enderlord99
2019-09-03, 04:23 AM
There is a large forest (somewhere in whichever world you want to include it in) called the Warpwoods, which contains more space than an area of its perimeter should and where time behaves even more oddly.
Specifically, while most of time's features progress as would be expected...
...The days and nights within don't get longer or shorter with the seasons: daytime always lasts exactly as long as a "full day" would be outside, night twice as long as that, and twilight only a single hour.
...The seasons themselves progress normally for the landscape (including vegetation) and for creatures of the Plant or Construct type (with the exception of Living Constructs; keep reading) but, for living creatures (other than plants) they do not progress based on how long you wait; rather, they progress based on how far you travel. The faster you move, the more quickly the seasons change, regardless of what direction you're traveling in. For creatures walking continuously with a speed of five feet-per-second (or six squares-per-round) a full years worth of seasons would pass in roughly the time it takes to see the sun rise and set sixteen times.
...For the Undead, it is always mid-Autumn no matter how far they travel and how long they wait.
...If two creatures are in the same place but each experiencing a sufficiently-different* season, they cannot see or otherwise perceive each other, and treat each other as if they do not exist.
Other properties of the Warpwoods include...
...The negation of certain types of magic, including those related to time, weather, vision, teleportation, or light/darkness... except for versions specifically designed for use in the Warpwoods, and which don't work anywhere else.
...Weather that usually matches whatever would be expected of the season being experienced, but exaggerated: winter is always dark-as-night from the clouds blocking out the sun, and cold as the tundra; spring is full of rain, thunderstorms, and clouds of mildly- and sometimes moderately-hallucinogenic pollen; summers are oppressively hot and full of smoke from spontaneous wildfires; and autumn has plenty of fog, mist, and... well, see the second bullet-point in the previous section.
...No matter what the weather is like, and what season it's based on, there will always be something preventing any vision beyond roughly 100 feet.
*roughly 1/16 of a full "year" of seasons
Specifically, while most of time's features progress as would be expected...
...The days and nights within don't get longer or shorter with the seasons: daytime always lasts exactly as long as a "full day" would be outside, night twice as long as that, and twilight only a single hour.
...The seasons themselves progress normally for the landscape (including vegetation) and for creatures of the Plant or Construct type (with the exception of Living Constructs; keep reading) but, for living creatures (other than plants) they do not progress based on how long you wait; rather, they progress based on how far you travel. The faster you move, the more quickly the seasons change, regardless of what direction you're traveling in. For creatures walking continuously with a speed of five feet-per-second (or six squares-per-round) a full years worth of seasons would pass in roughly the time it takes to see the sun rise and set sixteen times.
...For the Undead, it is always mid-Autumn no matter how far they travel and how long they wait.
...If two creatures are in the same place but each experiencing a sufficiently-different* season, they cannot see or otherwise perceive each other, and treat each other as if they do not exist.
Other properties of the Warpwoods include...
...The negation of certain types of magic, including those related to time, weather, vision, teleportation, or light/darkness... except for versions specifically designed for use in the Warpwoods, and which don't work anywhere else.
...Weather that usually matches whatever would be expected of the season being experienced, but exaggerated: winter is always dark-as-night from the clouds blocking out the sun, and cold as the tundra; spring is full of rain, thunderstorms, and clouds of mildly- and sometimes moderately-hallucinogenic pollen; summers are oppressively hot and full of smoke from spontaneous wildfires; and autumn has plenty of fog, mist, and... well, see the second bullet-point in the previous section.
...No matter what the weather is like, and what season it's based on, there will always be something preventing any vision beyond roughly 100 feet.
*roughly 1/16 of a full "year" of seasons