Thursday, April 24, 2025

Immertag: Wakeghouls and circadian rhythms

A black sun with a face descends behind the horizon of a marshy landscape; representing the state of putrefaction in alchemy; from a version of Salomon Trismosin's Splendor solis.
Dark Sun, Splendor Solis (Anonymous, ca. 16th century)

The sun doesn't set on Immertag. It constantly shines in these strange and oddly idyllic lands that are said to be plentiful with treasure. Over time the permanent light weighs on the psyches of people. At first unsettling and disorienting, then maddening, the brightness can only be survived with proper measures taken. Those who can afford it own chronometers. The rich even create artificial days and nights, while the poor must rely on the counting marches of the numeralist mystics announcing the hours. While the city of Liüeg is treacherous and full of deceitful characters, at least one can keep a grip on time here. But treasure-hungry explorers seeking powerful relics know they need to venture into the wilds, where upholding one's circadian rhythm is necessary for survival.

This is a setting I am working on for an Into the Odd campaign originally inspired by the fantastic Hideous Daylight by Brad Kerr. Interested in the psychological  effects of a world where it is never night, I’ve sketched the following rules based on some very surface-level research and following the structure of the Cairn scars table

These rules are supposed to make overland travel to locations further away from the city dangerous while rewarding preparation as well as providing an explanation for the mad and wretched encountered in Immertag.

Waking madness

Individuals who cannot maintain their circadian rhythm must make a WIL Save each week or suffer a delusion effect. 

The following factors influence whether someone is at risk. If there are multiple factors, it depends on which ones outweigh the others.

Mitigating factors:

  • Regular rests in the dark (simulating night) 
  • Socially structuring one's daily life
  • Access to methods of timekeeping
  • Exercise of body and mind

Amplifying factors

  • Isolation or lack of structure
  • Stress or trauma
  • No way to measure time
  • Use of psychoactive substances 
 

Weeks    

Effect

1

Confusion: The lack of rhythm upsets you. Roll 1d6. For a moment you are no longer sure 1: why you are here, 2: how long you have been on the road, 3: what year it is, 4: whether you have been here before, 5: how long you have been awake, 6: whether you have really just seen this.
Roll 1d6, the new result is your HP.

2

Routine loss: Habits blur with your unstable biorhythm. Roll 1d6. 1-2: You have shifted appetite and thirst, 3-4: You notice tiredness delayed, 5-6: You constantly have the feeling of being late.
Roll 1d6, the result is your new HP.

3

Light sensitivity: The constant daytime irritates you. As long as you are in the sunlight, you are considered deprived.
Roll 1d6 and add the result to HP.

4

Mood swings: The light influences your disposition. Roll 1d6. The brightness makes you more and more 1-2: quarrelsome (STR), 3-4: nervous (DEX), 5-6: apathetic (WIL).
Roll 3d6 and replace the corresponding attribute.

5

Insomnia: You can no longer sleep regularly, but you are full of energy as long as you are awake. You fall into a deep sleep every 2-3 days.
Roll 2d6, the result is your HP.

6

Memory distortion: You forget something important from your life.
Roll 2d6, the result is your HP.

7

Paranoia:You know that something is wrong. Roll 1d6. 1: The sun is following you with its gaze, 2: Someone is stealing your time, 3: Dreams want to kill you, 4: Counting the hours and days is wrong, 5: Darkness is the enemy, 6: You must follow your routine in order not to die.
Roll 3d6, the result is your new WIL.

8

Time fluctuation: The lack of night makes it impossible to tell how fast time passes. Roll 1d6. 1-3: Everything runs faster (DEX), 4-6: Everything is slow (STR).
Roll 1d4, subtract the result from your Will attribute and add it to the corresponding attribute.

9

Waking dreams: Sleep and wakefulness become blurred. You dream even when you are awake. You receive a mystical gift (Arcanum). Change your HP permanently to 1.

10

Time loop: Not only is it never night, but time is running in a loop!
Roll 2d6, the result is your new WIL.
Roll 2d6, add the result to your HP.

11

Collapse of reality: None of this is real! You know that everything is an illusion under the control of your mind. Your attacks and attacks against you are intensified.

12

Wakeghoul: The eternal day prevails. You become an irrational feral creature, a monster.

 
  


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