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Calendar Notations

On planes where time flows chronologically the passing of time through Eras is tracked by the Sapients. This page outlines some of the most popular calendar notations used through each Era.


Era 0 - Worlds Before

Zora'shi (The Abyss)

Time within Zora'shi is defined by a single point; when the gods abandoned the plane. Although millennia have certainly passed since their parting by the modern era, none have had reason to accurately track.

Jalda (The Hells)

Time behaves differently in each of the 9 levels of Jalda. Since the parting of the gods from their plane the Hells have used The Jaldaic Calendar. The modern local year is 29,538.

Oula (The Maddening)

Oula does not have a native concept of time, although gates and tunnels to other planes may influence the place whilst open.


Era 1 - The Mortal Sphere

Although the first Sapients certainly had a concept of time and the passing of days there was no recognised formal calendar during this era.

The movement patterns of heavenly bodies was certainly noted, as well as the changing of seasons. Some individuals would have noted the time the moon disappeared as the beginning of a new yearly cycle. However, before the advent of agriculture and large scale trade there was little reason to accurately record and catalogue the passing of time through a calendar.


Era 2 - The Great Wars

Goblivek Calendar: Used in early Goblinoid civilisations. Each ruler would build a series of pyramids during their reign. The calendar year would be named after the last great pyramid completed, and could span the equivalent of months to years.

Alnarian Calendar: Used by the early Ignians. Each year started with the time of no moon and was split into 3 seasons, the season of sun, the season of rains, the season of snow.

Sylphenian Calendar: The Fey calendar is based around the lunar phases, cycling over 28 days. Every 13'th cycle is the moonless month, forming their years end. Due to the simplicity and practicality of the Sylphenian Calendar, many future Calendar systems will be based upon it with some slight variation.

Goblivek Revival: Banished goblinoids revive their old calendar system, but name the periods after great conquests instead of buildings. As the goblinoids fracture, so does this calendar system.

Lunarian Standard: Banished Fey take the Sylphenian standard, but put more emphasis on the Lunar phases and begin counting from their time of banishment.

Early Durvar: Durvar clans used great artisans called Timecarvers. The Timecarvers would attune to the vibrations of crystals, and carve stone to their rhythms. These rhythmic strikes define Early Durvar timekeeping. When a new Clan leader was chosen, the clan would begin their count anew.

Tritonian Empirical Calander: Tritonians based their calendar on seasonal temperature changes, shifts of currents, and the rise and fall of the tide (which happens to line up with the lunar cycle). When a new Emperor or Empress starts their reign their count begins afresh.

New Ignian: The New Ignian calendar started counting from each incarnation of their god-king. The yearly cycle counted five seasons based on changes in wind direction and religious holidays.

Draconic Standard: Using the Sylphenian Standard, but counting years from each the defeat of the dragons. Each epoch beggings with their reincarnation.


Era 3 - The Rise

Tritonian, Ignian and Fey still use their old calendar systems.

Sundolt'ar Calendar: Durvar now use a seasonal cycle that is based on the mortal incarnation of the god of magic. It warms and dims, and changes colour in a cycle. A Sundolt'ar year is approximately 3 years and 1 month celestially.

Many Monarchs: As the land was carved up by every powerful leader claiming themselves King or Queen over hundreds of years the standards of timekeeping slipped. Each monarch set their own system, most based upon the Sylphenian Calendar but counting the year from the coronation of the local Monarch. Sometimes the month length would change, additional months would be added, and the starting month for the year would shift.

Basti Standard: In an effort to standardise timekeeping for better weather management, and to expand their cultural dominance across continent, the the Tortuga introduced the Basti standard. Each month subdivided into 7 days. A total of days a month of rain. The year count followed the reign of the ruler of the central kingdom, where their greatest tower stood.


Era 4 - The Fall

Ignian and Fey continue to use their calendar systems.

Other's use systems based on the Sylphenian calendar, counting from After Fall (AF), with some differences in the months and seasons. Others use different systems entirely.

Aerion: A variant of the Sylphenian AF calendar, with a different starting month.

Valturia: A variant of the Goblivek system, with new eras being named after significant national events.

Rovakia: Although naval vessels are likely to use the Aerion or Ignian calendar systems, there is a different system used within the country itself. The Rovakian Calander has a year of Truth and a year of Lies, each lasting for 6 Sylphenian months. The moonless time is then a holy year. Their calendar years start counting 43AF.

Westhollow: A varient of the Sylphenian AF calendar, with a different starting month.

Arviar:

** **[[Quinjiu:

Enkai:

Rajivar:

Xandrapur:

Nordheim:

Sorheim:

Thentopp & Tapten:

Colithos:


Era 5 - The Dying

With the true gods gone the plane slowly dies. Plants and animals, anything without its own essence, becomes less and less with each passing generation. Powerful Sapients become the last hope that civilization clings to.

