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Mapping elements to combat effects
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<blockquote data-quote="WalterKovacs" data-source="post: 4516898" data-attributes="member: 63763"><p>One idea would be the areas of intermingling.</p><p> </p><p>For example, the ice area could be after the water one. Upon surfacing at the "end" of the water area, you begin with the ice flows, and work towards the more solidly frozen area until it's almost a crystaline area ... and that could lead to the radiant area perhaps. </p><p> </p><p>If the area is divided up into a map, there could be features that are related.</p><p> </p><p>For example, between the water and fire areas is the area of thunder and lightning.</p><p> </p><p>Between water and earth are swamps and marshes that, over time, dry up into desert wastelands, which can lead down into underground cities of stone, etc.</p><p> </p><p>Between the earth and fire dungeons are the underground smeltworks creating mechanic creatures ... perhaps this area is actualy under the lightning/thunder area above, combining lighting with earth/fire to create some robotic types.</p><p> </p><p>Acid and cold/ice can be tied to the water areas. Closer to the earth area, the cold could be more cold desert [desert at night]. Towards the fire area, the acid may be more gaseous and poisonous, while the cold/fire meeting spot may be another thunder area, perhaps dealing with tornados and the like ... this would probably be close to the water/fire border that would be lightning.</p><p> </p><p>So it could be a sort of slopping area ... maybe there are two mountains on either side [a frosted cap moutain and a volcano]. In between are various terrains [desert, swamps, plains, water ways]. The weather is in part determined by the element involved. In each case, going below the ground leads to more stuff involving the element, or in some cases, going into the mountain. Earth, fire, water involving going into the ground, while cold may involve scaling the ice mountain and finding "the light" and radiant area. The necrotic, on the other hand, would be below ground as a counter point of the light.</p><p> </p><p>So:</p><p> </p><p>above ground would be cold, lightning, thunder, radiant</p><p>below ground would be fire, acid, water, earth, necrotic</p><p> </p><p>There would be the "cold mountain", with the radiant temple of ice at the top, in the valley is tornado alley where storms brew and below mad scientists create unnatural things. There are areas of marshland that become deeper and deeper, and it is said there are underground waterways which lead to underwater palaces. Below the sandy dunes and dust storms around the great pyramids lies hidden caves and cities as well. All these underground networks allegedly created from the lava flow of the volcano. The volcano is dormant, for the moment, but there is much activity within. And together, in the lowest reaches of the underground caverns lay catacombs and the resting places of many long thought to be dead, although they seem to rise throughout the areas, even reaching the surface world.</p><p> </p><p>Any other elements I'm missing? Some below ground stuff would seep out above, but it would make for an interesting "everywhere in one place" island of monsters. The mountain range may itself be something keeping the players in [for example the "island" is floating in the elemental chaos and the only way out is either through a temple into the astral sea [the radiant area] or through a gate to the shadowfell/abyss [the necrotic area below]. Or some similar area. </p><p> </p><p>An interesting twist ... considering how star pact warlocks use radiant damage ... it could be a twist that the "gods" worshiped in the temple a top the mountain of ice are in fact creatures from the Far Realms and not the Astral Sea, and thus all sorts of abbertions can pop up and you can go all Elder Gods/Cthulhu on them [could also be a good way to make the mountain top a "turn around and go the other way" scenario].</p><p> </p><p>It can also be that, perhaps the top area is natural, while below ground it is revealed to be a bit less than natural primal, with civilizations working towards some ends. For example the whole irrigation system for the underwater area, perhaps some mining operation under the earth area, harnessing of electricity in the lightning area, smelting in the fire area ... it could all be pieces of something working together. Similarly, the necrotic and radiant could even be working together or againt each other, even if they are both evil. Influence from the Far Realms, the Abyss, the Shadowfell and the Astral Sea may all by reshaping this area of the Elemental Chaos into something slighly less chaotic.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4516898, member: 63763"] One idea would be the areas of intermingling. For example, the ice area could be after the water one. Upon surfacing at the "end" of the water area, you begin with the ice flows, and work towards the more solidly frozen area until it's almost a crystaline area ... and that could lead to the radiant area perhaps. If the area is divided up into a map, there could be features that are related. For example, between the water and fire areas is the area of thunder and lightning. Between water and earth are swamps and marshes that, over time, dry up into desert wastelands, which can lead down into underground cities of stone, etc. Between the earth and fire dungeons are the underground smeltworks creating mechanic creatures ... perhaps this area is actualy under the lightning/thunder area above, combining lighting with earth/fire to create some robotic types. Acid and cold/ice can be tied to the water areas. Closer to the earth area, the cold could be more cold desert [desert at night]. Towards the fire area, the acid may be more gaseous and poisonous, while the cold/fire meeting spot may be another thunder area, perhaps dealing with tornados and the like ... this would probably be close to the water/fire border that would be lightning. So it could be a sort of slopping area ... maybe there are two mountains on either side [a frosted cap moutain and a volcano]. In between are various terrains [desert, swamps, plains, water ways]. The weather is in part determined by the element involved. In each case, going below the ground leads to more stuff involving the element, or in some cases, going into the mountain. Earth, fire, water involving going into the ground, while cold may involve scaling the ice mountain and finding "the light" and radiant area. The necrotic, on the other hand, would be below ground as a counter point of the light. So: above ground would be cold, lightning, thunder, radiant below ground would be fire, acid, water, earth, necrotic There would be the "cold mountain", with the radiant temple of ice at the top, in the valley is tornado alley where storms brew and below mad scientists create unnatural things. There are areas of marshland that become deeper and deeper, and it is said there are underground waterways which lead to underwater palaces. Below the sandy dunes and dust storms around the great pyramids lies hidden caves and cities as well. All these underground networks allegedly created from the lava flow of the volcano. The volcano is dormant, for the moment, but there is much activity within. And together, in the lowest reaches of the underground caverns lay catacombs and the resting places of many long thought to be dead, although they seem to rise throughout the areas, even reaching the surface world. Any other elements I'm missing? Some below ground stuff would seep out above, but it would make for an interesting "everywhere in one place" island of monsters. The mountain range may itself be something keeping the players in [for example the "island" is floating in the elemental chaos and the only way out is either through a temple into the astral sea [the radiant area] or through a gate to the shadowfell/abyss [the necrotic area below]. Or some similar area. An interesting twist ... considering how star pact warlocks use radiant damage ... it could be a twist that the "gods" worshiped in the temple a top the mountain of ice are in fact creatures from the Far Realms and not the Astral Sea, and thus all sorts of abbertions can pop up and you can go all Elder Gods/Cthulhu on them [could also be a good way to make the mountain top a "turn around and go the other way" scenario]. It can also be that, perhaps the top area is natural, while below ground it is revealed to be a bit less than natural primal, with civilizations working towards some ends. For example the whole irrigation system for the underwater area, perhaps some mining operation under the earth area, harnessing of electricity in the lightning area, smelting in the fire area ... it could all be pieces of something working together. Similarly, the necrotic and radiant could even be working together or againt each other, even if they are both evil. Influence from the Far Realms, the Abyss, the Shadowfell and the Astral Sea may all by reshaping this area of the Elemental Chaos into something slighly less chaotic. [/QUOTE]
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