Biomes

The twelve terrain types of Mistheim, from sea level to permanent snowfield.

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Sea screenshot

Sea #

Elev
12
Temp
50
Moist
60

The cold shelf sea that rings Mistheim is rarely calm. Merfolk hold the deep channels and do not welcome surface traffic; fishing boats from coastal holds keep to shallows they have charted for generations.

Rocky Shore screenshot

Rocky Shore #

Elev
27
Temp
35
Moist
45

Tide-scoured stone and kelp-choked crevices where nothing stays dry for long. Deepwalker stilt-towns perch above the splash zone here, their foundations driven into rock the sea has been trying to reclaim for centuries.

Sandy Shore screenshot

Sandy Shore #

Elev
27
Temp
65
Moist
25

Wide flats of pale sand that hold heat through the afternoon and go cold fast after sunset. The sand makes poor farmland but good salt-flats, and several Markfolk clans run salt operations here that the Pandor Kloster networks quietly depend on.

Marsh / Bog screenshot

Marsh / Bog #

Elev
38
Temp
50
Moist
82

Waterlogged ground where peat stacks to depth and the horizon is never certain. Lövfolk who know the routes can cross in a day; those who do not can wander for three. The smell of it — iron-water and old growth — carries half a mile.

Dry Heath screenshot

Dry Heath #

Elev
50
Temp
55
Moist
15

Thin soil over stone, too dry for trees and too exposed for anything but heather and wind-hardened scrub. Viddfolk [Heralds] use the long sight lines to run their routes fast; there is nowhere to ambush someone who can see in every direction.

Coastal Heath screenshot

Coastal Heath #

Elev
50
Temp
50
Moist
45

Salted upland where heather and rough grass share ground with occasional thornwood. The wind off the water shapes everything here — trees only grow where a rock breaks the line of it, and they grow sideways.

Meadow screenshot

Meadow #

Elev
50
Temp
55
Moist
65

Open grassland with enough rainfall to stay green through dry seasons. Goblins favor meadows for surface camps; the sight lines are good and the soil soft enough that a burrow entrance can be hidden under a grass-covered hatch.

Forest screenshot

Forest #

Elev
70
Temp
65
Moist
55

Broad-leaf canopy where the light arrives filtered and the ground stays damp. Most Lövfolk settlements are built into these slopes — suspended platforms, rope bridges, storage nets hung between trunks. The forest is not wild to them; it is home infrastructure.

Spruce screenshot

Spruce #

Elev
70
Temp
35
Moist
55

Dense spruce at altitude where the canopy closes overhead and ground cover thins to needle-duff. The cold is bone-dry in winter; resin smell is the first thing you notice coming up from the lower forest.

Cold Granite screenshot

Cold Granite #

Elev
85
Temp
45
Moist
35

Exposed bedrock at high altitude where soil is a thin seam between stones and frost cracks the rest. Bergfolk mining shafts have been sunk into granite like this for three centuries; the stone is older than any of their holds but they know its character well.

Bare Summit screenshot

Bare Summit #

Elev
88
Temp
30
Moist
25

Wind-blasted ridgeline where nothing roots and everything loose has already blown away. The views are extraordinary and useless — nobody lives here. Bergfolk route-markers sometimes appear at these passes, carved into stone by people who came through once and wanted to be remembered for it.

Snow Field screenshot

Snow Field #

Elev
95
Temp
10
Moist
70

Permanent snowfield at the highest elevations where the cold does not break between seasons. The Steinfolk say the first snowfields appeared when the first mountain did; they treat them as boundary markers between the world of the living and whatever is above it.