The Calendar
Glorantha's calendar gives the world a concrete rhythm: days, weeks, seasons, festivals, and Lunar cycles can become important in a Situation.
You do not need to memorize the calendar before playing. Use it when a date, season, ceremony, or phase of the Moon actually begins to matter.
The most widespread calendar divides the year into days, weeks, and seasons, with a special two-week period called Sacred Time.
Day of the week
The days themselves bear runic names: Freeze, Water, Clay, Winds, Fire, Wild, and Gods. The day may directly matter for the Lunar Way, especially outside the Glowline.
When you need a day that has not already been established, roll 2D6. Read the first die unless you roll a double.
| Result | Day | Lunar landmark |
|---|---|---|
| 1 | waning crescent | |
| 2 | Water | dying moon |
| 3 | new moon | |
| 4 | Winds | waxing crescent |
| 5 | first quarter | |
| 6 | full moon | |
| double | last quarter |
Week
When the week is not already known, roll 1D8.
| D8 | Week |
|---|---|
| 1 | |
| 2 | Harmony |
| 3 | |
| 4 | |
| 5 | |
| 6 | Movement |
| 7 | |
| 8 |
Season
When the season is not already known, roll 2D20. Read the first die unless you roll a double.
| Result | Season | Landmark |
|---|---|---|
| 1–4 | Sea | spring |
| 5–8 | summer | |
| 9–12 | late summer and autumn | |
| 13–16 | winter | |
| 17–20 | Storm | turbulent end of winter |
| double | New Year ritual period |
During Sacred Time, an even double may suggest Luck and an odd double Fate when you use this roll as a source of inspiration.
These rolls never replace a date that has already been established. They are only used when the world needs a landmark no one had yet fixed.
Water
Winds
Harmony
Movement