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.
Time costs
Section titled “Time costs”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.
The calendar
Section titled “The calendar”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.