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The environment is an active element that affects gameplay through climate, terrain, weather, and natural hazards. Characters must adapt to environmental conditions or suffer consequences. The same rules apply to NPCs and players.
Aspect
Effect
Climate
Base conditions for a region
Weather
Dynamic changes within climate
Terrain
Movement, visibility, resources
Hazards
Dangers requiring avoidance or mitigation
Time of Day
Visibility, creature activity, temperature
2. Climate Zones
Climate is fixed per region (not seasonal).
Climate
Temperature
Precipitation
Stamina Modifier
Temperate
Mild
Moderate
None (baseline)
Desert
Hot days, cold nights
Rare
+25% drain
Tundra
Cold to extreme cold
Snow common
+30% drain
Tropical
Hot, humid
Frequent rain
+15% drain
Swamp
Warm, humid
Wet constantly
+20% drain
Mountain
Cold, variable
Variable
+20% drain
Coastal
Mild, windy
Moderate
+5% drain
Volcanic
Hot, toxic
Ash fall
+35% drain
Climate Effects
Climate
Additional Effects
Desert
Dehydration risk, sandstorms
Tundra
Frostbite risk, blizzards
Tropical
Disease risk, flash floods
Swamp
Disease risk, difficult terrain
Mountain
Altitude sickness, avalanches
Coastal
Storm surge, high winds
Volcanic
Toxic air, lava flows
3. Weather System
Weather Types
Weather
Visibility
Movement
Combat
Other Effects
Clear
Full
Normal
Normal
None
Cloudy
Full
Normal
Normal
None
Light Rain
Slightly reduced
Normal
Ranged -10%
Tracks fade faster
Heavy Rain
Reduced
-10%
Ranged -25%
Tracks wash away
Fog
Severely reduced
Normal
Ranged -40%
Ambush chance +
Snow
Reduced
-15%
Ranged -15%
Tracks visible longer
Blizzard
Minimal
-40%
All -30%
Frostbite risk
Sandstorm
Minimal
-30%
All -25%
Damage over time
Thunderstorm
Reduced
-10%
Metal weapons risk
Lightning strikes
Heatwave
Full
Normal
Stamina +25%
Dehydration risk
Weather Transitions
Current weather
↓
Climate determines likely next states
↓
Random roll (weighted by climate)
↓
Gradual transition (15-30 min game time)
↓
New weather state
Weather Duration
Type
Minimum
Maximum
Clear
2 hours
12 hours
Cloudy
1 hour
8 hours
Rain (light)
30 min
4 hours
Rain (heavy)
15 min
2 hours
Fog
1 hour
6 hours
Storm
15 min
2 hours
Extreme (blizzard, etc.)
30 min
4 hours
4. Terrain Types
Movement Effects
Terrain
Movement Speed
Stamina Cost
Notes
Road
+20%
-10%
Fastest travel
Path/Trail
Normal
Normal
Standard
Grassland
Normal
Normal
Easy terrain
Forest
-10%
+10%
Reduced visibility
Dense Forest
-25%
+20%
Very limited visibility
Hills
-15%
+15%
Elevation changes
Mountains
-30%
+30%
Requires climbing
Swamp
-40%
+25%
Difficult, disease risk
Desert Sand
-20%
+20%
Shifts underfoot
Snow (light)
-10%
+10%
Cold exposure
Snow (deep)
-35%
+30%
Exhausting
Rocky
-15%
+10%
Uneven footing
Water (shallow)
-30%
+15%
Wading
Water (deep)
Swimming
+50%
Requires skill or drowning
Terrain Features
Feature
Effect
Cliff
Blocks movement, fall risk
River
Crossing required, bridges valuable
Cave entrance
Shelter, dungeon access
Ruins
Exploration opportunity, hazards
Resource node
Gathering opportunity
Landmark
Navigation aid
5. Temperature System
Temperature Ranges
Category
Range
Effect
Extreme Cold
Below -20°C
Rapid frostbite, stamina drain x2
Cold
-20°C to 0°C
Frostbite risk, stamina +20%
Cool
0°C to 15°C
Minor stamina +5%
Comfortable
15°C to 25°C
No effect
Warm
25°C to 35°C
Minor stamina +5%
Hot
35°C to 45°C
Dehydration risk, stamina +20%
Extreme Heat
Above 45°C
Rapid dehydration, stamina drain x2
Temperature Variation
Factor
Effect
Time of day
Cooler at night, warmer midday
Altitude
Colder at higher elevations
Shelter
Moderates extremes
Weather
Rain cools, clear sky extremes
Temperature Mitigation
Method
Effect
Appropriate clothing
Reduces penalty by 50-80%
Shelter
Removes weather component
Campfire
Warming in cold
Skills
Climate adaptation passives
Potions
Temporary resistance
Magic
Protection spells
6. Environmental Hazards
Natural Hazards
Hazard
Trigger
Effect
Mitigation
Falling
Cliff, unstable ground
Damage based on height
Climbing skill, rope
Drowning
Deep water, no swim skill
Health damage, death
Swimming skill, flotation
Avalanche
Mountains, loud noise
Burial, damage
Awareness, shelter
Rockslide
Mountains, earthquakes
Damage, path blocked
Awareness, agility
Quicksand
Swamps, desert
Immobilization, drowning
Awareness, rope
Flash Flood
Rain in canyons
Swept away, damage
Weather awareness
Wildfire
Dry conditions, carelessness
Damage, path blocked
Firebreaks, escape
Toxic Gas
Swamps, volcanic, caves
Poison damage
Detection, mask
Lightning
Thunderstorms
Instant damage
Shelter, no metal
Environmental Damage
Source
Damage Type
Rate
Falling
Physical
Height-based, instant
Drowning
Special
Health % per tick
Fire
Fire
Moderate per tick
Extreme cold
Cold
Slow per tick
Extreme heat
Heat
Slow per tick
Toxic gas
Poison
Moderate per tick
Lava
Fire
Extreme, instant
7. Status Conditions
Exposure Conditions
Condition
Cause
Effect
Recovery
Wet
Rain, water
Cold vulnerability +50%
Dry off, fire, time
Chilled
Cold exposure
Stamina regen -25%
Warmth, fire, shelter
Frostbite
Extreme cold
Health damage, stat penalty
Healing, warmth
Overheated
Heat exposure
Stamina drain +25%
Shade, water, rest
Dehydrated
Heat, no water
All stats -10%, health drain
Drink water
Exhausted
Stamina depletion
Movement -30%, combat -20%
Rest
Altitude Sick
High elevation
Stamina -20%, nausea
Descend, acclimate
Poisoned
Toxic exposure
Health drain
Antidote, time
Diseased
Swamp, contamination
Various penalties
Treatment, time
Condition Stacking
Combination
Result
Wet + Cold
Frostbite accelerated
Wet + Wind
Chilled even in mild temps
Dehydrated + Hot
Collapse risk
Exhausted + Any
Penalties doubled
8. Survival Mechanics
Water Needs
State
Hours Without
Effect
Hydrated
0-6
None
Thirsty
6-12
Minor stamina penalty
Dehydrated
12-24
Stats reduced, health drain begins
Severe
24+
Accelerating damage
Water sources: rivers, wells, rain collection, water skins, purchased.