Ari is patrolling the streets of scenic Vancouver! Well, actually he's just going to visit Peter, but he's keeping an eye out for monsters along the way. It's a nice night, monsters like ruining that kind of thing. The streets are more or less deserted, it being 2:00 AM on a Tuesday. Ari whistles cheerfully.
"You will probably want to know more about the Gates, yes. They protect our world from an endless sea of horrible sanity-rending monstrosities. The Laws of Magic are seven rules that designate the types of magic that inevitably corrupt the souls of any who use them. The distinction between legal code and physical law is fairly thin in this case. We could... brainphone Peter and see if he's doing anything, then just summon him up? I assume you can summon people."
"It's slightly more efficient to teleport to people and pick them up, usually, but yes. Glass, is this like the Sunshine addiction thing?"
Ari tilts his head. "Peter's free. He says that he's 'creeped out, but unsurprised' that I accidentally tripped over an interdimensional cabal of omnipotent clones."
"We're alts, not clones. We know some clones and they don't turn out as alts of their originals," laughs Glass. "Should I go get him?"
He looks at Glass.
"I assume you're my ride."
[New world - Penninah got lost in it via Milliways mishap. Somebody for the Griffins to maybe decontaminate if you give the okay. Other interesting magic to look at. This a good time?]
The whole place is warded, of course. The wards are brutal and efficient, but very fair; what you put in, you get out. Knocking on the door might feel a bit harder than usual, a crowbar to the lock would be nasty but nonfatal, trying to shoot your way in would be... unwise.
Almost everything is glowing with some magic or another. The mirror links up to the mirrors in Ari and Sally and Peter's pockets, the scattered jewelry all burns with various effects, Sally's face (covered with various piercings) looks like a road flare. The three wizards in the room are obviously powerful, especially in their areas of expertise. There's a closet over there that's warded heavily inward, full of nasty magic things. Speaking of nasty magic, Peter's magic looks distinctly unpleasant. He should get that looked at.
It looks like... evil. Like a little seed of evil was planted, and it's blossomed into a great big patch of evilflowers. He did something, something wrong, and it latched onto him and started to turn him into the kind of person who did that more, and then the kind of person who did worse and worse things. It's not in its final stages, whatever those might be, and it's clear he's been fighting it, but it's not nice. And there's hints, in the pattern of those evil little flowers, of what the end stages might be. From playing with death to killing for his own ends; from killing to searching for knowledge he was not meant to know; from searching to doing. Doing the bidding of what lies beyond.
He may note, at this point, that this is not the only layer of this world. And if he squints, he may note that the layer behind it has remarkably flimsy walls. And- he should probably stop squinting, after that.
"...Oh dear," says Lazarus. "Well, first of all, you have been doing bad magic that wants you to do more bad magic and someone should probably get a Griffin and clean that up for you. But more importantly, this world has deeply terrifying magical problems. Glass, did you not notice the deeply terrifying magical problems? Does no one know about the deeply terrifying magical problems? Someone should do something about the deeply terrifying magical problems."
"...I'd rated the place as loosely Sunshine-similar," says Glass. "But you're the specialist, here - what are you seeing?"
"If only one Griffin, which, and are these deeply terrifying magical problems such that we shouldn't be just standing around here?" wonders Angela.