Weather in the World
Originally by David Axler

wf.suurpeikko.net
 
 



 
 
 
Greyhawk Latitude Map
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Appendix A: Effects of Climatic Extremes
Appendix B: Tides and Currents
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Bibliography
World of Greyhawk

BECAUSE
CHANGES
in climate are closely
related to changes in
latitude, the size of
the world is important.
Oerth has a
polar circumference
of 8,400 leagues
(25,200 miles).
Thus traveling 23 leagues (70 miles, 2
1/3 hexes) in a north or south direction
covers one degree of latitude. The accompanying
table shows typical conversions
between degrees of latitude, distances in leagues
and miles, and hex counts on the map.

DISTANCE CORRESPONDENCES
BETWEEN HEXES, DEGREES OF
LATITUDE, AND MILES
 
N-S 
distance 
in hexes
N-S 
distance 
in degrees 
latitude
N-S distance in 
leagues
(miles)
1 0.4 10 30
2 0.0 20 60
2 1/3 1 23 70
4 2/3 2 47 140
5 2.1 50 150
7 3 70 210
10 4.3 100 300
11 2/3 5 117 350
20 8.6 200 600
23 1/3 10 233 700
35 15 350 1,050

The Greyhawk maps, which cover 970
leagues on the north-south axis, also
cover 41.6 degrees of latitude.

A second table shows where the latitude
lines are located on Oerth, referring to
the hex numbers at the right-hand edge
of each map sheet and indicating the
locales on or close to each parallel.

LOCATION OF MAJOR PARALLELS
OF LATITUDE ON MAPS OF
THE WORLD OF GREYHAWK
                                                            Hex # on map
North Latitude (right half) (left half)
15 93 129
20 81 117
24 72 108
25 69 105
30 58 94
35 46 82
40 34 70
45 23 59
50 11 47
54 02 38

Latitude lines run horizontally across the
map, and do not slope southeast to
northwest as do the numbered lines of hexes.

Baseline information for Oerth is shown
on the Baseline Data Chart. It is assumed
that for each degree of travel in north-south
direction, the baseline temperature
will change by two degrees Fahrenheit.
Thus, a trip seven hexes north of Veluna
City takes one to a point where the
temperature is six degrees colder, because
seven hexes equals three degrees of latitude;
a trip seven hexes south would raise
the temperature by the same amount.

(This is reversed if one crosses the equator.)

One final comment is necessary. The
weather of Oerth is affected (and possibly
generated) by magic. Some of the spells
and items that can bring this about are
described in the PH and DMG.
Of course, very
accomplished M-Us may be able to
research && develop new weather-controlling
spells. Great care should be taken when
such spells are implemented
because localized magical changes to the
weather may have repercussions elsewhere
in the world (and, perhaps, on
other planes as well).

ASTRONOMICAL PHENOMENA
The Baseline Data Chart shows the time
of sunrise and sunset for the middle of
each month at the baseline latitude of
40 degrees. For each degree of latitude away
from the baseline, the times should be
adjusted by two minutes, adding if above
40 degrees north and subtracting if
below. Sunrise && sunset are not the
times when light appears && disappears
since reflections from the sky, clouds, and
terrain may affect the hours of normal
vision. (In the depths of a steep valley the
period of vision will be significantly reduced,
while atop the adjacent mountain it will be extended.)

BASELINE DATA CHART
 
- Fireseek Readying Coldeven Planting Flocktime Wealsun Reaping Good-month Harvester Patchwall Ready'reat Sunsebb
Base temp. 32 34 42 52 63 71 77 75 68 57 46 33
    Daily high adj. 10 64 84 106 106 88 46 46 86 105 106 85
    Daily low adj. 20 104 104 84 106 66 66 66 86 105 104 20
Sky conditions: - - - - - - - - - - - -
    Clear 01-23 01-25 01-27 01-20 01-20 01-20 01-22 01-25 01-33 01-35 01-20 01-25
    Partly Cloudy 24-50 26-50 28-54 21-55 21-53 21-60 23-62 26-60 34-54 36-60 21-50 26-50
    Cloudy 51-00 51-00 55-00 56-00 54-00 61-00 63-00 61-00 55-00 61-00 51-00 51-00
Chance of precip: 46 40 44 42 42 36 33 33 33 36 40 43
Mid-month time of: - - - - - - - - - - - -
    Sunrise (a.m.) 721 655 612 524 445 432<> 445<> 513 542 612 646 719
    Sunset (p.m.) 501 536 609 639 710 732<> 729<> 657 610 521 445 436

Phases of Luna:
1/4: 4th day of month and 4th night of Growfest.
Full: 11th day of month.
3/4: 18th day of month.
New: 25th day of month and 4th night of Needfest.

Full: 4th day of month and 4th night of Richfest.
3/4: 11th day of month.
New: 18th day of month.
1/4: 25th day of month.

3/4: 4th day of month and 4th night of Brewfest.
New: 11th day of month.
1/4: 18th day of month.
Full: 25th day of month.

New: 4th day of month and 4th night of Needfest.
1/4: 11th day of month.
Full: 18th day of month.
3/4: 25th day of month.

Phases of Celene:
Full: Mid-Needfest and Mid-Growfest.
3/4: 19th of Fireseek.
New: 11th of Readying.
1/4: 4th of Coldeven.

Full: Mid-Growfest and Mid-Richfest.
3/4: 19th of Planting.
New: 11th of Flocktime.
1/4: 4th of Wealsun.

Full: Mid-Richfest and Mid-Brewfest.
3/4: 19th of Reaping.
New: 11th of Goodmonth.
1/4: 4th of Harvester.

Full: Mid-Brewfest and Mid-Needfest.
3/4: 19th of Patchwall.
New: 11th of Ready'reat.
1/4: 4th of Sunsebb.

On any selected parallel of latitude, sunrise
will occur at the same local time
everywhere. Only east-west travel of
lengthy distances will create a need for
time zones. A one-degree change in longitude
will change the times of sunrise and sunset
by four minutes.

At latitudes above 60 degrees, the
phenomenon known as the Midnight Sun
can occur. During mid-summer months,
the sun never sinks far enough below the
horizon to permit total darkness; during
mid-winter, there may be days when the
sun never rises. At exactly 60 degrees
latitude, these effects will occur only on
Mid-summer Day (no sunset) and Midwinter Day (no sunrise).
For every degree of latitude beyond the 60th parallel
toward the poles, these phenomena will
each occur for two additional days, one
before the midpoint and one after.

The smaller moon (Celene, or The Handmaiden)
goes through four cycles each year,
becoming full on the middle
evening of each of the festivals. This
evening, of course, becomes the high
point of the celebration, especially in the
case of Midsummer's Night, when those
who use druidic spells are gathering mistletoe
for the coming year.

Luna, the large moon, makes 13 cycles of
28 days during an Oerth year. Its cycles
are linked to those of Celene in a
manner that causes both to be full on
Midsummer's Night in Richfest. On
Midwinter's Night, however, only
Celene appears; this period is known as
the Dark Time, or the Dim Nights, to
many superstitious peasants.

