from the rifts, it could be from anywhere. It could do anything.
At least he can escape in said bird form, if he needs to. But Jaskier is not cowardly; he's resourceful. And leaving his newfound hero would be poor sport indeed.
He jumps when Geralt's words appear as he catches on the rocky wall to read it better, squinting. Shit. Why didn't he think of sending a message?]
[He turns back to Claude.] Well, he's still conscious, at least. [Hopefully he need not explain how he knows. Jaskier holds his hands out; between his fingers grow large, bulbous-headed mushrooms, which begin to glow blue, lighting the tunnel around them.] Here. Lead the way. I'll, er, bring up the rear. In which I mean I will scream if it pops up behind us.
[In response, down the tunnel echoes the sharp screech of claws on rock.
There it is. The fucking drama.]
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[ Unless something is chasing him, which goes unsaid. Then he should flee.
The same screech Jaskier hears bounces through the caverns. Where from, he can't say. The echoes make it tough to discern, though it sounds closer than he thinks it must be. That means it's up there, not down here with him.
Geralt climbs faster. The ridge he slipped off is within sight. Soon, he grasps the one sturdy bit of rock and hauls himself onto the ledge. Loose debris covers the ground; heavy boulders block the opening up ahead.
He presses his hand to the stone, debating if a blast of Aard will be effective or if the rest of the ceiling will come tumbling down. He's about to call out, to ask if Jaskier is there, when another shriek splinters the air. And this time, he can tell it's from behind the wall of stone.
Shit. ] Jaskier!
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[ Inane chatter about the state of Geralt to pass the time after he's thoroughly eyed the mushrooms appearing out of nowhere while remembering something Nadine mentioned to him in passing gets put on hold when the screech interrupts anything else.
Instinctively he reaches for Jaskier to pull him back - can't have that drink if anyone's about to get shredded into pieces - and vaguely registers a shout from somewhere before it's also buried in yet another screech following. It's not unlike the Demonic Beasts always having something to say, Claude thinks wryly, and might as well draw it out to make sure it stays somewhere they can at least see it. ]
Alright, alright already. We know you're here!
[ If the harrowing answering noise is anything to go by, that introduction shouldn't have been interrupted. The wraith blows past without doing anything besides dragging its claws very helpfully along the entirety of the rock walls, and Claude wheels in place to track it. Abandoning his bow was a good choice since there's not enough space to back up and take a proper shot like out in the open, and going about swinging the sword seems unwise.
Which leaves lifting a hand and readying wind blades as the phantom whirls their way, and Claude lets them fly. One blade flies wide and hits some of the fallen rocks to jostle them from being stacked so tightly. He doesn't notice that though considering the blades that do strike seem to indicate something about the cloak with the way it flutters, as if something happened to it, like -
No time to dwell on that since suddenly the monster's claws grow lots longer and Claude swears under his breath as he motions to a boulder large enough for them to both duck behind for the formation of the next plan. ]
Get behind that!
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He could become a bird again and be a much smaller, faster target, but he can't bear to leave Claude on his own fighting this thing with Geralt -- wherever the fuck he is. So Jaskier dives behind the boulder just as bright pink claws strike the air where he'd been a moment ago, chipping off a large chunk of rock that slides and falls to the ground, echoing.
He is not a fighter. But he can help. All along the tunnels burst the mushrooms out of the wall, lighting it as thoroughly as if torches lined the walls, giving Claude the light he might need to aim.] Whatever you just did -- I think it's tearing the cloak off! I suggest you keep doing it!
[It's better than nothing, either way, because if it keeps cutting through the rock, there will be no tunnel to run through.]
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Claude?
Before he can confirm it, he catches another scrawl along the walls. Light a what? What the fuck good would a signal do? He's trapped behind a barricade with a rock ceiling above him. He needs another way around, or so he thinks—until a heavy impact jostles some of the stones loose.
Geralt pauses. Glancing up, he assesses the ceiling once more. It looks sturdy enough. Most of the damaged structure collapsed behind him already. Either way, the wraith-like monster beyond the barrier is already shaking the place to the bones. If he doesn't help, the entire shaft might cave in whether or not he attempts to push free. He may as well. ]
Stand back.
