Magical Storms

Magical storms occur every 4th Witching Day, the Great Discord, on the last day of the month (the 28th) due to the nature of the lunar cycle and its astrological impacts on magic. These storms occur all across the world for the entire day, including multiple storms in each region, with coverage of about 12-20% of the entire map.

Magical storms can happen anywhere, although are more likely to avoid large energy nodes and leylines. Areas with such powerful energies tend to have a certain degree of natural protection, similar to how auras function. This is generally beneficial for cities and villages, as it tends to lessen their direct exposure to magical storms, except when dealing with storms like "The Swarm" archetype.

There are many variants of magical storms. Scholars have categorized a few hundred types. Some have only been seen a handful of times, and some that are so rare they exist only as legends. It is known, for example, that the Gods appeared together in the midst of a magical storm on the night of the Great Discord.

Despite the number of theoretical storms that can appear, the five most common storms form the significant majority.

### Frost Tsunami

Frost Tsunamis create extreme blizzard conditions that start from the edge of a leyline and push outward, Temperatures drop rapidly, powerful winds emerge, and precipitation increases heavily. On land, these storms cause powerful hail and snowstorms, followed by massive flooding. In water they may cause tsunamis and hurricanes.

In addition to their immediate effects, the water sourced from these events (known as Stormwater) is a potent source of mana. Animals without strong auras that are exposed to it, particularly amphibians and sea-based creatures during its initial impact, are susceptible to rapid monstrous mutations. This effect is similar to mutations during the Blood Moon, but in much more concentrated areas.

Despite the threats of obtaining it, Stormwater is an extremely valuable commodity if it can be collected before it seeps into the ground. It the only known liquid that can store mana in meaningful quantities once distilled into a more pure form. It is therefore an essential resource used in alchemy to create potions. Certain trading guilds will aggressively seek control over the sources of these storms each month in hopes of gathering this rare supply. However, these areas may be hotly contested and can result in lethal territory disputes and trade wars.

### Devil's Geyser

Devil's Geysers start from a central location and spread outward, emitting dangerous heatwaves across the land. Dozens, or even hundreds of 'little devils' will appear - magical fire tornadoes (a few meters tall) composed of high-velocity super-heated embers. Little devils move recklessly across the terrain leaving deadly trails of magical fire in their wake. Embers are regularly jettisoned at high speeds, which slowly reduces the strength and power of the tornado as it burns out its remaining fuel.

Much like the effects of the Blood Moon, creatures exposed to such potent chaotic magic may experience a rapid monstrous mutation. Furthermore, the intensity of Devil Geysers are highly concentrated and tend to result in very potent monsters. Such affected monsters also tend to be highly aggressive.

The embers, known as Devil's Remains or Devil's Embers, are considered a unique and valuable commodity. They remain lit and fueled for several weeks (which is extremely valuable as a perpetual heating and lighting source for its duration), after which only a small ore remains. The ore is known as Hellstone, and is the only known source of stone that can store mana. The ore contains a very minimal amount of Mithril that can be extracted with great effort - the only known metal that can store mana. This makes them invaluable for alchemy items. As such, this commodity is extremely valuable and highly contested. It often causes deadly trade disputes between trading guilds that seek to control the supply.

### Jungle Quake

Jungle Quakes can occur in any environment, including under the sea, but are more obvious when they occur on land. These cause a rapid alteration of the vegetation in the area, and to a lesser extent the surrounding terrain. It takes the form of spontaneous overgrowth, new forms of vegetation, fertile soils, or the exact opposite (rapid decay, infertile land, etc). Though it may be common for a dry area to become flush with vegetation, such effects are usually temporary if the area cannot sustain it.

### The Swarm

This storm generates energies that are a source of extreme discomfort for monsters. Rather than endure the experience, affected monsters gravitate toward comfort. These particularly include areas with strong energies: leylines, energy nodes, etc. Since such locations are often inhabited by civilized groups, monsters will often end up attacking these zones. This is extremely dangerous because it can test the limits of a city's defenses, having to deal with a large variety of monsters at once.

### Sacred Fields

Sacred Fields create a field of passive energy that can strengthen and enhance auras. Any creature with an aura typically receives a surge of vitality and energy that augments any physical traits, potentially even allowing them to temporarily overcome physical handicaps. These can also cause rapid forms of healing, even working effectively enough to mend bones or recover from somewhat significant organ failures.

These events are even more potent for mages, who will not only negate the standard effects of the Witching Day, but will gain +2 ranks in all domains of magic within the area affected.

## Rare Magical Storm Variants

### Summoning Storms

Summoning Storms, also known as Awakening Storms, can fill an area with a sense of strange and persistent electric energy as they pass. Energy builds up until it discharges as intermittent mana strikes (known as Mana Flashes or Awakening Bolts), similar in nature to lightning strikes. More often than not, these strikes will connect with a living creature. That creature then goes through a series of extremely rapid evolutions, but in a biologically stable way as though it had occurred over eons.

Affected creatures tend to evolve more humanoid characteristics. It consistently improves one's aura, intelligence, and physical traits. Most awakenings go unnoticed because the creature is unable to find suitable partners for reproduction, or because their discovery by other races doesn't end well. However, it is believed to be the way in which most races appeared on the planet.

Though even more rare, it is possible for a Mana Flash to affect multiple individuals simultaneously. It is believed that this storm archetype was at least partially responsible for the original Gods appearing in Endros.

## Other Influences in the World

### Travel by Ship

During the Great Discord, powerful and unusual tidal forces cause significant problems at sea. Any ships further than 2-5 kilometers from land will end up shipwrecked within minutes. Due to the tidal chaos, round trips exceeding 28 days are impossible by ship. Due to the prevailing eastern winds of Endros, this generally prevents any travel by sea that exceeds 8 to 10 days in one direction. To make matters worse, beasts get increasingly dangerous as travel times increase. As a result, the inhabitants of Endros are effectively land-locked. If there are methods to reach other continents, the vast majority of the population is unaware of it.