Bitbrain
Lost in Dark Sun
Because it’s been a long while since I last posted here and I just felt like sharing with you all.
Introduction
The world within which my D&D home games take place is one where certain official and third-party settings are strung together temporally. That is to say, each represents a different time period upon either the same planet, or within the same solar system.
For now, the focus will be on one specific region within most (but not all) time periods. Obviously, I intend to include other regions at a later date, but not right now.
Regardless, each region will have its own distinct ecosystem and climate, and be inhabited by a variety of monsters as well as (typically) one human, dwarven, elven, and other humanoid culture respectively. Official lore and homebrew will be mixed together, so for the most part I’m not going to identify where I deviate from canon. Obviously, there will be exceptions to that.
Despite the great distances of time and space between them, these regions are all connected to one another by means of a network of mysterious portals (known as “Gates”) that allow trade, travel, and exploration between them.
The basic timeline goes as follows:
Paradoxes and Similar Headaches
What is preventing more warlike or technologically/magically superior groups from conquering their supposed inferiors? Or adventurers from changing the timeline to such an extent that things break down?
To answer the first question, the gods don’t permit “intertemporal” conquests. Bit deus ex machina perhaps, but there you have it. The few empires that were crazy enough to try ended up receiving the old fire-and-brimstone treatment and were cut off from the Gates. As a result, things are far more complicated and messy and, well, adventurer-friendly, with the major factions of each respective time period using their counterparts in other times periods as both proxies and trading partners.
As for the second question, the long and short of it is that the temporal distances between any two periods are large enough that any changes which might occur from all this back-and-forth time travel are essentially absorbed by sheer temporal inertia.
See you next time (hopefully tomorrow)!
Introduction
The world within which my D&D home games take place is one where certain official and third-party settings are strung together temporally. That is to say, each represents a different time period upon either the same planet, or within the same solar system.
For now, the focus will be on one specific region within most (but not all) time periods. Obviously, I intend to include other regions at a later date, but not right now.
Regardless, each region will have its own distinct ecosystem and climate, and be inhabited by a variety of monsters as well as (typically) one human, dwarven, elven, and other humanoid culture respectively. Official lore and homebrew will be mixed together, so for the most part I’m not going to identify where I deviate from canon. Obviously, there will be exceptions to that.
Despite the great distances of time and space between them, these regions are all connected to one another by means of a network of mysterious portals (known as “Gates”) that allow trade, travel, and exploration between them.
The basic timeline goes as follows:
- THE SCARRED LANDS is the Deep Past. Technology is mostly in the Early Bronze Age. The region of focus here is the Swamps of Kan-Thet within the continent of Ghelspad. This period begins with the gods triumphing over the titans in the Dawn War, sees the rise of the great Bronze Age civilizations, and ends with the onset of a global Ice Age.
- Between The Scarred Lands and Mystara is a period of time remembered as BLACKMOOR. Technology is mostly in the Late Bronze Age. This period (which will not have a region-of-focus) begins with the world’s civilizations struggling to survive the Ice Age, and ends with the ice receding as the climate warms.
- MYSTARA is the Past. Technology is mostly in the Iron Age. The region of focus here is the Kingdom of Ostland’s colonies within the Nyhem Stretch, located on the Isle of Dawn (which is itself east of the mainland continent of Brun and west of the island continent of Alphatia). This period begins with the ice retreating somewhat, sees the rise of the great Iron Age civilizations, and ends with the outbreak of the Red Curse
- EBERRON is the Recent Past. Technology is mostly in an 80’s “Cyberpunk” Age. The region of focus here is the City of Aruldusk within the nation of Thrane on the continent of Khorvaire. This period begins with a global mass migration to escape the Red Curse, sees the rise of the great Industrial civilizations, and ends with the atomic Rain of Fire.
- GREYHAWK (with a bit of Gamma World) is the Near Future. Technology is mostly a mix of both the Iron and an “Atompunk Scavenger” Age. The region of focus here is the Sheldomar Valley within the continent of Oerik. This period begins with the world recovering from the Rain of Fire, sees the rise of the great Post-Atomic civilizations, and ends with the establishment of the first lunar colony.
- SPELLJAMMER is the Future. Technology is mostly in a “Fantasy Spacefaring” Age. The region of focus here is the Asteroid Belt. This period (which I am currently in the process of working on and sadly will not be sharing anymore information about until some later date) begins in the aftermath of the first successful manned lunar expedition, sees the planets and moons of the solar system explored and colonized, and ends with the invention of arcane defiling magic.
- Between Spelljammer and Dark Sun is a period of time remembered as THE CLEANSING WARS. Technology is mostly at the Iron Age. This period (which will not have a region-of-focus) begins with the solar system’s civilizations falling into magocratic despotism, and ends with them entering into a series of genocidal and ecologically ruinous wars with each other. Wars which eventual blur together and become indistinguishable.
- DARK SUN is the Far Future. Technology is a mix of both the Iron and Stone Ages. The region of focus here is the Tyr Region on the planet Athas. This period begins with the Cleansing Wars finally petered out after thousands of years, leaving Athas as the sole remaining inhabited planet, albeit one that has suffered tremendous environmental damage as a result of the system-wide conflict.
Paradoxes and Similar Headaches
What is preventing more warlike or technologically/magically superior groups from conquering their supposed inferiors? Or adventurers from changing the timeline to such an extent that things break down?
To answer the first question, the gods don’t permit “intertemporal” conquests. Bit deus ex machina perhaps, but there you have it. The few empires that were crazy enough to try ended up receiving the old fire-and-brimstone treatment and were cut off from the Gates. As a result, things are far more complicated and messy and, well, adventurer-friendly, with the major factions of each respective time period using their counterparts in other times periods as both proxies and trading partners.
As for the second question, the long and short of it is that the temporal distances between any two periods are large enough that any changes which might occur from all this back-and-forth time travel are essentially absorbed by sheer temporal inertia.
See you next time (hopefully tomorrow)!







