The primary timeline of the world of Velkarn, dating back to the time of the Rebirth up until the present era. If you are a DM, please add your campaign here under its corresponding era! If it has not yet concluded, guesstimate the actual time based upon what year you planned for it to start.
Era of Beginning (DR) -10 — 1
The Recreation of the Known Universe
As observed and recorded by the Librarian, Keeper of Echoes Beyond Time
And so the veil was torn.
This entry concerns the era historians now call The Rebirth—a time when the known universe unraveled and was woven anew, its threads fraying, crossing, and tangling with what once was and what should never have been. In this age, the boundaries between realms thinned until they bled freely into one another, giving rise to calamities not chronicled even in the oldest divine memory.
From the chaos rose figures of staggering might and merciless will. Heroes, if one dares to use so mortal a word, shaped the unfolding reality through strength, cunning, and sacrifice. Many were lost. Some were remade. And a rare few ascended beyond the confines of flesh and fate, stepping into the domain of gods—not by lineage or prophecy, but by sheer force of existence.
Know this: what came before The Rebirth is a whisper. What followed is the world you now walk. But it was they who set the bones of it in place.
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Scar of Destiny
Era of Epicae (DR) 959 — 1,484
Transcribed in fractured ink and fading memory by the Librarian, who has not forgotten—only misplaced what was never written
If the Era of Beginnings was the world's forging, then the Era of Epicae was its dreaming. A time of heroic absurdity, divine meddling, and tragedies so grand they left scars upon the land itself. Yet for all its greatness, Epicae is the most elusive age to scholars and storytellers alike. Most records were lost, scattered, or erased. Whether by time, war, or willful silence, none can say.
What endures are fragments—half-songs, weathered ruins, unreliable memories passed down in hushed tavern stories. And in these pieces, one finds mention of names like The Contenders, whose might is said to rival demigods, or the Tomb Raiders, whose greed and glory reshaped continents.
It is generally accepted among those who study such matters that the Saga of the Nine marked the first thunderclap of this mythic age—a tale wrapped in so many layers of metaphor and contradiction that its truth may never be known. As for the era’s end? Some claim it was when Dendar the Night Serpent—devourer of the world’s last dream—was slain. Others place it at the opening volley of the War of Dragons, when sky and fire declared open rebellion against mortality.
The Librarian does not choose sides in such debates. Instead, I file them both under “Possible Conclusions.”
“Epicae was not an age of kings. It was an age of songs. And songs—unlike kings—do not die. They simply become harder to hear.”
—Vincent the Survivor, penned in red ink, found in the shattered ruins of Voss Lian'dor
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Divine Contention
960-974 -
Time of Gods and Monsters
1457-1467
Contemporary Era (DR) > 1,485
Being the present breath of the age, observed with quiet curiosity by the Librarian
And so we come to Now—an era less etched in stone and more lived, unfolding even as I pen these words.
Scholars name it the Contemporary Era, though its defining features are less divine and more... human. Gone are the grand alignments of cosmos-shaking gods and world-rending beasts—though such figures still stir in the shadows. It is an age not without its dragons, but one in which dragons do not always take the form of scaled behemoths.
It began with fire and fang: the War of Dragons. In this conflict, the Cult of the Dragon sought dominion through the elevation of dracoliches and fallen wyrms, setting ablaze old alliances and forging new ones in desperation. The myriad factions of Velkarn—fractured, proud, often at odds—united not for glory, but for survival. And in doing so, they tasted cooperation... and the strange, fleeting peace that followed.
The war's aftermath ushered in a peculiar calm, and with it, a shift.
In this age, heroes do still rise, but they often bear names like the Hype Squad or the A-Team—figures of flawed brilliance, wielders of wit, trauma, and hope in equal measure. These are not gods in the making, but people. They bleed. They falter. They laugh. They go broke, fall in love, break down, get back up.
In them, modern Velkarnans see themselves.
Conflicts now wear subtler masks. Ideology has replaced prophecy. Power is no longer always arcane—it may be social, economic, cultural. The villains of this age manipulate crowds, not cataclysms.
Technology, meanwhile, creeps. Though brilliant minds have given rise to printing presses, firearms, and mechanized constructs, such innovations are often curtailed—suppressed by the worshipers of Gond, the god of craft and invention, whose clergy argue that unchecked progress would rend society as surely as any blade. Some agree. Others whisper of heresy.
The Contemporary Era is not marked by cataclysm, but by tension. It is a slow boil. An age of nuance.
Some say this makes it less worthy of song. I would disagree.
For in quiet ages, the smallest choices echo longest.
“The gods speak in thunder. But the mortals—they whisper. And it is those whispers that shape the centuries.”
—Severin, the Crimson Hand
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Storm King's Thunder
1495 - 1496 -
Coast of Blood
1489 -
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Planescape: The Second Upheaval
1497-?