Table of Contents

Major Planetary Zones | Regions | Geographic Features

RALAR TUNDRA

Overview

The Ralar Tundra is the dominant geographical feature of the Ralar Region, characterized by vast ice plains, snow-covered ridges, and permafrost expanses stretching endlessly under the eternal darkness of the Dark Side. It is a barren, wind-scoured environment where only the most resilient lifeforms can endure the brutal cold and scarcity of resources.

Temperatures regularly drop below -60°C, and the landscape offers little to no natural shelter or warmth. The terrain is defined by harsh flatlands, sporadic glacial crevasses, and occasional ice dunes pushed into form by katabatic winds.

Local Climatic Conditions, Geography and Landscape

The Ralar Tundra exists in perpetual darkness and is shaped by subzero temperatures, high winds, and minimal geothermal activity. Snowstorms and ice quakes are common, and visibility can shift from kilometers to zero within moments.

Weather Patterns:

Local Flora

Due to the extreme conditions and absence of geothermal heat sources, flora in the Ralar Tundra is nearly nonexistent. No plant life has been recorded in the central tundra zones.

Local Fauna

Faunal documentation in the Ralar Tundra is limited. Only a few targeted Exohuman expeditions occurred during the Beta Age, and all official scientific exploration was halted under the Peace Treaty by order of the Native Supervisor. However, ongoing activity by the Federal Courier Service along the Trade Route has led to accidental observations during the Gamma Age. Scientists agree the Ralar Tundra remains poorly documented and shrouded in mystery.

Notably, all known wildlife are predators, with the exception of a small rodent:

Exohuman scientists suspect these predators normally inhabit geothermal zones but are drawn to the tundra due to increased exohuman and rodent presence as well as food availability created by Exohuman infrastructure such as Halfway Inn.

Local Population and Settlement History

Native Presence

The Native Tribes of VOI 700 D have never settled in the Ralar Tundra, as their cultures and lifestyles are focused on the comparatively fertile regions of the Habitual Belt. The tundra remains spiritually and practically disconnected from their traditions.

Exohuman Exploration and Infrastructure

There are no permanent Exohuman settlements in the tundra. However, during the Beta Age, the southeastern section of the Trade Route was constructed to connect Firetown in the western Ralar Mountains with New Kourou in the Asari Region of the Habitual Belt. Completed between 2627 and 2628, it was designed to supply Firetown with food and essential goods while transporting copper and industrial outputs northward. These plans followed the projections of the Human Settlement Plan (HSP), which envisioned Firetown growing to 20,000 inhabitants with a 20% annual production increase.

The most prominent site within the tundra is the Halfway Inn, located exactly 50 km between Firetown and New Kourou. Originally built for logistical support, it is now operated by the Federal Courier Service under the governance of the Federal Confederation. With a capacity for 66 people and 40 Hoos, the Halfway Inn is known for its security, warmth, and strategic value as a rest stop in the frozen wasteland.

Federal authorities also suspect the presence of several hideouts operated by Outlaws and Loners, using the cover and isolation of the tundra to avoid detection.

Tactical Advice for Dungeon Masters

The Ralar Tundra is perfect for tension-heavy, survival-oriented adventures. Harsh climate, sensory deprivation, and unexpected predator attacks make every journey a test of endurance. The region's minimal infrastructure, combined with rumors of outlaw dens and shadowy creatures, allows for a mix of horror, espionage, and exploration.

Halfway Inn can serve as a narrative hub, where players encounter travelers, discover rumors, or face political tensions between the Courier Service and outlaw activity. The tundra also offers great opportunity for encounters with wildlife and strange phenomena revealed under aurora-like magnetic storms.

Adventure Hooks – Beta Age:

Adventure Hooks – Gamma Age: