Insight, you are correct...but not
entirely correct. Or rather, I think your interpretation makes our jobs harder than it absolutely has to.
For one thing, we don't have to explain everything. For example, if the Human Empire didn't conquer Avalon, we don't have to know precisely why. Nor do we have to specify the ripples of that alteration in exhaustive detail up the timeline. That level of detail is 99% likely never to be needed in the game, and if it is, we can make something up on the spot.
My thought was that the Humans failed to conquer Avalon because when they crossed the channel to Caledoia,
Avalon wasn't there. It was just a big misty patch of ocean. So they squabbled with the dwarves of Alba, installed some colonists and garrisons, and went on their merry. Then Avalon emerges from the mists of the Feywild, and eladrin cross to Calednia with fey magicks and gish swordmages and reconquer the island up to Alba...where the dwarves dig in and hold them off...just like they did against the humans. Then elves are just eladrin who were concieved and born away from Avalon, in Caledonia. Less magickal in nature, a tich more mortal...for better and worse.
But the important part of all that is that we don't need to take that and say "But if England was taken back from the Romans then they'd never have..." etc etc. We can design the setting so that it's start condition...ie, it's condition at the start of the game...is exactly what we want it to be. Then we can backbuild the history from there.
And if there's weird spots that seem implausible, or where things don't seem to fit...that's fine. Real history is like that too. The important thing, for our purposes, is that we wind up with the world we want. So lets -start- with that, and work out why it became that way, rather than start in prehistory and try to nudge the rolling ball of history this way and that, trying to get it to hit the peg.
