IllusoryThrall's Sims 4 Hub
 - Challenges, Tips & Stories

V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42

Updated: 1/16/25

Once you’re ready to play, grab a copy of my Timeline Adventure Challenge Tracking Spreadsheet to track your progress!

Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!

Gen 11: Georgian Era Power (1714 AD – 1830 AD)

Powdered wigs and full skirts are in fashion. Social stations have officially divided the classes, but you were fortunately born into a wealthy family. You have left behind the islands (and your fins), and returned to society. The king has awarded your family with pardon for the crime of Piracy, and a noble title for your work in fighting the witches and werewolves. You love a party and the social scene. You want nothing more than to be popular and well respected by your peers. You’ve become greedy and obsessed with your social status. You become a politician to advance this and keep the lower classes at bay. You have children only because it is expected of you but you have no desire to interact with them until they are older.

Town: Newcrest (Llama Lagoon)

Lot traits: Convivial, Party Place, Mean Vibe

Lot Challenges: Off the Grid

Holidays:

  • Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
  • Summer: None. Just filled with parties.
  • Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
  • Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony

Traits: Perfectionist, Hates-Children, Noncommittal

Aspiration: Friend of the World

Career: Politician (politician branch)

Gen 11 Goals:

  • You love a good party. You must throw a party every weekend, as well as for any birthdays (except babies), weddings and during holidays.
  • You may use NPC’s like maids and butlers as servants. Optionally, moving in a townie sim to be your servant is also okay so long as they have their own area of the home.
  • Max the Charisma and Logic skills and one musical instrument of your choice on your main sim.
  • Marry but have several (at least two) extra-marital affairs.
  • Have at least two children by your wife (and however many you want out of wedlock – only the ones by your wife are eligible to be heir, though.)
  • Have nothing to do with your children until they are teenagers on your main sim – unless it is to do mean interactions. (Interactions once they are teenagers are at your discretion – feel free to tell the story however you wish.)
  • Starting in this generation, you can now “Woohoo” instead of always “Try for Baby”!!
  • Your heir’s traits will be: Good, Romantic, Bookworm, and their aspiration will be Bestselling Author.

Generation 11 Lots:

Community Lots Unlocked after this generation: Vet Clinic; Library (the first ones were founded in the mid 1700’s)

Gen 12: Regency Era Lover (1795 AD – 1837 AD)

Your father was a greedy man and it was hard to admire him. You always had more of a romantic and kind side. You moved away from the family home and bought a small estate near the seashore. You love to read and write. You always had a wild imagination and dreamed of becoming a writer. So, now you write books under a pen name so that no one knows who you really are. You are the child of a lord, after all.

Town: Brindleton Bay (Cavalier Cove) (If you have the Tartosa world, use the Terra Amorosa district as your home district. Cavalier Cove and and Porto Luminoso will both be commercial in this case.)

Lot Traits: Home Studio, Peace and Quiet, Penny Pixies

Lot Challenges: Off the Grid

Holidays:

  • Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
  • Summer: None.
  • Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
  • Winter: Winterfest – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony

Traits: Good, Romantic, Bookworm

Aspiration: Bestselling Author

Career: Writer (author branch)

Gen 12 Goals:

  • Master Career (level 10) on main sim.
  • Complete Aspiration on main sim
  • Skills: Writing, one instrument of your choice, and Singing. (on main sim)
  • Write as many books as possible – most of your main sim’s time should be spent writing any other time should be spent romancing their spouse.
  • Fall in love with someone of a different “class” that is older than you.
  • Your spouse should have a bad relationship with your extended family.
  • Write the book of life and link it to your spouse. When your spouse dies, bring them back to life.
  • DO NOT HAVE CHILDREN. You don’t have time for them, anyway.
  • Your generation will end when both main sim and spouse have died of old age. Choose to have BOTH become ghosts and move on to the next partial generation!

Generation 12 Lots:

Gen 12.5: Unable to Say Goodbye (Victorian Era Part 1 1838 AD – 1849 AD)

Of note: This generation is listed as a partial generation simply because you’re using the same sim for this as you did for the last generation – this just happen to be a ghost this time. Next generation is, technically, the same sim again, but you will have different traits and (possibly) looks.

