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Wind and Weather

“Central Aventuria’s climate is mild overall, but the winters do bring some snow. Most humans live here, where their cultures and sciences flourish. Truly, the Twelve love this land best, for it is home to the Twelve’s most loyal worshipers. Northern Aventuria, in contrast, lies firmly in Firun’s merciless grip. It never warms in summer and the winter lasts for more than half a year. Only the hardiest souls can live in these lands. Southern Aventuria simmers with heat. In this land of sand and dense jungles, bands of bronze-skinned warriors hunt all manner of dangerous beasts.” —from the Introduction to Great Aventurian Atlas, printed in 885 FB Despite its relatively small size (3,000 by 2,000 Middenmiles), Aventuria exhibits all possible climate zones. While the far north lies covered in eternal ice, tropical rainforests dominate in the south. Between these extremes are tundra and wide steppes, taiga and wooded highlands, rugged mountain ranges, vibrant river valleys, dense forests, broiling deserts, and swamps that swim with ravenous mosquitoes. The weather in Aventuria reflects supernatural influences as often as natural ones. Lightning is attributed to the gods, especially the valiant goddess Rondra who is also known as Lady of Storm and Lightning. Fog and clouds conceal many things and thus are often associated with cunning Phex, the god of secrecy. Seasonal and trade winds are named after the gods’ children and are supposed to obey Efferd, the Lord of Wind and Waves. In fact, nearly every weather phenomenon is attributed to the work of an immortal or at least to the casting of powerful magic. Legend says that the Khôm Desert was once a vibrant jungle until it was transformed into a hostile wasteland by powerful magic. Three large climate zones dominate Aventuria. In the far reaches of the north, eternal frost, pack ice, and biting winds render survival enormously challenging. Firun’s Frost (below -14 degrees, F.) is so cold that skin freezes to metal items. A body with poor protection against the cold loses so much warmth that death from freezing is imminent. Outer Hellish cold (below -59 degrees, F.) freezes even the sea and sudden ice storms make it dangerous to travel. It is no wonder then that the Far North is seldom visited and remains largely unexplored. Levels of Cold Level 1 Cold 50 to 33 degrees F Level 2 Freezing 32 to -13 degrees F Level 3 Firun’s Frost —14 to -58 degrees F Level 4 Outer Hellish below -59 degrees F Levels of Heat Level 1 Warm 51 to 95 degrees F Level 2 Hot 96 to 113 degrees F Level 3 Scorch of Praios 114 to 131 degrees F Level 4 Blaze of the Khôm above 132 degrees F
The largest portion of Aventuria (the area between the Weal Mountains and Rashtul’s Wall) possesses a temperate climate that enjoys four pronounced seasons. The summers can be sunny, hot, and dry, and the winters biting cold and full of snow and ice, but extremes of temperature occur rarely. The coasts of central Aventuria seem particularly blessed by the gods. The harbor of Festum practically never freezes even though this Bornish port city lies far to the north and Bornland routinely experiences frosty winters. On the other hand, summers in the Horasian city of Kuslik are never so unbearable that daily life grinds to a halt. Spring and autumn see frequent fog, strong winds, and rain, which often lead to river flooding. Annual rainfall shapes life in the river valleys and meadows. Most people (of any race) live in these areas due to the abundant harvests and plentiful forage for livestock. Southern Aventuria is shaped entirely by heat. Depending on the location, this heat can either be stifling and dry or oppressive and sultry. In the sand seas of the Khôm Desert, the sun beats down mercilessly. The scorching heat of the day only seems to magnify the severe cold of the night when the ambient temperature plummets from Blaze of the Khôm (above 132 degrees F.) to Cold (33 degrees F.) in just a few hours. Nevertheless, the greatest challenges to life are sand storms, which can appear out of nowhere, and shortages of water, and travelers must make their way from oasis to oasis in a timely fashion or else die of thirst. Beyond the Khôm lie rainforests, evergreen jungles, mangrove forests, and swamps teeming with mosquitoes and crocodiles. Rising above everything are mist-covered mountain ranges that have yet to be fully explored. Travel is further hindered by prolonged rainfall, which turns brooks into rushing torrents and firm ground into marshy muck. Weather conditions can affect character actions, especially while traveling. For more about the effects of heat and cold on travelers, see the Core Rules, on page 346.
“Storm? By Swafnir’s fluke, I wouldn’t call this gentle breeze a storm! Once, near Prem, we could hardly see the port for the swell, and Carolan went overboard. That was a storm!” —Tjalva Garheltsdottir, Hetja from Prem
Windlore Seafarers fear Beleman, Rondrikan, Nuianna, Horoban, Harunka, Katla, and Caranthu—the winds that lend their names to the Sea of Seven Winds. Of these, the best known is Beleman, which carries warm winds across Aventuria from the west coast to the east. The Rondrikan is a mighty storm attributed to the anger-fueled work of the valiant goddess Rondra, as it often brings thunder and lighting. Winds influence the weather at sea as well. The Gebelaus and Tobrien breezes blow from the north, bringing cold and moisture with them. In the south, the whirlwind named Kauca sometimes rages over the Sea of Pearls and comes ashore, devastating entire villages.