Atmospheric Conditions

With diversified terrain in the continent of Eurom, and across the world of Drachenjäger, different locations may require certain kinds of equipment and clothing necessary to explore without trouble.

Deserts
Dry, hot, sandy, and scarcely lacking both vegetation and water, desert regions are by no means safe for the unprepared. Should you and your party want to traverse the desert, whether it be the Agonish dunes, or anywhere around the world, your supplies must be in order to explore with little to no difficulty. There are many things the desert enforces, so if you follow its laws, you will travel with ease.

Clothing and Armour
With the grueling heat of the desert in mind, clothing and armour will be an obstacle if it doesn't abide by the present conditions. Having your armour vented before entering the desert is required, otherwise you will overheat while wearing it, and suffer a -5 penalty to speed, and disadvantage on Strength and Dexterity checks and saves. Likewise, heavy clothing will also penalize you similarly, with a -5 penalty to speed and disadvantage on Wisdom and Intelligence checks and saves, and the penalties stack when worn together. Wearing lighter clothes, or vented armour avoids these penalties and allows you to roam the desert with less caution.

Canteens
Canteens are mandatory items for traversing the desert. Unless stated otherwise by the DM, canteens do not need to be refilled in order to be used in the desert. Simply having a canteen in your inventory will allow you to explore without trouble. If you enter the desert without a canteen, the consequences will become severe. Your character will suffer disadvantage across the board, and are prone to being fooled by mirages and illusions casted by hallucinating due to the desert heat.

Agon Wastelander
The Agon Wastelander Background supplies your character with various perks while being in the desert. The 1st Level feature, Agonish Upbringing allows your character ease of traversal through the desert, lacking the need to follow the requirements of a Canteen, or specific clothing/armour.

Amongst other features, the Agon Wastelander Background at 10th Level feature, Dune Drifter supports your explorations in the desert by increasing your movement speed, and allowing other benefits native strictly to the Agon Wastelander Background.

Fire Damage
Amidst your travels through the blazing heat of the desert, should you encounter wildlife, bandits, or trouble in the shape of a winged beast, fire damage is your best friend and worst enemy. While within the desert, all fire damage during the day time will deal an extra 1d4 to its recipient's damage, whether it be the receiving end of a fireball or the burning after effects, your time on fire will be scorned, if not dreadfully remembered.

Arctic Drifts
Cold, obscuring, and desolate, the barren fields of snow within the Arctic Drifts hold contempt for the ill-prepared who venture its being. Within Prussiania, and across the world, Arctic Drifts are infamous for their cruel and frigid temperatures, and ruthless shifts in weather that can switch from blinding snowstorms to dangerous icefall, piercing all who roam unknowingly with shards and spears of ice. Traveling through the Arctic Drifts requires not only carefully devised equipment, but an understanding that nature forgives no one for trespassing.

Clothing and Armour
Contrasting the requirements for Desert Regions, heavy clothing is a must for the world within the frigid atmosphere of the Arctic Drifts. Lacking heavy clothing in these conditions will lead to a -5 penalty in speed, as well as disadvantage in Strength and Dexterity checks and saves, much like the consequences with the Desert Regions. Similarly, wearing untreated armour will reduce your speed -5, and add disadvantage to Intelligence and Wisdom checks and saves. Just like in the Desert, when both improper clothing and armour are worn, the penalties stack.

Padding your armour is a necessary step to wearing it without worries for penalties, as padding it will negate any drawbacks to wearing it within the Arctic Drifts.

Everwarmth Lanterns
Unlike the Desert Regions, your necessities are different, but act the same to just about every degree. Everwarmth Lanterns are items required to be carried in order to survive the Drifts. While Everwarmth Lanterns do not need to be maintained, or tended to by the player traditionally, it's up to the DM for whether or not Everwarmth Oil is needed to keep the lantern lit.

Ice Damage
While roaming through the ice and snow, you're bound to encounter inhabitants of the cold, who make their living off of killing. Whether that be a wild animal, a crazed drifter, or a scaly fiend from the mountains, ice damage is amplified, adding an extra 1d4 to the recipient's damage. If your hit with an icy blast from a delusional wizard, or the fierce glacial breath of a territorial dragon, count your digits. If you don't make it to 10, then you know you lost something to the fury of the frost.