Homebrew Calenders
My gameworld is a homebrew that combines historical elements as well as a bit of the Realms. I stick with the 365-day year with 12 x 30 day months (this allows "tenday" weeks that recognizable to the FR-aholics that play in my game) with a 5 or 6 day Holiday period called Yearend that belongs to no month (yes, the 6-day Yearend is held every 4 years...the civilization that developed the calender was incredibly advanced in terms of astronomy). The calender had been "reformed" several times in my world's history as well.
One of the advantage of my world's system is that each month uses exactly the same grid pattern, an idea I borrowed from of all places, Traveller. As for the "zero year" there are two. One dates from the discovery of the protocols that allow then recording of magical spells in written form -- the beginning of the Wizard character class that marked the end of one of my world's Ages (about 3000 years before present). This system is used mostly by historians, bards and similar Learned Folks. The second "Year Zero," the one most people use, dates from the Ascention of the deity of the predominant local monotheistic religious tradition known only as The One. As in the FR, years are sometimes named. The year of the Great Comet whose arrival heralded the arrival of demihumans and most dragonds and monster is called "The Year of the Change," is 666 AO (Anno Onem, Year of the One)
The days of the week all have local names, with one excepton: Saladay, named for the single greatest emperor / conquerer / hero in the history of this part of the world and the most recent calender reformer.
Yes, I do pay attention to the passage of time in my game world. Seasonal festivals are common, not to mention local holidays. I've run games set during Yearend -- the fourth day of Yearend is "Forgiveness Day," based on an ancient tradition (among humans) of not carrying grudges into a new year, which carried a great dramatic roleplaying element for several characters.
My gameworld is a homebrew that combines historical elements as well as a bit of the Realms. I stick with the 365-day year with 12 x 30 day months (this allows "tenday" weeks that recognizable to the FR-aholics that play in my game) with a 5 or 6 day Holiday period called Yearend that belongs to no month (yes, the 6-day Yearend is held every 4 years...the civilization that developed the calender was incredibly advanced in terms of astronomy). The calender had been "reformed" several times in my world's history as well.
One of the advantage of my world's system is that each month uses exactly the same grid pattern, an idea I borrowed from of all places, Traveller. As for the "zero year" there are two. One dates from the discovery of the protocols that allow then recording of magical spells in written form -- the beginning of the Wizard character class that marked the end of one of my world's Ages (about 3000 years before present). This system is used mostly by historians, bards and similar Learned Folks. The second "Year Zero," the one most people use, dates from the Ascention of the deity of the predominant local monotheistic religious tradition known only as The One. As in the FR, years are sometimes named. The year of the Great Comet whose arrival heralded the arrival of demihumans and most dragonds and monster is called "The Year of the Change," is 666 AO (Anno Onem, Year of the One)
The days of the week all have local names, with one excepton: Saladay, named for the single greatest emperor / conquerer / hero in the history of this part of the world and the most recent calender reformer.
Yes, I do pay attention to the passage of time in my game world. Seasonal festivals are common, not to mention local holidays. I've run games set during Yearend -- the fourth day of Yearend is "Forgiveness Day," based on an ancient tradition (among humans) of not carrying grudges into a new year, which carried a great dramatic roleplaying element for several characters.