In most campaigns I've played, the passage of time on a larger scale is handled liberally. We tend to see the value in handling smaller scale time via procedure, thinking of exploration in terms of 10 minute chunks for no reason other than to structure the game around those chunks like clockwork (torch duration, monster checks, etc.). The course of the year is not given the same attention, for the obvious reason that it's difficult to keep track of. At first glance, you'd think you'd have to figure out what day of the month it is, how many days are in each specific month, when one month stops and another ends. However, using a simplified calendar like the one I will outline below, you can begin to see months pass and the seasons turn without much additional effort. The point of this calendar is not to simulate any actual calendar we use in the real world. Real world calendars have the dual function of organizing human life and matching that with what are basically measu...