The exact dates for new, waxing (first
quarter), full, and waning (third quarter)
moons are shown on the Baseline Data
Chart. The combinations of the moons
have interesting repercussions on lycanthropy.
Most lycanthropes have their were-cycles
linked to the cycles of Luna
only. However, 1 in 10 lycanthropes are
affected only by Celene, and another 10%
are affected by either moon. In any case,
whenever both moons are full, all were-creatures
will be out a-hunting. (This
happens on Midsummer's Night, unfortunately
for mistletoe hunters!)

The seasons may be defined in terms of
local temperature change. The following
are suggested:

Winter: average base temperature less
    than or equal to 32 degrees F.

Spring: Average increases from 32
    degrees to 50 degrees.

Summer: Average rises from 50 degrees,
    then falls to 60 degrees.

Autumn: Average falls from 60 degrees
    to 32 degrees.

In areas with lengthy summers, the early
half (when the temperature is rising) is
considered to be Low Summer; the
second half (when the temperature is falling)
is High Summer. In areas with long
winters, the first half is called Early Winters
and the second half Late Winter or
Bitter Winter. The elves and barbarians,
of course, have their own names for these
periods.

DETERMINING WEATHER CONDITIONS
This system works best if the DM
generates the weather for one or
two weeks at a time, in advance of actual
play. This approach makes it much easier
to calibrate the weather with the game
world's calendar, and with the actions of
adventurers, as well. An exception to this
occurs when a party embarks on a long
journey that will carry it through many
varied types of terrain, and the DM
cannot predict the exact location
of the party in advance.

To determine current or future weather
conditions, follow these steps:

1. Find the base temperature for the
current month on the Baseline Data Chart.
Roll dice as specified to find the adjustments
to the base temperature for the
day's high and low. Adjust both the high
and low for terrain and for the distance
away from the 40th parallel (add 2
degrees Fahrenheit for every 2 1/3 hexes
south; subtract the same for distances
above the 40th parallel).

The high temperature for the day will
occur about one hour after mid-day, and
the low temperature will occur about one
hour before sunrise.

The possibility of temperature extremes
may be added in the following way.
Before checking the monthly base
temperature, roll percentile dice and
check this table:
 
01 Extreme record low
02 Severe record low
03-04 Record low
05-96 Normal temperatures
97-98 Record high
99 Severe record high
00 Extreme record high

To determine the new monthly base
temperature during a record high or
record low, adjust the monthly base
temperature from the Baseline Data
Chart by the max. high || low possible
for the month. Severe highs && lows
are determined by adjusting the
monthly base temperature by double
the max. high || low. For extreme
highs || lows, adjust the base temperature
by three times the max..

During each day of a record high or low,
the daily temperature range is determined
by adjusting the monthly base temperature
and then applying all other appropriate
adjustments.

A period of record high or low temperatures
will usually span several days; the
exact number is determined by rolling
d20.
 
01 1 day
02-03 2 days
04-10 3 days
11-14 4 days
15-17 5 days
18-19 6 days
20 7 days

2) Roll percentile dice to determine the
sky conditions (clear, partly cloudy, or
cloudy) for the day.

3) Roll percentile dice to determine if
precipitation will occur during the day.
This roll is affected by terrain, as specified
in the Terrain Effects Table. The
base chance of precipitation is given in
the Baseline Data Chart.

If precipitation will not occur, roll d20
and subtract one to get the current wind
speed in miles per hour, adjusting this
speed for the terrain. Adjust the temperature
for wind chill if necessary.

If precipitation will occur, an additional
percentile roll is made to determine the
type of precipitation, using the Precipitation Occurence Table.
If 00 is the result,
roll percentile dice again and consult the
Terrain Effects Table to determine what
type of Special Weather Phenomenon
will occur; these phenomena differ by
terrain type. (Optionally, once the Special
Weather Phenomenon is determined,
step 3 can be repeated to see if the Special
Weather is accompanied by a more normal
form of precipitation.)

Certain varieties of precipitation require
specific conditions, as noted in the Precipitation
Occurence Table (such as the max. || min. temperature). If the
day's conditions do not fit the specified
condition, either roll again or cancel the
precipitation entirely.

4) Once the type of precipitation is
known, refer to the Standard Weather
Table or the Special Weather Phenomena
Table to discover the effects the
weather will have on wind speed, movement,
visibility, etc. In addition, the
duration of the precipitation is given.
When this duration expires, roll percentile
dice; if the result is equal to or less
than the specified chance of continuing,
then the precipitation will continue in
some form. In this case, roll d10 to see if
the type of precipitation changes as
follows:
 
1 Up one line on Precipitation Occurence Table
2-9 No change; roll for duration of continuation
10 Down one line on Precipitation Occurence Table

5) Any time that the temperature falls
below 35 degrees F., consult the Wind Chill Table to
determine the day's true
effective temperature. Other relevant data
on sub-freezing conditions is in the discussion
of climatic extremes.

6) When precipitation ends, check
whether a rainbow occurs, as shown on
the Precipitation Occurrence Table.

7) Whenever the DM needs
to know the relative position or direction
of a phenomenon (the position of a volcano,
for example), d8 should be rolled to
select one of the eight cardinal points of
the compass:

1 North
2 Northeast
3 East
4 Southeast
5 South
6 Southwest
7 West
8 Northwest

8) Prevailing winds on the Flanaess come
from the north and northeast during the
fall and winter seasons, and from the east
and southeast during the remainder of the
year. This is generally true, but geographical
phenomena, such as mountain ranges,
may affect wind direction.

9) Strong winds can have harsh effects,
similar to those caused by the druidic
spell Control Winds. The High Wind
Effect Table also delineates some of the
consequences of great wind velocity.

TERRAIN EFFECTS TABLE
Adjustments to:
Type of terrain Chance of
precipitation
Temperature 
(In degrees)
Wind 
speed
Special weather 
phenomena
Notes
Rough terrain or hills None None +/-5 mph 01-80: Windstorm
81-00: Earthquake
-
Forest None -5 -5 mph 01-80: Quicksand
81-00: Earthquake
-
Jungle +10% +5 -10 mph 01-05: Volcano
06-60: Rain forest downpour
61-80: Quicksand
81-00: Earthquake
-
Swamp or marsh +5% +5 -5 mph 01-25: Quicksand
26-80: Sun shower
81-00: Earthquake
In the Cold Marshes, temperature adjustment is -5.
Dust -25% +10 (day) 
-10 (night)
None 01-40: Flash flood
41-70: Dust storm
71-85: Tornado
86-00: Earthquake
No fog, gale, or hurricane permitted.
Plains None None +5 mph 01-50: Tornado
51-00: Earthquake
No monsoon or tropical storm permitted.
Desert -30% +10 (day)
-10 (night)
+5 mph 01-25: Flash flood
26-50: Sandstorm
51-65: Oasis
66-85: Mirage oasis
86-00: Earthquake
No fog, mist, blizzard, monsoon, tropical storm, gale, or hurricane permitted.
Mountains None -3 degrees 
per 1,000 
feet of 
elevation
+5 mph 
per 1,000 
feet of 
elevation
01-20: Wind storm
21-50: Rock avalanche
51-75: Snow avalanche
76-80: Volcano
81-00: Earthquake
-
Seacoast 
(within 2 hexes of coastline) 
+5% -5 (cold current) 
+5 (warm current)
+5 mph 01-80: Earthquake
81-94: Tsunami
95-00: Undersea volcano
Duration of fog and mist doubled.
At sea +15% -10 (cold current) 
+5 (warm current)
+10 mph 01-20: Tsunami
21-40: Undersea volcano
41-00: Undersea earthquake
Duration of fog and mist doubled.

