The Crow Moon is the second month of the year, according to the Neolithic farmers of the White Chalk Coast . Each month I attempt to update this pariah almanac, with the end result being a calendar for an entire year, alongside supporting encounter and foraging tables, which in turn reflect the seasonal changes.
The first past in the series is here:
https://aloneinthelabyrinth.blogspot.com/2025/02/white-chalk-almanac-25.html
The firs month is detailed here:
https://aloneinthelabyrinth.blogspot.com/2025/03/white-chalk-cold-moon-almanac-25.html
Further context is provided here:
https://aloneinthelabyrinth.blogspot.com/2023/05/white-chalk.html
I've decided to structure the post with the most specific information up front.
![]() |
Crow by Leonard Baskin (illustration from Ted Hughes' collection of Crow poems) |
The Crow Moon is a month of bitter hope. While there are signs that the Spring Princess is on her way (notably the white snowdrops and purple crocuses), it is still a month of frost and snow and cold, wet winds. So optimism is tempered, and prudence prevails. The month is named for the proliferation of jackdaws, magpies and carrion crows feasting on the worms, emerging from the cold ground with faint hope in their tiny hearts.
Calendar
Day of silence. This solemn day represents the distance.Whitehawk and the Flatfield Holdings observe this fully, Stoneditch tend to be less strict (though they abstain from drinking strong beer on this day). As with every new moon, great bonfires are lit in the centre of settlements and burnt offerings made to the spirits
Day 2
Flatfield Holdings perform the traditional tournament, in which young people compete for the honorary (and among these people) temporary title of "warrior" in order to perform their community's sacred duties to the Spring and Summer princesses. This comprises a series of tournaments including bowmanship, axe throwing, wrestling and stick fighting. The scoring is performed by the village elders and is entirely opaque, but is generally considered necessary to perform well in most events to be in with a chance (as opposed to dominating one event).
Day 3
Young warriors announced at Flatfield Holdings.
Day 4
If all is well Downwatch receives word that the Spring Princess has arrived at Gravewatch. Here she is obliged to remain at least until the moon begins to wane. By tradition, Whitehawk send no welcoming party. However, young warriors from the Flatfield Holdings embark to reinforce those at Downwatch.
* After this date, any encountered human foraging parties are likely to be the Spring Princess and her entourage, assuming the location fits.
Day 5
Whitehawk camp awakens to find that Somewhat Awkwardly, chief of the 5 Barrows, has left along with his entire entourage. There was no word that this would happen, and this occurs after 10 years of occupying the site. Tracks lead along the trail to 5 Barrows: a messenger is despatched to investigate further.
Waxing half moon (Day 7)
The meet at Whitehawk Camp occurs, and the usual good news that the Spring Princess is on her way is overshadowed by the unexpected departure of the 5 Barrows clan (who do not return for the meet). If Mother Sawtooth assumed the form of a gull harpy last month, the news that shepherds were abducted will be shared. There's also concern that a bear has been spotted crossing the downs by night,
Day 8
The messenger has not returned from Five Barrows. A second is sent, but as a spy rather than an envoy. Perfect job for a foreigner or outcast,
Full Moon (Day 15)
Again Mother Sawtooth ventures out to sea in search of prey for the hungry cave spirit, She travels east, knowing there are to be richer pickings there, and further from her own folk. Still, she hopes it is someone old and spent, or a younger person with an undeserving heart. Sometimes she wonders if she should pick out those who deserve it. The thought makes her shudder: she is doing her duty, believing these sacrifices spare a greater wrath... judgement should not come into it.
Day 16
The day after the princess comes to Downwatch (should be Day 17)All being well, the Spring Princess and her entourage arrive at Downwatch. Messengers are despatched to Whitehawk and the Flatfield Holdings. The fire at Downwatch announces this news with a beacon of green fire.
The Flatfield Holding warriors at Downwatch are joined by nominated elders from that same community at dawn. Forming a kind of honour guard, they escort the Spring Princess and her entourage to Drovewatch, where a feast is prepared by priests and shepherds. A tup is sacrificed and roasted.
Throughout all this, the princess remains veiled. Only her entourage are permitted to gaze upon her face—at least until her proper presentation to the people of White Hawk.
