THE MODULES

Factions and calendars

Who wants what, and when things happen.

Factions

Factions are the organisations pulling on your world — courts, guilds, cults, families, armies. They hold members, territory, goals, and rivalries, which means they connect people to places to intentions in one object.

Factions can carry agenda clocks: a visible track of how close a group is to getting what it wants. That gives the world momentum between sessions, whether or not the players are involved.

Calendars

Fantasy worlds rarely use twelve months of thirty days. You can define your own calendar — your months, your week, your festivals, your eras — and place events on it.

  • Events tied to the places and people they involve.
  • A timeline view for seeing a century or a week.
  • A sense of 'now' that moves with each campaign, so two campaigns in one realm sit at different points in history.