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* According to the ''TabletopGame/SLAIndustries'' Writers' Bible, the SLA universe [[spoiler:was created by a person in the Real Time universe who was under the influence of the drug Reathanol. Anyone in the Real Time universe who is under the influence of Reathanol]] can create a new universe under certain circumstances, but they must do so within a year and a day after starting the attempt.
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* In ''Literature/TheDreamsideRoad'', Enoa has leased space to store her property for a year and a day, since the Liberty Corps has [[spoiler:burned her home and business]]. She has that long to either find [[ArchaeologicalArmsRace the Dreamside Road]], decide to give up, or die in the attempt.
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Relatively famous about that ship

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* The famous [[https://en.wikipedia.org/wiki/HMS_Dreadnought_(1906) HMS Dreadnought]], which redefined battleship design for the 20th century, was constructed in a year and a day: Her keel was laid down on 2 October 1905 and she began sea trials 3 October 1906. This was accomplished by several months of stockpiling and prefabricating before the formal laying down, combined with a very large crew on a 69-hour workweek.

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* In the [[Myth/ArthurianLegend Arthurian romance]] ''Literature/SirGawainAndTheGreenKnight'', this is the length of time that passes between Gawain chopping the Green Knight's head off and when he has to go let the Green Knight chop off ''his'' head in turn. Also, in some versions of the Quest for the Holy Grail, the Knights of the Round Table agree to search for it for a year and a day, though some take a lot longer getting home.

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* In the [[Myth/ArthurianLegend Arthurian romance]] ''Literature/SirGawainAndTheGreenKnight'', this is the length of time that passes between Gawain chopping the Green Knight's head off and when he has to go let the Green Knight chop off ''his'' head in turn. Also, in some versions of the Quest for the Holy Grail, the Knights of the Round Table agree to search for it for a year and a day, though some take a lot longer getting home.


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* In some versions of the [[Myth/KingArthurAndTheHolyGrail Quest for the Holy Grail]], the Knights of the Round Table agree to search for it for a year and a day, though some take a lot longer getting home.
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* Traditionally, ''three'' years and a day was (and in Germany, still is) the traditional amount of time a journeyman tradesman is supposed to spend wandering from place to place after completing their apprenticeship in order to be considered a master of their craft.
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Added context to a Zero Context Example.


** A deity must work for this long to change the traits of his domain and purifying an area of taint using the optional rules for taint.

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** A deity must work for this long a year and a day to change the traits of his domain and purifying an area of taint using the optional rules for taint.
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* ''TabletopGame/ArsMagica'' supplement ''Tales of the Dark Ages'', adventure "The Inheritance". A PlayerCharacter receives an inheritance of land and a title as a knight. The character has a year and a day to claim their inheritance. If they don't, it will go to the Catholic Church.
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*** ForgottenRealms supplement ''The Seven Sisters''. The spell Laeral's Crowning Touch has a duration of a year and a day.

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*** ForgottenRealms TabletopGame/ForgottenRealms supplement ''The Seven Sisters''. The spell Laeral's Crowning Touch has a duration of a year and a day.
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*** ForgottenRealms supplement ''The Seven Sisters''. The spell Laeral's Crowning Touch has a duration of a year and a day.
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*** ''Throal Adventures'' supplement, adventure "Deep Trouble". When the PlayerCharacters kill the Horror Emr'r'ko, with its dying breath it uses sacrifice magic (a type of blood magic) to lay a curse of darkness on the dwarven town of Hustane that will last for ten years and ten days (ten times AYearAndADay). The curse lasts a multiple of the usual time because of the power the Horror puts into it.

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*** ''Throal Adventures'' supplement, adventure "Deep Trouble". When the PlayerCharacters kill the Horror Emr'r'ko, with its dying breath it uses sacrifice magic (a type of blood magic) to lay a curse of darkness on the dwarven town of Hustane that will last for ten years and ten days (ten times AYearAndADay).A Year And A Day). The curse lasts a multiple of the usual time because of the power the Horror puts into it.
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* In a more recent Czech legend (with some basis in real history), the 17th century rebel from Chodsko, Jan Sladký Kozina, said on the day of his execution to Lamminger, the foreign nobleman who had taken aways the Chods' old priveleges: "Lomikar, Lomikar, in a year and a day I invite you to God's judgement!" (Lomikar was the local name for Lamminger.) In a year and a half, Lamminger did indeed suddenly die.

