Goals:
My ultimate goal is to make my rules as historically accurate as possible. Eventually i plan on adding themed rules, and optional rules for those who would like a more difficult experience. I want to educate people on what's actually historically accurate so they don't force themselves to struggle for no real reason, from there you can decide to add, remove, or change rules to taste.
I am constantly researching, and am qualified to call myself a Dress Historian, as well as going to be working towards a degree in something history related within the next couple years. If you notice any inaccuracies, please contact me at dalakanan312@gmail.com or @Kokadaan on discord and either just send the correction so i can put in more research, or provide sources so i can continue reading as well as verify the source!
This challenge is a lot to keep track of, that's why we use Google Sheets to keep track of our timeline, sims, statistics, etc., family tree programs such as Family Echo and My Family Tree since the game's is rather unreliable, and some may even use Google Docs to make things like family bibles or write storylines and biographies.
You can find an example of my spreadsheet here
One of my trees here
Now lets talk aging
First, some ground rules:
1) Our aging will not match any in game settings
2) If you use MCCC aging i suggest adding extra days and manually aging up sims, just using the MCCC as a backup or just for unplayed sims. It can be rather unreliable just due to how the game handles aging.
My aging is structured to real life in several ways. Its year/month based, as in real life you will always age up on your birthday. If your sim was born on the first day of the year, they will turn 5 on the first day of the year. I also adjusted the age groups to match their real life counterparts. Do not calculate birthdays based on the number of days, as that invites mistakes (such as if newborn is 1 day, people may put one full day between birth and infant instead of aging them the day after theyre born), but if you really need the number of days in each stage, Newborn is 1, infant is 3, then the rest just multiply the total years in the age group by 4.
Newborn- age up to Infant the day after birth, equivalent to about 3 months old
Infant- age to toddler exactly on 1st birthday, so if they were born on day 2 of 1303, they age to toddler on day 2 of 1304
Toddler- age to child on 5th birthday, 4 total years
Child- age to teen on 10th birthday, 5 total years
Teen: Split between "Pre-Teen" and "Teen" for rolls sake, you will roll for both teen and preteen on their 10th birthday, on separate rolls.
Pre-teen- a teen is considered a "Preteen" until their 13th birthday, 3 total years
Teen- age to Young Adult on their 18th birthday, 5 years as teen, 8 total years in "Teen" ingame lifestage
Young Adult- age to Adult on their 40th birthday, 22 total years
Adult- age to Elder on their 60th birthday, 20 total years
Elder- elders you will use a Random Number Gen to determine what age they die, put the minimum as 60 and the maximum as 120, thats 61 total numbers, as they also have the chance of dying at 60. That's a total of up to 60 years
The oldest people i have found record of from before the modern era were 115, some eras may use that number instead of 120
The reason you multiply the number of years by 4 is because that's the standard year length for this challenge. Sim pregnancy with a test is 3 days, and while its 4 without, we are sticking with 3 for simplicity's sake. If you would like to lengthen years, i suggest doing so by multiples of 4 (such as 8 or 12 day years) and adjusting ages and pregnancy length to match. If you'd like to shorten years, for 3 day years i suggest 2 day pregnancy, for 2 day years i suggest 1 day pregnancy, and for 1 day years just stick with 1 day pregnancies and have your sims take pregnancy tests.
On your Timeline make sure to use first AND last names, as it will get confusing otherwise.
If you have Seasons, the timeline will also not align with seasons unless you extend the timeline. Because of this, i strongly suggest turning off "weather effects on sims" in your game settings, so sims who just so happened to be in a different season, don't get screwed and die. It keeps snow and plant cycles, don't worry. Also, keep in mind if you make years too short, you may end up with holiday whiplash.
**My suggestion to help you keep track of all the birthdays and deaths on a specific day is to click the row number to highlight the entire row. If you're using my blank spreadsheet make sure to delete day numbers as you go, if not just change the color of the days that have passed to help you keep track.
Causes of death do not correlate to in game deaths, unless the game kills the sim. If they die of starvation, that's what you put down as their cause of death, and for events you put what would make sense or what is listed (if causes are listed)
If your sim dies from an aging roll, the cause of death is made up. You can use these wheels to determine the cause depending on their age.
