Time
Mythic Bastionland · p.17
Open source p.17Each Day has 3 Phases:
- Morning: Sunrise to Noon.
- Afternoon: Noon to Sunset.
- Night: Sunset to Sunrise.
Each Year has 3 Seasons:
Spring - The Green Season
- Begins with the Feast of the Sun, a day of excess and revelry to strengthen both the people and the land.
- Midspring sees Sceptremass, where the Seat of Power gathers local rulers to renew their vows of loyalty.
- Ends with the Tax, a share of coins collected by the Realm.
Harvest - The Gold Season
- Begins with the Feast of the Stars, a night of honours, unions, and contests.
- Midharvest sees Eldermass, a secretive assembly of Seers and trusted associates.
- Ends with the Tithe, a share of food and drink collected by the Realm.
Winter - The Grey Season
- Begins with the Feast of the Moon, a solemn reflection of mortality and history.
- Midwinter sees Kindlemass, a sacred day of warmth and goodwill, where each home must open their doors to all.
- Ends with the Levy, a share of materials and crafted goods collected by the Realm.
Each Life has 3 Ages:
- Young: Green, always learning.
- Mature: Seasoned, in their golden years.
- Old: Grey, considering their legacy.
When a character becomes Mature they reroll each Virtue on + and keep the result if higher.
When a character becomes Old they reroll each Virtue on + and keep the result if lower. Old characters lose VIG at the end of each Age. If this takes them to VIG 0 they die peacefully.
Advancing Time
At the end of each session, or during a natural break in their journey, the group decides how much time will reasonably pass:
- None: Pick up where you left off.
- Weeks: Continue on to the next significant seasonal event.
- Months: Move to the next Season.
- Years: Begin a new Age in Spring.
If uncertain, roll:
Between Seasons and Ages, Knights guard the Realm and each choose a pursuit.
Between Seasons
Restore Virtues and choose one:
- Pilgrimage: Learn about an unknown part of the Realm.
- Courtesy: Establish a new contact or earn a favour.
- Service: Make a small improvement to the Realm.
Between Ages
Restore Virtues, gain 1 Glory, choose one:
- Duty: Make a significant improvement to the Realm.
- Succession: Establish a successor and/or have them Knighted.
- Legacy: Your successor gains half of your current Glory.
Unresolved Situations
If an important situation is left unresolved before moving to the next Season or Age, roll to see how it changes:
Passage of Time
| d6 | Result |
|---|---|
| 1 | Season or Age turns now. |
| 2-3 | Season or Age turns after next session. |
| 4-6 | The Season or Age continues. |
Unresolved Situations
| d6 | Result |
|---|---|
| 1 | It goes as bad as it could possibly go. |
| 2-3 | It gets worse. |
| 4-6 | It gets better. |
Tables on p.17 (2)
Passage of Time
No table.
Unresolved Situations
No table.