Topography: rather than distinct regions, the ephemeral boundaries between things are held in place only through the territorialization of plants and animals.
Snow cover typically lasts 8 months of the year, with nearly year long snow in the mountains.
Travel Methods
Travel Methods
Terrain type
Speed – Hexes/day
Load (lbs)
Cost (gp)
Crew
Foot
All non-snow
4/3/2/1
40/60/80/120
n/a
n/a
Snowshoe
Snow
2/1
40/600
10
n/a
Handcart
Road, plains, light forest
1
200
50
1 driver
Cart
Road, plains, light forest
2
400
100
1 driver, 2 draft animals
Wagon
Road, plains, light forest
2
2500
200
1 driver, 2 draft animals
Dogsled (small)
Snow, ice
4 (snow)
600
100
1–2 people, 4–6 dogs
Dogsled (racing)
Snow, ice
6 (snow)
800
400
1–2 people, 8–12 dogs
Toboggan
Snow, ice
6 (snow, downhill), 3 (flat)
3,000
50
1 person or 1 animal
Pulk
Snow, ice
2 (snow)
2,000
25
1 person (unencumbered)
Modifiers
Travelling an established road increases travel speed by 50%.
Travelling on snow by foot without snowshoes occurs at ⅛ speed in mountains, ¼ speed in forest and hills, ½ speed in plains
Weather
Weather (1d6 in winter, 2d6 in fall/spring, 1d6+4 summer)
2
Anomalous (see Anomalous Weather)
3
Blizzard
4
Snow & sleet
5
Frost
6
Light snow
7
Overcast
8
Cool & cloudy
9
Crisp & sunny
10
Mild thaw
11
Bright & clear
12
Warm spell
Wind (1d6 or 1d6/1d6)
1
Strong winds
Howling, mad
2
Occasional gusts
Hungry, intense
3
Strong breeze
Cutting, anomalous
4
Light breeze
Self-contradictory
5
Currents
Shimmering, full
6
Still
Uneasy, quiet
Anomalous Weather (1d6/1d6)
1
Aurora
Phantasmal, ancient
2
Lightning
Frozen, swirling
3
Eclipse
Temporal, metallic
4
Quake
Sonic, black
5
Gale
Whispering, extreme
6
Storm
Transcendent, displaced
General time-frames for survival:
Condition
Frostbite
Death
Wet
<10 minutes
10-30 minutes
Exposed
1 hour
3-6 hours
Mild exposure
4-6 hours
1-2 days
When exposed to strong winds, these time frames are reduced by 50%. At the end of these timeframes, a player is allowed a single Save versus Cold (see Saving Throws). If not passed, they will die. If passed, roll on the following table for outcomes:
Cold Survival Outcomes (1d6)
1
Reversion
2
Extreme frostbite, spiraling patterns formed beneath dead skin
3
Lost memories, attempts to recall them are met with words of an unknown language
4
Lingering chill, the cold whispers
5
New drives, obsession with what lies below
6
Increased strength, uncomfortable around fire, skin hardened to form protective shell
Wilderness Encounters
Smooth Plains
1d100
Encounter
1
Anomalous (see Anomalous Encounters)
2
Exiled geometer-noble
3
Wyvern
4
Elves (2d12, see Elf Encounters)
5
Dwarven expedition (5d8, see Dwarf Encounters)
6-10
Moss merchants heading to/from forest
11-18
Human pilgrim cultists (1d20)
19-28
Humans (1d6, see Human Encounters)
29-34
Scholar (with 1d6 assistants, area of study 1. Geology, 2. Metaphysics, 3. Astronomy, 4. Linguistics, 5. Ethics, 6. Natural history)
35-39
Snow patrol (local guard, 1d6 soldiers with 2d4 hounds)
40-46
Wolves (2d6)
47-49
Migrating deer (2d20)
50-54
Hawks (1d3)
55-64
Hazard (see Travel Hazards)
64-100
No encounter
Every 12 hours, an encounter roll should be made. Use location, reaction, and surprise
(De) Forests
1d100
Encounter
1
Anomalous (see Anomalous Encounters)
2
Hermit logician
3
Wyvern (1d4)
4
Scholar (with 1d6 assistants, area of study 1. Herbalism, 2. Rootcraft, 3. Bestiology, 4. Anthropology, 5. Anatomy, 6. Gnosiology)
5-6
Dwarves (see Dwarf Encounters)
7-12
Elves (2d12, see Elf Encounters)
13-20
Moss Merchants harvestingletch
21-24
Humans (1d6, see Human Encounters)
25-28
Grizzly bear (1d4)
29-38
Gnolls (3d6)
39-46
Wolves (4d6)
47-51
Deer (3d10)
51-54
Moose (3d10)
55-70
Hazard (see Travel Hazards)
71-100
No encounter
Black Hills
1d100
Encounter
1
Anomalous (see Anomalous Encounters)
2
Wyvern
3-4
Necromancer (50% chance accompanied by 1 zombie troll, 3d10 skeletons, and 2d8 ghouls)
5
Scholar (with 1d6 assistants, area of study 1. Necrography, 2. Cosmology, 3. Occultism, 4. Ethnography, 5. Ruinology, 6. Lithomancy)
6
Dwarves (see Dwarf Encounters)
7
Elves (2d12, see Elf Encounters)
8-9
Humans (1d6, see Human Encounters)
10-13
Trolls (1d8)
14-16
Zombie Trolls (1d4)
17-24
Skeletons (3d10)
25-34
Ghouls (2d8)
35-38
Wights (1d6)
39-44
Hawk, Giant (1d3)
45-57
Hazard (see Travel Hazards)
58-100
No Encounter
Unholy Mountains
1d100
Encounter
1-3
Anomalous (see Anomalous Encounters)
4-5
Roc
6-7
Frost giant
8-9
Cave bears (1d2)
10-11
Scholar (with 1d6 assistants, area of study 1. Geomancy, 2. Apocalyptic theory, 3. Astronomy, 4. Demonology, 5. Mythology, 6. History)