ABRAXAS MODS (
abraxasmods) wrote in
abraxaslogs2023-08-19 10:14 am
Entry tags:
- !event,
- abby littman; the lovers,
- adora; strength,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- bay kennish; the star,
- benedikta harman; the devil,
- cal kestis; the hanged man,
- castiel; the hanged man,
- catra; the tower,
- cirilla of cintra; the devil,
- claire fraser; the empress,
- claude von riegan; the wheel of fortune,
- clive rosfield; the tower,
- dante; the devil,
- dean winchester; the lovers,
- diana prince; the empress,
- eddie munson; the devil,
- eliot waugh; the star,
- finn; strength,
- gabriel; the wheel of fortune,
- geralt of rivia; the hanged man,
- henry creel; the hierophant,
- hilda goneril; the lovers,
- himeka sui; the fool,
- istredd; the high priestess,
- james t. kirk; the tower,
- jaskier; the sun,
- jasper; judgement,
- jessica jones; strength,
- jill warrick; death,
- john blake; the tower,
- jon snow; the emperor,
- julie lawry; the wheel of fortune,
- kaz brekker; the chariot,
- kell maresh; the magician,
- kyle; the hanged man,
- linhardt von hevring; the high priestess,
- louis de pointe du lac; the lovers,
- lucifer; the devil,
- matt murdock; the tower,
- michael; the emperor,
- nadine cross; the world,
- nanaue; the fool,
- nathan drake; the fool,
- nero (dmc); the chariot,
- nicholas d. wolfwood; the lovers,
- reno; the chariot,
- rhy maresh; the lovers,
- stephen strange; death,
- steve harrington; the lovers,
- steve rogers; the hierophant,
- thancred waters; strength,
- vash the stampede; death,
- viktor; death,
- wrench; the hanged man
EVENT #14: ANOMALIES - IC EVENT LOG
Event #14 - Anomalies
Over the last several weeks of summer, leading up to AUGUST 20, the appearance of rifts, and the subsequent creatures, has become a disturbingly common appearance. The average citizen has taken the changes in stride. Some have even integrated these creatures into communities as pets or beasts of burden. Nonetheless, these unprecedented appearances have resulted in rumors. Is the cause the Summoned? Have they carried a dark curse back from the Feywilds? Are the Old Gods offended?
A Coordination Post will be available for communications between mods and players. Report notable actions and events, or track Developments. Though we encourage you to take advantage, using the Coordination Post isn't required to participate in the event.
Anomalous Threats
Dubbed Anomalies throughout Abraxas, suspicion and curiosity turn to terror when much greater threats - called Anomalous Beasts - begin to fall through large rifts. Where did these creatures come from? Why have they arrived? And is this only the beginning of something far worse?
Arrival of the Beasts
The Anomalous Beasts tumble through open rifts that appear in set locations throughout Abraxas. You won't know where those rifts are at first, but it steadily becomes obvious as reports from locals come in. The beasts won't stay put, either. At random intervals, the rifts will suck the Anomalous Beast back through it and spit it out at another location somewhere in Abraxas. It might be in another city or in another faction altogether. It appears these beasts are not limited by borders.
Fortunately, each rift area only holds one Anomalous Beast at a time - so you won't have to face multiple threats at once.
Fortunately, each rift area only holds one Anomalous Beast at a time - so you won't have to face multiple threats at once.
Tracking the Beasts
Soon, you discover that the rifts are in stable locations. The beasts can go into one rift and out the other, but the area where the rifts appear doesn't change. You can use this to your advantage. Officials will set up portals to identified rift locations, allowing you to focus on an individual area - even if you can't predict which Anomalous Beast arrives from the other end.
Many of these locations are important to the locals. While confronting the threat, you'll want to minimize damage and casualties.
If you're tempted to try and go through a rift, you'll get a nasty shock that sends you flying back. Of course, if you happen to witness a native Abraxan attempt the same - whether out of fear or by accident - you might not want to try yourself: upon contact with the rift, any native Abraxans will be vaporized in front of your eyes. You should probably stick to travel via portals.
Many of these locations are important to the locals. While confronting the threat, you'll want to minimize damage and casualties.
If you're tempted to try and go through a rift, you'll get a nasty shock that sends you flying back. Of course, if you happen to witness a native Abraxan attempt the same - whether out of fear or by accident - you might not want to try yourself: upon contact with the rift, any native Abraxans will be vaporized in front of your eyes. You should probably stick to travel via portals.
Arcanum Effects
Each Anomalous Beast bears a glowing Arcana sign on its flank. Be careful if you match its Arcana - you may begin to take on the beasts' animalistic traits, absorbing its aggression, hunger, or fear. These sensations can overwhelm you, causing you to mimic its behavior. Is your will strong enough to resist? Or will you succumb completely, becoming one with the beast?
You can get help from another Summoned of a different Arcanum. They'll feel compelled to make physical contact, absorbing some of the effects into themselves and lessening its severity by sharing it with you. This effect will remain while you're near the Anomalous Beast - as long as it's alive - but with effort and help, you can mitigate it and overcome the powerful sensations.
