D&D General The Unified Timeline — my D&D home games’ setting.

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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.

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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:
  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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)!
 

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I must say I’m interested in the idea of different settings as a timeline for your DND setting. But I’m not sure why then the need to have time traveling gates. Why not just have them be separated by space / distance and have regular gates? I think when you enter time into it, you just lead to all sorts of problems. But maybe that’s just me.
 

I must say I’m interested in the idea of different settings as a timeline for your DND setting. But I’m not sure why then the need to have time traveling gates. Why not just have them be separated by space / distance and have regular gates? I think when you enter time into it, you just lead to all sorts of problems. But maybe that’s just me.

Mostly because I just really like time travel fiction and have been steadily preparing my players for a big time hopping adventure like something out of Chrono Trigger.
 

Mostly because I just really like time travel fiction and have been steadily preparing my players for a big time hopping adventure like something out of Chrono Trigger.
Understood. I, on the other hand, hate time travel - it instantly breaks my immersion into the game. I just can’t get past the ridiculousness (to me) of it
 

And now for the main event. The five primary regions connected to each other via Gates. Starting with…

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The Swamps of Kan-Thet
Time Period:
The Scarred Lands
Genre: Lost World (Carboniferous/Jurassic) Sword & Sorcery
Environment: Jungle (tropical forest) Swamp

A vast wetlands surrounded by the Sweltering Plains to the east, the Devil’s March Desert to the north and west, and the Blossoming Sea to the south, the Swamps of Kan-Thet were once dominated by an ancient empire of asaatthi “serpentfolk”. This empire—known as Asaii Tthul—tore itself apart during the Dawn War after the death of their patron titan Mormo, but its ruins still dot the land, echos of a more sophisticated yet darker time. As far as climate is concerned, the Swamps of Kan-Thet are hot and humid as all get out.

Humans. The largest human ethnic group within the swamps are the Firbolg. They have brown hair and green eyes. Due to the heat and humidity of the swamps, Firbolg typically go naked. Culturally, they’re Bronze Age quasi-Celts/Gauls.

The history of the Firbolg is one of long enslavement by the asaatthi, until the gods answered their prayers by drawing the asaatthi’s patron titan Mormo into a trap. Upon Mormo’s death, the asaatthi fractured into innumerable warring clans, which allowed the Firbolg to revolt against the serpentfolk and escape into the swamps. In recent years, although divided into various independent tribes, the Firbolg are beginning to assert themselves as a new regional power. Many a powerful chieftain has started declaring themself the petty king (or queen) of some serpentfolk ruin.

Dwarves. The largest dwarven ethnic group within the swamps are the Vohyur “deep” dwarves. They have white hair, freakishly pale skin, and typically dress in animal-hide loin cloths and cloaks.

The history of the Vohyur begins deep underground. When the Dawn War broke out, the deep dwarves fell into civil war, half of their number siding with the gods and the other half siding with the titan Gaurak. By the time the gods were triumphant and the war concluded, the Vohyur’s home caverns had been reduced to a collapsed ruin and the dwarves were forced to abandon them. In recent years, many deep dwarves (of both factions) have emerged aboveground, hoping to recreate their former civilization within the swamps.

Elves. The largest elven ethnic group within the swamps are the Arjura “wild” elves. They have dark green hair, dark brown skin, and typically go naked.

The history of the Arjura is one of being in the shadow of the asaatthi. Unlike their Termana and Ganjus cousins in distant regions, the wild elves have never established a great kingdom or empire of their own, being content to lurk within the swamps. With the shattering of Asaii Tthul however, the Arjura—much like the human Firbolg—are beginning to assert themselves as a regional power.

Asaatthi (NPC). A species of serpentfolk, asaatthi have green scales and typically dress in flowing, often brightly colored robes.

The history of the asaatthi is one of grandeur ending in bitterness. Their empire of Asaii Tthul was the first superpower to truly dominate the continent of Ghelspad and while greatly reduced in size during the latter half of its existence, still persisted all the way until the death of Mormo. Today, the serpentfolk’s power is broken, their empire swept aside as other species now strive for dominance. Despite this, the asaatthi remain supremacists in the extreme. Each clan sees itself as destined to rebuild Asaii Tthul, and regards all other clans (not to mention the other humanoid species) as slaves at best, meat at worst.
 

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Primary Settlement — Ur-Gheig
The primary settlement here in the Swamps of Kan-Thet is the human town of Ur-Gheig. Much like the town of Solace from Dragonlance, Ur-Gheig is built up in the branches of a cluster of Vallenwood trees (a deciduous species famous for their immense size, great width, and hand-shaped white-and-orange flowers), with each tree in the town being connected to all of the surrounding trees via rope bridges.

