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<blockquote data-quote="Jeremy Ackerman-Yost" data-source="post: 5020987" data-attributes="member: 4720"><p>Dead civilizations rock. You can get so much out of them that strikes people as new and different because we really don't know that much about the history of our own world.</p><p></p><p><a href="http://science.howstuffworks.com/climate-change-civilization1.htm" target="_blank">Mound builders in Peru</a>, for example.</p><p></p><p>I don't remember if it was an alternate theory on these guys or if it was a different civilization in the Andes, but this huge civilization farmed themselves to death. They cut down so many trees to plant more crops that their soil washed off the mountains when El Nino rolled around again. They shifted from a peaceful agrarian society to a warlike society fighting each other over the last scraps of usable land.</p><p></p><p>Think about how some druids might intersect with that mess <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>Lost cities are great, too.</p><p></p><p>Pompeii is a favorite. Since it was basically flash frozen, we actually have things like ancient graffiti, including stuff that literally translates to "Gladiator Bob kicks butt!" or "Gladiator Jim is the ladies' choice." Here are a few <a href="http://www.orbilat.com/Languages/Latin_Vulgar/Texts/Pompeii_Graffiti.html" target="_blank">NSFW examples</a>.</p><p></p><p>The more things change, the more they stay the same. People really haven't changed much in thousands of years, which is a pretty important point if you have an anachronism-lawyer at your table.</p><p></p><p>Or... how about setting a campaign in a fantasy version of <a href="http://en.wikipedia.org/wiki/Angkor" target="_blank">Angkor</a> in decline? Let the PCs actions decide which theory about why it collapsed is "true." You could play up the waterworks aspect and turn it into a sort of inland Venice, too, fed by lakes.</p></blockquote><p></p>
[QUOTE="Jeremy Ackerman-Yost, post: 5020987, member: 4720"] Dead civilizations rock. You can get so much out of them that strikes people as new and different because we really don't know that much about the history of our own world. [URL="http://science.howstuffworks.com/climate-change-civilization1.htm"]Mound builders in Peru[/URL], for example. I don't remember if it was an alternate theory on these guys or if it was a different civilization in the Andes, but this huge civilization farmed themselves to death. They cut down so many trees to plant more crops that their soil washed off the mountains when El Nino rolled around again. They shifted from a peaceful agrarian society to a warlike society fighting each other over the last scraps of usable land. Think about how some druids might intersect with that mess :devil: Lost cities are great, too. Pompeii is a favorite. Since it was basically flash frozen, we actually have things like ancient graffiti, including stuff that literally translates to "Gladiator Bob kicks butt!" or "Gladiator Jim is the ladies' choice." Here are a few [URL="http://www.orbilat.com/Languages/Latin_Vulgar/Texts/Pompeii_Graffiti.html"]NSFW examples[/URL]. The more things change, the more they stay the same. People really haven't changed much in thousands of years, which is a pretty important point if you have an anachronism-lawyer at your table. Or... how about setting a campaign in a fantasy version of [URL="http://en.wikipedia.org/wiki/Angkor"]Angkor[/URL] in decline? Let the PCs actions decide which theory about why it collapsed is "true." You could play up the waterworks aspect and turn it into a sort of inland Venice, too, fed by lakes. [/QUOTE]
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