  • Ignius ends the civil war, slaves are freed.
  • With the plane unprotected by the true gods scavengers from dead planes attempt to breach the Mortal Sphere.
  • Artifacts infused with old magic become a competitive resource.
  • Nations attempt to utilise artefacts to stop the dying, but only result in slowing it.
  • Many wars are fought as resources dwindle.
  • Fey, still linked to the essence of the God of Nature by pure will, conduct a ritual to pull their lands into a timeless micro-plane.
  • The Eldon University of the Great Arts invents a way to map Sapient mind into machine; a fragile biohack that destroys the subject.
  • Most uncultivated creatures are extinct
  • Ceruleum is discovered.
  • Most uncultivated plants are extinct
  • The first successfully returning probes are sent to Ceruleum.
  • Multiple artificial habitat projects are started with the aim to preserve ecosystems.
  • The first successful manned mission to Ceruleum takes place

Era 6 - The Arcs

This era is defined by the arrival of the Arks in Ceruleum and the struggle for survival in an isolated and resource-scarce ocean world.

  • Production of the first Ark begins.
  • The first test habitat is sent to Ceruleum. It ultimately fails, stalling the Ark project.
  • After several more failed attempts, a successful Ceruleum habitat is established.
  • The first Ark is completed and leaves the Mortal Sphere for Ceruleum.
  • Following its success, multiple Ark projects are completed and launched, though capacity remains limited.
  • The last Ark departs the Mortal Sphere.
  • Sphere technology functions unreliably in Ceruleum. Long-range communication is no longer possible. System malfunctions are common.
  • Ceruleum is a water world. Arks are scattered and isolated across vast distances.
  • Some Arks fail, either due to internal conflict, mechanical failure, or outside forces (such as the fauna or flora of Ceruleum).
  • Initial exploration is conducted using submarines adapted from Ark systems.
  • Early sub expeditions discover viable resources, including mineral vents and dense biological regions (See zones and Biomes).
  • Many early expeditions are lost due to environmental hazards and native fauna.
  • Local resource availability proves insufficient to sustain some Ark populations long-term. Arks within communication range establish trade agreements and resource-sharing arrangements.
  • Rationing protocols are implemented across most Arks.
  • Salvage operations target failed Arks, lost habitats, and earlier probes.
  • Some Arks specialise in food production, material processing, or technological maintenance.
  • Control of high-yield resource zones becomes contested. Submersible vessels are intercepted, sabotaged, and destroyed in disputes over resources.
  • A major alliance collapses following a large-scale loss of life during a contested expedition. Hostilities escalate into direct conflict between Arks.
  • Several Arks are destroyed, abandoned, or rendered non-functional.
  • Permanent settlement strategies are developed, including anchoring to stable regions and constructing semi-submerged structures.
  • Populations decline due to conflict, system failures, and resource shortages.
  • Cultural divergence increases as isolation persists.
  • Contact between distant Arks becomes rare or ceases entirely.

Era 7 - Modern Ceruleum

Ark-descended societies stabilise, lost technologies are rediscovered and adapted, and there is an emergence of a unifying power within Ceruleum.

  • Surviving Arks and their settlements stabilise, forming isolated but sustainable societies.
  • Many Arks are no longer mobile, functioning as permanent cities or fragmented structures.
  • Distinct cultures and identities develop, with many losing clear knowledge of the Mortal Sphere and the intricacies of its technology.
  • Trade networks re-emerge between nearby settlements, facilitated by submarine travel.
  • Technological understanding varies widely; some settlements regress while others preserve near complete understandings of Ark systems.
  • Knowledge of Ceruleum’s ecosystems improves, allowing for more reliable harvesting, domestication, and navigation.
  • A period of relative stability allows for population growth in some regions.
  • A single Ark-descended society begins consolidating knowledge of Sphere technology and Ceruleum ecology. This society pioneers improved, reliable systems adapted specifically for Ceruleum conditions.
  • Expeditions are launched to recover lost Arks, technologies, and data stores.
  • Smaller settlements are absorbed through diplomacy, trade dependency, or force.
  • An emergent empire forms, built on recovered technology, control of resources, and adapted understanding of Ceruleum.
  • Competing powers resist consolidation, leading to regional conflicts and unexpected alliances.
  • Standardised systems of technology, communication, and governance begin to spread.
  • Many formerly isolated cultures are brought into contact, often losing autonomy in the process.
  • Large-scale coordinated projects resume, including reconstruction of infrastructure and expansion of habitable zones.
  • Resistance movements, independent Arks, and uncontacted settlements persist beyond the empires control.
  • Exploration continues into distant and deep regions, driven by the need for resources and lost knowledge.

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