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Seasons and Weather

Season Cycle

The Frontier Marches operates on a four-season year. Each season lasts one real calendar month. The seasonal clock advances at the start of each real-world month, synchronized to UTC.

Season In-World Name Meaning
Spring Tulvakausi Flood Season
Summer Loimuaika Flame Time
Autumn Satokausi Harvest Season
Winter Kaamos The Dark

The cycle repeats every four months. Server launch begins in Spring.

Season Transitions

A transition window of 48 hours (two settlement ticks) occurs at every season boundary. During this window:

  • New seasonal spawns begin appearing while outgoing seasonal spawns are still present
  • Seasonal board orders from the outgoing season remain valid until their listed expiry
  • Seasonal events may trigger for either the outgoing or incoming season

Player notifications: - 7 real days before a transition: season change card appears in the notification panel - 48 hours before: reminder notification with preview of incoming season effects - At transition: season change announcement on the town board and map overlay update


Spring — Tulvakausi (Flood Season)

World Effects

  • River Maren water level rises; ford crossings become impassable for wagon-class loadouts for 2 settlement ticks after the season opens
  • Flood plains and low marsh hexes become difficult terrain: movement cost +50%
  • Several dry-season shortcuts through river margins become inaccessible
  • Maarenvaki (drowned hollow) encounter probability increases significantly — flood season stirs the old river graves

Resource Effects

  • Spring herbs emerge: antler velvet (Kaaduaran), several Metsadu reagent plants, early berry patches
  • Fishing yield increases across all river zones (spring run)
  • Talmaes planting calendar begins — seed orders open on the branch board

Creature Effects

  • Kaaduaran (forest stag) migrates back to light forest from winter shelter zones
  • Bergulfr (mountain wolf) returns to mountain elevations from winter hill descent
  • Bergvargen (hill goblin raider) warbands pull back from road corridors to spring camp-building

Town Effects

  • Arujoki: Fish yield rises significantly; dock repair commissions open
  • Talmaes: Planting phase opens; field labor demand increases; work order board fills
  • Trevalkaan: Food band stabilizes after winter; medicine demand drops

Summer — Loimuaika (Flame Time)

World Effects

  • Maximum travel speed on open terrain (no movement penalty modifiers)
  • Coastal zones and high mountain passes become accessible (cleared of snow and mud)
  • Karst cave systems at their driest — cave exploration carries the lowest weather complication risk

Resource Effects

  • Peak herb yield across all zones; Metsadu supply at maximum
  • Suohauki and Suopuli at their most active — marsh resources at peak but encounter risk is highest
  • Logging at maximum yield; Coedwair's timber output highest in summer
  • Bog dye plants and summer-only mushroom species spawn in dense forest (short harvest windows)

Creature Effects

  • All creature families at their standard spawn distribution — no seasonal modifiers
  • Briar Thicket growth pressure on Metsadu highest — thicket-clearing commissions multiply on the branch board
  • Mountain zones accessible to players with Routefinding at Practiced or above; Tunturikat and Bergulfr fully active in their territory

Town Effects

  • Rumiarr: Peak quarry output; stone and mineral prices dip slightly
  • Metsadu: Maximum reagent supply; Physician and Alchemist service costs drop to base rate
  • Trevalkaan: Maximum merchant traffic; market price index at its most competitive

Autumn — Satokausi (Harvest Season)

World Effects

  • Leaf cover in forests reduces effective Tracking skill by one band for route-following (dense ground cover obscures prints in dense forest and light forest biomes)
  • First cold weather arrives — mountain pass access begins to narrow; cold gear check activates for mountain expeditions
  • Rut season begins for Kaaduaran — rutting stags actively aggressive in forest zones

Resource Effects

  • Grain harvest at Talmaes — harvest rush board opens (time-limited, Headman Bathrys)
  • Forest foraging at peak yield for nuts, autumn fruits, and mushrooms
  • First cold-weather hides available (Bergulfr winter coat, Tunturikat full coat)
  • Stag antler rack at maximum size before rut — antler material quality peaks; antler velvet window closes

Creature Effects

  • Kaaduaran: Rutting males escalate from D to C encounter rank; hind groups remain at normal
  • Bergvargen (hill goblin raiders): Raiding season opens — warbands push toward road corridors and farmland margins; Polheen security board peaks
  • Peltorotta (field rat): Infestation probability at Talmaes reaches its highest point as harvested grain enters storage

Town Effects

  • Talmaes: Highest seasonal food output; grain prices briefly lower; preservation contract board opens
  • Polheen: Caravan traffic peaks before winter; Customs Warden Lowaan posts maximum security orders
  • Trevalkaan: Board most active; food preservation orders and cold gear fabrication contracts arrive in volume

Winter — Kaamos (The Dark)

World Effects

  • Snow and ice in mountain zones: Routefinding at Skilled required to navigate safely (failure triggers expedition time extension plus injury risk)
  • Mountain passes fully closed to solo or under-equipped players (Routefinding below Skilled generates a block warning at expedition confirmation)
  • Upper River Maren sections freeze: some routes impassable in flood season become walkable on ice, but with ice travel risk (fall-through event possible without Waterfinding at Practiced)
  • Cold gear requirement enters the resolver — characters without adequate cold protection suffer Exhaustion at an accelerated rate on cold-tile expeditions (see Cold Gear table below)