Being Born/Newborn/Infant: https://spinthewheel.app/9N1izkswdL
Toddler/Child: https://spinthewheel.app/6EbWZ6fBDy
Giving Birth: (to come)
Teen/YA/Adult/Elder: https://spinthewheel.app/oMmvgTF0ed
To be realistic and keep the population from exploding, we are going to do dice rolls whenever our sims are born, give birth, and age up. I did a lot of math to make these rolls as accurate as possible for each era while leaving room for the deaths that will be caused by outside forces, such as events.
When a sim is born, you roll twice for each baby, once to see if they die being born, and once to see if they die in the first 3 months of life. These are separate rolls, you must keep them separate. To kill newborns you shift+click on the cradle with testingcheats on, and press "(DEBUG) Starve Baby", or if youd like a grave you can age them up to kill them.
When a sim is born you also roll for the mother for each baby she has. If she has twins, you roll twice to see if the mother dies. You roll according to her age group in the "birthing" section, and if she gets a "bad roll" (the numbers listed on the chart are the bad rolls), you follow this:
Its hard to get correct percentages when limited by the most common set of dice. For example, Maternal mortality through history was a mere 2%, but the lowest you can get with a single roll of a D20, is 5%.
To remedy this, you roll again.
For Preteens, if they roll to die in labor, roll a D6
If they roll a 1, then that means they die, any other number is a traumatic birth, and that sim is now infertile
For Teens, if they roll to die in labor, roll a D4
If they roll a 1, then that means they die, any other number is a traumatic birth, and that sim is now infertile
For Young Adults, if they roll to die in labor, flip a coin
If they get heads, then that means they die, tails is a traumatic birth, and that sim is now infertile
For Adults, if they roll to die in labor, roll a D4
If they roll a 1, then that means they die, any other number is a traumatic birth, and that sim is now infertile
For Elders, if they roll to die in labor, roll a D10
If they roll a 1 then that means they die, any other number is a traumatic birth, and that sim is now infertile
This ensures that the death rate will always be around 2.5% for all sims under 60 while still adding something to both discourage young or old pregnancies, help to prevent your sims from being eternal baby machines, and to add a bit more realism.
***Note: these additional rolls only work when using my maternal death rolls. If the death rate is 1 number on a d20, flip a coin, if there's 2 bad numbers on a d20 roll a d4, and so on.
When a sim ages to Infant, you roll once to see if they survive the infant stage (infant roll). If they die, you may put their death on any of the days included in the lifespan. *Example: If they age to infant on day 2 of the year, you can mark their death as day 2, 3, or 4. To kill infants, toddlers and children, you either need to move them to a new household and delete the household, or download this mod
When a sim ages to Toddler, you roll once to see if they survive the toddler stage (toddler roll). If they die, use a Random Number Gen to determine the age they die, putting the min as 1 and the max as 5, then you can put their death as any day within the year they are that age. *Example: If the RNG determines they die at 3 years old, and the sim turns 3 in the year 1307, you can put the toddlers death on any day within that year. To kill infants, toddlers and children, you either need to move them to a new household and delete the household, or download this mod
When a sim ages to Child, you roll once to see if they survive the child stage (child roll). If they die, use a Random Number Gen to determine the age they die, putting the min as 5 and the max as 10, then you can put their death as any day within the year they are that age. *Example: If the RNG determines they die at 3 years old, and the sim turns 3 in the year 1307, you can put the toddlers death on any day within that year. To kill infants, toddlers and children, you either need to move them to a new household and delete the household, or download this mod
When a sim ages to Teen, you roll once to see if they survive the Preteen stage (preteen roll), and once to see if they die in the Teen stage (teen roll), these are separate rolls, you must keep them separate. If they die as a Preteen, use a Random Number Gen to determine the age they die, putting the min as 10 and the max as 13, then you can put their death as any day within the year they are that age. If they die as a Teen, use a Random Number Gen to determine the age they die, putting the min as 13 and the max as 18, then you can put their death as any day within the year they are that age. *Example: If the RNG determines they die at 3 years old, and the sim turns 3 in the year 1307, you can put the toddlers death on any day within that year.
When a sim ages to Young Adult, you roll once to see if they survive the Young Adult stage (young adult roll). If they die, use a Random Number Gen to determine the age they die, putting the min as 18 and the max as 40, then you can put their death as any day within the year they are that age. *Example: If the RNG determines they die at 3 years old, and the sim turns 3 in the year 1307, you can put the toddlers death on any day within that year.
