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
[Alucard doesn't hide the unhappiness in his voice. It sucks, there's no denying it, but it is a drop in the bucket compared to other things happening at the moment.
He keeps moving forward.]
I don't know. The well element could hide any number of things including what a rift looks like when it comes to the summoning ritual. I'm willing to bet that this has plenty to do with the Singularity, and I am starting to wonder if it may be a natural by product of the sheer number of summ--
[The dragonet is a surprise, and the little flip leaves him politely impressed. He addresses the dragonet directly, although he assumes Himeka will offer a sharp elbow if the dhampir errs in social norms.]
Thank you. I wouldn't say no to such an offer. Your name is...?
no subject
What would their respective factions do if they knew the anomalies could enter the Horizon? It's one of the things that separates the Summoned from the natives. As much as Himeka may like her neighbors in the commune, she doesn't trust them with that information.
Of course a dragonet decides to interrupt. They may not be living and truly holding wills of their own, but Himeka has certainly imbued them with enough precocious energy to make it convincing. She puts her hands on her hips as he happily tries to rein in a new customer. ("Customer" is loose, given that there's no system of payment.) ]
"Tohm Kha! I'm the manager!"
Oh, so you've been promoted?
"Yes, I'm in charge now. Come, come this way!"
[ Himeka gives Alucard a smile and shrug of apology, but falls into step behind the baby dragon as they're guided over to a bench of sculpted coral. It really only encourages this behavior, but she's ever had a hard time saying no to dragonets, even ones she's fabricated. ]
I taught them how to grill meats and they have been trying to rope in anyone they can. What were you saying about the Singularity?
no subject
They're going to just go along with it. Everything about her domain seems deeply in character at any rate. There's a bright, light attitude to the surroundings, and they did discuss fishing in the past.
Once on the bench, Alucard tries to continue is line of thought.]
I was saying that it is possible that if you tear enough holes in time and space on purpose, some could happen naturally, hence the current circumstances.
no subject
"Meat is always better on a stick", she'd said. And they took it to heart.
She plops down on the bench beside him and frowns lightly in thought, her tail flicking behind her. ]
So...you think that the amount of summonings that the factions have done may have just--opened up unintended pathways to our stars? Ones that they can't open and close?
no subject
[Aluard's eyes are on the meat stall, and the whole thing is fascinating to watch. The coals are hot under water, there's sticks involved, and the truth of the matter is it all smells quite good. He leans forward, contemplating.]
It is only a working theory. I can't say for sure with evidence, and the way the creatures are operating, it is difficult to say if there will be the luxury of time to do the actual research to prove or disprove the idea.
no subject
It fits, though. Unintended consequences always bring you right back down to reality, don't they? ]
Mayhaps the portaly things themselves can offer a clue?
[ She doesn't think herself much a scientist, but she had promised Viktor she would take a closer look at the aether signatures of the creatures that have come out of them. ]
Is there anything you recognize? Like, something from your star?
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[Alucard exhales, long and slow and worried about the whole of the situation. The meat on a stick is still forthcoming, and there are other bits of this to touch upon.]
The leadership of the Free Cities are more focused on the immediate threat rather than the why or creating theories. Am I correct in assuming it is the case for your leadership in Solvunn as well?
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But she wants to try--to make a concerted effort in an area that she may be able to do some good in. Normally she'd just say that other friends of hers, Y'shtola or G'raha mayhaps, were better suited and it was too bad they weren't here. But they aren't. No excuses. ]
Yes, that's pretty much the same thing--
[ Before she continues, three dragonets chirp and fly over to them with a bounty of various meats on sticks. ]
"'Tis done!"
"Yes, all different kinds as well."
"This one is fish!"
[ Which is self-evident given that the stick in question has an entire fish on it, but it's worth a bit of applause all the same, one which Himeka gives readily as she claps for her creations. ]
Well done! These look and smell delicious, don't they?
[ She accepts the batch offered to her and looks at Alucard like she expects him to do the same. ]
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[Cut off by the dragonets, Alucard watches what is offered. A whole fish on a stick is sure a thing that has happened. The culinarian in Alucard wants to offer a few suggestions for improvement, but the look he is given cuts that off at the past.