WIND CHILL TABLE                                                                Temperature (degrees Fahrenheit)
Wind 
(mph)
35 30 25 20 15 10 5 0 -5 -10 -15 -20
5 33 27 21 16 12 7 1 -6 -11 -15 -22 -28
10 21 16 9 2 -2 -9 -15 -22 -27 -31 -37 -43
15 16 11 1 -6 -11 -18 -25 -33 -40 -45 -51 -58
20 12 3 -4 -9 -17 -24 -32 -40 -46 -52 -58 -64
25 7 0 -7 -15 -22 -29 -37 -46 -52 -58 -65 -72
30 5 -2 -11 -18 -26 -33 -41 -49 -56 -63 -70 -78
35 3 -4 -13 -20 -27 -35 -43 -52 -60 -67 -75 -82
40 1 -4 -15 -22 -29 -36 -45 -54 -62 -69 -76 -83
45 1 -6 -17 -24 -31 -38 -46 -55 -63 -70 -77 -84
50 0 -7 -17 -24 -31 -38 -47 -56 -64 -71 -78 -85
55 -1 -8 -19 -25 -33 -39 -48 -57 -65 -72 -79 -86
60 -3 -10 -21 -27 -34 -40 -49 -58 -66 -73 -80 -87

HIGH WIND EFFECTS TABLE
Wind speed
(mph)
On land At sea In air* In battle
0-29 No effect No effect No effect No effect
30-44 All travel slowed 
by 25%; torches will 
be blown out
Sailing difficult; 
rowing impossible
Creatures eagle-size 
and below can't fly
Missiles at 1/2 
range and -1 to hit
45-59 All travel slowed 
by 50%; torches and 
small fires will be 
blown out
Minor ship damage 
(d4 structural points)
may occur; 
wave ht. 3d6 ft.
Man-sized creatures 
cannot fly
Missiles at 1/4 
range and -3 to hit
60-74 Small trees are 
uprooted; all travel 
slowed by 75%; 
roofs may be torn off
Ships are endangered 
(d10 structural damage) and 
blown off course; 
wave ht. d10+20 ft.
No creatures can fly, 
except those 
from the Elemental 
Plane of Air
No missile fire permitted; 
all non-magical 
weapon attacks 
are -1 to hit; 
DEX bonuses to AC cancelled
75+ Only strong stone 
buildings will be 
undamaged; travel 
is impossible
Ships are capsized 
and sunk; wave ht.
d20+20 ft. or more
No creatures can fly, 
except those 
from the Elemental
Plane of Air
No missile fire permitted; 
all non-magical weapon 
attacks at -3 to hit;
20% chance per 
attack that any 
weapon will be torn 
from the wielder's 
grip by the wind; 
DEX bonuses to AC cancelled

* -- Note: When wind speed exceeds 35 mph, the use of a carpet, wings, or broom of flying becomes extremely
dangerous. The percentage chance that a creature or object will be blown off a broom or carpet is equal to the wind
speed (in mph) minus the carpet's max. SPEED (in".). This percentage should be reduced by 5% for every 100
pounds of body weight and encumbrance. Characters and objects weighing less than 100 pounds have their
percentage chance increased by 1% for every 5 pounds below that limit.
    Also note: The use of a potion of gaseous form during high winds (more than 35 mph) may cause dispersion of the
gas to such an extent that the creature cannot reform!

PRECIPITATION OCCURRENCE TABLE
                                                     Temp. required (ºF.)
Dice 
roll
Type of weather Min. Max. Chance of 
continuing
Chance of 
rainbow
Not 
allowed in:
01-02 Blizzard, heavy - 10 5 - Desert
03-05 Blizzard - 20 10 - Desert
06-10 Snowstorm, heavy - 25 20 - -
11-20 Snowstorm, light - 35 25 1% -
21-25 Sleetstorm - 35 20 - -
26-27 Hailstorm - 65 10 - Desert, dust
28-30 Fog, heavy 20 60 25 1% Desert, dust
31-38 Fog, light 30 70 30 3% Desert
39-40 Mist 30 - 15 10% -
41-45 Drizzle 25 - 20 5% -
46-60 Rainstorm, light 25 - 45 15% -
61-70 Rainstorm, heavy 25 - 30 20% -
71-84 Thunderstorm 30 - 15 20% -
85-89 Tropical storm 40 - 20 10% Desert, plains
90-94 Monsoon 55 - 30 5% Desert, dust, plains
95-97 Gale 40 - 15 10% Desert
98-99 Hurricane or typhoon 55 - 20 5% Desert, dust
00 Special 
(refer to the Terrain Table 
to determine type)
- - 1 - -

GENERAL NOTES FOR TERRAIN EFFECTS TABLE

1. Sylvan forest zones should have temperate
weather conditions and minimal
precipitation throughout the year, due to
the influence of Faerie upon the climate.

2. When Special Weather Phenomena
that do not involve precipitation occur,
the chance for and/or type of precipitation
can be re-rolled.

3. There is a 10% that any Special
Weather Phenomenon has been caused
by one of the following:
 
01-30 Elemental(s) or Giant(s)
31-60 Elemental(s) under NPC control
61-90 NPC or monster
91-98 Demons, devils, or creatures 
from the appropriate Elemental 
Plane
99 A deity or his/her servants
00 Two or more battling deities

4. All terrain effects are cumulative and
may cancel each other out. Intervening
mountains, however, will eliminate all
coastal effects. When a Special Weather
Phenomenon is needed, select one terrain
type which will determine the phenomenon,
and then modify the result of that
selection appropriately.

5. In the desert, there is a cumulative 2%
chance per hour that a creature or character
will become blinded by the glare. The
effect is equivalent to a Light spell cast on
the creature's visage, and may be relieved
with a Cure Disease spell or a night's <Cure Blindness, as well>
sleep. Those creatures normally dwelling
in such areas are immune to this effect.
Although the chance is cumulative, it
does not accrue from day to day. After a
week of travel in the desert, the cumulative
chance drops to 1% per hour, and
after one month of continual exposure
to these conditions, the possibility is
entirely removed.

