Codex

Current Year

2 ESF
Era of Shadowfells
 

Contents

Introduction
Sophonts
Regions
5E Classes
Parthenon
Legends & Myths
Artifacts & Magick

Timelines

(correct order)
Master Timeline

Maps

Map of Derelen

Weather Conditions and Formations

The Seasons

The seasons are similar around Derelen. Temperate weather rolls over most of the continent, but some areas are bone dry or get snow all year around. The average temperature for temperate weather is 60° Fahrenheit. With exceptions for colder climates, temperatures can be as low as -5° Fahrenheit, whereas warmer climates can reach an average of 85° Fahrenheit.   Each season has a unique name alongside their common one. Spring can be referred to Blossompeak and Summer as Flamecall. Winter is Overdark and Autumn can be Greenwilt.
by Iffany (pixabay)
  Windy weather can be a hassle, and is especially strong during autumn and winter. If you wish to determine the average wind speed in Derelen for the adventuring day, roll 4d10 and keep the lowest two results. If it is winter or autumn, roll 3d10 and keep the lowest two results. That is the speed at which the wind travels in miles per hour.   To determine the direction the wind blows from, roll a 1d10 and consult the table below. Wind in Derelen typically blows from the west.  
Wind Direction
1d10 Direction
1 South
2 Southwest
3 Southeast
4-6 West
7 East
8 Northwest
9 Northeast
10 North
 

Spring / Blossompeak

Spring lasts for about three months of the Derelen weather cycle. The first month of spring is relatively cool by Derelen standards, approximately 8 degrees cooler than the rest of the season. However, the frost that grips the landscape thaws quick and by the end of the month, the temperatures are more Autumn-like. The rest of the season breathes much life into the Derelen flora, though only about as much life is breathed into a corpse by a necromancer.   The average temperature during spring is 49°F with an average low being 43°F and the average high 55°F. You can roll 17d4 to determine the low temperature and 22d4 to determine the high temperature for the adventuring day. If it is the first two weeks of spring, you can roll 14d4 and 19d4 for the low and high temperatures respectively.   To determine the precipitation for any given day during spring, roll 1d100 and consult the table below.  
Spring Precipitation
1d100 Precipitation
1 Thunderstorm
2-4 Heavy Rain
5-18 Moderate Rain
19-27 Light Rain
28-100 No precipitation
 

Summer / Flamecall

Summer takes place around the middle of the year and constitutes three months of the year. During this time of year, the temperatures plunge skyward and the humid is off the charts.   The average temperature during summer is 80°F with an average low being 75°F and the average high 95°F. You can roll 20d4 to determine the low temperature and 26d4 to determine the high temperature for the adventuring day.   To determine the precipitation for any given day during summer, roll 1d100 and consult the table below.  
Summer Precipitation
1d100 Precipitation
1-8 Thunderstorm
9-19 Heavy Rain
20-28 Moderate Rain
29-34 Light Rain
35-100 No precipitation
 

Autumn / Greenwilt

Autumn is the most normal of all Derelen seasons, lasting for a full 90 days. Though autumn is normally seen as the start of the death-to-rebirth cycle of the seasons, in Derelen this is more like a decay-to-reanimation cycle. The air is just a hair more chilly throughout most of the month when compared to spring, though the frost starts to creep in towards the start of winter.   The average temperature during autumn is 57°F with an average low being 50°F and the average high 65°F. You can roll 16d4 to determine the low temperature and 21d4 to determine the high temperature for the adventuring day.   You can roll 16d4 to determine the low temperature and 21d4 to determine the high temperature for the adventuring day. If it is the last week of autumn, you can roll 13d4 and 18d4 for the low and high temperatures respectively.   To determine the precipitation for any given day during autumn, roll 1d100 and consult the table below.  
Autumn Precipitation
1d100 Precipitation
1 Thunderstorm
2-3 Heavy Rain
4-13 Moderate Rain
14-20 Light Rain
21-100 No precipitation
 

Strong Winds

A strong wind imposes Disadvantage on Ranged weapon Attack Rolls and Wisdom (Perception) Checks that rely on Hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by non-magical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind on open plains or grasslands can create a blizzard that imposes Disadvantage on Wisdom (Perception) Checks that rely on Sight.  
Winds
1d20 Wind
1-12 None
13-17 Light
17-20 Strong
 

