The Climate

Last Update: 08/18/2025
Weather Patterns: Astrium Surface
Winter – December to Mid January. The last two weeks of winter are the hardest. There are always harsh magical snow storms at the end of winter. These storms are raging, blinding and drop the temperature to -40C/F.
From – 25C / -13F to 10C / 50F
Spring – Mid January to May. As quickly as the winter storms come, they vanish. Taking with them the snow, leaving slush and spring rains in their wake. With spring, people begin to leave presents for the fae in hopes of a good harvest come fall.
From 7C / 45F to 31C /88F
Summer – June to August. Balmy and humid.
From 17C /63F to 40C / 104F
Autumn – September to November.
From 6C / 43F to 17C / 63F
Weather Patterns: Miycester
The Underdark all year round remains at 30C / 86F.
—
Ecosystem: Astrium Surface
Geology:
The Many Moons – Astrium only has one real moon. The rest are illusions created by a combination of the Mists, the nexus, and Moonbow herself. The moons always appear as a full moon accompanied by a waning and waxing crescent moon. Because of this, were-creatures may shift at will, but also are forced to shift during the ‘full moon’ which follows the real life Earth cycle.
Biome: Astrium mainly follows a temperate rainforest biome, but due to the chaotic nature of the mists, there are alterations.
The Floating Islands – Caused by a self-contained magic field. Mana mist crystals embedded in large chunks of landmass are repelled by the light crystals found all over Cailean. This causes them to float in a similar manner to magnets repelling one another. However, because of the type of field this is, it does not cause adverse effects to those who wander through it or attempt to use magic near them.
The mana mist crystals are however unstable and cannot be used for anything as soon as they are broken or mined, the magic inside them dissipates and the crystals turn to dust unless the crystal is taken as a whole. Aside, this same phenomenon is used to make light crystals around Cailean float for lighting. – Pointy Crystals in White by LORE
—
Fauna:
Snow Beasts: During the last two weeks of winter, during the storms, strange beasts roam and will eat anyone foolish enough to be caught in the snowfall. The storms are magical in nature and cannot be deterred. As quickly as they come, they vanish.
The beasts of the storms are twisted by the mists. Each one appears different and behaves differently. Invariable they are made of ice and snow. They fear fire and will not enter any place where the snow does not fall. However, some seem to be evolving and can control the snow itself to push the wind and flurries into places they normally cannot reach.
Humphrey The Flying Whale – It’s said in the mists beyond our land’s borders there are many flying whales that swim in the sea of fate itself. Humphrey is a rare creature found in the air above Cailean. People have tried to guide him back into the mists, only for him to swim back to his spot every time. Eventually it’s just been accepted that Humphrey likes where he is and won’t return to his pod out in the mists. Occasionally he’ll eat birds or whatever small enough creatures happen to float near his mouth. – Flying Whale by HPMD
Acid Wings: In February the Acid Wings begin their yearly migration. The creatures are attracted to corpses as that is where they both feed and lay eggs. If no corpses are present, they will attack the living. Their wings have a fine layer of dust that melts flesh, making it easier for them to eat. They tend to swarm when aggravated. Their return migration is around September and October.
Moon-Hart (Moonstags): Graceful white stags touched by Selûne’s blessing, often sighted in moonlit forests of the Dalelands.
Antlers glow faintly in silver light, and druids use shed antlers to craft charms of protection or lunar-aligned potions. Hunters believe harming one brings ill fortune.
Meat is delicate and faintly sweet, though most cultures forbid eating it. Not poisonous.
Star Deer: A fey-touched species of deer found in the Deep Woods and near portals to the Feywild.
Their coats shimmer faintly with starlight. Their hides are prized for making cloaks that resist cold, while their blood is used in potions of astral sight.
Flesh is gamey and edible, though rarely hunted due to superstition.
Almiraj: A small, rabbit-like creature with a single horn upon its head.
Alchemists harvest the horn for potions that detect poison or pierce illusions. Children in villages sometimes befriend them, as they are shy but playful.
Meat tastes like ordinary rabbit, though some claim it leaves a tingling aftertaste. Safe to eat.
Fire Lizard: Not the monstrous salamanders of the Elemental Plane, but smaller lizards with scales that glow like embers. Found near dragon lands.
Farmers sometimes keep them to deter pests; alchemists use shed scales for fire resistance potions.
