Idiosyncracies of Vitallia

Idiosyncrasies of Vitallia

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.

The Weather

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.

Special Phenomena

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

Special Locations – Manifestations of the Sentinel

  • 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

Vitallia’s Moon & Celestial Cycle

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

30-Day Celestial Alignments

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

Unique Features of Vitallia

Amber

  • 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

Moonstones

Foreign meteoric ore with mind-affecting properties. Often used to repel or control beasts.

Eagle Nests

Giant trained eagles provide rapid long-distance travel between major cities (expensive, up to 4 passengers).

The Amber Trees

Three divine trees gifted by the Sentinel after the Great War. Their seeds are said to grant immortality.

Groves (Stonehenge)

Ancient stone circles, possibly built by the Amar. Used for ceremonies and—according to legend—time travel rituals.

Astral Gates

Natural portals that open only when Vitallia aligns with another dimension. Allow travel to/from other planes; heavily monitored due to past invasions.

Sylvas

Ancient sentient trees that act as living wombs, mentors, and guardians of nature. Connected through a planetary network of wind, root, and beast.