Showing posts with label Lore. Show all posts
Showing posts with label Lore. Show all posts

Sunday, 30 November 2025

Twilight Meridian Items (Freebie, Gear)

The Twilight Meridian is an odd place, a region of true contrasts where dusk and dawn meet and fade away. Outer World's most active region in terms of mercantile and maritime exploits, it happens to also be the place one is most likely to find items from other regions sitting alongside local ones on a street stand or shop shelf.
 
Midday Gourds (Trade Goods) 
These colorful fruits flourish throughout the Twilight Meridian. They come in a variety of colors that denote different flavors (with pink being tart, blue being sour, etc and so forth). Some grow quite large and are even occasionally used as homes by eccentric sorts. People tend to only sell the more reasonably sized ones at markets, however.
  • Midday Gourds are trade goods from the Twilight Meridian, taking up 3 slots as normal and costing 25 Coins in that region and 75 Coins in any other. 
 
Pokko-Do (Mount, Swim)
Slender, elegant cousins of the Mokko-Do and Rokko-Do, Pokko-Do are famous for their graceful swimming and deft, fish catching beaks. They prove invaluable for those traveling the waterways of the Galvanus Archipelago or Seven Sacred Isles. While most have white feathers, there are a few variants such as pale yellow and light green.

 

Hearts: 3 ATK: +0 DEF: 11 (12) Speed: Fast

Might: 8 Deft: 8 Grit: 5 Ins: 5 Aura: 5

  • Mount Abilities
    • Water Fowl: Pokko-Do are graceful swimmers, able to stay afloat as long as they are not Overburdened. 
    • Fishing Buddy: While plants will do, Pokko-Do love fish most of all. If you take a Pokko-Do along with you while Fishing, you gain and Major (+4) Bonus on your Check to see if you catch anything.
    • Grazing: Pokko-Do's require an environment with lots of plants and/or fish to Graze, preferring river banks and other freshwater bodies.  
  •  Inventory Slots: 12 with Harness
  •  Fighting: Long, curved beak strikes as a Quick Weapon
  •  Cost: 160 Coins

 
Dusk Amber (Magic Stone)
This pale orange stone is very rare, forming in the sky where day and night meet thanks to the congealing of a mixture of energies. Occasionally shards of it rain down from the sky above the Seven Sacred Isles and Night Haven for lucky inhabitants to collect. Items made from Dusk Amber are translucent, with anything seen through them appearing a bit better than normal.
  • 150 Coins Per Slot 
 
Crystal Wine, Liquid (Magical Consumable)
Made from the glass grapes found in Night Haven vineyards, this delicious, mana absorbing alcohol retains its delightful fizz even when left exposed. While it can be imbibed as a Basic Potion without any extra work, most people use it to make magical concoctions.
  • 50 Coins Per Slot
 

Thursday, 16 October 2025

The Dreams of Inger Bax (Setting)

 

Hubris of the 3rd Aeon

It is said that no man has ever believed in wizardry more than the Akenian mage knight Inger Bax. In spite of being something of a mediocre caster, he was among the most ambitious. He was also fortunate enough to be born into wealth, allowing these dreams to flourish when they might have otherwise been held back by his unexceptional ability.

Inger desired a society entirely reformed around magic and magitech, eagerly evangelizing his beliefs to anyone who would listen. In spite of protests from many of his peers, he accumulated enough of a following to pursue his goals in earnest. Among his faithful were practitioners of arcane horticulture - to elevate their work, he had a grand park constructed around their facility, a place to show off the fruits of their labor to the curious and well connected in hopes that they too would support his dream. The attraction was a monumental success and soon others were constructed, all connected by a great rail system that allowed visitors to move between them quickly and comfortably. He erected his manse in the center of this great project, another jewel in his illustrious crown.

Fractured dreams

In spite of this early success, Inger Bax's perfect magical city remained far out of reach, likely unattainable within a single lifetime. There was too much to consider, too many steps to make for that. A truly wise man would perhaps realize the futility of such a dream, or at the very least, trust in the future to see it to fruition with the foundations he had set.