Day 18After dusk the Priests of the Moon, Sun and Stars leave for Drovewatch with the senior warriors of Whitehawk. Regardless of the weather, they will collect the Spring Princess by torchlight. They hope to return her to Whitehawk Camp before dawn,
The Spring Princess arrives at Whitehawk, escorted by the Priests of Sun, Moon and Stars and the most senior warriors of Whitehawk, plus the delegation from the Flatfield Holdings. The atmosphere is tense: everyone is concerned by 5 Barrows' apparent snub of proceedings
Half moon waning (Day 22)
12 long dugout boats, each with a party of 4 Bleak Isle warriors lands along the coast west of Stoneditch. A dozen men head north to the Flatfield Holdings, with the remainder marching towards Stoneditch. They wait by the mouth of the Whalebone River for a low tide: thereupon 20 men head to Whitehawk (led by Tjereb the Red, youngest son of the Bleak Isle chief) while the remaining sixteen set up a little bit inland.
Tjereb arrives at Whitehawk with his 19 warriors to great surprise. They are welcomed as warmly as is possible, but Split Lip explains the significance of the upcoming rites and suggests they might want to head on to Five Barrows: Tjereb does his best to appear friendly in response. He wants Split Lip to understand that his autonomy has ended, but he wants a smooth transition of power.
Elsewhere, his warriors at Flatfield are accommodated with gusto. His men left on the coast are less fortunate: Silverscale mean and women slit their throats in the night, weigh their bodies with stones and toss them into the sea.
30th Day
Tomorrow brings the New Moon, and with it the "coronation" of the Spring Princess. She rests now, but will spend the entirety of the following day being clothed and presented and returned to her hut again and again, for a number of public rites in which she will be entirely passive. Tired to the point of nausea from her long journey, the symptoms of her early pregnancy are as veiled to her as she is to her subjects.
![]() |
Planisphere for the Crow Moon |
Crow Moon Encounters (by terrain)
2 Predator or threat3-5 Hazard or weather worsens6-7 General ambience (describe landscape elements)8-9 As above, but also describe how the weather looks set to change10-11 Weather improves
12 Positive discovery or happening occurs
Predators, hazards, ambience and positive discoveries vary by terrain
Downland (chalky grassland and hill) by the Crow Moon
The wind still blasts across the rolling hills, though scattered clumps of trees somehow enduring this battery and the insistent munching of sheep. In lowland areas, hardy tups that made it through the winter are joined by their flock, though the high ground remains the domain of solitary rams. Some sheep remain in barns, especially those that have birthed lambs early. If the beet harvest was good it sees the lowland communities through winter, though Stoneditch are happy to brave the waters off the coast and bring in the rich bounty of the Lord's sea
The Winter Queen is all but forgotten: Jackdaws and carrion crows now peck for worms where once they feasted on her remains.
Downland ambience
- Crows, jackdaws and magpies (1d100) pecking at the pasture
- Frozen dew pond
- Hare bounding down a distant hill
- Herd of roe deer (3d10), seen at 3d100 feet
- Herders or foragers (2d4): 50% chance they've not yet seen the PCs.
- Sheep! Lowlands: 2d12 scattered ewes and a ram. High ground: 1d12 scattered tups (1d12).
Downland foraging: firewood is plentiful around small copses of trees and shrubs. There are no entheogens growing on the downs in the winter. Chalk and flint are easy to unearth. It's still hard to find food:
- Chickweed
- Dandelion root
- Garlic mustard
- Pilewort (root)
- Small game
- Sorrell
Downland hazards & anomalies: there is little real danger on the downland, and uncanny anomalies are very rare indeed. Roll 1d12: on a 5-12 the weather worsens one step, otherwise reference the number against the effect below.
- Extreme weather effect: ball lightning, blizzard, fog, tornado
- Ghostly orb drifting away from the party, distance 300'
- Mire (lowland) or slippery slope (upland)
- Time loss: one hour vanishes
Downland positive signs & discoveries
- Boulder marked with glyphs from the Old Days. A winter £rose" (hellebore) has been placed as a votive offering on top of it.
- Chalk stream providing continuous, clean water
- Dead ewe: roll 1d6 for how many days. Still probably good to eat...
- Shepherd's hut, dry and potentially warm, occupied by 1d4 friendly herders
- Small settlement (1d4 households), occupied
- Snowdrop: spot a small cluster of early snowdrops, growing beside a sheltered copse. Improve weather one step.