Meat is edible but spicy, with a faint burning sensation on the tongue. Safe in small amounts; too much can cause heartburn.
Blink Dog: Lean, wolf-like pack creatures with the innate ability to teleport short distances. Found in forests.
Their fur is sought after for cloaks of blinking. Alchemists distill their blood into potions of teleportation or phasing.
Meat is edible, stringy, and bitter, but most cultures regard eating them as taboo due to their intelligence.
Tressym: Winged cats, often companions to mages.
They can detect poison and are treasured familiars. Shed feathers and whiskers are used in alchemy to craft antidotes or charms against toxins.
Edibility is taboo; no record of consumption exists, as they are regarded as nearly sacred.
Snow Fox: A magical fox species with pure white fur, commonly found in the mountains.
The pelts are used for warm clothing enchanted with cold resistance. Druids sometimes use their tails in rituals of foresight.
Meat is edible, tasting similar to rabbit. Safe to eat, though rarely done except in dire need.
Songbird of Evereska: A small, brightly feathered bird that harmonizes with elven song.
Feathers are powdered into inks for scrolls of charm or inspire courage spells. Alchemists also use their eggs in potions of charisma.
The flesh is edible but tiny and delicate, sweet like quail. Eggs taste rich and nutty.
Golden Elk: Large elk with shimmering golden hides, roaming the Deep Woods. Their antlers glow faint when the true moon rises, but never under the false ones
Antlers are ground into powder for strength potions.
Meat is rich and hearty, prized by hunters. Safe to eat.
Mist Lynx: Elusive lynxes that appear cloaked in light fog. Found near the edges of the Mists and enchanted forests.
Fur is sought for cloaks of stealth. Alchemists brew their whiskers into potions that aid in hiding or escaping pursuit.
Meat is tough and musky, rarely eaten except by desperate travelers.
—
Flora:
General Plants: Aside from the following, many plants such as strawberries, potatoes, tobacco, and even Sakura may be found in Astrium, having come from different realms and environments from travelers or the mists themselves.
Elkwood – Excellent for use as a wizard stave! The tree alone is not magical but holds mana and conducts it really well! – Trees by HPMD
Wisp Shroom Trees – Massive mushrooms found all over Astrium. These trees absorb the mists, and thus their magical properties. People do not cut them down and prefer to build around them as they affect the delicate ecosystem in unpredictable ways. Wisps are drawn to these trees as are Shroud. – [[E:L]] Heritage Mushroom Trees by Envisage:Limitless
Honey Dew Shrooms: Cultivated in the fae wyldes, these shrooms require fae to tend them. If properly handled, they will produce a honey unlike any other. – Orange SlimeDrip Mushroom by Cerridwen’s Cauldron
Starkeep Mushrooms: Found all over Astrium. These shrooms are just pretty and have no other properties. – Starkeep Mushrooms by 3rd Eye
Pearl Shine Poppies: A fancy flower found above ground.
Linked to memory and dreams. The petals can be infused into teas or potions that enhance recall, blur memories, or induce lucid dreams. Alchemists may refine it into an incense that helps with astral projection or divination. Could also be brewed into an oil that grants clarity (short-term heightened perception at the cost of later mental fog).
Raw petals taste lightly sweet with a cooling aftertaste, similar to mint and opium poppy sap. The seeds are mildly narcotic; can cause hallucinations or confusion if consumed raw. Safe in small amounts; poisonous in large doses (seizures, memory loss, potential coma).
– Giant Pearl Shine Poppy Dark by 3rd Eye
Necturn Moon Plants: A group of plants found all across the surface. These plants serve as delicious food for a variety of creatures.
Leaf extracts glow faintly when crushed, suggesting an affinity for moon magic. Used in potions that restore stamina during night hours or aid lycanthropes and nocturnal casters. Distilled nectar can be infused into candles or oils to ward off lesser mist beasts.
These plants have a honeyed flavor and faint floral undertone. Very nutritious, mildly euphoric if consumed at night. Non-toxic. Most creatures can safely eat it like spinach or lettuce.
– Necturn Moon by Jinx and Cinnamon
Wilting Wisp Vine:
A decorative vine common in the Deep Woods and planted around the Cailean and it’s castle grounds. Harmless to touch.
Linked to spirits and brief, ephemeral energies. Used in brews for ghost-sight, speaking with nearby spirits you can actually see, and short-lived invisibility. As incense, it can call wandering wisps.
