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Calendar

Have you ever been wondering around in the Motherhackers Game and wondered what day it was? If so, this is the page for you. The first year of the Motherhackers Game is 1115 of Third Age TE.

The primary calendar used in the Motherhackers Game is the Elven calendar, Tyeth Elvar (TE). The 372-day TE calendar is divided into twelve months of thirty days each based on the Elven moon Tyethyr. Each season of the TE calendar is separated by a 3 day festival period which occurs outside the framework of months. The Elven months and festival days are translated as:

    • Festival of the Spring (001-003, 3 days); celebration of newyear, planting, children, fertility
  1. Springmoon (004-033, 1st month of spring, ~March)
  2. Wintermelt (034-063, 2nd month of spring, ~April)
  3. Greenleaves (064-093, 3rd month of spring, ~May)
    • Festival of the Summer (094-096, 3 days); celebration of markets, marriage
  4. Summermoon (097-126, 1st month of summer, ~June)
  5. Smallberries (127-156, 2nd month of summer, ~July)
  6. Fallingstars (157-186, 3rd month of summer, ~August)
    • Festival of the Fall (187-189, 3 days); celebration of harvest, feasting, memorial/remembrance
  7. Harvestmoon (190-219, 1st month of autumn, ~September)
  8. Firstfrost (220-249, 2nd month of autumn, ~October)
  9. Fireleaves (250-279, 3rd month of autumn, ~November)
    • Festival of the Winter (280-282, 3 days); celebration of the gods, repentance, salvation
  10. Wintermoon (283-312, 1st month of winter, ~December)
  11. Coldfast (313-342, 2nd month of winter, ~January)
  12. Elderdeath (343-372, 3rd month of winter, ~February)

Each of the TE Calendar months is divided into 5 six-day weeks. These are translated as:

  1. Firstday (Day of Work)
  2. Secondday (Day of Work)
  3. Thirdday (Day of Work)
  4. Fourthday (Day of Work)
  5. Fifthday (Day of Work)
  6. Sixthday (Day of Rest)

Festival days are translated as:

  1. Seventhday (Day of Preparation)
  2. Eighthday (Day of Celebration)
  3. Ninthday (Day of Rest)

The world is circled by seven moons, though Zaledor (Moon of Cats) circles the largest moon Elundor (Moon of Humans). The other moons are Tyethyr (Moon of Elves), Mur Drumorgor (Moon of Dwarves), Arcadeon (Moon of Dreams and Magic), Malgador (Moon of Dragons), and Scaaldor (Moon of Lizard Men and Serpents). These moons orbit the world at regular intervals:

  1. Elundor (20 days, large) pale yellow, sometimes orange
    Full: Day 003, 023, 043, 063, 083, 103, 123, 143, 163, 183, 203, 223, 243, 263, 283, 303, 323, 343, 363
    Were-creatures may undergo changes under the Full phase; Humans, gnomes, and halflings roll below
  2. Zaledor (3 days, tiny, orbits Elundor), no color, appears as shadow
    Full Transit: Day 023, 083, 143, 203, 263, 323
    Felines gain +5 Hide in Shadows and Move Silently, all Familiars gain 1 temporary 'level' under Full transits
  3. Tyethyr (28 days, medium) gray-green
    Full: Day 021, 049, 077, 105, 133, 161, 189, 217, 245, 273, 301, 329, 357
    Elven Nightvision doubles in range and their spells are cast at a level higher under the Full phase
  4. Mur Drumorgor (42 days, small) gray with red veins
    Full: Day 033, 075, 117, 159, 201, 243, 285, 327, 369
    Dwarves gain a 5/-- damage resistance under the Full phase
  5. Arcadeon (91.5 days, small, middle day of Festival) blue with shifting orange
    Full: Day 002, 095, 188, 281
    All spells are cast at 1 level higher and all spell resistances drop 5% under the Full phase
  6. Malgador (186 days, tiny, midday and newyear) faint red
    Full: Day 001, 187
    Dragons can polymorph at will under the Full phase
  7. Scaaldor (555 days, tiny) violet with twinkling/flashing lights
    Full: Day NA, next year 062
    Lizard Men and serpents...

Dwarven legends claim that Mur Drumorgor was once a mountain that was lifted to the heavens by great magics.

Effects of Elundor on Humans, Gnomes, and Halflings are determined by a Luck roll. On a challenging roll (DC 15) or better, there is a Positive Effect (3d6). On a poor roll (DC 5) or worse, there is a Bad Effect (3d6). Positive Effects are recognized instantly, the nature of Bad Effects may be unknown until circumstance causes them to manifest. On a natural 18, the player rolls again, with the next non-18 result being permanent.