Time on Yermid.

Due to Yermid weaving through a double star system, it goes through peculiar cycles of extreme weather and massive ecological change. Most notable, but least understood, are the Greater Cycles, or orbits, around Yermid’s two Suns, Aldebaran and Erlikos. Each complete cycle around both stars is called a Period (being 129,600 years), at which point the two Suns dip bellow the equator for almost 20,000 years, making the Myu Thrasa basin (ie. the Known World) nearly uninhabitable.

Within each Period Yermid enacts Lesser Cycles, orbiting Erlikos 12 times: these revolutions are referred to as Epochs. Each Epoch in turn being 10,800 years, further subdivided into a rise and fall of 5,400 years (this second aspect is merely a convenient scholarly measurement).

Aldebaran determines the traditional day/night cycle (a typical day lasting 30 hours, a typical year lasting 292 days, and a typical season lasting 72 days (broken up into 3 months of 24 days each). That being said, a day/night cycle is heavily influenced on Epoch/Period due to the influence of where Erlikos and Aldebaran are in the sky in relation to Myu Thrasa, and their distance (as determined by Period and Epoch). The Epochs of Yin, Mao, Shen & Yu would be the most Earth-like, while the Epochs of Hai & Zi are colossal Ice-Ages where life is difficult as both Suns hide bellow the horizon. The Epochs of Si & Wu in turn are overwhelmed with light and the world turns into a steamy, almost alien jungle – optimal for something like the Morfairsing Bloom.

The 12 Epochs of the Second Period of Man.

  1. Zi, first signs of Dawn as the twin Suns slowly slip above the horizon of the Myu Thrasa Bason, and the Oceans begin to thaw. Only the survivors of the previous Period, the Elder races, traverse and fight over an alien landscape.
  2. Chou, Cock’s Crow: Shifting environment results in Xothyque sinking & the Elder races retreating beyond the Mountains of Madness or to deep places within the earth to sleep.
  3. Yin, Daybreak of the World: in the rising phase, humans & beasts return; the three forces of Heaven, Earth & Man are established, and under the mythical rule of the three August Ones & the Five Thearchs, the world is divided into the four continents known today (some sages argue though that the four continents were merely uncovered completely from the receding Ice and named by early tribes); Humanity arrives thanks to the Lemurian Migrations from another world, establishing the First Epoch of Man. They are not alone, as Serpent Men also arrive. Hidden in the precursor to Manachaea, they modify their species, creating the first Dragons to aid in their fight with humanity, but in turn are subjugated by their creations; some escape, giving rise to degenerate descendants such as Lizardmen. Lemurian science & mysticism gives rise to the ancestors of the Fey (proto-Elves and other early Immortals). The Reincarnation Engine is developed as an alternative to the proto-Immortality of the early Fey. Others learn corrupt necromancy while communing with the sleeping inhabitants of Xothyque and the Outer Gods/Old Ones.
  4. Mao, Sunrise of the World, and the Second Epoch of Man; the Thurian Migration brings an Age of Wonders; but the Hyborian Migration brings barbarians and an Age of War in the Second phase. The Fey peoples retreat into multidimensional spaces, eventually referred to by scholars of later Epochs as the “Hidden Kingdoms,” “Faerie,” or “Arcadia.” The Fey realms soon diversify to include “Hell” (ruled by “DemonFey keen on reducing/punishing the rising Corruption in the world), and the “Underworld,” and begin contesting for Souls. The Reincarnation Engine is refined, and exceptionally powerful Souls learn how to break free of the Engine to become Bodhisattvas, or the “”/wikis/Old%20Gods/new" class=“create-wiki-page-link”>Old Gods."
  5. Chen, Epoch of Morfairsing Spring Bloom (this is the current Epoch) the Third Epoch of Man; In the rising phase new kingdoms grew up after the great collapse, assisted by migrations from now extinct Earth civilizations slipping through older gates; The (current) fall phase however has been marked by the Morfairsing Bloom creeping across the world, while desert wastelands spring up elsewhere as theglobal temperature slowly rises. Elder races awake to resume fighting to control the next several Epochs. A New Shining God has appeared, giving rise to the Bright Crusade.
  6. Si, First Epoch of the Morfairsing Summer Bloom. Mass-extinction event for all life that has not learned to adapt to survive.
  7. Wu, the Suns at Meridian; Second Epoch of the Morfairsing Summer Bloom.
  8. Wei, the Morfairsing Decline; where the Hungry Wood begins to fade, and the world is restored.
  9. Shen, The World at Dusk, when the world grows temperate, and it is believed humanity will rise up to reclaim Yermid.
  10. Yu, The World at Sunset, when the world grows cold, and humanity finally begins to fade.
  11. Xu, The Twilight Epoch, when the world falls into shadow and the Suns dip bellow the horizon.
  12. Hai, The Restful Epoch, where the world drifts into darkness and chaos, a world with no Suns, no Moons, no humanity. It is believed by scholars that only the Undead, spirits, constructs and truly alien life can survive this time, though a few argue that some creatures may be able to sleep through it (such as the inhabitants of Xothyque and the survivors of the First Period of Man).

Time for the common man.

Time on the scale of Epochs and Periods are beyond the scope of the common man however. The average citizenry are far more concerned with how time proceeds on a more personal level.

  • Many calendars penned by the Sages start their dating with the beginning of the current Epoch and the end of the Age of War, 7516 years ago. Thus the Sages say the present exists in the Fall of the Second Epoch of Man. Most regents and religious leaders dislike this terminology, often ignoring that method of dating in favor of local dating systems based off of more recent secular or religious events.
  • A year is typically broken into four seasons (Winter, Planting, Summer, Harvest), each season being three months and each month breaking up into four weeks, or 24 days. Thus one week breaks into six days (most reserve the sixth day for rest, though local faiths often try to capitalize on it for holidays or religious purposes). Naming conventions for months & days vary by language, of course.
  • There are 30 hours in a day. Season, location and Epoch have a huge impact on length of day and night, but in the current Epoch of Chen, daylight typically lasts for approximately a third of the day (or ten hours, plus or minus depending on how far north you are to Jambũdvūpa, and the time of year.


Morfairsing Rising GrendelTodd GrendelTodd