Cosmology

Trid is the second of four planets orbiting the Class F star Ammonkis. Roughly three-quarters the size of Earth, Trid has an equitorial circumference of 18,000 miles and is itself orbited by two moons, Lyolm and Opho.  

The Ammonkis System

Ammonkis is larger and hotter than Sol, giving off bright yellow-white light and exerting significant gravitational pull on its four far-flung satellites:   Aerchus: Occupying Ammonkis' closest orbit, Aerchus is a small, swift, red planet that peeks over the horizon at dawn or dusk, never more than 30 degrees preceeding or following the sun. Its scarlet radiance captures the eye instantly and is associated with Chaos.   Trid: The second planet, Trid is an ancient world whose inhabitants have for long ages built empires on the ruins of those before. Trid is dominated by humans who have achieved a socio-technical level on par 10th-century Earth.   Vincula: A pale blue orb whose size and orbit closely matches Trid's, Vincula appears in Trid's night sky for a brief period every 36 days. Sages envision its surface is covered by a massive ocean, lending the body its azure hue. In Trid's mythologies, Vincula typically connotes Neutrality.   Hieron: Farthest from Ammonkis is Hieron, a massive planet that appears as a brilliant white star in the sky. The "ward" of Ammonkis' outer limits, Hieron embodies Law—staid and ever watchful.  

Trid's Moons

Two satellites orbit Trid:   Lylom: The closest and largest of Trid's moons, Lyolm orbits in a 30-day cycle of new, waxing, full, and waning phases. Its size and proximity create the ocean's tides and triggers lycanthropic response in those creatures so afflicted. Unlike Earth's dead, grey moon, Lyolm's surface is resplendent with red mountains, green forests, golden pampas, and steel-blue seas.   Opho: The smaller of Trid's moons, Opho has a fast and erratic orbit, rising randomly—always full—and racing yellow across the sky, only to set in a matter of hours. Opho’s unpredictability is a result of an elven research gone awry, and its disruption of Trid’s magical energy field manifests as the Ardic Curse (q.v., Wilderness Adventuring for details).  

Beyond Ammonkis

The heavens surrounding Trid are vast and full of stars. The most prominent are the nine constellations of the Circle, a zodiac representing each one of the Ardic Gods. These also form the basis for the elven calendar (see sidebar), which suggests that the constellation under whom one is born influences their outlook and temperament.   Other stars, clusters, and nebulae decorate the firmament, many of which are associated either with esoteric Elder Powers or to the various Local Gods, heroes, monsters, and ancestors significant to a particular culture's mythos.  

Planar Geography

The Ammonkis system—the star, its planets, and their moons—is one of many Prime Material "spheres" contained within the Ethereal Plane. But beyond the ether lies other planes of existence that exert influence over Trid. Extending outward from Ammonkis' sphere are 12 planar "orbits":   Ethereal Plane: The first orbit is a “bubble” of gently swirling Ether that contains all possible Prime Planes, each within their own sphere (which may occupy any amount of physical space).   Alternate Primes: Drifting in and along the Ether's gentle currents are infinite parallel universes. Each is a self-contained sphere with its own worlds, natural laws, mortal inhabitants, and technologies. Generally, there is no contact between alternate primes, though close proximity within the Ether can create sponteneous connections.   Elemental Planes: Beyond the Ether lie the four orbits of Earth, Air, Fire, and Water (from which elementals are summoned). Each Elemental Plane is a flexible band, comprised entirely of the eponymous matter, which expands and contracts to swap positions with the others (if desired, the referee may roll 1d4+2 to identify a specific Elemental Plane’s orbit at any given time).   Astral Plane: The seventh orbit is an expanse of pure energy that forms a barrier between the Inner Planes of matter and the Outer Planes of divine essence.   Outer Planes: The last five orbits are the realms of the immortals. The closest orbit houses various Local Gods and their servants, each separated within their own pocket dimension. The next three orbits swap positions are the domains of Lawful, Neutral, and Chaotic Ethos Gods (roll 1d3+8 to determine the precise orbit of each at any given time). The twelfth and final orbit is the realm of the various Elder Powers and their intangible abstractions, like Time, Thought, and Emotion.

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Calendars

  Trid's day lasts 24 hours and a year—the time it takes to complete a single orbit around Ammonkis—is 360 days long.   This timing makes for neat seasonal divisions of Trid’s year. Most cultures rely on Elven Reckoning (ER), in which the year is divided into nine 40-day months, marked by the procession of the Circle, a zodiac representing the nine Ardic Gods.   The transit of each constellation behind Ammonkis consumes 40 days (the first and last two of which are holidays devoted to the departure of one Ardic God and the arrival of the next). The nine months are grouped into three seasons: Growpeak (spring and early summer), Harvestide (late summer into fall), and Craftwhiles (winter into spring), and each month is identified as "early," "mid," or "late" in the season (e.g., In the northern hemisphere, Early Harvestide would be peak growing season, while Late Harvestide would be time for gathering).   The Ardic Gods's procession defines a cycle of Chaotic, Lawful, and Neutral for each season, reflecting the elves' belief that permanent change occurs through a cycle of disorder, order, then harmony, before new disorder brings more change. Though humans have redefined the Ardic Gods, Continental cultures still observe the monthly Transit Festivals.  

Days of the Week

By common convention, human cultures employ a six-day week, which fits well within both Elven and Modern Reckoning (as six- and five-week months, respectively):  
  1. Saintsday: worship
  2. Mournday: work
  3. Thrallday: work
  4. Freeday: rest
  5. Wielday: work
  6. Thirstday: work

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