CLIMATE
OF THE FLANAESS
On
the world of Oerth, local weather is strongly affected by magic, and it
is possible that magic even generates or controls the world's climate as
well. Certainly, the Flanaess has an unusually long summer and growing
season, especially considering the world's large axial tilt, which by
rights should produce remarkable seasonal and climatic extremes. Certain
deities and their agents specialize in manipulation of the atmosphere,
including winds, clouds, rain, heat and cold. Such manipulations are
generally meant to keep the weather beneficial to most worshipers of the
gods, though the weather can also be used to punish transgressors on a
large scale.
Spells
cast by wizards and priests can have extraordinary effects on local
weather patterns, too, and new weather-altering spells are developed all
the time. Some kingdoms appear to deliberately alter local conditions on
a day-to-day basis to keep the weather as pleasant as possible. However,
there is concern that great or prolonged weather changes using magic
result in a backlash, altering conditions elsewhere on the world or even
on other planes, particularly the elemental ones. Some areas of Oerth,
particularly over the seas, are savaged by storms of extreme violence,
perhaps unknowingly driven by magic-use elsewhere.
Beyond
this, changes in climate on Oerth are closely related to latitude. In
general, a change of one degree of latitude will result in a difference
of two degrees Fahrenheit in temperature. Thus, a wizard teleporting
from the equator in the jungles of Hepmonaland to the northernmost
peninsula of the Land of Black Ice, about 60 degrees north latitude,
should experience a sudden drop in temperature of roughly 120 degrees.
Local conditions alter this tendency.
The
Flanaess, as noted, has an especially good growing season. Temperatures
rarely fall below freezing in that part of the Flanaess that is below 45
degrees north latitude (roughly the latitude of Perrenland), except
during the two winter months (Sunsebb and Fireseek) and early spring
(Readying), and at night during late spring (Coldeven) and late autumn (Ready'reat).
Even in the depths of winter, rarely more than a week or two of bitterly
cold weather is suffered, with gradual warming after. Summer lasts five
or six months in the central Flanaess, that area between 4S and 2S
degrees north latitude, approximately the latitudes of the Crystalmists.
The climate here is temperate, with snowfall rare south of latitude 35
degrees (just south of Greyhawk).
The
coasts usually receive more rainfall and remain cooler in the summer and
warmer in the winter than inland areas. Several areas have subtropical
conditions, during which the summers are relatively dry but winters
bring considerable rain. These areas include the Hold of the Sea
Princes, the Pomarj, Ormwal, Idee, the Vast Swamp, Dullstrand, the
northern Lordship of the Isles and the Spindrift Isles.
Tropical
conditions generally exist everywhere south of 20 degrees north
latitude. Affected in particular are the Amedio Jungle, the Tilvanot
Peninsula, the southern Lordship of the Isles and all of Hepmonaland.
Here, it is hot and rainfall is abundant year-round. Hurricanes are
known to occur, generally moving from southwest to northeast except
around Hepmonaland, where they usually come directly from the west or
southwest, moving against the general flow of air.
The
arid Sea of Dust is a blast furnace during the summer, but it remains
hot in the daytime all year long and rainfall is rare. This area's
horrific weather appears to be maintained by the ancient Stone Circles
of Tovag Baragu, in a manner that is not well understood.
High
elevations in the Yatils/ Barrier Peaks/ Crystalmists/ Hellfurnaces
chain and in the Thillonrian PeninsuWs Corusks/ Griffi/ Rakers chain
remain snowbound all year long, with glaciers and alpine conditions
above the tree line. Parts of the Hellfurnaces remain above freezing all
year long, from active volcanism and the influence of what may be
numerous gates to the Elemental Plane of Fire. The Lortmils and
Glorioles have only a few snow-capped peaks.
Most
regions between 45 and 55 degrees north latitude (the latitudes of the
Barrens and the lands of Itiz) count as subarctic, with cool, dry
summers during which the ground thaws for only a few months. This region
is very close to the Northern Border of Day and Night (as Oerth's arctic
circle is called), north of which the length of day and night alter
greatly. The Thillonrian Peninsula receives more rain and snowfall than
interior areas such as the Barrens, Iuzs homeland and the land of the
Wolf Nomads, which are cold steppeland with permafrost tundra farther
north. Barbarians of the Thillonrian Peninsula practice limited
agriculture.
An
exception to the above are those regions adjacent to the Dramidj Ocean,
which is known for its unusually warm currents. Zeif, Tusinit, Ekbir and
the western half of the lands controlled by the Tiger Nomads are all
temperate, with respectable rainfall and the same growing seasons as the
central Flanaess. Fog is common in the winter here, as cold air from the
north passes over the warm sea. Icebergs are often shrouded in fog.
Prevailing
winds in the Flanaess tend to be from the north and northeast in autumn
and winter, and from the east and southeast in spring and summer. The
wintry north wind is often called "Telchur's breath," after
the Oeridian god of the north, and the spring wind from the east is
called "Atroa's laugh," for the Oeridian goddess of the east
and springtime. Mountain ranges and the like may alter this.
When
they flow against high hills and mountains, moisture-laden winds from
the east cool, causing rainfall. As the winds cross the hills and
mountains, they warm up, retaining their moisture. Thus, the western
side of many mountain ranges are dryer than the eastern side. This
becomes especially apparent when looking at the west and east sides of
the Barrier Peaks/ Crystalrnists/Hellfurnaces chain, though the western
side is also more arid because of magical influences. Elsewhere, the
Kingdom of Surindi is wetter than the Ahlissan Principality of Naeric to
the west, thanks to the Hollow Highlands, but is drier than DuIlstrand
and old Medegia, thanks to the Hestmarks. The natural depression found
at the joining of these two hilly chains just south of Sunndi forms the
Vast Swamp. The eastern Abbor-Alz help keep the Bright Desert dry, yet
also feed the Gnatmarsh with abundant rain.