Not actual history, however. Rather, the kind of histories that people write for their fantasy worlds. Some of these histories are rather basic ... others are elaborately detailed. The question arises: how much history does your fantasy world need?
To serve as a baseline, let me quote from an outside source: Dungeon Module BD: The Keep on the Borderlands. From that book, let me copy here everything that is said there about the history of The Keep.
Mm hm. Let's see, notes for the dungeon master, time, preparation for the use of the module, ah, here it is ... BACKGROUND. This should be good.
And there's ... nothing. Not one word.
That's right, gentle readers, we don't know who built The Keep, we don't know how long it's been around, we have no idea what the lineage is of the lord that runs the place ... heck, we don't even know the name of the 'Realm.' And we don't care.
That's because, startling as it may seem, what most people view as history adds jack shit to a campaign. Dates, family records, what so-and-so did four hundred years ago, the fame achieved by what-a-whoozit that half-conquered the world three hundred years ago - worthless. It's all very fun fetish fuel for those who want to know the real reason Anne Boleyn couldn't keep Henry's little Willy up, but it's influence on the present-day demise of the monarchy in England is negligible (yes, yes, there's a moronic argument to be made to the contrary, but take it on the road, bub).
What is hard to get across is this: the most important thing about the long standing feud between Florin and Guilder is that it is still ongoing. They hate each other in the present. Or, alternately, they still hated each other last year, and the treaty is tenuous at best. It moderately helps to know the hatred has been going on for hundreds of years, but in reality the only hatred that counts is that of the people who are still alive. That my great-great-great grandfather hated your great-great-great grandfather was a matter settled some time ago. I only mention it because I use that information to harbour the deep hatred I have for you right now. History makes good propaganda.
What history doesn't do - this type of history, at least - is make good campaigning. I'm so glad the DM has spent several weeks drawing up a family chart of who's died in the last seven generations, and who gave birth to whom. Ah, very nice, I see the present Wilhelm of Zardoz was born of Mildred, who married Peter of Peckerland, who was the son of Ulster of Oosteria and Ganglia of Zardoz, who was the daughter of Omphat the Foul, once King of Zardoz-and-Oosteria in the Twelfth Age of the Little Fly Lords. Nice work.
Does the bartender want to have a chat about the attractiveness of Ganglia? No? Well then who gives a fuck.
Now, please to understand. I did my degree in history. I love history. I have reams of books about history, and what's very interesting is that since my world is based on Earth, all these history books are relevant to my world. If you could ring my buzzer in the next five minutes, I could let you into my living room, park you in front of my dry erase board and give you a spontaneous 8-hour lecture on anything from the fall of Rome to the failure of France to secure a European hegemony in the 16th, 17th and 18th centuries. I'm not saying I'm ready to teach 39 courses (unless it is in general, world history, and then I'm certainly game), but I can babble pretty steady on whatever subject you like.
All this boasting and chest pounding (gawd, it's rude, isn't it?) is only to hammer home the principal that I respect history, I think in terms of history and I apply history to my world constantly. But it isn't the history of Ganglia and her tendency to poison lovers.
The most important thing about history is not where it has been, but where it is going. History is the study of the movement of peoples in the search for resources or vittles ... and where two peoples butt up against one another in the acquisition of these things, history is the study of pressure. It is understanding why these people were able to stay, while these people were forced to go. In other words, it is applying the momentum of peoples from the past, through the present and extending that momentum into the future. In the real world, this extension into the future is questionable, at best, and we're very often wrong.
In D&D, this extension into the future is profoundly accurate.
Let me give an example. Returning to the long standing feud between Florin and Guilder. The tendency is to think that these two kingdoms, after five hundred years of war, are perfectly matched - but we know from history that there are no perfect matches. In the long run, one of these two states is going to win over the other one. One will ultimately gain momentum, while the other backslides. Which is it that will win?
Well, if you aren't aware, the names 'florin' and 'guilder' come from particular currencies, each possessed by a particular financial dynamo, both of which were present in the 17th century. Speaking of the coin as the kingdom, Florin was by far the elder of the two kingdoms. It has begun its rise seven hundred years ago, as the crossroads of the world, taking great advantage of the trade that moved through its borders. Comparatively, Guilder was a late-comer; moreover, for most of the five hundred years it was a rather weak competitor to Florin. Guilder's defensive strength was that it was comparatively isolated, and far distant, and therefore difficult to squash. Moreover, while Florin had been built upon the remains of an old empire, and the resources consequently plundered for 2,000 years, Guilder was replete with resources, untapped and extensive. Every hinterland surrounding Guilder was a veritable gold mine.
|Florin Family Photo|