Inger Bax was many things, but wise he was not.

His efforts shifted to the folly that consumed many a caster of the era: immortality. He only grew more desperate with age, his attempts becoming more esoteric and absurd. Inger eventually vanished from the public eye, reputation in tatters. Rumors spread that rather than allow himself to wither away, he had his head removed and preserved in liquid mana, to be hidden somewhere within his estate.

The impact on the 4th Aeon (Now!)

The attractions he spearheaded remained in operation for some time after his disappearance, though these too were abandoned during the events of 3rd Cataclysm. In the contemporary era, many of them have served as makeshift shelters and even settlements for the folk who inhabit the Shadowed Lands. Some have become home to monsters, dangerous thanks to magical pollution from untended technology, or both.

And those rumors of Inger Bax's living head persist, even into this new aeon. Did he truly find a way to cheat death, even in a diminished state? Has he instead become one of the stubborn dead, and is simply not aware of it? The answer to such questions await any brave adventurers willing to explore that dilapidated old estate in the heart of the Shadowed Lands.


Want to know more...

Our first expansion to BREAK!! enables player to learn more about the 'legacy' of Inger Bax, follow the project on kickstarter.

 

Friday, 30 May 2025

The Stubborn (but friendly) Dead (Setting)

Sometimes the dead of Outer World do not stay dead. Skelemen harbor wicked ambitions, phantoms lash out at the living, the winter myrmidons seek to coat their icy blades with warm blood. But of course, not all of the Stubborn Dead are a threat to the folk. 

For example, those who die with enough outstanding debt return as Undead Peddlers and seek to make enough coin to pay what they owe. Little ghosts wander because they didn't see as much of the world as they would have liked. Crafter Cadevers seek to master their disciplines in ways that one simply could not do with a limited lifetime and typical, living constitution. These stubborn dead usually do not bring undue harm to the living. 

In fact, they are often allies of a sort!

The difference between these two categories come down to the why of their undead state, which trumps even the how. After all, two individuals can die in the same tragedy with a different feeling burning in their heart. Consumptive desires born from wrath, hunger, delusions of grandeur and the like often result in a dangerous wraith of some kind. Conversely, feelings of duty or curiosity and other more benign desires generally mean the second chance they receive will be a constructive one. 

Regardless of which sort of feeling they have, it must be an unusually strong one to anchor their soul to the world and keep it from dispersing into the flow of mana. What prevents them from accepting their demise will define what they are in undeath. Short of completely obliterating what remains of their body or soul, the only thing that can end one of the stubborn dead is the loss of this purpose.

There are many mixed feelings among the living concerning the stubborn dead. Many see them as just another sort of folk, who have good and bad among them just like any other kind of person. For others, their disruption of the order of things is simply something that cannot be overlooked, something to be dealt with. And then there are a few who look upon those who refuse to die, and see them thrive even in forsaken places like The Eaten Isle and wonder, perhaps fear, if one day they might outnumber the living.

Friday, 2 May 2025

The Octia Scroll - The proliferation of Puretech (Setting)

While mostly forgotten at this point in history, at its height the Technocracy of Gleys initiated a policy that would have numerous lasting effects on Outer World - both intended and not. 

Gleys is famous today for the variety of techno relics that survived its destruction and can be found all over the world. The other two great kingdoms each had their own forms of potent technology: the fearsomely aberrant bio-sorcery of Calian and the oppressively glorious magitech of Akenia, but neither of these can be found in as many places or in the same quantity as the Technocracy’s efforts. There are two reasons that this discipline (which came to be known as Puretech) became widespread and relatively common. The first is that Puretech lacked the arcane flourishes of either of its sister technologies, meaning that sorcerous proficiency was generally not required in its use or creation. The second reason is a bit more insidious, having a great deal to do with the Technocracy’s policies abroad.


