Regional Anomalies are any spatial or temporal disturbances in a region.
No one knows why these occur, what most of them do, or how to manipulate them. (but a high event roll in a specific area can open a new one, or reactivate a dormant one)
Encountering an anomaly will often result in a Fateful Encounter.
It is rumoured that even the Gods will avoid these disturbances.
How do these affect me?
The affected areas are often quite noticeable, as almost all anomalies (regardless of type) are accompanied by a slight warping of space nearby.
There are several types of Anomalies that one can encounter.
Spatial: These anomalies are the most common and are generally characterized by the warping, twisting and folding of space in a small area. They are usually harmless, but passing through one can sometimes result in broken bones, partially or fully amputated limbs, and extreme disorientation.
Temporal: These anomalies are somewhat less common and are nearly invisible, unless the observer has equipment to detect time disruptions. Time within these areas is turbulent and unstable. They are sometimes harmless, but passing through can result in rapid aging (forwards, or backwards), momentary displacement in time, a distorted of perception of time (time seems to speed up or slow down)... One of the worst results is a Perfect Temporal Stasis (Objects within the area become trapped in a total absence of the passing of time).
Stable World Hole: It is possible to encounter an anomaly that takes the form of perfect tube with almost no spatial disruptions at all, and seen only from one direction. This type is extremely rare, but there are rumours of a man who travels the world and excavates ancient cities and tombs, that claims to have found and manipulated one successfully for use as a one-way portal.
Timeline Synchronization expresses how closely aligned different player experiences and actions are within the timeline. Synchronization is expressed as a number of days since the first day of August, in the 74th year of 3rd Era (August 1, 74 3E)
As players reach full synchronization with the rest of the timeline, and or avoid past-desynchronization, more interactions will become available and fewer anomalies will result.
Past-Desychronization can cause Anomalies, as can resynchronization through time travel.
Generally, things run more smoothly when all players are within 72 hours of one another. Anything longer than that and past-desychronized actions can create huge, time-consuming flashbacks or require edits to the timeline to update all players and npc's and items.
Tip: Take steps to ensure you stay syncronized!!! Writing a detailed log will help you to keep track of your place (and the DM, too!) in the timeline!
How does this affect me?
Synchronization reflects where in the timeline a player is currently acting and reacting. If a player is too far desychronized backwards from the rest, they have a chance of running across events caused by, or involving other players.
There are two possible outcomes: 1) the past player will either run parallel to the main timeline, unaffecting the othe players, until they reach the Sync Day (the furthest day that any player has gone), and create anomalies as they go. or 2) the past player's actions will trigger a flashback event for all future players involved. They will have a chance to react in the flashback to the changes of events, or they may simply remember the event happening differently. Players, NPCs or Items may disappear, die, time travel, or get on a bus, or disappear into a blue box as a result.
A past-desychronized player can travel forward in time, using various mechanisms and potentially reach the Sync Day without causing changes to the timeline.
In the event of a severely desychronized player, the option to rest, waste the days, or train may be offered to the player. Alternatively, an NPC may make the player a tempting offer