ARHO Eras


Threading through history we encounter different styles of rule, customs and habits. Those constitute separate eras that work by their own inner rules that differ from era to era. Even if we’re visiting the same place over and over again we might not recognize it when we bounce far enough forward in time.

Divided by space and time each of the planets we visit has an Era of its own so we’ll recount come of their eras by a simple division counted by the planets we already visited. For those that are still unknown to us, we might add some content as we stroll further into the future exploring our Zmajski Asterism.

Earth

The first two eras we follow are on Earth Before Exodus (BE) and beyond as follows:

Historian Era – the time when Historians had their first lives.

Exodus Era – the time before, during and right after the Exodus from Earth

Outer Planets

Interconnected by a road between realms that is anchored by Towages Outer Planets trade, negotiate and distrust each other.

Tessar

Tessar besides Earth is a planet plagued by its many internal conflicts that mark the change of eras on its dry restless surface.

Divisive Era – the time after the Exodus ended, the first inner conflict was resolved by imprisoning of Ghettanins, without interstellar travel, Tessarans ruled with austere determination

Golden Era – the time of a functional planetary state, rule of the law and ability to travel off the planet, marked with a long period without inner conflicts

Imperial Era – the time of the Imperium, rule of authority, inability to leave the planet, marked with a series of bloody uprisings that were put out by the authority

Virtuous Era – Imperium continues but with less harsh authority trying to return the rule of law, some argue that the change was just a cosmetic one and that Historians secretly kept their rule over Tessar

Trooadon

Trooadon counts its time considering its violent sky forever burned by Tengu, we pray it to be so.

Underground Era – before the shield against Tengu was lifted

Surface Era – after they didn’t need to lock at night

Raid Era – when Trenchers raided their sky

Trade Era – when they rose to be the trading centre of Outer Planets

Pustinjarr

Pustinjarr is a desert planet where there’s nothing much to hold on to so its dwellers hold their strange beliefs dear not disclosing them to Outers. Still, some key points can be read even by an unfamiliar eye.

Tribal Era – Before Zoe walked the desert and became a man

Trial Era – After Zoe walked the desert and brought heresy

Isolation Era – before they were found by Trenchers

Trepidation Era – after they were found by Trenchers

Abandoned Era – after their Goddess departed from the sand

Dentolyne

Dentolyne’s count of time goes by their ladies

In Two Ladies’ Grace – while we were protected by the White Lady and nurtured by the Black Lady

In One Lady Grace – after the Black Lady departed, White Lady ruled with determination but, as always, her touch lacked warmth

Without Ladies – the ladies departed and we were left to nurture and protect ourselves, we manage but still, the universe seems colder and less safe

Trenchers

Dentolyne sprouted out an organisation called Trenchers which became its own rule outside planetary confinement residing in space. Having a great impact on politics of different eras inside ARHO Realms they do deserve their own unique timeline.

Explorers – from times when they left Dentolyne till they discovered Trooadon they were merely explorers with good intentions to pave roads in spaces for others to use.

Pirates – after they discovered Trooadon is self-governing planet not welcoming to invaders, they turned to piracy to survive until the rest of supplies from Dentolyne arrives.

Conquest – making a firm fortress in space connected to Trooadon, they went and found a way to Pustinjar trying to subjugate helpless women who resided there only to discover them more than capable of fending for themselves.

Heaven – isolation and exclusivity marked this era where women fled their homes to take refuge by Trenchers earning forever life in exchange for eternal servitude

Trading Station – after immortality was lost as a punishment, they turned to trading anything and everything to whomever was willing to pay the right price

Luton

Luton has eras considering the Labyrinth.

Landing Era – right after Exodus ended, there was a time of quiet work and prosperity under the difficult circumstances of building the first settlements, without rule, the people governed themselves

Labyrinth Era – the Labyrinth sprung out around them enclosing them into unchanging safety like any caring father would do with his children protecting them from harm, we, the people, stagnated but were safe as long as we obeyed our intricate father hidden within the Labyrinth

Post-Labyrinth Era – the father went to his eternal sleep leaving us to choose a new father among ourselves, having no one better in mind, we made Patroon lead us as he always did from the shadows, he did to his best abilities until he got tired of the task and we had to once more think for ourselves, that is never an easy task

Scavengers

When Luton launched their first campaign to clear out their skies and find suitable materials for re-using they didn’t quite anticipate the road they will sprout to life and become a center of.

Scavengers were collecting scraps when they found Dentolyne, some say by accident, other think it was by design of the infamous, elusive Patroon.

Scavengers don’t care enough to correct any narrative about them. They continue to stay afloat ever since they left Luton. Anyone willing to work and earn their keep is welcomed to stay. Their only price is for you to become a man, a sexless man chemically neutered.

