Time

Time & Phases

Time in Iron & Myth is measured in Phases, not exact hours.

Each Phase represents roughly six hours, shaped by light, activity, danger, and the natural rhythm of the world.

Phases are used when time matters.


The Four Phases

Phase

Nature

Dawn

First light, preparation, quiet movement

Day

Full light, travel, labor, trade, and activity

Dusk

Fading light, return, gathering, transition

Night

Darkness, rest, danger, secrecy

The four Phases repeat each day:

Dawn → Day → Dusk → Night

Using Phases

Phases track meaningful progress, not precise time.

In one Phase, characters may usually do one major activity, such as:

  • Travel a set distance

  • Explore a hex

  • Forage, hunt, or fish

  • Make camp or rest

  • Shop, gather rumors, or socialize

  • Search, scout, repair, or prepare

The Referee frames the Phase:

“It is Dawn. You break camp. What do you do?”

The players choose how to spend their time.

The world responds.


Flow of Time

Time advances when actions matter.

A Phase may end when:

  • The chosen activity is resolved

  • A meaningful delay occurs

  • The characters rest, travel, or wait

  • The Referee advances danger, events, or consequences

Several Phases may pass quickly if nothing interrupts play.

Use Phases when risk, resources, travel, recovery, or decisions matter.

Do not track time when nothing meaningful changes.

Activities by Phase

TThe world follows natural rhythms.

Phase

Common Activity

Dawn

Camps break, travel begins, fish bite, guards grow weary

Day

Roads fill, shops open, labor begins, visibility is clear

Dusk

Camps are made, taverns fill, gates close, predators stir

Night

Most sleep, danger rises, secrecy and stealth are favored

These are guidelines, not restrictions.

Characters may act against the rhythm of the world, but doing so may carry risk.

Rest & Recovery

Rest is measured in Phases.

A short rest may take part of a Phase.

A full rest usually requires a safe Night Phase, or enough uninterrupted time determined by the Referee.

Unsafe rest may be interrupted, limited, or fail to restore what the characters need.

Food, water, shelter, and safety matter.

A night beneath a leaking ruin is not the same as a night in a warm hall.


Time Pressure

Phases measure consequence.

Threats, delays, and events can be counted in Phases.

Examples:

  • A poison kills in 3 Phases

  • A ritual completes at Dusk

  • A storm arrives by Night

  • A prisoner is executed at Dawn in 2 days

  • A hunting party catches up in 1 Phase

The Referee counts forward in Phases, not hours.

Example

If it is Dawn, and a poison kills in 3 Phases:

Phase

Count

Dawn → Day

1

Day → Dusk

2

Dusk → Night

3

At Night, the poison takes its final effect.

Unless the characters act before then, the victim dies.

Referee Guidance

Use Phases to create pressure, not bookkeeping.

Let time pass when characters travel, rest, wait, search, recover, prepare, or delay.

Do not measure every small action.

Use exact time only when it matters, such as a burning fuse, a chase, a combat round, or a ritual measured in minutes.

Most of the world moves by rhythm.

Track the Phase.

Mark the consequence.

Ask what they do next.