Your whole life was wrapped up in the one you love, and who said death had to change that?? When you and your love finally expire from old age, you move to the netherworld of Ravenwood, and manage to find jobs as Reapers thanks to the Grim Reaper’s compassion for your plight. Now your quest becomes to be reincarnated. Your only wish is to be able to start your life again, this time with a family that can appreciate you, and in a – hopefully – less spooky area of town.

Town: Ravenwood (Mourningvale)

Lot Traits: Private Dwelling, On Hallowed Ground, Romantic Aura

Lot Challenges: Off the Grid, Spooky

Holidays:

  • Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
  • Summer: None.
  • Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
  • Winter: Winterfest – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony

Traits: Lovebug, Romantic, Bookworm, Wise (if you can)

Aspiration: Ghost Historian

Career: Reaper (BOTH sims)

Gen 12.5 Goals:

  • This generation BEGINS when your main sim dies of old age from the previous partial generation. At which point – so that everyone doesn’t know you’re sentient ghosts, you move to Mourningvale with your spouse and continue your life’s Journey.
  • Complete the Reaper Career (main sim)
  • Complete the Reaper Career (spouse sim)
  • Become best friends with the Grim Reaper (main sim).
  • You have vowed to never be separated from your “true love,” so always go everywhere together. Work, free-time, parties, whatever. Your two sims should always be together.
  • Master the Thanatology skill (main sim)
  • Master the Thanatology skill (spouse sim).
  • Finish the Soul’s Journey on your main sim and prepare for reincarnation.
  • Finish the Soul’s Journey on your spouse sim and prepare for reincarnation.
  • DO NOT HAVE CHILDREN.
  • ONCE BOTH sims are ready for reincarnation, you can pick (and/or make) families for them to be reincarnated into. The main sim’s family must live in Whispering Glen in Ravenwood, and the spouse’s prospective family must live anywhere BUT Ravenwood.
  • Both your main sim and your spouse sim will get reincarnated as infants into their respective homes.
  • Choose whatever traits and looks and relationships you want for the spouse sim, they are, in effect, getting lost in translation and are leaving the challenge.
  • Your main sim’s reincarnated traits will be: Macabre, Chased by Death, and Gloomy. Remember: the next generation is starting as an infant, so no Aspiration yet! Also: remember, you are WELCOME to change your sims’ looks.
  • If you choose, you can decide NOT to set the new family as your “parents” in the relationships.

Generation 12.5 Lots:

Gen 13: Reincarnation (Victorian Era Part 2 1850 AD – 1864 AD)

Of note: This generation is listed as a partial generation because you’ll be using the same sim for this “half” generation. This part of the generation encompasses your reincarnated sim from the age of Infant until they age out of Teenage years.

You have now been reincarnated – you thought – with your love, but where could they have gone? With your love nowhere to be found, and the Grim Reaper constantly breathing down your neck, where could you possibly go next? As you become a teenager, you realize the life you thought would be perfect… is not, and you vow to remove yourself from the world as you have always known it. Your only goal is to make enough money and squirrel it away so that as soon as you’re old enough you may move away from Grim’s influence on your life. The only job you can find is a part-time job at a Mausoleum, and you resent it every day you must work there.

Town: Ravenwood (Whispering Glen)

Lot Traits: Good Schools, Child’s Play, Teen Neighborhood

Lot Challenges: Off the Grid, Scare Seeker

Holidays:

  • Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
  • Summer: None.
  • Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
  • Winter: Winterfest – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony

Traits: Macabre, Chased by Death, Gloomy

Aspiration: Playtime Captain (child), Live Fast (teen)

Career: Handyperson (part-time as a teen)

Gen 13 Goals:

  • Remember: your sim will be changing traits in this generation from last generation, and you are more than welcome to change what they look like. Even their family ties can be changed should you wish to!
  • Grow up in a supportive and loving family, but with no contact with your reincarnated spouse. (They got “lost” in the transition!)
  • May choose an after school activity as a child, but do remember, it must be completed (i.e. scouts or drama) by the time you get to be a teenager.
  • Complete Playtime Captain Aspiration as a child (main sim).
  • Complete Live Fast Aspiration as a teenager (main sim)
  • Must have a part-time Handyperson career while a teenager (and get to rank 3 of the job).
  • Avoid romantic Relationships as a teen this generation, you’re still feeling lost and confused that you cannot find your “true love” from last generation!
  • Master Handiness as a teenager (main sim).
  • The “next” generation begins when your main sim reaches Young Adulthood and moves out of their “happy” home.
  • Give your main sim their final trait, and one of the three Vampire Aspirations (Master Vampire, Vampire Family, or Good Vampire – your choice).

