Information: What to do with it
what can be said of what
and who is going where
words can be as wrenching as a knife cutting your gut
and secrets can fall from lips behind unparted hair
they're like slimy eels and shards of glass
like blood underfoot and sickening pain
you can feel your axons screaming at their black mass
as the sharp darts of input pass and pierce your brain
so from the off I should convey something: the overarching thing
there are sixteen seeing stones scattered across the flat, icy land
the glass eyes of god, also called the palantir, scrying devices
there are eye-shaped chambers, and they are adorned with silver mirrors
you will see them, drawn in the maps provided for this book's contents,
and these chambers are scattered all over – in most known structures
the setting is polar, it is cold and arid and desolate
there are tundral locations here, but most are polar locations
this makes survival challenging, especially for us humans
so what kind of factors might make life ever be possible there?
after all, living life in a polar climate is very rare
the wind and general climate is inhospitable to life
in this land described on these pages, here are some of the factors:
some native women nurse goat kids, and babies nurse at nanny goats
old magic alters reality, in order to sustain life
if people plan, prepare, remain vigilant – life is possible
people migrate, moving with animals and weather, nomadic
ships carry supplies and people, the structure keeps people alive
so what are some of the challenges of day to day arctic life?
the extreme cold, the sun on snow, crevasses, injury, disease
lack of supplies, morale, maintaining gear and self, and madness
here are some good ways to use these factors to challenge the players
all the players should start with winter gear and supplies, however
this doesn't provide immunity to cold, moisture, dehydration
appropriate actions must be undertaken, or death ensues
if they wear armor, they will get much more sweaty, a deadly sweat
if they engage in combat, they will get sweaty, a deadly sweat
if they break up a dogfight they will get sweaty, a deadly sweat
if the wind blows in their face they will get thirsty, a deadly thirst
the wind may blow into their face all day, their skin begins to crack
if the wind blows onto them all day, they could lose extremities
an ear or a nose or fingers, or toes – anything that's exposed
they'll turn black and fall off, frostbitten and dead, falling in the snow
if they sweat, they will quickly begin to lose core temperature,
and as core temperature drops, it gets more and more dangerous
death looms closer, the warmth is illusory, the system shuts down
if they try to pick a lock, or open a locket, or tie knots,
have them remove their gloves, don't remind them to put the gloves back on
if they don't put gloves back on, congratulations, frostbite prevails
if players do not dry boots, leave combat unharmed, struggle daily
remember that HP is just the essentials, and minor things matter
if untreated, small things can get infected, and out of control
if players eat the same thing day after day, especially meat
give them rabbit poisoning after an extended period,
give reasons to covet food they brought with them, to clutch at rations
in polar expedition groups, chocolate, tea, sugar, citrus -
they are worth more than their weight in silver, these may be critical
they are the difference between life and death in this environs
when people have scurvy, when they're losing their own body fat
when they've been living on the leather from their boots, on scraps of meat
boiling bone soup for weeks, cooking penguin and seal on sooty flame
well, at that point, hot liquids and warm bedding should be beneficial
make fires and teas and fur clothing or bedding matter, which they do
describe and evoke the comfort of the little things, in contrast
singing, exercising, praying, preparing, planning, reading, writing
all these should be encouraged – they are what keep people alive here
the characters should stay occupied, dry, and warm – or death ensues
describe injuries and consequences of when people get hurt
when people get cut, bruised, or broken – describe it in harsh detail
bring it up as often as possible, make it always present
if they encounter Bannari, they should nearly always be told
about goats snuggling up close to them, goats just walking around them,
goats breastfeeding from Bannari, babies feeding from nanny goats
describe what they see on the horizon, and keep track of distance
distance provides the means to see the horrible and wonderful
and have the weather become despised because it prevents vision
oh, please describe their blood falling, pooling, pouring, dripping, smearing
and every chance you get, when they get injured, please describe their blood
detail how and when their blood gets frozen, make a marked point of this
during death, describe dismemberment, in hideous specifics
and even if they aren't dying, keep harp on about their wounds
try to get them perturbed, remind them of their wounds, describe their wounds
have animals, weather, terrain – remain constantly dangerous
make them present, and a pressing factor that pokes holes in plans
reward planning, adapting, and reporting with blessed silence
just fuck them up when they climb, describe the worst ledges and pitches
make climbing a harrowing thing, dizzy and sicken with dice rolls
try to press chalking up as something they should fear above all else
organization of wildlife and factions informs how they act
the style of hierarchy can be what clearly separates them
people and animals move and act in the frame of hierarchy
even if the players have what they want, things always go away
food runs out, the weather gets worse, they get skinnier, more tired, more cold
the only end is death, please intimate this as characters die
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