Life in Ennaeth
Outline of Section: Passage of Time | Childhood | Young Adulthood | Adulthood
The Passage of Time
The calendar in Ennaeth has twelve months with thirty days each. The aspects tend to overpower the seasons, so seasons are not generally influential of the weather.
Calendar of Ennaeth
|1 - Mona||5 - Penta||9 - Ennea|
|2 - Di||6 - Hexa||10 - Deca|
|3 - Tri||7 - Hepta||11 - Hendeca|
|4 - Tetra||8 - Octa||12 - Dodeca|
When playing, divide each in-game day into four segments: Morning, Afternoon, Evening, and Night. At the start of each of the first three segments, ask the party to eat something – the bonuses of the food they have chosen will last throughout the period. There is little need to keep exact track of what time it is outside of these four periods.
When traveling, a group can generally move one tile per hour via monorail (which travels 25 mph), or one tile per day on foot.
The Effects of Weather
The base weather pattern is moderate in temperature and intensity. The local aspects that are in power will influence this as follows:
- Magma: Base Temperature +30
- Sun: Base Temperature +15
- Moon: Base Temperature -15
- Ice: Base Temperature -30
- Sky: Base Intensity +30
- Aqua: Base Intensity +15
- Growth: Base Intensity -15
- Flora: Base Intensity -30
- Earth: No Change
Weather is re-rolled for each segment of time, so four times per day. To roll weather, begin with a Base 30 and add 2d20. Add any additional modifiers as shown above. These do stack on to each other, so a place that mixes Magma and Sun is like to experience near-constant scorching heats.
|1-10||Cold, Well Below Freezing||Completely Still|
|11-20||Cold, Below Freezing||Calm|
|21-30||Cold, Above Freezing||Calm|
|91-100||Extremely Hot||Extreme Storm|
Life for most people begins in a small hospital built specifically for childbirth and attended by midwives. Auras meant to bring joy, happiness, and comfort are activated by close friends and family, with the hopes of bring each child into the world surrounded by love. From there on, that child will stay at home with older relatives, or perhaps even follow their parents around while they work. These early years are often spent running around the streets and yards, playing and learning from family and friends. When a child reaches six years of age, they begin to attend Primary School, which they will attend five days a week all year round for the next 10 years, generally graduating around 15-16 years old.
When a person finishes primary school, they generally begin working or training for a career. Many like to attend trade schools, such as for scripting and ink making, while others go straight into an apprenticeship, perhaps for a career as a blacksmith. While most people end up staying near home and training for the family business, others spend these years traveling and learning more about the world. This is the age at which most adventurers get their start, making a group of friends and beginning to reach out in a journey full of magic and discovery.
Adulthood and Beyond
There is an incredible diverse set of paths that each person might set upon in adulthood. Some start their own businesses and families, others continue their adventures across the land, and others yet change careers later in life, knowing that nobody is ever “too old” for a fresh start. Even in adulthood, most individuals rent their property because of the constant risk of shifting aspects.
Elders are often respected for their many years perfecting their craft and great knowledge about the history of the world. They often have memories of events far past and cities long gone, making their knowledge incredibly useful for treasure hunters, who often spend a few hours at the Old Folks’ Club digging up some juicy information.