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Author Topic: Arcs, The Shadow's Hour and the Twilight Hours  (Read 9111 times)
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Kawaihae
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« on: September 28, 2006, 02:12:54 AM »

It seems from reading the Midnight book 2nd edition, that an arc is a period of time. Perhaps it is a month? Or some part of a year?

Does anyone have a better representation of it than that? Could someone point me towards a calendar system if one exists?

Thanks!
« Last Edit: September 28, 2006, 11:53:51 AM by Nifelhein » Logged
arnon
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« Reply #1 on: September 28, 2006, 06:11:09 AM »

An Arc is sometihing like a month, lasting for about 34 days (see MN2e, pp. 206-207).

I have attached a "Calender" that was on the old site (i'm not sure if its posted here), and i do not know who did it.

When i ran my campaign, I printed out the relevant arcs for the players and one of them took control over it, filling in what they did each day, calling it "Captain's Log" (yhea i know not original, but it gets the message)

arnon

* Midnight - Calendar.pdf (28.93 KB - downloaded 495 times.)
« Last Edit: September 28, 2006, 06:13:13 AM by arnon » Logged
Nifelhein
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« Reply #2 on: September 28, 2006, 06:19:56 AM »

Kawaihae,

you can findinformation on the arcs and their names in the page 206/207 of the 2nd edtion sourcebook, there we also learn that a day in Aryth is about 26 hours long, qith the year having 337 days. As arnon said an arc is about 34 days long (it varies but we don't know the exact lengths), they are also divided into lesser helias that vary in length (2 to 17 days).

Each helia (which equals to arc) has a day called the helial zenith, it is the midpoint of each arc and marks the day which the ascending arc transitions to the desending one.

This has led to one of the greatest discussions of the old site, with the day being longer, what would we do with the 2 "extra" hours, an user, whose nickname I can't remember, suggested that the hours are not evenly distributed across the day, but are made into the night, with this Eredane has The Three Midnight Hours. A result of the shadow's invasion, more hours of dark than of light, three hours during which legates can pray and make their unholy rituals, a manifestation of the evil in the world in the passage of time.

Man, that one alone was a great loss with the old site...  Cry
« Last Edit: September 28, 2006, 11:18:12 AM by Nifelhein » Logged

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Kawaihae
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« Reply #3 on: September 28, 2006, 09:13:41 AM »

Thanks for the pointers. Hope you guys don't mind answering these intro questions. Perhaps it serves as a way of reviving those old discussions?

It seems that the Midnight book could be served with an improved index. Has the Shadow's reach extended that far? Even unto the tomes of our world?
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Glacialis
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« Reply #4 on: September 28, 2006, 11:21:46 AM »

In my campaign, I've let the players discover that the world used to only have 25 hours. The 26th hour was added the end of the Third Age, when Highwall fell.

They will also discover that Aryth used to have 24...before the Veil. On an Earth-like world, twilight is the half hour before sunrise and after sunset. Also called the Fading Time, my Aryth has both twilight times extended to a full hour each -- extra half hour towards daylight and an extra half hour towards darkness. Under this preternaturally long twilight, things get confusing. Solutions are unclear, trails are lost, and memories grow faint. The stars, too, are dimmer and more difficult to make out. Like viewing stars today in the modern world: unless you're far from cities, you will never see the evening or morning stars as crisp pinpoints of fire. They should be at least partially visible, but even the brightest are barely seen until the sun's light is mostly gone. In the morning they nearly vanish as soon as the horizon begins to light.

During the 26th hour, the Shadow's Hour, Legates pray. The stars slow their movements across the sky and grow faint, but they do still move, and they are still visible. Even the beasts of the wild are still for fear of drawing attention. If the moon is visible, it is small and distant, providing little light. This is also when the Lost are most likely to stir. It is said that should the stars ever completely stop, they will fall. And if the sky loses all of its stars, Izrador has won. Some say it is the prayers of Legates that empower the Shadow in slowing the heavens, each nigh trying to rip them apart with his hatred. For PCs travelling at night, I make this time creepy as hell.

All invoked for dramatic impact, not frivolously or all the time. More like superstitions that sometimes come true.

