Time
Essentia measures its years in Eons of Adoria (EA), the current year is 10,023 EA. Below that, the calendar runs on a simpler, table-friendly structure.
The Calendar
1 Eon of Adoria (1 EA) is 360 days, divided into 12 months of 30 days each. Turns and Rounds (see Turns, Rounds and Time, pg. 5) measure combat within a single day; the calendar measures everything beyond it, travel, downtime, seasons, and a character's life itself. This calendar is Zailister's own, every world of Essentia keeps its own seasons, and a planet's climate and light cycle (see each world's entry under Planetary Markets and Into the Uncharted Worlds of Essentia) do not necessarily follow Zailister's 4-season, 12-month pattern at all.
Zailister divides its year into 4 seasons of 3 months each, and marks the turning point of each with a festival, 8 in total spaced 45 days apart: Emberturn opens the year at the winter solstice, followed by Firstlight, Bloomrise (spring equinox), Sunwake, Highsun (summer solstice), Goldfall, Duskbalance (autumn equinox), and The Umbral Vigil, which closes the cycle back toward Emberturn (see Festivals & Seasonal Events, Zail pg. 1). These festivals are cultural observances, not the basis of the calendar itself, the day/month/year count above holds regardless of what is or isn't being celebrated.
Mortality, Immortality, and Retirement
Time is what eventually catches up with every character. Mortal races age against their natural lifespan (see each race's Lifespan tag); Immortal races don't, but every character still retires. Starting Age scales with a race's natural maturity, a quarter of their natural lifespan, or an effective 400 years for Immortal races, while the adventuring window itself stays the same 40 years for every race, so Retirement Age is simply Starting Age plus 40 (see each race's entry, pg. 2, and Retirement under Leveling and Advancement, pg. 2). Players choose their character's actual Starting Age from a short range at creation rather than a single fixed number, see Age under Character Creation, pg. 2. A character's Rank at that moment decides what's left behind: reach Legend and the world remembers the Character in monuments, statues, and songs; retire below it and the recognition is quieter. See Legacy under Prestige, pg. 2, for how this same legend-building plays out in Prestige while a character is still active.
Aura: Presence and Life Stage
Aura is a Character's physical presence. It is what other people sense of them in a room, before a word is spoken and before a name is given. Aura stands apart from Prestige and is not fed by it. It reads through five channels:
- Sight: how they look and how they carry it. Bearing, condition, the state of what they wear, and whatever the eye lands on first.
- Smell: what they carry on them. Incense, blood, smoke, rot, clean linen, sweat, the road.
- Sound: voice, breath, and the noise they make simply existing. Armor that rattles, a joint that clicks, a step that makes no sound at all.
- Touch: what contact with them is like. Cold, feverish, calloused, dry, slick, slimy.
- Gut: the one with no organ behind it. What people feel standing near them and cannot account for, the reason a room quiets or a dog will not settle.
A Character cannot have multiple Auras; they have one Aura that evolves as they age and their life circumstances change. Aura can move a Character's Reputation on its own. A man who smells of rot and draws flies is spoken of that way wherever he goes, and a pauper who carries himself like a king is spoken of that way too.
Aura has seven stages, moving as a Character ages and their circumstances shift. The stages are:
- Stage 1 (Untested): [stub - describe appearance and presence of early-career character]
- Stage 2 (Marked): [stub - describe appearance after first trials and standing]
- Stage 3 (Seasoned): [stub - describe appearance of experienced character]
- Stage 4 (Renowned): [stub - describe appearance of legendary-known character]
- Stage 5 (Ascendant): [stub - describe appearance of peak-power character]
- Stage 6 (Fading): [stub - describe appearance of aging or broken character]
- Stage 7 (Transcendent/Hollow): [stub - describe appearance of retired or spiritually transformed character]
What moves a Character between Aura stages is not settled yet. Wellness and Growth are the obvious candidates and neither is decided. Content TBA.
Aura influences first impressions and roleplay tone. NPCs and factions react to a Character's Aura before learning their name or deeds. An Aura at Stage 4 (Renowned) may open doors, grant hospitality, or inspire fear, depending on what built that Aura. An Aura at Stage 6 (Fading) may inspire pity, distrust, or curiosity about what broke them. Aura does not mechanically govern Standing or Title effects, but shapes how those effects are perceived and roleplayed.
Aura is its own line. Two characters at the same Standing tier may have vastly different Auras based on age, Wellness, Rank, and journey. A young Respected character radiates promise; an aging Respected character radiates hard-won wisdom. Aura encompasses the sum of a character's life path, making it a rich atmospheric tool for GMs and players to explore roleplay and consequence.