Draelish History

Established at the beginning of the Age of the Clans, Draelish History is split up into 3 eras known as the Scroll of Ages. Beginning with the legendary Scroll of Heaven, Draelish history was lost for a time during the era known as the Lost Scroll. Picking back up after the discovery of the Divine Writings by the mythical figure known to the clans as the Inheritor of Ajanur, the Age of the Clans marks the third known Age of the Draelish.  

Historical View on Time

It is known throughout the Northern Continent that most Hearts base time off of what's known as the Gudalian Long Count. Roughly 2,550 years ago after the event known to the current era as the Cataclysm, Heart civilization began to reemerge after a long dark age and slowly began to spread across the world from different cradles, with the first culture to form being known as the Gudalians. It was this culture that established the Long Count and began to spread its influence across the different Heart civilizations through the use of traveling storytellers known as World Serpents. These traveling storytellers were Gudalians who had chosen to make their home as global travelers, and as they visited emerging cultures, they would sing their culture's tale through the use of the Long Chant, with the Long Chant itself being a form of cultural memory that was stored through the use of chants that were orally passed down throughout the ages.   About roughly two centuries before the Long Count was established, Draelish record-keeping officially began with the formation of the first Ulkar clan, though the first true beginning of Draelish civilization happened way before this time. Discovered in an ancient Draelish ruin, a Draelish known throughout legends as the Inheritor found the Divine Writings, awakening hope. Using several ancient tablets that were discovered alongside the Divine Writings, he drew together the surviving Draelish all across the diaspora and began to form several large gatherings called the First Meets. From these gatherings came the formation of the first Kasnsika and Sankara clans, with the scattered groups bringing together bits and pieces of surviving knowledge and stories to help reform their culture and identity. With the formation of the clans, these nomadic groups of Draelish began bringing hope to the other Draelish scattered and hiding during the age of darkness.   Using one of the tablets found by the Inheritor that conveyed a series of calculations of timekeeping notations, the first Draelish calendar was invented. Splitting time into 14 durations (or years) called Songs, with each collection of Songs called a Cycle, it wasn't until much later that Draelish scholars began writing down and recording their history from the oral stories. Using this method of timekeeping, though the clans on the northern and southern continents typically keep their own records of time, the universal current year of the Age of the Clans is known as the 196th Cycle.  

Timekeeping

  The current method that the Draelish employ for studying and recording time is deeply rooted in their traditions and worldview. Of particular note is their legend of the Slumbering Halls. The following is an excerpt from the Draelish Sociography page detailing the connection between the legend and time:  
"The story of the Slumbering Halls is one that every Draelish grows up hearing. For it is believed that deep within the world lies a place where the life and deeds of every Draelish is recorded, not on tablets of stone nor scrolls of paper, but on the very pillars of the world itself, with the Taedra themselves watching over it in deep, fitful slumber. To find such a place is what every Draelish hopes to find, for within may lie the answer to what happened to their gods."
  Often pictured as a series of pillared galleries, the legend of this hidden repository has helped shape the terminology used in Draelish timekeeping during the Age of the Clans.   Draelish Calendar  

Phases of the Day

Using this as inspiration, the Draelish have organized timekeeping throughout the day in favor of 6 Marches instead of 24 hours, though for precise measurements different increments of time have been introduced. The following are the 6 Marches used for daily timekeeping:  
  • Thasuun: Known as "First Light" in Draelik, this March represents the beginning of the day. Known as a Mid-phase due to sharing 2 hours with Night, the last 2 hours signify Dawn (This time equates to 4am - 8am).
  • Deskaan: Known as "Blazing Eye" in Draelik, this March represents the time when the sun is rising towards midday (This time equates to 8am - 12pm).
  • Kunmar: Known as "Scaleback" in Draelik, this March represents the time when the sun is falling after midday (This time equates to 12pm - 4pm).
  • Sahil: Known as "Tail End" in Draelik, this March represents the ending of the day. Also known as a Mid-phase due to sharing 2 hours with Night, the first 2 hours signify Dusk (This time equates to 4pm - 8pm).
  • Zjrash: Known as "Embergleam" in Draelik, this March represents the time when the moon is rising towards midnight (This time equates to 8pm - 12am).
  • Lyguun: Known as "Deep Watch" in Draelik, this March represents the time when the moon is falling after midnight (This time equates to 12am - 4am).
Therefore, if one wants to set a precise time to meet during the day, say at 12:00pm standard Earth time, it would be: "Deskaan, 4th Stride."  