While certainly no slouch in terms of military might, Gleys lacked the raw potency of either other member of the triumvirate. Attempting to mimic the more direct encroachment of their peers would have ultimately ended in disaster for them, so instead they hatched a more indirect means of spreading influence. Teams of ambassadors and gadgeteers ventured out into the smaller settlements and nations around the technocracy, bringing with them materials and plans for grand puretech facilities. For a meager compensation, they would install these wonders in the places they traveled to, bringing the conveniences and amenities that they felt helped define Gleys itself. These efforts were quite popular, and puretech spread throughout the region now known as the Twilight Meridian.


What did not spread was the knowledge required to build, or even maintain these structures. Settlements found themselves regularly needing to reach out to the Technocracy for repairs or troubleshooting, obligating themselves to the larger nation in ways they could not have initially foreseen. Gleys eventually used this situation as a way of exerting a bit of soft power over their home region, becoming an empire in everything but name and equal to Akenia and Calian in their own right. This did them no good during the 3rd Catalcysm however - Gleys found little assistance from any supposed allies when the Sun Machine rained destruction down on them. As the artificial islands that were the seat of their power sank into the depths of the shining sea, so did the outstanding debt of many of their neighbors.


Working knowledge of puretech waned with the fall of Gleys. At the start of the 4th Aeon the factories and other wonders they had spread throughout the Twilight Meridian fell into disrepair, which led to another unforeseen consequence. The various filtration and safety systems around the power sources in these structures failed, one by one, and the remaining fuel and congealed mana flooded the areas around them, creating dangerous magical pollution. While no great disasters have occurred as a result of these things yet, the situation grows more perilous with each and every year that passes. Groups like the Helical Archive are doing their best to better understand puretech and avert disaster and one can only hope they are successful in this endeavor.

Friday, 14 March 2025

What's Being Sold at Radiket? (Freebie, Gear)

This blog entry serves two purposes - it is a companion piece to the previous entry, providing a variety of strange items to be sold at the Radiant Market, but also as a list of unique treasures you can sprinkle into your own BREAK!! Adventures. Most of these are relics one can’t find anywhere else, so while some of their prices are based on what you’d get with imbued items in the core rulebook, they’ve been adjusted up or down in certain cases.

 

While I’m a big proponent of gear being placed within adventure sites in a deliberate manner, I understand some people really love random treasure tables, so as a bonus three of those are included: one containing the new items outlined in this blog entry, one made up of things from the core rulebook, and a third combining the two.


What’s Being Sold at Radiket (or other place for one to stumble upon a relic)

D20 Roll

1-2: Galvani's Boots

3-4: Calian Compacts

5-6: Homey Cap

7-8: Silver Harmonica

9-10: Ail-Mints

11-12: Lantern Mace

13-14: Pillow Of Comfort

15-16: Dreamstrand Net

17-18: Goodwill Goblet

19-20: Crystal Effigy


Galvani’s Boots

These simple leather boots always seem to fit whoever tries to wear them. They were said to have belonged to Galvani, the first person to travel the whole of the Outer World. The famed explorer’s spirit whispers to those who don them.

  • Steadied Steps - Wearing these boots allows you to act as a Guide during a journey. If you are already able to act as a Guide, you instead gain a Major (+4) Bonus on Insight Rolls to trailblaze.

  • Cost: A merchant is selling these for 3 Stones thanks to having no idea what they actually are.

  • 1 Slot


Calian Compacts

Popular among nobles of the dark empire of the 3rd Aeon, these small folding devices come in pairs and contain 2 mirrors: one for checking your hair or makeup, the other for magical communication.

  • Mirrored Communication - Lightly tapping the second mirror in one compact allows one to see and hear what’s reflected in its partner device as long as that device is also opened. 

  • If the mirror is tapped and the partner device is not opened, the latter vibrates slightly to notify its owner.

  • Cost: 4 Gems for a pair

  • 1 Slot per Compact


Homey Cap

A curious item that looks like a simple broad brimmed hat used to keep the sun out of one’s eyes. It’s far more than meets the eye however, allowing access to a comfortable home no matter where one goes.

  • House Hat - Setting the cap upside down on the ground and placing your left foot into it will bring you into the foyer of a Townhouse (from the BREAK!! rulebook) that’s located in its own pocket of reality. You may exit the townhouse in a similar manner, by opening its front door (which leads to a rather harrowing bit of nothing) and walking out. This will place you directly in front of the Homey Cap, wherever that might be.