Generation 13 Lots:

Before playing Generation 13.5, make sure to download (or make) a vampire who can turn your main sim and have the vampire live in a house somewhere in Forgotten Hollow. It might be helpful to have this vampire be high-ranking so that they will be able to train your sim later, as well.

Gen 13.5: Gothic Nightmare (Victorian Era Part 3 1865 AD – 1880 AD)

Finally old enough to move out, you take your stash of money, your obsession with flowers, death, and mortality, and you get as far away from Ravenwood as you can. You move to a small town deep in the country that no one has ever heard of, as far from Grim’s as you can get, hoping to be forgotten. There, you discover vampirism, allowing you to become a child of the night and live forever, free of Grim’s Influence for good. In this town, the darkness consumes you, and you retreat completely from the world. However, without your original love, you feel the need to replace their love with someone new, and you seduce someone new, and bring them into your world of forever darkness.

Town: Forgotten Hollow

Lot traits: Dark Ley Line, Vampire Nexus, Registered Vampire Lair

Lot Challenges: Off the Grid

Holidays:

  • Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
  • Summer: None.
  • Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
  • Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit

Traits: Macabre, Chased by Death, Gloomy

Aspiration: Master Vampire, Vampire Family, or Good Vampire (your choice)

Career: Undertaker (Mortician branch)

Gen 13.5 Goals:

  • Max the Flower Arranging, Pipe organ, Gemology, and Vampire lore skills on your main sim.
  • Master the main Sim’s Undertaker career (Mortician branch).
  • Cut off any connections with your parents after moving (contacting the rest of your family is at your discretion, but I suggest cutting all ties so that your secret doesn’t come out).
  • Must seduce a young man/woman and fall in love with them (after becoming a vampire). You must then turn them (into a vampire) so you can be together for ever.
  • Must become a master vampire.
  • Electricity is now a thing – however power to homes is still incredibly rare. Continue to use the Off the Grid Challenge until directed otherwise.
  • NO travel to anywhere outside of Forgotten Hollow this generation.
  • Wait to have children until after your spouse is a vampire, as well. Yes, this means your children will be undead.
  • Have at least 2 children.
  • Become best friends with the vampire who turned you – they have almost become your surrogate parent.
  • The heir must Max the Vampire Lore skill before moving out to start the new generation, and have made themselves a Vampire Cure potion (costs $1000 and can be made at any bar).
  • Your heir’s traits will be: Rancher, Loves Outdoors, Horse Lover, and their aspiration will be a Championship Rider.

Generation 13.5 Lots:

Gen 14: Riding the Range (the American Old West – 1837 AD – 1895 AD)

You were born undead but you always had a respect for life. As soon as you could, you left your dark beginnings behind and became mortal. While your parents remained unmoving, never leaving their little hollow, you wanted to explore. So when everyone started talking about all the opportunities in the American west, you were on one of the first ships to America and joining a wagon train to find your destiny. You got yourself a homestead, and began doing what you had always wanted to – training horses. Without much in the way of money, you rescued everyone else’s cast-offs, and made them into amazing partners for their new owners. Your handiness keeps things working for far longer than they probably should, and your little ranch slowly became a haven for your animals and you began to think about the future. Becoming a member of the community, you get to know the locals, and finally find the woman of your dream at the local dance hall. Marrying and starting a small family, you make sure your child(ren) always know where you came from, so that they would never fall prey to the night.

Town: Chestnut Ridge (Galloping Gulch)

Lot traits: Great Soil, Bracing Breezes, Homey

Lot Challenges: Off the Grid, Wild Prairie Grass

Holidays:

  • Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
  • Summer: None.
  • Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
  • Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit

Traits: Rancher, Loves Outdoors, Horse Lover

Aspiration: Championship Rider *does not need to be completed!

