Fantastic Stuff
Fantastic Stuff posted in Fantasy and Progress Level 3 forum comment posted by derek_holland Fire and frost giants bring heat and cold with them, it isn't their habitat. Settlements do this, not individuals and the more giants that live in a particular place, the hotter or colder (or rockier or stormier) the environment becomes. Such giants can create and bury hearths that repopulate settlements once the giants leave or die. The hearths create new giants as needed.
Chimeras do not breed. Their presence causes pairs of animals to merge and then grow a dragon head. If they stick around long enough, chimeras can completely depopulate a region of its wildlife and livestock.
Fiendish sharks spread lycanthropy via their gaze. Just looking into the eye of one brings out one's inner shark.
1 in 500 statues created by a basilisk becomes a dracolisk if the statue remains undamaged for a century. 1 in 50 gorgon statues become a mortal version of a maug after a decade.
If an elemental is stuck on the material plane for more than a century, it spawns mephits. These may become full elementals if they find the right places and drain magic items in the process.
Some location curses are infectious, so adventurers may spread them fair and wide without realizing what they are doing. I use traps, haunts and hazards to represent the dangers of these places.
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