Days of the Week

For the monthly scheduling of clan duties and events, each month is comprised of 5 weeks containing 9 days each, with the last day being counted as a clan-wide Holy Day. This Holy Day acts as the clan's market day and is also when members conduct temple observance, rest, personal direction, or other special activities. Expanding upon this tradition is the clan's monthly Holy Week. On the 5th week of every month, the last 3 days of the week act as an extended Holy Break, with tournaments, festivals, feasts, and grand hunts taking place as well as the usual temple observance, rest, personal direction, and other activities that take place on normal Holy Days. Below are the 9 days of the week followed by the 5 weeks of the month:  
  • Chunid: 1st day of the week
  • Duchit: 2nd day of the week
  • Sichil: 3rd day of the week
  • Kuchen: 4th day of the week
  • Makdal: 5th day of the week
  • Lukhrn: 6th day of the week
  • Jekkad: 7th day of the week
  • Tannal: 8th day of the week
  • Nulel: 9th day of the week
 
  • Thunich: 1st week of the month
  • Derzjich: 2nd week of the month
  • Shunich: 3rd week of the month
  • Kazich: 4th week of the month
  • Matich: 5th week of the month
Though each day and week have their respective names, the use of their names versus the numbering is used interchangeably.  

Months and Seasons

Although the exact mechanics behind Vaxus's geocentric solar system and its effects on Olum aren't currently known, it is known that Olum's northern and southern hemispheres have the opposite order of seasons (Spring, Summer, Autumn, and Winter). Drawing upon several stela fragments during the First Meet, the Draelish have constructed a system of months and seasons to follow depending on which hemisphere they are inhabiting on Olum. With this in mind, the following 8 months and 4 seasons of the year show the difference between Draelish clans in the northern hemisphere vs. the southern hemisphere:   Northern Continent Clans' Months and Seasons:
  • Teshn: 1st Month, of Halhah (Spring)
  • Gahmal: 2nd Month, of Halhah (Spring)
  • Dumil: 3rd Month, of Gulnim (Summer)
  • Kimath: 4th Month, of Gulnim (Summer)
  • Sinil: 5th Month, of Nakamur (Autumn)
  • Yakim: 6th Month, of Nakamur (Autumn)
  • Chelisk: 7th Month, of Sunsin (Winter)
  • Sureks: 8th Month, of Sunsin (Winter)
  Southern Continent Clans' Months and Seasons:
  • Sinil: 1st Month, of Nakamur (Spring)
  • Yakim: 2nd Month, of Nakamur (Spring)
  • Chelisk: 3rd Month, of Sunsin (Summer)
  • Sureks: 4th Month, of Sunsin (Summer)
  • Teshn: 5th Month, of Halhah (Autumn)
  • Gahmal: 6th Month, of Halhah (Autumn)
  • Dumil: 7th Month, of Gulnim (Winter)
  • Kimath: 8th Month, of Gulnim (Winter)
   