Career: Rescuing, training, and selling horses

Gen 14 Goals:

  • The first thing you must do is become human. Drink that Vampire cure you brought with you.
  • Being that you left home without your parent’s blessing, you must leave with only 20,000 – the only money you could squirrel away without them noticing. This is ALL you have to start your ranch!
  • Max the Fitness, Horse Riding, Dancing, and Handiness skills, all on main sim.
  • Rescue at least 10 horses during your lifetime, train and sell each for a profit.
  • At least 3 foals must be born on your ranch.
  • You must have at least three mini goats and sheep at any one time. (Any other animals are at your discretion.)
  • You must win at least five endurance and 5 western pleasure competitions with your main sim, but you do NOT need to complete the Championship rider aspiration, as barrel racing didn’t exist yet, and jumping wasn’t a big thing in the old west.
  • Once a week, you must head to the commercial district of your town and visit the local bar to dance and socialize. Your mate must be met here.
  • Have at least one child.
  • Make sure your child(ren) know the dangers of Vampires (teach them Vampire Lore to level 15 before they are a YA, so they could cure themselves if something unforeseen should happen!)
  • Your heir’s traits will be: Genius, Self-Assured, Family-Oriented, and their aspiration will be Successful Lineage.

Generation 14 Lots:

Lot type Unlocked after this generation: Haunted House

Gen 15: Age of Spiritualism (Victorian continued 1870 (ish) AD – 1890 AD)

Your parent always told you horror stories about having been raised as a vampire. Their conviction that those creatures existed led you to believe in more than just the Vampire kind of supernatural. However, you feel that, to find those ghosts, you must be once again in the “Old Country”. Buying passage of the first ship you find, you take your inheritance and travel to the land or your ancestors, despite your parent’s objections. You find an ancient settlement and begin your search for the ghosts. You long to speak to them, to learn from them. In the process of learning to do this, you end up starting a business to help others get rid of their troublesome specters. Once you have an heir, you realize what a mistake you made, leaving home like that, and you become more and more focused on your heir, eventually losing touch with your other friends, and even your spouse in your quest to make sure your child won’t make your mistakes.

Town: Willow Creek (Pendula View)

Lot traits: Private Dwelling, Child’s Play, Good Schools (Lot must be set to “Haunted House” instead of Residential)

Lot Challenges: Off the Grid, Spooky, Cursed

Holidays:

  • Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
  • Summer: None.
  • Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
  • Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit

Traits: Genius, Self-Assured, Family-Oriented (must also buy the Brave trait)

Aspiration: Successful Lineage

Career: Paranormal Investigator

Gen 15 Goals:

  • Max the Parenting, Logic, Medium, and Vampire Lore skills (Vampire Lore should already be done when you start the generation) all on main sim.
  • As mentioned above, your house must be a haunted house. Through this, you will meet Guidry, and he will help you get your license to become a Paranormal Investigator (DO NOT skip this step and buy the license from the Reward Store!).
  • Earn enough points to buy the Brave trait – you are welcome to pick another aspiration (or more than one) to work on to get more points.
  • Starting this generation, you are allowed to travel to areas other than your home neighborhood and the local commercial area. (Within reason – if it seems like that town would be too far away, you can still restrict travel)
  • Have at least one child, and dote on them. Encourage good grades and values.
  • When your heir is old enough to move out, divorce your spouse, leave them behind, and move with your child. (This will allow you to finish your Successful Lineage aspiration.)
  • Your heir’s traits will be: Animal Enthusiast, Loves Outdoors, Family Oriented, and their aspiration will be Country Caretaker.

Generation 15 Lots:

V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42

Updated: 12/3/25
(Adventure Awaits)

V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42

Generation Eleven:
Tudor Era Prayers

(1485 AD – 1603 AD)

In Tudor-Era Europe, many households—especially those outside strict religious circles—encouraged artistic and musical pursuits as part of emerging Renaissance culture, reflecting a growing interest in humanism and secular learning. At the same time, a rising concern among clergy and moralists warned that such secular focus could distract from proper spiritual discipline, leading some individuals to later view their upbringing as lacking in piety. Within noble households, cooks played demanding roles: they managed large kitchens, coordinated with stewards, maintained hearth fires, and prepared elaborate meals that showcased a lord’s wealth and status. These workers faced daily hardships, including long hours, fluctuating ingredient supplies, and the pressure to satisfy high-ranking guests. In this context, a person seeking greater spirituality might have balanced their duties with private devotions, reflecting broader tensions between worldly Renaissance interests and traditional religious expectations.

