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



Friday, 28 February 2025

A Tale of Two Festivals (Setting)

Spirits were understandably low at the start of the 4th Aeon. The war that had ushered in the cataclysm had no clear victor, leaving the world scarred, with the Sun Machine broken and the old empire diminished. While Emperor Regulus brooded and adjusted to the eternal day that now washed over his home, he decided that something must be done to lift the spirits of the people. He eventually thought of something, decreeing that there would be a great gathering of the skilled, strong, and clever in the newly christened Sol Alliance each year, right in the capital of Aeon. There they would compete among their peers to see which was the greatest in their particular field.

And thus, the Radiant Festival was born.

Overseen by the First Hero himself, the Radiant Festival has grown in complexity and scope over time but the basic structure remains simple: a few series of contests are held over a period of a week, the pool of contestants for each dwindling as the defeated are ejected from the competition, until each particular skill or vocation has a victor (or team of victors) to receive a gift from Regulus himself. The games include everything from mock combat, sports, poetry, and crafting contests. These are accompanied by parades and other grand displays. During the Radiant Festival the city of Aeon becomes lively and boisterous, its people thrilled to see what remarkable talents it will bring that particular year.

Aeon's ever present military guard has always brushed up uncomfortably against the city's cosmopolitan nature, and the Radiant Festival has always further tested this tension. Celebration around the the competitors and lively carousing are mostly ignored, assuming they don't get out of hand. These practices are seen as generally harmless. More mercantile activities are a different story however. Rumors of opportunistic individuals selling means to cheat in the competition, dodgy paraphernalia, and potentially dangerous snacks were enough to get traveling peddlers banned from the city proper during the festivities.

One year found a whole gaggle of merchants ejected from Aeon for this very reason. Undeterred, they decided that while they weren't allowed to do business within the city nothing said they weren't allowed to do something about half a days walk out from it.

On that day, Radiket ( a portmanteau of Radiant Market) was born, starting just a few days before the Radiant Festival and ending just a few days after. What was a small cluster of tents and blankets off the side of the main road towards Aeon has grown into an event that is in some ways, as grand as the more official festival that spawned it. A variety of temporary structures provide shade to merchants from all corners of Outer World as they sell a number of things that might be difficult to peddle anywhere else. Merchandise related to the Radiant Festival is the most common, but the sorts of things on sale include (but are not limited to) one of a kind crafts, novels and other works of fiction, cursed treasure some adventurers might have discovered in some forsaken ruins, and of course, odd snacks of all sorts.

The city itself has a tenuously friendly relationship with Radiket. While officials were quite annoyed, it is rumored that Regulus finds the whole thing rather amusing and more importantly, helpful to his goal of raising the spirits of the people of the Sol Alliance. As long as those participating in Radiket don't cause any trouble for Aeon itself, he's more than willing to overlook it.

There is of course, rumors of The First Hero himself visiting Radiket in disguise now and again...but of course, no one can prove anything.

Saturday, 15 February 2025

A (very) short guide on converting material from other games to BREAK!!

One of the best things about owning a lot of tabletop material (adventures, supplements, and otherwise) is that all of it can be resources for whatever you happen to be playing at the moment. While often this involves simply cribbing ideas from different sources, it can also come in the form of porting things from one game to another. This entry is designed to help with that second part, providing some guidelines for converting things from other tabletop RPGs to BREAK!!

As a preface, it's worth saying that the neatest way to do this is to use the original material as inspiration to create brand new things for BREAK!! with the help of the GM's section of the core rulebook. However, there are instances when you are converting things to help save time and effort you would have spent making something entirely new, so meticulously creating stuff wholesale might detract from that purpose. 

With that in mind, the guidelines in this entry are meant to help with speedy conversions rather than meticulous ones. There will still be work involved and there could be a lot more said on this, but hopefully these can still help your efforts be smoother than they would have been before.

Monsters, Enemies, Etc

The first step in converting monsters, adversaries, and various entities from other material into BREAK!! is figuring out what the subject's Rank and Menace level would be so you can get its basic stats from the Adversary Table.

