Climate & Geography: The Broken World

"The world didn't end with fire. It ended with winter. And 437 years later, winter hasn't stopped." -Nomad Elder, Oral Histories

The Theslar Event didn't just collapse civilization...it restructured the planet's climate, geography, and ecology. Volcanic eruptions filled the atmosphere with ash. Tectonic shifts created new mountains and drowned coastlines. The Void breach at the North Pole warps reality itself, creating impossible weather and corrupted ecosystems. Year 437 Earth is colder, darker, and more hostile than the world that existed before the Sundering.

Global Climate Shift

The Ashfall Winter (Year 0-2)

The Theslar Event triggered 214 simultaneous volcanic eruptions. Ash and debris ejected into the stratosphere, blocking sunlight for two years. Global temperatures plummeted 10-15°C. Agriculture failed globally. The majority of Year 0-2 deaths were from exposure and starvation, not the initial catastrophe.

Period Global Avg. Temperature Sunlight Levels
Pre-Sundering 14°C (57°F) 100% (clear skies)
Year 0-1 2°C (36°F) 20% (perpetual twilight)
Year 1-2 5°C (41°F) 40% (ash thinning)
Year 3-10 8°C (46°F) 70% (skies clearing)
Year 437 (Current) 9°C (48°F) 75% (Crimson Aurora reduces light)

Permanent Climate Changes

Major Geographic Changes

Tectonic Catastrophe

The Theslar Engine's failure destabilized Earth's tectonic plates. The resulting earthquakes, volcanic eruptions, and tsunamis reshaped continents and coastlines.

Region Pre-Sundering Year 437
North Pole Arctic ice sheet, research stations 23-mile crater (The Scar), flooded with Void energy, lethal within 50 miles
Pacific Ring of Fire Active volcanoes, seismic activity Hyperactive (eruptions weekly), new volcanic islands formed
Coastlines Billions lived in coastal cities Sea level dropped 20 meters (ice age), former ports now inland, new settlements in exposed seabeds
Great Plains (North America) Breadbasket of the world Ashveil Caldera (volcanic wasteland), 15,000 goblinoid survivors (Crucible Packs)
Siberia Frozen tundra Sibarian Wastes (Void-corrupted, home to The Engine...ongoing campaign threat)

Regional Climates (Year 437)

The Scar (North Pole)

Aspect Description
Climate Perpetual winter, -40°C average, blizzards every 3 days
Hazards Lethal radiation, Void corruption, reality distortion, Abominations
Geography 23-mile crater, jagged ice spires, twisted Engine remnants at center
Habitability None (Forbidden Zone, expeditions never return)

Temperate Zones (Mid-Latitudes)

Aspect Description
Climate Cool temperate, 5-15°C, four seasons (shorter summers)
Factions Church of Absolution, Dwarven Forge-Guilds, Elven Verdant Covenant, Ossuarium
Agriculture Possible but difficult (hardy crops, short growing season)
Habitability Best available (most population concentrated here)

Equatorial Zones

Aspect Description
Climate Warm but unstable, 20-30°C, monsoons, hurricanes
Factions Nomad Collective, Vestige Bloodlines, Emergent Syndicate (jungles)
Hazards Void-mutated fauna, disease, extreme weather
Habitability Moderate (survivable but harsh)

Polar Regions (Besides The Scar)

Aspect Description
Climate Extreme cold, -20 to -50°C, ice sheets expanding
Factions None (occasional Nomad outposts)
Hazards Exposure, isolation, ice quakes
Habitability Nearly none (abandoned)

Ecological Transformation

Flora (Plant Life)

Type Description Regions
Pre-Sundering Crops 95% extinct (couldn't survive Ashfall Winter), only hardy grains survived Cultivated fields (rare)
Void-Adapted Plants Mutated flora that thrives on Void energy (bioluminescent, carnivorous, mobile) Near Void rifts
Post-Sundering Hybrids Elven-cultivated symbiotic plants (provide food, medicine, materials) Verdant Covenant territories
Frozen Wastes Minimal vegetation, lichens, frost-resistant mosses Polar regions