EXAMPLE OF WEATHER GENERATION
The party currently is camped at an elevation
of 3,000 feet in the Yecha Hills
(latitude 48 degrees north) during the
month of Patchwall. The baseline
temperature is 57 degrees, and two d10
rolls (of 5 and 3) indicate that the day's
base high && low will be 65 degrees and
49 degrees. These are then adjusted for
latitude by subtracting 16 degrees from
each figure, and are adjusted for terrain
by subtracting an additional 9 degrees for
the elevation, resulting in a high of 40
degrees and a low of 24 degrees.

A roll of 48 indicates that the sky is partly
cloudy, and a second roll of 23 indicates
precipitation will occur. The first roll on
the Precipitation Occurrence Talbe indicates
a monsoon; this roll is ignored,
because the temperature will not rise
to 50 degrees, the min. required. A
second roll shows that the party is surrounded
by heavy fog.

Further rolls and results specified by the
Standard Weather Table indicate that the
fog will last for eight hours, with winds of
12 mph. During the fog, visibility will be
cut to 2 feet, movement will be at one-quarter
speed, tracking (by a ranger) will
not be possible, and the party members'
chance of becoming lost will be increased
by 50% (if they travel).

When it is time for the fog to lift, percentile
dice are rolled again and the result is 33.
This indicates that precipitation will
continue. A d10 is rolled and comes up
10, indicating that the heavy fog will
become light fog. The DM then determines <?>
the duration of the new weather
and its effects.

Finally, the DM notes that the temperature
will fall well below 35 degrees by late
afternoon. After the Wind Chill Table is
consulted, the party is informed that hte
effective afternoon temperature of 30
degrees will feel like 12 degrees to them
--and the night probably will be even
worse!

STANDARD WEATHER TABLE
Phenomenon Precipitation 
amount 
(inches)
Duration Movement 
rate
Range of 
normal vision
Range of 
ultra- and 
Infravision
Effect on 
tracking
Chance of 
getting 
lost
Wind 
speed 
(mph)
Notes
Blizzard, heavy 2d10+10 3d8  hours F: x1/8
H: x1/4
C: no
2' 
radius
No No -50% 6d8+40 Snowdrifts of up to 10' per hour may accumulate against buildings, walls, etc.
Blizzard 2d8+8 3d10 hours x1/4
(all)
10' 
radius
x1/2 +40% +35% 3d8+36 As with heavy blizzard, but only 5' per hour.
Snowstorm, heavy 2d8+2 4d6 hours x1/2
(all)
x1/2 x1/2 -25% +20% 3d10 Drifts of 1' per hour will occur if wind SPEED is above 20 mph.
Snowstorm, light d8 2d6 hours F: x3/4
H: normal
C: normal
x3/4 x3/4 -10% +10% 4d6 Drifts of 1' per hour will occur if wind SPEED is above 20 mph.
Sleet storm 1/2d4 d6 hours F: x3/4
H: x1/2
C: x1/2
x3/4 x3/4 -10% +5% 3d10 -
Hailstorm see text d4 hours x3/4 (all) Normal Normal -10% +10% 4d10 Average diameter of hailstones is 1/2d4 inches. If stones are more than 1 inch in diameter, assess 1 point of damage per 1/2 inch of diameter every turn for those AC6 or worse. (1 1/2 inch diameter stones cause 3 points of damage.) Rings, bracers, etc., give no protection from this damage, but magic armor does. 
Heavy fog - d12 hours x1/4 (all) 2' radius x1/2 -60% +50% d20 -
Light fog - 2d4 hours x1/2 (all) x1/3 x3/4 -30% +30% d10 -
Mist - 3d6 hours Normal Normal Normal -5% Normal d10 -
Drizzle 1/4d4 d10 hours Normal Normal Normal 01%/turn 
(cum.)
Normal d20 -
Rainstorm, light 1/2d6 d12 hours Normal Normal Normal -10% 
(cum).
Normal d20 A drop in temperature to 30 degrees or less after such a storm may result in icy ground, affecting travel, DEX, etc.
Rainstorm, heavy d4+3 d12 hours F: x3/4
H: normal
C: x3/4
x3/4 x3/4 -10%/turn +10% 
(cum.)
2d12+10 A drop in temperature to 30 degrees or less after such a storm may result in icy ground, affecting travel, DEX, etc.
Thunderstorm d8 d4 hours x1/2 (all) x3/4 x3/4 -10%/turn +10% 
(+30% if 
horsed)
4d10 Lightning strokes will occur once every 10 minutes, with a 1% probability on each that the party will be hit. This chance increases to 10% if the party shelters under trees. Damage done will be 6d6, with a save for half damage allowed.
Tropical Storm d6/day 1/2 d6 days F: x1/4
H: x1/4
C: no
x1/2 x1/2 No +30% 3d12+30 Every 3 turns, a 10% chance of gust damage if wind speed is over 40 mph. Damage is 1d6 for every full 10  mph above 40 mph.
Monsoon d8/day d6+6 days F: x1/4
H: x1/4
C: no
x1/4 x1/4 No +30% 6d10 Every 3 turns, a 10% chance of gust damage if wind speed is over 40 mph. Damage is 1d6 for every full 10  mph above 40 mph.
Gale d8/day 1/2 d6 days F: x1/4
H: x1/4
C: no
x1/4 x1/4 No +20% 6d8+40 Every 3 turns, a 10% chance of gust damage if wind speed is over 40 mph. Damage is 1d6 for every full 10  mph above 40 mph.
Hurricane or typhoon d10/day 1/2 d8 days F: x1/4
H: x1/4
C: no
x1/4 x1/4 No +30% 7d10+70 Unprotected creatures suffer 1d6 wind damage every 3 turns, and buildings take 1d4 structural damage each turn.

(F = foot travel; H = horse travel; C = carts && wagons; No = not allowed.)

GENERAL NOTES FOR STANDARD WEATHER TABLE

1. The effects of precipitation on infravision && ultravision occur
because the temperature of the precipitation usually is
different from that of the surrounding air
and terrain.

2. The effects on tracking should be used to adjust
a ranger's chance to track any
creatures in the wilderness.

3. The chance of getting lost applies to all
parties, even those with maps, because
landmarks are obscured, trails covered,
and so on. Terrain adjustments for getting lost,
as stated in the DMG, also apply. If a party
stops travelling until precipitation ceases, the
effects are cancelled, except those for
snow.