Resource Effects

  • Most herb patches dormant — only winter-specific species active (cold-weather medicinal bark, ice fungus near karst drainage points)
  • Fishing continues through ice on frozen sections; lower yield but Arujoki's expertise keeps operations running — Arujoki's winter fishing board remains open throughout
  • Timber harvest continues — dry frozen wood easiest to process
  • Bergulfr winter pelts at maximum quality (undercoat fully developed)

Creature Effects

  • Bergulfr: Descends from mountain elevations; active in rocky hills and hill grassland; Rumiarr and Trevalkaan winter alert boards activate
  • Goblinoids: Bergvargen returns to camp; Kivipiika remains in caves; overall goblinoid board volume drops
  • Undead: Barrow site activity increases — Kaamos is the traditional period of the dead, and event probability for undead stirring events peaks
  • Tapiokarhu (bear): Enters reduced activity; encounter probability halved; den intrusion risk elevated (bears disturbed in winter are more aggressive than summer)

Town Effects

  • Arujoki: Food supply tightens; ice fishing supplements reserves
  • Talmaes: No active harvest; relies on stored grain — granary security board peaks
  • Rumiarr: Mine operations continue; cold gear demand from miners spikes
  • Trevalkaan: Food price index climbs; medicine pressure from winter illness events; cold-weather equipment is the most active market category

Cold Gear System

When an expedition enters cold-tile terrain (mountain in winter, high rocky hills during blizzard) the resolver evaluates the character's cold protection level.

Cold Protection Level How Provided Resolver Effect
None No insulated outerwear equipped Exhaustion status applied after first encounter step
Partial Standard armor without cold lining Exhaustion delayed to second encounter step
Adequate Cold-weather lining on armor, or standard cold-weather cloak No Exhaustion from cold; normal resolver applies
Superior Exceptional cold armor or specialist winter cloak Cold terrain movement penalty halved; Exhaustion immune for this expedition

Cold protection is provided by leatherworked outerwear linings — bear pelts, Tunturikat lynx lining, Bergulfr winter coat — crafted through Leatherworking at appropriate tier. Cold-Weather Cloaks (see frontier-marches-crafting.md) are the standard layered solution for players who want cold protection without replacing full armor.


Weather

Weather is distinct from seasons. Seasons determine weather probability distributions; weather itself is a randomized per-tick state applied to each area tile.

Weather Generation

Each settlement tick, each area receives a weather evaluation:

  1. Season baseline weather probability table is read
  2. Local area modifiers apply (elevation, river proximity, active events)
  3. Weather for the current tick is published to the map layer

Players see weather icons on map tiles before confirming expeditions. Weather is part of the legible preparation context — surprises are possible but the information is available if the player checks.

Weather Types

Weather Primary Biomes Mechanical Effects
Clear All No modifier
Overcast All No modifier (atmospheric only)
Rain Plains, farmland, light forest, marsh Movement cost +10%; Tracking improved in open terrain (wet ground shows prints); Tracking reduced in dense forest (floor obscured)
Heavy Rain Plains, marsh, river corridors Movement cost +25%; wagon crossings blocked at fords; surprise encounter probability up in dense cover
Fog Marsh, river, plains, karst Tracking range reduced; map reveal radius reduced on survey steps; surprise encounter probability increased
Snowfall Mountain, rocky hills, hill grassland (winter) Movement cost +15%; cold gear check activates
Blizzard Mountain (winter); rocky hills (severe winter) Expedition blocked unless Routefinding at Skilled and adequate cold gear equipped; expeditions already in blizzard zones take automatic Exhaustion
River Surge River corridors, low plains (spring peak) Ford crossings blocked for 1 tick; low-ground hexes flooded; Maarenvaki encounter probability elevated
Heatwave Plains, farmland, karst scrubland (summer) Water consumption rate doubles; Exhaustion risk on long expeditions in exposed terrain; Endurance threshold check activates
Wildfire Risk Dense forest, light forest edges (summer dry) Coedwair wildfire event may trigger; logging suspended; firebreak board opens

Season × Weather Probability Guide

Weather Spring Summer Autumn Winter
Clear 30% 50% 35% 20%
Overcast 25% 20% 30% 25%
Rain 25% 10% 20% 5%
Heavy Rain 10% 5% 8% 2%
Fog 5% 3% 5% 8%
River Surge 5% 0% 0% 0%
Snowfall 0% 0% 2% 25%
Blizzard 0% 0% 0% 10%
Heatwave 0% 8% 0% 0%
Wildfire Risk 0% 4% 0% 0%

Probabilities are per area per tick; area type modifiers (elevation, river proximity) shift the distribution before the roll.

Weather and Expedition Planning

Weather is visible on the map before commitment. Players who check the map before sending an expedition see the current tick's weather on their target area. They do not see next-tick weather — some uncertainty is preserved.

Board orders with weather dependencies (e.g., Talmaes harvest rush before the storm arrives, Arujoki dock repair before the river surge hits) communicate urgency through the order's expiry window and the visible weather icon — not through hidden countdowns.