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Story time and the calendar

Every roleplay keeps a clock on the world’s own calendar. When the story says how long something took, that time wins. When it does not, the clock moves by the kind of action.

Each turn falls into one category. These are the defaults:

Category Default range For example
Micro 1 to 5 minutes A line of dialogue, a blow, a quick look around.
Local 10 to 15 minutes Crossing the same street, tending a wound, searching a room.
Transit 30 to 60 minutes Getting across town, a crowd, setting up camp.
Macro 1 to 8 hours Forging, studying, resting, travelling to the next city.
Timeskip 1 day to 1 year Days to years.

A skip moves the clock only by a span the turn states, and more than a week only when the story says so.

Every world can change these ranges in Worldbuild › Rules › Time costs. They belong to the world, so they travel with it when you export it.

Worldbuild › Calendar sets the world’s months, eras and the story day. Kallamo opens on Evenwell’s calendar, The Hearth Reckoning: twelve months of thirty days, from Deepfrost to Longnight.

Birth dates on character sheets use the same calendar, and events record each time they happened on it.