Player's Guide to Olgrin

Credit: Jonathan Solter

The universe was created when a being called Olgrin died (think of a cosmic jellyfish, no thoughts, wondering through nothingness). It was made of spiritual energy capable of creation. When it died it's essence ripped and spilled from itself into many pieces becoming the first beings.

Among the first beings were Primordials ancient creatures made of elements bonded with the power of creation, the power of magic. They strode across space leaving things like asteroids, moons and stars in their wake. They fed off the remnants of Olgrin strewn across the galaxy. The primordials were simple creatures that lived only to eat, when they would collide a fight would occur and in their battles planets would form.

Races

Credit: Ogilvie Drawing Name: Swamp Elder

Dryads

Despite the diversity in their upbringings Dryads tend to share the same resolute dedication to their individual ways of life and to their goals, morals and ideas. They are willing to act swiftly because of their dedication to their beliefs what ever they may be.

Born from Death

When a treefolk dies it's spirit is abosorbed into nearby saplings. Overtime these saplings come to life and grow into a humanoid shape, flesh mixed with bark and branches, hair intertwind with leaves and vines. They're normally taken in by travellers and brought to cities to be adopted by older Dryads or various groups. Some are never found and live their lives in tandem with nature.

Long Lived

The longest lived of all the common races they can be found in key roles across the world such as archivists, guides and nobility. Though routine and stability are enjoyed by Dryads towards the end of their life they almost always seek glory, adventure and the unkown. Though they cant reproduce and have no one homeland Dryads are partial to adopting and helping all races.

Dryad Traits

Ability Score Increases Plus 2 Dexterity

Age Both the Oak & Maple subraces mature around 30 years of age. the Oaks are longer lived averaging around 650 years old while the Maples live a to a little over a 600.

Size Your size is medium.

Speed Your movement speed is 30 feet.

Friends of Nature You have the ability to communicate in a limited manner with plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Earth Stride You ignore natural difficult terrain & take half damage from mundane plants.

Tremor Sense You can detect and pinpoint the origin of vibrations within 5 feet of you, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

Oak Born Dryad

The Oaks tend to have different shades of green or brown hair, skin and eyes. The bark of the Oak can be brown, white & darker shades of red. Oaks are generally 6-7 feet tall.

Ability Score Plus 1 Intelligence or Plus 1 Wisdom,

Arcane Adept You have proficicency with the Arcana Skill

Affinity for Nature Magic You know the Shillelgh cantrip. When you reach 3rd level, you can cast the Ensnaring Strike spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Enlarge/Reduce spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Maple Born Dryad

Maples can have red or even purple hues to their hair, skin and eyes. Their bark is always a dull brown color. The Maples are shorter at 5-6 feet tal.

Ability Score Increases Plus 1 Strength or Plus 1 Wisdom

Arboreal Step As a Bonus Action you disappear from where you are and reappear in an empty spot by the base of a tree within 50 feet of you. You regain the ability to do this after completing a long rest.

Nature's Reach Any melee weapon attacks or spell touch attacks done by a Maple born have an extra 5ft reach.

Credit: Zhou

Gozan

Humanoid body structure with heavy ape features covered in hair that can be orange, white, black, brown, red or a mix of any and all.

Both Subraces of the Gozaon have incredibly short life spans, do to their short life spans they are forced to mature early, most Gozan are mature by 8 years old.

Both subraces range from 6-8ft tall the Ozaru how ever are much bigger in build compared to the slender Gozan.

Family & Tradition

Due to their short life spans cooperation and the teaching of trades and skills is ingrained in the Gozan's way of life leading to large families that have specialized in a trade for generations.

It's not uncommon for Gozan children to help with work and hosehold tasks starting from the moment they can walk.

Legacy & Memories

Fame through action or great works is a common driving force of Gozan through out their whole life. The Koa take a far more relaxed approach to this. The actions of ancestors are often shared for generations upon generations

Gozan Traits

Ability Score Increases Plus 2 Wisdom

Age Both Subraces of the Gozaon are short lived, if lucky they may see 60. Do to their short life spans they are forced to mature early most Gozan are mature by 8.