Downland predators & threats (roll 1d4 for natural predators)
- Badger (alone, not interested in humans... edible?)
- Bird of prey (circling something interesting?)
- Fox: not interested in humans unless (50% chance) it's actually the Fox Spirit his/herself
- Wolves (1d6, hungry but sharp)
- Pariah rustlers on a ship raid. Most likely the Loveless
- Warriors of a nearby settlement, patrolling for raiders and predators
Small game of the downland
- Crow, jackdaw, magpie 3d10 feet
- Hare spotted, 1d100 feet away
- Passerine bird (starling, robin, blackbird) 2d20 feet
- Predator (roll 1d4 above)
- Tracks or droppings of animal, definitely a deer within 1d4 hours
- Tracks or droppings of animal, definitely a sheep within a mile
Coast at the Crow Moon
The White Chalk Coast consists of massive white chalk cliffs and shingle beaches, though sometimes larger stones form rockier shorelines where rock-tide pools collect. The coastline belongs to humanity, but this is a liminal space between land and sea, between settlement and The Ocean Lord himself.Coastal ambience
- Fishing party out at sea, quarter mile offshore
- Gulls, 1d100, feeding on [foraging] 400 feet ahead
- Seal spotted, 4d100 feet ahead
- Tide is slowly coming in (note: this is quicker on a full or new moon)
- Tide is slowly going out (note: this is quicker on a full or new moon)
- Tide pools (at low tide) or small fry shoals (high tide)
Coastal foraging: firewood is tricky, some driftwood after an hour of searching. There are no entheogens growing by the sea. Chalk and flint are easy to unearth from the cliffs.
- Limpets
- Razor clams or cockles
- Sea beet (wild spinach)
- Sugar kelp
- Whelk or winkle
- Winter laver
Coastal hazards & anomalies:
- Eerie fog drifts in from the sea, visibility reduced to 10'
- Predator or threat
- Rocks fall from cliff
- Siren call from the sea
- Thunderstorm blows in from the sea
- Tide coming in rapidly: turn back or climb up cliffs OR if tide is going out, trapped in sinking sand
Coastal positive signs & discoveries
- Crab basket washed ashore, 4 large crabs inside
- Distant glimpse of the Lady of the Sea, striding across the tide
- Fisher's hut, dry and potentially warm, occupied by 1d4 friendly fishers
- Small settlement (1d4 households), occupied
- Washed up boat from across the channel, unoccupied but 1d4 precious items on board
- Weather improves one step, storm calms, tides abate, golden light shines down
Coast predators & threats (roll 1d4 for natural predators)
- Bleak Isle warriors, on a diplomatic mission
- Bird of prey (circling something interesting?)
- Mother Sawtooth, old witch, out for a walk
- Silverscale "warriors", patrolling for raiders and predators
- Spirit of the Sea, awesome and terrifying
- Wolves (1d4, hungry and weak)
Small game of the coast
- Albatross (50% chance a Spirit of the Sea)
- Blackhead gulls (1d100)
- Herring gulls (1d100)
- Herring or mackerel fry close to shore
- Seal (50% chance a Spirit of the Sea)
- Tracks or droppings of animal
The sea is full of fish. you need to get in a boat to catch them though, and it looks pretty rough this time of year.
Marshland in the Crow Moon
All of the marsh falls within the territory of Stoneditch, allied to the Whitehawk tribe. In winter they rely on the bravery of their fishers to keep the community alive: it is very risky business, but the weather is already improving.
Marsh ambience
- Copse of alders with catkins
- Deep booming call of the bittern
- Falcons chasing flock of 2d100 lapwings through the sky OR heron fishing
- Fishers or foragers (2d6): 50% chance they've not yet seen the PCs
- Fishing nets left out to dry in the cold air
- Herd of roe deer (3d8), seen far away
Marshland foraging: brushwood is easily sourced but will need to be dried out There are no entheogens growing on the marshes in the winter. Big lumps of granite and sandstone are surprisingly easy to find by the Whale Bone River. For food, roll 1d6: on a 6 the forager finds some small game (roll below), otherwise their hands are empty. Opportunities to hunt abound, and an hour spent fishing with a line produces 1d6-3 rations worth of fish (you could use the pariah's "fishing skill die" in lieu of 1d6 if you wish)
Marshland hazards & anomalies: the danger on the marshes arises from the water.