SPECIAL WEATHER PHENOMENA TABLE
Phenomenon Precipitation Duration 
or area
Movement 
rate
Range of 
normal vision
Range of 
ultra- and Infravision
Effect on 
tracking
Chance of 
getting lost
speed 
(mph)
Notes
Sand storm or Dust storm - 1-8 hours No No No No +80% 5d10 50% chance of d4 damage every 3 turns, no save, until shelter is found. 
Wind storm - 1-10 hours x1/2 (all) x1/2 x3/4 No +30% 8d10+20 50% chance of 2d6 rock damage every 3 turns. (Characters must roll DEX or less on d20 to save for 1/2 damage; monsters must save vs. petrification.)
Earthquake
(If undersea, a 
tsunami will
occur in 1d10 
hours)
- 1-10 hours F: x1/4
H: x1/4
C: no (may 
be overturned) 
Normal Normal -50% +10% 
(+30% on horse)
d20 Center is 1-100 miles away from party, with shock waves extending 1-1000 miles. The first shock wave of the earthquake will be proceeded by 1-4 mild tremors, which do no damage but cause untrained horses, cattle, and other animals to bolt in fear and run for open ground. After a delay of 1-6 rounds, the first shock wave reaches the party, and there are 1-6 shock waves in an earthquake. Roll d20 to determine the number of rounds between each of the shock waves. Each shock wave causes damage as the 7th level cleric spell Earthquake.
Avalanche 
(rock or snow)
5d10 
inches
1-10 
minutes
May be 
blocked
Normal Normal -60% +10% if 
trail is 
covered
d20 Damage is 2-20 pts., with save (vs. dexterity or petrification, as in <Wind Storm> above) for 1/2 damage. Victims taking more than 20 points of damage are buried and will suffocate in 6 rounds unless rescued. 
Volcano 
(If undersea, an 
island will be 
formed in 2d6 days)
d8 
inches 
of ash 
per day
1/2 d20 
days
x1/2 (all) x3/4 
(x1/2 if 
undersea 
due to 
mist)
x1/2 -50% +20% 
(+40% if 
on 
horse)
d20 Ash burns; d4 damage every 3 turns, no save. Location: 0-7 (d8-1) miles from party. Lava flows at 10 mph, does damage as a salamander's tail. For every day a volcano continues to erupt, the base temperature will rise 1 degree in a 60-mile-diameter-AREA. This overheating will lapse after 7-12 months, as particles of ash in the air brings the temperature back down, but the chance of clear skies in the AREA will be cut by 50% for an additional 1-6 months thereafter. 
Tsunami Wave 
ht. 10d20 
feet
1/2 d4 
hours
Normal Normal Normal No +20% if 
skirted
5d10+10 Save vs. DEX/petrification (see <Wind Storm> above) or drown. If save is made, victim takes d20 damage. 
Quicksand - Covers radius of 20" Normal 
(until entered)
Normal Normal No +20% if skirted d20 An individual wearing no armor, leather armor, studded armor, elven chain, or magical armor will only sink up to the neck if he remains motionless, keeps his arms above the surface, and discards all heavy items. Other characters will be dragged under at the rate of 1 foot per round if motionless or 2 feet per round if attempting to escape. Drowning occurs 3 rounds after the head is submerged. If a victim is rescued after his head has been submerged, assess damage of d6 per round of submersion once the character is resuscitated. 
Flash flood see note d6+2 hours x3/4 Normal Normal -5%/turn +10% d20 A flash flood will begin with what appears to be a heavy rainstorm, with appropriate effects, during which 3 inches of rain will fall each hours. <> The rain will stop when 50% of the flood's duration is over, at which point all low areas will be covered with running water to a depth which is triple the amount of rainfall. This water will remain for 6-10 turns, and then disappear at a rate of 3 inches per hour. The current will vary from 5-50 mph, increasing when the water flows in narrow gullies.
Rain forest downpour 1 inch per hour 3d4 hours F: x1/2
H: x1/2
C: no
x3/4 x3/4 -5% per turn +20% 0-5 
(d6-1)
The ground will absorb up to 6 inches in water; then mud will form, converting the AREA to a swamp for travel purposes.
Sun shower 1/2 6-60 minutes Normal Normal Normal Normal Normal d20 95% chance of a rainbow; see note under Precipitation Occurence Table.
Tornado or cyclone 1 inch per hour 5-50 hours Nor<> x3/4 x3/4 No +40% 300 10% chance party will be transported to the Ethereal Plane. Otherwise, treat as a triple-strength hurricane for damage.
Oasis or mirage oasis - 3-6" radius Normal Normal Normal Normal Normal d20 If the oasis is real, roll d20. A result of 1 or 2 indicates that the oasis is currently populated (determine population type via the Wilderness Encounter Charts in the DMG), while a 20 indicates that the last visitor has poisoned all the wells. If the oasis is a mirage, anyone who "drinks" must save vs. spell or take d6 damage from swallowed sand.

(F = foot travel; H = horse travel; C = carts && wagons; No = not allowed.)

APPENDIX A
EFFECTS OF CLIMATIC EXTREMES
 
AA. Cold Weather AB. Hot Weather AC. Burns and Their Effects Top The World of Greyhawk

The DM should be aware of
some of the possible effects that can
occur when a party confronts extreme
temperatures. The suggestions in this section are
only that, and make no attempt to present the
full range of possibilities.

A. Cold Weather
In cold climates, always use the Wind Chill Table to
determine true temperatures.

The bulky clothing needed for protection in
cold climes can affect a character's DEX, AC,
and "to hit" rolls. A
deduction of one point from each of these
characteristics for every ten degrees below
0 degrees F. is suggested.

The use of heat-producing magic, from
spells or items, can have severe repercussions
on the local environment. Snow will
melt and re-freeze into glare ice, for
example, after a Fireball, and ice floes
will crack and separate after intense heat.
In mountainous terrain, intense heat may
cause a snow avalanche or a rock
avalanche.

Extremes of cold may affect the usage of personal
possessions. Oil, for instance,
may not flow. Liquids may freeze, cracking
their containers in the process. A
potion may lose its effect, or be changed,
after being subjected to extreme cold.

If a party travels with animals, pets,
familiars, etc., or summons monsters, be
sure to take the effects of cold into
account when describing the actions of
these creatures. Creatures from the Elemental Plane of Fire will
be extremely annoyed at those who call on them in
cold climes (double the chance of rebelling
if summoned.) Extra food will often
be needed under these conditions.

Drinking hot beverages at temperatures
below -20 degress F. offers the possibility
that the drinker's teeth may crack from
the sudden temperature change.

Frostbite will destroy an exposed body
part in 10-30 minutes at temperatures of
-40 degrees F. and below. Body parts lost
to frostbite damage can only be restored
by regeneration, such as from the clerical
spell Regenerate, a ring of regeneration,
or similar means. Frostbite is most likely
to develop in situations where:

    a) tight clothing is worn
    b) the extemities (hands, feet, ears, etc.) are inactive or immobile
    c) the character suffers from chronic vascular disease
    d) the air is both cold and moist

DMs should decide whether
spells with somatic components can be
CAST while the caster is wearing gloves,
heavy clothing, etc. One possibility is to
assign a chance of spell failure based upon
temperature, such as 5% for every 10
degrees below -20 degrees F.

On a sunny day, there is a cumulative 2%
chance per hour that a character will
become SNOWBLIND for d4 turns.
 

