The world this game takes place in is sometimes referred to as "the Fabled Lands" by its inhabitants. The following information is intended more as guidelines than absolute rules, since the world is based on fables and tales in general. The GM can alter it as he sees fit for his scenarios.
The nature of the land is much like that in Northern Europe and Scandinavia. A few guidelines of the normal and more common surroundings have been given below, but feel free to adjust them when needed.
A large amount of the land is covered with various forms of forests. There are evergreen (coniferous) forests that mostly consist of firs and pines, and leafy (deciduous) forests that mostly consist of alders, aspens, birches, oaks, rowans, willows, etc.
When the soil is dry, the forest has a mild vegetation. Light flows through it well and it can be traveled through easily. Pine is the most common tree found in this type of forest, but aspen is quite common too. Only a few species make a home or settlements in these forests, because of the lack of food and natural shelter.
A moist soil provides medium and thick vegetation and the density of trees is higher. Pines, firs, aspens and birches are the most common trees in this type of forest. There is also a lot of moss and a few bushes around. This type of forest is common in the south and middle areas of the land, but in the north there is 3 times less moist than dry soil. This type of forest is commonly used by almost all species as a place for a permanent settlement.
Groves are the most fertile of forests. They are a minority amongst forest types, since only about 10% of all forests are groves. Moss is common and the soil is rich with lime. All tree types thrive well in groves and there are also a lot of ferns and bushes. As groves provide a lot of food from vegetation, a lot of herbivores settle there, and this in turn lures carnivores.
The land is punctured with many small lakes and a few large ones. Lake districts can be found all across the land. In the north they are quite small and sparse, but grow in both size and density towards the south. Lakes are usually surrounded by forests, with occasional sand beaches here and there. There is also a small amount of islands scattered in all lake districts.
Most of the swamps are located in the middle and northern regions of the land. Swamps are also larger and more common in areas with fewer or smaller lake districts. Swampy regions are relatively cool and get a lot of rain. Depending on the amount of of moisture, swamps themselves have either a few or no trees at all. They can be surrounded by dense forests and can have dense forest areas inside them in places where the soil is dry. Moss is common, and when there are trees, they are usually shorter versions of pines, firs, birches and alders.
North: In the furthest northern regions snow might fall as early as in September and stay until June. The average temperature for all seasons is up to 10° Celsius lower than in the middle of the land. North also gets less sunlight in winter and more in summer than the rest of the land. In the furthest north the sun doesn't rise above the horizon between December and February. The land is relatively flat with a few Fells rising here and there. North is mostly clear plains with a few swamps and forests here and there. In the furthest north small birches are the solitary monuments of forests, but the undergrowth is dense.
Middle: In the middle of the land the nature, climate, calendar, etc. are mostly as described earlier. All types of nature and creatures can be found unless stated otherwise.
South: In this region the Summer is longer and snow falls later than in the rest of the land. The winter is considerably milder and the average temperature for all seasons is about 5° Celsius higher than in the middle of the land.
The climate of the land is also quite similar to a North European and Scandinavian one. There are four distinctive seasons, each considered to last for about 3 months. The calendar is also quite similar to ours with 12 months and days varying between 30 and 31 per month. The few exceptions are explained below.
The season of regeneration (Spring). Is considered to last from March to May. The temperature range is normally between 0° and +18° Celsius. Last evidence of Winter is gone as the snow melts and vegetation starts to bloom and grow. The new year officially begins on the first day of March.
The season of conviviality (Summer). Lasts from June to August. The temperature ranges from +18° to +30° Celsius. This is a time when nature is in its prime and a lot of species spend much time to indulge in festivities and simply enjoy their life.
The season of preparation (Fall). Lasts from September to November. The temperature varies between +18° and 0° Celsius. After a refreshing summer comes the time to work and prepare oneself for the coming winter. Crops are harvested from the fields and put in storage, some species gather and store fruits, berries, meat and other supplies.
The season of rest (Winter). Lasts from December to February. The temperature range is between 0°and -25° Celsius. Snow starts to fall during this season and covers the whole land, except for the Southernmost parts. Some species use this time to rest, but those that live in northern regions or are otherwise adapted to cold behave more or less as normal.
Characters without any resistance to cold or heat behave
normally in temperatures between -5° and +25° Celsius. The outcome of
the formula below indicates how many hours a character can withstand excessive
high or low temperatures. After that time he will lose 1 point from all Characteristics
except SIZ per 5° of excessive temperature. If any Characteristic drops
below 0 he dies. Warm clothing helps when the temperature is low, and cutting
away excessive fur or similar helps when the temperature is high.
