World

Calendar

The reckoning of days on Aeldos varies from region to region, but most areas recognize the Urul Calendar, the calendar of the first empire.

10 Months: One for each Ayr, and a 3 day dark period of the one. The calendar is typically depicted as a wheel with spokes representing the months and days marked along the spokes. The wheel is turned from month to month and a marker moved along the spokes to represent the day, with the exception of the 3 days between each year which are considered ’empty days’. These are special days handled in different ways by each culture.

For those cultures that follow the Urul/Selenian calendar most Aeldan months consist of 5 weeks of 7 days plus a 2 day liminal period at the end of the month. How that 2 day period is treated depends on culture; some use it as a rest period, some for religious worship, etc. in Allfrerhem it varies depending on month.

Seasonal periods vary significantly across the continent according to regional conditions, with extended winters in the Svertheim and Vandar regions and minimal seasonal variation in Nehep and the Badlands but the there are, generally speaking 5 Months of Growth (roughly analogous to Spring and Summer) and 5 Months of Decline (roughly analogous to Fall and Winter).

Month NameAyrMonth #DaysSeasonRoleTelling
VocaVoice137SpringGrowthAnd the Voice revives the world
OmothArtisan237SpringGrowthThe Artisan crafts the plants anew
OxothEmpath437SpringGrowthAnd the Empath brings verdancy
AiathDeviant537SummerGrowthThe Libertine revels in the growth
IwithExile337SummerGrowthAnd the Judge sees that balance must be restored
OtothWarrior637FallDeclineThe Warrior struggles against the fall, the coming of death
AmathTyrant737FallDeclineAnd the Tyrant rises bringing decline
IxithScholar837FallDeclineThe Scholar watches and writes the record of the cycle
AxathScourge937WinterDeclineAnd the Scourge brings ruin to the world
TenebrasDeath1037WinterDeclineAll is quiet and still
AhmthThe One‘03WinterDecline 

An interactive calendar with moon phases can be found here…

Alternate Tellings

  • 12 lines. 9 ayr, wrapped around a 10th, joined by death itself, and the one, the originator, beginning it all again when life is at its hardest

The treatment of weeks vary by region. In Allfrerhem and Selene for example they have 7 day weeks and the leaders allot 5 days work and 2 days rest. In Victra there is only 1 rest day per week.

The Calendar measures years or Annum in the old tongue starting from the Stellar Conjunction, an event which occurred early in the first empire. This conjunction saw the alignment of Aeldos’s two moons and the sun and has not been recorded since. The current year for the Encircled Path 8360.

Aeldos has two moons, but only one is typically visible. The second moons orbit only brings it into visual range once a century.

Celestial Features

Sil & Nyx & Viator- The three moons of Aeldos; the day moon, the night moon, and the voyager moon.

Disease

The dangers of Aeldos include a variety of terrible diseases…

Physical Illness 

Flux: The best known and one of the deadlier diseases of Aeldos, Flux is an infectious airborne virus with hemorrhagic respiratory symptoms. Victims initially experience fever, coughing, fatigue, and sneezing. Symptoms worsen with extreme fever, delerium, shortness of breath, and eventually death by suffocation on ones own blood. While Flux has wiped out many it is not universally incurable nor are all people susceptible. Tollam in particular demonstrate a natural immunity while Selene has a cure that works only during the early stages of infection.

Grot-worm: A highly unpleasant parasite that is transmitted by Grots and through ingestion of grot-meat. Grot worm first infects the large muscles and then bones of victims. The parasite feeds on the victims tissues until it is weak before laying eggs. Weakened victims tend to be killed and devoured by beasts, restarting the cycle of infection.

Syphilis: Is known in Ossandria as the Selenian Pox, in Tollam as the Victran disease, in Victra as the Tollam Pox, in Nehep, Lux, and Mujin as the Ossandrian Pox, in Subin as the Nehepi itch, in Western Svertheim as the Vandar rot and in Eastern Svertheim as the Luxi pox or Granden itch…

Aeger: Also known simply as the sickness, Aeger was a disease which afflicted only the Ageless of the Imperium. Infection triggered cancerous growths of hardened bone throughout the body of the Ageless but did not seem to affect mortals. The Aeger was immune to standard treatments of the era. The Surgeon of Selene designates Aeger as an engineered disease.

Indomire: A highly infectious disease of a unique nature, Indomire causes the afflicted to lose the ability to sleep. In the majority of cases this causes a slow death over the course of months as the victim succumbs first to fatigue and paranoia, then to hallucinations and madness, and eventually to a mute and motionless death. A small proportion of individuals demonstrate a strange endurance to the final stage of this affliction, instead remaining trapped in madness and paranoia. Some lorekeepers have suggested that the savages who dwell in the wilds are exemplars of this. The Surgeon of Selene designates Indomire as an engineered disease.

Dytheas: A rare disease believed to be initially transmitted by certain beasts through biting and scratching, Dytheas is a persistent localized pain resistant to treatment or suppression. The pain typically presents first in the area wounded by an animal but persists even after the injury has healed, often spreading and characterized as acid or burning beneath the skin. The pain is actually the result of cerebral and spinal lesions caused by the Dytheas virus. These lesions also trigger a variety of psychological disorders which, in combination with the potential for transmission to others via bodily fluids often causes afflicted to be exiled by their community.

Hurt Hunger: Also known as Kakopeina, is a disease which causes an alteration in the victims perception of pain and pleasure causing the sufferer to gain psychological pleasure from events or injuries which typically cause physiological pain. The afflicted is no longer disabled by the mental aspects of pain, though the proportional feeling of pleasure can be almost as disabling. The disease’s primary threat lies in infection and disability due to self or sought out harm and accordingly the morbidity of the disease varies significantly with personal will and discipline. The undisciplined often fall into a mad addiction for pain that frequently leads to ecstatic deaths that others would consider to be horrific. Conversely the rigidly disciplined can often manage the condition and even use the effects to their benefit.