It would also be deeply obnoxious, and that Alucard knows without overthinking it.
So he accepts what is offered with a gently appraising eye, nodding in agreement.]
Well cooked and perfectly balanced on the stick too. Thank you all.
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...Similarly, she also knows how difficult it is for dragons to turn spits with their lack of thumbs, but they make due. For dragons, they are doing a fantastic job.
With the praise, the dragonets all do another little flip in celebration before returning to their stand. Himeka offers Alucard a grateful smile. ]
They really do their best. [ Eager to excel and eager to try. ] A particular dragon on my star had wanted to learn how to cook, so this is sort of in homage to her.
[ She misses Ehll Tou something fierce. A sassy, stalwart companion.
With that, she takes a bite and pulls a chunk of what tastes like dodo off of one stick. Chewing thoughtfully, she tries to remember where they left off. ]
--reactionary? Yes, though I wonder if they wouldn't think they'd need to prepare for something like this.
[ Which, random portals opening up and strange monsters coming through? She can't exactly blame them, but if they are dabbling in summoning people from across the rift, there could always be unintended consequences. The more she thinks on it, the more she believes Alucard may be right. ]
In the commune, the anomalies do seem to be targeting, like...shrines and other spiritual sites. Is there any commonality to where they're going in the Free Cities?
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Mmm. And yet after the kidnappings and experience with the cult...here we are again. Scrambling, although at least it isn't the same levels of life and death. A small miracle to be sure, but I still am ill at ease.
[This is survivable, at the very least. He hasn't been dealing with constant bugfuck terror this past week.]
If there is a pattern to where they're drawn to, I haven't noticed it yet. I find it interesting that the sites associated with worship are a commonality though. Is their intent harm upon arrival, or are they simply acting out of confusion, in your observation?
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[ Though is it kindness if it's something she'd want to do anyway? If there's one thing she's happy to impart on the world, it's a love of cooking, no matter the audience.
Alucard is right to feel off about it. It does seem that the reprieve between disasters has lessened of late and the stakes have been even higher this last time than they were before. The thought that the events could be connected shouldn't be overlooked either.
And how long will this continue? How long can the factions hold out? To squabble with one another is one thing, but this seems out of their control.
(She hopes it is, to some degree. To believe that it's their doing is another can of worms entirely.) ]
It would be worse if you felt okay with it, I think.
[ It's a small attempt at humor. She's in agreement with him. ]
From what I've seen, it seems to be confusion, but...I have to wonder if there's just ambient power or latent magicks at these places due to the amount of rituals performed at them. They do feel more dense than other places just out on the road. Mayhaps it's that alone that draws them in?
[ And, as if on cue...a deep, almost burping cackle echoes across the sandy courtyard between the rock and coral. Several little kojin flee from the east and even the three dragonets all turn around.
Himeka pauses, then blinks at Alucard. ]
That...isn't one of mine.
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[This whole thing just feels like an exercise in whack-a-mole. Eventually there will be a solution found - probably by Viktor - and then it'll have just been hwever many weeks of running around to put out small fires. Nothing about that is wholly new or surprising and actually that should be a point of concern in and of itself. There's a level of repetition that shouldn't be needed. Or present. Or anything.
He's not really feeling the humor at any rate, and Alucard's expression remains much too serious.]
Maybe you're on to something with the density. Actually, even if you're not, I like that as a metaphor that's--
[His ears twitch at the noise, and in a moment, Alucard is on his feet. That's not a normal noise and...
...okay, Alucard has no idea what he's looking at. While that is a novelty in and of itself. it is also nothing he has the time to indulge in.]
I don't think we can ignore it either.
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But this new visitor takes precedent over musings. Himeka turns to stand beside the dhampir and her brows raise up to the scales that line her forehead. ]
A...a hippo?
[ The likelihood that she would recognize such a creature is one that strikes her. ]
I haven't seen these since I was in Thavnair...
