A bit like DarkSun, but more Aztec.
Opps yes I think I forgot to mention you should be thinking Azteh when youread the halfling proposal. I guess I thought vampires = cannabilism in a way. Since they didn't know what a vampire was they may think they turned to canablism.
Never played Dark Sun, I was to heavy into Dragonlance about that time.
Yeah, I didn't get the whole Aztec/Mayan thing until my third read-through. I added a bit about halflings outside the jungle area. I kinda like it and I'm hoping others do, too. I know very little about 4e halflings but I read somewhere that they are river dwelling types and I guess I used that idea.
As far as history goes:
1) Halflings wash up on the D'Oro coast.
2) Humans fleeing from the Orc hordes settle the swampy lagoon - Venza founded.
You really have to think Apocalypto when you read it. Just everyone is a halfling. Could be why those Mayan temples have such narrow steps.
Question?? Has this every been finished?
New ideas to replace my original post:
Historians, religious leaders and bards endlessly debate the events that occurred during the past ages of E’n. Each has a different truth and each declares the truths of the others to be the work of misguided men. The truth, the real truth, is this: the historical record is incomplete, the gods are silent on past matters, and the oral tradition is broken.
The Golden Age – A time of high magic and vast, continent-spanning empires when the gods of civilization held sway.
The Years of Darkness – Begun with the Fall of Night, that time when the gods outside civilization cast down the empires of light, the Years of Darkness were an evil time of chaos when beastmen rose up and monsters rampaged. Humankind and its allies struggled for survival.
Events:Halfling homelands is destroyedElves retreat to the Border RealmsDwarves lose their great halls
These ages are commonly said to have lasted for 1,000 years though no one can know with any certainty.
It is believed that the gods made some sort of pact that ended the Years of Darkness. They stepped back from the world and their existing avatars slowed and took on the semblance of statues or natural features. Those humans who hold interest in such matters call this the Year of the Pact and date the current calendar from that time. A little over thirteen hundred years have passed since then.
Note: This is all very vague for a reason: exact placement (other than in what age an event may have occurred) isn’t really relevant to the common adventurer or the current state of the world. The previous ages set the stage so to speak but it’s the last thirteen hundred and some-odd years of nation building (and rebuilding) that are most relevant to the current day.
Obviously, events depend upon the approval of the relevant proposal.
Subproposal: Counting Time
Due to the fluid nature of time in living worlds I propose that we set our starting date (I propose 1310 so that the last digits of the game year match the real year) and every January in real time roll over the date to the next year. Players won’t have to track age but we could add birthdates to sheets so accurate age could be calculated.
What’s the point of this, you ask? First, it would tie the characters to the world just a little bit more. It gives the semblance that the world behaves like a real world and time marches on no matter what we do. We could date things and make a timeline that progresses adding adventure events onto the timeline as they occur. Timekeeping on a smaller scale probably wouldn’t work (what with a two day adventure taking a month or more of real time to play out, for example) but I think this could.
(This post has been brought to you by the letters L, P, & F and the word 'relevant'.)
I agree the timeline needs to be broad so it can be expanded as things are discoveried.
I like the making an actual year and keeping track. We could let people know that time will move on Jan 1 and if they are in the tavern post something like what they did for a few months or more.
Character X posts: After traveling back home to Tal Hallow it is great to arrive back in Venza and the Dunn Wright. Although it was good to see my family there was little excitement "other than grannies kitchen catching fire" and I yearn for a little adventure.
Adventures going on will get the Changestorm treatment. LOL
What about allowing those people with professions to "be at work" and allow a professionor craft roll to add to their money. It would be so small compared to adventuring it would be one of the reasons they actually come back to the Dunn Wright.