Skip to main content

Stormheart: Between Air & Water

    This is post is for this month's RPG Blog Carnival topic: Other, Between, and Under hosted by vdoughnut.  Once again, the gods laughed at my plans, and the full work is beyond the scope of a single blog post, so I'll share a link to the GDocs draft, of course down below.

RPG Blog Carnival Logo

 

    First, let me say that for a setting I have never had a chance to play, I really love the concept of Spelljammer.  I like creating wild fantasy settings that go beyond another hex crawl on a world, to a world crawl.

    So along these lines, I decided to make a setting that takes place on a pocket plane between the elemental planes of air and water.  Here's the introduction which paints some broad brushstrokes of what's going on:

Stormheart is a small but cosmopolitan trading town that mostly exists in a
pocket on the border of the Planes of Air and Water, on a plane one hundred
miles in radius that separates the
Sky from The Deep, looping back from any
one side to the other.

The Mother of Storms

The Mother of Storms, is the strongest storm on the border between the
elemental planes of air and water.  This swirling mass of a dozen toroidal
maelstroms, each increasingly bigger and thicker, containing the smaller
ones inside its orbit, so that the outer one is almost two hundred miles in
diameter, and the inner one is about twenty miles in diameter.  They each
rotate on a different axis piercing their diameter, blending air and water
almost evenly within their body.  Each of these axes moves over time,
suddenly changing direction or speed.  Their only common point of
reference is at their very center, through
Mother’s Heart (see below).
More than 80 yards over The Deep, gravity shifts through this chaotic
mass, as though the entire volume was maliciously trying to push
intruders into the stormy volumes.  Some say she is the greatest storm
elemental.  Certainly, the movements of the maelstrom can seem malicious.

In other worlds, the fiercest of storms are linked to the Mother of
Storms, exchanging energy with her. Those in other worlds flying or
sailing through such storms or otherwise being out of contact with the
ground might end with one blown or pulled through these exchange
portals, leaving their own worlds and for this plane of airy and wet pocket
dimension.

There are some known, long standing portals, connected to very long
running or even permanent storms in other worlds.  These portals are
what are usually used to travel to Stormheart by knowledgeable
navigators eager to get
aqua vitae or drownspray (more below).

At the center of the storm is a relatively calm area, in which down is
towards the Deeps, and winds are languid. Four “satellites” drift in a
generally squashed tetrahedral formation around the central mass of airy
water, a sphere of airy water only two miles in radius, known as
The
Mother’s Heart
, bisected by the plane formed by the Sky and the Deep.

Each satellite is a web work of linked structures with kites, sails, wings,
and nets, to catch salvage out of the sky, and to provide netting docks to
those ships which flew to Stormheart.

The Mother’s Heart is a bubbly sphere of water, glowing slightly while
shooting a special water called
aqua vitae upwards in a geyser sixty miles,
while simultaneously shooting a forceful jet of air called
drownspray
directly down into the water in a column that also goes at least fifty miles
deep. It has a miniature tornado, only 40 yards tall and across, which
always spins heartwise (counter-clockwise as seen from above), and also a
whirlpool on its surface, thirty yards across, which is generally considered
to be roughly stationary.  

A watch is completed after four hours, when the tornado crosses the
whirlpool in roughly four hours.  At this time, Mother’s Heart geyser and
jet pause, one of the three lower satellites usually replaces the upper
satellite, perching on top of Mother’s Heart, and
aqua vitae jets up through
the center of the perched satellite.

The end of a watch is also when the maelstroms change their access of
rotation, completely changing their motion, and so the most dangerous time
to travel through them.

The draw of Stormheart, for those that come voluntarily, is to get the pure
elemental water called
aqua vitae or the air from the jet out of bottom of
Mother’s Heart.

Here's what's in there right now:

  • Seven neighborhoods for each of the four satellites of Mother's Heart, including prominent figures, landmarks, and random encounters for each area.
  • A reasonable elementalist class for air and water elementalists, including spells and spell lists for both. 
  • A list of possible uses for both aqua vitae and drownspray, the pure elemental forms of water and air forced out of the Mother's Heart. 

    While the heart of the concept is here, there's more work to do to finish it off, but in the interest of the carnival, if you want a live link to this draft as a Google Doc, here it is!

     Please let me know in the comments what kind of wild pocket settings you've set up for your games, or what kind of campaigns you would consider using a setting like this in!



Comments

Popular posts from this blog

On Names

  Note : There are a lot of external links in this post. None of them should be affiliate links If they are, please let me know . Note2 : This has been bouncing around in my brain informally for a while, but putting it to pixel was prompted by Rook’s post on names on Beneath Foreign Planets as part of the RPG Blog Carnival .  There’s a lot of great material that comes from these prompts. I encourage you, dear reader, to check that out. Note3 : Link to the GDoc version this post was originally composed in. On Names One of the holes new Game Masters fall into while playing D&D-esque games is names. I’ll start with random NPC names first, to get the subject out of the way:  Make a d20 or d100 list of names for each gender, and for families.  Either stick it on the fourth panel of your DM screen, or pre-roll five of each, and stick those lists on your fourth panel. If you need a list of real world names, use an onomastikon .   Onomastikon “What is an on...

RPG Blog Carnival: Beyond Vancian Magic

  Hello Friends! I'm thrilled to be hosting December's RPG Blog Carnival topic, Beyond Vancian Magic ! I'm not a hater, but I'll admit I prefer different systems being different, and clerical and magic user magic systems are basically the same.   I'm looking forward to seeing your interesting takes and contributions on evolving past that kind of magic system.  While I chose this topic about half a year ago, it's come up recently on r/osr, in the post Vancian Magic - What It Is How It Works and Where Did It Come From? Here are some ideas to get you started if you don't already have something in mind: Creating entirely new magic systems, or emulating those of other works, such as those by Brandon Sanderson or Jim Butcher. Spellcasting based on the undead turning table, as illustrated by ktrey of d4 Caltrops suggested using in Alternative Spell Casting . Expand on existing the existing "Vancian" system: Make spells truly Vancian, so that they a...

The Elements of Magic Weapons, and Most Especially the Side Effects of Wielding Them

Through September Attronarch of Attronarch's Athenaeum is hosting September 2024's RPG Blog Carnival!  The theme is  Wondrous Weapons and Damning Dweomers .  In relation to that, I would like to talk about the elements of generating a magical weapon with a touch more depth than Old Gary got into. Typical D&D weapons provide a benefit, but with no drawback.  This is great as far as it goes, but I believe a little more thought should be put into it, since each weapon should have the following elements: A numeric bonus An allegiance An intended enemy A weapon effect A side-effect First, I believe all magic weapons should have a numeric bonus, even if it's just +1 to hit and damage.  Call me old-fashioned. Second, gentle reader, all weapons should have some sort of magical effect, even if it's just an elemental damage bonus.  Weapons are made for a purpose, and are made by some person or group.  The makers of the weapon set the allegiance. That doesn'...