Entities from classic fantasy tabletop games have some easy benchmarks. If the system has something like Hit Dice or levels, this can usually be converted into a Rank by comparing the value range for them and adjusting accordingly. For example, if you are working from a game where enemies are leveled somewhere between 1-30, you could probably get away with dividing the level by 2 to figure out what their Rank in BREAK!! would be. A level 10 giant in this example would be Rank 5 and likely Massive to boot!

If there isn't a clear parallel to Rank in the source, or if the math doesn't quite work out, instead look at how strong the entity is relative to the characters in that particular game. For example, if it's a monster that's meant to go up against very powerful characters, it will probably be something that's Rank 11-15.

When choosing which aptitudes are primary and secondary, think about what the entity uses the most. A tough, brawny monster with good senses should likely have Might, Insight and Grit as primary aptitudes, leaving Deftness and Aura as the secondary ones.

If you are going for speed, when assigning something Traits give a +2 to what its most likely used aptitude, and -1 to its weak point. The aforementioned brawny monster might get a +2 Might and -1 Deftness, for example.

Figuring out Menace Level is a little trickier, but ultimately a matter of pinning down the scope of the entity in question.

  • If it's something that really shouldn't be a threat to the player characters on its own, it's likely a Mook.
  • If the entity is intended to be on the same level as a character in some form, or at least, mechanically comparable, it's a Boss.
  • If the entity is intended to tangle with a bunch of characters on its own, it's probably a Mega Boss or Colossus if its large enough.

Of course, there probably isn't going to be a perfect match here - just go with the best fit for your own purposes.

When it comes to monstrous powers and attacks, the fastest way to adapt is to think of existing abilities in BREAK!! and converting said powers to those when possible. Tough creatures with extra Hit Points might gain an Ability like the Gruun's As tough as they look. A monster with a claw attack might make unarmed strikes as if it were wielding a master weapon. A dragon's breath weapon might be similar to the effect of the Heretic's Umbral Draconis ability, and so forth.

Powers and attacks that don't have an equivalent can be altered into ones that fit with BREAK!! - for example, spells that put targets to sleep might instead incur the Fatigued or Dispirited Ailment. Try to consider what the effect is meant for in the source material and run with it. 

Attacks or effects that kill instantly or shave away a characters ranks aren't well suited for BREAK!!, so you might consider using things like the Putrefied Status Ailment or Burning/Caustic injuries to keep their danger intact but within the game's scope by giving the characters more a chance to try and counter or deal with it.

Items, traps and other magic effects

Converting these is much like converting Abilities. The quick way is to go with something existing in the game already that's a close match - a ring that allows you to fly might grant you the Sage's Practical Flight ability, a magical trap that shrinks its victims might cause the chibbed status ailment, and so forth.

When possible BREAK!! items should offer some new power or tools to players, rather than increasing bonuses. Simple items items to this effect (your +1 Swords and shields, etc) could simply be made of magical materials and have a custom weapon/shield/armor ability for a similar feel. Items with higher bonuses could grant access to appropriate Calling Abilities instead, a powerful holy sword might mimic the Battle Princess's Luminous Blade, as an example.

Most traps and hazards can be modeled as something to avoid via careful planning or dodge with Checks, with consequences coming from the Impact or Burning Injury table. Certain other traps might be re-worked as causing troublesome or dangerous ailments.

Effects that are more narrative than mechanical, like a mirror that shows one their heart's desire, can usually just be kept as is. This is probably obvious, but it still warrants mentioning.

Maps

Most maps are easy enough to convert into use for BREAK!! - for example, in a traditional dungeon layout the rooms would be Locations in an Adventure Site while the doors and hallways would be access points (though certain ones might also be considered locations if there is something to interact with there). More open places (like a large forest or abandoned town) would be even easier to use.

You might want to cut down particularly large maps into a series of connected Adventure Sites to better suit BREAK!!'s style. Each level of a classic mega-dungeon could be its own site for example. Players can tackle each distinct part in different sessions/adventures that way.

