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Environments and Biomes

The world of Aurora: Embers of Winter is dominated by a deep freeze. Ice and snow cover almost the entire planet, and surviving communities depend on reliable shelter, heat, and transport. The landscape is not uniform, however: forests, mountains, glaciers, frozen seas, geothermal pockets, and the remains of the old world create distinct environments along the railway network.

This page separates confirmed environmental direction from proposed environment catalogue details. The categories are a working worldbuilding framework; their exact geographic distribution, rarity, hazards, wildlife species, and gameplay rules remain open for later design.

These points are established by the current worldbuilding decisions:

  • Climate — deep freeze: Almost the entire world is locked in ice. Habitable areas are scarce, and warmth is a critical condition for survival.
  • Weather — varied and dangerous: Conditions change. Blizzards, whiteouts, freezing rain, extreme cold, and calmer periods all occur.
  • Wildlife — hardy and adapted: Surviving wildlife remains an important part of the ecosystem. Animals are not universally absent from the frozen world; resilient species persist where food, shelter, migration routes, or local warmth allow.
  • Environmental mysteries — grounded in science: Strange events should ultimately connect to technology, climate, geology, infrastructure, or human decisions. The setting does not currently establish supernatural causes.
  • Railways — lifelines, not guarantees: Tracks connect settlements and regions, but snow, ice, storms, damaged infrastructure, and difficult terrain can disrupt travel.
  • Warmth pockets — limited refuges: Geothermal vents, hot springs, underground water, and other natural heat pockets can support small communities or localized ecosystems, but rarely make a settlement fully self-sufficient.
  • The Great Forge crater — exceptional site: The crater is a ruined megastructure and catastrophe site, not an ordinary biome or settlement category. Its local environment may combine industrial ruins, unstable terrain, and unexplained-looking but potentially scientific energy effects.

The following fifteen types are the initial catalogue. They are not fifteen mutually exclusive map regions: terrain, weather, ruins, and special locations can overlap. For example, a railway may pass through a frozen forest, enter a mountain tunnel, and emerge into a glacial valley during a blizzard.

Vast open plains with low ridges, exposed rock, buried vegetation, and little or no tree cover. Wind can sweep snow across the ground and obscure old tracks. The open horizon offers few places to shelter.

Possible uses: Long rail journeys, exposed travel, buried structures, sparse resources, and encounters visible from a distance.

Dense conifer forests with snow-laden branches, frost-covered trunks, and narrow clearings. Some areas remain relatively untouched; others show the scars of old logging, firewood collection, or abandoned forestry operations.

Possible uses: Timber, wildlife, concealed camps, limited visibility, and difficult access for recovery crews.

High peaks, steep slopes, ice-covered cliffs, and narrow passes. Railways cross these regions by bridges, ledges, switchbacks, and tunnels. Snow accumulation and shifting ice can make established routes unreliable.

Possible uses: Chokepoints, avalanche risk, difficult repairs, mineral deposits, and strategically important passes.

Broad valleys carved by ancient glaciers, bounded by rock walls, ice cliffs, or moraines. Frozen rivers may offer relatively direct routes through otherwise difficult terrain, but the ice can hide fractures and flowing water.

Possible uses: Natural corridors, exposed rail routes, glacial hazards, and visible traces of the landscape’s geological history.

Large areas of sea ice, pressure ridges, icebergs, cracks, and stranded ships. Ice thickness varies, and tides or currents may keep some areas unstable even during severe cold.

Possible uses: Coastal routes, shipwreck salvage, isolated installations, and dangerous crossings. Rail travel over sea ice should be rare and dependent on local conditions.

Lakes form broad ice sheets, while rivers create winding corridors across the landscape. Currents can leave thin ice, cavities, or open leads beneath an apparently solid surface.

Possible uses: Water sources beneath the ice, dangerous crossings, submerged wrecks, and routes that may be shorter but less reliable than established tracks.

Cold, barren regions where little snow accumulates in some places because powerful winds strip the ground bare. Exposed rock, gravel, and frozen soil replace dense snow cover, and useful vegetation is scarce.

Possible uses: Long exposed stretches, limited shelter, old survey sites, and difficult resupply.

Areas where snowfall and wind have built deep drifts over roads, buildings, and railway infrastructure. The shape of the terrain can change after major storms, burying familiar landmarks and uncovering others.

Possible uses: Buried tracks, snow-clearing upgrades, hidden structures, delayed journeys, and recovery operations.

Localized areas warmed by geothermal activity, including hot springs, steam vents, warm underground water, and heated rock. They may support mosses, hardy plants, insects, and animals that are scarce elsewhere. Settlements can form around these pockets, although their capacity is limited.

Possible uses: Refuge, water access, small-scale food production, localized ecosystems, and contested settlement sites. A hotspot should not automatically provide unlimited heat or resources.

Natural caverns, glacial caves, and chambers beneath the surface. Some contain ancient ice formations; others connect to mineral deposits, underground streams, or old human-built passages. Ice movement and unstable ceilings make exploration dangerous.

Possible uses: Hidden routes, rare discoveries, isolated ecosystems, and access to underground infrastructure.

