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Time & Money
The trading houses of the Wildlands employ a calendar of uncertain
origin, though stories hint that it is based upon the calendar of
the old world. These merchants have a great interest in recording
the passage of time so that they may accurately record the trading
that they do with the many clans of the Wildlands. As such, they
teach the calendar wherever they trade, and it has become well known
and commonly used. This calendar, called the trade calendar, divides
the year into 12 months, three for each season. Each month is
roughly 30 days, although there are variations. The reasons for
these variations are long forgotten, but storytellers claim that the
ancient scholars based these variations on magical cycles they saw
in the stars. The numbering of the year began 1005 years ago, and
the significance of that event has been forgotten. (The real world
of 2005 has the in play date of 1005).
The four seasons are the Awakening, the Greening, the Harvest, and
the Sleeping. Each new year begins on the first day of the
Awakening.
The Awakening includes the months of Firstmarch, Rainwash, and
Warmgrowth. The Wildlands come alive during the Awakening, as the
Sun gains strength, plants blossom and animals awake from their
slumber. The first day of Firstmarch is the first day of the new
year, prompting many clans to celebrate both the new year and the
coming of the Awakening.
The Greening has the months of Flametide, Firebreath, and Stormsong.
These months are hot and the Sun is strongest. Trading and traveling
are common in these months, as food is more plentiful and shelter
not as critical. Highsun, the longest day of the year, falls in the
middle of Flametide.
The Harvest passes during the months of Spiderhaunt, Bloodleaf, and
Frostweave. Many trees release the fire they stole from the sun in a
display that turns their leaves red and yellow and orange. The world
takes its last breaths of life for the year, and people finish their
harvests and hunts to ready for the coming cold. During the Harvest,
the Wild Hunt sometimes roams the forests and hills of the Wildlands.
Oathbreaker’s Night comes at the end of Bloodleaf, lasting a score
and ten hours, from midnight through until the second morning. On
this day, Chaos walks unchecked through the lands. It is said that
no oath holds sacred on this Night, not even those with Death and
Time.
The Sleeping falls on the months of Snowcloak, Graybreath, and
Icemelt. The cold and dark of these months are testament to the
strength of the Moon, which is greatest during this season. The land
sleeps, and the folk of the Wildlands must live off work finished
during the Harvest. Highmoon, the longest night of the year, falls
in the middle of Snowcloak.
Each date is given with the day first, the month second, and the
year third. 1 Firstmarch, 1005, was the first day of the present
year. The Wildlands year is the same length as the year in the real
world. Each month corresponds to a month in the real world and has
the same number of days as its real world counterpart. The seasons
also match those of the real world. The Awakening, the Greening, the
Harvest, and the Sleeping correspond to Spring, Summer, Autumn, and
Winter respectively. The Wildlands year starts at the beginning of
Firstmarch, so the Wildlands year changes on the first day of March.
Wildands Calendar
|
Real Month
|
Wildlands Month
|
Wildlands Season
|
|
March
|
Firstmarch
|
Awakening
|
|
April
|
Rainwash
|
Awakening
|
|
May
|
Warmgrowth
|
Awakening
|
|
June
|
Flametide
|
Greening
|
|
July
|
Firebreath
|
Greening
|
|
August
|
Stormsong
|
Greening
|
|
September
|
Spiderhaunt
|
Harvest
|
|
October
|
Bloodleaf
|
Harvest
|
|
November
|
Frostweave
|
Harvest
|
|
December
|
Snowcloak
|
Sleeping
|
|
January
|
Graybreath
|
Sleeping
|
|
February
|
Icemelt
|
Sleeping
|
Money
The Western Wildlands has long depended upon coins and gems for use
in trading as money. It often is the case that hard goods are traded
and bartered for survival, yet cool, hard, precious metals have
always had value in the eyes of the clans. The merchant houses are
responsible for creating currency and stabilizing its value in the
Wildlands. For coins, they use the same process as dwarven smiths of
old, and their coins are stable in value. Gemstones are more
difficult to work, as an error destroys the substance. As such,
these gems are smaller and lighter than the coins to which they are
equivalent. The merchants currently make coins from three
substances: silver, ivory, and gold. Silver coins are the cheapest
and most common. The coinsmiths introduce impurities into the silver
to reduce its value, a technique used by smiths of old to ensure the
value of smaller coins stayed low. Pieces of ivory, taken from
graveyards of magical beasts, are used in the larger coins. 10
silver coins can be traded for 1 ivory coin. Gold, a substance with
a strong magical aura, is used for the most valuable coins. Each
gold coin can be traded for 10 ivory coins. Actual coins of gold are
very rare, and it is more often encountered in jewelry.
Wildlands Money Conversion
100 silver = 10 ivory = 1 gold = 1 ruby
50 silver = 5 ivory = 1 opal
Other gems are interchanged from time to time. Most often, they are
worth about the same as an opal. Certain gems are more valuable than
rubies. As such, these gems are more influenced by market variances.
All characters begin play with 4 ivory pieces, plus any additional
money they earn for Profession skills. The cost of a starting
character’s equipment typically comes from this money, and a
starting character may purchase this equipment before entering the
game for the first time. After entering the game, characters must
craft their own equipment or purchase it from an in-game source, be
it another player character or an NPC merchant visiting and trading
in the area. The merchant houses typically pay and charge what the
market will bear, so prices may fluctuate.

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