Aether winds and other conditions

Unlike the satellite we know, the world of Warlords of the Moon is filled with living plants, animals, and a multitude of diverse cultures, but it is also a distinctly different place from Earth. Conditions such as gravity, the rhythm of day and night, and seasons do not work like we are used to. The player characters are certainly not in Kansas anymore! 

Illustration by FSF_Ink.

Low gravity

The Moon’s gravity is only one-sixth of what visitors from Earth are accustomed to. As a result, earthlings possess the ability to jump distances of up to 20 feet and reach heights of up to 10 feet. Fighters can utilize their jumping ability to execute charges. When swimming in the dark lunar seas, earthlings can leap out of the water like dolphins.

Day and Night and the Lunarian Calendar

Since the Moon spins on its axis in the same amount of time as it revolves around the Earth, the sun remains in the sky for 14 terrestrial days and beneath the horizon for an equal duration.

Moon Phase Diagram by Andonee CC BY-SA 4.0

During the day, temperatures fluctuate between 40 and 70 ℉ (5 to 20 °C), but they drop even lower at night, ranging from 20 to 5 ℉ (-5 to -15 °C). In mountainous regions, temperatures can be 10 to 20 °F (5 to 10 °C) colder than in the plains.

This lunar great day (or terrestrial month) is known as a ”shesh” in the Lunarian language. Daytime is referred to as ”asesh,” while nighttime is called ”nesesh.” Since time immemorial, a sesh has been divided into 28 ”ul” (or terrestrial days), each further subdivided into 24 ”hla” (terrestrial hours), named after the 28 Moon gods and the 24 glorious aspects of each deity. A cycle of twelve shesh is named imshesh (corresponding to a terrestrial year), and each shesh of the cycle is named after a particular kind of lunar creature. 

For simplicity, we will adopt a geocentric perspective and use the terms year, month, day, and hour when discussing these units of time, but adopting lunarian terminology that emphasises the astronomical and cultural particularities of the moon can lend a distinct character to the campaign.

Thin atmosphere and harsh climate

Instead of terrestrial air, the Moon is enveloped in an invisible and immaterial aether. Most matter on the lunar surface has become so infused with aether that it can be affected by the movements of this finely attenuated liquid. Thus, waves disturb the face of the lunar seas, and winged creatures can soar across the lunar skies.

The lunar climate is harsh and dry; on average, the Lunar Realms receive about 18 inches (460 mm) of precipitation each year. Rain is nearly unheard of, but the cold lunar nights sometimes bring a light dusting of snow that coats the ground.

Combustible materials on the moon contain roughly the same degree of phlogiston as on Earth, allowing fire to burn with a comparable intensity in the aetheric atmosphere.

The aether does not constrict the flow of the breath, but most terrestrial visitors to the Moon experience varying degrees of aether sickness, with symptoms including shortness of breath, palpitations, and vertigo. The Referee may require the player characters to make a Saving Throw versus Poison to perform physically demanding actions. Typically, these symptoms subside after a few days as the body adapts to the extraterrestrial atmosphere.

The Aether Winds

Strange winds sweep across the Moon from the depths of space. Roll 1d12 to determine the current wind. For each ul (or terrestrial day), there is a 1-in-6 chance that the winds change.

1. The Blood Wind: All attacks deal +1 HP of damage.
2. The Beast Wind: The risk of random encounters increases by 1.
3. The Nightmare Wind: A Save vs. Spells is required to get a full night’s rest.
4. The Wind of Madness: The risk of random encounters is doubled, but there is a 50% chance that the encounter is an illusion.
5. The Death Wind: There is a 1-in-6 chance that newly deceased creatures are reanimated as zombies.
6. The Wind of Chaos: All spells are cast as if improvised.
7. The Wind of Sorcery: All spells are cast as if the spellcaster has 1d6 additional levels.
8. The Wind of Truth: Everyone gets a +1 bonus to search rolls and is only surprised on a result of 1 on a 1d8.
9. The Wind of Friendship: +1 to all monster reaction rolls.
10. The Blight Wind: Fumbles occur on a result of 1 or 2 on 1d20, and 1d100% of the party’s rations are spoiled.
11. The Wind of Fortune. Critical hits occur on a result of 19 or 20 on a 1d20, and the party gains a 10% bonus on all XP acquired during this wind’s presence.
12. The Wind of Power. The PCs gain an extra hit die (HD) during this wind’s presence.

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