The Chronicles of Erdon
Myrkwyn (The Fire Moon)
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“Fire, Fire, burning bright; / burning everything in sight!” – chant of the firewitch covey and rhyme of the fire giant babes.
Most intelligent creatures have a healthy interest in fire, even if only for the purpose of cooking dinner or warming hearth and home. The days and nights governed by Myrkwyn are therefore greatly appreciated by most, for the Fire Moon empowers all conflagrations.
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|:||The Fire Moon, Second Sun, The Dragon’s Breath|
|:||9th; Fumys (21 days)|
|:||Fall, Fireseason, Wartime, Monsoon, Windstorm|
|:||Fire, Warmth, Dragons, Ash, Destruction, Zeal,|
Myrkwyn is always observed as a giant ball of fire in the night sky and, for a long time, was thought to be a second (smaller) sun. The moon was properly classified however, when the sages recognized that it followed the pattern of the other moons; the sages now believe that this moon is (or contains) a rift or portal to the elemental Plane of Fire. Myrkwyn is always full of course, but (thankfully) does not appear to govern effects that depend on the waxing or waning of a moon, such as a lycanthrope’s curse.
During the 21 days of Fumys all fires burn hotter and brighter, whether by day or night and even underground to some extent. The general temperature is 10-20 degrees (2d6+8) warmer than normal, relieved by only 5-10 degrees (1d6+4) at night. This has the practical effect of increasing damage from fire by as much as 25%, but also means that fires (natural or magical) burn faster than normal; a side effect that is welcomed by timber sellers everywhere.
Ironically, Myrkwyn is also accompanied by monsoons and general flooding as rivers and streams enter a resurgence, engorged from a second snowmelt and powerful (but nevertheless humid) storms that bespeckle Erdon in Fumys. Monsoons and other storms of this time can last several days, but usually also take several days to build and hit. Most reasonable people actually welcome the rain, as it tends to keep the destructive wildfires in check. However, sages agree that the relationship between the Fire Moon and these storms is likely misunderstood, since even the most ardent storms don’t seem to extinguish Fumys fires as readily as they should. There is another benefit from these storms however, which is that plants and crops gain a second or extended growing season, spurring extra crop production for the harvest, which is a welcome boon to any farmer.
Firelight is also cast further than normal, but not as far as during Baast; firelight (and only genuine firelight) generally illuminates a space about 25% greater than normal. A torch, for example, will shed enough bright light for a human to clearly see 25 feet in each direction, and another 25 feet beyond that, albeit in shadowy light. On the other hand, spells and effects such as a continual flame do not benefit, because they are not true flames (despite the name). Even though Myrkwyn has great luminosity, its fiery flickering character doesn’t illuminate Erdon consistently enough that people are able to see better than normal during the night, though their vision is not impeded either.
Many phenomena, magical effects, and the like, that involve the sun (e.g. as a component or condition) can often substitute the Fire Moon when prominent. Fiery effects that are generated during Fumys are often more potent, and spells or other magical effects that produce fire of any kind are cast at +1 caster level. Fire sorcerers, and other casters devoted to fire cast their spells at a +2 bonus that includes the bonus inherent to fire spells.
When the Fire Moon eclipses the sun, it flares brightly and spectacularly as a newborn star, and is said to spontaneously create or enhance fiery effects, even spawning fire elementals, igniting wildfires, inciting eruptions, and the like. Those outside during a Fire Eclipse take 2d4 points of fire damage each round (Fort DC: 17 for half damage) and are additionally affected as by heat metal (DC 17), except that the latter effect persists throughout the eclipse (i.e. dealing an additional 2d4 points of fire damage per round for up to an hour before subsiding as normal). In any Fire Eclipse, the sheer temperature is enough to dissipate any and all clouds, begin vaporizing water, and melting ice, which tends to redouble storms and floods once the eclipse has passed; few creatures (let alone of ice or water) can survive exposure to these eclipses. Existing fires exposed to these eclipses double their size and intensity, which persists even after the eclipse passes; fire effects generated during one of these eclipses deals twice their normal damage and affect twice their normal area (i.e. 50% greater radius).
When Myrkwyn eclipses the center of Erdon (during its prominence), a ensues, notably evidenced by a massive tornado of fire that cuts swaths across the Eclipse’s trajectory; incinerating flesh, bone, and wood, melting rock and stone, vaporizing ice and water, and vacuously consuming air. The normal effects of a Fire Eclipse become global effects under a True Fire Eclipse, even affecting Erdon’s night side. The greater effects of a True Fire Eclipse may be enhanced or (partially) mitigated as a normal eclipse may; but the lesser, general effects (i.e. non-magic related effects such as the increase of existing fires) still ensue if a True Fire Eclipse is mitigated.
Legend has it that a great dragon named this moon, and men have since been unwilling to change its proper name, despite the fact that few besides the oldest sages can correctly pronounce the word. Tales tell of nights when the Fire Moon erupts, letting off gouts or globlets of fire that fall to Erdon, hardening into magic crystals suffused with the power of Myrkwyn; these rare pyroclasts (as they’re called) are highly sought, highly prized, and highly valued. Such objects are said to facilitate powerful magic, and according to some tales, legendary artifacts such as the Spitfire are encrusted with such jewels.
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