When a sim ages to Adult, you roll once to see if they survive the Adult stage (adult roll). If they die, use a Random Number Gen to determine the age they die, putting the min as 40 and the max as 60, then you can put their death as any day within the year they are that age. *Example: If the RNG determines they die at 3 years old, and the sim turns 3 in the year 1307, you can put the toddlers death on any day within that year.
When a sim ages to Elder, you do not roll to see if they survive this stage, as they cannot. Instead you just use a Random Number Gen to determine the age they die, putting the min as 60 and the max as 120, then you can put their death as any day within the year they are that age. *Example: If the RNG determines they die at 3 years old, and the sim turns 3 in the year 1307, you can put the toddlers death on any day within that year.
See Below for my Death Rolls for every era.
This sectioon is all about pregnancy, theres a lot to cover so im gonna be bouncing around a bit.
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First: to enable teen marriage and pregnancy, you need Mc Woohoo, which is a separate download from the all-in-one
Note that any fertility and marriage settings in MC Pregnancy are for NPC’s
To enable: MC Command Center (on computer)>Mc Woohoo> Woohoo Actions> Allow Teens
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For Fertility, ideally the use of the mod Relationship & Pregnancy Overhaul by Lumpinou. It automatically gives each sim their own fertility value and miscarriage/pregnancy complication chance, all based on age, health, and other factors, and if they roll to be infertile you can change their fertility. Note: you must set mc risky woohoo % to 0%. You may only improve fertility rate if your founding sims are infertile. After that you either need to skip childless heirs, or have spouses have affairs to keep the line.
Without the use of RPO, you can manually change fertility using Mc Woohoo
Set Try for baby to 100%, and Risky woohoo to 30% for teens, 25% for Young Adult, 20% for adult, and 1% for Elder
Use Try For Baby for side households, and risky for heir households.
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You may have guessed that certain levels of multiples would've been impossible in certain time periods, but you may also be a bit shocked on when they came to be:
The first set of twins i found were in 1990 BCE
First set of triplets in 670 BCE
First quadruplets in 1750
First quintuplets in 1896
First sextuplets in 1866 (yes they were before the first set of quints that i found)
To set: MC Command Center (on computer)>Mc Pregnancy> Offspring> Maximum Offspring> (number)
If your sims try to have quintuplets between 1866 and 1896, you have to randomize the pregnancy as many times as it takes for them to not have quintuplets
To do that: MC Command Center (on sim)>Mc Pregnancy> Specify offspring> (leave both sections blank)
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Your heir automatically is allowed to get married and have as many children as they can produce, however, side households you have to roll for a few things.
First: you roll to see if the non-heir sim marries.
If they do, you roll to see how many pregnancies their marriage produces
If they dont, you can decide to send them to a Nunnery (female sims) or Monastery (male sims), or a brothel. You may also, alternatively or in conjunction, roll to see if they have any children out of wedlock. Nuns will not get kicked out due to pregnancy before the 1700s, but afterwards they must either leave the convent or give the baby to a bishop to raise.
See below charts for rolls:
Roll to see if non-heirs marry
Roll for side household pregnancies (if marry)
(Optional) Roll for pregnancies for sims who don't marry
Your sims may try for a baby up to 3 times per day, unless your female sim just gave birth. On the day your sims give birth you can only have them try up to 2 times. This is because the fertility rate for this challenge is the monthly average, each day is 3 months, and women must wait about 6 weeks after birth before they can... woohoo. If you are using different year lengths, adjust according to how many months are per day.
If youre using MCCC (and your computer can handle it) i suggest increasing your household size.
Sims can continue to have children after they have grandchildren, if you so choose.
When you start the challenge, you start with two sims, these are your founders. they are considered Gen 1. Do not start with more than this if you can help it, your population will grow fast enough, and if it doesnt....
I grant you 3 free save a sims you use if you are down to your last living sim. You may choose to increase this, but you cannot have less. You can only use these if youre down to your final sim.
There, now you have an excuse ;)
To pick names, use my name gen
Now to talk heirs. We will use the gen 1 founders and their 3 imaginary children for this example.
Your gen 1 has 3 children, a daughter and 2 sons, in that order.
Both gen 1 sims die
The oldest son is the heir.
