In general, it would be a mistake to assume that the game is set in a universe with physical laws identical to that of the real world's, though for most purposes in the game they have similar effects (aside from magic, obviously). However, the world might be flat or the moon might not be separated from the world by a vacuum and close enough to be accessed by a flyer with sufficient endurance.
For most of the continent, prevailing winds come out of the east and blow west. Southernmost Hanist sees prevailing winds out of the west and blowing east. The boundary between the two areas is around Cape Har in Hanist, and the winds blow mostly south off the coast.
For simplicity, the calendar is 12 months, with each month being four weeks (28 days).
|Days in Cycle||Phase||Day in Cycle||Phase|
|1||New Moon||17||Full Moon|
|2-8||Waxing Crescent||18-24||Waning Gibbous|
|9||Waxing Quarter||25||Waning Quarter|
|10-16||Waxing Gibbous||26-32||Waning Crescent|
The lunar cycle is regular, repeating the dates of the new and full moons every two years. The following table shows the new moons for 508 ANI and 509 ANI. It can also be read as the full moon dates for 507 ANI and 508 ANI
| New: 508|
|Jan 22||Feb 26||Apr 2||May 6||Jun 10||Jul 14||Aug 18||Oct 26||Dec 2|
| New: 509|
|Jan 6||Feb 10||Mar 14||Apr 18||May 22||Jun 26||Aug 2||Sep 6||Oct 10||Nov 14||Dec 18|
Seismology, cyclonic winds and natural disasters Edit
Earthquakes are rare, occasionally experienced along the western edge of the Dwarfen Safeholds.
Typhoons and tropical storms affect the coasts almost seasonally, with two to five major storms in summer through autumn. About one in ten of those major storms grows to hurricane strength. (one every two to five years). Cape Har and Cape Sud in Hanist, on the boundary of two different wind streams, sees more storms, and worse storms, than the Zerniless coast. Shipwrecks are uncommon along Cape Har, but many ships either capsize in deep waters or are blown so far off course that they are never seen again.
Flooding is fairly infrequent, usually associated with major transportation problems, and primarily affects the steppes of western Hanist, the Keventeen Basin of Zerniless, and the northern end of Zerniless Imperial Highway and the southern areas of the Fae Court.
Landslides and avalanches occur regularly in the eastern sides of the high mountains of the Dwarfen Safeholds. They occur in the winter for avalanches and the following spring with the snowmelt for landslides.
Volcanic eruptions are extremely rare. No living humans have witnessed one. If the dwarfs know anything about the science of these events they have not made that knowledge widespread.
Languages and ScriptsEdit
- Fae, Tzavarim, and Luminal
The alphabet used by the Fae Court, the alphabet used by the Tzavarim, and the alphabet used by the Luminals and Imperial Nobles are all related to each other in roughly the same way that historic Latin, Cyrillic, and Greek alphabets, respectively, are related to each other: there are some shared characters, but not enough for a reader of one of them to read another.
The spoken language of the Fae, Tzavarim, and Imperial Nobles have about as much similarity as modern German and English: there are a few cognates and shared roots, but speakers of one language can't really communicate with speakers of the other.
Spoken dwarfen shares some root words with the languages of the Fae and the Tzavarim, but again, not enough for any comprehension.
- Other Races
Most other races, including humans, Minotaurs, Kobolds, Reptilians, Orcs, and Goblins, share a common language called Blesay. Blesay is related to the spoken Fae or Tzavarim languages as modern English is to Republican Latin or Ancient Greek: a few similar words here and there, but not enough to allow communication. It is descended from a creole created by the merger of the multiple human languages from Tar-Aldorian, Gandabria, and the ancient empire that existed where the Dodenrike is now. Local accents are common, but all orcs have roughly the same accent from their training in Dorakarture and their influence prevents the various accents from becoming unintelligible to each other.
Blesay is written the Blesain script, which is related to the Fae or Luminal scripts as the Latin or Greek alphabets are to Futhark: some vague similarities at best.
There are traces of an Orc native language in orc names and places names in Menkgu, Piiraladel, and in Orc-built fortifications in the mountains conquered from the Dwarven Safeholds, but aside from those names, the orc language appears to be a dead language and orcs use Blesay for communication. Similarly, the pre-Blesay human languages only exist in the names of people and locations; none of them are spoken by anyone aside from a few scholars or very isolated communities.
Minotaurs have a formal language, mostly used for philosophy, with a slightly different alphabet that compares to the Blesain script as Old Hungarian does to Futhark: many overlapping characters, enough to make things confusing. Formal Minotaur corresponds to the common speech as the Slavic languages do to modern English: aside from loanwords, the languages use different root words and grammar.
The native language of the Reptilians can be rendered in the Blesain script about as well as Welsh can be rendered in Latin letters: poorly, and with very different meanings. Any older Reptilian scripts have been lost under the oppression of the Empire of Night. Native Reptilian speech is completely unintelligible to non-speakers, similar to the difference between modern English and some of the more obscure eight tone Chinese variants.