- Bog or mire
- Boog +tide: as above... but the tide is coming in and the river is rising fast
- Extreme weather effect: ball lightning, blizzard, fog, tornado
- Predator or threat: the party have alerted a potentially hostile presence
- Spirit of the dead drifting along the misty marsh
- Will-o'-the-wisp: dawn spirit enticing pariahs to a deadly mire
Marshland positive signs & discoveries
- Abandoned bird-hide, occupied by 1d4 friendly foragers
- Abandoned dugout canoe belonging to Stoneditch marsh-fisher. Holds 4.
- Floating basket containing 2d6 shellfish and/or fish
- Graceful swan descends onto the water from the air
- Small settlement (1d4 households), occupied
- Weather improves one step
Marshland predators & threats (roll 1d4 for natural predators)
- Giant rats (3d6)
- Fox: not interested in humans unless (50% chance) it's actually the Fox Spirit his/herself. If in water threat is giant eel
- Silverscale "warriors", patrolling for raiders and predators
- Wolves (1d6, hungry yet sharp); in water this is 2d6 giant rats
- Bleak Isle Folk warriors (1d6) on a "diplomatic mission"
- Spirit of the Dead, hungers for life, draining touch
Game of the marshland
- Bittern, coot, moorhen, wigeon (1d6)
- Hare (1d3)
- Greylag geese (3d6) OR Swan (1d6)
- Herring gulls (4d20)
- Lapwing (1d100)
- Water voles (1d4)
Woodland in the Crow Moon
The woodlands are still ruled by their petty spirits: encounters reflect their rection to travellers. Roll 2d6, but with approval (3d6 keep highest 2) when pariahs are respecting and honouring the environment and disapproval (3d6 keep lowest 2) when they are behaving poorly. Refer to reaction tables in this post: https://aloneinthelabyrinth.blogspot.com/2025/03/white-chalk-cold-moon-almanac-25.html
- Garlic Wood: The domain of Urug-Kha the Badger, who begrudgingly tolerates hazel coppicing on the edges of his wood.
- The Oldwood: The ancient spirit of the forest slumbers deeply, but it reverberates through the outcast pariah band, The Loveless. They are deeply connected to this landscape and respond to its needs.
- Fellbeech Hill: The site of a horrible massacre, when a band of Painted Ones made their last stand against a much larger force of Bleak Isle folk. The ghost of the last to die haunts the hillside: scaring away humans, but ensuring a safe haven for the remaining wolf pack of this territory.
- Garlic Wood: The domain of Urug-Kha the Badger, who begrudgingly tolerates hazel coppicing on the edges of his wood.
- The Oldwood: The ancient spirit of the forest slumbers deeply, but it reverberates through the outcast pariah band, The Loveless. They are deeply connected to this landscape and respond to its needs.
- Fellbeech Hill: The site of a horrible massacre, when a band of Painted Ones made their last stand against a much larger force of Bleak Isle folk. The ghost of the last to die haunts the hillside: scaring away humans, but ensuring a safe haven for the remaining wolf pack of this territory.
Ambience (Fellbeech Hill)
- Clattering of (5d20) jackdaws in boughs of tree. Very loud.
- Howl of a wolf: within 1d6 x 1000 feet
- Robin flitting from branch to branch
- Rusted brown beech leaves still clinging to a tree
- Definite deer spotted 300' into the wood
- Whisper into the ear of a random pariah: "Be. Gone."
Ambience (Garlic Wood and Oldwood)
- Blackbird whistling its beautiful melody
- Break in canopy reveals sky above
- Carpet of snowdrops in a small clearing
- Chattering call of the magpie
- Hazel catkins dangling from trees
- Woodpecker tapping out a message against an oak or yew
Woodland Foraging: much richer pickings than out on the downs, firewood a-plenty. Dawn mushrooms can be foraged by a knowledgeable pariah (entheogens skill, herbalism or horticulture skills for example) at a rate of 1d4-1 mushrooms every hour. For the desperate oak "moss" (an edible lichen) can stave hunger, otherwise:
- Bittercress
- Elf cap
- Primrose
- Small game
- Velvet shank
- Wood ear
Hazards & anomalies of Fellbeech Hill
- Boggy mire
- Entangling brambles slow progress
- Falling ash or sycamore, seconds to act
- Food of one pariah inexplicably spoils, instantly
- Omen of the ghost of fellbeach (wail, deathly chill etc.)
