Burning Airship's Resource Cycle is a year. Technically you'd be making another one when you hit the capital.
In the particular case of our game, I'm less concerned because given the starting powerhouse status of the characters and the fact that barring disaster they aren't going to die; rounding a few things out with large stretches of time available doesn't seem that problematic to me.
However, in other games I think I would be a bit more meticulous about the time. After all, with human characters life is short. There is never enough time, and pressing the issues of immediate needs distracting from longer term goals makes sense. Yes of course you'd like to retreat and study ancient secrets, but you were kicked out of your order and must make a living teaching spoiled noble brats.
In terms of travel and other stretches where the game is actively happening but you should have some chunks of time that can go to practice—that's definitely where you can work in mechanical ways of earning practice time. Traveling through the woods? Failure means you spend the whole time desperate to survive and arrive tired and worse for the wear. Extra successes don't get you there faster, instead they get you there with more leisure time on the trip.
I think the scale of those sorts of time rewards relative to the established time a trip takes is probably the sort of thing that should be worked out when you decide on the Resource Cycle as it is going to have similar impact on overall pacing.
-As long as you can hear my voice, you are safe.