Calendar

Here is the Calendar year of Alteria.

Alteria takes 200 days to orbit the Sun, and each day lasts for 24 Hours. The Year is not divided strictly into months, but rather into specific Seasons, named for their magical effects on the world and the general properties of those Seasons. Each Season provides a range of effects to the worlds Inhabitants, and each may change the world in different ways. The Magical properties of the world arose when The Arcane Scar came into existence.

The Cold Season

  • Season Benefits

Throughout the Season, Player Characters Receive the Following Effects:

+ 5 Cold Resistance

+ 2 Endurance Rolls

+ 2 Fortitude Saves

  • Season History

The Cold season is called such because of the extremely low global temperature during the time. The magic flowing from the arcane scar during this season hardens the body of the World’s Inhabitants, increasing their resistance to the cold, and hardening their natural resistance against most of the worlds harsher qualities. Due to the difficulties of this season, not many events are held in its duration, and it is one of the shortest Seasons, with only 22 Days.

The Dark Season

  • Season Benefits

Throughout the Season, Player Characters Receive the Following Effects:

+ Permanent Darkvision

+ 2 Stealth Rolls

+ 2 Thievery Rolls

  • Season History

The Dark Season is called such because the 12 days of said Season (It being the shortest out of all of them) feature 19 hours per day of nearly pure darkness, bought about by the intense energy of The Arcane Scar. During these 12 Days, the world almost comes to a halt. Most trade and commerce is put on hold until the Warm Season, as this Season is commonly referred to also, as the Season of the Thief.

The Warm Season

  • Season Benefits

Throughout the Season, Player Characters Receive the Following Effects:

+ 5 Temporary Health after every short or extended rest

+ 2 Will Saves

+ 2 Heal Rolls

  • Season History

Also called the ‘Season of Sages’, the Warm Season is often considered the start of the year, where life begins anew and hope is restored to the world after a great disaster. The Searing War is said to have ended when the Warm Season began. This season is one of the longest, with 33 days until the weather becomes cooler once more. The Festival of the Hunt is often held near the end of this Season, so that produce from the hunt can go toward a good start to the Growth Season.

The Growth Season

  • Season Benefits

Throughout the Season, Player Characters Receive the Following Effects:

+ 2 Streetwise Rolls

+ 2 Insight Rolls

10% off of Shop Prices

  • Season History

The Growth Season is named, oddly enough, after the Huge boon in economic growth shortly after the Warm Season, when the crops are ready to be harvested and the work year begins to come to an end, and all merchants are selling off excess old stock ready for the following seasons. The Growth Season consists of 31 Days, and is usually the busiest season bar the Festival Season.

The Festival Season

  • Season Benefits

Throughout the Season, Player Characters Receive the Following Effects:

+ 2 History Rolls

+ 2 Religion Rolls

+ 2 Speed

  • Season History

The Festival Season marks the middle of the Alterian Year, and the time, although cold, is one of Alteria’s most popular seasons, and features no less than Four major festivals held in every major city in the world. The Festival season lasts for 40 days, and each Major Festival Lasts for 10 days. The Four Festivals are: The Festival of the Moon, The Festival of the Feast, The Festival of the Sun and The Festival of the Sea. For More Detail on Each Festival, See the Events Page of the Wiki.

The Discovery Season

  • Season Benefits

Throughout the Season, Player Characters Receive the Following Effects:

+2 Dungeoneering Rolls

+2 Perception Rolls

+2 Initiative Rolls

  • Season History

Named for the Sheer amount of Important World discoveries made in the period between the Festival season and the Blood Season, The Discovery Season is the newest season, and features 32 Days. Many discoveries and Inventions were made in this time, including the invention of Memory Steel, the discovery of Modern Magic and the beginning of the first, and afterwards every consecutive Age of Prosperity there has been.

The Blood Season

  • Season Benefits

Throughout the Season, Player Characters Receive the Following Effects:

+ 3 Attack Rolls

+ 2 Damage Rolls

- 3 Saving Checks / Rolls

  • Season History

Consisting of 30 Days, because 30 days is how long it took for all of the Major Wars, including the Wracking War and the Searing War to Peacefully resolve after a cease-fire was called in each war. During the 30 days, the ends of both wars were known to result in almost as many violent murders and attacks as the wars themselves, and it is from that fact that the Season gets its name.

Calendar

Sanctum of the Makers Kera