As far as resources are concerned, Ur-Gheig exports tin, copper, rare woods, exotic plants, and exotic animal hides/skins.


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Monsters of the Swamps of Kan-Thet
I prefer a curated list of monsters within each region, to better distinguish them from each other. The ten most prominent monstrous species within the Swamps of Kan-Thet are as follows:

Arn — dragonfly-monsters with the head of a dragon.

Bonnacon — acid-breathing stegosauruses.

Draconopede — half-dragon fire-breathing centipede-monsters.

Dragon Turtle — specifically, a swamp-dwelling species which releases a cloud of acidic vapor from their shell, instead of a cone of superheated steam from their mouth.

Marilith — fiendish six-armed snake-women.

Ogre — ten foot tall dimwitted cannibals. They like to throw rocks at their enemies.

Ralla Kren — carnivorous plants that look like something out of Little Shop of Horrors.

Sard — also called “Bitter Trees”. Intelligent (and thoroughly malevolent) spellcasting trees.

Taotieh — literally just allosauruses.

Vodsnaca — carnivorous eel-monster resembling an elongated lionfish.
 

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The Nyhem Stretch
Time Period:
Mystara
Genre: Viking Pulp Fantasy
Environment: Coastal Taiga (boreal forest)

An untamed expanse of taiga that comprises the northwestern quadrant of the Isle of Dawn, the Nyhem Stretch is being colonized by the nearby viking-Kingdom of Ostland for two reasons. First, the great empires of Alphatia and Thyatis are in a Cold War with each other and if things go hot, the Nyhem Stretch is the perfect location from which Ostland can attack Alphatia and provide assistance to the Thyatians. Second, silver has been discovered here, causing people to flock to the frontier in hopes of striking it rich.

Humans. The largest human ethnic group within the Nyhem Stretch are the Ostlanders. They have blonde hair and blue eyes. Due to the colder than average climate of Ostland compared with the rest of the known world, they typically wear tunics, trousers, cloaks, and leg-wrappings. Culturally, they’re literally just fantasy Vikings.

The history of the Ostlanders begins with them being one of the few peoples never conquered by the Nithians. After said Nithisns were wiped from existence, Ostland developed a seafaring tradition and came into contact with the outside world, but remained disunited until a little over five hundred years ago, when King Cnute of Clan Zeaburg united them into a single kingdom (his dynasty is still in power to this day). In recent decades, the Empire of Thyatis has allied with Ostland and put them on the metaphorical payroll, employing them as mercenaries and privateers against Alphatia.

Dwarves. The largest dwarven ethnic group within the Nyhem Stretch are the Dengar “mountain” dwarves. They have gray hair, dark gray skin, and typically dress in coveralls.

The history of the Dengar begins with them emerging within the underground caves beneath where the Altan Tepes and Makkres mountain ranges meet. The mountain dwarves established the dwarf-Kingdom of Rockhome and would eventually come into contact with the surrounding nations and peoples. The Dengar community within the human Kingdom of Ostland is among the oldest and largest of the mountain dwarf diaspora, having existed for almost a thousand years. Rockhome itself is the third-largest economy after the empires of Alphatia and Thyatis.

Elves. The largest elven ethnic group within the Nyhem Stretch are the Sylvan “wood” elves. They have blonde hair, green eyes, and typically dress in tunics and trousers made from leaves and tree bark stitched together.

The history of the Sylvans begins with them migrating to the Isle of Dawn from the mainland continent, in order to escape some sort of catastrophe. Making landfall in the Isle of Dawn’s southwestern quarter, the wood elves settled in the Canolbarth Forest and established the elf-Kingdom of Alfheim. In recent decades, Alfheim has become a buffer state between the human empires of Alphatia and Thyatis, and should either of the two imperial powers invade the forest, the other will rally to the Sylvans’ defense.

Yeti (NPC). A species of arctic- and mountain-dwelling apefolk, yeti have white fur and black skin.

The yeti are not native to this region, instead originating from a mountain range to the east known as the Lygrepollen. Essentially, the yeti and Ostlanders are colonizing the Nyhem Stretch from opposite directions. And since the yeti are allied with the Alphatians, this region is well on the way to becoming yet another proxy conflict between Alphatia and Thyatis, as the Ostlander and yeti colonists come into increasing contact with each other.