You can get help from another Summoned of a different Arcanum. They'll feel compelled to make physical contact, absorbing some of the effects into themselves and lessening its severity by sharing it with you. This effect will remain while you're near the Anomalous Beast - as long as it's alive - but with effort and help, you can mitigate it and overcome the powerful sensations.
Types of Beasts
The types of Anomalous Beasts arriving might be familiar to you. Maybe you heard stories from another Summoned. Maybe you remember seeing it from your home world.
If you know what it is or its weaknesses, you can share this information using the Network or by word of mouth to help others defeat it. As for the beasts you believe have no way of being defeated? That may be true to your world. But you're in a different world now with strange powers, abilities you've never heard of, and spells you might've never seen before. These factors can change much. No matter the beast, there will be a way to defeat it.
If you know what it is or its weaknesses, you can share this information using the Network or by word of mouth to help others defeat it. As for the beasts you believe have no way of being defeated? That may be true to your world. But you're in a different world now with strange powers, abilities you've never heard of, and spells you might've never seen before. These factors can change much. No matter the beast, there will be a way to defeat it.
To review what characters will be facing and each beast's Arcana sign, see the List of Anomalous Beasts on the OOC Plotting Post.
Faction Assistance
While the factions have asked for your help given the overwhelming number of threats that arrived at once, the factions can hold their own in many battles. They'll be able to assist you, and familiar officials may even arrive on the battlefield. General NPC actions are outlined below. You can assume they'll come to your aid based on those descriptions as needed.
Portals to each rift location will also be established within the first 24 hours. While the portals won't take you directly into the fray, they'll be near enough that you'll have the chance to arrive on time to mitigate damage or confront the threat.
Portals to each rift location will also be established within the first 24 hours. While the portals won't take you directly into the fray, they'll be near enough that you'll have the chance to arrive on time to mitigate damage or confront the threat.
You can request more significant aid or resources from an NPC using the Coordination Post.
There is no influence requirement to make a request, but influence and your character's relationship with faction NPCs will be taken into account to determine the outcome.
There is no influence requirement to make a request, but influence and your character's relationship with faction NPCs will be taken into account to determine the outcome.
Thorne
In Thorne, assistance will come from the following:
◎ Jolene Sybell. Jolene will arrive at the front lines as needed. She has offensive spells but specializes in healing and medical magic. If you're wounded, she can mend you quickly or stabilize any grievous wounds so someone can take you to the infirmary.
◎ Soldiers & mages. Thorne's soldiers are concentrated in Borrel, while Castle Thorne has skilled mages. They'll be able to offer shields, offensive magic, and wards to help in any battle.
The Free Cities
In the Free Cities, assistance will come from the following:
◎ Marlo Reiner. The Prime Minister is as much a soldier as she's a politician. A former military captain, she'll direct the soldiers under her command on the front lines. She can provide cover in a fight or strategic advice. Her weapon of choice is a sword and a sidearm.
◎ The army. The Free Cities has the largest army in Abraxas. They'll be out in full force, providing combat assistance, protecting citizens, and offering medical aid. Any soldier will readily give you a hand on the field. If you aren't sure where you're needed, they'll direct you.
Solvunn
In Solvunn, assistance will come from the following:
◎ Isar Hart. Deeply devoted to the commune, the newest Council member will arrive with his ever-present companion Skaldi. A fierce and protective herding dog, she will fend off any threat. He's also followed by a few sheep that cast an unusual shadow. When attacking, they grow powerful ram horns and sharp teeth. Their muzzles elongate, resembling a wolf in sheep's clothing. Word is, Isar has a pact with Spyndlveiss, Guardian of the Flock.
◎ Elders and the Gods. Solvunn may not have a strong army or powerful mages, but they do have the Gods on their side. Elders will lead offerings and sacrifices - and the Gods will answer. While facing a threat, you might find something invisible blocks a blow or a wound suddenly appears on the beast. Though no physical presence arrives, you nonetheless feel the helping hand of something.
Ending the Threat
Resolving the threat involves not only defeating the Anomalous Beasts but also closing the open rifts. Fortunately, accomplishing the former will contribute to the latter.
Defeating the Beasts
Taking on the Anomalous Beasts is no easy task. You'll be faced with several obstacles while you fight them that might prevent you from defeating the beast: the rifts might suck the creature away before you can finish the job, you might be overwhelmed by your mind merging with the beast's, or you simply lose the fight.
In the end, one team will successfully defeat the beast. If you're one of the victorious, how you approach and finish the job is up to you. Take advantage of your surroundings, seek help and knowledge from other characters, and make creative use of your environment and skills.
And remember - defeating it doesn't mean killing it. The beast only needs to be subdued as a threat, whether through death or capture. Of course, once subdued, what happens to it may be out of your hands...but there's a chance that not all of them will be put down.
In the end, one team will successfully defeat the beast. If you're one of the victorious, how you approach and finish the job is up to you. Take advantage of your surroundings, seek help and knowledge from other characters, and make creative use of your environment and skills.
And remember - defeating it doesn't mean killing it. The beast only needs to be subdued as a threat, whether through death or capture. Of course, once subdued, what happens to it may be out of your hands...but there's a chance that not all of them will be put down.
Requests for a victory roll will be accepted until AUGUST 23 at 11:59 ET. Only characters who win the roll can kill or defeat the Anomalous Beast. Please see the OOC Plotting Post for more information.