- Timeslip: a vision of the deep past, specifically the Fellbeech massacre in which the ghost of the hill was made.
Hazards & anomalies Garlic Wood
- Entangling ivy slow progress
- Falling ash tree, seconds to act
- Mudslide or tumbling rocks (weather pending)
- Omen of the Great Badger (growl, droppings, heckles up etc.)
- Predator (roll below)
- Temporal-spatial loop: party appear to have arrived at the exact spot they were at 1 hour ago... with no time having passed
Hazards & anomalies the Oldwood
- Entangling snare: save to avoid becoming stuck, takes time escape, otherwise casues minor harm (1d2 HP)
- Dawn spirit. Reacts with disapproval.
- Gorse, ivy or nettles slow progress
- Hostile tree guardian spirit materialises
- Party stumble upon an obvious trap—pit trap, tumbling rocks or logs—set by The Loveless. Not yet triggered, but requires careful negotiation to disarm or navigate
- Timeslip: a vision of the deep past, specifically an ancient winter ceremony of a lost band of Painted Ones performing a bloody sacrifice to their Horned Spirit of the Oldwood. Though chilling, repeat viewings teach a summoning ritual to those willing to learn
Positive signs & discoveries (Fellbeach)
- Ancient obsidian spearhead of the Painted Ones, hidden in the wet leaves
- Carved stone resembling a very large, tattooed foot, emerging 3' from the ground, toes first
- Hibernating animal. Edible (roll small game)
- Improved weather visible through break in the canopy
- Rotten hunting hide/shelter, one hour to "make good". 1d10 arrowheads.
- Small pond in the crater left by a fallen tree. Strangely, contains 1d20 live fish (one ration each)
Positive signs & discoveries (Garlic wood)
- Camp of copsers/charcoal burners. Party catch first sight, can easily avoid without detection if desired.
- Deer tracks/droppings: relatively fresh, deer withing half a mile (random direction)
- First shoots of wild garlic! Edible and tender, good enough raw.
- Hibernating animal. Edible (roll small game)
- Improved weather visible through break in the canopy
- Sackcloth bundle: 2 rations of dried meat and a flint blade, 1d4 torches. Probably dropped by a copser.
Positive signs & discoveries (Oldwood)
- Deer tracks/droppings: relatively fresh, deer withing half a mile (random direction)
- Hibernating animal. Edible (roll small game)
- Hunters' camp (pariahs from The Loveless band). Party catch first sight, can easily avoid without detection if desired.
- Improved weather visible through break in the canopy
- Small sack: contains a food ration, hand axe and a torch. Probably dropped by a pariah
- Small stone figurine of a stag
Predators (Fellbeach)
- Bear tracks: these lead out of Fellbeach and toward the Oldwood. Followed back they disappear in the downs to the north.
- Fox: not interested in humans unless (50% chance) it's actually the Fox Spirit his/herself
- Ghost of Fellbeach, hungers for revenge, draining touch
- Giant bat (1d8) swoops down from trees
- Owl, 50% chance it's a moon spirit
- Wolves (3d6, aggressively defending their territory)
Predators & threats (Garlic Wood)
- Badger (40% chance this is Urug-Kha himself, otherwise disinterested)
- Fox: not interested in humans unless (40% chance) it's actually the Fox Spirit his/herself
- Hunting party, checking for wolves and pariah raiders.
- Hunting party, looking for small game. 50% chance they're pariahs from the Oldwood
- Tracks of (roll again)
- Wolves (1d8, hungry yet sharp)
Predators & threats (Oldwood)
- Badger or fox: not interested in humans unless (50% chance) it's actually the Fox Spirit his/herself
- Bear tracks. There is a bear within one hour of this point, somewhere in the Oldwood.
- Brown bear. It's wandered down from the Weald (forest to the north and east. Hungry young male.
- Hunting party, pariahs
- Raiding party from one of the watches (Downview, Droveview, Roundhill)
- Wolves (1d8, hungry and sharp)
Woodland game
- 1d4 pheasants or other groundbird
- 1d4 Squirrels, very skinny
- 1d4 stag beetle grubs (1 ration each, very bitter) OR single frog/toad
- Hare (distance of 4d20 feet) OR small game tracks (roll again)
- Hibernating animal (dormouse, hedgehog, ordinary bats)
- Tracks or droppings (wild pony or deer) within half a mile
Weather
There's a new weather hexflower each month: read the last White Chalk Post to understand how they work and what the impacts are. Remember: all winds are embodied by powerful spirits with egos and they can be challenged. It might not end well, but it's an option.
