Myth-Weavers Help

Campaign Calendars

A Campaign Calendar is an in-world calendar: the days, weeks, months, and years of your campaign's setting. Distinct from the real-world calendar (which tracks your actual sessions and deadlines), the campaign calendar is the fictional time your characters live in.

Useful for any setting with non-standard time:

Setting it up is the GM's job. Once it's ready, both the GM and players can view it, and any events you mark on its dates will surface in your summary views.

Creating a campaign calendar

[GM]

From your game's Resources tab, New ResourceCampaign Calendar. The setup form walks you through:

Don't worry about matching real-world structures, the configuration is completely up to you. A 5-day week with three 100-day months works just as well as a standard 12-month, 365-day Gregorian setup.

Viewing the calendar

Anyone with access to the game can open the calendar from the Resources tab. There are four levels you can view:

Move around with the Previous and Next buttons, or type a year directly to jump straight to it.

The "today" pointer

[GM]

The GM can set a today marker on the calendar, a single in-world date that says "this is when the campaign currently is." The marker is visible to everyone and updates as the in-world clock advances.

Set it with the Set Today button in the calendar header: pick the year, month, and day. To remove the marker, open Set Today and choose Clear Today.

Useful for keeping the table synchronized on what day it is, especially across long pauses or when posts in different topics span different in-world dates.

It also sets where the calendar opens. A new calendar with no "today" set lands on Year 1. If your campaign is set in, say, the year 2004, set Today to a date in 2004 and the calendar will open there for everyone instead of at Year 1 — so you can prepopulate surrounding years with events and have viewers land in the right era. (Absent a "today", the calendar falls back to the most recent year you've given a year title, then to Year 1.)

Year titles

[GM]

Each year can have a title — a custom label that appears alongside the year number. Common in fantasy settings:

1368 DRThe Year of the Banner

1369 DRThe Year of the Gauntlet

Add them from the calendar's edit screen, and they'll appear in your year and decade views and on event details.

Events

This is where your timeline comes alive. Each event has the following fields:

Events appear marked on the date in month view, listed in summary views, and are searchable within the calendar. An event that has a Description shows a small notes icon on its calendar entry, so you can tell at a glance which dates carry extra detail. (If the description is GM-only via a private block, players don't see the icon, it just reflects what each viewer can actually read.)

Multiple events on one day are fully supported. Click a specific event in the grid to open it directly, or click elsewhere on the day to get a list of everything on that day. Then, pick any one to view or edit it, or add another event to the same day. (The month grid shows the first few per day, then a "+N more" count; the day list always shows them all.)

Under the hood: where events live

Calendar events live on the calendar resource itself rather than on any one game, which has a useful side effect: you can link the same calendar to several games. A shared world played by different tables stays perfectly in sync, with the same events showing up for everyone. And because the calendar stands on its own, deleting a game leaves its campaign calendar intact unless you delete the resource too.

Access control

[GM]

The calendar has its own read and write access settings, separate from the parent game's:

This means a calendar can be more open or more restricted than the game itself — useful for "GMs maintain the canonical timeline, players consult."

Next steps