For most of the continent, prevailing winds come out of the east and blow west. Southernmost Hanist sees prevailing winds out of the west and blowing east.
For simplicity, the calendar is 12 months, with each month being four weeks (28 days).
Seismology, cyclonic winds and natural disasters Edit
Earthquakes are rare, occasionally experienced along the western edge of the Dwarfen Safeholds.
Typhoons and tropical storms affect the coasts almost seasonally, with two to five major storms in summer through autumn. About one in ten of those major storms grows to hurricane strength. (one every two to five years). Cape Har and Cape Sud in Hanist, on the boundary of two different wind streams, sees more storms, and worse storms, than the Zerniless coast.
Flooding is fairly infrequent, usually associated with major transportation problems, and primarily affects the steppes of western Hanist, the Keventeen Basin of Zerniless, and the northern end of Zerniless Imperial Highway and the southern areas of the Fae Court.
Landslides and avalanches occur regularly in the eastern sides of the high mountains of the Dwarfen Safeholds. They occur in the winter for avalanches and the following spring with the snowmelt for landslides.
Volcanic eruptions are extremely rare. No living humans have witnessed one. If the dwarves know anything about the science of these events they have not made that knowledge widespread.
For simplicity, physical weather zones are the same as Magic weather zones, but there can be variations within a zone. Weather is rolled on a daily basis, but with a one-day forecast.
If the current weather is storming or raining, roll the next day's weather at -1. If it is sunny, roll the next day's weather at +1. Add another +1 in May, June, July, and August and subtract -1 in December, January, February, and March.
On the steppes of Menkgu, increase the effective dryness by one level. On the deserts of Menkgu, increase the effective dryness by two levels. On the eastern side of the Dwarfen Safeholds, including all of the Fae Court and Zerniless, decrease the effective dryness by one level.
Bright and sunny with minimal clouds. If it is sunny in a desert, or during June, July, or August in other areas, then elements with Foot, Mounted, or Wheeled mobility have only 80% of their normal movement and take a cumulative -1 per day on Forced March rolls.
Bright with substantial cloud cover. Air elements have their scouting ranges halved.
Dim, with complete cloud cover and substantial rain. Air elements without the All-Weather feature have their TS halved. Art and F elements have a -20% TS penalty. Off-road travel speed is halved. Treat as snow in December, January, and February.
Dark, with complete cloud cover, heavy rain, and thunder and lightning. Air elements without the All-Weather feature cannot participate in Reconnaissance contests or Mass Combat. Treat as night, even during the day. Art and F elements have their TS halved. Off-road travel speed is halved. Treat as snow in December, January, and February.
Languages and ScriptsEdit
- Fae, Tzavarim, and Luminal
The alphabet used by the Fae Court, the alphabet used by the Tzavarim, and the alphabet used by the Luminals are all related to each other in roughly the same way that historic Latin, Cyrillic, and Greek alphabets, respectively, are related to each other: there are some shared characters, but not enough for a reader of one of them to read another.
The spoken language of the Fae and Tzavarim have about as much similarity as modern German and English: there are a few cognates and shared roots, but speakers of one language can't really communicate with speakers of the other.
Spoken dwarfen shares some root words with the languages of the Fae and the Tzavarim, but again, not enough for any comprehension.
- Other Races
Most other races, including humans, Minotaurs, Kobolds, Reptilians, Orcs, and Goblins, use a script that is related to the Fae or Luminal scrips as the Latin or Greek alphabets are to Futhark: some vague similarities at best. Most of these races share a common language, which is related to the spoken Fae or Tzavarim languages as modern English is to Republican Latin or Ancient Greek: a few similar words here and there, but not enough to allow communication. There are traces of Orc native language in orc names and places names in Menkgu and in Orc-built fortifications in the mountains conquered from the Dwarven Safeholds.
Minotaurs have a formal language, mostly used for philosophy, with a slightly different alphabet that compares to the common script as Old Hungarian does to Futhark: many overlapping characters, enough to make things confusing. Formal Minotaur corresponds to the common speech as the Slavic languages do to modern English: aside from loanwords, the languages use different root words and grammar.
The native language of the Reptilians can be rendered in the common script about as well as Welsh can be rendered in Latin letters: poorly, and with very different meanings. Any older Reptilian scripts have been lost under the oppression of the Empire of Night. Native Reptilian speech is completely unintelligible to non-speakers, similar to the difference between modern English and some of the more obscure eight tone Chinese variants.