Closing the Rifts
With each Anomalous Beast dispatched, you'll notice that the rifts in the world start to shrink. The effect is subtle at first, but with every victory, it's undeniable that the key to closing the rifts is to bring down the Anomalous Beasts climbing through them.
Not every beast must be killed, but the majority of them should be for the rifts to close completely. By the end of the event, all of the rifts will have closed.
Not every beast must be killed, but the majority of them should be for the rifts to close completely. By the end of the event, all of the rifts will have closed.
Across the Rifts
Each rift opens in a particular area. Each Anomalous Beast will have a "first sighting" at a specific location. Reports will surface as rumors, victim statements, and witnesses. Regardless of how the information comes to you, it likely catches your attention. Perhaps you hear a description that sounds chillingly similar to a monster you've encountered in your past. Maybe you're worried that the area has innocents who need to be protected. Or, maybe you're merely excited about a potential new species.
The beasts will move from rift to rift - not by choice. You might catch the one you're chasing when you arrive, or you might find yourself facing something unexpected. Your task isn't just to kill the beasts - the areas will need protecting, too. You'll have to work with others to do so. You could, for example, decide to have someone distract the beast while you evacuate an area.

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

[ Click the image for a larger version. ]
Each location is assigned a number that corresponds to an area labeled on the map above. Characters will have access only to their faction's territory on the rift map.
Kingdom of Thorne
◎ Castle Thorne (1) | IMAGE
Security in Castle Thorne has always been paramount. The thought that something could get within the castle walls is unheard of. Fortified by the kingdom's military and strongest mages, and boasting the host of the majority of Thorne's Summoned, it should be ready for any threat. That is, until something monstrous appears right outside the city's borders. Locals claim it slinks by on large tentacles with a single massive eye and a sense of foreboding.◎ Frostwurm Tunnel (2) | IMAGE
Located northeast of Hayle, the snow-covered peaks are the perfect habitat for the Giant Frostwurms that provide valuable healing crystals. They burrow deep into the rock, creating a labyrinth of large tunnels. While the last time the Summoned were in those tunnels was not by choice, this time, you're asked to help protect the Frostwurms from what witnesses are claiming is a dragon or a very large wyvern. Except...dragons haven't been seen in Abraxas for many decades.◎ Whitehill Village (3) | IMAGE
Due to the crystal's hallucinatory properties, the Summoned will be provided protective shield to prevent them from breathing in the air. The shield is invisible, causing the air around them to shimmer slightly. Be careful not to damage it in any ensuing fights.
A quaint village, Whitehill is an insular community established for many generations. Well-read despite their economic class, residents of Whitehill pride themselves on their magical knowledge used to help cultivate the Snow Petal, a rare flower that blooms only in their valley. Highly sought after for potions and elixirs, a small garden patch has already been destroyed by what appears to be a corrosive substance left behind by a large black wolf or wildcat. Residents fear this strange blight could devastate the elusive Snow Petal.◎ Dukewood Lumber Mills (4) | IMAGE
Deep in the forests east of Nott sits Thorne's most profitable lumber mill. The sparkle of magically powered saws keeps the mill running at all hours. Although the land is owned by an aristocratic family, its residents are working-class. They earn a meager living for their families and fear not only for their livelihoods but their lives. Whispers of a shadowy figure with sharp claws spread through the workers, who remain on guard as they try not to let superstition get the better of them. Unfortunately, a few may be too far gone. They're even beginning to insist that the figure is...wearing a hat?◎ Southern Farmlands (5) | IMAGE
The rolling hills east of Borrel are some of the most fertile land in Thorne. With harvest season drawing near, fields of green turn to amber for the most plentiful of crops: wheat. However, an unexplained fire in one of the fields has raised the alarm. Talk has arisen of a strange silvery creature wearing a crown. Witnesses claim it sits on wagons and anything that looks remotely chair-like. Or perhaps...throne-like? What could it be? Does it have anything to do with the fire?◎ Southern Mountains (6) | IMAGE
This winding path between the peaks is an important trade route that cuts towards Borrel for those unable to cross the waters. While dangerous, many seasoned merchants will take this path to save precious time. Lately, though, the dangers seem to be much greater. Injured men stumbling out of the mountains claim their friends were torn apart by a multi-limbed insect the size of a full-grown gryphon. One describes black horns, while another insists it had hands grown over its torso. Whatever it is, it's hungry.◎ Fishing Docks (7) | IMAGE
Home to dozens of fishing boats and trawlers, the docks and its nearby fish market are the lifeblood of Nott. These fishermen are skilled at traversing the lake - so it's unusual that one of them has gone missing. Whispers say the man was dragged under the waters by lurking black tentacles. Many are afraid to venture out again, claiming that something in the lake is watching them.
