Clock
# How to Customize It All world-specific values are concentrated in six initialization triggers — **Time Init - Config Numbers**, **Time Init - Config Strings and Arrays**, **Time Init - Month Names Part 2**, **Time Init - Runtime Part 1**, **Time Init - Runtime Part 2**, and **Time Init - Flags and Finalize**. That is your configuration panel. Change those six triggers and you reshape the entire calendar. Everything else — rollover logic, normalization chains, moon cycles, seasonal cascades — derives from what you set there. You can configure the day length (default 2400, an HHMM-style clock where 0800 = 8 AM), the number and names of weekdays, the number, names, and lengths of months, the starting year and era name, the season boundaries, and the period and starting phase of each moon. Clock advancement rates can be rescaled to any day length. Adding a new holiday means creating one trigger with a date, day-of-week, or moon-phase condition. Adding a new moon means adding a period variable, a phase variable, a normalize trigger, and storyteller triggers for its full and new phases. # The Living Clock A fully automatic time and calendar system for Voyage worlds. Players never see a clock, never manage the date, and never choose to advance time — it simply flows around them as they act. Glances barely nudge the clock. Journeys consume hours. Sleep carries the party to morning. Days become weeks, weeks become months, months become seasons and years. Two moons cycle independently overhead. Holidays arrive and pass. The storyteller receives one-sentence ambient whispers about the hour, the season, the moon, or the holiday — and weaves them naturally into narration. # How It Works Every player action advances the clock by an appropriate amount — instant actions (a glance, a nod, a sigh) add 36 ticks. Standard actions (combat, conversation, close examination) add 72. Extended actions (travel, crafting, negotiation) add 180. Long actions (rituals, far journeys, hours of labor) add 480. Sleep sets the clock directly to 0800 and advances the full calendar state by one day. When the clock reaches 2400 it rolls over to the next day: the weekday advances, the day of month increments, both moon phases tick forward in their independent cycles, and if the month ends the season may turn. A cascade of normalization triggers handles every boundary condition — week rollover, month rollover, year rollover, and season update — automatically and in order. Rollovers preserve remainders, so a five-day jump landing mid-month lands exactly where it should, not snapped to day one. If a player explicitly describes time passing — "two days go by," "we wait a week" — dedicated narrative triggers catch it and advance all counters by the correct amount. The system handles two, three, five, and seven day jumps directly. For larger or vaguer skips, explicit sleep or travel actions are more reliable. The system runs seven time-of-day bands (Deep Night, Dawn, Morning, Midday, Afternoon, Evening, Late Night), two independent moon cycles (Silvera at 30 days, Bloodveil at 72 days), full and new moon story whispers for each moon, a rare dual convergence event when both moons are simultaneously full, nine holidays (fixed-date, moon-derived, and weekly recurring), and seasonal transitions with ambient narrative instructions woven into every turn. # What It Is Not This is not a player tool. There is no clock UI, no time menu, no player decision about when morning comes. The clock also does not simulate real time — tick values are narrative approximations, not literal seconds. A combat round and a long conversation may advance the clock by similar amounts. The system provides rhythm, not precision. Time is a river the player swims in, not a dial they turn.