Winter / Overdark

Winter is harsh though thankfully short in Derelen, lasting only 95 days. Precipitation is peculiar in winter. With the exception of the mountainous regions, it never properly snows in Derelen. Everything is glazed in ice as shallow bodies of water freeze and frost grips anything that might have once been living. Only the malformed evergreen forests maintain any semblance of life, as everything else hibernates or dies. In the place of snow, Derelen occasionally gets ice pellets and, even rarer, freezing rain.   The average temperature during winter is 28°F with an average low being 23°F and the average high 33°F. You can roll 9d4 to determine the low temperature and 13d4 to determine the high temperature for the adventuring day.   To determine the precipitation for any given day during winter, roll 1d100 and consult the table below.  
Winter Precipitation
1d100 Precipitation
1 Freezing Rain
2-5 Heavy Ice Pellets
6-10 Moderate Ice Pellets
11-16 Light Ice Pellets
17-100 No precipitation
 

Extreme Cold

Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution Saving Throw at the end of each hour or gain one level of Exhaustion. Creatures with Resistance or Immunity to Cold Damage automatically succeed on the Saving Throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.   Icy Terrain

Stationary Ice

Shore Ice. A jagged wall of ice along the edge of a sea or other body of water, consisting of cakes, slush, and other other pack ice fragments that have been washed ashore. Shore ice is usually about 50-100 feet high.   Pressure Ice. An ice wall formed by subsurface pressures, or by strong winds blowing together piles of ice fragments. Pressure ice resembles shore ice, except that it may be found anywhere in the Great Glacier. Pressure ice walls can be a few yards or hundreds of feet in height.   Hummock. A wall of pressure ice up to several hundred yards long.   Pressure Ridge. An unbroken wall of pressure ice many miles long.   Needle Ice. A plain of crystalline icicles, rising from the ground like daggers. Needle ice ranges in length from a few inches to several yards. The needles are often sharp enough to pierce boots or thick layers of clothing.   Candled Ice. Small ridges of crystals, seldom more than 5 feet high, but winding for hundreds of yards, sometimes miles. The ridges look like stacks of 10-foot-long candles lying on their sides.   Barrier Ice. High, sheer walls of solid ice hugging the shore lines of seas.   Platform Ice. Ice layers of varying thickness covering bodies of water. Platform ice is susceptible to cracking under pressure.   Permafrost. Permanent ice layers covering almost all ground surfaces of the glacier and Ellisston Passage in winter.  

Floating Ice

Pack Ice. A general term describing masses of floating ice.   Field. A large area of pack ice, upwards of several square miles.   Floe. An area of pack ice smaller than a field, usually at least a few hundred square yards.   Iceberg. An immense chunk of floating ice, which can be several hundred feet thick and 1-2 miles (or more) wide.   Cake. A general term describing a small block of floating ice, anywhere from a few square feet to several hundred square yards in area.   Slush. A collection of small ice chunks. Also called mush or brash.   Flaw. The area between the pack ice and the shore.  

Breakages in Ice

Crack. A narrow break, from a few inches to a few feet wide, easily traversed.   Lane. A break in the ice wider than a crack, anywhere from 5-100 feet across.   Lead. A term describing all breaks wider than lanes, from 100 feet to several miles across (pronounced “leed”).  

Icy Landscape Phenomena

Crevasse. A permanent ground opening typically found near the feet of mountains. They range in width from 10-60 feet and are sometimes concealed by drifting or blowing snow. Depths range from a few yards to hundreds of feet. Solid ice – some of it needle ice – lines almost all crevasse floors.   Pingo. Pingos form when trapped pockets of water freeze beneath the ground, then burst through the surface like giant bubbles. Pingos are solid ice and resemble smooth glass domes, from 100 yards to a mile or more in diameter. Pingo clusters are common.   Sled Trails. Aside from an occasional abandoned campsite or fishing hole, sled trails are the only humanoid-made terrain features that visitors to the glacier or tundra of Ellisston Passage are likely to encounter. Created by dog sleds, these trails appear as shallow indentations in the snow, seldom more than a few feet wide. Their surfaces of rough ice provide better than average traction. Following a trail usually leads the traveler to a settlement.   Stone Ring. On plains of thin permafrost-such as close to the Newingrave Sheet – temperature fluctuations force layers of rocks through the surface to form rings of stone. The walls of a ring typically slope upward at a 45 degree angle, about 50-60 feet high. Diameters average 100 feet, though some are 10 feet or less across. Though the interior of stone rings are usually hollow, some are filled with frozen lakes or fairy snow. Fields of 100-200 stone rings are not uncommon.
 