Generation 11 Lots on the Gallery:

(none yet)

Generation Twelve A:
The Lone Lycanthrope

(1400 AD – 1699 AD)

In 1500s Europe, fear of lycanthropy was widespread and deeply intertwined with religious anxiety, superstition, and the growing influence of witch-hunting culture. Many communities believed that werewolves were real threats—either humans cursed by the Devil, victims of enchantment, or people who willingly transformed through pacts with dark forces. Court records from regions like France and Germany show that accusations of lycanthropy were treated seriously, sometimes resulting in trials, confessions under torture, and executions. Harsh winters, unexplained animal attacks, and social unrest often fueled these fears, giving supernatural explanations a sense of urgency. As a result, werewolves became a symbol of the dangerous blurring between human and beast, reflecting broader anxieties about sin, savagery, and the fragility of social order.

Coming soon!

Generation 11 Lots on the Gallery:

(none yet)

Generation Twelve B:
Friends With Wolves

(1400 AD – 1699 AD)

In 1500s Europe, fear of lycanthropy was widespread and deeply intertwined with religious anxiety, superstition, and the growing influence of witch-hunting culture. Many communities believed that werewolves were real threats—either humans cursed by the Devil, victims of enchantment, or people who willingly transformed through pacts with dark forces. Court records from regions like France and Germany show that accusations of lycanthropy were treated seriously, sometimes resulting in trials, confessions under torture, and executions. Harsh winters, unexplained animal attacks, and social unrest often fueled these fears, giving supernatural explanations a sense of urgency. As a result, werewolves became a symbol of the dangerous blurring between human and beast, reflecting broader anxieties about sin, savagery, and the fragility of social order.

Coming Soon!

Generation 11 Lots on the Gallery:

(none yet)

Generation Twelve C:
Lycan Pack Menace

(1400 AD – 1699 AD)

In 1500s Europe, fear of lycanthropy was widespread and deeply intertwined with religious anxiety, superstition, and the growing influence of witch-hunting culture. Many communities believed that werewolves were real threats—either humans cursed by the Devil, victims of enchantment, or people who willingly transformed through pacts with dark forces. Court records from regions like France and Germany show that accusations of lycanthropy were treated seriously, sometimes resulting in trials, confessions under torture, and executions. Harsh winters, unexplained animal attacks, and social unrest often fueled these fears, giving supernatural explanations a sense of urgency. As a result, werewolves became a symbol of the dangerous blurring between human and beast, reflecting broader anxieties about sin, savagery, and the fragility of social order.

Coming soon!

Generation 11 Lots on the Gallery:

(none yet)

Continuing with Version 1.0 until the rest of this page is done:

Once you’re ready to play, grab a copy of my Timeline Adventure Challenge Tracking Spreadsheet to track your progress!

Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!

Gen 8: Living With Lycanthropy (1400 AD – 1699 AD)

Living out in the countryside apparently comes with its own dangers. Just as you’re planning to set out on your own, your village is attacked by a mysterious wolf-like beast. Trying to save others and fight off this beast leaves you with a nasty wound. The local doctor can do little for you, and soon you find out why. You have become the beast you fought. In a panic, you retreat to the forest, attempting to hide what you’ve become. Slowly, you learn to live with your affliction, and, as you learn, you find others who have the same condition. The choice is now yours. Will you join them, or strike out on your own?

Town: Moonwood Mill

Lot Traits: Pick your own lot traits!

Lot Challenges: Off-the-Grid

Holidays:

  • Spring: St. Valentine’s Day – Romantic Spirit, Go on a Date, Give Flowers
  • Summer: Midsummer’s Eve – Art and Music spirit, Drinking, Fire, Party Spirit, Tell Stories
  • Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal, Wear Costumes
  • Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony

Traits: Choose from the following for your first trait: Loner, Outgoing, or Party Animal, then your other two traits are up to you.

Aspiration: Werewolf Aspirations: starting with the Werewolf Initiate, you can then choose any of the following three: Emissary of the Collective, Wildfang Renegade, or Lone Wolf. (You may also attempt to complete more than one of these three.)

Career: None

Gen 8 Goals:

  • Complete the Werewolf Initiate aspiration, then at least one of the following three: Emissary of the Collective, Wildfang Renegade, or Lone Wolf.
  • Max the Athletic skill, as well as two others of your choice on main sim.
  • Must always “Try for Baby”. Birth control is not a thing yet.
  • Have at least one child – do not have to get married, but your child must live with you.
  • Your heir’s traits will be: Good, Jealous, Paranoid, and your Aspiration will start with Werewolf Initiate.