Fauna (Animal Life)

Type Description Threat Level
Pre-Sundering Animals 60% extinct, survivors smaller and hardier (rats, crows, feral dogs) Low (scavengers, not predators)
Void-Corrupted Beasts Mutated predators (wolf-sized rats, armored bears, swarms of carnivorous insects) High (hunt humans)
Abominations Extradimensional creatures from Void rifts (nightmares made flesh) Extreme (Caskets required)
Livestock (Domesticated) Chickens, goats, pigs (hardy breeds survived), cattle nearly extinct None (food source)

The Crimson Aurora

What Is It?

The Crimson Aurora is a permanent red aurora borealis centered over the North Pole Void breach. Visible from anywhere on Earth, it casts an eerie red glow across the northern sky, pulsing in rhythm with Void activity. It has never faded in 437 years.

Property Details
Visibility Global (brighter near poles, faint at equator)
Color Deep crimson (changes to violet/black during Void surges)
Effect on Light Reduces effective sunlight by 25% (perpetual dusk feel)
Psychological Impact Unsettling, constant reminder of the Sundering, linked to insomnia and anxiety
Practical Use Navigation (always points north), Void surge prediction (color changes warn of rift activity)
"You can't escape it. No matter where you go, the sky bleeds red. It's the wound that never heals...the scar of the world's death, written across the heavens." -Nomad testimony

Void Corruption Zones

How Void Energy Affects Geography

Void rifts...dimensional tears scattered globally...leak extradimensional energy into the surrounding environment. Over time, this warps reality, creates impossible terrain, and mutates ecosystems.

Corruption Level Radius from Rift Effects
Stage 1 (Tainted) 1-5 miles Wildlife mutations, plants glow faintly, disorientation, nightmares
Stage 2 (Warped) 5-10 miles Gravity fluctuations, impossible geometry, aggressive fauna, memory loss
Stage 3 (Twisted) 10-20 miles Time dilation, hallucinations become real, terrain reshapes itself, Abominations spawn
Stage 4 (Consumed) 20+ miles Reality breakdown, physics optional, survival impossible without Caskets

Notable Void Corruption Sites

Seasons (Year 437)

Temperate Zone Seasonal Cycle

Season Duration Temperature Range Characteristics
Winter 6 months (longer than pre-Sundering) -10 to 5°C Heavy snow, blizzards, Void surges increase, most dangerous season
Spring 2 months (brief, unstable) 5-12°C Rapid thaw, flooding, mudslides, brief growth burst
Summer 2 months (too short for pre-war crops) 12-20°C Growing season, scarce warmth, frantic planting/harvesting
Autumn 2 months (rapid cooling) 5-12°C Harvest, preparation for winter, early frosts common

Impact on Civilization

How Climate Shapes Faction Survival

Faction Climate Adaptation Strategy
Church of Absolution Walled settlements, strict rationing, communal heating (prayer as morale tool during winter)
Dwarven Forge-Guilds Underground cities (geothermal heating, protected from weather)
Elven Verdant Covenant Bio-domes, symbiotic plants provide warmth/food, climate-controlled groves
Nomad Collective Seasonal migration (follow warmth), scavenging, improvised shelters
The Ossuarium Industrial-scale salvage of pre-war infrastructure, fuel hoarding, Casket labor for resource extraction
"We live in a world that wants us dead. The cold kills. The Void corrupts. The seasons are too short to grow food and too long to survive without it. Humanity didn't conquer this planet anymore. We're just tenants, hoping the landlord doesn't evict us." -Elder Testimony, Nomad Oral Histories

Explore Further

Topic Description
The Theslar Event The catastrophe that reshaped the climate
The Void The extradimensional force corrupting geography
Ground Zero The Scar at the North Pole
Major Settlements Where humanity survives in this hostile world