Lets say he dies without children
The younger son is now the heir.
Lets say he dies without children
The daughter is now the heir
If the daughter dies without children, and ONLY then, will it pass to a more distant male relative, such as an uncle. With each generation it will pass in the same pattern. Sons -> Daughters -> Uncles -> Aunts etc. Always from oldest to youngest within each section. A woman's husband, has no right to his wife's inheritance. This all continues until the 1970s. Your main surname is likely to change frequently, don't stress too much about it, but an early on extra son can cause it to be a long-lived side household surname.
Bastards (born with unmarried parents) cannot inherit unless they are your only living sim. If two sims get pregnant out of wedlock, no drama will come of it unless the baby is born out of wedlock.
If a household was previously a side household but has now become the heir household, they drop all the side household rules such as pregnancy rolls, and may be treated as you were treating your heirs. I recommend following side households for many reasons, but ultimately that is your choice. If your side households start to grow out of control, you can always marry distant cousins to eachother to keep the population down. It is also one of a few ways you can get a died-out heir surname back into the heir line.
Do not move the heir's parents out of the heir's home unless they decide to become part of the church (Nuns/Monks/Friars) or they become too much to care for and the heir decides to get them room and board at an Abbey. Though the church tended to help the needy for free, I'm giving this optional rule that if you do drop elders off at an Abbey, the sim who moved them out must pay $500 simoleons per year. Think of it as tithes to ensure well treatment.
Unless an occult has its own inheritance mechanic, use normal game genetics first. If the game produces a human child from an occult bloodline, you can optionally use a dormant-trait system:
Situation
Roll
Result
1 occult parent + 1 human
1 on D4
Human child carries dormant occult blood
Dormant carrier + human
1 on D10
Child manifests the occult
2 dormant carriers
1 on D4
Child manifests the occult
2 different occults
Coin flip
Determines which occult is inherited
A dormant carrier is played completely as a human unless their occult manifests later.
For good/bad alignment, your existing vampire rule can become the universal default: children normally inherit their occult parent's alignment, but 1 on D10 causes them to develop the opposite alignment. Opposing parents flip a coin.
Your existing system works well, but vampire hunts could become more dependent on vampire behavior.
Roll annually while at least one vampire lives in the household or settlement.
Event
Roll
Vampire Hunt occurs
Heads
Vampire accused during hunt
9 on D10
Human falsely accused
18 on D20
Accused Sim dies
3 on D4
A vampire who has recently fed publicly, attacked someone, or been witnessed using powers gets two accusation rolls. Either successful roll means they are accused.
A vampire who has maintained a completely secret identity only rolls once.
Good vampires:
Never intentionally drink from an unwilling Sim.
Prefer plasma fruit, plasma packs, willing donors, or animal blood if you're roleplaying historical substitutes.
Ignore ordinary human illness rolls.
Roll twice for accidents, famine, sieges, disasters, and wars. Either death result kills them.
May plead with Grim normally.
Before plasma fruit/packs are realistically available in your timeline, a good vampire must obtain a willing donor. If none is available during a famine or isolation event, treat them as starving.
Bad vampires:
May feed from unwilling Sims.
Prefer living Sims over substitutes.
Roll twice for illnesses; either death result kills them.
During wars, battles, raids, or violent uprisings, a death result must occur twice consecutively to kill them.
However, their feeding creates additional discovery risk.
After an unwilling feeding that could reasonably be noticed, roll D6:
1 = suspicion is raised.
If suspicion is raised, the next vampire-hunt accusation roll against them automatically succeeds.
Aliens can exist from the beginning of the challenge, since their existence isn't dependent on human technological development.
Their biggest danger is discovery.
Event
Roll
Discovered
1 on D20 annually
Death after discovery
1 or 6 on D10
Instead of automatic death when the second roll fails, the alien survives but must either conceal themselves again or flee.
Alien sightings are interpreted through the culture of the period. They may be considered:
demons,
spirits,
monsters,
divine beings,
witches,
changelings.
A discovered alien may therefore be subjected to the same persecution system as spellcasters.
Discovery becomes somewhat more dangerous as governments and scientific institutions become more capable of investigating unusual individuals.
Roll discovery on 1–2 on D20.
Roll 1–3 on D20 annually.
