
"The land breathes, the skies rage, and Narumer changes with each passing season. Only those who learn to endure its moods will thrive."
Across Narumer, weather and seasons are not just background flavor. They are living forces that shape your journey. From blistering heat to bone-freezing blizzards, the environment itself can become an adversary.
Weather is determined by a mix of seasonal cycles and regional climates. What is safe in the Mistwoods may be deadly in the Coldlands, and a warm summer day in the South may quickly turn into a heat wave.
Seasons follow a full cycle: Winter, Spring, Summer, and Autumn. Each brings unique challenges and opportunities. Moon phases also shift over time, influencing the world in subtle but meaningful ways.
The world of Narumer is alive, and its creatures shift with the seasons and the skies. Both weather and season play a direct role in what spawns, where they appear, and how dangerous they become.
For example, during heavy fog, Mist Wolves will quickly replace ordinary wolves. These hunters are fiercer, faster, and far more dangerous than their common cousins.
Each season reshapes the challenges you face, and weather layers new threats on top of them. A path that feels safe in summer may be treacherous in winter, and a gentle rain might give way to a storm that drives stronger predators into your path. What spawns, how many appear, and how they behave will change depending on the seasonal cycle and the weather at that moment, ensuring that things remain fresh and interesting.
Weather is more than visual atmosphere. It directly impacts characters:
Not all weather is purely harmful. Gentle breezes, light rain, and starlit nights create breathing room and safe travel conditions.
Each season brings its own atmosphere and effects:
Moon phases follow a repeating cycle across seasons, sometimes bringing eerie light, supernatural tides, or strange encounters under rare skies.
The people of Narumer know that gear and preparation make the difference between life and death:
Naked or unprepared travelers are particularly vulnerable. Exposure can quickly turn fatal.
When regional temperatures fall to 0°C or below, the cold becomes a direct threat. Rather than instant HP damage, the environment drains your Warmth — a meter that ranges from 0 to 100 and acts as a buffer between you and freezing to death.
Your warmth bar appears on the HTF panel whenever you are in a freezing region or your warmth is below 100.
Every tick (+/- 30 seconds), the weather rolls cold damage based on temperature and conditions:
| Condition | Damage |
|---|---|
| 0°C to -15°C | 1d6 |
| -16°C and below | 2d6 |
| Snow, foggy snow, or cold snap | +1d6 |
| Blizzard | +2d6 |
| Nighttime | +2 |
| No chest armor | +4 |
Cold damage rolled in the Center region is halved.
Your equipment warmth (from cold-resistant gear) reduces this damage before it reaches your warmth bar. If your gear exceeds the damage by 5 or more, you actually regain warmth equal to the excess.
Any damage that gets through your gear hits your warmth bar at a 2× rate — so 6 points of net cold damage drains 12 warmth. Once the warmth bar is empty, remaining damage goes straight to your HP.
You can view your current warmth on your character sheet as:
Warmth: ## (Status)
## is your Warmth Factor.
Status reflects how your warmth compares to the current environmental conditions.
Your status will change dynamically based on the severity of the area and your equipment.
| Condition | Meaning |
|---|---|
| Safe | Your warmth exceeds the area's maximum cold damage by at least 5. You will steadily regenerate lost warmth. |
| Comfortable | Your warmth is high enough to prevent cold damage, but you will not regenerate lost warmth. |
| Exposed | You may take minor cold damage. Your warmth will slowly drain over time. |
| Dangerous | You are at risk of significant cold damage each tick. Your warmth can drop rapidly. |
| Deadly | You are in extreme danger. Without shelter, a campfire, or warmer gear, death is likely. |
Tip: If your status drops below Comfortable, consider improving your gear, building a campfire, or seeking shelter immediately.
Once your warmth bar is depleted and cold damage begins hitting your HP, each tick carries a 25% chance of inflicting a frostbite condition — one of the following, chosen at random:
Frostbite conditions stack. The longer you remain exposed with no warmth, the more debilitated you become.
If your HP drops to half or below, cold weather can no longer damage your health directly — but you are instead guaranteed a frostbite condition every tick. The cold may not kill you outright, but it will cripple you if you stay exposed.
All frostbite conditions are removed the moment your warmth bar returns to 100.
Warmth regenerates naturally when you are in a warm area (above freezing) or indoors. Standing near a player-made campfire doubles your recovery rate.
Your equipment's warmth rating still determines how much cold damage is negated each tick. The higher your warmth factor, the more punishment you can shrug off — and with enough protection, you will regenerate warmth even in freezing conditions.
Special rules:
Some weather is rare, but unforgettable:
These events are unpredictable and always dangerous.
Weather is not fleeting. Weather patterns persist through temperature and humidity values that persist between resets to try and make the changes to weather make sense between the different weather types.