Weather in Rhuna is an active condition of the world. It can shape travel, perception, survival, encounters, and the tone of a Scene.
At any given time, one Weather condition is active for Heroes sharing the same environment. Weather may create hazards, offer advantages, introduce Banes, alter visibility, or simply establish the character of a place.
Weather does not need to create a mechanical effect every time. Sometimes the condition itself is enough.
ESTABLISHING WEATHER Copy link
At the beginning of a Session, establish the current Weather if it is not already known.
Draw one Weather Token from the appropriate Weather Bag.
Use the Overworld Weather Bag for open skies, wilderness, settlements, and other surface environments.
Use the Underworld Weather Bag for caverns, depths, buried cities, ancient ruins, and other enclosed regions cut off from normal surface conditions.
The result becomes the active Weather condition and remains in effect until it changes.
CHANGING WEATHER Copy link
Weather changes when a Weather result is drawn during Minor Time.
End the current Weather, draw a new Weather Token from the appropriate Bag, and apply the new condition immediately.
The WorldKeeper may also change Weather when the fiction clearly demands it, such as when the Heroes enter a new region, descend into the Underworld, emerge onto the surface, cross into a heavily Threaded area, or experience a major Event or Escalation.
These changes should come from the world, not from convenience.
WEATHER PERSISTENCE Copy link
Weather may remain active across several Scenes or throughout an entire stretch of travel.
Heroes are expected to adapt to persistent conditions rather than waiting for them to disappear.
Underworld Weather is especially persistent. Conditions in the depths may linger long after similar effects would have passed on the surface, and the WorldKeeper may delay a Weather change when the environment supports it.
WEATHER EFFECTS Copy link
Weather should affect the fiction first.
A condition may alter movement, visibility, hearing, navigation, exposure, encounter behavior, or the availability of certain actions. When appropriate, it may also apply a Bane, grant an advantage, increase environmental pressure, or interact with Threads and Wither.
Use only as much mechanical weight as the Scene needs.