The Free Cities
◎ Fomalhaut (1) | IMAGE
Though the port city is a fixture in the Free Cities, no one is granted permission to approach the heavily guarded barricade that leads into Fomalhaut. A large sign reads NO TRESPASSING! Official Travel Only Beyond This Point! Another reads Deadly Force Authorized. A third states simply DISEASE. Fortified walls and barriers protect the valuable machinery powering the shields that enforce the quarantine. Lately, tensions have heightened due to heavy bipedal tracks and reports of a moving metal statue. A breach in the shield could devastate not just the Free Cities but all of Abraxas.◎ Northeastern Mountains (2) | IMAGE
These sharp peaks span past most of the Free Cities' territory. The smaller mountains near Aquila are popular for mountaineers, geologists, and engineers looking to test their newest inventions at higher altitudes. Finding abandoned equipment is not uncommon. Recently, many travelers have fled the mountains, escaping an invisible entity that haunts the area. One scientist who returned injured insists that he doesn't believe in spirits but says that "an unseen force" caused him to slip and fall.◎ Andromeda Bay (3) | IMAGE
A popular destination for rest, the waters of Andromeda Bay are a welcome reprieve during the hot summer months. Except, the crystalline blue waters have grown tainted with a pungent stench. People are fleeing the shores, warning each other that the a tentacled swamp-fish with a gaping maw has overtaken the bay. Locals fear this disruption to tourism will impact their livelihoods. Meanwhile, biologists are concerned the foul waters will disturb the delicate ecosystem.◎ Cadens Barracks (4) | IMAGE
The barracks are familiar to most of the Free Cities Summoned. Now, the usually bustling and tightly run military hub is in a state of high alarm. Few soldiers are out in the open. Barracks and rooms feature hastily boarded windows and doors. Here and there are splashes of blood. Any soldiers out and about have their weapons at the ready. Injuries appear to be bites and vicious claw marks. There are ominous whispers of, We can't even see them.◎ The Badlands (5) | IMAGE
With frequent dust storms, difficult rocky terrain, and extreme heat, the Badlands are the last place you want to be. Most know better than to venture towards its heart. Bandits occupy only the more habitable edges around the area. The few souls who brave the landscape are hardened survivalists or soldiers on patrol. You should take their grim reports of a new fearsome creature seriously. They say it bursts out of the ground and spits deadly acid - melting one individual to the bone. Though the Badlands houses some of Abraxas's most dangerous beasts, this one appears to be new...and it might be coming closer to the city.◎ Farhill Mining Camp (6) | IMAGE
The Farhill Mining Camp is the largest mine in operation. Rows of cheap housing are pressed together with little care, sitting dangerously close to the mines and the fumes that come with them. Jagged hills of varying height and stability make traversing the mining area tricky. Citizens of all ages work the mines daily, with children able to quickly squeeze through small crevices. The ground often shakes with the rumbling of machinery, but recently something else burrowed beneath has been sending quakes throughout the mine. Unusual dragonfly-like insects, glowing green, have also swarmed the area. With operations refusing to cease, a collapse could be disastrous for everyone involved.◎ The Red Path (7) | IMAGE
Named for its iconic red sand on the surrounding hills, the Red Path leads to and from Libertas. Known for being relatively safe, merchants, travelers, and hiking enthusiasts frequent the Red Path for its beautiful scenery. When reports of frequent animal attacks begin to surface, word spreads quickly. Merchants now take the road warily, and many refuse to hike it. Surviving witnesses say the creature's enormous white bulk stands out starkly against the red landscape. Most injuries consist of burns, and scorch marks mar the area.
Solvunn Commune
◎ Tertiary Settlement (1) | IMAGE
The Tertiary Settlement is a rough place to make a living, but skilled fishermen have learned to thrive. Rundown wooden houses dot the shoreline as boats row out in the hopes that this day's catch will be the one to feed several mouths at once. Lately, the fishermen claim that an unusual leviathan has been spotted in the waters, something massive and grey. Unlike most leviathans, its teeth are blunt, and it doesn't seem to dive deep under the sea.◎ Shrine of The Maw (2) | IMAGE
This wooden path lined with dark runes leads to a foreboding tree on a hill. This tree sprouts no leaves and sheds no bark. At the base of its trunk are lit candles. Old and new wax alike stains the tree's roots. This tree is the central shrine to Dyvoraetiir, Herald of the Maw. Dyvoraetiir consumes hopes and dreams, sending those who offend into despair. Intriguingly, the reptilian rock-like creature spotted here is not the threat it should be. Instead, witnesses say it's sluggish and disoriented...and other beasts who arrive through the rift will exhibit similar symptoms. Commune elders fear this is a sign of an angry god. They're desperate to protect the area from further disruption.◎ The Offering Grove (3) | IMAGE
East of the Secondary Settlement is a popular ritual site. A winding spiral leads to the grove's center, where a large offering bowl sits. Offering bowls are common in Solvunn, but the Offering Grove hosts the largest bowl. Made from sanctified metals, it never rusts or erodes. Many travel to this site to make crucial requests or as a show of penance. Because rituals may take several days or longer, many are reluctant to undo their work and refuse to leave the site, despite the glowing pink light that shines from the shadows.◎ Mountain Ritual Site (4) | IMAGE
Halfway up the cliffs is a small rounded platform. Crafted to divine truth and one's true path, this is where many seek their answers. The mountain air is said to provide a person with clarity and even visions. Elders have grown concerned by returning visitors who say they've glimpsed the face of a new God, a hulking figure with a decorative mask of hanging tassels.◎ Forest Shrines (5) | IMAGE
Several shrines make their homes in the Solvunn forest, dedicated to Gods you might've encountered or heard of. The most popular shrine caters to all Gods of the land. Sacrificial bones rest beneath the arched altar, bones that locals whisper are moving. Elders fear not only upsetting the Gods but damaging precious and ancient shrines that served the commune for centuries.◎ Feintak Ritual Site (6) | IMAGE
If you were here last June, you might've taken a journey to the hills just outside the Primary Settlement into a small wooded area that hosts a plethora of unsettling statues. Called "Feikinstaftaka" in the old tongue, locals refer to it as "Feintak" to avoid invoking the power of its true name. Used to remove high-level curses, performed only under the guidance of the Solvunn Council, this sacred area keeps a tight lid on dark magic - magic that could spell disaster should it be unleashed. Unfortunately, that might've already happened: a walking figure shrouded in shadows has been spotted in the area, and no one knows what it means.◎ Abandoned Settlement (7) | IMAGE
A popular trading route skirts the edge of this swamp. Well-worn and overgrown, the few homes still standing are in disrepair. Despite its foreboding appearance, the swamp hosts small creatures said to be servants of all nature gods. Playful and harmless, they emerge to seek treats from visitors. They might be recognizable to a group of Summoned who undertook a delivery quest several months ago. Locals say the spriggans won't come out anymore, as if they're hiding. A small pile of crushed pebbles suggest a few have met an unfortunate end. Witnesses report stomping and a disturbing growl from deep within the swamp.
