Four distinct seasons

Mayra enjoys the friendly sun during springtime thawing the brutal grip of winter on the minds and bodies of its citizens. This is possibly the seasons Mayrans enjoy the most, representing hope and renewal.

Summers begin with warm sunshine, but this all too quickly turns into sweltering heat. Terrifying lightning storms does not provide relief from the stifling air. At the end of summer the entire city is on edge, where bad moods and short tempers makes policework challenging indeed.

Autumns start with a short period of release from the heat, but The Day of the Dead signals challenge ahead. It is usually followed by storms of wind and sand, if not worse. They quickly add their own challenges to daily life in the city. Still, this is definitely the second-best season to visit since it is neither too cold nor too warm to work, rest and play.

Winters in Mayra are terrifying, and not just for the unfortunate souls with no warm hearth to retreat to. Winters are long and brutal in Mayra, and they unleash dark forces over the land. When the sun finally reappears, it often does so suddenly without warning. When that happens, rich and poor alike draw a sigh of relief - the new year is not a moment for celebration, but for mourning.

The campaign starts at level 1 in the spring. Heroes that survive summer, fall, and winter level up to 2, and this new level again starts with spring. This means that when summer is announced, you have completed approximately 1/4th of your level. At the start of autumn, you're approximately half-way through, and so on. Retraining is only possible "between levels" (after winter, before spring).

At some point this campaign structure might change to a more traditional Adventure Path format.