Size Your Size is Medium.

Speed Your movement speed is 30 feet.

Expert Climber You have a Climb speed of 35 feet.

Naturally Fit You have Proficiency with the Athletics and Acrobatics Skills

Aggressive As a Bonus Action, the Gozan can move up to its speed toward a hostile creature that it can see.

Koa

The Koa can live to be 55 years old. They also tend to not take things seriously.

Ability Score Increase Plus 2 Dxterity

Quick Reflexes You can focus yourself to occasionally dodge or evade injury. When you take damage,you can use your reaction to roll a d12. Add your Dexterity modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Ozaru

The Ozaru live until around 50 years old. They heavily value trades and skills as a way of tracking lineage. The larger and more driven gorilla like Gozan subrace.

Ability Score Increases Plus 1 Strength or Plus 1 Constitution

Family Skill The Ozaru family lines pride them selves on the skills they pass down. You gain proficiency with any one skil.

Combat Training The Ozaru are the first defense of the Gozan Kingdom, you have proficiency with any 2 Martial weapons and Shields.

Credit: Pathfinder Gorilla King

Credit: WotC, MtG.

Minotaurs

Minotaurs are some of the greatest warriors and sailors who have ever lived. Their strength and horns make them a fearsome challenge even when unarmed. Their hide is covered in a short fur that is dyed or tattooed in some case shaved off and ritually scarred.

The Proving

Every 7 years in Gruneg a tournament is held, the winner of this tournament becomes the High Chief, leader of all clans and sole ruler of the islands of Gruneg

Minotaur Traits

Ability Score Increases Plus 2 Strength. Plus 1 Constitution or Plus 1 Wisdom

Age Minotaurs live to the old age of 300 on average. They stop being children when they turn 10 but they aren't considered an actual adult until 20.

Size Your size is Medium, Minotaurs average around 8 feet tall & weigh around 300 pounds.

Darkvision You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Speed Your movement speed is 30 feet.

Labyrinthine Recall You can perfectly recall any path you've travelled in the last 72 hours.

Savage Attacks When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit

Brutal Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Gore A number of times per long rest equal to your Constitution Modifier, you can attack with your horns which are considered natural weapons that you are proficient with. If you move 10ft toward your enemy & hit with your gore they take Piercing damage according to your level (see chart) they must make a Strength or Dexterity Saving Throw, targets choice.

Your Save DC equals 8+ Proficiency Bonus+ Strength Modifier. If they fail they are pushed back 10ft and land prone.

Gore Damage
Level Damage
1st-4th 2d6
5th-11th 3d6
12th-17th 4d6
18th-20th 5d6

Credit: Katsaka. Drawing Name: Monster Rancher: Little Troll

Smallfolk

Animalistic Traits

A race of small furry beast like people, each individual is a different mishmash of bestial features,

Values and Kinship

Smallfolk Traits

Ability Score Increases Plus 2 Consitution

Age The Smallfolk live to be 530 years old.

Size Your size is small, The Smallfolk average between 3-4 feet tall and weigh about 50 Pounds

Speed Your movement speed is 30 feet.

Darkvision You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Way of The Small Folk Years of war and negotiations have left the Smallfolk with a resolve unmatched by other races. You have advantage on Wisdom Saving Throws.

Adept Climbers Sharp nails on your hands and feet give you a natural ability to climb. You have a climb speed of 25 feet.

Fangs You are proficient with unarmed attacks that use your fangs, which deal 1d4 piercing damage on a hit.

Waimaree

The Wai-mare-e. The Waimaree are known to be extremely lucky, normally used as scouts or guides by tribes, they are unfortunately hunted by dumber sentient creatures who think the Waimaree pelts or bones will bring them luck. They are easy to pick out as they tend to wear feathers in their fur or dye themselves strange colors. They do this because they believe it increases their luck.

Ability Score Increases Plus 1 Wisdom or Plus 1 Charisma

Fate's Favor When you fail a skill check you may reroll the result, once you do this you may not do it again until you complete a short or long rest.

