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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