  • This item provides you with a wonderful place to store your things and rest, but it's suggested someone you trust be left with the Homey Cap itself, lest you end up in an awkward or dangerous place upon your return. If the cap is destroyed the house will suffer the same fate, so be careful!

  • Cost: It's hard to put a price on such a rare and valuable oddity, but its current owner is in a bit of a pinch and is willing to let it go for the low, low price of 12 Gems.

  • 1 Slot


Silver Harmonica

This slender instrument is a splendid and ornate, seeming crafted entirely of dewsilver. Said to have once been the prized possession of a performer from Portia the Prosperous. Anyone can play a beautiful, attention drawing song thanks to the magic sealed within it.

  • Alluring Melody - This Ability can be activated by playing the harmonica and making an Aura Check. On a success, it draws the attention of anyone nearby. This will create a friendly crowd in public places like a settlement. This incurs 2 rolls on the random encounter chart when used in an Adventure Site, but these encounters will be in as benign and friendly a mood as they are capable of and likely open for discussion or at least negotiation, at GM’s discretion.

  • This Ability, successful or not, can be used once every 24 hours. Attempting to use it again simply results in the harmonica making a shrill note in protest.

  • Cost: 220 Coins

  • 1 Slot


Ail-Mints

These colorful candies come in a variety of flavors and have rather odd effects on those who eat them. They are being sold at Radiket by their creator, Drizzy Mix. She thinks they could become staple adventuring tools but her colleagues are less optimistic.

  • Sticky-Mint: Green colored with a creamy flavor. Consumer is Jellified, but also can stick to and move along surfaces, allowing them to climb up walls and the like regardless of verticality.

  • Shrinky-Mint: Yellow with a sour flavor. Consumer is Chibbed, though even smaller than usual, only taking up 5 Slots. Perfect for fitting into small spaces or being stashed away in a Factotum’s Pack. 

  • Floaty-Mint: Pink colored with a sweet flavor. Consumer is Ballooned, but can fly and float with a Slow speed rating.

  • Loopy-Mint: Orange colored with a tangy flavor. Consumer is disoriented, but is also immune to the Terrified and Dispirited Ailments due to an altered view of things.

  • Petra-Mint Grey, with a minty flavor. Consumer is fully Petrified, but is made of a form of magical material insulating them from a lot of potential damage.

  • Refresh-Mint: White with a chalky taste. When consumed, any body altering status ailments (Jellyfied, Putrefied, Chibbed, etc) subside immediately.

  • With the exception of the Refresh-Mint, all effects from the Ail-Mints end after 3 turns. If the ailment associated with any of the effects are dispelled or subside proper to that, any positive effects coupled with them also end.

  • Cost: 25 Coins Each

  • 3 Take up One Slot and come in a complimentary Pudge Grub Shaped Container


Lantern Mace

A luminescent weapon once used by Brave-Dame-What’s-Her-Name. Crafted of Sun Gold and enchanted to provide light, it’s a perfect weapon for those who wander the darkness. She is probably looking for it, honestly.

  • The Lantern Mace is a Standard Weapon made of Ash Bronze, and has access to an Ability called Brilliant Bludgeon which functions identically to the Sage’s Magelight.

  • Cost: 210 Coins

  • 1 Slot


Pillow Of Comfort

This frilly pillow is impossibly soft and always just a little cool. It is made with Twilight Silk and stuffed with the feathers from the mystical golden rokko-do, and said to grant its user with the most valued treasure of all: a restful sleep.

  • Gift of Somnus - If you rest your head on the Pillow of Comfort while sleeping, you gain the benefits of Excellent Service (per the Room and Board section of the rulebook) regardless of your actual accommodations (or lack thereof).

  • Cost: 175 Coins

  • 1 Slot


Dreamstrand Net

With a handle made of warpwood and bag woven from glittering gossamer strings, this tool only superficially resembles bug catching nets. It’s just as well, its actual use is far too potent for it to be mistaken for a mundane tool.

