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
His own tail remains still, curled around him, but the tip does twitch back and forth.]
How about we don't do that, actually. It'd, uh, take a while. [Mostly he does not want to see Himeka with a knife. And his knives are not for carving. Not wood, at least. And there's finding wood on top of it --]
Here.
[Instead he pushes a pile of paper at her. Thick, foldable paper that he uses for the brochures. He's always got some on hand (thanks, Wanda) because he's not spending what little he's got on frickin' paper.
There's paint, pencils, inks. Even a few fancy colored ink jars made from smashed berries and leaves. A quill. Yeah, he's gone hardcore.] Here. These should be enough. And I've got twine.
[They're going old school. Or grade school. Either way.]
no subject
Her back-up plan was going to be suggesting carving out gourds or something, because then she could bake something with the insides, but the prospect of an arts and crafts project is not something she has issue with either. If anything, she lights up. ]
Ah! This is a good idea. Your area of expertise.
[ Yes, that's clearly why he suggested this. Because he's Nero the Artist of Solvunn. Himeka immediately grabs a sheet of paper and holds it up to her face. ]
Is this about the right size?
[ Her horns are sticking out. ]
no subject
But a guy needs fuckin' devils to hunt to be a devil hunter, so. (At least they've got one demon to take down. And he's just as eager as ever.)
Nero makes no movement in his face. The sooner they get this done, the better, and he already knows if he answers this with a Himeka, it doesn't matter if these look good, we're going in full distraction and that's it. So instead of arguing, he nods.] Yeah. Perfect. You're gonna scare its boots off.
[Not the point. He pulls his own sheet, folding it in half to cut out eyeholes, suddenly feeling like he's in Sunday school all over again. At least this is gonna end with a giant demon taking it up the ass at the end. (Not literally. Thanks.)]
no subject
(How many wheels did it have...?) ]
Mayhaps if we add some runes, the gods will favor our methods as well.
[ Yes, she'll add a few of the runes she uses in her daily practice, something for good health and protection. ]
It does seem that there have been a lot of new challenges this year, hasn't there?
no subject
They're a joint theme, so. Might as well.
Right. Runes.]
You really gonna appeal to the gods for this? I don't need their help. [So he doesn't copy those. He's not here to judge her religion or lack thereof; he's just never going to put his faith in something that isn't himself. (He can't afford to.)
It doesn't look terrible when he's done. The scales he made with macaroni (don't fucking ask), and he even glued on some extra carefully folded paper to make curling horns. It's not bad. He has no idea if it's gonna make a difference, but for whatever reason... it's made him feel better.]
No kidding. Last year felt like a cakewalk. [Maybe except for the arm thing. He adds some string, then puts his mask on. Tassels hang off the sides, covering his ears.] What d'ya think?
no subject
A few of them have been helpful.
[ She felt Vimorskas' blessing when she asked for guidance. He, too, wants to see that the forest remains unharmed by the strangers stalking it. And she's always had a soft spot for nature spirits. ]
But you should be careful, because if you write one wrong it may have the opposite effect and turn you to stone or something.
[ Is she lying? Who knows. She says it in the uncanny way she explains most things.
Himeka adds some macaroni to her own and munches on the rest. Hers is...not nearly as coherent as Nero's, but it is definitely something. Maybe the eyes look a bit too much like they're crying blood. Oh well. But when she looks up to see what Nero has done, she smiles immediately. ]
Oh, we match!
[ They do not. But she enjoys the way the macaroni dangles off her beard. ]
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[Or should he remind her about the ones that gnawed his arm clean? If he wasn't able to heal from that, he would've gone in another multi-month coma. And, if you ask him, he'd like to avoid repeating that for the rest of his life.
Maybe turning into stone wouldn't be the worst thing to happen to him. Either way, he's not messing with runes.
The two of them stare at each other through their masks, and Nero can't help but a coughed laugh. He takes his off, adding some macaroni to his own little tassels. Why not? They might as well match. Even if hers is kind of fucked up looking.
