PC
PC stands for Player Character. Player characters are all those
people in the world who are always controlled by a real human being.
It is the intention of the creators of Armageddon to afford the
maximum number of free choices to each PC. In order to do this, the
world must be made very hard to live in, convenient to none, but
the suffering so caused is also the benefit gained of being able to
do almost anything.
Player characters should be remembered as such. Players *are not*
synonymous with characters. Anything that happens to your character
should be taken in that context. Threats against your character should
not be interpreted as threats against *you*. Players are real people
and must be treated with an accordant respect. Characters are fictional
creations which may find themselves in any number of situations, be they
favorable or not--don't get enmeshed in the fictional world that your
character is living within. The distinction between players and
characters is vital, and there are methods of dealing with each: to
speak *with your character* to another character, use the 'say'
command; to speak as a human being to another human being, player
to player, use the 'ooc' command. Please keep this distinction in mind.
Time
Time is measured very differently on Zalanthas, having much more
to do with the motion of the sun and the collective movements of the
sun and two moons.
Each day is divided into nine equal hours: predawn, dawn, early
morning, late morning, high sun, early afternoon, late afternoon, dusk,
and night. Note that there are only two hours of sundown for every seven
hours of sunup.
Days are also grouped into weeks of eleven days: Ocandra, Terrin,
Abid, Cingel, Nekrete, Waleuk, Yochem, Huegel, Dzeda, Barani, and Detal.
Not much is known as to why eleven days were chosen to comprise a week,
but the current superstition amongst the common folk is that each day was
named after a member of the Old Council of Kings, but nobody is absolutely
certain of this at all.
Days are further grouped into sets of two hundred thirty-one. This
interval marks the third time the sun and two moons converge in each phase
of the sun. Thus, in a 231-day phase, the sun and moons will all occupy
the same place in the sky, which happens to occur at midnight, exactly
three times. The third time this happens, the sun is said to have moved
into another phase and a new month begins.
There are three such phases or months in a Zalanthan year, which is
thus comprised of 693 days. The sun returns to its original arc in the
sky at the end of each year; the three primary arcs being the Arc of
Descension, the Low Arc, and the Arc of Ascension.
Years are measured on a 77-year cycle called a King's Age. Each
year in the cycle has its own name.
Weather
The two weather concerns of Zalanthans are the wind and the blowing
sand which the wind drives. The wind can sometimes reach up to ninety
miles per hour, building into enormous gales across the flat wastes. When
high winds pass over areas such as the Red Desert or the Sea of Dust, they
invariably pick up huge amounts of gritty sand which they carry as mighty
storms across the world.
The greater the wind velocity, the greater the chance will be of
sandstorms developing. Sandstorms cut down on visibility and can tire
even the hardiest traveler in seconds. During the harshest storms one
cannot even see his hand in front of his face.
The wind itself can blow hot winds from the Salt Flats across the
earth, raising the temperatures in cities such as Allanak to well above
one hundred forty degrees.
Two things may help against these forces of nature: one, that the
weather is almost always worse downwind than upwind, and second that
the worst conditions can always be found on the lee side of places such
as the Red Desert. Careful attention to the winds and weather will assist
travellers greatly.
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