OUT ON A LIMB

Chilly comments

Dear Editor:
I recently had the opportunity to read issue
#68, containing "Thrills and Chills" by Arthur
Collins and "Weather in the World of Greyhawk
" by David Axler. While I found these
articles interesting and useful, I was rather
startled to read that "drinking hot beverages at
temperatures below -20º F. offers the possibility
that the drinker's teeth may crack from the
sudden temperature change" and "No one in
his right mind goes out in a Pleistocene winter
if he can avoid it." These comments raised
suspicions in my mind that these gentlemen
have lived their lives in mild climates.

Allow me to draw it to the attention of your
readers that -20° F. is no big deal. Lots of people
live in areas where a daytime high of -20 is
not unusual. Our teeth don't crack when we
drink our thermoses of coffee outside. (I don't
doubt that it's a possibility if one is foolish
enough to expose one's teeth to the elements,
but in practice, people keep them covered with
their lips in cold weather.)

Mr. Collins uses the weather of the Hudson
Bay area to simulate the Pleistocene winter. In
this location, children play outside, people
take skidoo rides for fun, and life generally
carries on normally -- and has for centuries --
for those who live in this area.

Dungeon Masters whose knowledge of cold
weather is entirely theoretical might be interested
to learn a few "atmosphere" details about
-20º F. To a person properly clad and out of
the wind, -20º F. is quite pleasant in a dry climate
and horrible in a humid climate. Packed
snow creaks when you walk on it. Loose snow
rustles. Frost forms on beards, scarves, collars,
or wherever your breath reaches.

Frostbite sneaks up on its victims: After the
initial pain when the affected area gets cold,
there is numbness for quite a while before
frostbite sets in. The first sign is that the area
turns dead white. In severe cases the affected
extremity turns black and may have to be
amputated.

Hypothermia is another serious danger. The
initial symptom is shivering, Later the sufferer
becomes drowsy and will eventually lie down,
go to sleep, and freeze to death.

At -40º F. it hurts to breathe, it hurts anywhere
the cold air touches exposed skin, and
even a slight breeze feels like it's burning you
right through your clothing. Characters had
better be dressed in furs or wearing a ring of
warmth to even step outside at this point.

I am pleased to report that anything below
-52° F. is beyond my experience. I have been
advised by others less fortunate in this regard
that -60º F. feels the same as -40º F. except that
frostbite, hypothermia, and death all occur
sooner. A lot of liquids will freeze at this
temperature, and solids become more brittle. A
metal weapon, for example, is more likely to
break if it strikes another hard object.

Since I will be designing both an arctic setting
and an Elemental Plane of Fire in the
next year, I would like to see an article on the
effects of temperature extremes. What are the
chances, exactly, of an iron sword breaking in
melee at -60° F.? When will a glass vial melt?
When will a scroll burst into flames?

Lois Sparling
Calgary, Alberta, Canada
(Dragon #73)

 

Judging by the first eight paragraphs of
your letter, Lois, you're probably as much of
an authority on temperature extremes (well,
one of the extremes, anyway) as anyone. The
next time it gets down to 60 below in your
neck of the woods, take your sword outside,
bang on a rock, and see what happens. . . .

Seriously, the effects of temperature extremes
sounds like a good article topic. Perhaps
guidelines could be drawn up as part of a
larger discussion of what it's like to live on the
Elemental Plane of Fire, or the Para-Elemental
Plane of Ice,. or some other extreme environment.
Anybody want to take a shot at it?

And, for the record, Arthur Collins lives in
the Indianapolis area and David Axler is from
Philadelphia ? mild climates, perhaps, to
someone from Calgary, but certainly not places
where palm trees and coconuts grow.

-- KM
(Dragon #73)
 


B. Hot Weather

When the temperature rises above 75
degrees F., roll percentile dice to determine
the current relative humidity.
Whenever the total of temperature and
humidity is 140 or higher, consult the
Temperature and Humidity Effects Table
for the consequences to unprotected characters and creatures.

TEMPERATURE & HUMIDITY EFFECTS TABLE
Temp. + hum. Move AC To hit DEX Vision (all types) Rest 
needed 
per hour
Chance 
of spell 
failure*
140-160 Normal 0 0 -1 Normal 2 turns 5%
161-180 x 3/4 0 -1 -1 x 3/4 3 turns 10%
181-200 x 1/2 -1 -2 -2 x 1/2 4 turns 15%
Above 200 x 1/4 -2 -3 -3 x 1/4 5 turns 20%

< * or spells with somatic components only >

In hot climates, most mammalian creatures
need additional salt to replace that
lost through perspiration. Characters who
fail to TAKE precautions will suffer from
mild sunstroke, having double vision,
dizzy spells, and shortness of breath for
one to four hours. (The effect is similar to
a blindness spell.) This condition can be
remedied by a Cure Disease spell. Severe
sunstroke only occurs when the temperature
and humidity total is higher than 200, and
has a mortality rate of 20% (30%
for characters who are Old or Venerable).

Heat cramps are caused by physical exertion
at temperatures above 100 degrees for
those with CON of 12 or less;
add 10 degrees for every point of CON
above 12. The cramps can be alleviated
by a Cure Disease spell, or by drinking
a quart of salt water and waiting
one to four hours. If not cured within two
turns of their onset, the cramps will last
for 6d20 hours.

The effects of extreme heat on items and
animals will be similar in scope to the
effects of extreme cold, and the effects
may in some ways be the reverse of each
other. Very high temperatures may cause
spontaneous combustion, especially when
highly inflammable items (such as oil in
glass bottles exposed to the sun) are concerned.
Be sure to account for evaporation, spoilage (wine becoming vinegar, etc.)
and similar problems. Creatures
from the Elemental Plane of Water, or
those which USE cold-based attacks, will
strongly resent being brought into a hot
climate. Metal items left out in the hot
sun will quickly become painful to the
touch.

When the temperature is above 75
degrees and there is little or no precipitation,
the possibility of fires in the wilderness
must be considered. In areas that are no
more than one hex away from a coastline
or lake (but not a river), there is a
cumulative 1% chance per day for spontaneous
fire in wooded and agricultural
areas. If the AREA is normal forest or grassland,
this cumulative chance rises to 2% per day,
and it rises to 3% per day if such an
AREA is within one hex of a desert. This
chance should be lowered by 1% for each
quarter-inch of precipitation that has
fallen within the preceding week, and the
chance is reset to zero after any rainfall of
more than two inches.

A forest or grassland fir has an initial radius
of one-quarter mile, and the center
will be located 1/3 to 4 miles away from
the party (roll d12, divide by 3). If there is
no wind, the fire will spread slowly,
increasing its radius by an additional
quarter-mile every six hours. It will only
be blocked by fire trails or rivers at least
180 feet wide. If there is a wind, the fire
will MOVE in the direction of the wind at a
higher rate; for every 5 mph of wind
SPEED, deduct one hour from the time it
takes to MOVE another quarter-mile, and
add another 30 feet to the width of the rivers
and fire breaks that would be able to halt
the blaze. For purposes of moderating
activity in a melee, such a fire is assumed
to MOVE at a base rate of 1" per round,
plus an extra 1" for each 5 mph of wind SPEED.