Their numbers depend upon influx of newcomers since they don’t produce offspring of any kind yet their numbers are always healthy and functioning signifying that there are always people ready to get up and get lost gaining a new identity.

Their eras are as follows:

Scavenging – this era started with the first ship leaving Luton but Scavengers believe it never ended lasting forever because there is always something to Scavenge as long as there is something living

Plotting roads – this era started with discovering Dentolyne but was soon delegated to a new group that emerged from the tissue that were early Scavengers forming Trailers

Rescuing Souls – this era started when the first ship was stationed and the construction of Asylum for Lost Souls began. Being safe haven anyone can take refuge in remains their main objective to this day.

Trailers

Trailers consider themselves as an organisation which offers employenment and a stable pay rather than a mystical creature of cults which have become both Scavengers and Trenchers to their sore dissapointment.

They don’t count their own time in eras but if you’d ask outsider observer one might sort them in the following order:

Discovery – finding new planets and interconnecting roads, a task which was completed upon connecting New Etna the last known planet hosting Humans

Maintenance – changing Towages and keeping roads in good health, a task which will continue as long as there are travelers willing to traverse roads they so carefully paved

Sonar

Sonar might be the last planet to be found by the rest of Outers, its star Zuhlong might be the least shiny star of all of the new suns Humans settled under, and its planet might be just slightly bigger than Luton. Even if their population is the slowest one to grow, their history is still a vivid place that was marked by their long arduous fight for survival. against all odds, they persisted and refused to perish.

Savage Era – after Exodus when they lost fertility

Fertile Era – when fertility was gifted back to them

Subjected Era – when they became subjects to a foreign Tsar

New Etna

New Etna is a planet forever marked by the time they created gods. Gods they remember seem much more than men but we can easily identify them as a version of Historians Outer Planets suffered before too. We will never know how much exaggeration their stories contain but we must stay respectful of their tradition that shaped them into a closed society they are to this day.

Zoo Era – before the Celestial Sphere came (some argue that it’s pronounced Zoe Era, others argue that those are two distinctive Eras but there is not enough evidence to prove either theory)

Godly Era – when goods ruled on the Celestial Sphere

Construction Era – when they learned to live without gods

Comunication Era – after Trenk’s emissary found them again

Outer Era – when Outers found them

Dream Era – when everything functioned

The Great Abyss – when they lost their core

Kingpin

Play, that is all there is to life. When one life ends, you barely feel it instantly entering the next one unaware of the greater void that is surrounding you. That is as all things should be and whoever feels rebellious enough to ascent and remember will come back down to play with us accepting that this is all there is to life.

Time? We stopped counting it. Don’t tell us. We don’t wish to know.

Terminus

We report our status as stable, our meaning as fulfilling and our lives as secured. We fail to understand why would we envy outsiders. When they arrive, they are welcomed but their strange ways are not.

Our ages are as we are created connected to our Lord and Creator.

In waiting – obedient and fulfiling.

Falling from grace – accepting absence of punishment as a sign we failed in our joined mission to achieve Heaven.

Persisting through hellish landscape we call today – someday we know our Savior will return and we will greet him ready to be judged for the filth in our hearts.

Schism Sorter

Between ARHO Realms F, S, T and U, mutated versions of Humans sort themselves to avoid extinction trying to govern their emerging features the best way they know how.

Ground Zero

There’s no one to speak on behalf Ground Zero. All we know is that it exists as a connective tissue of Schism Sorter we all sometimes pass through but rarely anyone stops and exits into its ether of mystic nothingness. Yet, some return to tell tales of its great expanse without meaning or creatures who would control its growth. Sometimes we have nightmares it might consume us all one day.

Calisto One

Like everything else on Calisto One, eras as well are connected with their relationship with Sumdrills.

Digging Era – after Schism led them to the cold inactive ground of Calisto One, Sumdrill-Units dug their way through the ground

In Air Era – after Calisto One was warmed up, they floated above in their safe Earth-Ships that were their home and observed the cooling between bounces

Hatching Era – after their domes, eggs and ground were finally cracked they left their Earth-Ships to commit to the ground of Calisto One

Expansion Era – after they set up the first cities that weren’t grounded on Earth, conquering of the new land started

Kingdom Era – the new society imitated the times of old but no one was really invested in remembering the past

Calisto Two

Calisto Two is populated by Human Species with green blood. Our eras are set as such:

Age of Merging – when disease spread and everyone thought they will die

Age of the Beast – when those who should stay dead emerged from the ground and had to be slain over and over again

Age of Separation – when right was separated from wrong

Age of Enlightenment – when change was accepted as good and upright people of Calisto Two found the best way of living erasing all inequality

Calisto Three

Calisto Three is home to Lunars, Wolters, Transits and Gorgoles. In our diversity we uphold each creatures right to exist under our rules. If they object to them, they are free to leave and find a more suitable place for them.

