In the variable lands, things remain unchanged only until someone is observing them.
Mapping the geography of the variabilands is impossible. Where yesterday you had a river, you can have a mountain today. The features of the grounds do not disappear; they are simply somewhere else. If the players change the environment (like building a house), they may find the modification at a later time.
At the margin of the variabilands, the things are pretty conventional but, the deeper you go, the weirder the features and the creatures you may find. Some plants and animals have unusual or magical properties that can be harvested if adequately treated.
In-game, you can represent this with a d100 random table of features with conventional things at the top and weirder and weirder entry while you reach the bottom. When you discover a new feature, roll a d20 and add to the result the number of features already visited during this trip. When entering a new hex, roll to discover the features of the adjacent hexes, and those remain unchanged as long as they are observed.
It is unclear what destabilized the geography of the land but, adventuring deep in the variabilands, is it possible to discover ruins of an advanced civilization that used magic (or technology). In addition, players may hear contrasting legends about an old cataclysm.
Goblin
In the variabilands, there is a community of goblinoids in an underground city. The concealed entrances are subjected to land variability, and every time someone passes through, they open on different features. These properties allow the goblins to maintain a hunter-gatherer based economy without exhausting the land and no need for migration.
The goblins maintain a prosperous chemical/alchemical industry where skilled masters produce spirits and potions from the resources collected in the variabilands. Goblins are also expert hunters and scavengers who find prey, artefacts, and knowledge from the ruins they can find.
The variabilands mutate when not observed. This fact can be used to the advantage of skilled goblin ready to make themself temporary or permanently blind. Experienced individuals prepared to stop being observers can instantly "travel" toward a desired location or resources. This "travel" method can be used only if temporary or permanently blind, and a skilled guide is required.
This system can be represented in-game by a roll plus or minus some modifiers dictated by the guide's experience, the dimension of the group and the rarity of the wanted feature. A result over a certain threshold represents a complete success where the guide finds precisely what they were looking for. A partial success indicates that something similar is located or a complication, and a failure means that the guide ends up in a dangerous and unexpected location.
The goblinoids are naturally week sighted, and a consistent fraction of the population born entirely blind. Their entire culture centred around the idea to perceive the world with other senses. The low relief in the tunnels and on the floors provide the travellers with information about the area of the city in with he is moving, the language is not written down, but it is recorded in patterns of knots. As long as they are in a safe place, the goblins and around their ankle some small bells which sound identify them. The production of personalized perfumes is exceptionally well developed.
If a goblin finds himself in a fight with someone from a different race, he will receive a small malus for his week seith or a very big malus for his blindness. On the other hand, if the fight happens in darkness or in low visibility conditions, he will receive a big bonus for his habit of not relying on his seith. For this reason, many goblins bring with them smoke bomb or darkness spells.
The goblins export spirits, potions, artefacts and perfumes in exchange for certain foods and other objects that are difficult to find in the varilands. Some young goblins are learning to use their talent for "travelling" instantly through the variabilands to reach abandoned and not observed places in the far-away human cities. The goblin welcome strangers and are happy to integrate them into their society if they accept renouncing their saith permanently.
Some goblin craftsmen can incorporate fragments of variability in their creations. For example, they may do a bag with content that is not determined until it gets opened or a potion that acquires a specific effect only when drunk.
Elves
Elfic tribes live on the margin of the variabilands. In their culture, the variable lands are a disease that needs to be cured to give back stability to the world. The elves are semi-nomadic shepherds who tend to large herds of goats and horses and form extended kin groups.
When an elfic clan enter the margins of the variabilands, it begins to stabilize the land with continued observation. An observatory tower called a panopticon is erected on a hill, and a complex system of lenses and mirrors allows the clan's elders to observe the entire area and stabilize it.
At the same time, bands of woodcutters collect the magic trees of the variable forest, and shepherds use the exposed land to allow horses and goats to graze. Finally, when the local resources are exhausted and the clan is ready to move to a new area, the older elf is walled inside the panopticon. There he continued his work of observation and stabilization as long as the tower is not disturbed.
Depending on the thone of the game, the elders may be undead. On the other hand, they may use time magic or simply have an extremely long life expectancy and have somehow solved the supply problem.
Elves sight is optimal, and their culture focuses on it. They have excellent bowmen and know how to produce superb lens. Maps are critical, geography and astronomy are highly prize sciences. Some of the old elvish myths suggest that they used to be seamen, maybe from the see or the cosmos.
Elves export the wood from the variable forests and the products of goat farming like milk and wool. They have an industry based on cheese and textiles and know how to work glass excellently. The wood of the variable forest, like the wool and the milk of the sheep that grazed the variabilands, contain traces of magic.
Elvish horse archers are extremely skilled, and some clan integrate their earnings with raids or mercenary work. Metall tools are essential for the construction of new panopticons and are therefore highly valued.
Moving in the variabilands
Goblin knots writing
Elders elf observers
The panopticons
Inspirations
Goblin knots writing
Elders elf observers
The panopticons