HERALDS CAMPAIGN
Environmental Effects

The shape of Arath after the events of the 'The Declension'. Noth now regularly undergoes seizures as the layers of reality and para-reality meld and condense, bringing the Trinium's immutable presence even closer to Noth and shifting the landscape on an almost daily basis.
Noth is affected by the ever shifting 'Refractions'; environmental effects that change as a result of the three Chaotic Disturbances; The Fall, The Declension, and now The Birefringence. Each has distinct properties, and both provides hindrance and boons to those that travel through them.

The Fog is a rolling orange cloud of strange fractal shapes. Records of its existence date back to 'The Fall' at the end of the First Cycle. It periodically rolls across Noth, the only warning sign of its approach is the dispersal of the clouds above, as it blankets the continents in a thick band of yellow/orange fog. Strange, slow moving lightning arcs from the ground to the sky. Paradoxically, the fog seems to obscure things the closer you are within, allowing for navigation off of landmarks. Sound also travels further, but even those right next to you sound as though coming from a great distance.
The Fog is a magical heavily-obscured terrain, that extends 300 ft. above the ground, and covers and area greater than 100 miles. It lasts for 6d12 hours before precipitating away.
It can be detected approaching by a Survival, Perception or Religion skill check, and if failed by a second visual skill check. If detected in time, creatures have an opportunity to prepare for its arrival. By the time the Fog cloud is visually spotted, it arrives within 9 seconds.

The world of dreams, made manifest by the thoughts of all conscious beings as a bridge between them and the divine. The Transmundane is an ever-evolving, hazy landscape that twists and surges the familiar into the new and unknown. Travel in this realm is difficult but not impossible, led entirely by one's own ability to navigate their unconscious mind.
After the events of the Birefringence, the Transmundane now occasionally intersects with reality, bringing the nonsensical land of dreams into the waking world.
Non-Null humanoid creatures must make a DC 14 Charisma saving throw when entering the Transmundane, and are transformed on a failed save. Creatures that succeed on the save pick their appearance while in the Transmundane, including the identity of others.
Result | Effect |
|---|---|
1 | You become an inanimate object no bigger than 5 feet or weighing more than 200 pounds. |
2 - 5 | You are polymorphed into an animal of the DMs choice. |
6 - 9 | You are polymorphed into a CR 1 animal of your choice. |
10 - 13 | You become ethereal, and are unable to physically interact with any object without passing a WIS, INT or CHA save DC 14. |
Any time a Non-Null humanoid creature rolls a d20 as part of an action, they must roll a d10 as part of a 'Chaos Check'. If they roll less than 10, nothing happens, and a +1 modifier is added to the next Chaos check.
If 10 or greater is rolled, that creature must make a roll on the Transmundane Table below, and all modifiers to the Chaos Check are removed.
1d100 | Effect |
|---|---|
01 - 10 | A creature of the DMs choice that is Friendly toward you appears in a random unoccupied space within 60 ft. of you. |
11 - 20 | You are subjected to an effect that lasts for 10 minutes. Roll a d6 to determine the effect: 1 your size increases to the next category; 2 you must shout when you communicate; 3 an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; 4 You turn into a potted plant; 5 You are unable to lie; 6 You know the exact location of all creatures in a 120 ft. radius, |
21 - 30 | For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action. If you do not have the spellcaster feature, re-roll this table. |
31 - 40 | You are subjected to an instantaneous effect. Roll a d6 to determine the effect; 1 a massive farting sound emenates from you that can be heard 300 ft. away; 2 creatures within 20 ft. of you are knocked prone; 3 An illusory copy of you appears as though you had consumed Deviscion; 4 You teleport up to 60 ft. away; 5 You cast fireball centered on yourself; 6 you immediately make two rolls on the Transmundane table. |
41 - 50 | For the next minute, one of the following environmental effect occurs. Roll a d6 to determine the effect: 1 The area around you in a 120 ft. radius in now underwater; 2 every creature within 120 ft. of you casts fly, and may concentrate on it in addition to other spells and abilities; 3 |
51 - 60 | For the next minute, every successful attack made by creatures within 120 ft. of you is a critical hit. |
61 - 70 | You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn. |
71 - 80 | You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat; on a 10, See Invisibility. |
81 - 90 | If you die within the next hour, you immediately revive as if by the Reincarnate spell. |
91 - 99 | You have Resistance to all damage for the next minute. |
100 | Roll 1d6: On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all expended charges of your class features; on a 6, all the effects above. |

The Rubicon is the esoteric and inaccessible home of the beings known as the Trinium, that is overlaid on physical existence. Mortals that fall between the imperceptible cracks during death or other traumatic events fall into the 'Compound Sea', where their thoughts and memories disperse and intermingle with those that have come before.
There is more to uncover here...