  • Thought Catcher - Swinging this net near a target’s head provokes an Aura Contest between you and the target. If you win, you catch one of their stray thoughts and learn one of the following (at GM’s discretion)

    • A secret you need that the target knows

    • Something the target is afraid of

    • Something the target cares a lot about

  • If you fail, you catch a jumbled series of ideas and notions that don’t do you much good.

  • You can use this Ability once every 24 hours, successful or not.

  • Cost: 175 Coins

  • 2 Slots


Goodwill Goblet

A brilliant, bejeweled cup that can summon a nourishing wine with a gentle shake. Beloved by a group of students in Magia’s University until their irate professor “blasted it to the Blazing Garden!” While grand for long journeys, it's not wise for one partake of its bounty too often.

  • Shared Suppeth - The Goblet provides a strangely satisfying wine once every 24 hours, granting nourishment equal to 1 day’s worth of rations. This effect may be kept up if you then hand the goblet to someone you have a social bond with, so it’s quite useful to have among friends and rivals but mostly worthless for strangers.

  • If you partake in the Goodwill Goblet for two 24 hour cycles in a row you become deliriously affectionate and friendly, suffering from the Disoriented Status Ailment until you’ve had a chance to sleep it off.

  • Cost:  3 Gems

  • 1 Slot


Crystal Effigy

This small crystal sculpture begins featureless but eventually grows to resemble the one carrying it. It is said to be able to take its bearer’s pain in their place, but only once.

  • Suffering Simulacrum - You may activate this ability if you have the Effigy on your person and suffer an Injury (up to and including Death). The Effigy shatters instantly, becoming broken beyond repair, and you are spared the effects of the injury.

  • Cost: 75 Coins

  • 1 Slot


Random Table of Existing Items

D20 Roll

1-2: Grand Knight Armor (Superheavy Mechanical Motion Armor, PG 167)

3-4: Wooly Warm Tunic (PG 371)

5-6: Ceremonial Akenian Saber (Sun Gold Standard Weapon, PG2 89)

7-8: Cleary Shield (PG 371)

9-10: Starlight Ball Dress (Appealing Outfit made of Twilight Silk, PG 173)

11-12: Van Peebles World Map (PG 174)

13-14: Two Bars (Units) of Sky Steel (PG 289)

15-16: Mighty Mitten (PG 371)

17-18: Otherworld Pocket Device (PG 182)

19-20: Large Spell Engine (PG 181)


Random Table of both sets of Items

D20 Roll

1: Grand Knight Armor (Superheavy Mechanical Motion Armor, PG 167)

2: Galvani's Boots

3: Wooly Warm Tunic (PG 371)

4: Calian Compacts

5: Ceremonial Akenian Saber (Sun Gold Standard Weapon, PG2 89)

6: Homey Cap

7: Cleary Shield (PG 371)

8: Silver Harmonica

9: Starlight Ball Dress (Appealing Outfit made of Twilight Silk, PG 173)

10: Ail-Mints

11: Van Peebles World Map (PG 174)

12: Lantern Mace

13: Two Bars (Units) of Sky Steel (PG 289)

14: Pillow Of Comfort

15: Mighty Mitten (PG 371)

16: Dreamstrand Net

17: Otherworld Pocket Device (PG 182)

18: Goodwill Goblet

19: Large Spell Engine (PG 181)

20: Crystal Effigy



Sunday, 19 January 2025

Setting: The Seven Masks of the Wondersmith

The Wondersmith is an enigmatic figure in Outer World's mythology. A protege of the Creator who was present for the forging of Promise, it was their hands that crafted Outer World, the Sun Machine, and many other things at the behest of the Unshaped and their own whims. When the Unshaped were  defeated, the Wondersmith vanished from the lips and minds of balladeers and chroniclers - though obviously not from history entirely.

Throughout the aeons the Wondersmith has remained, though all that follow them are rumors and folktales. Strange towers and devices are attributed to them. They are added to many great and terrible events in history by whispers and tall tales after the fact. Folk just go along with it as well: of course, why wouldn't the Wondersmith be involved?