I have allocated the time in a single equinox day -- when the times of darkness and daylight should be half and half -- to have an extra hour of twilight (30m evening, 30m morning) and an extra hour of darkness due to the 26th. The sun struggles to be free of the darkness as it rises, and as a child avoids bedtime and fears what may be under their bed, the sun fears and fights and cries against descending into darkness. When the sun is farthest from the waking world, the Shadow rules. The heavens grow distant, and all are consumed...even light itself.


So, on a day that should have been 12 hours of light, 11 of hours darkness and 1 hour of twilight with 2400=0000:

0530-0600: Morning twilight
0600: Sunrise
1200: Midday
1800: Sunset
1800-1830: Evening twilight


We now have 12 hours of light, 12 hours of darkness and 2 hours of twilight, with 2600=0000:

0500-0600: Morning twilight
0600: Sunrise
1200: Midday
1800: Sunset
1800-1900: Evening twilight
2500-0000: Shadow's Hour


Daylight remains constant, the in between times are extended, and the darkness grows in strength.
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Nifelhein
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« Reply #5 on: September 28, 2006, 11:32:23 AM »

Kawaihae, We don't mind at all, it really helps bring a little of the old back, though i am still hopeful we can get it all back, or get close to it. The discussions usually rise out of some threads like this, where we start to change ideas and end up with something, other times a user comes and posts a good food for thought, like the constraining the plague thread did.

An index would be great indeed, but I have seen more than one attempt to do so from the fans, smeagol was the one behind msot of them, and even had something going on, you can get something on that direction but to palces only in the site features with the Gazeteer (part1 and part2). Wink

Chris, your idea is also a good one, an extra length of fading and rising sun, Aryth must be blessed with beatiful dawn and dusk scenes then! Wink  And I lvoe how you picture those hours too, with the dramatic thing for the Shadow's Hour, it is a really interesting scenario to capture, and not as dark as the three Midnight hours too. I think i may be using that for ym games from now on. Grin
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Glacialis
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« Reply #6 on: September 28, 2006, 11:38:58 AM »

To be honest, I drew the ideas from wherever I read about the three Midnight hours to start with. Smiley Impressive sunrises and setting suns are a bonus for sure. The Veil muddied things up, not just literally but morally too. Thought these in-between times would represent both aspects. I've had an obsession with stars for a long time, and as they pertain to Midnight? Started with the alternative and slightly horriffic thread on the old DM forum about the Sorshef being demons, and ancient Sahi being channeled into the stars to keep them in place.
« Last Edit: September 28, 2006, 12:11:17 PM by Glacialis » Logged
Nifelhein
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« Reply #7 on: September 28, 2006, 11:44:34 AM »

Then you are like me and the japanese, does not invent much, but remake what there is around into a better shape. And yeah, that thread on them being demons was fantastic, a perfectly evil twist to such a hopeful thing, it would be too much to me though, there must be hope, after all. I kinda liked smeagol's idea on how the Sorshef would be guardians of piercings to the veil, mostly because they were empowered byt the light and dark gods before the veil ever fell, and now they are neutral to the situation.

But really, I don't think any player in ym game will ever get that close to the stars, literally. And also, an evil cookie to you for the Twilight and Shadow hours thing, evil because it increases the shadow fu on my games. twisted

Edit: Mod note, changed the thread title since we have expanded the subject in it, and because Crhis idea deserves to be read by others. Wink
« Last Edit: September 28, 2006, 11:47:01 AM by Nifelhein » Logged
Bleak Knight
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« Reply #8 on: September 28, 2006, 12:21:02 PM »

Your take is hereby joinked, Glacialis. Am I right in understanding you have no game-mechanics for this stuff?

Oh, and have an evil cookie.
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Glacialis
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« Reply #9 on: September 28, 2006, 12:24:14 PM »

Woohoo! Y/Joinkage!

No mechanics, no. If it can't apply in every situation, I prefer to do it as needed for story purposes. Sort of a metaphysical effect that is sometimes noticable. The twilight times might not be unpleasant, and would be great times for campfire stories...but they're certainly not when you want to have to depend on your senses.
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Bleak Knight
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« Reply #10 on: September 28, 2006, 02:45:01 PM »

I was thinking -1 or -2 on saves against Enchantment magic at dusk and dawn, and perhaps +1 DC for divine spells at midnight?