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* In a more recent Czech legend (with some basis in real history), the 17th century rebel from Chodsko, Jan Sladký Kozina, said on the day of his execution to Lamminger, the foreign nobleman who had taken aways away the Chods' old priveleges: "Lomikar, Lomikar, in a year and a day I invite you to God's judgement!" (Lomikar was the local name for Lamminger.) In a year and a half, Lamminger did indeed suddenly die.
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* In a more recent Czech legend (with some basis in real history), the 17th century rebel from Chodsko, Jan Sladký Kozina, said on the day of his execution to Lamminger, the foreign nobleman who had taken aways the Chods' old priveleges: "Lomikar, Lomikar, in a year and a day I invite you to God's judgement!" (Lomikar was the local name for Lamminger.) In a year and a half, Lamminger did indeed suddenly die.
** Apparently, most of the events did really happen but Lamminger died ''earlier''. His sudden death meant he never gained much by his victory over Kozina and that would have given rise to the more legendary telling of the tale, in which "a year and a day" makes for a more narratively satisfying timespan.
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* ''The Compleat Arduin'', ''Book 2: Resources''. The spell Milton's Ritual of Slime Control takes a year and a day of intense study to master.

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* ''The Compleat Arduin'', TabletopGame/{{Arduin}}'', ''Book 2: Resources''. The spell Milton's Ritual of Slime Control takes a year and a day of intense study to master.
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*** If a character uses the Sacrifice Magic type "The Dying Act" but changes their mind before carrying it through, they suffer wounds that last for a year and a day.
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** ''Terror in the Skies" adventure. After a character puts on the Scintillating Medallion, for a year and a day they gain a bonus to their defenses against the Horror powers Corrupt Karma, Karma Tap, Terror and Thought Worm.
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** ''Skypoint and Vivane Campaign Set'', "Book One: Barsaivan Vivane". Under Theran law, barbarians may live in the Theran Quarter of the city of Vivane for a maximum of a year and a day.
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*** ''Throal Adventures'' supplement, adventure "Deep Trouble". When the PlayerCharacters kill the Horror Emr'r'ko, with its dying breath it uses sacrifice magic (a type of blood magic) to lay a curse of darkness on the dwarven town of Hustane that will last for ten years and ten days (ten times AYearAndADay). The curse a multiple of the usual time because of the power the Horror puts into the curse.

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*** ''Throal Adventures'' supplement, adventure "Deep Trouble". When the PlayerCharacters kill the Horror Emr'r'ko, with its dying breath it uses sacrifice magic (a type of blood magic) to lay a curse of darkness on the dwarven town of Hustane that will last for ten years and ten days (ten times AYearAndADay). The curse lasts a multiple of the usual time because of the power the Horror puts into the curse.it.
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None


*** ''Throal Adventures'' supplement, adventure "Deep Trouble". When the PlayerCharacters kill the Horror Emr'r'ko, with its dying breath it uses sacrifice magic (a type of blood magic) to lay a curse of darkness on the dwarven town of Hustane that will last for ten years and ten days (ten times AYearAndADay). The curse lasts longer than usual because of the power the Horror put into the curse.

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*** ''Throal Adventures'' supplement, adventure "Deep Trouble". When the PlayerCharacters kill the Horror Emr'r'ko, with its dying breath it uses sacrifice magic (a type of blood magic) to lay a curse of darkness on the dwarven town of Hustane that will last for ten years and ten days (ten times AYearAndADay). The curse lasts longer than a multiple of the usual time because of the power the Horror put puts into the curse.
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*** ''Throal Adventures'' supplement, adventure "Deep Trouble". When the PlayerCharacters kill the Horror Emr'r'ko, with its dying breath it uses sacrifice magic (a type of blood magic) to lay a curse of darkness on the dwarven town of Hustane that will last for ten years and ten days (ten times AYearAndADay). The curse lasts longer than usual because of the power the Horror put into the curse.

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** ''Barsaive Campaign Set'' "Gamemaster's Book". On its initial voyage the airship Earthdawn traveled for a year and a day, exploring the land of Barsaive and bringing word to the sealed kaers that the Scourge had ended.

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** ''Barsaive Campaign Set'' Set'', "Gamemaster's Book". On its initial voyage the airship Earthdawn traveled for a year and a day, exploring the land of Barsaive and bringing word to the sealed kaers that the Scourge had ended.


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** ''Arcane Mysteries of Barsaive''. The owner of the magic shield Bloodwall can perform a Deed to unlock one of its powers. If their attempt to perform the Deed fails, the owner cannot try to do so again until a year and a day has passed.
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*** The spell Unnatural Life only works on a corpse which has been dead for less than a year and a day.
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** ''Barsaive Campaign Set - Gamemaster's Book''. On its initial voyage the airship Earthdawn traveled for a year and a day, exploring the land of Barsaive and bringing word to the sealed kaers that the Scourge had ended.

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** ''Barsaive Campaign Set - Gamemaster's Book''.Set'' "Gamemaster's Book". On its initial voyage the airship Earthdawn traveled for a year and a day, exploring the land of Barsaive and bringing word to the sealed kaers that the Scourge had ended.

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** Spells: The damage the caster takes from casting a Horror Call spell cannot be healed for a year and a day.