Descriptions of the Wondersmith are extremely varied. A bouncing, jocular toymaker. A plump and kindly baker. A wiry blacksmith who lets their craft speak for them, just to name a few. The only consistency is flowing red clothing and a golden mask of some kind. It is often assumed that those making these claims are mistaken, or coloring their experience in some way. But they are not - these individuals and more are all the Wondersmith. They are simply one of their 7 masks.

For you see, long ago, the Wondersmith realized that all things, even things that think they are forever, have an ending of some kind. The Wondersmith could craft a 1000 Outer Worlds, 10'0000 Sun Machines, and in spite of the skill and perseverance required for such a task, Ending would still find them and eventually grind them into gossamer and stardust. It might take multitudes of aeons, but it would still happen somewhere, someday, and this inevitability, this end of hope, was too much for the Wondersmith to bear.

So they came to a simple conclusion. They would outmaneuver Ending.

With their many tools they split their soul into seven parts, and gave each a mask: forger, cook, artificer, alchemist, tailor, gadgeteer and cartographer. Each was then granted a unique form and demeanor by the others, and went their separate ways and spread across the whole of Outer World, save the cartographer, who remains in a secret place that even their compatriots know little about. The exploits of each is shared to the others through their masks, and if Ending catches one through one of its many agents, the others will quickly know and act as needed.

So far, this final step has not been called upon. Each has wandered and even have settled into various places for a time, unmolested by the inevitability their grand efforts have sought to avoid for at least 2 ages at this point. But this has only made them more careful and worried. In the time they have spent apart, each has began to plot on their own, creating a great, increasingly wide and brittle web of schemes. Each believes they might have stumbled upon the answer, the thing that will grant them true eternity.

They are wrong, of course - but when has that stopped anybody, really?


Friday, 3 January 2025

Freebie: Harmful Terrain

 
Traveling throughout Outer World is exciting, but also perilous. Sometimes the danger doesn't come from a monster or ne'er-do-well like one might expect, but from the land itself.
 
Below are a few examples of Harmful Terrain as described in the Journey section of the BREAK!! tabletop rpg rulebook. These might surround an important adventure site, add some perilous color to a location in your saga, or work as an explanation as to why merchants usually take the long way around when traveling to a particular settlement.
 
Ailments contracted from the below Harmful Territory examples can be healed in the normal fashion described in their individual entries, Abilities that remove said Ailments, or by simply remaining outside of the Harmful Terrain for at least 24 hours and resting. Also note that Bio-Mechanoids and other characters immune to things that affect organic individuals are immune to effects that can be blocked with re-breathers or armor with the Anti-Hazard custom ability.

Scorching Sands

  • Most commonly encountered in the Blazing Garden, these desserts have absorbed so much of the sun machine's light that they have become dangerously hot. Watch out for all the fire aligned creatures that stalk these sands!
  • Contracted Ailment: Failing a Grit Check while traveling through or entering the Scorching Sands means you incur the Fatigued Ailment. You can avoid this by wearing Extreme Weather Clothing (Heat).
  • Inhabitants: Monsters in the sands often breathe fire and have protection from heat. It's said dancing cacti that bring luck hang around as well, but few have ever seen them.

Doldrum Flats

  • Certain places in the Wistful Dark are so devoid of joy and energy that they sap that from anything traveling around them. This is usually due to the presence of a particularly terrible curse or grudge. These places are grey and near lifeless, with twisted plant life and some sort of heavy mist framing them.
  • Contracted Ailment: Failing a Grit Check while traveling through or entering the Doldrum Flats means you incur the Dispirited Ailment. You can avoid this if wearing armor with the Anti-Hazard custom ability.
  • Inhabitants: Not many creatures are able to live in the Doldrum Flats, though wicked undead are fond of wandering around them hoping to pick off helplessly despondent travelers. Strangely, the occasional flower will grow here and these are beautiful and rather valuable.