The Horizon
The world outside is not the only realm in chaos. Anyone who enters the Horizon, whether to retreat, recoup or connect with allies, will find unwanted visitors. Anomalous Beasts will appear here as they do across Abraxas. Their presence might damage your domains or cause unwanted environmental changes that you must contend with.
Unwanted Visitors
The Horizon is an unfamiliar landscape to the Anomalous Beasts. Unlike the Summoned, the beasts won't have the sentience to understand it. Their entrance is involuntary. They won't know how to leave on their own and will wander through the domains as if those spaces are real, reacting how they normally would to any sudden appearances or threats.
Of course, as the Summoned, you have full control of the Horizon. As you observe the Anomalous Beasts that appear, reports from outside begin to make one detail clear: when an Anomalous Beast is active in the Horizon, they're asleep in the real world - and will stay asleep unless they "die" in the Horizon or are disturbed outside. Maybe you could use this to your advantage?
You can use the Horizon however you wish, but some possibilities are:
Of course, as the Summoned, you have full control of the Horizon. As you observe the Anomalous Beasts that appear, reports from outside begin to make one detail clear: when an Anomalous Beast is active in the Horizon, they're asleep in the real world - and will stay asleep unless they "die" in the Horizon or are disturbed outside. Maybe you could use this to your advantage?
You can use the Horizon however you wish, but some possibilities are:
◎ Coordinating with teams outside the Horizon to keep the Anomalous Beasts occupied and asleep in time for an ambush.
◎ Killing the Anomalous Beast in the Horizon will force it to wake abruptly. If done correctly, this will be advantageous, but if done incorrectly, it might cause more chaos.
◎ Studying the strengths and weaknesses of the Anomalous Beasts in a contained environment before approaching it in the real world
The Domains
The arrival of the Anomalous Beasts will impact your domains as they travel from place to place. Important fixtures or buildings might be broken or torn. Created animals or pets might be crushed or injured. Ominous wisps of malice linger like a foul friend amidst the wreckage.
Direct damage is not the only possibility. The Horizon is constructed from memories and influenced by emotions. As a result, the presence of the Anomalous Beasts can cause unwanted shifts and changes to your carefully constructed space. You may find a once peaceful area of your domain has grown twisted and dark from a hellish Anomalous Beast. Maybe a beast associated with fire has manifested pools of magma.
As is the case under all circumstances, any involuntary effects on your domain will cause a sense of unease, and you'll feel compelled to fix it. If you have a weaker connection to the Horizon - either because you don't go in often or don't create much inside it - you'll find these changes harder to mitigate.
On the other hand, if you have a stronger connection to the Horizon, you'll have an easier time retaking control of your domain and reversing the damage.
Direct damage is not the only possibility. The Horizon is constructed from memories and influenced by emotions. As a result, the presence of the Anomalous Beasts can cause unwanted shifts and changes to your carefully constructed space. You may find a once peaceful area of your domain has grown twisted and dark from a hellish Anomalous Beast. Maybe a beast associated with fire has manifested pools of magma.
As is the case under all circumstances, any involuntary effects on your domain will cause a sense of unease, and you'll feel compelled to fix it. If you have a weaker connection to the Horizon - either because you don't go in often or don't create much inside it - you'll find these changes harder to mitigate.
On the other hand, if you have a stronger connection to the Horizon, you'll have an easier time retaking control of your domain and reversing the damage.
This aspect is optional. Impacts on your character's domain, if any, are entirely up to players. Characters can also help each other rebuild their domains.

no subject
He's aware that he might have strongarmed Hilda into this. It is probably something they should talk about later - limits, boundaries, what feels safe - but there are greater problems to attend to right now. Just because one proves excellent at running an arts building doesn't mean they're going to be experts in a fight, no matter what Jaskier's said.
The Thunderjaw has decided to move forward, near a narrowing pass of rocks that lead right to the city of Formahault.