Come to think of it, it would be kind of cool if different spells were more powerful/weaker depending on the time of day.
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Dirigible
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« Reply #11 on: September 28, 2006, 03:39:12 PM »

That is bloody good, Glac. Consider it also joinked, and have some Spell Energy for your troubles.

Use it to craft a magic hat!

For the Fading Time, an increased chance to get lost might be appropriate. Perhaps +5, +10, or double the DC? Alternatively, it could also just inflict a penalty to Survival checks, because hunting, tracking and looking for shelter would all be harder. Also, a penalty to any puzzle solving checks (Int checks to solve riddles, Decipher Script, etc), and a penalty to Concentration checks would suit. Also, perhaps Wizards and hermetic channelers cannot use this time to memorise spells or consult / update their lorebooks.

Quote
Come to think of it, it would be kind of cool if different spells were more powerful/weaker depending on the time of day.
Perhaps different arcs are associated with different schools. Or, if it's hours... necromancy for midnight, illusions or enchantments for the Fading Time (perhaps one for dawn, one for dusk), transmutation for midday, lesser conjuration for early morning (healing light of the new day)...

(edited to correct URL)
« Last Edit: September 28, 2006, 04:13:46 PM by Glacialis » Logged
Bleak Knight
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« Reply #12 on: September 28, 2006, 04:05:53 PM »

I was thinking more specific than that. For example, fire and healing spells for high noon, glamers and charms for dawn and dusk, negative energy for midnight, etc.

You suggestions for more mundane stuff are also very good ones.
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Naszir
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« Reply #13 on: September 29, 2006, 07:08:23 AM »

Hmm, yes, the Twilight Hours would make for a great addition for the Edge of Twilight campaign.  If somehow it ever gets started again, this bit of flavor is the kind of thing that makes Midnight come alive.  Bleak's idea about Enchantment magic at dusk and dawn and divine spells at midnight are simple, straightfoward and game session friendly.
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Ghola
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« Reply #14 on: September 29, 2006, 09:09:06 AM »

In my campaign, I've let the players discover that the world used to only have 25 hours. The 26th hour was added the end of the Third Age, when Highwall fell.(snip)

I see that the new AtS is just as minable for ideas.  Nice work Glacialis - I'm definitely going to use this.
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« Reply #15 on: September 29, 2006, 01:44:10 PM »

I'm not at home right now, but i'm prety sure i have the "Three Midnight Hours" thread on my comp. Check back again sunday.
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Nifelhein
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« Reply #16 on: September 30, 2006, 07:34:44 AM »

Way to go arnon, it will be great to have it back! Grin
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arnon
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« Reply #17 on: October 02, 2006, 12:38:54 PM »

dammit!!!

I was sure i copied it. It's one of those threads that when we were moving over here i said to myself "thats a keeper."

Sorry guys and gals... Sad
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Glacialis
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« Reply #18 on: October 02, 2006, 12:47:33 PM »

We've got backups. Give it a bit.  mrgreen
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smeagol
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« Reply #19 on: October 04, 2006, 01:02:41 AM »

Woohoo! Y/Joinkage!

No mechanics, no. If it can't apply in every situation, I prefer to do it as needed for story purposes. Sort of a metaphysical effect that is sometimes noticable. The twilight times might not be unpleasant, and would be great times for campfire stories...but they're certainly not when you want to have to depend on your senses.

Great idea Glacialis!

I personally would use this concept to add more flavour to the "mood" of the game. The "twilight" hours would be ones when it is difficult to distinguish friend from foe, so I'd use this to give disguise or hide checks a minor bonus (+1 or +2). In French, we call such hours "entre chien et loup" (litterally, "between dog and wolf", meaning that it makes it difficult to recognize whether a creature is a dog or a wolf). As for the "Shadow hour", I'd rule that it gives the Shadow minions small bonuses (morale boosts, or more powerful legate magic for a short time).

Just my 2 cents.
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Glacialis
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« Reply #20 on: October 31, 2012, 06:52:03 PM »

Wow...it's been six years since I derailed this thread. Grin

How have you used the extended twilight times in your campaign? Would love to hear stories, especially since it's Halloween. twisted
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