DescriptionAccording to Norash Sunscryer, the Grand Astrologer of Mernac there are 26 hours in a day, 21 days in a moon (or month) and 21 moons (months) in a Season (year) on Mernac.
A "moon" is the time that Jahannan the smaller of Mernac's moons (redish-brown in color) takes from being completely full (waxed) to being completely full again. Jahannan is often though by most Mernacian cultures to belong to Barak and The Other.
There is a second Moon in Mernac, The bluish-white Araf, which is thought to belong to "The One" and Siberlee, the Mother of all that is good. Araf has an inconsistent time between full moons.
The rare time that both moons are full on the same night is known as Chandralee and is thought by most to be a very sacred night, as this is the time that the Mothers may directly leave the Heavens and visit Mernac. Many mystical and wonderful things happen during Chandralee and the eve of Chandralee.
Conversely, when both moons are completely waned (neither moon shows in the sky) it is known as Voidis. This is almost always a bad omen and often signifies the beginnings of terrible events about to happen.
As Araf has a very inconsistent orbit and varying times between being full, it is all but impossible to predict the specific day the Chandralee (Or Voidis) will occur.
The 21 moons and the order they come in is:
1) Bella – The Season of the Mother Siberlee - Spring
2) Della – The Season of the Mother Witriss - Spring
3) Troval – The Season of the Mother Terees - Spring
4) Clina – The Season of the Mother Dulan - Spring
5) Tropsy – The Season of the Mother Kanola - Spring
6) Teevil – The Season of the Mother Sola - Summer
7) Smarten – The Season of the Mother Kala - Summer
8) Fivo – The Season of the God Abuba - Summer
9) Trivo – The Season of the God Roadius - Summer
10) Boolan – The Season of the God Picu - Summer
11) Tazar - – The Season of the Goddess Welda – Autumn
12) Bruda– The Season of the Goddess Quont - Autumn
13) Moroven – The Season of the Goddess Gorb - Autumn
14) Himple – The Season of the Goddess Trajen - Autumn
15) Dazma – The Season of the Father Tul - Autumn
16) Pazma – The Season of the Father Elsen - Winter
17) Roogle– The Season of the Father Werk - Winter
18) Gilmore – The Season of the Father Linthur - Winter
19) Gazen – The Season of the Father Tellen - Winter
20) Finther – The Season of the Father BU - Winter
21) Zinther – The Season of the Father Barak - Winter
The complete cycle of the 21 months is not referred to as a year but a “season”. So, if a character is 10 seasons old, it means they have lived 210 moons (21 x10), or 4410 days (10 X 21 X 21)
It is thought by the Scribes and Sages who know of such matters that the 21 seasons represent the seven Mothers, the seven Fathers and the seven neutral Gods. It is for this reason many races are strict about when they procreate. This is because depending in different gestation periods they may try, or try to avoid, having children born in a specific season.
It is also thought that if Voidis were to ever fall on Bella 1st (The Season of Siberlee, the Mother of Good), that it would signify the end of "The Rule of Man" and the beginning of "The Time of the Beast."
There are, of course, other special days throughout the year, but most of these are specific to specific Races, or sometimes even specific Classes, guilds, factions or Deities.
On character creation a 1d20 die will be rolled to determine the Moon the character was born under and the associated ability stat bonus this provides. If a one (1) is rolled the player will have the choice or being born in the moon or Bella or
1) Bella – The Season of the Mother Siberlee +2 Int
Zinther – The Season of the Father Barak +2 Int
2) Della – The Season of the Mother Witriss +2 Str
3) Troval – The Season of the Mother Terees +2 Wis
4) Clina – The Season of the Mother Dulan +2 Wis
5) Tropsy – The Season of the Mother Kanola +2 Cha
6) Teevil – The Season of the Mother Sola +2 Dex
7) Smarten – The Season of the Mother Kala +2 Cha
8) Fivo – The Season of the God Abuba - +2 Str
9) Trivo – The Season of the God Roadius +2 Cha
10) Boolan – The Season of the God Picu - +2 Str
11) Tazar - – The Season of the Goddess Welda +2 Int
12) Bruda– The Season of the Goddess Quont +2 Cha
13) Moroven – The Season of the Goddess Gorb +2 Dex
14) Himple – The Season of the Goddess Trajen +2 Wis
15) Dazma – The Season of the Father Tul +2 Str
16) Pazma – The Season of the Father Elsen +2 Int
17) Roogle– The Season of the Father Werk +2 Wis
18) Gilmore – The Season of the Father Linthur +2 Cha
19) Gazen – The Season of the Father Tellen +2 Str
20) Finther – The Season of the Father BU +2 Dex
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Elves average 5 feet tall and typically weigh just over 100 pounds. They are considered the race or children of Sola the Mother of light and life. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves come in many varieties: High elves, Wood elves, Gray elves to name a few. All however are part of the greater overall race of Elves and all can (but rarely do) marry and have children with each others. Elves often are reclusive and usually will avoid mingling with other races. They are resilient creatures who often make great archers, equestrians or scouts. The roots from the woods and the forests give them excellent hiding, searching and spotting skills. They are slow to accept or like other races, but once they do befriend them they are fiercely loyal. The famous human historian Thatious Grober is quoted to have said: "When it comes to loyalty, if I had to give up five human friends to one elven - I would have done well by the deal."
- +2 Dexterity, –2 Constitution.
- Ability bonus depending on Deity worshipped see The Mothers and The Fathers
- In addition As an Elf, +2 Dexterity if Diety worshipped is Sola (Chosen Race Bonus - stacks with above if Sola is chosen)
- Ability bonus based on moon Born (See Time and Calendar)
- Humanoid (Elf).
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- High elf base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: A elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Level Adjustment: +0.
|Middle Age1||Old2||Venerable3||Maximum Age|
|175 seasons||263 seasons||350 seasons||+4d% seasons|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4’ 5”||+2d6||85 lb.||× (1d6) lb.|
|Female||4’ 5”||+2d6||80 lb.||× (1d6) lb.|
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This site is a combination of a RPG game site, a writing site and a world creation site. Through playing role playing games, in a high fantasy setting we will "create" a new virtual world. That virtual world is called Mernac.
The concept of Mernac comes from Rick Merriman and he has been working on the content and concepts since the 1980's. Much of the content is the brainchild of the founder but a good portion of it will be created on the fly by users and they "play by post" the adventures in Mernac.
Yes and no.
The gaming portion of the site is based on the on the 3.5 edition of Dungeons and Dragons. This is under the Open Game License graciously provided by the Wizards of the Coast. However the settings, the characters, the stories are uniquely "Mernac" and have nothing to do with any past, present, or future Dungeons and Dragons content.
That said, the game mechanics are based on D&D 3.5E. Unless otherwise noted players/users should refer to the 3.5 edition System Refernce Document.
Mernac will continue to evolve and will develop its own rules. These will be noted in the pages of this site. It is of note to mention that Mernac games will be a 75% Role verses a 25% roll game. This meaning that players ability to tell a story and write effectively are more important than simply rolling dice to determine an outcome.