If they were looking to confuse this thing, there's no way they're gonna fail it now. Once it's done, he stands, stretching his legs, tying the mask up but keeping it on top of his head.] Then let's get going. I've been dyin' to kill this thing. [He pats the huge spot of wall that's been cleared off in his room, once his sword's been strapped to his back. He's not kidding about going now.] I'm gonna hang its face up right here.
[Oh, yeah. He's got plans.]
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(She also has made sure that mushrooms never show up in any of the meals she makes for Nero. Just in case.)
Himeka does try to make herself a little more intimating by mimicking some sort of theatrical ghost from a play, making her hands look like claws and waving them around a bit. See? So scary! The demonic beast won't know what hit it.
And yes, she does take a little pride that he thought her macaroni tassels were a good idea. They kind of clink when she moves her head around.
There's a pause as she looks at the wall... ]
Hmmm...do you think it will fit?
[ She has doubts.
But that's a problem for future Nero and Himeka. The current pair have a job to do! Unlike Nero, Himeka leaves the mask on as she moves towards the door. She forms a fist and punches her open palm, grinning behind the paper. ]
To the nearest portal!
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[He has no idea. It probably won't even fit into the door. But he'll just ask Wanda to shrink it or something. He's not leaving without that damn mask. It's not about keeping a trophy -- it's about humiliating it.
If it even has the intelligence to be humiliated.
They find their portal (Nero still sporting the mask on top of his head), but once they go through, he pulls it down, macaroni tinkling and all. It's a bit higher than where they were last time, but he recognizes it's the same path... now stained a bit more with old blood and long gauges of claws. He pulls his word from his back, tip dragging across the path to mark an "X".
The ground rumbles, rocks skittering down the side of the mountain. The ritual stones stand, unmoving, even if a few of those now have claw marks in them, too.] Come on. It's gotta be near the top again. [The two of them, masked, and Himeka with... a stick.] I think you should do a little more than put it sleep this time.
[It's a friendly suggestion. A little more fireball, less rescuing him.] Promise I'll be fine if I get knocked off a cliff. Not that it's happening this time.
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To make a point, she holds out her cane and wiggles it at Nero. And then casually... ]
Well don't fall too far or I won't be able to use your blood.
[ If he's no within range she won't get lilies. Obviously!
But they don't have time to banter for long. The beast must sense the presence of potential new victims, those rumbles only getting louder as it approaches. It comes down the path, new bits of dirt and branch caught in the bit of hair that it has. Himeka takes an offensive stance, tilting her head from side to side.
The beast...does give pause. But whether or not it's because they're wearing masks or it's just deciding how it wants to attack is unclear. Himeka assumes it's the former. ]
If you want to get the first hit in...
[ She pulls her cane back, the ground beneath her feet beginning to swirl with aether. ]
...now's your time!
[ Or else she's going to steal it. ]
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[He takes an involuntary step back from her. Sometimes Himeka just comes out and says the weirdest shit out of nowhere, and then never follows up with an explanation. He just rolls with the punches. It's only a mention of using his blood that would've bothered him at all.
Whatever. The demon shows up soon enough -- like it's been waiting, too -- and the hesitation is all Nero needs.
No way she's stealing his moment.
He stabs his sword into the ground, his eyes glowing through the holes of his mask as his wings unfurl, cracking their knuckles above his head.] Welcome back -- [He jets forward, the fist of one wing curling tight, drawing back... then slamming into the demonic beast's face as he punches it square in the middle of the mask, cracking it.] -- asshole!
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She figures that Nero will go for the direct and critical hits to its weakness--her job will be crowd control.
Shifting to ice, she summons up several pillars behind the beast and between the trees, effectively cutting off the route it had taken to find them, lest it get any ideas on retreating. Else it would have to break though, which should take a few hits--at least enough time for Nero to counter! ]
Show him what you've got!
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He's not leaving without that thing.
