Reisan Climate Zones
Southern Mandala Zone (Boreal Equivalent)
The Southern Mandala Zone is Reisa’s mildest subarctic region and the only zone capable of sustaining large populations over time.
It spans the southern third of the continent and includes:
Mandala cities such as Kalorand and Bhadra
Farmland, river valleys, and caravan routes
Mixed forests, hills, and intensively worked land
Most surviving population centers exist here, protected by maintained infrastructure, ritual alignment, stored grain, and constant labor. Survival is not automatic. It is managed.
Average annual snowfall is heavy but manageable.
World logic: civilization survives here only through effort, coordination, and denial.
Climate effects:
No inherent penalties beyond seasonal effects
Northern Frontier Zone (Tundra Equivalent)
The Northern Frontier Zone begins beyond reliable agriculture and sustained ritual protection. Tree lines thin, permafrost dominates, and infrastructure becomes sporadic or abandoned.
This zone includes:
Steppe and tundra plains
Broken hill country and escarpments
Isolated forts, ferries, and Velkari lands
Most wilderness adventures
Vegetation is sparse and low growing. Winds are constant and bitter. Settlements here exist out of necessity, isolation, or deliberate rejection of mandala society.
Average annual snowfall is moderate but persistent.
World logic: people live here because they must, or because they refuse to live elsewhere.
Climate effects:
Temperature level –1 on random seasonal weather
Hypothermia saves suffer a –2 penalty
High North and Ice Zone (Polar Equivalent)
The High North lies beyond practical settlement. It includes:
Alpine ranges
Glacial fields
Ice seas and frozen coasts
Lands erased from maps
Here, snow accumulation rarely melts. Snowfall is lighter than the south but permanent. Travel is possible only for the prepared, the desperate, or the mad.
Average annual snowfall is low but enduring.
World logic: this is where the world remembers what it used to be.
Climate effects:
Temperature level –2 on random seasonal weather
Hypothermia saves suffer a –4 penalty
Climate Zone Effects Summary
| Zone | Climate Effects |
|---|---|
| Southern Mandala Zone | No modifier |
| Northern Frontier Zone | Temperature –1; hypothermia saves –2 |
| High North and Ice Zone | Temperature –2; hypothermia saves –4 |
Arctic Temperature Levels
Reisa experiences five temperature levels throughout the year. These are influenced by season, climate zone, weather, elevation, and proximity to mandala infrastructure.
Characters without cold weather clothing must make hypothermia saves at the listed frequency.
| Level | Temperature Range (°F) | Hypothermia Save Frequency |
|---|---|---|
| 1 | Mild (33–65°F) | None |
| 2 | Cold (15–32°F) | Once per day |
| 3 | Very Cold (0–14°F) | Once per hour |
| 4 | Severe Cold (–15 to –1°F) | Once per turn |
| 5 | Extreme Cold (–16°F or colder) | Once per minute |
Using Climate in Play
Cities are always treated as Mild due to infrastructure, density, and ritual heat.
City outskirts and patrolled roads are typically Cold.
True wilderness defaults to Very Cold unless season or location dictates otherwise.
Seasonal shifts may temporarily raise or lower temperature levels.
Getting wet worsens effective temperature by one level until properly dried.
Climate is predictable enough to plan around, but harsh enough to punish complacency.
The Southern Growing Season
The Southern Mandala Zone benefits from a brief, predictable growing season. This allows limited agriculture, stored surplus, and population stability without removing danger.
Growing season length is approximately eight to ten weeks.
The harvest window is narrow and unforgiving.
Miss it, and the city starves.
Seasonal Temperatures in the Southern Zone
| Season | Typical Temperature |
|---|---|
| Winter | Cold |
| Spring Thaw | Cold to Mild |
| High Summer (Growing Season) | Mild |
| Late Summer / Early Autumn | Mild to Cold |
| Autumn Decline | Cold |
This mirrors real subarctic cultures. Life exists, but timing is everything.
Why Summer Does Not Remove Danger
During summer:
Exposure pressure decreases
Time pressure replaces it
Summer is when:
Expeditions launch
Church oversight intensifies
Competition increases
Seals are opened too quickly
Relics are moved without understanding
Many adventures begin in summer and end in autumn or winter. Supplies dwindle, travel worsens, and retreat becomes dangerous. Winter punishes summer decisions.
Referee Guidance
Summer enables action
Autumn judges choices
Winter reveals consequences