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Campaign Weather Generator

Thirty days of weather with a real year behind it — long irregular summers and winters, the occasional brutal one, and per-day effects on marching, foraging and how far your scouts can see.

The almanac

Thirty days

Autumn — day 80 onward

Season states and modifiers generated by the strategy game's own season engine. Sky rolled per day and reconciled by the game's rule.
DaySeasonSkyMarchForageSightOn the road
1Autumn (day 25 of 36)Rainthe road turns; wagons bog, bowstrings slacken, tempers go
2Autumn (day 26 of 36)Rainthe road turns; wagons bog, bowstrings slacken, tempers go
3Autumn (day 27 of 36)Rainthe road turns; wagons bog, bowstrings slacken, tempers go
4Autumn (day 28 of 36)Rainthe road turns; wagons bog, bowstrings slacken, tempers go
5Autumn (day 29 of 36)Cloudflat grey light, no shadows, and nobody can tell the time
6Autumn (day 30 of 36)Rainthe road turns; wagons bog, bowstrings slacken, tempers go
7Autumn (day 31 of 36)Rainthe road turns; wagons bog, bowstrings slacken, tempers go
8Autumn (day 32 of 36)Cloudflat grey light, no shadows, and nobody can tell the time
9Autumn (day 33 of 36)Rainthe road turns; wagons bog, bowstrings slacken, tempers go
10Autumn (day 34 of 36)Rainthe road turns; wagons bog, bowstrings slacken, tempers go
11Autumn (day 35 of 36)Fogyou can lose a column in it; ambush is trivial and pursuit is hopeless
12Autumn (day 36 of 36)Rainthe road turns; wagons bog, bowstrings slacken, tempers go
13The Long Night (day 1 of 85)Snow0.6×0.4×0.5×tracks last for a day and firewood becomes the only thing anyone cares about
14The Long Night (day 2 of 85)Cloud0.6×0.4×0.5×flat grey light, no shadows, and nobody can tell the time
15The Long Night (day 3 of 85)Snow0.6×0.4×0.5×tracks last for a day and firewood becomes the only thing anyone cares about
16The Long Night (day 4 of 85)Clear0.6×0.4×0.5×good going; scouts see to the horizon and everyone is visible in return
17The Long Night (day 5 of 85)Storm0.6×0.4×0.5×get under something; travel is a bad idea and everybody knows it
18The Long Night (day 6 of 85)Cloud0.6×0.4×0.5×flat grey light, no shadows, and nobody can tell the time
19The Long Night (day 7 of 85)Snow0.6×0.4×0.5×tracks last for a day and firewood becomes the only thing anyone cares about
20The Long Night (day 8 of 85)Snow0.6×0.4×0.5×tracks last for a day and firewood becomes the only thing anyone cares about
21The Long Night (day 9 of 85)Snow0.6×0.4×0.5×tracks last for a day and firewood becomes the only thing anyone cares about
22The Long Night (day 10 of 85)Fog0.6×0.4×0.5×you can lose a column in it; ambush is trivial and pursuit is hopeless
23The Long Night (day 11 of 85)Fog0.6×0.4×0.5×you can lose a column in it; ambush is trivial and pursuit is hopeless
24The Long Night (day 12 of 85)Snow0.6×0.4×0.5×tracks last for a day and firewood becomes the only thing anyone cares about
25The Long Night (day 13 of 85)Cloud0.6×0.4×0.5×flat grey light, no shadows, and nobody can tell the time
26The Long Night (day 14 of 85)Snow0.6×0.4×0.5×tracks last for a day and firewood becomes the only thing anyone cares about
27The Long Night (day 15 of 85)Cloud0.6×0.4×0.5×flat grey light, no shadows, and nobody can tell the time
28The Long Night (day 16 of 85)Cloud0.6×0.4×0.5×flat grey light, no shadows, and nobody can tell the time
29The Long Night (day 17 of 85)Fog0.6×0.4×0.5×you can lose a column in it; ambush is trivial and pursuit is hopeless
30The Long Night (day 18 of 85)Cloud0.6×0.4×0.5×flat grey light, no shadows, and nobody can tell the time

Weather at a table is only worth tracking if it has memory. A generator that rolls each day independently gives you a blizzard on Tuesday and a heatwave on Wednesday, and after two sessions everyone quietly stops asking what the sky is doing.

This one has seasons underneath it — long, irregular ones — so the thirty days you get are a stretch of a year rather than thirty unrelated rolls. Winter arrives, stays for weeks, and costs you something the whole time.