Second Chance When you make an attack roll with Advantage & miss you may treat the other die as an attack roll made against an adjacent target within 5 feet of the first. You can not use this ability again until you complete a long rest.

Turn the Tides Once per day when you make an attack roll with disadvantage and miss you may treat the other die as an attack roll made against an adjacent target within 5 feet of the first. You can not use this ability again until you complete a long rest.

Tokala

The To-kal-la. The cleverest of the Smallfolk. With an aptitude and natural curiosity for poison making and traps, they fall into specific roles in their tribes For no particular reason it seeems Tokala are always born with white, grey or Black fur, sometimes solid colors other times mixed together but aways white, black or grey.

Ability Score Increase Plus 2 Intelligence

Hearty Nature You have advantage on saving throws against poison, and you have resistance against poison damage.

Tool's of the Trade You are proficient with theives tools and poisoners kit.

Kitchi

The Kitchi are brave and wild spirits, By far the bravest of the Smallfolk they're more fierce and more intune with their beastial nature. With the ability to speak to beasts and a tendency to fight with their claws.

Ability Score Increases Plus 1 Strength or Plus 1 Dexterity

Beast Speak You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Honed Claws The same claws used for climbing have been sharpened and practiced with for combat. Your claws are light natural weapons which can be used to make unarmed strikes. Your claws deal 1d6 slashing damage on a hit. They are a Strength based weapon.

Kitchi Nimbleness You can move through the space of any creature that is of a size larger than yours

Credit: Lim Kyeo UL

Savra

These serpentine/lizard looking people may appear to have scales but it is actually stones, seemingly pieced together to make an outer layer of skin.

The Savra's stomach, chest and other "softer" parts of it's body feel like smooth stone.

Their coloring ranges from shades of tan to greys and blacks. It's very rare but not unheard of for one of the Savra to be born with more unique colors. Their eyes and eye colors are reminiscent of gem stones.

Unnatural Being

The Savra are an odditity amoung the races of Olgrin they barely sleep, they dont eat & they dont even have to breath. Other races say they're more stone than person.

Broods

Savra hatch from eggs, most of the Savra are born in broods, large clutches of eggs that are left behind after mating season. In most Savra cultures there is a set group of people who stay to care for & name the new brood. When a Savra enters old age (160+) they give up their brood name so it may be used again.

Savra Traits

Ability Score Increases Plus 2 Charisma. Plus 1 Constitution or Plus 1 Intelligence

Age Mature at 10, live until about 200 years of age.

Size Your size is Medium. Savra are all approximately 5'4" and weigh about 245 pounds.

Speed Your movement speed is 30 feet.

Darkvision You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Stone Hide You have a natural AC equal to 13 + your Dexterity Modifier.

Self-sustaining Your body is made of an organic stone like substance the average rules of life dont apply to you. You do not need to eat, drink water or breath, but you have the ability to.

Meditation Instead of sleeping you enter an odd state for 4 hours, you're unaware of your surroundings during this time (Unless damaged or if someone takes an action to wake you). Over these 4 hours your body gains all nutrients it needs and at the end you gain the same benfit other races gain from 8 hours of rest. (not a long rest)

Stone Affinity You know the Mold Earth cantrip. When you reach 3rd level, you can cast the Absorb Elements spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Spider Climb spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells

Unnatural Endurance When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Credit: Jade Empire Concept Art

Toaden

An odd toad like people, their small stature makes their large eyes more noticeable in their slightly protruding fleshy alcoves.

The Toaden's skin has a rubbery texture in the soft parts and an almost gravel like texture on the skin covering the Toaden's back and that back of it's forearms. Webbing connects the gaps between thier fingers it does the same with thier toes.

Tactics

Most Toaden have a very methodical approach to life, valuing a plan before acting and tend to feel better in groups than when alone.

Amphibious Mindset

The various emotional worries of life dont weigh on Toaden the way they do on other races, instead supplies and readiness occupy the mind of Toadens

Toaden Traits

Ability Score Increases Plus 1 Constitution.

Plus 1 Strength or Plus 1 Dexterity.