If discovered after 1946, flip a coin:
Heads: public/local discovery
Tails: government discovery
Government discovery doesn't necessarily mean death. If they survive their discovery death roll, they must disappear from normal society for at least one year.
Spellcasters may exist from the beginning of history.
Your resurrection mechanic should remain one of their strongest advantages.
A spellcaster may attempt to save each dying Sim once per death event.
Requirements:
Master every Practical Magic spell.
Know at least 2 spells from every other school.
Possess Sage and 10 False Morel Mushrooms.
Ingredients are destroyed whether the spell succeeds or fails.
Standard spellcaster:
1 on D6 = success
Highest-rank spellcaster:
2 on D4 = success
For a Sim who isn't family or a loved one:
1 on D10 if they're personally close.
1 on D12 if they're essentially a stranger.
A failed resurrection cannot be attempted again on that Sim for that death.
From the beginning of history through 1878, roll annually if a spellcaster lives in the household.
Event
Roll
Witch trial occurs
3 on D4
Actual spellcaster accused
1 on D8
Non-spellcaster accused
4 on D12
Guilty
Heads
Innocent
Tails
Innocent Sim drowned anyway
1 on D4
Guilty verdict = execution/death.
A spellcaster may plead with Grim. If saved, they must leave the settlement/region because everyone believes they died or escaped.
Must:
Master Practical Magic.
Prioritize healing/protection.
Avoid malicious magic.
Be allowed to resurrect loved ones.
They may learn other magic, but Practical Magic must always remain their strongest school.
Must learn at least two Mischief spells before progressing heavily into other schools.
They may:
curse Sims,
manipulate others,
use magic for personal gain,
intentionally harm rivals.
They cannot resurrect a loved one. Their philosophy prevents them from using resurrection altruistically.
They can, however, resurrect someone for explicitly selfish purposes if you want an especially dark storyline. Roll 1 on D12 regardless of rank.
Mermaids can exist from the beginning of history.
They should be especially powerful in coastal societies while becoming much less useful inland.
Event
Roll
Discovery
1 on D20 annually
Death after discovery
1 or 6 on D12
Mermaid kills sailor
4 on D12 annually
Only roll sailor deaths if the mermaid has reasonable access to an ocean/coast.
Good mermaids do not intentionally drown sailors.
Instead, when you roll 4 on D12, they rescue someone.
If your challenge generates a drowning death that year, you may cancel one drowning death.
Keep your existing sailor-murder roll:
4 on D12 annually = sailor dies.
If the victim belongs to your household or extended family, choose all eligible sailors and roll randomly to determine the victim.
After murdering a sailor:
1 on D6 = witnesses/suspicion.
If suspicious, make an immediate discovery roll.
If living somewhere without meaningful access to natural open water, roll D6 annually:
1 = severe dehydration event.
Roll the Sim's normal illness/death roll for that year twice.
Werewolves can exist from the beginning of history.
Unlike most occults, their danger should revolve around the lunar cycle rather than annual rolls.
Choose or use the game's lunar cycle and identify every full moon.
If the werewolf is securely confined, nothing happens.
If they're loose, roll:
Event
Roll
Attacks someone
1 on D6
Discovered
1 on D8
Kills during attack
1 on D10
For an attack, randomly select an eligible Sim who lives nearby or is part of the household.
If the victim is a spouse, child, parent, sibling, or extremely close friend, roll D4:
1 = the werewolf attacks them anyway.
Otherwise, reroll the victim from unrelated Sims.
If someone survives an attack:
1 on D6 = infected/turned.
Children have a lower chance:
1 on D10.
If a werewolf is discovered, roll D6:
1–2: Community ignores/disbelieves it.
3–4: Werewolf must leave the area.
5–6: Werewolf hunt.
During a hunt:
1–3 on D6 = werewolf killed.
This makes werewolves significantly more volatile than vampires because their exposure is checked every full moon.
Available: Beginning of history
Fairies work particularly well as an ancient occult whose influence gradually diminishes as society industrializes.
Fairies should have two broad alignments: Benevolent and Unseelie/Malevolent.
Use your standard alignment inheritance system.
Fairies are exceptionally good at hiding.
Period
Discovery
Before 1500
1 on D20
1500–1799
1 on D12
1800–1899
1 on D10
1900+
1 on D8
This represents human expansion, urbanization, photography, record keeping, and shrinking wilderness.