Your AV(CON + a DIE ROLL)
Diseases are usually found in places where a lot of creatures from different areas come together, like towns and marketplaces. Only the most notable diseases are considered to affect the game, so there is no need to explain the effects of a mere cold, for example. A more detailed description of the diseases is given below. These are just guidelines so the GM can modify the effect of any disease when needed. If a character is unable to rest when needed, there is a possibility of contracting other diseases and he will not regain points, etc.
When a character is exposed to a disease, a normal Unopposed Success Check using the character's CON is made. The DVs for various diseases are given in the chart below. If the check is successful, the character isn't infected, otherwise the outcome of the check is equal to the number of days the disease is in effect. A good enough outcome might award him with some resistance to the disease.
|Ear Infection||Experienced||The victim's HEA is halved. No rest is needed and the character will recover as normal in almost all cases. The disease is contracted when coming into physical contact with a carrier or when in fever.|
|Eye Infection||Experienced||The victim's VIS is halved. No rest is needed and the character will recover as normal in almost all cases. The disease is contracted when coming into physical contact with a carrier or when in fever.|
|Fever||Heroic||The victim's body temperature rises forcing him or her to bed rest for D4 days. He must also always check if he has contracted Ear and/or Eye Infection. Fever spreads via airborne infection. After a character has went through fever, he or she gains a temporary immunity that prevents him/her from contracting another one for months equal to his CON, but no character can gain a permanent immunity to fever.|
|Plague||Heroic||This rare disease has an incubation period of days equal to the character's CON. After that the victim will start to suffer from nausea, vomiting and diahorrea. He or she also can't keep any food down. While this disease is in effect the character must make a Success Check using his CON against a Heroic DV every hour. Each failed check results in a loss of 1 point from all characteristics except SIZ. If any Characteristic drops below 0 he dies. If the character survives, he will start to recover all characteristics at the rate of 1 point per a day of complete bed rest. This disease spreads with fleas, and when characters' mucous membranes or blood come into contact.|
|Pox||Incredible||After a number of days equal to the character's CON has passed from contracting this disease, red spots will emerge all around the victim's body. As long as this disease is in effect, the character will lose 2 points from STR, CON and CHA, but they will be back to normal once the character has recovered. This disease is spread by physical contact with the carrier.|
Poisons come from venomous animals and vegetable sources. They are mostly used to kill or stun a victim, to make it easier to catch him, or to act as a deterrent and protection against larger creatures. Some creatures have even been known to sell their own venom for some profit. Poisons can also be used for making antidotes, so that an antidote is against the poison from which is was made from.
When a character is injected with a poison, a normal Unopposed Success Check using the character's CON is made. The DVs for various poisons are given in the chart below. If the check is successful, the character doesn't suffer any consequences, otherwise he suffers the effect of the poison as explained in the chart below. A good enough outcome might award the character with some resistance to the poison.
|SCORPION||Heroic||A very nasty poison. Even the Scorpion is not immune to his own poison. If a character fails the check, he has an amount of minutes equal to his CON + SIZ before he starts losing 1 point from every characteristic except SIZ per minute. If he receives an antidote, this process is stopped, and he will start to recover all characteristics with the rate of 1 point per a day of complete bed rest.|
|SPIDER||Experienced||A dangerous poison, but not too hard to counter. If a character fails the check, he will lose HPs at the rate of 1 point per minute. After receiving antidote, the process is stopped, and the character will start recovering HPs as normal.|
|SNAKE||Incredible||A very potent venom used for immobilizing prey. If a character fails the check, a character has an amount of minutes equal to his CON + SIZ before his HPs drop to 0 making the character unconscious. After this the character will lose HPs at the rate of 1 point per day. The character must receive an antidote to stop this, after which he will start recovering HPs as normal.|
|SEA SNAKE||Legendary||En extremely powerful venom. If a character fails the check, he has an amount of minutes equal to his CON + SIZ before he dies. An antidote given during this time will save the victim, but all his Characteristics except SIZ are halved, but will recover them with the rate of 1 point per a day of complete bed rest.|
|TOADSTOOL||Heroic||A poison with a more annoying effect than harmful. If a character fails the check, its outcome determines how many HPs he will lose. The character will also see, hear, etc. things that are not real and sometimes can't even tell fantasy from reality for an amount of hours equal to how many HPs the character lost due to this poison.. The character will recover HPs as normal.|
Here are descriptions for some sources of light other than daylight. They can be seen used all around the land. The light radius and burn time are average amounts and can vary depending on the size of the of the source of the light.