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** Spells: Spells
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The damage the caster takes from casting a Horror Call spell cannot be healed for a year and a day
*** Purify Forest. The test to see if the spell works is made against the highest Spell Defense of any Horror that passed through the tainted area in the last year and a
day.
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*** Blood Magic can be used to extend the duration of certain spells to a year and a day or by a year and a day. They include Air Fortress, Animate Dead, Bone Walker, City in a Bottle, Death Trance, False Enchantment, Flying Carpet, Light, Memory Blank, Memory Scribe, Nutritious Earth, Petrify and Sky Lattice.

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*** Blood Magic can be used to extend the duration of certain spells to a year and a day or by a year and a day. They include Air Fortress, Animate Dead, Bone Walker, City in a Bottle, Crop Blight, Death Trance, False Enchantment, Flying Carpet, Light, Memory Blank, Memory Scribe, Nutritious Earth, Petrify and Sky Lattice.
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** ''Earthdawn Companion''. Astral Pocket talent. An Astral Pocket lasts for a year and a day unless destroyed.
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*** Blood Magic can be used to extend the duration of certain spells to a year and a day or by a year and a day. They include Air Fortress, Animate Dead, Bone Walker, City in a Bottle, Death Trance, False Enchantment, Flying Carpet, Light, Memory Blank, Memory Scribe, Nutricious Earth, Petrify and Sky Lattice.

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*** Blood Magic can be used to extend the duration of certain spells to a year and a day or by a year and a day. They include Air Fortress, Animate Dead, Bone Walker, City in a Bottle, Death Trance, False Enchantment, Flying Carpet, Light, Memory Blank, Memory Scribe, Nutricious Nutritious Earth, Petrify and Sky Lattice.
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*** Blood Magic can be used to extend the duration of certain spells to a year and a day or by a year and a day. They include Air Fortress, Animate Dead, Bone Walker, City in a Bottle, Death Trance, False Enchantment, Flying Carpet, Light, Memory Blank, Memory Scribe, Petrify and Sky Lattice.

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*** Blood Magic can be used to extend the duration of certain spells to a year and a day or by a year and a day. They include Air Fortress, Animate Dead, Bone Walker, City in a Bottle, Death Trance, False Enchantment, Flying Carpet, Light, Memory Blank, Memory Scribe, Nutricious Earth, Petrify and Sky Lattice.

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Deleted duplicate entry.


*** ''Earthdawn Companion''\\
Using the Swordmaster 13th Circle ability Keen Blade on a weapon requires the use of blood magic and the loss of two Damage Points. The user regains the two lost Damage Points a year and a day after the weapon leaves their possession.\\
The Spell Crystal Lock talent uses blood magic to lock a spell into a spell matrix for a year and a day.

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*** ''Earthdawn Companion''\\
Companion''. Using the Swordmaster 13th Circle ability Keen Blade on a weapon requires the use of blood magic and the loss of two Damage Points. The user regains the two lost Damage Points a year and a day after the weapon leaves their possession.\\
The Spell Crystal Lock talent uses blood magic to lock a spell into a spell matrix for a year and a day.

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*** ''Earthdawn Companion''//
Using the Swordmaster 13th Circle ability Keen Blade on a weapon requires the use of blood magic and the loss of two Damage Points. The user regains the two lost Damage Points a year and a day after the weapon leaves their possession.//

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*** ''Earthdawn Companion''//
Companion''\\
Using the Swordmaster 13th Circle ability Keen Blade on a weapon requires the use of blood magic and the loss of two Damage Points. The user regains the two lost Damage Points a year and a day after the weapon leaves their possession.//\\



*** ''Earthdawn Gamemaster Pack'', "Gamemastering Earthdawn" booklet. All Blood Oaths last for a year and a day or until cancelled, whichever comes first. Once they end, they can be extended for another year and a day. All permanent damage caused by such oaths (including by violating them) can only be healed after a year and a day.



*** ''Earthdawn Gamemaster Pack'', "Gamemastering Earthdawn" booklet. All Blood Oaths last for a year and a day or until cancelled, whichever comes first. Once they end, they can be extended for another year and a day. All permanent damage caused by such oaths (including by violating them) can only be healed after a year and a day.

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*** ''Earthdawn Companion''\\
Using the Swordmaster 13th Circle ability Keen Blade on a weapon requires the use of blood magic and the loss of two Damage Points. The user regains the two lost Damage Points a year and a day after the weapon leaves their possession.\\
The Spell Crystal Lock talent uses blood magic to lock a spell in a spell matrix for a year and a day.

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*** ''Earthdawn Companion''\\
Companion''//
Using the Swordmaster 13th Circle ability Keen Blade on a weapon requires the use of blood magic and the loss of two Damage Points. The user regains the two lost Damage Points a year and a day after the weapon leaves their possession.\\
//
The Spell Crystal Lock talent uses blood magic to lock a spell in into a spell matrix for a year and a day.day.
** ''Earthdawn Companion''. Astral Pocket talent. An Astral Pocket lasts for a year and a day unless destroyed.



** ''Earthdawn Companion''. The Astral Pocket created by the Astral Pocket talent lasts for a year and a day unless destroyed.

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