Give Your Fantasy World a Calendar

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Do all of your D&D adventures occur on a sunny day in May? Shake it up a bit by saying that the downtime between adventures is two months or even three months.

That’s realistic, because the heroes are likely to do a fair amount of carousing and shopping with all that treasure before getting down to business with their training and studying to absorb their experience and only then start seeking out more rumors and information about the next adventure, which itself may take a couple of weeks.

This gives the heroes time to get weapons and armor custom made, do research, and practice new class features. They can also take care of personal business with any organization they may be a part of (druid circle, cleric temple, paladin order, wizard guild, etc.). If the heroes want to buy a ship or house (or their own tavern), you can just say, “Okay, it takes a few weeks, but you get one for X gp.”

That moves the calendar along. And that affects the weather and the hours of available daylight. It also changes what the peasants are doing in those villages the heroes pass thru.

Monthly Labors of Peasants & Daylight Hours

MonthActivitySunny SouthMidlandsChilly North
JanuaryMaintenance/building
Spinning wool into yarn
10 hrs (7a-5p)
Chilly
9 hrs (8a-5p)
Very Cold
9 hrs (8a-5p)
Very Cold
FebruaryLambing
Carnival
11 (7a-6p)
Chilly
11 (7a-6p)
Very Cold
11 (7a-6p)
Very Cold
MarchPlowing fields
Fertilizing fields
12 (7a-7p)
Wet
12 (7a-7p)
Cold
12 (7a-7p)
Cold
AprilSowing for grain & veg
Coppicing trees
13 (7a-8p)
Wet
14 (6a-8p)
Cool
14 (6a-8p)
Chilly
MayGardening
Ditching & fencing
14 (6a-8p)
Warm
15 (6a-9p)
Fair
16 (5a-9p)
Fair
JuneHaymaking
Shearing sheep
15 (6a-9p)
Warm
16 (5a-9p)
Warm
17 (5a-10p)
Fair
JulyWeeding fields
Gardening
14 (6a-8p)
Hot
15 (6a-9p)
Hot
16 (5a-9p)
Warm
AugustHarvesting (all hands,
including from towns)
13 (7a-8p)
Warm
14 (6a-8p)
Warm
14 (6a-8p)
Warm
SeptemberThreshing grain
Milling grain
12 (7a-7p)
Warm
12 (7a-7p)
Fair
12 (7a-7p)
Fair
OctoberPlowing fields
Sowing for hay & wheat
11 (7a-6p)
Warm
11 (7a-6p)
Cool
11 (7a-6p)
Chilly
NovemberPannaging nuts in
the woods with pigs
10 (7a-5p)
Fair
9 (8a-5p)
Chilly
9 (8a-5p)
Cold
DecemberMending fences, tools
Slaughtering livestock
9 (8a-5p)
Cool
8 (8a-4p)
Cold
7 (9a-4p)
Very Cold

Extremes: Equatorial lands have 12-hour days year-round; the arctic region has a mere 4 hours of daylight in December but 21 hours in June.

Weather

You can implement my simple-but-realistic weather system or just use this dramatic one. You might even roll with advantage in a good or arid region and with disadvantage in an evil or damp one (depending on if you like more drama or more realism).

Modifiers: Very cold, wet, warm, and chilly get -1 to the roll.

1d20V Cold (-1) or ColdWet (-1) or CoolWarm (-1) or HotChilly (-1) or Fair
1BlizzardThunderstormThunderstormSleet
2-3SnowHard rainDrizzleRain
4-5Biting windRelentless drizzleHotter than usualRelentless drizzle
6-7Dense fogWhipping windsHumidCrackling frost
8-10Sunnier than usualMorning mistBlustery windGloomy and windy
11-14Crackling frostWarmer than usualCooler than usualCrisp but sunny
15-20Gloomy and windyPleasant and sunnyWarm and sunnyPleasant and sunny

If you want specifics about the time of day snow or rain falls… (1d8: 1-2=early morning; 3=late morning; 4=afternoon; 5=early evening; 6=late evening; 7-8=overnight). The weather is “cloudy and threatening” until it rains.

Phases of the Moon

Whenever a full moon is of importance, you can use the current, real-life date of the full moon. Or you can roll 2d12 for how long until the next full moon. (In our world, they happen every 29 days.) The same goes for a new moon.

Time Between Adventures

This sort of thing ensures that your adventures don’t pile up back-to-back, with heroes going from 1st to 15th level in a matter of weeks. (You should always require the characters to spend a few weeks training, studying, and practicing in order gain a level.)

If there are two months between adventures, and the heroes winter over four months in a city, they can get in four or perhaps five adventures a year. If they level up every two adventures, then it should take six to seven years to get to 15th level, by which point the heroes are probably involved in adventures to save (or take over) the kingdom.

The harvest was a time for hard work by the whole village… except for Wally.

Wintering Over

The heroes don’t have to avoid adventuring in the winter. It’s merely a little riskier to do so, since the weather is harsher. And they could of course simply travel south to warmer regions to have adventures in the “warm south” or a desert or jungle, which would be oppressive at other times of the year. This would let them get in six adventures per year, thereby leveling up three times.

This would make them 4th level at the end of the first year and 16th level at the end of the fifth year.

Months vs Seasons

You can rename the months however you like, but it’s mostly confusing for players. And monkeying with the number of days in them is never going to be meaningful to them. Indeed, you might just stick to the seasons. You can say they can adventure three times per year: spring, summer, and autumn (four, if they go where it’s warm for winter), and that may work out well enough. At two adventures per level, that would take nearly ten years to make 15th level.

You can put this kind of restriction on the characters merely by saying they don’t hear many good rumors for weeks at a time. In the meantime, they’re living off their treasure and taking care of their family’s lands or business and studying their craft.

If you want to rename the months, you might try these:

  • Janumon or Januember or Firstmoon or Primuary
  • Februmon or Febrarch or Secondmoon or Secunduary
  • Marmon or Marpril or Thirdmoon or Tertiuary
  • Aprimon or Apray or Fourthmoon or Quartember
  • Maymon or Mayune or Fifthmoon or Quintember
  • Junemon or Junly or Sixthmoon or Sixember
  • Julimon or Julust or Seventhmoon or Septuary
  • Augmon or Augember or Eighthmoon or Octember
  • Septemon or Septober or Ninthmoon or Novuary
  • Octomon or Octember or Tenthmoon or Decembuary
  • Novemon or Novuary or Eleventhmoon or Undecembuary
  • Decemon or Decembuary or Twelfthmoon or Duodecembuary
Labors of the year (Italian). Digging clay for walls and tiles, fertilizing fields, pruning grape vines, shearing sheep, falconry, reaping hay, harvesting grain, threshing, sowing, wine-making, pannaging, and slaughter.

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