If the map comes with a Random Encounter table already prepared, you might want to alter it to be more inline with how BREAK!! uses them (including "no encounter" results, at least a few non-hostile or potentially non-hostile encounters, etc). 

If the map doesn't use Random Encounters already, consider making a new table, or even taking some of the encounters on the map and making them into random rather than guardian style encounters. You could even use some of the encounters from any discarded spots on a map to make a new table if you're reducing the size of a larger site. 

Thursday, 30 January 2025

Freebie: Akenian Relics (Gear)

 

 
Helical Archive, Magia Branch
Item(s): A0765, A0484, A0434
Classification: Minor Relics, Akenian (3rd Aeon)
Agent: Mucky Paws
 

After assisting the university in unsealing a door to a previously unexplored sub-basement of their primary faculty, the staff allowed us to claim three of the items found within for further study. These are:
  • A0765, designated "Mana Visor Helm"
  • A0484, designated as "Magi-Gunblade"
  • A0434, designated as "Glide Mantle"

The three items have the characteristic visual flourish of Akenian equipment and are in working condition thanks to being primarily made of sungold and other superior materials. While all three are unique in manufacture, they follow a similar styling of equipment connected to Mage Knights, so it can be reasonably concluded they belonged to a retainer of one that was highly skilled and did not have magical capabilities of their own.


Mana Visor Helm

This ornate helm includes a crystal visor that allows the wearer to see the flow of concentrated mana, allowing them to visually confirm spells are present or being cast. Presumably, a skilled combatant can use this increased awareness to their advantage.
  • Anyone wearing the Mana Visor Helm is able to see the flow of mana. This should be noted during Exploration.
  • In addition, the Helm grants the wearer a +2 (Minor) Bonus on Insight and Deftness Rolls for avoiding a Magical Ability or effect.
  • COST: N/A, Slots: 1


Magi-Gunblade  

An elegant weapon suitable for both close quarters combat and sniping. The built in spell canister also meant the weapon could be used even if one did not have any physical ammunition on hand.  While kept in good condition, the handle is quite worn, demonstrating this was well used.
  • The Magi-Gunblade is a Master/Large Mechanical Missile Combo Weapon made from sungold.
  • Rather than normal ammunition, the Magi-Gunblade utilizes Spell Canisters, a specialized form of Spell Engine. One of these is placed in a chamber between the blade and grip.
    • Spell Canisters come in many variations, but two examples are..
    • Infinity Shot: The most common type of Spell Canister. These draw in ambient mana and compress it into a projectile. This process begins again the moment the Magi-Gunblade is fired. This means while the weapon must still be "reloaded" once used, this process happens automatically and the wielder can act normally in the turn while the canister charges.
    • Wide Shot: This Canister unleashes a blast of energy that bursts into many deadly fragments. When used, the wielder's attack is made against everyone occupying a targeted Area, hitting anyone whose defense the result matches or exceeds. Once used, this canister must be recharged in the same way as a normal small spell engine.
  • Spell Canisters take an action to replace in the middle of a fight or perilous situation.
  • COST: N/A, 2 Slots 
 

Glide Mantle

A grand cape that billows dramatically when worn, but manages to never get in the way while doing so. This sort of thing was considered very stylish in ancient Akenia. It also grants its bearer the ability to ride the wind.
  • The Glide Mantle grants its wearer the sage ability Practical Flight as long as the wind is present. This is generally the case outdoors, though it might also be the case within certain structures (like a cavern an outside breeze carries through) at the GM's discretion. 
  • Cost: N/A, 1 Slot 
 

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?


Monday, 13 January 2025

The BREAK!! store is open!

 
 

Just a short but exciting announcement today, but our store is now open!

Physical and digital books now available to everyone!

Prices are discounted for a short period - to celebrate the launch!

Visit the shop



Note: If you're a FLGS checkout the wholesale section (and sign up for discounts!)

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.