Important Events throughout the Year

Much culture has been expanded upon over the centuries by the Ulkar clans from their time of wandering as Ridel or Midan clans. By having a permanent Essence hotspot to settle down around, the Draelish in these larger clans have built upon the traditionally kept religious observances, stories, and events that developed and were passed down over millennia. With more resources thanks to years of continued settlement, these simple, yearly observances have transformed into clan-wide festivals, tournaments, great feasts, and grand hunts. Several examples of these events/holidays/religious celebrations (called "Zahil" in Draelik) can be found below:  
  • Known as "Jadahal" in Draekil, the yearly observance of the annual Tribal Festival is the most common event to be observed among the clans, whether they be Ridal, Midan, or Ulkar. Depending on the clan's makeup of Affinities, a Holy Week is chosen on a certain month out of the year. Once chosen, preparations can take anywhere from a couple of days for small clans to several weeks for larger clans. Common customs observed include an emphasis on that Affinity's Shr'keldar patron and stories, tournaments and/or games centered around their legends and exploits, large gifts/commissions given by the clan's Sovereign (if Kasniska), extended market days, and religious meditations, performances, and readings. If a clan has multiple Affinities of a sizable portion present in the clan, they may have multiple tribal festivals held throughout the year for each if it can be afforded.
  • Another yearly event observed among the clans and that typically is observed during the Autumn is the performance of the legend called The Trail of Dreams, a performance typically done using drums, traditional dances, costumes, and puppetry. Following the waning days of the Neskilmidar, the performance tells of life during the fall of Heaven and the journeys the Draelish and their gods experienced. An example of a dance performed during the play is called the Dervish Twirl, known in Draelik as "Dirsk Adelin." This ritualistic dance requires a pair of Draelish and is patterned after a spiraling disk. As the Draelish spin, with their tails swirling behind them, trailing streams of Essence are exhaled to highlight their frenzied swirls, becoming larger and brighter until the pair reaches a crescendo and releases the Essence in a large, spectacular burst.
  • With the advent of multi-affinity Ulkar clans came the development of an observance that takes place once per cycle. Known as the Shrtak Calendar, this special religious calendar helps celebrate all of the Affinities at set times and temporarily brings together the disparate clans once every 14 years for the sharing of culture and stories. Following the traditional order of the Affinities (Air, Water, Earth, Life, Hades, Heavens, Mind, Body, Spirit, Light, Shadow, Crystalline, Molten, and Flux), each Cycle in a Column is attributed to a specific Affinity and its respective Shr'keldar, with the 1st year of the Cycle being marked by a large, week-long Ulkar-lead celebration commemorating it, with the smaller Ridel and Midan clans making the pilgrimage to the closest Ulkar clan if there is one near them.
  • On a much smaller scale are individual clan observances that can be celebrated multiple times throughout the year. One Kasniska Ulkar clan on the Southern Continent known as Ktalmatalan has an event known as the Great Hunt. Known for their monster-hunting prowess in the region, scheduled every year during a holy week is the clan's Grand Hunt, with the clan's Sovereign hosting several smaller hunts and fights in the clan's grand coliseum. This culminates in one last, grand hunt where several groups of Draelish try to out-compete each other for successfully hunting the largest monster in the region, with the last day ending in a feast.
  • Another such clan event, this one observed by a Sankara clan on the Northern Continent called Te'Dachismenan, is seen two or three times a year and is known for hosting several sports-like tournaments, including boulder throwing (a popular Earth-affinity sport that has Draelish compete to see who can throw increasingly heavier boulders the longest distance), cliff racing (another popular Earth-affinity sport that has Draelish compete to see who can climb up a craggy cliff the fastest), canyon ball (a popular Air-affinity sport that has Draelish compete by using air essence to launch a hardwood ball through hoops built on the vertical canyon walls, with higher hoops scoring more points), wave shuttle (a popular Water-affinity sport that has Draelish compete by seeing who can generate the largest wave and seeing how far it sends them through the use of rafts, with bonus points on how small the raft is and how well-balanced the Draelish are) and water wrestling (another popular Water-affinity sport that has Draelish compete by wrestling in water, either on a shallow platform in the water or with a type of capture-the-flag variant held completely underwater).
 

Known Draelish History

  Significance of the passage of time and the Draelish Wandering Halls and Archive   Fabled Scroll of Midar Tlan Scroll Scroll of Nethrak    

Timeline

          Step = kihil   Gongs, drums, horns, and other signals are used to usher in each Division. Sun dials are used to tell the time during the day, with candle, water, and sand clocks telling the time throughout the whole day, especially at night.     Sankara. Treated as clan holidays, where the clan may host festivals, feasts, tournaments, projects, and clan-wide games. Clan upkeep keeps running throughout the entire week, with the responsibilities rotating between the different Groves throughout the year as to who will work that week's duties throughout all 9 days. Clan upkeep may include farming, patrolling the clan's perimeter, performing temple duties, training at the garrison, or serving on the council.   Kasniska. Seven days are used for standard work and four days are used for the clan's market day, sports events, clan projects, worship, and personal improvement. The leading Dynasty generally appoints each family a certain sector to work throughout the entire week, with responsibility shifting at the start of either each season or year.       Halls in Draelish culture are packed full of meaning. A Clan's Archive is known as a Wandering Hall, called Selet Nedar in Drael, which means "Wandering/Roaming sets of Time/Dreams." Each clan has an archive, commemorating the various periods of time that pass within the clan, with additions being added after every Cycle. This helps keep track of how old the different clans are, with their histories, achievements, and challenges being inscribed onto each pillar. Particularly memorable or treasured memories are recreated on a stela, weaved into a tapestry, or sculpted in bas relief. The ancient Hall known as the Pit recorded ancient legends by way of frescos on the underside of a dome, with its pillars assembled into a rotunda. Enclosed hallways, open hallways, isolated pillars, single-file pillars, or any other configuration can be used by the clans to tell their story.   This characterization of the units of time are inspired by the legend of the Slumbering Halls. The Draelish hope to one day find these halls, which are believed to house the Kasn and the Great Ones. The Draelish wait for that day when they will find and wake their sleeping gods and retake the Heavens, not forgetting the journey that it took.  

