The planet Etera is a Garden world, with a breathable atmosphere, 4/5 hydrographic coverage, and an average temperature about 296K (23°C). It is the home of the races known as Wejít, Nariyása, Sirkin and Khæn (and is currently acting as a refuge for the few surviving Tebríthan).
Planetary parametersEdit
mean distance 0.81 au perihelion 0.73 au aphelion 0.89 au axial tilt 20° annual period 268 days local day 24.0 hours
mass 1.0 (5.97e24 kg) diameter 1.0 (1.27e7 m) density 1.0 (5.5 g/cm³) surface gravity 1.0 (9.8 m/s²) escape velocity 11 km/s
vulcanism moderate tectonics moderate climate normal
temperature average 23°C (296 K) periphelion 39°C (312 K) aphelion 9°C (282 K) illumination 1.18
hydrographics 80% (water) tidal range 2.1m atmosphere composition N2, O2 pressure 100kPa
Etera has two moons, conventionally called Proxima and Dista. Proxima orbits at 30 planetary diameters, and visually occupies 0.4° of the sky, while Dista is at 40 and occupies 0.33°. Both moons are tide-locked into a 24-hour period, taking turns in the sky.
GeographyEdit
Etera is conventionally separated into four continents, or three parts of the world (after which the major races are named).
The continents, with their respective landmasses, are:
- Southern Wejít (3% of planetary surface, ~500M people);
- Northern Wejít (5%, ~1B);
- Eastern Nariyása (4%, ~1B);
- Western Nariyása (4%, ~1.25B).
- The Khæn Islands, while not a continent, take up 3%, and are populated by ~150M people.
CalendarEdit
The day is about 24 earth hours. Nariyása cultures split it into two halves 12 hours each, while Wejít cultures split it into formal Night, Morning and Evening, 8 hours each. Justicarian culture, unlike all other Nariyása cultures, just splits the day into 24 hours. Khæn, likewise, simply split the day into 10 Maisr (each is 144 minutes, which amuses the Nariyása).
The year contains 268 days. Wejít split those into 8 months (2 per season), 33 days each, plus four Start Of Season days. Nariyása have 12 months (3 per season), 22 days each, and, likewise, four Start of Season days. Justicarians, as with hours, simply use the number of the day in the year. Khæn use the number of the day in a Season (seasons are 67 days each).
Depending on who you ask, a week lasts either 7 or 11 days. The Short Week originates from ancient Nariyása astronomy; currently, it is used almost exclusively by the Nariyása Clan Culture; 5 or 6 of its days are workdays. The Long Week has its origins in the Gésh religion, but became adopted worldwide, even in most secular cultures. Its first 8 days are workdays, and the last 3 are the weekend; some guilds offer a 'split work week' - instead of the 9th, the 5th is an off day, while the 9th is a workday. Unlike the Short Week, the Long Weeks do not 'move' relative to the year: the Start of Season days do not belong to any week; a Wejít Month is exactly 3 weeks, and a Nariyása Month is exactly 2; a Khæn Season is 6 weeks long - everything adds up neatly.
Year Zero also differs among different calendar traditions. As of the 'now' at which the campaigns are meant to be started, this is the year 80 (Justicariate Reckoning, used by Infopost and Justicariate people), 1540 (Gésh Reckoning, used by almost all other Nariyása and Wejít) or 50329 (Khæn Reckoning, used by them, of course).
Timeline with years according to different traditions can be found here: https://docs.google.com/spreadsheet/ccc?key=0AmrwwzZd8F7ydGR2N2VYY1FHMWo2SzFZZVJ3SWg3UlE&usp=drive_web#gid=0
A Long Week's weekday names come from alchemical elements:
- Magnesium
- Phosphorus
- Sulphur
- Cuprum
- Hydrargyrum
- Plumbum
- Stannum
- Ferum
- Argentum
- Aurum
- Platinum
Note: Yes, Eteran years are only 0.73 times as long as Earth years. But all known races grow up roughly 20% faster than humans. Thus, a person chronologically 14 years old by Eteran calendar is biologically equivalent to a human age of 12 years. See Biological Age for the reference table.
Calendar - quick reference for conversions Edit
Abridged multi-tradition calendar (Justicariate, Wejít, Nariyása, Khæn). J 1 W 1-Spr N 1-Spr K Spr.1 J 2 W 01.01 N 01.01 K Spr.2 J 23 W 22.01 N 22.01 K Spr.23 J 24 W 23.01 N 01.02 K Spr.24 J 34 W 33.01 N 11.02 K Spr.34 J 35 W 01.02 N 12.02 K Spr.35 J 45 W 11.02 N 22.02 K Spr.45 J 46 W 12.02 N 01.03 K Spr.46 J 67 W 33.02 N 22.03 K Spr.67 J 68 W 1-Sum N 1-Sum K Sum.1 J 69 W 01.03 N 01.04 K Sum.2 J 90 W 22.03 N 22.04 K Sum.23 J 91 W 23.03 N 01.05 K Sum.24 J 101 W 33.03 N 11.05 K Sum.34 J 102 W 01.04 N 12.05 K Sum.35 J 112 W 11.04 N 22.05 K Sum.45 J 113 W 12.04 N 01.06 K Sum.46 J 134 W 33.04 N 22.06 K Sum.67 J 135 W 1-Aut N 1-Aut K Aut.1 J 136 W 01.05 N 01.07 K Aut.2 J 157 W 22.05 N 22.07 K Aut.23 J 158 W 23.05 N 01.08 K Aut.24 J 168 W 33.05 N 11.08 K Aut.34 J 169 W 01.06 N 12.08 K Aut.35 J 179 W 11.06 N 22.08 K Aut.45 J 180 W 12.06 N 01.09 K Aut.46 J 201 W 33.06 N 22.09 K Aut.67 J 202 W 1-Win N 1-Win K Win.1 J 203 W 01.07 N 01.10 K Win.2 J 224 W 22.07 N 22.10 K Win.23 J 225 W 23.07 N 01.11 K Win.24 J 235 W 33.07 N 11.11 K Win.34 J 236 W 01.08 N 12.11 K Win.35 J 246 W 11.08 N 22.11 K Win.45 J 247 W 12.08 N 01.12 K Win.46 J 268 W 33.08 N 22.12 K Win.67
Moons Edit
Both moons contain minor moonbases, both on the near (primarily for mining) and the far side (primarily astronomy). There is a minor trade hub space station in orbit around Dista.
Lagrange Points Edit
L4 (front): Hermit Point Edit
L4 is a place where people traditionally went to be left alone. Esoteric cults, R&D guilds with serious worries about leaks, and anyone else who wants to shot out the world and has the resources to set up house there. Most stations and ships parked in this orbit maintain radio silence unless contact is absolutely necessary. There are reports of requests for help being ignored even while clearly other entities were within clear radio range.
L5 (trail): Junkyard Edit
Ships come to L5 to die, or so they say. Here one can find several shipbreaking yards and orbital cemeteries. Far away from planetary government or even the bigger builds' hands, the deals done here are often grey and with few questions asked. The equipment of the shipbreakers is often old and cheap, and work conditions mediocre. Still, people who choose to stay here tend to cherish the ability to work at one's own pace and setting up one's own rules.