- Clear, bright and cold: no wind or cloud. If snow has settled, travelling in the direction of the sun involves shielding eyes from an almost painful glare. Frost ont he ground if there's no snow in the morning
- Misty: the air is a damp cloud as a gentle southwesterly carries mist from the sea. Visibility drops to about half a 400 feet or so. Feels fit to rain any minute.
- Showers: intermittent moderate rainfall. Eventually drenched after a 2 hours in the open air. This weather remains on the roll of a "1" (as indicated by the "x" on the bottom edge of the hex)
- Blizzards on the north wind
- Visibility is near non-existent.
- Walking into the wind and snow (northward) penalises movement (2/3).
- The snow that falls in half a day lingers for 3 days (this accumulates)
- If snow continues to fall for a whole day, movement is further penalised
- Cold north wind, dark glowering skies the threat of rain never materialises, but the wind is bitter. Flat light, no shadows. Attempting to walk into it slows movement by 2/3.
- Cold north wind, heavy rain and sleet as (4), but no snow. Travellers will be drenched within an hour, and the sleet is icily cold.
- Bitter northeast wind The northeast wind rides her white wolf across the sky, leaving heavy snows in her wake
- Visibility is near non-existent.
- Walking into the wind and snow (towards north or east) penalises movement (2/3).
- The snow that falls in half a day lingers for 3 days (this accumulates)
- If snow continues to fall for a whole day, movement is further penalised
- The intensity of the cold doubles all damage and fatigue effects
- Light southwest wind, heavy rain Travellers will be drenched within an hour. Poor visibility (half a mile).
- Showers with hail intermittent rainfall, mostly tiny hailstones. Eventually be drenched after 3 hours in the open air.
- Northeast wind and snow flurries The northeast wind rides her white wolf across the sky, similar to (7). However, the snow is lighter and will not fall deep enough to hinder movement, and will be gone in a day if no further snow falls.
- Biting northeast wind and snow as (7), though snow will linger for 3 days (cumulative).
- Forceful southwest wind and rain the smiling southwest wind brings with him warm (comparatively), wet weather. Nonetheless, travellers will be drenched within an hour and travel due south or west incurs fatigue unless they slow to 2/3 speed. He can be challenged.
- Light breeze, cloudy grey clouds threaten rain but never deliver, sweeping across the sky from the southwest to the northeast.
- Cold, clear skies see entry for (1). It is colder than the sun suggests, and there will visible frost across the hills if this occurs of a morning, with light mists rolling down the hills in the distance like gentle waterfalls.
- Thunderstorm the playful southeast wind brings her friend, the Sapphire Princess. Heavy rain falls, saturating clothing in an hour. More terrifying are the bolts of lightning slung toward the earth, crashing all around as thunder echoes across the downs. Everyone makes a save vs. sun & Heavens every hour spent walking across open ground: failure results in being struck by a thunderbolt. This inflicts 3d10 damage on them and 2d10 on anyone within 10' (save vs. shock for half). Any present who survive will receive a blessing from the Sapphire Princess if the site is transformed into a shrine.
- Warm wet wind, showers the smiling southwest wind brings with him warm (comparatively), wet weather. Nonetheless, travellers will be drenched after half a day's travel; venturing into the wind (south or west) incurs fatigue unless they slow to 2/3 speed.
- Heavy rain and southwest wind as (16) but clothing is saturated in an hour. The wind feels this is all part of the fun.
- Light wind from the southeast but the skies are equivocal. For now there are no great impedances to travel.
- Heavy rain, southeast wind brings with her warm (comparatively), wet weather. Nonetheless, travellers will be drenched after an hours travel; venturing into the wind (south or east) incurs fatigue unless they slow to 2/3 speed.
Footnote
https://aloneinthelabyrinth.blogspot.com/2023/05/white-chalk.html
I like the idea of the calendar and the way it creates like a temporal point crawl, but since it's just one feature interacting with the weather hex flower and the other tables, it's still part of an open sandbox. I can't offhand remember a game with an event calendar like this, but it's a cool dimension to add to a game.
ReplyDelete