Confounding Cavern

  • Deep in the Buried Kingdom are caverns of reflective crystal and echoing halls that confuse and discombobulate. It's very easy to lose both your senses and your way in these winding tunnels. Scholars wonder if some primordial magic left behind by the Creator is to blame.
  • Contracted Ailment: Failing a Grit Check while traveling through or entering a Confounding Cavern means you incur the Disoriented Ailment. Understanding Creator's Script renders you immune to this effect.
  • Inhabitants: The main dangers here come from getting lost or harming yourself. These caverns often seem to be near places of ancient importance and so any defenses or guardians of such locations also pose a threat.

Petrifying Forest 

  • Sometimes if an unshaped is slain in a particularly violent or indelicate way, its body curses the ground where it lies and fills it with calcifying energy. The trees that grow here are made of bone, ice, or rock, and anything living that passes through has a chance of joining them in that state.
  • Contracted Ailment: Failing a Grit Check while traveling through or entering a Petrifying Forest means you incur the Petrified Ailment. This can be avoided by wearing armor with the Anti-Hazard custom Ability.
  • Inhabitants: Twisted monsters made of the forest's cursed material wander these places and collect - or destroy - statues made from unwary travelers. They are tough and difficult to harm, but some might make for good crafting material if skinned.

Bounce Bog 

  • Among the marshes and wetlands of the Twilight Meridian is the occasional Bounce Bog, where pent up whimsy gasses can cause animal, monster, and folk alike to become oddly buoyant. The animals and plants that live in these places are sometimes carried elsewhere by the wind, which can warn travelers of their presence.
  • Contracted Ailment: Failing a Grit Check while traveling through or entering a Bounce Bog means you incur the Ballooned Ailment. This can be avoided by wearing a Re-Breather, or armor with the Anti-Hazard custom Ability.
  • Inhabitants: Creatures that have adapted to these places use their odd state to their advantage, bobbing smoothly along the surface of the water. Some of the larger floating plants can be used as makeshift transportation if pruned.

Frosted Tundra

  • The eternal night of the Wistful Dark can create these bitterly cold regions that are often covered in a blanket of permanent snow. The wind here can occasionally sound like mournful singing, only making it all the more haunting.
  • Contracted Ailment: Failing a Grit Check while traveling through a Frosted Tundra means you incur the Fatigued Ailment. This can be avoided by wearing an Extreme Weather (Cold) outfit.
  • Inhabitants and Other Dangers: The monsters that wander a Frosted Tundra are unsurprisingly imbued with ice abilities. The occasional frozen undead also graces these dreadful lands.

Flux Fields

  • Flux fields are odd spots where the flow of mana is so precariously balanced it's actually volatile, causing the landscape and its inhabitants to shift on occasion and become a little gooey. These are mostly found in the Twilight Meridian, but have been seen in other parts of Outer World as well.
  • Contracted Ailment: Failing a Grit Check while traveling through a Flux Field means you incur the Jellyfied Ailment. This can be avoided by wearing armor with the Anti-Hazard custom ability.
  • Inhabitants and Other Dangers: Odd, flexible monsters that look partially melted stalk the Flux Field. In addition, certain individuals find the risks of living in them are outweighed by the potential magical studies that can be conducted in these spaces.

Prismatic Wasteland 

  • Many ancient facilities from the 3rd Aeon have gone unmaintained, falling in disrepair and creating an excess of magic that pollutes the land. Frankly, some of these structures were doing it while they were being maintained, but that's neither here nor there. The thing to understand is that the spots getting the worst of it sprout any number of strange magical flora, becoming garishly colorful and dangerous.
  • Contracted Ailment: Traveling through a Prismatic Wasteland exposes you to Arcane Contamination Syndrome. This can be avoided by wearing armor with the Anti-Hazard Custom ability.
    • GM NOTE!: This one is just here to show that you can play around with Harmful Terrain to induce other effects alongside Status Ailments!
  • Inhabitants and Other Dangers: Creatures within the Prismatic Wasteland often have abilities associated with a particular Odditis symptom. In addition, while the plants here are contaminated, they often can be used to make potent imbued consumables.