Plus 1 Wisdom or Plus 1 Intelligence.

Age Toaden Live to be 90- 100 years old but often die unnaturally before that.

Size Your size is small, Toaden are lucky to grow to 4ft but normally get close to that. On the stouter side as a race, the Toaden often weigh up to 170 pounds.

Speed Yur movement speed is 25 feet.

Bugeyed You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Amphibious As a Toaden you can breathe air and water.

Water Born You have a 25ft swim speed.

Powerful Leaper A Toaden's long jump is up to 25 feet and its high jump is up to 10 feet, with or without a running start.

Gosheden

The Gosheden's skin is plainly colored grays, greens & browns. They often have small horns on the top of their head.

Strider Your base walking speed increases to 30 feet as does your Swim Speed.

Natural Camouflage You have Proficiency in the Stealth Skill & you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Long Tongued You have a tongue with a 10ft reach that can interact with objects that are less than 5 pounds.

Kercoro

The Kercoro have solid vibrant colored skin and often have stripes, spots or markings of a different color going across their body.

Pack Tactics The Kercoro has advantage on attack rolls against a creature if at least one of the Kercoro's allies are within 5 feet of the creature and the ally isn't incapacitated.

Poison Spit As an action you may make a ranged attack with your poison spit against a target the range for this is 15/35. Your Poison Spit is a natural weapon.

On a Hit it deals 1d4 + your Constitution Modifier of poison damage and the Target must make a Constitution Saving Throw, on a failed save they are poisoned until the end of their next turn.

The DC for the save is equl to 8 + your Proficiency Bonus + your Constitution Modifier.

You must complete a short or long rest before you can use this ability again.

Credit: D&D, WotC

Extra Race Info

Races Height and Weight
Race/Subrace Height Weight
Minotaur 8ft. + 2d6in. 300 + xin. X 10lbs.
Ozaru 6'8"ft. + 2d8in. 225 + xin. X 10lbs.
Koa 7ft. + 2d6in. 170 + xin. X 5lbs.
Oak 6ft. + 2d6in. 130 + xin. X 5lbs.
Maple 5ft. + 2d6in. 120 + xin. X 5lbs.
Savra 5'3 & 3/4" ft. + 1d4 1/4in. 245 + 1d4 X 1lbs.
Toaden 3'6"ft. + 1d6in. 170 + xin. X 5lbs.
Smallfolk 3ft. + 2d6in. 40 + xin. X 5lbs.
Life Span & Adult Age
Race Life Span Adult Age
Oak Dryad 650 30
Maple Dryad 600 30
Gozan 60 8
Minotaur 300 20
Smallfolk 530 20
Savra 200 10
Toaden 90 15

Languages of Olgrin

Common

Common is a wide spread language, the origin of which can be traced back to the races of the rifts.

Regional Languages

Place Language
Hirotoa Hirotoan
Nezir Nezirian
Osgart Primordial
Marsal, Talian Swamp Murkish
Whirling Woods Sylvan
Skeagan Gozan
Virtu Common
Gruneg Touren

Racial Languages

Race Language
Gozan Gozan
Minotaur Touren
Savra Stone Speak
Stone Speak

Is a wordless language, based off body language, hand signals & scraping sounds.

Other Languages

Language speaker
Auran air elementals
Terran earth elementals
Ignan fire elementals
Aquan water elementals

Lands of Olgrin

Osgart

The northern most land mass of Olgrin, Sprawling tundra and forest split through the middle by snowy mountains & hills.

Terrain Arctic Tundra, Snowy Forest, Mountains

Government Lords form a Council/Coalition For Major Threats & Decisions

Culture Norse

Population by Percent
Race Percent
Savra 50%
Small Folk 20%
Ozaru 15%
Dryad 10%
Other 5%

Credit: Kuroe

Hirotoa

Far to the west of Olgrin is Hirotoa. The use of non-lethal duels to settle disputes is said to have started in Hirotoa.

Terrain Mountains, Redwood Forest, Hills, Coast

Government Feudal Factions Fight Under Emperor

Culture Victorian/ Feudal Japan

Population by Percent
Race Percent
Dryad 31%
Koa 31%
Savra 31%
Other 7%

Credit: ???

