The Kairos Wasteland
Situated on the border of the Ephemeral Expanse, the Kairos is a land where the barriers between the material world, the Ethereal Realm, and the Shadow Realm are thin and unstable. This causes the environment to shift unpredictably between these planes, making navigation treacherous and disorienting. Ethereal beings and shadowy creatures roam freely, adding to the dangers. The few settlements here are fortified against these planar anomalies, relying on ancient relics and magic to maintain a semblance of stability. The proximity to the Ephemeral Expanse intensifies these shifts, making the Kairos a perilous yet fascinating area for those seeking knowledge and adventure.
Key Features
The Shifting Planes The Kairos Wastelands are a chaotic blend of the material world, the Ethereal Realm, and the Shadow Realm, making the environment unpredictable and ever-changing: Planar Overlaps: Sections of the Wastelands might momentarily phase into the Ethereal Realm or the Shadow Realm. Objects shift, creatures phase in and out, and even time feels distorted. Mechanic: At random intervals (determined by GM discretion or every in-game hour), an area of the Wasteland shifts into another plane. Players need to succeed on a Will Defense Roll (DC 15) or suffer Disorientation (a temporary debuff that imposes Disadvantage on Perception and Insight checks for 1 hour). Visual Phenomena: Floating islands of shadow, translucent ethereal forests, or ghostly rivers that vanish as quickly as they appear. Dangerous Beings: Planar instability allows creatures from the Ethereal Realm and Shadow Realm to appear suddenly.
The Climate Radioactive Storms: Fierce storms of radioactive particles sweep through the land. These can cause hallucinations, intense heat, and even lethal radiation poisoning if caught without shelter. (GM can roll every in-game day to determine if a storm occurs; those caught in it must pass a Fortitude Defense Roll (DC 16) or gain 1d8 Radiation Damage and 1 level of Exhaustion.) Flash Flooding: Torrents of toxic rainwater occasionally fill ravines and gullies, cutting off escape routes or sweeping characters away. Dim Lighting: A permanent radioactive cloud cover casts the Wastelands in perpetual gloom. Visibility is limited, with most areas considered "Dim Light" at all times. Night brings near-total darkness unless players carry magical or technological light sources.
Hazards Irradiation Zones: Patches of extreme radiation are scattered throughout the Wastelands. Survivors tell tales of glowing craters, ancient war artifacts emitting deadly energy, and areas where even the plants seem to pulse with unnatural light. Characters passing through these zones must pass Fortitude Defense Rolls (DC 14) or take Radiation Damage (1d8 for mild zones, 2d8 for severe). Nanite Swarms: Clouds of ancient, rogue nanites still roam parts of the Wastelands, left behind by the Sundering War. These swarms disassemble anything organic or mechanical in their path, including unwary adventurers. Mechanic: A swarm encountered forces a Reflex Defense Roll (DC 17) to avoid 2d10 damage or lose an item.
Notable Places and Landmarks The Riftspire: A jagged crystalline tower piercing the sky, its surface flickers between glowing material forms and semi-translucent shadow. This spire is a focal point for planar instability, acting as an anchor between the Material Plane and the Shadow Realm. Lore: Rumored to have been a beacon for the Tahata Starweaver during their journey into the Ephemeral Expanse. The Broken Circle: A colossal, circular ruin that appears as if carved into the earth by something unimaginably vast. The stones glow faintly, bearing runes in a language forgotten to most of Adamah. Lore: This is a remnant of the Sundering War, possibly a failed weapon or a broken teleportation gate. Elohim seem drawn to this place, and the faint sound of overlapping voices can be heard in its center. The Black Mire: A vast stretch of toxic wetlands teeming with corrupted lifeforms—mutated predators, plants that secrete acidic sap, and twisted remnants of what might once have been humanoid creatures. Hazard: Every movement here risks contamination or attack, and characters must succeed on Survival Checks (DC 16) to navigate without sinking into the muck. Kairos's Whisper: A nomadic ruin that appears and vanishes in different parts of the Wastelands. Survivors speak of hearing faint whispers and ghostly laughter before finding themselves inexplicably standing at its entrance. The Pale Gate: A massive archway carved from bone-white stone, half-buried in the sands. It glows faintly with ethereal light and appears to distort time for those who pass beneath it. Effect: Passing through the gate causes strange effects, such as glimpses of the past or future, or forcing players into the Ethereal Realm for a short period.
Factions The Scavenger Clans: Bands of hardened survivors who eke out a living by salvaging technology and ancient relics from the Sundering War. Ruthless and territorial, they see outsiders as potential threats—or opportunities to trade. Notable Clan: The Ember Reavers, a particularly brutal group with ties to smuggling relics into city-states. The Ferrum Nomads: Wandering merchants and tinkerers who traverse the Wastelands in armored caravans. They repair equipment and trade supplies, though their prices can be exorbitant. The Seekers of Kairos: A cult obsessed with the planar instability of the region. They believe the Kairos Wastelands are a sacred ground where the veil between worlds can be pierced, and they actively seek to harness the instability for their own mysterious ends.
Internet There is no Internet connection while int eh wastelands.
Traveling the Wastelands Navigation: The chaotic nature of the Wastelands requires constant checks to stay on course. Characters must succeed on Survival or Navigation Rolls (DC 15) every 4 hours of travel, or risk becoming lost. Hazards: Roll for hazards every 4 hours of travel (e.g., radiation storms, planar shifts, mutant creatures, or rogue Enigma Machines). Resource Management: Players must carefully manage supplies, as food and water are scarce. Failure to prepare results in Exhaustion or Constitution penalties.