Skeleton (NPC). A type of semi-intelligent undead consisting of little more than reanimated bones. For clothing, they typically dress in scraps of once-grand clothing that have degraded over time.

The history of the skeletons (at least those within the Nyhem Stretch) is largely unknown. They are believed to have been human, albeit belonging to an as yet unknown culture. At some point in the past, they shut themselves up in ancient crypts and transformed into undead, rather than remain among the living. Xenophobic in the extreme, these skeletons are a threat to almost every other creature in the Stretch.
 

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Primary Settlement — Guddal
The primary settlement here in the Nyhem Stretch is the Ostland colony town of Guddal. The town is located near the mouth of a river and built within a small coastal valley, at the southwestern edge of the Borgefjrell Hills. Despite being founded only a couple of years ago, Guddal is already famous and unique within the Kingdom of Ostland for possessing a separate temple to each deity within the Ostlander pantheon.

As far as resources are concerned, Guddal exports silver, lead, lumber, exotic animal furs, and fish.


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Monsters of the Nyhem Stretch
Chuul
— lobster-monsters with tentacled mouths and barbed pincers.

Fomorian — twenty foot tall cyclopes that can shoot fire from their eyes.

Frost Salamander — six-legged lizard-monsters with blue scales. They can radiate an aura of intense cold.

Karkadann — woolly rhinoceros-monsters that produce a godawful stench.

Nightwing — carnivorous bat-monsters with a fearsome bite.

Nuckelavee — skinless undead horrors resembling a horse and a human rider fused together.

Ogre — ten foot tall dimwitted cannibals. They like to throw rocks at their enemies.

Owlbear — the iconic owl-headed bear-monster itself. Such a fun animal concept, really.

White Dragon — the iconic subzero-breathing, white-scaled chromatic dragons themselves.

Wight — malevolent icy undead that serve the nuckelavee.

I should probably point out that in my D&D home games, dragons don’t have wings and can’t fly naturally. They make up for this by being much faster, having a greater number of resistances and immunities, and their natural weapon attacks count as magical for the purposes of damage resistance/immunity.
 

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The City of Aruldusk
Time Period:
Eberron
Genre: Cyberpunk Fantasy
Environment: Urban Landscape

Sitting on the western shore of Lake Eston, Aruldusk is a semi-autonomous metropolis within the theocratic nation of Thrane that is quickly becoming a major center of industry and innovation. Many of the megacorporate Dragonmarked Houses maintain a presence here, with the result being that Aruldusk is experiencing an economic boom. Unfortunately, this sudden prosperity has caused Thrane’s leadership to turn a blind eye to the rapidly increasing crime, drug use, local corruption, and widening income inequality within Aruldusk.

Humans. The largest human ethnic group within Aruldusk are the Daskaran. They have black hair and brown eyes. For clothing, it’s priests’ robes for members of the ecclesiarchy and 1980s-inspired futuristic clothing for everyone else. Culturally, Thrane is essentially a Cyberpunk Italian Papal States.

The history of the Daskaran begins with their flight from the Red Curse. Upon reaching Khorvaire, they settled on the western shore of the Scion’s Sea and eventually established the kingdom of Daskaran, which was itself later absorbed into the greater Kingdom of Gallifar and became the province of Thrane. During the Last War, Thrane declared independence and established an ecclesiarchy (government by priesthood). Today, with the Treaty of Thronehold concluding the Last War, Thrane is one of the Big Four regional powers of Khorvaire.

Elves. The largest elven ethnic group within Aruldusk are the Shadar-Kai “shadow” elves. They have white hair, black eyes, and (for those living within the nation of Thrane) typically wear clothing of the same style as the Daskaran humans.

The history of the Shadar-Kai begins with their mass migration to the continent of Khorvaire from the elven islands of Aerenal to the south. Rather than establish a nation or kingdom of their own, the shadow elves instead became entertainers, artists, and spies hosted by various human noble families throughout Khorvaire. Today, the Shadar-Kai are the largest nonhuman minority within Thrane.

Warforged. A mechanical species of humanoid constructs, warforged have metal skin typically made of steel, brass, or silver.

The history of the warforged begins with the Last War, which saw the nations of magocratic Aundair, frontier Breland, industrial Cyre, autocratic Karrnath, and theocratic Thrane enter into conflict with each other. The warforged were created by Dragonmarked House Cannith to serve as shock troops in the various nations’ armies. When the Treaty of Thronehold was signed and the war was declared over, the warforged were given their freedom, along with full citizenship rights in whatever nation they had each fought for.
 

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