Raw taste is faintly sweet, like cucumber or watercress, but it chills and numbs the tongue. Mildly poisonous in excess and can cause sleepiness, mild hallucinations, or fainting.
Cultivation: Prefers shade, damp, and rich, rotting soil. Thrives in mushroom beds. Give it a little Mist exposure. Plant slips near roots or stones that collect fog. Do not prune until you see its faint glow. Do not overwater.
Harvesting & Prep: Clip at dusk or dawn when the glow is faint; sap is richest then. Snip too late in the season and you get weak greens. Dry leaves slowly to keep potency. Fresh is fine for incense or tea, but brew lightly or you will start seeing the wrong dead.
– Glowing Plant by HPMD
Michwa: A tree that grows on the surface where there is ample sunlight.
Its sap thickens into a resin that binds magic into objects, often used in scrolls, talismans, or spell-binding inks. The wood is flexible yet strong, excellent for ritual wands or staffs when blended with magical crystals.
The sap tastes sharp, with a citrus-like tang, slightly bitter. Leaves are non-poisonous and can be brewed into a bitter tea that relieves fatigue. The bark is chewable, numbs toothaches, and is slightly addictive.
Cultivation: Michwa grows best in rich soil with full sun exposure. Young saplings require steady warmth and should not be crowded. Spacing allows their pastel leaves to spread. Their roots prefer loamy ground that drains well, though they drink more heavily than most trees.
Harvest & Prep:
Resin: Tap the trunk in late spring or summer when sap runs strong. Collect slowly in small cuts; too deep and the tree scars, weakening future yields. Resin should be stored in sealed clay jars, as it hardens quickly in open air.
Leaves: Harvest mature leaves in midsummer for the strongest fatigue-relieving brew. Dry carefully in shade; sunlight bleaches out potency.
Bark: Stripped in narrow bands; chew fresh for numbing effect. Dried bark can be powdered into pastes for dental use.
– Garden Tree10 Fantasy by HPMD
Dancing Arabella: These floating flowers are a result of the fae wyldes. They grow and float all across the surface of Astrium.
Petals shimmer with chaotic fae energy. Ideal for potions of charm, glamour, or confusion. Alchemists often suspend petals in glass vials as spell-focus charms. Brewed into wine, it creates intoxicating drinks that inspire creativity or uncontrolled laughter.
The raw petals are effervescent, like fizzy nectar with faint berry notes. Ingested in excess can cause uncontrollable giggling, dizziness, or mild fae-like madness. Not fatal, but highly disorienting.
– Sky Flowers by LOVE
Burnaby Berries: Sweet berries, aphrodisiac, red. Only sold and purchased in 18+ areas to 18+ characters. Underage characters are not permitted to use this substance.
Purniple: A pumpkin-like plant, purple. Sort of bitter.
Nicel: Plant used for spices. Smells a bit like sage. Good for disinfecting wounds.
Elkrite: A hard metal mined deep underwater. As valuable as gold but as strong as steel.
Kingsfoil (Athelas): These green, mint-like leaves are prized across Astrium for their curative properties. They grow in shaded glades and ruins where the Weave is strong.
Leaves can be crushed and applied as a poultice to reduce fever and close minor wounds. In alchemy, they are brewed into tonics that steady breathing and soothe exhaustion. Priests and druids sometimes burn the leaves in ritual incense to calm spirits.
The raw leaves are sharp and minty, with a cool aftertaste. Safe to eat in small amounts. In excess, they may induce stomach cramps, but never fatal.
Mandrake Root: This gnarled, humanoid-shaped root is infamous for its scream when pulled from the ground. It thrives in cursed earth or near battlefields.
Alchemists use powdered mandrake as a catalyst for strong enchantments, vitality tonics, or dangerous poisons. When dried, the root is ground into a powder that enhances necromantic rituals.
The root is bitter and woody, nearly inedible raw. Poisonous when eaten. The scream alone causes hallucinations, paralysis, or death without careful preparation.
Wolfsbane (Aconite): A tall plant with hooded purple flowers, often found in shadowed valleys.
Used in potions that repel or weaken lycanthropes. Herbalists also steep it into brews to cleanse blood curses, though mishandling it often poisons the drinker. Some hunters keep dried wolfsbane as a warding charm.
The taste is acrid and burning, leaving the mouth numb. Extremely poisonous if consumed raw; death comes by respiratory failure.
Dreamfoil: A golden-leafed herb that grows in open fields where moonlight lingers.
Dreamfoil is brewed into calming teas that prevent nightmares and resist magical sleep. In concentrated doses, it can suppress prophetic dreams, making it valuable to those haunted by visions.
The taste is mild, slightly bitter with a honey-like finish. Safe to consume, though heavy use dulls memory and emotions temporarily. Raw will knock a person out and kill them within a day but is easily saved with the right antidote.
Fireweed: A hardy red-stalked plant that sprouts after wildfires or volcanic eruptions.
Favored by pyromancers, its oils are mixed into potions that resist flame or enhance fire spells. Burned stalks fuel long-lasting ritual fires that burn hotter than ordinary wood.
Leaves have a sharp, peppery flavor that stings the tongue. Edible in small doses but irritates the stomach if overused.
Blueleaf Tree: This beautiful tree has shimmering blue leaves and pale silver bark. Found in ancient forests or Fey-touched glades.
Its wood never decays and is highly sought for enchanted ships, constructs, and magical staves. Alchemists sometimes grind its leaves into dust used for protective wards.
Leaves are leathery and tasteless. Sap is resinous, bitter, and mildly toxic. Causes dizziness if swallowed.
Ironwood: An ancient druidic tree whose wood is as strong as forged steel.
Its bark and sap are used in rituals of strengthening, binding, and endurance. The wood is shaped into armor, weapons, or druidic foci without losing its natural vitality.
The bark has a resinous, pine-like taste that numbs the tongue. Not poisonous, but indigestible and unpleasant to eat.
Midnight Tears: A rare black flower that blooms only at night in moonlit fields.
Used by assassins and alchemists, the sap is distilled into a slow-acting poison that takes effect hours after ingestion. Clerics of Shar sometimes cultivate it for ritual offerings.
The petals taste sweet and pleasant, masking the deadly sap. Highly poisonous if eaten raw. The victim feels fine until the poison sets in.
Wildroot: A twisted, tuber-like root found in the Deep Woods.
Ground into poultices, it accelerates wound healing and restores stamina. Druids also use it in shapechanging rituals, believing it stabilizes the body’s natural form.
The root is starchy, earthy, and edible when boiled, though bitter raw. Safe for consumption in small amounts; in excess it causes stomach cramps.
Serpent’s Tongue: A sharp-leaved herb with striped green-and-yellow fronds.
Brewed into alchemical potions that grant resistance to poison. Some hunters chew it raw to dull venom effects after snakebite. Shamans use it in antidote rituals.
The raw leaf is peppery, almost like mustard greens, with a burning aftertaste. Safe in moderation; in high doses, it induces vomiting.
Shadowfern: A fern that grows only in cursed or necrotic soil.
Steeped in shadow magic, it is used in necromantic potions that mask the presence of the drinker or shield them from divination. When burned, it produces smoke that repels radiant creatures.
Leaves taste bitter, almost metallic. Mildly poisonous. Causes fatigue and weakness if consumed raw.
Ecosystem: Miycester
Geology:
The Crystal Caverns – A unique place in Astrium. It is considered to be the heart of Miycester. Here the veil between worlds is at it’s thinnest, casting whispers into the minds of those who visit. The crystals are also packed heavily with magic and are claimed to be connected to the gem that all the rulers of Miycester must wear.
Void Crystals: Found only underground. No magical properties. – Basalt Formation Purple by Cerridwen’s Cauldron
—
Fauna:
Hauntlings: These mysterious creatures were first brought from the outskirts of the mists by Queen Dove of Miycester. After her passing, Malakite Wilder took it upon himself to take care of them. Now he and his wife have many and they are often used by the royal family. – Hauntbeing by Clover
Glowfish: Bioluminescent fish found in the rivers of the Underdark and in enchanted lakes.
Scales are used for light potions or lantern crystals. Fisherfolk use the fish to light caverns.
Edible, with a mild, buttery flavor. Safe, though the glow fades after death.
Rothe: The Underdark’s equivalent of cattle, kept by drow and duergar.
Shaggy-furred, ox-like creatures that graze on fungi. Their milk is used for cheese and potions of endurance. Their hides are thick and treated for armor.
Meat is rich, beef-like, and safe to eat.
Deep Bats: Large fruit- and insect-eating bats found in cavern ceilings.
Their guano is harvested for fertilizer and explosive powders. Alchemists sometimes render their wings into potions of echolocation or improved hearing.
Meat is stringy but edible, often smoked or stewed. Safe, though not popular.
Blind Cave Fish: Small, pale, eyeless fish found in underground lakes and rivers.
Serves as the primary food source for Underdark humanoids. Oil from their flesh is used in lamps. Scales are sometimes rendered into potions that mimic water-breathing.
Mild and bland in flavor, safe to eat raw or cooked.
Darkmantle Mice: Tiny, rodent-like creatures with black fur and a faint magical shimmer.
Kept as vermin-hunters by drow and duergar. Some alchemists use their whiskers to craft potions of sensitivity or heightened perception.
Underdark Crayfish: Armored, translucent crayfish found in rivers and underground pools.
Shells are ground into powder for strengthening alchemical mixes. Some brew their ichor into potions of natural armor.
Meat is savory, similar to lobster.
Glow Beetles: Palm-sized beetles whose abdomens emit steady light.
Farmed in jars as living lanterns. Ground carapaces are mixed into potions of faerie fire or light. Wizards sometimes suspend them in crystal globes for decoration.
Not typically eaten, but edible. Crunchy, nutty flavor when roasted.
Spore Frogs: Small amphibians that thrive among fungus groves, often camouflaged.
Exude spores from their skin; these can be used to craft mild hallucinogens or potions of altered perception. Druids sometimes use them in rituals of communication with mushrooms.
Edible only when carefully cleaned of spores. Tastes earthy, like mushrooms.
Stoneflies: Insect swarms with mineral-like wings, found in caverns with dripping water.
Their wings are used in potions of hardening or for crafting glittering inks. Often prey for bats and lizards.
Edible when ground into paste; nutty, protein-rich. Safe.
Muck Eels: Slimy, subterranean eels found in stagnant pools.
Oil rendered from them is used for lamp fuel or slippery greases. Alchemists use their slime in potions of escape or slipperiness.
Flesh is greasy, tasting like oily fish. Edible, though disliked.
Glow Moths: Delicate moths with luminous wings, attracted to faerzress-rich caverns.
Their powdered wings are brewed into potions of darkvision or used in inks for enchanted scrolls.
Fungus Crawlers: Tiny insects that feed on mold and mushrooms, swarming in fungus groves.
Serve as prey for lizards, bats, and frogs. Alchemists use them in small doses to stabilize fungal-based potions.
Edible if roasted, with a crunchy, toasted grain flavor.
—
Flora:
Floraluna Nightshade: Found only in Miycester, these gorgeous flowers have no magical or interesting properties. – Floraluna by River of Stars
Viker Moss: Found underground growing in caves and tunnels. This moss clings to the ceilings.
Strong affinity for moisture, it can be distilled into potions that draw out toxins or liquids (diuretics, sweat-inducing brews, or drying poultices for infected wounds). Its subterranean growth could mean it absorbs ambient echoes of sound or vibration; powdered, it may be used in rituals of silence, secrecy, or dampening magical resonance. Mixed with other reagents, could stabilize volatile concoctions.
Raw: earthy, bitter, like wet soil with metallic undertones. Slightly toxic in large amounts. Causes nausea, dehydration. When brewed, toxicity fades, leaving a dull, chalky flavor.
– Fairytale Void and Abysmal Brambles by Egosumaii
Trumpet Mushroom: These grow in the Underdark deep underground, partially underwater. – [CC] Sidhe Trumpet Mushroom by Cerridwen’s Cauldron
Glow Worm: A pretty dangling vine that grows and glows underground. – Cave Glow Worms Lights by LOVE
Talfirian Bluecap: A hardy mushroom found in the caves and the Underdark.
Alchemists prize it as a base for nutrient-rich tonics. When dried and powdered, bluecap can substitute for grain flour, making it vital for Underdark survival. Some brews grant resistance to fatigue.
The raw mushroom is bland and chewy, with a faint mineral taste. Safe to eat, non-poisonous, but heavy in the stomach.
Glowberries: Small, bioluminescent berries growing on low shrubs in Feywild-touched glades and Underdark caverns.
Eaten raw, they grant faint nightvision for a short time. Alchemists use them in potions of light, or to reveal illusions. The juice is sometimes smeared on weapons to create a faint glowing effect.
Glowberries are tart, with a citrus-like tang. Safe to eat, though too many can upset the stomach.