Regions known for recurring severe weather, including blizzards, whiteouts, freezing rain, and powerful crosswinds. Mountains and open plains can shape local storm patterns. A storm zone is a weather pattern layered over terrain, rather than necessarily a separate biome.

Possible uses: Reduced visibility, travel delays, greater heating demand, damaged signals, and dangerous exterior work. Calmer windows may create opportunities to travel or conduct expeditions.

Former cities, suburbs, and industrial districts buried under snow. Buildings may preserve tools, supplies, records, and machinery, while collapsed structures, frozen interiors, and damaged utilities make exploration hazardous.

Possible uses: Salvage, old shelters, hidden caches, rival scavengers, and evidence of how communities responded to the collapse.

Abandoned depots, junctions, sidings, and rail yards filled with derailed trains, stripped locomotives, freight wagons, signal towers, and maintenance equipment. Some yards have been repeatedly scavenged; others may remain isolated and largely untouched.

Possible uses: Parts, wagon recovery, locomotive salvage, ambushes, and evidence of the final days of a route.

14. Frozen Tunnels and Underground Networks

Section titled “14. Frozen Tunnels and Underground Networks”

Railway tunnels, mines, maintenance passages, and subterranean transit systems. Some are sealed by ice or collapse; others may remain passable or retain functioning ventilation, pumps, lights, or machinery. Underground conditions can differ sharply from the surface.

Possible uses: Alternative routes, confined encounters, darkness, ventilation hazards, hidden facilities, and infrastructure that still has power for reasons worth investigating.

Research laboratories, military installations, mines, factories, climate stations, and energy facilities left behind after the collapse. They range from ruined shells to sealed complexes with working systems and incomplete records.

Possible uses: Research Data, Parts, advanced technology, environmental hazards, and evidence related to the Great Forge or pre-collapse decisions.

Weather changes over time and interacts with the terrain. These conditions are established as part of the world’s direction; their precise frequency and mechanical effects remain proposals.

  • Blizzards: Heavy snowfall and high winds reduce visibility and may bury tracks or damage exposed equipment.
  • Whiteouts: Snow and sky become difficult to distinguish, making navigation and outdoor work dangerous.
  • Freezing rain: Ice accumulates on exposed surfaces, signals, switches, cables, and equipment.
  • Extreme cold: People, machinery, and exposed supplies become more vulnerable; maintaining heat becomes more demanding.
  • Calmer periods: Better visibility and safer conditions create windows for travel, repairs, trade, and expeditions.

The same weather event should affect regions differently. A blizzard in open tundra is an exposure and visibility problem; in a mountain pass it may combine with avalanche risk; near a frozen sea it may make cracks and pressure ridges difficult to see.

Hardy, adapted wildlife is an important part of the setting. The world should not be treated as biologically empty. Surviving animals may rely on migration, insulation, burrowing, scavenging, stored food, or the relatively mild conditions around geothermal areas and human settlements.

Wildlife distribution should remain uneven. Some regions may have only traces of life, while forests, sheltered valleys, coastlines, and geothermal hotspots may support more resilient ecosystems. Animals can be sources of food, threats, signs of environmental change, or reminders of what the old world has lost.

Still to decide: named species, population levels, whether hunting is common, and how much wildlife directly affects gameplay.

Environmental mysteries and the Great Forge

Section titled “Environmental mysteries and the Great Forge”

Environmental mysteries should be explainable through science, technology, geology, climate, or human choices, even when characters initially misunderstand them. Examples that could be explored later include:

  • An abandoned facility whose heat output persists because an automated system never shut down.
  • Strange radio signals caused by damaged repeaters, atmospheric conditions, or an old energy network.
  • A warm patch of ground caused by geothermal activity, buried industrial infrastructure, or a leak from an underground system.
  • Unusual local weather shaped by terrain, infrastructure, or changes associated with the catastrophe.
  • Conflicting records that reveal unsafe design choices or political decisions made before the Great Forge exploded.

These are story possibilities, not established explanations. The actual cause of the Great Forge disaster and the truth behind individual anomalies remain open unless separately confirmed in the lore.

  1. Warmth creates opportunity, not guaranteed safety. Hotspots attract people, wildlife, and competing factions, making them valuable and potentially contested.
  2. The cold preserves and destroys. Ice can preserve machinery and records while also cracking structures, shifting terrain, and damaging railways.
  3. The railway is a lifeline, not a guarantee. Tracks can be buried, broken, flooded from below, blocked by avalanches, or made unusable by storms.
  4. Terrain, weather, and history overlap. A place can be a forest, a storm zone, and the site of an abandoned research facility at the same time.
  5. Keep mysteries grounded. Strange events may be poorly understood by survivors, but the current setting does not require supernatural explanations.

The following have not been fixed as canon:

  • The exact map and distribution of environments across continents.
  • The world’s precise temperature range and whether the climate is still worsening.
  • Named wildlife species, their abundance, and their gameplay roles.
  • How frequently each severe weather event occurs and its exact mechanical effects.
  • The precise cause of the Great Forge catastrophe and the explanations for individual anomalies.
  • Which environmental regions are common, rare, or inaccessible in the playable world.