The Grumpy Celt said:
The setting I am developing also has the lengthened period of day and night, and a secondary source of illumination that does not provide heat.
Basically, I had been fascinated by length of day on the moon, and the nature of it being the smaller body and satellite of a larger celestial object.
Further, I was interested in the fact the Centari solar system is binary; Alpha Centauri A & B (Proxima doesn’t count). Any planet in orbit of either of those stars will receive some illumination, but a negligible amount of heat, from the other star.
Are you writing hard-sci-fi, or fantasy? Are you working with the following assumptions?
- Being a wide double star with a period of 80 earth years, and distances varying from 11.2 to 35.6 AU, Alpha Centauri A being a bit more (1.5x) luminous than our sun (meaning your habitable zone is going to be around 1.2 to 1.3 AU), and Alpha Centauri B being a bit dimmer (0.5x), you shouldn't be having too many periodical effects (the difference in energy input between maximum distance and minimum distance is about half a percent).
- You would have two other light sources of course: your planet -which most likely will be equally stationary in the moon's sky, and a magnitude anywhere between 4 and 12 (depending on distance, size and albedo; I presume you're talking about a gas giant here) lower than the sun, but relatively "big"-, and the 2nd star -with a magnitude varying between 5.7 and 8.5 lower than the sun, but rather "small"- (resulting in a variation in energy input between minimum & maximum distance of 0.4%).
(for the audience: An AU is the distance between the Earth and the Sun, also known as an astronomical unit. A magnitude is a relative unit of luminosity, equal to the
5th root of a factor of 100. I.e. something with an apparent magnitude
5 higher than something else seems to shine
100 times as bright).
Back on topic: the planning committee is currently examining ways to keep people living predominantly on the planetside faces of the islands. Punitive arrangements where the Worldtree only mitigates temperatures on the planetside face proved unworkable (the weather caused by these +50 to -30 temperature changes would have to somehow miraculously stop at the border between planetside and starside ... too deus-ex-machina).
The Grumpy Celt said:
The planet I am developing is a traditional celestial body, rather than the islands. However, I’ve put all the significant bodies of water on one side, the side facing the larger celestial object.
The fact that you have a more traditional large moon/planet-like object makes it easier to differentiate between the different sides. We can't have every island of Garden miraculously have temperature-difference-dampening water bodies on their planetside, but not on their starside.
Baron Opal said:
Which is a great solution. The weather is controled, although perhaps guided might be a better word, by the local powers-that-be. Out beyond the borders of the kingdom the weather is untamed, made even more violent as a backlash against the control exerted within civilized bounds. If you're brave enough, or desperate enough, you could hitch a ride on the hurricane force winds and let them blow you across the boundary.
Since we're having to rely on a Garden-wide effect created by the Worldtree Aiëde, having such heavy-handed "zones of save living" (and there'd have to be one on almost every island) proved too complicated, as indicated above. For other, less convoluted setups, where you could get by with one protected zone, it would work very well, I think.
Gez said:
Also, in classical pagan religions, there was the belief that if the temple to so-or-so deity was profaned, the city or country risked natural disaster. (In fact, the destruction of pagan temples such as the Alexandrian Serapeum under Theodosius, without any apparent consequence, was instrumental in getting Christianity to replace paganism as it "proved the falsity of the old beliefs.")
Well, except this time, it wouldn't be baseless superstitions.
The idea of Garden being endangered by the death of the Worldtree is deeply engrained into the campaign setting. The wound struck by the Dreaming Dark festers, and it would be only a matter of time until the Dreaming Dark itself once again found the runaway planet, now no longer capable of escaping anywhere. The tentative campaign title "At World's End" should be sufficiently indicative of this
There is one implicit and simple reward arrangement: planetside has light during the night, enabling the inhabitants to do useful things at night without having to resort to artificial illumination or types of darkvision.
Another (mixed reward/punitive, depending on your interpretation of the default state) arrangement could see (certain types of) magic only work in planetlight / in sight of the planet (i.e. it's not because the suns are overhead, that the half-full planet's light doesn't count anymore). This would cause magic-rich cultures to dislike venturing onto starside of their (or other) islands, while leaving room for magic-low/void cultures to have starside all to themselves. The next step could be to tie the strength of said magic to the phase of the planet, and/or link the refresh cycle to those same phases. Problem is that the period of the planet's phases is ALSO 60 standard hours, too long to not have to adjust per-day type spellcasting classes (not that this is a bad thing, but I'm just noting it).