Timeline
Dates, eras, and what happened when — for worlds where "when" is complicated.
Calendars and eras
A project defines its own eras rather than using the Gregorian calendar. An era has a name and a span, and dates are written within it. A world with a Third Age and a Fourth Age keeps them straight, and a world set next year does not have to think about it.
Placing things
Any record with dates appears on the timeline: events primarily, but characters, organizations and anything else you have given a date. The view arranges them by era and lets you see what overlaps.
Relative dates
A date can be anchored to another record's date rather than fixed: "three years after the siege" rather than a number.
This is the feature worth understanding before you plan a long history. If you move the siege, every date anchored to it moves with it, and the dates anchored to those move too. Rewriting when something happened stops being an afternoon of arithmetic.
The anchor is a real reference, so a record cannot be anchored to something that has been deleted, and a cycle is refused rather than silently ignored.
Storyline events
Distinct from world events: a storyline event is a beat in the telling rather than a thing that happened in the world. Useful when the order the reader learns things differs from the order they occurred — which is most stories worth telling.
The Gantt view
The same dates drawn as bars on a horizontal chart rather than as a list: events, chapters and locations laid against one another so overlaps are visible. It answers "what else was happening while this was going on", which a timeline read top to bottom does not.
It needs room, so it asks for a wider screen than a phone can give. Which kinds of item it draws is yours to choose, and the choice is remembered per project.
Recomputing
When an anchor moves, the dates that depend on it are recalculated and the view tells you how many changed. It is not silent, because a change that ripples through two hundred records is one you want to see the size of.