Nezir

In the southwest lies Nezir, this barren sand ridden land is ruled with an iron fist by Savra who have mastered magic.

Terrain Desert, Oasis, Plains

Government God King Slavers

Culture Ancient Chinese/Egyptian

Population by Percent
Race Percent
Savra 70%
Other 30%

Credit: ???

Marsal

Marsal is one of three lands to the south barely seperated by the sea, it's wide open wetlands are home to all manner of clever and cunning creatures.

Terrain Plains, Marsh, Bog, Coast,

Government None

Culture Tribal & Cult Like

Population by Percent
Race Percent
Small Folk 40%
Toaden 40%
Other 20%

Credit: ???

Talian Swamp

The second of the three lands to the south, the Talian Swamp hides it's inhabitants with overgrowth and fog.

Terrain Swamp, Forest,

Government Warring Tribes

Culture Tribal

Population by Percent
Race Percent
Toaden 65%
Small Folk 25%
Other 10%

Credit: WotC D&D

Whirling Woods

The southern most land of Olgrin and the last of the three is also the most mysterious. Most do not stray to the shores of the Whirling Woods and fewer leave from them.

Terrain Forest, Riverlands

Government Democracy

Culture Native American

Population by Percent
Race Percent
Small Folk 55%
Dryad 35%
Other 10%

Credit: ???

Skeagan

The eastern jungle covered homeland of the Gozan

Terrain Jungle, Steppe, Coast

Government Senate Run By Clan Elders

Culture Clan Caste System

Population by Percent
Race Percent
Gozan 80%
Toaden 7%
Small Folk 7%
Other 6%

Credit: ???

Virtu

An independent​ island nation home to an ancient order.

Terrain Temperate Mountain Island

Government Structured Hierarchy

Culture Knightly Order

Population by Percent
Race Percent
Gozan 30%
Small Folk 30%
Savra 15%
Dryad 10%
Toaden 8%
Minotaur 6%
Other 1%

Credit: ???

Gruneg

A far off series off islands

Credit: ???

Terrain Tropical Island Chain

Government Meritocracy Based Dictatorship

Culture Polynesian

Population by Percent
Race Percent
Minotaur 99%
Other 1%

Seas & Oceans

Spined Ocean

West of Hirotota

Blue Plains

East of Skeagan

World's Edge

South of Marsal, Talian Swamp & Whirling Woods

Sea of Koelong

South East of Hirotoa, East of Nezir & West of Marsal

Heart Sea

Its waters touch the coast of all lands except Gruneg

Holds of Hirotoa

Storms Crest

The northern hold of Hirotoa takes the brunt of the cold winds that blow in from Osgart. These winds are the reason why this region has much harsher winters than the others, except for Osgart itself.

Storms Crest is home to Altongro Castle, which was built by invaders from Osgart long ago, the region is less formal than the rest of Hirotota because of it.

The two main towns in Storms Crest are Yokaton used mainly as a rest for passing traders and Taraba a well established fishing town far to the north. Despite how underdeveloped the rest of the region may be it has two major ports Nordensud & Oben.

Azuma

  • Uolaan (castle)
  • Dulaanturunn (tower)
  • Zarmon (town)
  • Itiwama (town)
  • Naren (town)

Cradownia

  • Hikaru (tower)
  • Feirhol Palace of Brass
  • Bellmoor(town)
  • Highhome(town)

Western Riverlands

  • Ergat (town)
  • Javikhir (castle)
  • Crimm Wharf (Fishingtown)
  • Moon Island Harbor

Moonmane Territory

  • Pavet Betorik's Summit

Karotin Mountains

Located in the southern part of Hayzaar's Spine (Mt. chain that splits Hirotoa)

  • Turmmach (tower)
  • Ostenmach (tower)
  • Kachalt (fort)
  • Bulroot (town)
  • Daofel (castle)

