Announcement

Collapse
No announcement yet.

Were there ever rules for surviving at the Elemental Poles?

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Were there ever rules for surviving at the Elemental Poles?

    I am interested in a campaign that plays around at the Elemental Poles, but can’t find any of the info on how to survive there. Specifically, I’m interested in the Elemental Poles of Wood and Air. Preferably for 2E, but 3E is also welcome for any ideas it could offer.

  • Maseiken
    replied
    if you’re going to or from a Pole, wyld survival is also bound to be relevant. Whether it’s border marches, racening fae, or just the warping influence of the elemental essence itself.

    Leave a comment:


  • Mercurial
    replied
    Originally posted by webkilla View Post
    charms that render one immune to elemental hazards would definetly help

    I also recall reading somewhere some fluff that if you go too far east, then the mutagenic properties of the increasing ambient wood essence causes wounds to heal almost instantly - which sounds nice, except you might have it heal with whatever stabbed you getting stuck inside you, plus it makes general wound-cleansning damn near impossible... and infections would grow just as fast, or broken limbs would set wrongly and require being rebroken for them to set right.

    I'm also thinking in the far east that there'd be giant insects - like... I dunno, starship troopers style maybe?


    Oh and I recall some of the fluff for the Nos Fens - the far east shadowlands where that Deathlord with the portal to other dimensions is - has so much ambient wood essence that even the dead things in the shadowland somehow stay alive, which probably looks really nasty to anyone visiting.
    This is really helpful. I’m going to have to go back and check out the part on the Nos Fens.

    Leave a comment:


  • webkilla
    replied
    charms that render one immune to elemental hazards would definetly help

    I also recall reading somewhere some fluff that if you go too far east, then the mutagenic properties of the increasing ambient wood essence causes wounds to heal almost instantly - which sounds nice, except you might have it heal with whatever stabbed you getting stuck inside you, plus it makes general wound-cleansning damn near impossible... and infections would grow just as fast, or broken limbs would set wrongly and require being rebroken for them to set right.

    I'm also thinking in the far east that there'd be giant insects - like... I dunno, starship troopers style maybe?


    Oh and I recall some of the fluff for the Nos Fens - the far east shadowlands where that Deathlord with the portal to other dimensions is - has so much ambient wood essence that even the dead things in the shadowland somehow stay alive, which probably looks really nasty to anyone visiting.

    Leave a comment:


  • Mercurial
    replied
    Thanks guys, I was trying to find some way to make the experience seem real, but wasn’t sure where to begin. I suppose this will also be useful in the event that Outside Worlds With as a Manse Power becomes a thing.

    Leave a comment:


  • armyofwhispers
    replied
    in 3E I feel like the elemental poles would be an appropriate place to have uncountable damage hazards going continuously.

    Leave a comment:


  • Saur Ops Specialist
    replied
    You could try adapting some of the Autochthonian hazards to reflect similar adverse conditions for Creation's corners. Air could use Lightning or exposure to cryonic fluids, Fire could use some of Steam's mechanics, the tendency of the furthest West to dissolve all into water could be modeled with corrosives, and the less hospitable regions of Wood might have pollen or other solids in the air comparable to the Pole of Smoke.

    Leave a comment:


  • Kelly Pedersen
    replied
    In 2e, the Compass of Celestial Directions Vol 2: The Wyld has descriptions of the Elemental Poles, and some suggestions for what sort of thing you'd need, charm-wise, to survive in each, though they don't quite provide hard rules like "this is an environmental hazard that does X damage and is difficulty Y to resist".

    Leave a comment:

Working...
X