Vitallia’s nature was forged by the Sentinel, the titanic creature that dwells in the planet’s core and influences every living being, the climate, and even the fabric of reality itself.
Weather in Vitallia does not follow predictable earthly patterns. The Sentinel’s moods and wounds dictate sudden, drastic shifts. Snow can fall in summer, heatwaves can strike in winter, and extreme phenomena may appear without warning.
Seasons are binary: Winter (Nov–Apr) and Summer (May–Oct), each lasting exactly 6 months.
Specific weather tables are provided for each region.
Tied to the planet’s craters and the Sentinel’s restless power, these recurring events affect travel, combat, and survival.
Phenomenon | Description | Mechanical Effect / Danger Level |
|---|---|---|
Amber Break | Chunks of amber litter the landscape | Increased monster encounters |
Amber Call | Monsters retreat to their warrens | Fewer random encounters |
Amberground | Sticky amber dust coats the ground | Reduces movement speed |
Avalanche | Snow or rockslides block paths | Possible injury or blocked route |
Blizzard | Impossible to travel; must wait it out | Travel halted |
Blossom | Rapid, lush vegetation growth | Positive environmental effects |
Cloudy | Melancholic skies | Roleplay opportunity |
Darkfall | Supernatural darkness even at day; light sources suppressed | Combat & perception penalties |
Drizzle | Light, chilling rain | Minor discomfort |
Earthquake | Ground tremors (roll d20; >11 collapses weak structures) | Structural damage |
Fire Rain | Burning ash falls from the sky | Severe burns, petrification risk |
Flux Veil | Magnetic storms pull metal objects downward | Equipment malfunctions |
Fog / Mist | Reduced visibility | Awareness penalties |
Foul Wind | Toxic swamp fumes; may poison food | Possible poisoning |
Grave Gust | Necrotic wind near undead or tombs | Risk of Night Blight disease |
Heatwave | Scorching temperatures | Vigor checks vs exhaustion |
Life Springs | Healing gases rise from the earth | Natural healing / restoration |
Light Snow | Cold but passable | Minor cold penalties |
Luma | The ground itself glows at night | Night becomes bright |
Mirage Mist | Illusions and possible mental effects | Perception & sanity checks |
Rain | Constant downpour | Minor equipment wear |
Sandstorm | Blinding, damaging winds | Travel difficulty, possible blindness |
Shadow Rift | Spirits become visible; echoes of the past play out | Supernatural encounters |
Snow | Heavy, dangerous snowfall | Travel hazards, illness risk |
Spellbind | Magic becomes unstable | Increased spell failure |
Storm | Thunder, lightning, high winds | Multiple travel/combat penalties |
Sunny | Clear skies | Morale boost |
Swamp Bite | Poisonous marsh fumes | Risk of Mire Spike disease |
Tornado | Devastating whirlwind | Withering rolls, scattered gear |
Vortex | Oceanic whirlpool | Navigation checks for ships |
Windy | Strong gusts | Ranged attack penalties |
Mouth of the Sentinel – Vast northern crater
Eye of the Sentinel – Massive southern crater
Tail of the Sentinel – Smaller western crater
Heart of the Sentinel – The original Crater at the world’s center
The moon has three phases in every 30-day month:
Phase | Dates | Visibility |
|---|---|---|
Full Moon | 1st of month | Fully visible |
Half Moon | 2nd–10th | Partly visible |
New Moon | 11th–30th | Invisible |
Days | Alignment |
|---|---|
1–3 | Moon |
4–6 | Saktru |
7–9 | Mea |
10–12 | Githenia |
13–15 | Derema |
16–18 | Atram |
19–21 | Pantheon |
22–24 | Dorania |
25–27 | Aluhar |
28–30 | Darkness |
Indestructible essence created by the Sentinel
Used to forge the Amber Cell that imprisoned Nedel
Monsters hatch from amber bubbles
Extremely rare; only the mightiest can manipulate it
Foreign meteoric ore with mind-affecting properties. Often used to repel or control beasts.
Giant trained eagles provide rapid long-distance travel between major cities (expensive, up to 4 passengers).
Three divine trees gifted by the Sentinel after the Great War. Their seeds are said to grant immortality.
Ancient stone circles, possibly built by the Amar. Used for ceremonies and—according to legend—time travel rituals.
Natural portals that open only when Vitallia aligns with another dimension. Allow travel to/from other planes; heavily monitored due to past invasions.
Ancient sentient trees that act as living wombs, mentors, and guardians of nature. Connected through a planetary network of wind, root, and beast.