Generation 8 Lots:

Gen 9: Stuart Era Justice (1603 AD – 1713 AD)

Growing up in the woods as you did, you came to fear the local “witches” and “beasts”, and – once you have figured out how to rid yourself of your parent’s beast form – you aspire to rid the world of the danger they pose through the legal system. You have a fascination with collecting things, and fill your home with the strange and exotic items you find while witch hunting. Your home also seems cursed by these “witches” and “beasts” – proof, in your mind, that they are dangerous and must be dealt with harshly.

Town: Willow Creek (Foundry Cove)

Lot Traits: Study Spot, Convivial, Mean Vibe

Lot Challenges: Off-the-Grid, Cursed, Gremlins

Holidays:

  • Spring: St. Valentine’s Day – Romantic Spirit, Go on a Date, Give Flowers
  • Summer: Midsummer’s Eve – Art and Music spirit, Drinking, Fire, Party Spirit, Tell Stories
  • Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal, Wear Costumes
  • Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony

Traits: Good, Jealous, Paranoid

Aspiration: You start with the Werewolf Initiate aspiration, then complete the Cure Seeker Aspiration, followed by the Soulmate Aspiration

Career: Law

Gen 9 Goals:

  • Complete the Werewolf Initiate Aspiration, followed by the Cure Seeker Aspiration on your main sim. Once you are human again, complete the Soulmate Aspiration.
  • Complete the Law career – either branch on main sim.
  • Skills to Max on your main sim: Logic, Research and Debate, and Charisma.
  • Any Occult sims you know (Werewolf, Spellcaster, Alien, Vampire, or Mermaid) you must immediately become enemies with as soon as you are cured of lycanthropy – including your own family.
  • Must always “Try for Baby”. Birth control is not a thing yet.
  • Have at least one child.
  • Your heir will have the traits: Good, Child of the Islands, and Child of the Ocean, and must choose the Beach Life Aspiration.

Generation 9 Lots:

Gen 10: Fins and Piracy (1650 AD – 1730 AD)

Your parents seemed to hate everything that wasn’t expressly human, and your only thought is escape from the pressure. Shortly after you came of age, you stumble across a position on a ship, and you take to the seas. As you rise in the ranks on the ship, soon you discover there is more to the sea than you ever knew possible. You become one of the denizens of the ocean, although you hide your fins from your crew, and you spend as much time as possible below the waves.

Town: Sulani (Oha’nali Town)

Lot Traits: Island Spirits, Sunny Aspect, Bracing Breezes

Lot Challenges: Off-the-Grid

Holidays:

  • Spring: St. Valentine’s Day – Romantic Spirit, Go on a Date, Give Flowers
  • Summer: Midsummer’s Eve – Art and Music spirit, Drinking, Fire, Party Spirit, Tell Stories
  • Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal, Wear Costumes
  • Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony

Traits: Good, Child of the Oceans, Child of the Islands

Aspiration: Beach Life

Career: None

Gen 10 Goals:

  • Become a mermaid. This must happen during your first week in the new generation, and can be done via Reward store Mermadic Kelp, or finding some Kelp on your own.
  • Skills to Max on your main sim: Fitness and Mischief
  • Complete the Beach Life aspiration
  • Must always “Try for Baby”. Birth control is not a thing yet.
  • Have at least one child.
  • Your heir must be male and their traits will be: Perfectionist, Hates-Children, Noncommittal, and your aspiration will be Friend of the World. You must also cure your heir of Mermaid-ism (if they have it) before they take over as the next generation (take two Mermadic Kelps, then get in the water).

Generation 10 Lots:

Community Lots Unlocked after this generation: Museum (These became a thing in the early to mid 1700’s)

V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42

Updated: 10/17/25
(Adventure Awaits)

V2.0 Main Page | Gens 1 – 5 | Gens 6 – 10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 40 | Gen 41 – 42

How to Use this Page:

Welcome to the Timeline Adventure! On this page, you will find the next five generations of the full 2.0 version of this challenge. Make sure to click on the tabs below each generation’s header so that you know all that you need to know to complete the generation! That being said, again, welcome… and Have FUN!

Generation Six:
Pillage & Plunder

(425 AD -1066 AD)

Viking culture centered on tight-knit kinship groups, expert shipbuilding, and a Norse mythos that infused every aspect of life. Their lightning raids—launched from sleek, shallow-draft longships—swept across European coasts and river valleys, targeting monasteries and settlements with ruthless efficiency. Beyond plunder, they forged extensive trade networks, established colonies from Iceland to Normandy, and wove Scandinavian influences into the wider medieval world.