Plains of the Conquerors

  • Kukian (town)
  • Erdey (town)
  • Nar (town)
  • Barazun (fort)
  • Potokn (port)
  • Hitoshi (Capital)
Hirotoan Emperors
Race Name Year Crowned Reign Death
Maple Dryad Groatin the Unbroken 6,122 445 6,567
Koa Tok Enola the 1st 6,570 32 6,602
Koa Tok Enola the 2nd 6,603 30 6,633
Koa Tok Enola the 3rd 6,633 43 6,676
Stonemen 6,700 118 6,818
Oak Dryad 6,838 500 7,338
Ozaru Bulu Enwaya, Blood Emperor 7,373 109 7,482
Savra 7,494 103 7,597
Waimaree Smallfolk Pavet Betorik 7,604 308 7,912
Oak Dryad Ji-ta Sunleaf 8,159 tbd (574 ) tbd (8,733)
Ages & Years according to Hirotoa
Years Ages
Begining - 4,087 Clash of the Elements
4,088 - 5,455 Conquerers of Earth, Air & Fire
5,456 - 5,692 War of Stone & Flesh
5,693 - 6,378 Rise of the Warring Clans, crowning of the first Emperor
6,379 - 6,837 Land Wars & the Great Construction
6,838 - 7,372 Grand Reclamation
7,373 - 7,493 Reign of the Blood Emperor
7,494 - tbd (8,733) "current era"
Time of Chaos

From 7,912 - 8,159 (247 years) After Pavet Betorik's Death the battles for the next emperor were more brutal and cunning then they had ever been the fighting went on for so long, that some thought there would never be another emperor crowned.

Magic Level Rarity

Spell Level Rarity D100
1st Common 1-35
2nd Uncommon 36-51
3rd Uncommon 52-67
4th Rare 68-78
5th Very Rare 79-87
6th Legendary 88-93
7th Legendary 94-97
8th Legendary 98-99
9th Legendary 100
Magic Items
Rarity D100
Common 1-50
Uncommon 51-89
Rare 90-97
Very Rare 98-99
Legendary 100
Rift Chance
Spell Level D100
1st N/A
2nd 100
3rd 100
4th 97-100
5th 95-100
6th 90-100
7th 85-100
8th 80-100
9th 100%
Ages & Years according to Nezir
Years Ages
Begining - 4,087 Clash of the Elements
4,088 - 5,455 Conquerers of Earth, Air & Fire
5,456 - 5,627 War of Stone & Flesh
5,628 - 5,784 Brood Wars & caste creation
5,785 - 6,365 The Arcane Harvest
6,366 - 6,387 Arcane Dominion
6,388 - current year (8,733) Reign of the Slaver Kings
War of Stone & Flesh

Nezir had delared the war over 65 year before Hirotoa because 5,627 is when Nezir was split off from Hirotoa.

Reign of the Slaver Kings

Though most of the people in power have the changed numerous times the pact that keeps the Slaver Kings bound together and in power has lasted over 2,000 years.

Year 8,733

Month 1

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Month 2

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Month 3

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Summerfell Month 4 (holiday)

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Month 5

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Nelitha

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Murad

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Primus (holiday)

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Ikun

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Khurakat

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Zamatok

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Frostfall (Holiday)

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- - - - Primus - - - - -

Month 13

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Month 14

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Month 15

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Day of Life & Day of Death

(2 Day Holiday)

Buran Racun Ivin Hachen Evoc Onos Croma Ramat Yiscald Ulos
- - - - - Day of Life Day of Death - - -

Days of the Week

  • Burandett
  • Racundett
  • Ivindett
  • Hachendett
  • Evocdett
  • Onosdett
  • Cromadett
  • Ramatdett
  • Yiscalddett
  • Ulosdett

Months

  • 1
  • 2
  • 3
  • 4 Summerfell | holiday
  • 5
  • 6 Nelitha
  • 7 Murad | Rainy Season
  • 8 Primus | Holiday
  • 9 Ikun | Rainy Season
  • 10 Khurakat | Harvest
  • 11 Zamatok |Harvest
  • 12 Frostfall | holiday
  • 13 Cold
  • 14 Snow
  • 15 Snow
  • 16 Day of Life & Day of Death | holiday