Once per year, a benevolent fairy may intervene in one:
crop failure,
animal death,
famine,
childhood illness,
pregnancy complication.
Roll D6.
1 = intervention succeeds.
The original death/failure is cancelled.
They cannot interfere with old-age deaths.
Once annually, roll D8.
1 = fairy mischief causes a serious event.
Roll D6:
Crop failure
Livestock death
Sim becomes seriously ill
Child disappears for 1–7 days
Household loses money/resources
Random Sim suffers an accident
Then make whatever normal death rolls apply.
If a fairy and human population coexist, every human birth may optionally roll:
1 on D20 = suspected changeling.
This does not necessarily mean the baby actually is a fairy.
Flip a coin.
Heads: genuinely fairy/occult.
Tails: completely human.
The household doesn't get to know the result until the child reaches the Child life stage.
That could produce some wonderfully grim historical stories.
Available: Beginning of history
Ghosts shouldn't really count as a normal inherited occult. They are produced by death.
Any Sim who dies can potentially become a persistent ghost.
After any death, roll D6:
1 = Ghost remains.
Modify this based on death circumstances:
Death
Ghost Chance
Peaceful/old age
1 on D8
Ordinary premature death
1 on D6
Accident
1 on D4
Murder/execution
Heads
Betrayal/revenge-related death
1–2 on D4
Each persistent ghost gets one annual haunting roll.
D6:
No manifestation
Minor manifestation
Minor manifestation
Major haunting
Appears directly to family
Violent/supernatural event
On a 6, roll D10.
1 = living Sim dies because of the haunting.
Once annually, roll D10 for each ghost:
1 = spirit moves on.
Add another successful number for each major unresolved issue that has been resolved.
For example, after their murderer dies or is punished:
1–2 = move on.
After all major unfinished business is resolved:
1–4 = move on.
You can also automatically release them once their spouse, children, and anyone directly connected to their unfinished business have died.
A qualified good spellcaster may attempt to release a ghost.
1 on D4 = successful exorcism/release.
A bad spellcaster can instead bind one.
1 on D6 = successful binding.
A bound ghost cannot move on until the spellcaster releases it or dies.
Earliest Creation Year: 1898
I'd make Servos fundamentally different because they're technological rather than supernatural.
1898 is a good starting point for an intentionally fantastical Decades Challenge because it coincides with the late-Victorian fascination with automatons, electricity, and increasingly sophisticated machinery, while still making an early Servo an extraordinary invention.
However, I'd make them extremely difficult to create before modern robotics.
Only a Sim who has:
maxed Handiness,
appropriate mechanical/inventing skill,
sufficient household wealth,
access to electricity
may attempt one.
Once per year:
1 on D20 = successful construction.
Failure consumes whatever expensive materials/resources you decide represent the project.
Early Servos cannot reproduce and should have limited careers/social roles.
Construction succeeds on:
1 on D12
Requirements remain max Handiness plus high mechanical/inventing ability.
Construction succeeds on:
1 on D8
Servos may now reasonably perform household labor, industrial work, scientific work, or military functions.
Construction succeeds on:
1 on D4
Normal Servo gameplay becomes increasingly acceptable.
If the Sim meets all skill/material requirements, no construction roll is necessary.
Servos don't roll for:
disease,
famine,
drowning,
ordinary aging,
pregnancy complications.
Instead, roll annually for mechanical failure.
Era
Failure
1898–1929
1 on D4
1930–1959
1 on D6
1960–1989
1 on D8
1990–2019
1 on D12
2020+
1 on D20
If failure occurs, roll D6:
1–3: Repairable malfunction.
4–5: Major breakdown; Servo unusable until repaired.
6: Catastrophic failure.
For catastrophic failure, a qualified Sim may attempt repair.
1 on D4 = saved.
Otherwise, the Servo dies permanently.
This gives your tracker a clean set of unlock dates:
Occult
Earliest Year
Spellcaster
Beginning of history
Vampire
Beginning of history
Werewolf
Beginning of history
Mermaid
Beginning of history
Fairy
Beginning of history
Ghost
Beginning of history
Alien
Beginning of history
Servo — Experimental
1898
Servo — Electromechanical
1930
Servo — Early Robotics
1960
Servo — Modern
1990
Servo — unrestricted
2020
Now we are at the start of our challenge, see era pages for start conditions and era rules.