A sudden flurry of bats all converge to smack the thing on the nose. Annoyed, the thunderjaw turns to see Alucard there, floating and waving a sword. A second swipe at the thing's face gets it to turn around to roar properly at the distraction, and so the chase begins with Alucard in the lead followed by a pair of snapping jaws.]
no subject
The ground begins to shake under her feet as the Thunderjaw begins its charge against Alucard and they both quickly close the distance between where they are and where she's hidden. This isn't the first time she's been in a fight since arriving here, but there's something distinctly more terrifying about this hybrid creature bearing down on her instead of a bear, boar or masked cultist. Maybe it's because there was at least familiarity with those other creatures; there's barely anything she can recognize here.
She bolsters herself before she can chicken out or think about this could all possibly go sideways. Without a second thought, Hilda steels herself, darting out after the Thunderjaw and Alucard away from Formahault and towards the craggy landscape of rocks and desert.
The bait is enough though and it lumbers after Alucard, snapping its jaw uselessly at air. When that doesn't seem to work, a loud whirring sound suddenly sounds from it and Hilda watches in abject fascination as several balls of light its back begin to charge. ]
Alucard!
[ There's nothing she can do from behind. With distance still between them she can't even try to hop onto the thing's back - not unless she can somehow get to high ground and leap - which is a stupid idea if she ever thought of one. Why wasn't Waffle here to help out with the lack of height and speed? The uncomfortable feeling of static prickles and dances at her fingertips and she reaches out roughly to where the light is beginning to form. Lightning bolts down from the sky as she curls her hand into a fist - but it doesn't seem to do much to the creature except annoy it as it whirls around, to find the source, tail swinging wildly out towards the outcropping of cliffs around them and connecting with the rockface. ]
no subject
From his height, it is difficult to make sense of the motions Hilda makes until the bolts come down from the sky. Alucard's seen magic before, but he never knew about Hilda's ability to do....whatever this is.
The tail slams into the rockface and there is a shake of the earth. Nothing falls loose, but it could yet.
Alucard does not cry out to demand to know what Hilda is doing. He sticks with the original plan, which now means gliding past the thunderjaw in the other direction, buying Hilda time to do whatever it is she plans to.]
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Unfortunately it's hard to deny the existence of something when it's a matter of life and death. And it's also unfortunate for Alucard to assume that Hilda had a plan beyond trying to stop it from attacking him because she didn't. The small victory of prolonging a light attack is short lived because its mechanical eyes dart about trying to find the source of the irritating prickle on its back. Right. The plan.
She still has no idea what makes her more scary than this towering creature but she's here and that means she has to try and make it pay attention Alucard. Hilda takes a running charge towards it aiming right for its leg and she feels the rush of thunder again, similar to when she had fought the hydra with Shepard. Her axe rattles in her hands and it feels like an oncoming storm as the axe connects with metal. Sparks fly. A reverberation rattles its limb all the way up to its hip where the Disc Launchers shake. It staggers letting out a cry of confusion whirling around once again and setting its sights on the vampire. ]
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The thunderjaw responds to the inflicted wound though, and the time for contemplation is over. It whirrs, and Alucard lunges at the thing's face to make sure he has the full attention of the creature. There's a swat at the dhampir, and he smirks. He's the target again, and they have the thing facing the rift in the right direction.
Alucard flies, and the thunderjaw follows, now angrier than ever about the pain in it's limb. To say it flails is incorrect, but the movement shows that Hilda's strike has been effective.]
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She's so concentrated on trying not to get trampled by its feet that she barely has time to recognize that the cry it lets out is one of rage and confusion as she darts away. It moves fast, turning again on Alucard to give chase thinking that it must be the flying prey that stays just outside of his reach.
The last place she wants to be is by its feet because getting trampled is a very real risk but it's the best place to keep it on track after Alucard and away from the city. The thunderjaw charges after him causing the ground shake beneath her but she stays upright before giving chase. An angry mechanical whirring sounds as it lights framing the sides of its face as it readies to fire off more bolts of light towards him. ]
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He keeps moving. The whirr tells him what is about to happen, and confidence tells Alucard he can dodge it.
And he does, until he doesn't and a straggling beam of light catches his left leg suddenly. It is the jolt of electricity that surprises the dhampir and sends him downwards, landing on the thunderjaw's back. His shirt dangles off of some of the plating, and for a moment, there's no movement from Alucard.]
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Despite her best efforts to dash and keep up with Alucard and the beast, it still remains that she’s weighed down by an axe and at a disadvantage because of her short legs. Hilda can’t quite recall the last time she had to fight on foot and she so desperately misses Waffle in that moment for the mobility he afforded her in instances like these.
The incessant whirring only grows louder, angrier and Hilda watches in horror as it clips Alucard in the leg. His floating body plummets and she lets out a shriek that is both fear and rage as his body hangs there off the creature, unmoving. The Thunderjaw doesn't seem none the wiser, still looking for the annoying flying thing.
Without thinking she charges forward alongside the Thunderjaw with little disregard for being stomped on. As she runs she draws lightning down from the skies in her wake to keep it running forward as she lines herself up under where Alucard's body hangs. ]
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The Thunderjaw whips around as it senses electricity in the air that it has not created, and the sudden movement is swift enough to dislodge the dangling dhampir just as he is about to make an attempt to float.