[ He lays his palm against where the rocks shifted earlier. Then he sends a force rippling through the piled stone. Something moves. He does it again, hoping the rubble will break apart before the wraith splits Jaskier in half. ]
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Now's not the time as he calls upon magic of his own again while moving from the boulder they'd sheltered by to one closer to where their clawed friend watches. It almost feels like a dare, if he's not imagining that - and fortunately (or otherwise) that's the sort of thing Claude thrives on. It makes grabbing his next set of wind blades easier, this time to let them go one by one to force the wraith to go this way and then that. Jaskier's right: whatever happened before caused some kind of damage. So do these, and that's just the kind of help they need since he's under no illusions he's doing anything but buying them a bit of time right now.
It's enough for Geralt to arrive; Claude catches the command a second before the rocks nearby shudder in a way he sincerely hopes isn't an earthquake. That's probably to no one's advantage, but a closer but all too quick glance this time shows it's definitely moving with what sounds like a blow behind them and he takes a step back while bringing forth more blades to send down the length of the tunnel so the phantom doesn't get any ideas. Safety first. ]
Jaskier! Any chance you can make some of these mushrooms explode?
[ An equal chance of that helping or creating more chaos, but he's willing to risk it. For good measure, Claude sends one of the bursts of wind to where it sounds like Geralt's at on the other side as some kind of confirmation they're here, or assistance in clearing the rubble, or the smallest misdirection before the monster shrieks again. ]
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[He yells again as the wraith moves past, but this time it seems to be halfway distracted between Claude's blades hitting its body and the mushrooms sprouting around it. Explode. What the fuck kind of mushroom explodes? Jaskier could throw a basket of pierogi at the man, but he doesn't feel that's going to especially help right now.
The wall thumping near him, spilling bits of rock, is another startle. Stand back? Oh, thank gods. Geralt's close.] Keep distracting it!
[At least Jaskier can help with that. The mushrooms take care of themselves now he's grown them, so he crafts a flock of illusionary birds to circle the wraith's head, flying in and out between its hair and the brim of its hat, as he starts pulling rocks from the wall. One fighter in a battle is certainly not as good as two, and if he can get Geralt back out --
Another thump hits the rocks, and they break apart in a blast so sudden it reminds him of a magic explosion. Jaskier yells as he barely avoids a boulder falling upon his foot -- but what does fall into him is the Witcher himself, which is about as heavy as a fucking boulder, if you ask him.]
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It is not.
His ankle tangles with Jaskier's foot. A rock drops from above. Geralt instinctively throws himself at the bard to push him out of harm's way; they land in a heap together, stone and debris crumbling behind them. To the side, the sound of Claude fighting for his life.
Shit. He grunts, shoving upright, then grasps Jaskier's hand and hauls the bard to his feet. Another time, he'd have let it go. There are more pressing concerns. He recognizes Jaskier was helping dig him out. But he's just fallen down a mineshaft, climbed back up, and he is enormously tired. For once, his tongue moves quicker than his patience. ]
I said to stand back.
[ A massive claw swipes at him before an answer can come. Geralt ducks under it, flipping his sword in his hand as he joins Claude. He swings at the other claw, uncertain if he can dismember it but hoping it will do more than fuck all. ]
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[ Is Claude going to explain how? No, because that would've required him to consider what exploding mushrooms would be like for them in this tunnel rather than the would-be target of said explosion. For once his focus is too firmly in the present to consider the branching paths off that - maybe once they can drive this thing farther back. None of that stops him from giving Jaskier a wide grin while flinging another wind blade since, well - no reason he can't still entertain himself in a rather dire moment. Right? Right.
The birds appear and the wraith's confusion is an advantage he's incredibly thankful for, enough for him to feel confident in pressing forward even as the tiring part of using magic begins to wear on him. Not a moment too soon Geralt appears in a sudden burst of rock and clatter behind him, though he has to dodge that same claw as it sweeps across where they all are even as Geralt approaches with the flash of a blade. ]
Hey, good of you to join us. Have you seen this thing? [ Casually to Geralt, like they're looking at something out in the desert and not their possible end. But there's more to go with that inane comment; Claude follows it up by using some of his magic reserves to send a blast of healing magic towards Geralt and then Jaskier, enough to heal any small cuts or scrapes along with the feeling of being refreshed. Back to it then as Geralt's sword hits what sounds like something solid as Jaskier noted earlier. ] There's something beneath this that's not an illusion, if we can hit it hard enough!
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I wasn't listening!