Nero ducks the first swipe of its claws, barely giving it much room to breathe before he's diving forward, grabbing both sides of the mask with his wings. He wrenches at it, bracing himself in the dirt as the backside of the demon runs into Himeka's ice.
The demon's guttural roar stinks up the air as the mask begins to bend towards him, tassels swinging hard enough to stir up dirt into a cloud. The sound of cracking is overwhelmed by the demon itself, and underestimating the force it'll take to get it off, Nero takes the second swipe of its claws square across the chest. He flies, tumbling over the ground -- then catches himself with his wings, rolling back onto his feet. Blood leaves a disjointed trail behind him, dribbling down his front.]
Whatever you needed it for, you better use it now! [He doesn't plan on bleeding more. Already the deep wounds are healing, and he's rushing back -- this time drawing his sword, the engine roaring to life as fire lights up the blade. He goes for its side this time, making it turn towards him and awake from Himeka, right as the sword buries into its shoulder.]
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But as soon as that's been accounted for, it's back into limiting it's potential escape routes. Nero already has it on the defensive and with his sword embedded in the creature, she figures it's her opening to try and make sure it doesn't get back up again.
The ground around her feet shakes for a few seconds as rocks rise up and coalesce into a large boulder, which she flings one after another onto the demonic beast's flank, trying to weigh it down as it makes horrible noises.
One rock smacks the beast's mask-- ]
--oh, oops!
[ --but she knows Nero wants to do the honors. ]
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You're doin' great, H!
[And it's awesome to watch. Look, he's not a magic guy; that's not a surprise. He doesn't use it in a fight. But watching her flinging boulders and lightning around like she's a god herself is -- yeah. Awesome. Even if he could go without the smell of that demon cooking, like a cross between hot dog water and burnt bacon.
And now it's his chance. It's weighed down, it's hurt, and Red Queen's making sure running is not an option. Nero skids through the dirt, rounding back around to its face -- and grabs the mask. Both hands of his wings grab the outer edges, his own arms hooking around the shape of its mouth -- way too close to its teeth, but he's lost an arm before -- and he starts pulling.
It screams.]
Keep it weighed down!
[The mask begins groaning, cracking with the effort, and then a sick, wet sound behind it of ripping flesh and tendon. For a moment, a flash, Nero's form changes, his silhouette altered; coat gone, skin inhuman, and long white hair across his back.]
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Himeka tracks Nero's changes as well, the flash into his other form. She likes it, thinks it's neat, though she knows it's not something he assumes on a whim. He means to put this beast down and for good. ]
Let's end this, Nero!
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[As his devil trigger takes over his body, the mask comes with Nero as he takes a step back. He rips the mask off of the demon in one final, violent pull, slinging a combination of flesh and blood across the ground as the beast shrieks.
With a last wet scream, annihilated by the removal of the mask (which, apparently, was far more Face than Mask than Nero was assuming) and the pelting of Himeka's rock, the demonic beast falls to the ground, throwing up a cloud of dust around its body.
Demonic energy pings across his body like lightning, turning him back to very much human looking Nero once the beast is dead. The hands of his wings shake themselves off like they're shaking off a cramp, rolling a knuckle into the palm of the other before they disappear.]
Now that's what I call a hunt. [He turns to Himeka with a hoot.] Hell yeah, H! That was sick!
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The air around them feels alive and electric, a combination of the aura of the beast, Nero's own charged aether swirling with adrenaline, and the latent buzz of her own spells. She straightens, the rocks around the beast starting to crumble and return to the earth and smiles to Nero with a nod despite the absolute carnage. ]
And it looks like you got your wish!
[ The creature's head--intact! ]
wrap? 🎀
Only thing he's gonna miss is having that kind of fight again.
He holds his hand up to high-five her.] Told you I would. Now let's get this thing home. I'm hangin' this baby up on some prime wall real estate.
wrap!!
I knew the masks were the key. We'll have to keep these for next time!
[ They are 100% going up on the wall underneath the demon head. ]