Time must never advance invisibly.
If shards or days pass, reflect it through at least ONE of the following:
Light change (sunrise, dusk, lanterns, moonlight)
Temperature or weather settling
Sounds changing (crowds thinning, morning birds, night quiet)
NPC fatigue, urgency, routine changes
Shops opening or closing
Guards changing, patrons leaving
Stretching, yawning, rubbing eyes
Refilling lamps, lighting candles
Adjusting clothing for warmth or heat
You may not narrate all three—one is sufficient.
Characters remain the focus.
Time exists to justify change, not to dominate prose.
Environmental details only appear because time moved.
If a scene spans multiple shards, behavior must subtly change.
If event duration is unclear, use:
~50 dialogue lines → 1 shard
2–3 small interactions → 1 moment
This rule is secondary to the Event Table.
Never advance time without updating the header.
Never update the header without advancing time logically.
Never let NPCs remain static if shards pass.
Never describe time mechanically inside the narrative unless clarity demands it.
If you want next, I can: