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=== Concerns of Entry === "A sort of much more vicious Sea (the Rokea term for the Umbra in W:tA) then? I'd also suggest rivers or your swamp/marsh/bayou/bog areas being good spots to move through, since this is at least a bit about Swamp Monsters still. Maybe "dead water", places where the water has become stagnant, motionless, devoid of life are the only places where a Leviathan can migrate through to the other side, as a balance to the procreative force they exist as otherwise." "How about this: a Leviathan can travel to the 'deep chaos realm' or whatever we're calling it through any pool of water of sufficient Size. However, in order to be a suitable vessel/passage, the pool must have been totally still and undisturbed for a number of consecutive hours equal to it's Size. The slightest gust of wind or drop of water will create ripples, resetting the clock, and of course any water under the influence of supernatural forces cannot be considered properly still. Crossing through the pool without disturbing it requires success on a roll of tranquility minus power stat; Leviathans with power stat higher than their tranquility have a hard time leaving and coming back in quick succession (particularly since they need larger pools to travel at all), and don't play well with others." "It should be completely possible (and badass!) for a (higher level) Leviathan to jump out of an airplane in our world into a typhoon or hurricane and cross the Gatewaters if it is stormy enough, landing into the Tempest. Of course, a Leviathan in a boat or on a rock, or more than likely just swimming, in mortal waters in a storm would have an even easier time crossing the Gatewaters, as they're closer to their (figurative and literal) Element. Snow, Ice, Rain, Fog, Algae, and even Mud and Blood should all be possible to use as Gatewaters, if not all equivalently easy. Blood, due to it's primal and occult nature, is probably more potent per-ounce and Depth." "Crossing over to/from the Mortal World (needs better name!) and the Deep, you must use the Gatewaters. As discussed, I suggest either intense stillness, OR very stormy chaotic conditions, with different requisite, advantages and dangers for each. Special effects-wise, the Gatewaters are someting akin to a miniature storm that comes over you (obscuring you and leaving you in the Deep). The gatewaters aren't really a place themselves (like the Hedge, it's more like the Gauntlet, but even then there were no Border Marches like the Gauntlet had) I'd say crossing over causes a LOT of collaterol damage. Using a pool causes it to fog the backyard and maybe splash out lots of water. Using a tub or whirlpool, even if you can, probably violently and dangerously spills the water everywhere, making a return trip to that tup impossible. The Gatewaters aren't a separate realm, they're just the edge, like the edge of water and air itself. It should be more difficult to cross the Gatewaters into the Deep when you're inland on a continent. You can still do it in a lake or pond or swamp or river, but Oceans are easiest. Something about the salt. Although a subterranean cavern or vast swamp or big lake or raging river or mountain waterfall should work great. Even a liquid pool within a glacier. I'd say the deeper in water, still or not, you are in this world, the easier it is to use cross the Gatewaters into the Deep. It can be done insomething as deep as a swimming pool, but it takes something extra to pull it off in a bath-tub: a powerful ritual or sacrifice or cult or maybe the tub is buried deep underground or is on a craggy mountain or in a swamp?"
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