Table of Contents

Traveling Conditions

  1. Chilling Winds: Biting winds howl through the landscape, testing the endurance of even those wearing winter gear. Characters must make Constitution saving throws or suffer minor frostbite, resulting in disadvantage on Strength and Dexterity saving throws until they find shelter or warm themselves.
  2. Lingering Cold: The pervasive chill of the environment lingers, making it difficult to concentrate. Characters have disadvantage on Constitution saving throws to maintain concentration on spells while exposed to the cold for an extended period.
  3. Frost Coating: Despite warm clothing, a layer of frost forms on surfaces, including weapons and armor. This frosty coating causes all non-magical metal items to have disadvantage on attack rolls until warmed or dried.
  4. Sluggish Movement: The cold makes movements sluggish and muscles stiff. Characters' movement speed is reduced by 10 feet, even with proper winter clothing, due to the resistance of thick layers and boots in the snow.
  5. Impaired Vision: Snow and icy winds blur vision, making it difficult to spot hidden dangers. Perception checks related to vision have disadvantage. Characters with darkvision are not affected.
  6. Icy Terrain: The ground is slippery and treacherous, even beneath the snow. Characters must make Dexterity saving throws when making sudden movements or changes in direction. Failure results in a fall, causing minor bludgeoning damage and leaving the character prone.
  7. Frozen Provisions: Despite attempts to keep supplies from freezing, food and potions can still freeze in extreme cold. Characters must make a DC 10 Dexterity saving throw or risk losing a portion of their rations or have potions frozen and temporarily unusable.
  8. Snowdrifts: Deep snowdrifts obstruct paths and roads, making travel more arduous. Characters must succeed on Strength (Athletics) checks to navigate through snowdrifts. Failure results in difficult terrain, requiring double movement to cross.
  9. Frost-Encased Magick: Cold magic permeates the air, affecting spells. All spellcasters must make a DC 15 spellcasting ability check when casting spells with fire or lightning damage. On a failure, the spell's damage is reduced by half due to the weakened magical energy in the cold.
  10. Blizzard Disorientation: Blizzards create disorienting conditions even for well-prepared adventurers. Characters must make Wisdom saving throws to maintain their sense of direction during a blizzard. On a failure, they become lost and risk wandering in circles until the blizzard subsides.
 

Ecnounter Conditions

Chilling Gale: A biting wind blows through the area, making it difficult to concentrate and maneuver. Characters have disadvantage on Dexterity-based skill checks, such as Sleight of Hand and Acrobatics, as well as on Wisdom (Perception) checks to notice subtle details. Additionally, characters have disadvantage on Constitution saving throws to resist cold-related effects.   Frozen Ground: The ground is frozen solid, making it hard to maintain balance and agility. Characters have disadvantage on Strength-based skill checks, such as Athletics, and on Dexterity saving throws to avoid being knocked prone or to escape grapples. Movement speed is reduced by 10 feet due to the slippery and uneven surface.   Frostbitten Limbs: The extreme cold numbs limbs and impairs fine motor skills. Characters have disadvantage on Intelligence-based skill checks, such as Investigation and Arcana, as well as on attack rolls that require precision, such as ranged attacks with bows or spells that target specific body parts. Additionally, characters have disadvantage on Dexterity saving throws against effects that target a specific body part.   Icy Vision: Blowing snow and icy particles in the air impair vision and depth perception. Characters have disadvantage on Wisdom-based skill checks, such as Survival and Insight, as well as on attack rolls made with ranged weapons or spells that require precise targeting. Characters also have disadvantage on Wisdom saving throws against illusions and effects that manipulate perception.   Snowblindness: Intense glare from the sun reflecting off the snow causes temporary blindness and disorientation. Characters are blinded and have disadvantage on all skill checks, saving throws, and attack rolls that rely on vision. The effects persist until the character finds shelter or covers their eyes, or until the condition is removed by magic or other means.   Hypothermic Weakness: Prolonged exposure to the cold weakens the body and saps energy. Characters have disadvantage on Constitution-based skill checks, such as Concentration, and on Constitution saving throws to resist exhaustion. Additionally, characters have disadvantage on attack rolls made with heavy weapons or two-handed weapons due to the sluggishness caused by extreme cold.  

Sound

Under certain conditions, sound travels farther in Ellisston Passage, which is one of the few benefits of frigid temperatures. When temperatures drop to – 50 or lower, and the air is still and clear, ordinary speech can be heard up to a half-mile away. A shout travels a mile or more, and a howling wolf can be heard up to 10 miles distant.  

Skymap

On overcast days when the air is dry and no precipitation is falling, the terrain may reflect upward onto the clouds to create a sky map, Lakes and ponds appear as black splotches, areas of heavy snow appear white, and areas of light snow appear pink or beige. Vegetation appears yellow or brown. If you use a mirror to draw what you see, and a lodestone to find north, a fairly accurate map can be made.  

Heavy Precipitation

Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have Disadvantage on Wisdom (Perception) Checks that rely on Sight. Heavy rain also extinguishes open flames and imposes Disadvantage on Wisdom (Perception) Checks that rely on Hearing.


Cover image: by Amelia Nite (Canva)

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