Generation 6 Lots on the Gallery:

Viking Longhouse + Bonfire (designed for your sims to live in, a chieftain’s house)
Viking Longhouse
Small Viking Longhouse

Viking Tavern (Bar)
Anglo-Saxon Village (residential lot to “raid”)

Generation Seven:
Medieval Magic

(1100 AD – 1300 AD)

Between 1100 and 1300 AD, so-called “witches” were often wise women, healers, and midwives who practiced folk medicine and old pagan traditions. As the Christian Church’s authority grew, these customs came under increasing scrutiny, and what had once been accepted community wisdom began to be branded as superstition or heresy. Fearing accusations and punishment, many practitioners were forced to hide their rituals and remedies, passing knowledge quietly from one trusted person to another. The shift reflected a broader cultural tension—between the lingering pagan roots of rural Europe and the tightening grip of Church orthodoxy on daily life.

Generation 7 Lots on the Gallery:

Medieval Spellcaster Home (designed for the main family)
Tiny Medieval Castle (residential, for townies)
Medieval Village (for townies, residential)

Generation Eight:
The Great Sickness

(1346 AD – 1353 AD)

In 1346, what is now Thailand was part of several Tai kingdoms—most notably Sukhothai and emerging Ayutthaya—where slavery was an accepted social institution woven into the regional economy. Most slaves were war captives or debtors, but foreign trade also brought in enslaved people from neighboring regions. Slaves were bought and sold as domestic servants, laborers, and concubines, often viewed as property bound to their masters rather than individuals with rights. There’s no clear historical evidence that the Black Death reached Thailand or most of Southeast Asia during that time. While trade routes connected the region to China and India—both affected areas—the disease seems to have lost much of its virulence before reaching farther south. It’s likely that geographic distance, climate, and limited overland transmission routes helped spare Thailand from the pandemic’s worst effects.

Generation 8 Lots on the Gallery:

(none yet)

Pre-made Sims:

(none yet)

Generation Nine:
The Caravan

(1271 AD – 1368 AD)

In a mountainous, forested village along the Silk Road during the Yuan Dynasty, daily life revolved around trade, craftsmanship, and survival in a rugged but resource-rich landscape. Villagers raised livestock, gathered herbs, and wove textiles, often exchanging their goods with passing caravans carrying silk, spices, and precious metals. The Silk Road served as a vital artery of commerce and culture, linking China to Central Asia, the Middle East, and beyond. Through it flowed not only goods, but also ideas, religions, and technologies that gradually shaped even the most remote mountain settlements. Given the Silk Road’s diversity, travelers coming through the village also introduced foreign observances and holidays such as Persian Nowruz or Buddhist holy days, creating a tapestry of celebrations and beliefs that reflected both devotion to nature and the mingling of many cultures along the trade routes.

Generation 9 Lots on the Gallery:

(none yet)

Pre-made Sims:

(none yet)

Generation Ten Pt 1:
Painting the Renaissance

(1400 AD – 1485 AD)

Life as a struggling painter in 15th-century Europe was often uncertain and demanding during the early Renaissance—a time when creativity began to shift from strict religious devotion toward celebrating human experience and beauty. Artists without wealthy patrons or guild ties survived on small commissions, painting humble portraits or church icons for modest pay, often reusing panels and grinding their own pigments. Those fortunate enough to find support from the Church, royal courts, or merchant families like the Medicis worked within bustling workshops, teaching apprentices and balancing artistic passion with their patrons’ expectations. Daily life was shaped by rigid social hierarchies, the rhythms of the church calendar, and the lingering hardships of plague and war. Still, this was an era that slowly redefined the artist—from a mere craftsman to a visionary, whose work could shape culture, faith, and identity.

