In reality, climates are complex and tricky - taking into account not only position but immediate and adjacent terrain, wind patterns, ocean currents, and endless other details. For the purposes of the Worldkit, though, climates are broken into the following (real world locations given as a reference point):
Latitude | Climate Band | Real World Locations |
0 - 10 | Equatorial | Indonesia, Brazil |
11 - 20 | Tropical | Colombia, India |
21 - 30 | Subtropical | Hawaii, Saudi Arabia |
31 - 40 | Moderate | Morocco, Japan |
41 - 50 | Temperate | Chicago, Spain |
51 - 60 | Subarctic | Norway, England |
61 - 70 | Arctic | Alaska, Iceland |
71 - 80 | Glacial | Russia, Finland |
81 - 90 | Polar | Canada |
91 - 180 | Dark Wastes | These are part of the inner Torus of Eradu |
Weather
Most weather systems for RPGs suck. Here is why.
Player: "What is the weather?
GM putters for a few minutes.
GM: "48 degrees Fahrenheit, slightly overcast and ..." rolls dice "... looks like rain"
Player: "I've already forgotten why I cared. Who cares?! I kill some NPCs"
- or -
Player: "What is the weather?
GM: "It doesn't matter - you are going into a dungeon!"
Player: "I am bored. Let's start a fire somewhere inappropriate."
Then I found this slice of genius. From what I understand, credit goes to Dave. Where this is a weather chart for a particular part of the WHFRP world (the Empire), creating a single chart for each Area or Region (or at least new ones when needed) would be easy enough, especially creating them as needed rather than all at once.
Player: "What is the weather?
GM: "Mild and sunny with a nice breeze"
Player: "Rad. I strip off my armor and go skinny dip in that cursed lake."
With a few simple tables, it is easy enough to roll up for a week or two in case folks have the ability to predict (or sense) the weather. The results have enough flavor to be interesting and just enough detail to pacify most weather questions without being overwhelming. Perfect.
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