Timelines are a Construct Asset, the second after Maps. A Timeline represents a sequence of events or narrative beats arranged horizontally. It is not a calendar tool. Its purpose is to serve as a sequence-based or order-based lens on the Nodes of a Module, helping you understand how events relate to each other, see parallel threads across characters and factions, and reason about the shape of your world, adventure, or campaign.
A Module can hold as many Timelines as you need. Timelines can be placed on the Board as Timeline Tokens, allowing you to view and interact with your sequence directly in your workspace.
A Timeline can also be embedded in an Editor Page as a Construct Content Block. Timelines support Tags for organization and a private Scratchpad for notes.

Every Timeline is composed of three types of elements: Lanes, Markers, and References.
A Lane is a horizontal track that groups References visually. A Lane may represent factions, character arcs, parallel plots, sessions, or any other grouping you find useful.

A Marker is a vertical line placed on the horizontal axis that divides the sequence into labeled sections. Markers are global to the Timeline and freeform: they do not enforce any specific unit of time or chronology.
A Reference is an item placed inside a Lane. Every Reference is linked to a Node.
There are two ways to create a new Timeline:
The newly created Timeline will be added to the Board as a Timeline Token. You can then open it in the Timeline Editor to begin adding Lanes, Markers, and References.
The Timeline Editor is a dedicated interface for building and editing your Timelines. It opens in full-screen mode by default, and also supports windowed mode on the Board using the button. A Split view button lets you display the Timeline Editor and the Page Editor side by side in full screen.
On creation, a Timeline starts with a single Lane and no Markers or References.

The Timeline Editor is composed of four main areas:
The Timeline Editor toolbar includes:
When the Timeline Editor has focus, the mouse wheel behaves as follows:
The Node Pool lists all Nodes in the Module and is the primary source for creating References. It defaults to showing all Nodes, and standard search filters are available (name, node type, tags). Drag a Node from the Node Pool onto a Lane to create a Reference at that position.

Drag a Node from the Node Pool onto a Lane to create a Reference at the drop position. The Reference snaps to the nearest unit boundary if snapping is enabled.
Double-clicking anywhere inside a Lane creates a new Event Node and places a Reference to it at that position. The Node is immediately accessible from the Board and the Editor like any other Node in the Module.
References are not limited to a single unit. A Reference can span across multiple units to represent an event, arc, or condition that lasts over a period. On creation, a Reference occupies exactly one unit.

A Reference remembers where it starts and how wide it is, independently of any Marker positions. When snapping is disabled, a Reference can be positioned and resized freely at any point along the axis, without being constrained to unit boundaries.
Three gestures operate on a Reference: resize, horizontal move, and Lane change.
Thin vertical bars appear on the left and right edges of a Reference. Dragging the left handle adjusts the start position; dragging the right handle adjusts the end position. The opposite edge remains fixed. Both snap to unit boundaries on release when snapping is enabled.
Dragging the body of a Reference (anywhere that is not a resize handle) moves the entire span left or right without changing its width. A ghost placeholder follows the cursor, indicating where the Reference will land. Snaps to unit boundaries on release.

Lane changes are initiated from the same body drag as horizontal moves. By default, a body drag moves the Reference horizontally within its current Lane. If the drag crosses a vertical threshold (approximately half the Lane height), the Reference enters Lane change mode: the placeholder snaps to the target Lane row as the cursor moves vertically. Releasing drops the Reference into the target Lane at the current horizontal position.
A Timeline Asset can have multiple independent Timeline Tokens on the Board. Each Token is a resizable viewport into the Timeline. Timeline Tokens can be moved, resized, and customized like other Tokens on the Board.

By default, Timeline Tokens on the Board are not interactive. To explore a Timeline interactively, enter interactive mode by double-clicking the Token. Press Escape to exit, or click outside the Token. Interactive mode is also automatically disabled after a brief period of inactivity.
Each Timeline Token features a floating toolbar with quick access to common actions:
The Token Properties window provides the following options:
Lane and Marker visibility settings are independent per Token. This allows different Tokens to display different slices of the same Timeline. For example, one Token can show all Lanes while another shows only the player-facing Lane.