Generation 10 Lots on the Gallery:

Renaissance Home (designed for the main family)
Renaissance Home 2 (updated & fully functional)
Renaissance Lord’s Manor (Residential)
Renaissance Peasant Homes (Residential)

Generation Ten Pt 2:
Composing the Renaissance

(1400 AD – 1485 AD)

In 15th-century Europe, painters who achieved success often enjoyed the patronage of wealthy merchants or the Church, granting them a degree of social mobility rare for craftsmen. Guilds governed their trade, ensuring both quality and hierarchy, while cities like Florence, Bruges, and Nuremberg thrived as centers of art and commerce. As humanism spread, painters found themselves increasingly regarded as intellectuals rather than mere artisans, and many sought to explore other artistic disciplines. Music, flourishing in courts and cathedrals alike, offered both prestige and personal expression—especially as polyphony and secular compositions gained popularity. For a painter wishing to transition into music, the challenge lay in mastering new forms of patronage and competition among court musicians. Marriage, too, was often a practical decision, meant to secure alliances or workshop stability as much as affection. In this climate, the blending of visual and musical artistry reflected the broader Renaissance spirit—a pursuit of harmony between craft, intellect, and emotion.

Generation 10 Lots on the Gallery:

Renaissance Home (designed for the main family)
Renaissance Home 2 (updated & fully functional)
Renaissance Lord’s Manor (Residential)
Renaissance Peasant Homes (Residential)

V2.0 Main Page | Gens 1 – 5 | Gens 6 – 10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42

Written by IllusoryThrall
Updated: 1/16/25 (through Life & Death)
Main Rules & Gens 1-9 Updated to Version 2.0 (through Adventure Awaits)
(Exception: the lot reference is still wrong right now… but I’ll fix it)

Note: This is under construction as of 8/7/2025. I will remove this notice when I’m done!
During this update, you may see discrepancies in the generation numbers!!
Note2: The Tracker is now in beta for this challenge, updated through gen 5!
You can find it ->
here <-

2.0 Progress Completion
21%

Introduction to the Challenge:

Welcome to the Timeline Adventure Challenge! This is a story-based generational challenge that will take you through history from the Stone Age into the fantastical future. It is not for the faint of heart, as it spans nearly 50 generations. I based the rules off of having all of the expansion packs (excluding the Star Wars one) and I will be trying to keep this updated with new packs, but it would still be possible to complete if you’re missing some by either skipping the generations pertaining to the missing pack or changing the goals for that generation. Also: if you are too scared of the full 40+ generations, feel free to pick and choose which generations to play as you go (although you’d miss large parts of the story) and just have fun with discovering history. There is also a hefty dose of fantasy in this challenge, and it does include the Supernatural Occult states. The Sims game itself requires some imagination to play, and so does this challenge. If this isn’t up your alley, you could either skip the more fanciful generations or find a different challenge. This challenge follows a family dynasty that starts in Europe and eventually comes to the USA, so expect the history involved to follow that track, as well. This is not so much a building challenge as it is a game play and “Legacy” challenge, and, to that end, I will be providing lots I have built for each generation and era. You are NOT required to use them, however. I highly encourage building your own lots – I’ve had as much fun researching the architecture as I have playing the challenge, however, I didn’t want this challenge to be inaccessible to non-builders. The provided lots are linked from a greenish box at the end of each generation’s rules and will be filled out as I work my way through testing the whole challenge. I have also tried to make this challenge appropriate for all and as family friendly as possible, though I honestly would recommend this be played by people 14 years old or older. History was pretty brutal at times, and – since this follows history – this may not be for everyone! There will be death and woohoo, however, as those are things that really can’t be avoided.

One final note: this challenge truly is designed for storytellers at heart. If that storytelling means your story takes a different turn from what I wrote, THAT’S OKAY!! Mine is simply a suggestion. Also: if you want to use CC or mods, have at it. This challenge very much lends itself to be especially fun to play if you’re willing to get some mods or CC that will help you immerse yourself into the time period.

(more…)

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I am a 47 year old American wife, mother, and gamer. I’ve lived in the Midwest most of my life, and enjoy it for the changing seasons. My favorite movie is Labyrinth, my favorite game is Sims 4, and I have tattoos related to both. My favorite colors are purple, red, and green. When I’m not playing games (which is rare) I also enjoy reading and crafting. I’m also an animal lover, and have had many types of pets over the years. Currently, I have a dog named Cassie who is a Jack Russel / Beagle mix and five young fancy rats (all of whom are rescues). I run this Sims 4 Blog where I post screenshots and stories about the different challenges I play. Also here are the Sims 4 challenges I've written, and a place for me to store all the Sims 4 knowledge I've gotten over the years. I am also a Sims 4/variety streamer on Twitch for my mental health, fun, and to meet new people. I am also in the EA Creator Network and an Ubisoft Partner, which is a dream come true! I look forward to meeting you!
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