Ages

Draelish further symbolize the passing of time by ages by calling each one an Arch. There are currently 4 Arches that characterize the different ages of the Draelish. Far in the past, near the beginning of time, is the Age of the Dumaiska, a time when Kykuun and Akulus ruled the world alongside their children. Signaling the end of that age is an event or period of time called the Neskil Midar (War of Heaven), containing the Fall of the Draelish Kingdoms and the beginning of the Great Slumber. The third age falls under the Pillars of Helragnir, which is also known as the Dark Age. This was a time when the world seemed dim and much was forgotten. The present age is known as the Age of the Clans, for though the Duma is now split apart, they still reign in the hearts of the Kasniska and the Sankara. The Collapse began right before or after this age began, with the meeting of the First Clans signifying the true beginning of the resurgence of the Draelish.  

Special Numbers

Draelish society revere several numbers that they have deemed significant. First is the number 11, signifying the 11 Affinities. Second is the number 12, signifying Kykuun, a holy number for the Kyearx but an unholy number for the Akara. Third is the number 12, signifying Akulus, regarded as holy for the Sankara and unholy for the Kasniska. Finally, there is the number 14, avoided for an unspoken holiness.
by Ed Sharpe

Timekeeping Terminology:

  Despite having many similarities to 21st-century Earth calendaring, there are several notable differences in how Hearts and Draelish record time, with the largest differing factor being the solar system's structure. Unlike how Earth's solar system displays a heliocentric model, the Vaxus solar system features a geocentric model, with the sun heating and cooling as it orbits the planet Olum. The following lists the Gudalian method of calendaring followed by the Draelish method:   Gudalian Timekeeping:  
  • 1 Gudalian minute is equal to 60 standard Earth seconds.
  • 1 Gudalian hour is equal to 60 standard Earth minutes.
  • 1 Gudalian day is equal to 24 standard Earth hours.
  • 1 Gudalian week is comprised of 8 standard Earth days.
  • 1 Gudalian month is comprised of 5 Gudalian weeks plus 5 extra days placed at the end of the month for a total of 45 days.
  • There are 4 Gudalian seasons comprised of 2 months each.
  • 1 Gudalian year is equal to 360 days.
  Draelish Timekeeping:  
  • 1 Draelish minute (called a "Step") is equal to 2 Gudalian minutes or 120 standard Earth seconds.
  • 1 Draelish hour (called a "Stride") is equal to 1 Gudalian hour and is comprised of 30 Steps.
  • Unique to the Draelish, this unit of time is known as a "March", with 1 of them being equal to 4 Gudalian hours and is comprised of 120 steps.
  • 1 Draelish day (called an "Etch" or "Chit" in Draelik) is equal to 1 Gudalian day and is comprised of 6 Marches split into 4 full Phases (2 each for day and night) and 2 Mid-phases (1 each for dawn and dusk).
  • 1 Draelish week (called a "Carving" or "Zunich" in Draelik) is similar to 1 Gudalian week but instead of being 8 days long, it is comprised of 9 Etchings.
  • 1 Draelish month (called a "Sequence" or "Sunad" in Draelik) is equal to 1 Gudalian month minus the extra 5 days placed at the end.
  • 1 Draelish season (called a "Rhythm" or "Stakan" in Draelik) is equal to 1 Gudalian season.
  • 1 Draelish year (called a "Song" or "Tes" in Draelik) is equal to 1 Gudalian year and is comprised of 4 seasons with 2 months each.
  • Unique to the Draelish though similar to the Gudalian concept of a decade, this unit of time is known as a "Cycle" and is comprised of 14 Songs.
  • Unique to the Draelish though similar to the Gudalian concept of a century, this unit of time is known as a "Column/Pillar" and is comprised of 14 Cycles (196 Songs).
  • Unique to the Draelish though similar to the Gudalian concept of a millennium, this unit of time is known as a "Hall" and is comprised of 14 Pillars (2,744 Songs).
  • Unique to the Draelish, important events that happen throughout various lengths of time are commemorated as "Arches."
  • Equal to the Gudalian concept of an era, Draelish call different ages of time as "Scrolls."

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