Labryonch: Also known as Puzzlelung, is a terrible infection that fills the lungs with iron-hard puzzle-like structures which prevent normal respiration and kill the victim by suffocation. Lore suggests that the original form of the disease was slow and progressive, taking months or years to kill and manageable with certain medications, however during the cataclysm newer and more lethal variants arose which worked within minutes or hours. According to the same lore the disease can only be survived by utilizing certain first age medicines which can mitigate the progression via regular injection. There are a variety of sub-variants including Spiral-lung, worm-lung, and hex-lung, each named for the shape of the structures that can be found in a victim’s lungs.

HeartRing: A deeply unpleasant and terminal parasite that constricts the heart of its host, slowly killing them before breeding in the still warm corpse.

Mental Illness 

Hierarchical Sociology Disorder: Most comonly found amongst species and culutres with demanding social structures, individuals suffering from this condition let themselves fall into the hierarchy to absolve them of otherwise unpleasant or ammoral aspects of their behaviour, asserting that their failings are not their fault nor problem.

Desensitization: A condition found amongst Shifters, the character has lost feeling in his protean body. This affects the ability to feel any emotion except in highly rationalized forms or through act of Shifting, wherein they temporarily regain feeling. Desensitization makes it difficult for a Shifter to empathize or engage with other creatures.

Emotional Cryptophagy: A condition found amongst the Tamaa which causes them to seek out the taste of specific emotions or species. Some become addicted to anger or lust, while others pursue the emotions of rare species such as Oneiri, Tollam, or even other Tamaa.

Emotional Animism: A condition found amongst the Tamaa which causes them to believe that they absorb the souls of their victims along with their emotions. This causes the Tamaa to feel as though they can hear the voices of their victims, even hours after feeding. Amongst empathetic Tamaa this condition can drive them to avoid feeding altogether.

Disdain of Weakness: A condition found amongst the Tollam which causes them to overuse their strength when interacting with objects and people and comment on the weakness and fragility of their surroundings.

Shifting Sickness: A condition found amongst Shifters which causes them to seek to spend greater and greater time in alternate forms, often leading to death due to inability to control the dangerous aspects of the act.

Environmental Features

Chillwaste

The region to the north of the Sword Peak mountains is hostile to all but the most aberrant organic life. With temperatures that progress from -30c on the edges to -90c on the interior, just breathing the super cooled air can be lethal, causing damage to the lungs and C02 solidifies. Exposure in most of the region leads to death within minutes and even those who come prepared struggle to survive for more than a few days in these temperatures. Frostbite and Hypothermia are not merely likely, they are virtually assured.
As if the ambient bitter cold wasn’t enough the Chillwaste also experiences ‘breakstorms’ where the temperature dips further and many materials become so brittle they shatter or are frozen in place, Cryoseisms or ‘Frostquakes’ which shatter the land with terrible explosions, and ice volcanes and geysers which spew liquid ammonia, methane, and helium.

History

Eras and Ages

Prehistory
The Before, The Grey Age, The Age of Myth
This era composes an undetermined length of time prior to the Urul empire during which humanity was first created, then tormented, then elevated by the Ayr. The end of this era is marked by the fall of the One and the first conquests of the wilds. Much of the knowledge of this era comes from myth and folktale as there is virtually no surviving documentation.

First Era
The First Age; the age of the rising empire; the Golden Age (3347) – Age of the Craftsmen
Named the first era by scholars using the Selenian calendar, this era marks the first usage of said calendar. This era composes the three millennium during which the great Urul empire rose to prominence, uniting the diverse tribes of humanity towards the taming of the world. People of this age are often referred to as Ancients, Precursors, or Progenitors. It was at the beginning of this era that the Tenth Ayr, the Vox, gave humanity the Lingua. Few documents survive from this era. Little is known and much is speculated. It is generally believed that this period was a golden age unlike any before or since.

Second Era
The War Age; the age of schism; the Falling Age; the Blood Age – Age of the Warrior
This era composes the five hundred years (533 years) during which the Urul empire fractured and fell to civil war and internal corruption. It was during this era that the Lingua saw widespread use and many argue that it was obsession with and reliance on the power of the Lingua that triggered the fracture and fall of the ancients. Millions, perhaps billions of people died during this period and it was during this era that ancient horrors of the wild, thought eliminated or tamed, began to reappear, and new species of dangerous aberration sprung into existence. With the exception of Selene little historical documentation survives about this era.

Third Era
The Dark Age; the age of darkness; the Ebon Age – Age of the Scourge
This anarchic era composes two millennium (2079 years) of chaotic backlash and revolt against the traditions, structures, and institutions of the Urul empire. The fractured factions of the empire themselves isolated into local tribes and kingdoms and this era is marked by a number of terrible trends; religious fervour overwhelming reason, destruction of key technologies and infrastructure, violent persecution of linguists and severe declines in literacy; widespread starvation due to failure of major agricultural centres; the spread of horrific diseases; and near constant warfare. While documentary accounts exist regarding this era they are rare as what records hundreds of years of violent chaos did not destroy, centuries of fear and neglect did.

Fourth Era
The Imperial Age; the dawning age; the Silver Age – Age of the Voice
This is the current era in the narrative. The Vaultbound chronicle starts at year 2401 of the third era. In general reckoning it is the year 8360 since the inception of the Selenian calendar. Most scholars tie the inception and progression of the Fourth Era to the rise of Ossandria and its Emperor, though this is not universal.