He doesn't flail in mid air. That would be undignified, thank you. Alucard works to get his own floating capabilities figured out while he tries to aim for Hilda, accepting that the speed and shaking off being electrocuted might not be as straight forward as he'd prefer. In the last few moments, it snaps into place. The descent slows, but only by a hair.]
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It doesn't matter that he's a dhampir and could probably survive a fall like that where a normal human like her couldn't, or that if he did hurt himself he'd recover quickly. All she can think about is that she just didn't want him to be injured in any way, shape or form and that her heart might very well crack if he did. Another jolt of electricity shoots down from the sky into the ground not too far behind where Hilda runs, causing the Thunderjaw to let out an enraged screech. It's by design - at least she hopes it is. She hopes it will be enough to get it to veer a little more to the left of where she is so she can safely catch Alucard and drag him out of the way.
Her mind barely registers that Alucard is falling at a slower rate than a body should but she braces herself anyway. When she makes contact with his body, she immediately curls him protectively into her, pink eyes wide and panicked when she realizes his conscious. Whatever relief she feels is short-lived. The Thunderjaw rounds on them, tail lashing out into a sweeping arc, shattering stone and kicking up dust, leaving Hilda no choice but to continue barrel roll into the ground with Alucard in her arms in the hopes that they don't get hit by debris or a metal tail. ]
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He's so, so glad his sword is sheathed right now.
The very last flick of the Thunderjaw's tail manages to crash into rocks rather than either of them. It allows for scant breathing time, and for Alucard to very cautiously look up at Hilda.
And the fact the Thunderjaw is dashing towards them.]
Thank you. And my apologies.
[Because as much as he would like to breathe in this moment and thank Hilda more profusely, the Thunderjaw kills the moment. Two polite hands gently maneuver Hilda off to the side, and Alucard is in the air - this time as bats.
The bats shriek and slam into the Thunderjaw's face, hoping to blind it just long enough for Hilda to gain some distance.]
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But of course he's gone again in a flurry of wings, doing the equivalent of what she assumes is a cloud of bat's punching something in the face. It seems to work. The Thunderjaw thrashes at this sudden clouding of its vision and it lets out another roar. Its head manages to bat one of the bats away, but more return to take its place. Hilda pushes herself from the ground before darting off again seeing the opportunity he had created for her. There's no time to think about skinned knees or elbows, not if she wants to avoid being trampled underfoot.
Hilda rushes alongside the Thunderjaw - the rift is close, she sees it - and she hopes belatedly that the device Viktor had given her hadn't been damaged in the fall. Another clap of thunder sounds from behind them, sending it careening dangerously close to her because of the bats obscuring its vision. A ferocious sound leaves her lips as feet come stomping close to her and she swings her axe instinctively downwards.
Maybe it's the force from her frustration behind this entire situation, or maybe it's just sheer luck that her blade connects into a thinner part of the machinery - whatever it is, it's enough to slice through its foot, pinning it briefly to the ground. The creature lurches, caught off guard by one of its feet being momentarily pinned before stumbling forward as she heaves the axe from its perch. The force of her axe swinging upwards distracts her from the flailing foot that swings forwards as the Thunderjaw attempts to right itself. It clips her and sends her rolling forward into the dust with a cry. ]
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A thought best left unfinished. The bats swoop down to Hilda, taking Alucard's form with arms outstretched. Hilda's not going to be saved from a roll in the dust, he's good but not that good, but he is beside her and quick to pull them both beside a small rocky outcropping, away from a Thunderjaw now stomping in fury that it has been pinned.
He doesn't think. He starts dusting Hilda off.]
Is anything cut, bruised, hurting in any way?
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And being squished could very well mean the end for her and that's the last thing she wants. Before she can make a move herself though, she's suddenly wrapped up in arms and being dragged off to the side and temporarily out of harm's way.
Her eyes are wide as Alucard fusses. ]
No? I don't think so?
[ Adrenaline is talking. There's dirt smudged on her face, her knees are in fact a little bloodied and bruised and she'll feel the effects of the knock of metal against her skin later. There's no more time for that though. Still furious that the little bats are no longer there, the Thunderjaw realizes where its prey is. Another sound of machinery whirring, revving up for something sounds as it lets out another furious roar.
There's no way for Hilda or Alucard to know that the next attack is a set of honing laser beams about to be blasted at them but it fires off, the only thing protecting them for now being the small outcropping. Her eyes widen, this time in realization and she looks panicked towards Alucard. ]
We have to move that doesn't sound good!
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He hears the same set of noises. Considers where they are relevant to the rift, and what a trajectory might look like.]
We need to go left, otherwise we'll get rocks blasted at us as well. Grab onto my arm and do not let go.
[His right arm, which is offered to Hilda just as the dhampir stands up. His sword is in his left for now, and as the Thunderjaw revs up for another laser blast, Alucard moves.
He's careful to be human paced. The rift is also towards the left, and if the thing can accidentally hit the rift with the beams, then maybe it will do something. If nothing else, they'll be close. Alucard has no qualms in sending Hilda to get back up now, the creature being nearly at the target spot.]