[ The hippo walks forward slowly, it's toed feet leaving imprints in the sandy bottom of the bubble. ]
...and it's huge!
[ It lowers its head, snorting loudly as it's nostrils flare. Himeka finds herself mirroring the motion without a second thought, as if in challenge. ]
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[Alucard squints. Guess who has never seen a hippo before, because why would there be any hippos in Wallachia? That would be very silly and weird and--
--Out of pure instinct, the dhampir's hand rests on Himeka's shoulders. A flared set of nostrils is not an appropriate response.]
Hold. We need a place to direct it to.
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--one that fades as soon as Alucard settles his hand her shoulder. She blinks, not quite tracking this ebbing wave of urges. ]
R-right!
[ Right. What does she know about hippos... ]
Well, they like water and they're surprisingly fast for their--shape.
[ Which, considering right now her domain is fashioned after water, mayhaps that's what brought it to them in the first place? ]
If I change the scenery, it could leave, but...if this is one of the creatures that's been causing trouble, we shouldn't let it go.
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Alucard considers this, looking around. Water? There's a thought, and he considers it further.]
Could we lead it to a water-based enclosure, and then add a lid on top?
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She perks up almost instantly--that does seem like a good idea! Surely this hippo wouldn't think to conjure up something in the Horizon like they do, right? Like...it can't do that? (Right?) ]
I know just the thing to entice it!
[ Do they have an enclosure ready? No. But she has an idea and that's all she needs. It only takes a moment as the hippo, blessedly, waits and seems to actually not be terribly aggressive despite the strange surroundings. But what Himeka conjures up is not an enclosure but some sort of wooden cart. ]
They love pulling these things. Wherever we put this it'll surely follow.
[ The hippo makes a burping noise. ]
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Alucard isn't sure he believes that Himeka's idea actually will be enticing. What he does know is that his eyes are on the hippo, watching for signs of aggression. He folds his arms, waiting and....
...he can't help it. The cart gets a side eye.]
Where have you seen it pull a cart before?
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In Thavnair, of course! There was a gang of Arkasodara that would race them but decided to start a courier service instead.
[ For her part, Himeka looks fairly proud of herself and places her hands on her hips as she turns back to face the hippo. Though it doesn't seem threatened at the moment, the size of it is definitely quite a bit larger than what she had seen in Thavnair now that she gets a better look at it. Mayhaps there's a better way to go about this, but...
...this is the Horizon. If anything, it's the time and place to try more outlandish ideas without (knowable) repercussions. And, frankly, this thing seems harmless in comparison to the demonic beast, shadowy nightmare, and giant walking skeleton thing she's faced already. ]
So if I start running with it, it will surely chase me in competition! Then you can capture it.
[ Yes, she's leaving the hard part to Alucard. ]
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Alucard isn't shocked that he has the hard part. He accepts it. Then looks ahead.]
What direction do you want me to move towards then? I can do what I can, but herding will be wholly on you.
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She points over to an enclave where a little counter has been set up, behind several manufactured "treasures" that she brought into reality from her memories of Tamamizu--gold, pearls, a doll, a suit of armor, a large bell, pillows, wine...anything considered "sacred".
Well, it's not really sacred in her domain. But what matters is that it's only go one opening, so there's a clear place where it could close if they can get the hippo towards it. ]
Over there! Don't worry about the things in it. It looks big enough to house him for a while, don't you think?
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Maybe this isn't the best idea.
Alucard exhales slowly.]
Would you mind if I attempted to create something that might serve us better?
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So she shakes her head. ]
Not at all, what were you thinking?
[ The hippo takes a few steps forward, nosing the sand and sending it flying with huffs from its might nostrils. ]
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[Alucard looks over to the same area that Himeka has been eyeing, and then exhales slowly. He knows what he wants. He wants an tank full of water. He wants it on a wheeled cart, and he wants the ramp up into the cart as well. That appears first.]
That way we can dump it out. Then the rest--
[Well, it is hard to disguise something as a mound of dirt, but Alucard tries his best.]
All we'd need to do is lure it into the tank and remove the ramp as quickly as we can.
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I think we can wrap
sounds good!