Terrain

Terrain in FFZ is broadly defined as the elemental properties of a location. Terrain has an effect on the battlefield and inhabitants of the location, and it helps tie together an the location with an elemental theme. Terrain helps make each land (and everything in that land) unique.

This page mostly lists typical advice for associating elements with the locations you design. Once you get an archetype for the location, you can reference some of the ideas in that archetype with this list to get the typical terrain for that location. A location might have two or three types of terrain, and the terrain may vary with the season or the weather, but you don't need to exhaustively detail every weather phenomena in order to get a terrain you can play with. All you need to do is decide what the location will be like when the PC's visit it, and thus what terrain dominates it for that period. If you use a given location often, changing the weather and terrain can be a useful way of demonstrating a change and making the experience different from last time — think in FFXII about the Giza Plains in the Wet and the Dry. In FFZ, this is left up to you as the GM.

Terrain & Weather Element Table

Element Terrain Examples Weather Examples
Air Forests, Treetops, Rooftops, Airships, etc. Windy, Tornadoes, No Clouds, etc.
Cosmos Dimensional Rift, Outer Space, Vacuum, Haunted House, etc. Aurora, Haunting, Roiling Planes, etc.
Earth Caves, Barrens, Mountains, Canyons, etc. Dust storms, Earthquakes, Avalanches, etc.
Fire Dunes, Volcanoes, Savannahs, Geyser Fields, etc. Hot Sun, Eruptions, Steam, etc.
Gravity City, Factory, Dungeon, Interiors, etc. Calm, Normal Weather, Eerie Stillness, etc.
Holy Field, Hills, Heaven, Churches, etc. Bright Sun, Daytime, Full Moon, etc.
Ice Snowfield, Glacier, Mountaintops, Winter, etc. Cold, Snow, Frost, etc.
Lightning Plains, Power Plant, Open Ocean, Foothills, etc. Thunderstorms, Static Electricity, Magnetic Disturbance, etc.
Shadow Swamps, Graveyards, Sewers, Hell, etc. Nighttime, Heavily Clouds, New Moon, etc.
Water Ship Deck, River, Jungle, Coastline, etc. Rain, Fog, Mist, etc.

Optional Rule: Rolling for Weather

In most cases, weather can be overlooked, or assigned by the GM. Rolling for weather is optional, but it can add more variety to a given land. The more time that is spent in the land, the more variation in weather the characters should experience.

When rolling for weather, all possible weather options are not included, and the weather is treated quite abstractly. For most games, three categories of weather (common, unusual, and exceptional) are good enough, with variations based on the season. The three categories are treated as number ranges on a d20 roll: 1-15 (common), 16-18 (unusual), 19-20 (exceptoinal).

As always, the GM may alter the weather table as much as they want, and can always choose a different kind of weather. Weather may (or may not) have an effect on combat, as well, just like terrain (see the Battlefield article for details).

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License