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Do you really think I'd let go of yo -
[ The rest of the sentence is lost to a rather undignified yelp as she's suddenly pulled along at an almost breakneck speed. It forces her to close her eyes instinctively as dust and sand is kicked up around them. Just in time too. Had they moved seconds later, the rock shielding them would have hit them as it shatters into pieces, sundered apart by the lasers. Hilda's eyes flutter open and she doesn't have to turn her head to know that the Thunderjaw is fast on their heels.
The rift swirls ahead of them, ominous and crackling. Of course she still thinks backup is still a good idea but they're apparently on the same wavelength: they're so close. Craning her neck up Alucard, there's a glint of determination to her gaze that hadn't hadn't been there before. A crackle joins the air and the sound of the rift as a storm cloud brews overhead. She has enough energy to keep the thunder urging it along if she has to. ]
We have to get it to keep chasing us. Can you make it look like we're going to go through it?
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Can you get the lightning to land right behind the thing? If we can make it jump in surprise, then the rift'll do the rest.
[It is a working theory, at least. Alucard's confident in his ability to make it happen from the sound of it, but he's not let go of Hilda's arm yet.]
If you can, I can fake the rest.
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I can try.
[ She cranes her neck around to get a better look at the Thunderjaw that continues to rampage after them. It's maw opens wide and Hilda wills everything she has into not one but several lightning bolts. One blasts the nearby rockface, sending rubble raining down on them, another the clifftops above them, but another strikes behind its feet. It has its desired effect and it howls, charging forward at them with a burst of speed. ]
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Fifty paces to the rift, thereabouts. At least that is what Alucard tells himself as he runs, the Thunderjaw behind him. The ground shakes now. The rift is so close.
Twenty.
There's another roar, he can hear the clicks.
Ten and--
--it is hard to describe what it is like to watch a whole Thunderjaw suddenly be sucked into a Rift. It thrashes. Flails. Tries to escape the gravity and then...
....quiet, with Alucard staring upwards.]
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After a moment she realizes she's still holding onto Alucard's arm, tucked securely into his side. It's enough to take her out of her stupor and she lets out an exhausted, brief wail as she untangles herself from his arm. Her axe drops to the ground (well away from toes) as she doubles over. ]
That was way too close! I'm going to take a nap for the rest of the day.
[ As is her nature, some of it is dramatics, but she really does mean it. She hasn't forgotten about the torn fabric of her pants, or that her knees are bloodied and ripped from her fall. The faint throb in her elbows and her ribs also give the impression that she's going to be dealing with some sort of lingering pain later too. Hilda spares him a worried glance through her lamenting. ]
Are you okay?
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[Alucard knows that this is half dramatics and half genuine. They're both running on an immense amount of adrenaline, he can smell blood coming from Hilda's cuts, and even he can admit that this was an tiring fight.
Gentleman Alucard is, he extended a hand towards Hilda's axe so that she does not have to shoulder the weight. It is polite to wait to be given permission to handle someone else's weapons, even if they're on the ground.]
I'm fine. Being hit by lightning was a novelty though, one I don't care to repeat.
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[ She isn't above throwing herself into the dirt and refusing to move to make a point. Her clothes are already dusty and torn – what's a little more? All the more reason to have Waffle here so she could fly back without needing to walk on foot.
But then Alucard extends his hand towards the axe. Putting two and two together pretty quickly, her childish whine is reduced to a resigned pout as she reaches down to pick it up and place it into his hands with the briefest flicker of her lips in appreciation.
The axe has no sooner left her hands before she gives him a weary look. ]
That entire experience is something I never want to repeat. I've never seen anything like that before. It's like if Veliki became huge, vicious and lost two of his limbs.
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[The physics of the whole bat situation is best left alone, in his view.
At least the axe doesn't weigh much. But for whatever it is worth, Alucard doesn't start walking away either. Instead he settles down on the ground beside Hilda, nodding in agreement.]
I underestimated how easily my skills and previous monster fights would translate in a fight like this. That creature is wholly new, and quite frankly, I don't want the Free Cities getting any ideas.
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[ She wasn't thinking about the bats when she had asked him to carry her back to the city but that does answer her question about how much the bats can actually carry.
When he settles down beside her, she follows suit figuring that it couldn't hurt, scooting a little closer towards him so she can lean lightly against him. They'd earned that at least - even if it is by the creepy rift that could spit out another monster at a moment's notice. The thought is quickly pushed aside at the realization that she didn't want to think about the Thunderjaw - or something worse - landing right on top of them.
She can't help the mildly withering look that she gives him at the mention of underestimating his skills. ]
If you thought that we'd be fine fighting that on our own, I really don't want to see what kind of creatures you have in your world. We barely did anything to that thing. [ The thought of the Free Cities getting their hands on it however is something she hadn't thought about until now. ] You think someone would try and make something like that under the guise of trying to protect the Free Cities' territory?
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Shut up.
Sitting in the sand, Alucard accepts that he's a leaning post for Hilda with little more than a soft huff of acknowledgement. He's not sure how he's comfy, but sure Hilda. Whatever works, even if the rift is right there.]
Monsters from the pits of Hell. [It is a quick and clipped response, a little too matter of fact.]
I think it looks like the right mix of technology they'd find interesting, especially given your friend that you and Altair found.
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I think we can call it here