It is possible for fires to spread into any
type of terrain except water and desert.
When a fire occurs, all creatures dwelling
near it will flee from it at their max.
movement rate. If there is no wind, these
creatures will take any random path that
does not cross the fire. If there is a wind,
it is psb. that the fire will drive the
creatures before it. Such creatures will
precede the fire's arrival at a site by d10
tenths of a mile, and will always attack
(no morale checks) any creature or characters
that attempt to hinder them.

C. Burns and Their Effects

1. Sunburn can occur in any climate,
and is particularly likely at high altitude
and when there is reflection of sunlight
off ice, snow, sand, or water.

2. Severe electrical burns (those causing
damage greater than half of a creature’s
total hit points) have a 25% chance
of causing 1-6 turns of unconsciousness
(90%) or immediate cardiac arrest (10%).

3. Burns of any type which cover more
than 10% of the body’s surface will be
followed in 1-4 hours by secondary
shock, which will manifest itself as a
coma of 1-10 hours’ duration.

4. Burns which are not treated immediately
must be kept in an antiseptic
state. If this is not done, the character’s
chances of acquiring infections in the
burned areas are increased by 5% for
each turn the burns remain untreated.

5. Whenever a character’s internal
body temperature exceeds 106°, irreversible
brain damage will occur. Forevery
three turns that this condition persists,
the affected character will lose one
point each of intelligence, wisdom, and
dexterity. This damage can be repaired
by regeneration or by a wish.


APPENDIX B
TIDES AND CURRENTS
DMs whose campaigns include a great
deal of waterborne travel and combat
may wish to expand it by the addition of
tides, ocean currents, and similar phenomena.
Because of the complexity of
this topic, only a few suggestions and
reminders will be made here:

1. On a planet with one moon, high tide
occurs when the moon is overhead, and
low tide when the moon is on the opposite
side of the planet. A matching pair of
high and low tides will be caused by the
planet’s sun. This may lead to cancellation
and/or reinforcement of the moon’s
tides, depending on how the sun and
moon are synchronized. When more than
one moon exists (as with Oerth), the tidal
patterns will be far more complex.

2. All rivers flow in a general direction
toward the equator.

3. High winds will affect both the timing
and wave height of tides.

4. Ocean currents can affect weather
conditions, especially (but not exclusively)
along coastlines and in areas near
coastlines.

OUT ON A LIMB

Tides and rivers

Dear Editor:
I found David Axler’s article on weather
(issue #68) to be quite interesting and very
useful. He’s obviously taken a great deal of
time to assemble a system that is greatly
detailed and accurate — aside from a couple
of small points.

I refer specifically to the section on tides
and currents (Appendix B). To begin with, <>
anyone who’s spent any time near or on the
ocean knows that there are two high tides
each day, not one as would be implied by Mr.
Axler’s explanation. The proper explanation
should read, “High tides will occur when the
moon is overhead and when it is on the other
side of the planet. Low tides will occur when
the moon is on the horizon (at a 90” angle).”
(This explanation can be further developed
when one considers the effects of lag — the
time it will take the tidal swell to get through
narrow channels, up rivers, etc.; I’m not familiar
with the maps for Greyhawk, and therefore
cannot offer any assistance with specifics
here.) One could likely find a fuller explanation
of tides in a scientific/astronomical
encyclopedia.

The second point is in his appendix where
he says, “All rivers flow in a general direction
toward the equator.” This is quite plainly not
true — just examine a map of the Earth and
see the Nile. Once again, this statement may
apply to the World of Greyhawk, but I’m thinking
of applying Mr. Axler’s system to other
gaming worlds.

I see both of these complaints as minor in
light of the great service done by the article
itself, but I felt I had to write and try to correct
the errors. (For a real headache in terms of
tides, try my own gaming world on for size:
three moons and a cold climate.)

Jonathan Roberts
Scarsdale, N.Y.
(Dragon #70)
 

Just one more tide

Dear Editor:
I feel that some further clarification of tides
as set forth in David Axler's article (issue #68)
and commented on by Jonathan Roberts (issue
#70) is called for. First of all, my experience as
a seagoing officer in the U.S. Coast Guard
caused me to cringe upon reading Mr. Roberts'
comment that ". . . anyone who's spent time
near or in the ocean knows that there are two
high tides each day." I've spent considerable
time "on or near the ocean," and I know that
not all areas experience the semi-diurnal tide
pattern he is obviously familiar with. The
lunar gravitational effects he describes are
accurate as far as he has taken them.

However, there are two other recognized
patterns known as diurnal and mixed tides. In
his article on weather, Mr. Axler described a
diurnal tide pattern. This pattern is observed
along the northern shore of the Gulf of Mexico,
the Java Sea, and the Tonkin Gulf. These
areas experience only a single high and a single
low water each day. A mixed tide is a blend
of semidiurnal and diurnal tides, characterized
by large variations in heights of successive
high and low waters. Its tide cycles are also
longer than the semidiurnal cycle. Mixed
cycles may be observed on the U.S. Pacific
coast and many Pacific islands.

If lunar gravitational effects were the only
forces affecting a planet surrounded by an
envelope of water having a uniform depth, we
might expect to see the textbook semidiurnal
tide pattern described by Mr. Roberts. Tides,
however, have not read the textbook. They are
influenced by the gravitational effects of not
only the moon, but also the sun, acting in conjunction
with the centrifugal force arising
from the earth's rotation. They are further distorted
by the ocean basins and their continental
boundaries. This gives rise to not one, but
three recognized tide patterns. Mr. Axler's tide
pattern description could easily be accurate,
and would not necessarily have to conform to
Mr. Roberts' experience. A good explanation
of tides is given in Chapter 11 of Marine Navigation
I: Piloting, by Richard R. Hobbs.
 

Dan Laliberte
Miami, Fla.
(Dragon #73)


Weather words
 

Dear Kim:
I enjoyed reading the various letters you've
published in issues #70 and #73 about my article
on the weather of Greyhawk in issue #68.
For one thing, I (like any author) cannot help
but take pleasure in the knowledge that there
are people out there who have read my work,
even if only to then disagree with it. I'd like to
respond to some of the comments, both generally
and specifically.

The generality is this: My article, like many
others published in your magazine, is not
intended to be taken as gospel truth, but
should be applied with what is termed "DM's
discretion." In short, the DM has not only the
right, but also the responsibility to ensure that
all the rules, official or otherwise, are applied
in a reasonable and fair way to the world he or
she presents to the players. If something in my
weather system doesn't work in someone else?s
world, that person should modify the system,
remembering to keep things fair for both characters
and monsters.

Now, the specifics. First, I'm pleased that all
three letter writers complained only about the
Appendices, which dealt with topics that, to be
honest, deserved detailed articles of their own,
done by someone more expert than myself. It's
nice to know that the body of the article got
the approval of DRAGON's readership.

