My submission for the RPG blog carnaval. This month's topic is Worlds Beyond.
The domains of the Gods have fuzzy edges. Where the forest ends and the mountain begins, where one straight becomes another sea, or where a town turns into wilderness isn't always clear cut.
These liminal spaces are usually no problem to traverse. Rarely does one try to exit a town intending to enter a forest and instead end up in a cave beneath a far away mountain. However, once you are in the domain of a fog or mist these little stretches of no god's land become incredibly treacherous.
It isn't that the mist actively tries to take you places you don't intend to go. Rather, as the mist fades out the physical world around you, it places less and less emphasis on spatial relations between the domains of Gods and more on relations of different kinds.
This is why parents tell their children to stay indoors during a foggy day, why sailors won't disembark until the mist has cleared, and why sometimes horrible things emerge when the fog lifts.
Mechanics
Whenever heavy fog or mist is rolled on a weather table players are at risk of traveling between different regions. If they choose to do so, there is a 1 in 6 chance they'll end up somewhere completely different from where they intended to go.
If they have an encounter while moving between regions in heavy fog or mist, roll the encounter on a table that has nothing to do with the region they are in.
Love the idea of the weather intersecting with divine domains- very well-executed here. I wonder what happens when a cleansing rain hits a dead god's desert domain? When a drought takes a holy orchard?
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