Informational Sheets

Sheet #1: Time and Seasons
Ainran circles around its sun in the span of ten months, forming a year. Each month has forty days. There are five seasons in Ainran:

Spring marks the new spawning of all life lost in the previous season. Trees regrow their leaves, animals mate, and plants grow. It storms frequently and nourishes the ground. Spring lasts for three months.

Summer marks the pinnacle of heat, its storms frequent enough to keep crops nourished. Summer lasts for two months.

Autumn marks the time of harvest, and most sentient races and animals take these two months to prepare for survival in the winter.

Within Ainran, there is an unusual season: it is called Eventide. It is a celestial phenomenon wherein the planet halts, as if resting. Eastern Ainran is left in a perpetual sunset, whilst western Ainran succumbs to darkness. During this time, the moons still rotate, their usually 'hidden' sides now available for sight. The weather consists similar to a warm Autumn day. It is difficult to keep track of time within Eventide, and it often throws off battle coordination. Some believe that Eventide serves as the world's proponent of peace upon its citizenry, a time to relax, not care for time's passing, and gradually prepare for the oncoming winter. Others believe that it is a phenomena caused by the magical structure of Ainran, noting that during this time, Ainran becomes more alive magically (or so they theorize), much akin to the daily 'witching hour' - 3 AM. The weather gradually glows colder, and the last of the leaves fall from the trees. At this point, those of Ainran know winter is coming. The planet begins to spin once again after a month, shifting to the next season.

Winter is cold, filled with storms and snow, though much less of it closer to the equator. Most plants and crops do not grow in the winter, and so many peoples and animals turn to their storage or hibernation. Some creatures turn to hunting the more prepared ones. In contrast to Eventide, winter typically creates tensions between peoples as supplies are limited and not easily replenished.

If one was to look at the seasons in terms of battle, they would see the causes of war beginning in the winter, creating battle in the spring, war in the summer, and then withdrawing in autumn as crops need harvested. Eventide begins, and there is no historical account of any battle between large communities taking place during Eventide, though it may simply be due to historical accounting becoming confused during this time. It's also held in mythology that Ainran works for peace during Eventide, though this cannot be substantiated, and it's likely simply based on the lack of record for battle during the time.

A day is similar to an earthly one, consisting of 24 hours, 60 minutes per hour, and 60 seconds per minute. Ainran has 10 day weeks, resulting in 4 weeks a month.

The days of the week are as follows:

(DoR = commonly a Day of Rest, i.e. weekend day)

Lordsday (DoR)

Mornday

Treesday

Mageday

Riverday

Bladeday

Heartday

Deathday

Flameday (DoR)

Soulsday (DoR)

Each culture has their own views on the days, some changing the names. These, however, are the most commonly held.

The three months of spring are called:

Dawn's Hope

Blossomary

Flourishary

The two months of summer are called:

Golden Glow

Sunkiss

The two months of autumn are called:

Ambruary

Goldember

The single month of Eventide is called Eventide.

The two months of winter are called:

Poluar

Drear

Sheet #2 Myths
Many cultures adhere to many different religious ideologies and theological theories. Some believe in none, others believe harshly and with rigid discipline. In the fringes, however- between these societies- some common beliefs are shared, some folktales and myths spread and adopted, and these become commonplace. On the border where the Triumvate meet the Gammel Herre, some things are shared. Likewise at each other border. These are the few myths of gods or spirits which seem to transcend most societies.

The Great Hunter, The Wolf, Bargis, Brightfang. Representative of hunting, meat eaters, and beasts in numerous Human and Dwarven stories.

Oldfather Nature, Deeproot, Elder Tree. Name of the 'first tree', a protective nature spirit in the oldest forest in many folktales, generally Elvish.

Sephrix, Whispering Mother, Sky's Bride''. An extremely common name in Orcish and Dwarven folklore, a sort of stand-in for desert wind, but sometimes all wind.''

Kindly Father, Cold Embrace, Advisor. A sort of proto-Water Serpent which appears in numerous myths from many varied cultures, from Kelselor to the Mori- but always from communities based around water which connects to the sea.

Beyond these common myths are some seemingly universal ones, two of which stand out in particular, as they are forces which permeate all societies, all cultures.

The Man in White, Hearthfire. An entity who seems to represent both Death and Birth, of whom there are numerous stories yet no established religion. Depicted in innumerable forms, though always as a mortal nearer to Death or Birth- elderly, or very young. Often written of as a gatekeeper of some sort, but for what, stories never tell.

The Man in Black, Moonlight''. A being which appears in many tales of great magic casters, Wizards and Sages, depicted either as a fierce enemy intent on hampering their research, or as a close partner looking to aid them. The reason for this duality in tales is unknown.''