Elemental storms

Elemental storms

Here we will cover the movement and effects of elemental storms on Regions of the Overworld.

By default, elemental storms always enter from the Mists; the storyteller freely decides from which border of the Mists to generate the storm.

Once generated, the storm moves by random chance.

Storm enters region

When a storm enters a region, the region is pulled closer to the storm’s primary element.

  • Calculate the Storm’s Rank - Ward Rank
  • The storyteller rolls 1d6 for the border where the storm entered
  • If the Result is less than (Storm Rank - Ward Rank), the storm forcibly yanks the border’s element to match its own primary element

When the border is changed, the storyteller then Challenges with the storm to see if the wards are damaged.

  • Disaster, Failure: the wards endure
  • Success: Decrease Ward strength by 1
  • Flourish: Destroy the Ward

Regardless of outcome, the storm will grow weaker

  • Storms weaken by 1 Rank for each new Region entered along their path

Storm movement

Once inside a Region, the storm lingers for Rd8 hours, thrashing the Region with elemental effects and pyrotechnics.

Afterwards, the storyteller rolls to see how it moves. Storms react to both the elements and the spiritual state of the Kingdom rather than traditional meteorology.

  • The storyteller rolls 1d10
Result Direction
1 Stationary of a position of great importance or history
2 Following the nearest ley line matching its primary element
3 From higher elevation to lower
4 Towards the most powerful crystal on the overworld
5 Following the shape of the wandering stars currently brightest in the sky
6 Towards the section of the overworld with the least concentration of its primary element
7 In the direction of the last battle in which someone died
8 Directly for Seln Alora
9 Directly for the Hearth
10 Directly for the player characters!

When trapped, storms intensify

  • If any effect would ever result in a storm being unable to move:
    • Increase the storm’s rank by 1
    • Roll 1d6 to determine what direction the storm moves
    • Destroy any obstacles in the storm’s path, including wards, ignoring strength

Storms may hit the same region multiple times. This is especially dangerous because the second round is likely to start with the region already near or matching the storm’s primary element.

Storm power

Storms naturally ebb as they flow over the land.

Storms bring balance to Seln; they grow stronger in regions with little presence of their primary element and disperse when matched with an element already rich in their element

  • Count the number of borders matching the storm’s Primary element (including any changed upon entry)
  • If that number is greater than or equal to the Storm Rank, decrease storm rank by 1

Wards bleed a Storm’s power

  • If functional wards are present in this region, decrease storm rank by 1

Mists from storms

When elemental storms destroy a Region’s wards, there is a chance the Region sinks back into the mists.

  • The storyteller Challenges against the Region’s wards, if any
    • (Rules on how elemental storms Challenge are in the storyteller’s section. No peeking!)
  • On a Flourish, the elemental storm reclaims the Region, destroying all improvements and rewriting the land
  • These renewed regions, though destroyed from an industrial perspective, are often home to rejuvinated reagents and strange phenomena worthy of exploration