The issue that received the most comment is
that of developing tidal systems for a fantasy
world. I'm afraid that both Jonathan Roberts
and Dan Laliberte have, in part, misunderstood
what I was describing. The article notes
that there are, for a planet with a single moon,
a lunar high and low tide plus ". . . a matching
pair of high and low tides . . ." of a solar
nature; i.e., a total of four tides which may
cancel and/or reinforce each other, depending
on the relative positions of sun, moon, and
planet. In essence, I was describing all three of
the varieties of tide (mixed, diurnal, and semidiurnal)
that Dan mentions, though in terms
that were perhaps too general. Since Dan is
clearly more knowledgeable on this topic than
I am, perhaps you could get him to write more
on this field, as well as on such related topics
as the development of navigational techniques
in a fantasy environment. (Hmmm, how
would adventurers know where they were at
sea if there were no stars at all . . . ?)

Lois Sparling's letter, on the other hand,
takes me (and another author) to task for a lack
of experience with cold weather. Well, though
I do live in Philadelphia, I happen to be half
Canadian and have spent several winters in
Toronto, which has weather of the type that
Ms. Sparling thinks I ought to get to know
first-hand. Will that do?

The unpleasant experience of having one's
teeth break while drinking a hot beverage in
an extremely cold climate, however, is not a
fantasy. Several journals of various Arctic and
Antarctic explorers actually report such events
happening to members of their parties.

As for Ms. Sparling's claim that, in the winter,
life in the Hudson Bay area ". . . generally
carries on normally . . . for those who live in
this area," well, I think she's vastly underrating
the effects that several centuries of European
technology has had on the way all the
area's residents, Inuit and Caucasian alike,
now deal with the weather. Yes, it's true that
"to a person properly clad and out of the wind,
-20° F. is quite pleasant in a dry climate and
horrible in a humid climate," but the items
which make today's Hudson Bay resident
"properly clad" are not necessarily those
which would be available to a character in a
fantasy world with medieval technology.

In other respects, though, her comments and
descriptions are right on target. I, too, would
like to see an article on the effects of temperature
extremes, as well as extremes of other climatic
phenomena such as moisture, dust, and
the like. Much of the information she mentions,
such as the boiling and melting points
of various materials, is readily available at the
nearest library; perhaps some enterprising
author will soon fill us in on the details.
Finally, my thanks again to all who took the
time to read and comment on the article.
Should it ever see re-printing, these comments
may lead to a bit of fine tuning.

David M. Axler
Philadelphia, Pa.
(Dragon #77)
 
 

BIBLIOGRAPHY
A number of references were extremely
useful in the creation of this system.
The Bulletin Almanac for 1974 (Philadelphia:
Bulletin Publishing Co.) provided
the U.S. Weather Bureau’s 30-year
survey of Philadelphia weather, from
which was derived the information in the
Baseline Data Chart. This volume was
also the source for the Wind Chill Table
and some precise definitions for various
weather phenomena.

The American Institute of Physics
Handbook, 3rd edition, supplied the
formula for the temperature-altitude relationship
as well as some other constants.
Van Nostrand’s Scientific Encyclopedia
was also useful in this regard.
The Weather Machine by Nigel Calder
provided a useful reference for basic
meteorology.



Q: I seem to remember that a
DRAGON issue had a WORLD OF
GREYHAWK weather screen in it.
Where can I get a copy of it?

A: The DRAGON Magazine issue was #68.
You may check with the Mail Order Hobby
Shop (P.0. Box 756, Lake Geneva WI
53147) to see if it is in stock (which is not
likely), or you may be able to obtain a copy
at a convention. Information on Oerik?s
weather can be found in the WORLD OF
GREYHAWK setting?s Glossography.
(141.14)



Fid wrote:
Hi Gary,

In case you don't know it, some of us are working with Len Lakofka to finish up the L series of modules for publication here at DF. Anyway, in a recent e-mail to me, Len Lakofka wrote:

"it's NOT suppose to be READY'REAT as i recall. who can we ask about READY'REAT vs READY'EAT?"

So I figured I'd ask you. Was Ready'reat a typo?


Sorry I missed the original post 

Calling it to my attention is not at all bothersome 

Sadly, without more context I can not supply a cogent answer to the question, although on the surface it appears to be a typo...

Christmas best,
Gary


Christmas Greetings!

The correct name for the month is "Ready'reat." I recall that I had a contraction in mind, but after all the time that has passed I'll be baked if I can recall what it was.

As I haven't my WoG material handy, can you advise me what season the month fall in? If so perhaps that will jog my memory and I can remember the contraction.

In any event it is not a typo 

Yuletide best
Gary
 


Greg Ellis wrote:
Ready'reat comes in late Autumn, after Harvester, Brewfest and Patchwall, but before Sunsebb and the mid-winter festival of Needfest.


Okay:)

I was thinkig of "ready for reaping" when I conied the name, thought of how language is distorted over time, and thus came up with "Ready'reat," a Septemberish month 

Christmas cheer,
Gary
 


Quote, DMPrata:
I was hoping you could clear something up for me in regards to weather in the Flanaess. I only recently acquired the old Glossography (yay, eBay!), and I was curious about the weather table and climatic data therein. Was it really your intention to make the place so &^$% hot all the time? I know you hate cold weather, but, if that table is accurate, the baseline temperature in the Yeomanry during the month of Harvester (for example) averages nearly 100 degrees Fahrenheit!
I'm not as concerned with the actual table as I am with the rationale behind it. I had always assumed that the Flanaess was generally temperate (albeit with an extended summer season). However, the map of latitudes shows the 40th parallel running through the Shield Lands, about 400 miles north of where I thought it would be. That places the Frost, Snow, and Ice Barbarian lands at about 50 degrees north (which seems far too mild), and most of the south-central states well into the sub-tropics. Was that your intention, or perhaps an editing error?


You are spot on in regards my preference for a warmer clime
The seasons in the WoG speak volumes in that regard, and I confess to a great fondness for a Mediterranean-like environment.

The weather tables were done by another person, so you are actually preaching to the choir, more or less.
While I was quite satisfied with informal climatology and general information in regards weather, many gamers wanted more specific systems.
Frank Mentzer had a friend with such data, so that is how the weather tables for Oerick came about.
I must accept the blame for incongruities, of course, as I okayed the material.
Of course, being a DM who always flew by the seat of his pants, I never used them, so I failed to spot the glitches.
When I was running a game the weather was what I said it was 

Cheers,
Gary
 

Quote:
Originally Posted by Edena_of_Neith
...

...

Gary, what was the climate of the Flanaess and Hempmonaland like, during the latter times of the Suel Imperium and Baklunish Empire?
And what was the climate of the Baklunish Empire, like, during that time?


Certainly it was 2 degrees F. warmer and average annual rainfall was two inches greater.
The warmer climate and additional rainfall enabled the production of more food crops to support larger populations, more armed troops.

Or maybe it was the opposire 

Cheers,
Gary

<make added entries>
 
 
 
 
 
 
 



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