Monthly Archives: February 2025

Atlantean Exodus: Calendar

I’m turning my attention from player characters to the world of Atlantean Exodus. One thing the Atlanteans bring with them from Atlantis is their calendar. The calendar is based on the Egyptian sidereal-solar calendar found in the Book of Nut, an ancient Egyptian astronomical text.

A week consists of 10 days; these 10 days correspond to ~10 degrees of the night sky and the appearance of certain stars on the horizon.

A month consists of three weeks. These are not lunar months. The Egyptians did have lunar (and several other) calendars with regional variations, and celebrated certain festivals and religious ceremonies according to that calendar.

Twelve months make up a year, plus a 5 or 6 day intercalary period.

Thus, each year is 365 days (plus one day every four years). Historically, the Egyptians did not add an additional day added every four years, leading to gradual calendar misalignment and realignment every 1461 years. I’m treating the leap year days as forgotten knowledge that the Atlanteans still retained but lost over a period of thousands of years.

Each year is divided into seasons. The Egyptians used the Nile and its changes to demarcate the seasons, but in the case of the Atlanteans traversing the green Sahara, their seasons are divided into wet and dry seasons, plus a short season of storms at the end of the dry season.

At this time, some tribes of Africa have developed their own calendars, making the prediction of seasonal changes and thus early agriculture possible.

I really should post here more often…

I can’t believe it has been over a year since I posted on this blog. Lately, I’ve been posting on X. Posts there coalesce then evaporate like smoke. Blogs are slightly more durable. It’s all just sand and fire, but sometimes leaves a lasting impression in the mind. And even this, too, only endures slightly longer.

Work continues on Atlantean Exodus. I’m on the third draft of the playtest material. The core of the game is the same. Some subsystems have been refined.

  • Levels have been eliminated in favor of more granular and organic advancement, including a character’s starting advances.
  • Fortune has been replaced by effort.
  • Make an effort by spending up to 3 vitality. Each vitality spent grants +1 advantage die (1d6).
    (The resolution mechanic is 3d6+modifiers, rolling over a threshold number. Advantage dice are rolled in addition to the 3d6, keeping the three best die results.)
  • The new effort system neatly ties into character advancement, ability masteries, exhaustion, injury, death, and other subsystems.
  • Spiritism and other wonders in general are now more powerful, but have new tradeoffs for this power.

And there are a number of other changes that still need testing.

Because of the scope of the game (multiple generations of characters traveling across the green Sahara) and limited time, I have started writing code to simulate characters and the caravan on their centuries-long journey. So far, I can generate rudimentary characters. The name generation is improving.

More coaxing sand and fire into shape is needed. I’m a little rusty, not having coded for such a long time.