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Storms

It's a bit complicated, so let me start with some other concepts you might haven't processed yet.   For instance, you may have noticed by now that not all [f-ghost]s are seemingly living creatures or interesting tools. Shards can form all kind of things, or circumstances and events. It's easy to forget that a ghost can be the reason why in a region of the forest is always raining, or it can be the rain itself. It can even be what we perceive as the temperature or gravity. Some may even change your memory and emotions.   The creation of a ghost with those characteristics in an area usually creates trouble, if not for it's nature due to the changes it brings. It might even destroy or trigger other ghosts, and be changed by the shards involved in that process. The chain reaction can affect other areas nearby.   Eventually, things come back to normal or a new balance is set, but only after the chaotic, violent mix of changes that we call Storms.   A storm can be just confusing or annoying, but it's way more common for them to be destructive and terrifying, and last as short as a few seconds or extend for months or years... well, no, not anymore: ever since the instauration of the company's time loop, the longer a storm can last is a day. And of course, its effects dissappear after the reset. In rare occassions, a Storm can expand through the whole world, and is not exactly uncommon for powerful storms to trigger others, easily distiguished from the first one, that come together to cause a world-wide disaster.   The most noticeable of these phenomena is extreme weather, but it's not nearly the most dangerous. And some are so complex that you wouldn't even know the damage they caused (or that they happened), like the Forgive and Forget Storms.

Origin

Storms are formed naturally, triggered by people, ghosts, or the wrong shards finding each other. As far as I know, only a Granter can summon a storm intentionally, but once in a while, conjuring something from shards can end up in the accidental triggering of storms.
Type
Natural

Localization

Storms can be triggered in any point in the forest, where different kinds of shards coexist, but there are certain areas where it barely ever happened (for instance, there is no records of any on the The Desert) and others where it is quite common.   Areas where local storms can form with no external influence, are the less dangerous, since they are predictable: every day at the same time, same reach, same damages. Cartographers record those, and someone from security (or The Granter himself) creates a barrier that keeps people outside and storms inside; everything is fixed by the next morning.   The real issue are the places where shards are suceptible to become a storm with small, unimaginable triggers. Places like the The mines, or even others that seem peaceful and inviting, where somethins as small as a sigh or even a happy thought can be the little push that shards needed to become a world-wide natural disaster.   In human settlements, several protective mechanisms had been set by the... granter to prevent the formation of storms, but those aren't protection for storms formed somewhere else. There are some barriers that could help with that or other threats, but we can't plan for things which nature we can't predict, right?


Cover image: Original Image by Eduin

Comments

Author's Notes

There was something I meant to add to this, but I stopped to do something and now I can't remember what it was. I read it too see if the idea showed up again but... It's ready for now, I guess.


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