Eras of Creatures are as follows:

Colonization – when creatures first came, tried to wake up the planet and left it for dead

Abandonment – when creatures which stayed lived in the dark and cold thinking themselves alone

Great Return – when creatures came to bring light, food, and shelter

Builders – when creatures worked together to make living sustainable

Domes – when domes appeared to bring security where there was scarcity before

Kingdoms – when we organized and learned to cooperate and exchange to the great benefit of others

Cassiopeia One

Cassiopeia One is a tolerant planet united in minds. We are all one. Whoever passes through is welcomed to stay and enjoy but don’t linger too long because your head might ache from all the gossip you aren’t privy to. We don’t expunge strangers, we kindly encourage them to carry on with their journey towards oneness all of us are travelling towards.

If we perceive time as dividable, it could be measured in cycles like these ones:

Cycle of Change – when we arrived and were still unaware we are all one big organism with freedom to move in all directions

Cycle of Unity – when we who stayed discovered each other like lights in the dark finding comfort in closeness among all this dark

Cycle of Harmony – when we learned to walk as one but talk as many

Cassiopeia Two

Cassiopeia Two defends their racial profiling. Race is the foundation of our great diversity. Mingling and merging only deepens our unstable nature making the threat of beasts greater. Since all of us regained our clear minds, it’s best not to entertain even the thought of new epidemic. Our strict timeline reflects our deep remorse but also our understanding that we did the best we could, always.

Tracking disease – Quarantine, Separation, Infestation, Vaccination, Elimination, were necessary and we did what we had to with great regret.

Identifying the Source – Eradication seemed the only option at that time with those resources.

Beast Bounties – Encouraging efficiency and avoiding negligence was our top priority.

Exile – we kindly let those who were unsuitable to stay exiled ending the long two-hundred-years war with great benevolence losing some of our best and brightest in the process.

Stability – some outbursts and crimes still occur from time to time but our police is dealing with every one of them with great efficiency and sacrifice.

Cassiopeia Three

Cassiopeia Three creatures like to mind their own business. We don’t even count how many races and sub-races have emerged from the great pot of cleansing which made us all into this great diversity full of strength. Cassiopeia Three is bountiful, resources are seemingly endless, our trees grow tall, our grass thick. There is no need to fight for resources since most of us can live by on a diet of dirt and rocks. History seems like a thing for those with scarcity but if we would have to divide time to make it measurable there would marking and that is before and after the Great Cinter came to share his dreams with us.

His departure has saddened Foresters deeply, they haven’t been the same cheerful trees since.

Uthos Two

Uthos Two might be far away from everything but to purify oneself it’s a necessary step before going back. All roads begin with us. Here is the ground where truly strange and scary being emerge and where all the foul creatures other planets expunge end up.

For them, a big deep prison was kindly presented standing here already upon our arrival. It was only natural to use it and confine those who can’t contain themselves until they get sane enough to be freed again.

Still, a good Judge of character would be greatly appreciated because it’s hard for us, sane creatures, determine when someone’s change is genuine and when they are only lying to be able to kill some more unsuspecting creatues.

That means our ages align with our task to deal with the most violent unreasonable of beings.

Prison – putting away criminals who are obvious.

Police – catching those criminals who are sneaky.

Judge – distinguishing between repenting criminals and those lying.

The suitable judge to teach us this last skill is still pending.

Uthos Three

Uthos Three might be at the end but winds are what make us stronger. Here, freedom is guaranteed. No one will call you mutant, unless you’re a Human who bleeds red, that’s just one step too far.

Uthos Three is the dead end, nothing emerges here that wasn’t on other planets already purged in fire. Criminals rarely stay for a very long finding that prey is scarce and hard to catch. Who leaves, rarely comes back, and who stays don’t bother with absence much since surviving is such a chore.

Our Ages are aligned with our inner atmosphere which we always observe with a weary eye fearful it might be blown away under the strong winds which rarely rest.

Our ages are as follows:

Age of Settling – after being thrown out from all other places, we realized here is our last stop before turning back to be tossed around and, dirt forbid it, end up in Uthos Two’s prison which is more of an asylum for the mindless monsters we are not.

Age of Building – finding a way to make buildings which will withstand any wind was a challenge which took out most of our time and resources.

Age of Creating – securing food and shelter, we turned to art making our desolated planet beautiful where larger plants were unable to do so. Visitors are free to roam our world to admire all the art we did with joy but rarely anyone chooses to do so. That is neither to our discomfort, nor joy, it simply is what it is, just like life itself which flows until it stops suddenly without announcing the end.

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