Where the weather comes from

Not from a d20 table. The season calendars here are generated by the season engine of the strategy game this site belongs to, and the numbers in the March, Forage and Sight columns are that game's real modifiers, read out of its code when this page was built.

That model does three things a hand-written table does not:

What each season actually does

These are the game's own figures. A multiplier of 0.75× on marching means a day's travel covers three quarters of the distance; 0.6× on foraging means a party living off the land finds well under two thirds of what it would in the same place in autumn.

Every modifier each season applies, read from the game's own seasonModifiers().
SeasonFoodUpkeepMarchForageDefenderSight
Summer1.3×0.9×1.1×1.2×0%1.1×
Autumn0%
Winter0.45×1.35×0.75×0.6×+15%0.7×
Spring1.1×1.05×0%
The Long Night0.25×1.6×0.6×0.4×+25%0.5×

The defender's bonus is the row that surprises people. In this model winter helps whoever is already inside the walls — the roads are bad, the besiegers are cold, and the granary was filled in autumn. If your campaign has a siege in it, checking the season before you set the date is the single highest-value use of this page.

The sky, and the one rule it obeys

The season decides what is plausible; the day decides what actually happens. Each day's sky is rolled from a weighting appropriate to its season and then passed through the game's own reconciliation rule, which enforces the obvious: rain falls as snow in winter, and a snow report in high summer reads as a heavy grey storm instead. That rule is not reimplemented here — its complete answer table was produced by calling the game's function once for every possible combination when this page was built, so it cannot disagree with the game.

The weighting itself is this page's, and it has to be: in the live game the sky comes from a real weather report for the world's anchor location, and a static page with no network connection has nothing to ask. So the dice are ours and the rules are the game's.

Using it at a table

Three habits make weather worth the effort and none of them take long:

The download button hands you the whole thirty days as a plain table you can paste into notes or a spreadsheet, and the “next thirty days” button walks the same year forward so a long campaign keeps one continuous calendar rather than restarting the weather every month. The link at the top is permanent: the year, the starting day and the sky rolls are all packed into the address, so a co-GM opening it sees the same almanac you are looking at.

Why the winters are irregular

Because a predictable winter is a scheduling problem rather than a threat. If your players know the season turns on the sixtieth day of every year they will simply plan around it, and the whole mechanic becomes a calendar entry. Lengths drawn from a range mean the only honest answer to “how long until spring?” is “nobody knows, and the old people disagree” — which is both more interesting and, as it happens, closer to how pre-modern people actually talked about weather.

It also means a rolled year has a shape. Some are gentle: a long summer, a short winter, and a party that never has to think about food. Some are brutal, and those are the years a campaign remembers.

Can I use this almanac?

Yes — for anything, including commercial work, with no permission and no credit required. Short strings like a name or a two-word motto are not the kind of thing anyone can own, and the crest you compose is your composition, not ours. Take it to a novel, a tabletop campaign, a stream overlay, a band, a boat, a business card.

We ask for exactly nothing in return: no account, no email, no sign-up, no watermark. Nothing you type or click here is sent anywhere — every one of these tools runs entirely inside your own browser, so there is no server that could keep your design even if it wanted to. If you want to tell somebody where it came from, a link back is kind, but it is not a condition.

The rest of the table kit

tavern & inn · npc · quest hook · settlement · character backstory — all free, all instant, all of them working with the network switched off. The tabletop index lists the lot, and the wider tools workshop adds a coat of arms forge and five name generators for houses, castles, lords, mottoes and dragons.

Iron Realms is an original work of fantasy strategy. “Iron Realms” is a working project name, not necessarily the game’s final title. It is not affiliated with, endorsed by, or connected to any other game or franchise. The game's own lore, names, and artwork are original or used under CC0/CC-BY/OFL licences (see the in-game Credits). The community section also hosts unofficial fan tributes — quizzes and diversions made for fun, not part of the game — which reference other fictional worlds under their own labels; those are not affiliated with, endorsed by, or connected to their respective rights holders. Pre-alpha, and built in public. Nothing is for sale. No purchases are available, no payment is accepted, and no money is taken. Any prices named anywhere on this site describe the intended model only, and the game will not accept payment until it is out of pre-alpha. Iron Realms is an early build under active development: features, balance, prices and the game's holdings and systems are conceptual, and may change, move or disappear between visits. Progress may be reset while the realm is being built. Treat anything you read here as a work in progress rather than a promise.