[Clearly. Jaskier balks as magic suddenly touches him -- he hadn't even considered Claude had any healer training -- but he certainly won't turn it down. It heals all the bruised cuts on his hands and the twinge in his back, which is. Wonderful, actually.
And he uses that newfound energy to go back to hiding behind a rock. All of his energy is going into the distracting birds which the wraith is now swiping at -- with less claws than it started with, now that Geralt's sword has gone through them.]
You're both doing great! I'm sure it's almost dead!
[He has not a fucking clue.]
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[ Has he seen it before today? No. Has he seen it before Claude arrived and he was knocked down a fucking mineshaft? Yes. He appreciates the assisted healing, though he's too distracted to give it much thought. Helps that Claude has noticed what he did: that there is something beneath its illusory cloak. It isn't a wraith; it's a creature disguising itself. A magical construct of sorts.
The creature launches itself towards him, shadows fluttering. He rolls under it. Before he can retaliate, his medallion hums—a warning before the fissure beyond the mines becomes a gaping vortex. He can't see it, but he can certainly sense it: the magic, the stones that rattle and whip towards the tunnels exist.
The wraith must feel it, too. It unleashes a shriek, claws grappling at the walls to keep itself anchored. ]
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[ Not a joke seeing as these birds are helping keep him alive, after all, and they're still doing a fantastic job of being an added distraction from what Claude can tell in between strikes with weapons or otherwise. Maybe this won't be as difficult as it seemed since Geralt's swordwork has cleaved away parts of the wraith Claude thinks were there before even as its cloak swirls, and - no, there's definitely less sharp claws pointed their way. That's an improvement given that none of them know what they're up against; he's not sure if it's better or worse than facing off something from home.
What he's not expecting and should have is the sudden shift in atmosphere. Almost literally when rocks and grit go flying past them like something is pulling, and on instinct Claude goes to step by where Jaskier's crouched down as additional cover for whatever might strike since Jesper's corecloth means when a fist sized rock hits his side at a considerable speed Claude just huffs like it was a light shove. ]
Aim for its grip!
[ Something which might go without saying, but maybe with a concentrated effort they can send it flying towards that vortex. ]
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He can't do much without his own weapon, but he peers around the corner and gives the birds one order: attack.
They screech as one, divebombing the creature under its hat with claws and beaks. It may not feel pain, but even the little birds seem to chip away at its visage, those claws scraping further down the wall.
He already knows Geralt can take care of the rest.]
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Now is a good time to stay hidden.
He swings at the remaining claw. The tips slice off and the wraith tumbles backwards into the rift. Target swallowed, the fissure closes with a sudden rush of air. The trembling rocks grow still.
He exhales. He'd have preferred to kill it, but. This will do. His gaze scans over Claude and Jaskier both. Neither seem severely injured, and he offers his hand to help one of them up. ]
Are you okay?
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Already in the process of standing up, once he does so he moves out of the way for Geralt to help Jaskier. On the other hand, he's distracted by peering back to where the monster disappeared like that'll offer any answers; it doesn't. Instead he's just staring at - the potential for more collapsed rocks based on how a few are still slowly tumbling to the ground here and there. Perhaps the wraith merely knocked them loose on its way out. ]
I'm alright, but I think we might not want to linger for too long.
[ There's a few cuts and scrapes he's aware of that his Crest didn't get to, but they can wait. Possible further tunnel issues aside, they'd left chaos closer to the front of the mine and where those around had scattered. Claude's about to suggest heading back out once they're ready and if Jaskier's also still in one piece, but - the hazard of running deep into a cluster of tunnels is that all the surroundings meld together when he turns to squint back in the direction he (probably) came from. ]
Anyone happen to have left a trail of something to help us find out way back out of here?
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[Honestly, Jaskier could not care less that they didn't kill it. (Later he will be able to think of how it is now someone else's problem, which is terrible, but at the moment -- he cares about his own skin.) He breathes, focusing on that, as he carefully peels himself out from behind the stone, his birds fizzling out into little sparks that fade to nothing.
Jaskier takes the hand, standing unsteadily.]
Oh, I absolutely agree.
[That... is a very good point. Jaskier steps past them, catching his balance again, as he follows the line of glowing mushrooms he grew before. They spread out from a starting point along the wall, then go deeper and further into the tunnels, towards where Geralt tumbled out of.
Jaskier had been facing into the tunnels when he grew them, and so he turns to past the point where they seem to spontaneously have grown out of the rock.] Luckily, I did. [Completely unintentionally, thank you, but that doesn't matter right now.] It's this way.
[And he is very confident as he tips his head, leading them down the tunnel away from the origin point of the mushrooms.]
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His hip is a touch sore, but he's otherwise fine. What scapes and bruises remain will fade in a day or two. As for the wraith—
It's someone else's problem now. He'd be more concerned were this sphere not crawling with Summoned who can more than handle themselves. Wherever it's gone, he expects it'll face another match. Eventually, someone will kill it.
In the meantime, he's interested in going home first before something else tries to eat Jaskier. He needs to restock his supplies, anyhow. ]
Thank you. For keeping Jaskier in one piece.
[ He doesn't know where Claude came from, but he's glad the man was here. ]
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Of course. I generally prefer for everyone to stay in one piece if I can help it. Makes for better morale and all that.
[ He's kidding, sort of, except - also not really, considering this walk back would be Entirely Different if any of them weren't. It's also said in the same cheerful tone, one slightly more genuine now that the crisis immediately around them seems to be settled enough. The state of the mines might vary from that, not to mention that of the miners which is still a concern to him, but: file that under things that can wait.
Because what can't wait is the appraising gaze Claude next turns to Jaskier, then Geralt, and then back again. There's a familiarity there he doesn't think he's misread, and it wouldn't be the true experience of being (semi-)trapped in a small space with a too nosy man if he didn't ask questions. ]
You two happen to do this sort of thing often? I can't help but notice it seems like you have a bit of a routine here.
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[Of course he had to say something about it.]
Though I echo the sentiment. The amount of people who do go out of their way to save me is rather limited.
[Claude was just doing what everyone else should be. And because of Jaskier's chipper tone now, it might be evident that he isn't, as Claude suspects, new to this sort of thing. Monsters, certain death, etc. Though there's often less rocks.] Why, of course! Geralt's a Witcher, I'm a bard, it's like salt and... whatever goes with salt, usually. A good bard needs true experiences to write the words that will resonate with the most people, and most people really enjoy tales of chivalry, and violence, and monsters.
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He sighs. Is this what he gets for offering his friend's saviour some courtesy? ] Fuck off.
[ And there's no chivalry involved with a Witcher. Geralt does not correct Jaskier's embellishments, though a grunt suggests he has a few opposing thoughts. He supposes at this point, he's accustomed to the songs Jaskier crafts about his exploits. Makes him coin. Can't complain.
He continues onward in silence. The wraith leaves no blood, at least. No need to wipe his blade before he slides it back into its sheathe.
Blessed light. He can almost see the exit ahead. ]
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This? This he absolutely enjoys. ]
I've always heard from my friends who like to cook that salt brings out whatever it is you're putting it on, or however that works before a meal gets to a table, and that's certainly always seemed like what a bard does best to me. A good way to present those tales in question to make sure they live up to what they're based upon and then some.
[ Now that grin's turned to the witcher in question as he regrets none of this. This being everything from getting to hear some shorter stories from someone who knows Geralt well if the silence beyond the grunt is anything to go by, and it's not but a second later Claude turns back to Jaskier next. ]
I take it some of those songs I've heard at your performances are about Geralt, then? They seem like rather faithful retellings with all three of what you'd mentioned just based upon today.
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At least, he's fairly sure that's complimentary. Salt is the basis of keeping any food fresh, let alone tasting of anything. And without salt, they are among the animals.]
I love where you're going with this, thank you. I like to think of Geralt's hunts as the steak, and I'm the packet of very particularly and rarely acquired seasonings. [That is to say, what is steak without flavouring? Simply a piece of bloodied muscle. And Geralt, without Jaskier -- a poor man, dead in a ditch.
Jaskier hops over the next stone, neatly sliced through by the wraith, though he knows Geralt will grab him faster than he can fall. And yes, he expects it.] Ob, absolutely. The White Wolf, Toss a Coin, The Kikimore Fell To A Wicked Blade, Snow Falls On Bloodied Waters... Some of my best work. And yes. [He raises a firm finger.] They are absolutely faithful, with little revision, maybe some embellishments.
[And here Geralt can snort in kind.]
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think we can wrap it up around here? ♥