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<blockquote data-quote="Allistar1801" data-source="post: 7639921" data-attributes="member: 6977279"><p><span style="color: #333333">Have you ever had those 4:00 AM delusional thoughts turn into actual campaign world ideas? Well just recently I had a bit of a pivot in the way that I thought about the way different races and societies would have developed in a D&D world. This could just be my insomnia ridden brain pulling at straws, but I figured why not post about it and see what people think. I'm sorry in advance for my poor analogies and the countless parallels to our own history (It might just be one of my favorite subjects)</span></p><p></p><p><strong><em><u>Concepts</u></em></strong></p><p><strong> </strong>Magic changes EVERYTHING when you really look at it from a historical POV. Battlemages turning the tide of battle in an instant, high priests restoring life to the fallen and purifying holy sites, druids shaping the lands to their whims and ensuring harvests. Money, fame, royal blood, they don't mean anything if you aren't able to do magic. This puts races like Tieflings, High Elves, and other races that are adept in different forms magic an edge. I can only imagine they would have warred over it and trying to find the "superior form of magic" before eventually settling down and forming a state council of some sort to regulate the different forms of magic and the way they interacted with each other. It's hard to say who the ruling class out of them would be, but one thing is for sure, casters are the new high class.</p><p></p><p>In keeping with the first one, exploration also changes drastically. Why go on random voyages when we can just scry and find new continents/the things we're looking for. I will however say that teleportation is a very iffy way to travel though, so I can totally see the whole era of sea travel still being a thing. Druids might be contracted as windcallers or storm protectors on the way to the new world. Priests and wizards would also serve great purpose in the foundation of the new colonies in so many different ways. The only thing I can see going amiss would be how the natives would interact with them, and the other races of the world. Speaking of, lets talk about those.</p><p><strong> </strong></p><p><strong><em><u>Races</u></em></strong></p><p><strong></strong>I kind of touched on this further up, but I definitely think certain races would definitely have different things going for them in a situation like that.</p><p></p><p>Tieflings- Definitely subject to a lot of hate between their bloodline and appearances, but I think they would be in one of the best positions to capitalize on the social power that magic bestows. Charismatic for the people, magic blood for sorcerer potential, connections to devils for warlock potential, smart for various purposes and wizardry potential. They have quite a few ways to go about it here. Most of this is also echoed for the half elf too, all except the devils thing</p><p></p><p>Orcs/Half Orcs- Something about their tribal ways and their description in the players handbook kind of got me thinking about framing them in an almost native american light. Something like the Comanche or the like who were strong and savage based on their location and the neighboring tribes. Much like Indians I was kind of thinking they would have been integrated into society in one form or another, but having reservations set aside for their sacred lands.</p><p></p><p>Tritons- I know volo's paints them as the noble sea elf-ish race, but I personally see them as some of the most shamanistic races in the game alongside the Firbolg. Hear me out, they live underwater and thus couldn't develop metallurgy on a grand scale. The only way they would have to manipulate that would be the steam vents in the deepwater. Without metallurgy they're kind of stuck in a neolithic stage in development, or at least they would be if they weren't in a perfect position to capitalize on druidic magic. Fish turn into both work/military animals and more resources than just food. Stingray barbs being fashioned into swords or spears, sea turtle shells turn into perfect shields, sharks become the mount of choice, and so many more things I'm missing. A lot of what I'm saying about these guys also translates into the firbolgs as well, just replace a few words and add the ability to work stone, farm and form tools out of more resources than the animals around them. </p><p></p><p></p><p>That's all I've got so far, but I definitely want to expand on this kind of idea and maybe encompass all of the other races of Volos and the PHB, I dunno. In the meantime, rate what I've got here and give me your ideas on the various things I've talked about. Thanks for your time and have a nice day.</p></blockquote><p></p>
[QUOTE="Allistar1801, post: 7639921, member: 6977279"] [COLOR=#333333]Have you ever had those 4:00 AM delusional thoughts turn into actual campaign world ideas? Well just recently I had a bit of a pivot in the way that I thought about the way different races and societies would have developed in a D&D world. This could just be my insomnia ridden brain pulling at straws, but I figured why not post about it and see what people think. I'm sorry in advance for my poor analogies and the countless parallels to our own history (It might just be one of my favorite subjects)[/COLOR] [B][I][U]Concepts[/U][/I] [/B]Magic changes EVERYTHING when you really look at it from a historical POV. Battlemages turning the tide of battle in an instant, high priests restoring life to the fallen and purifying holy sites, druids shaping the lands to their whims and ensuring harvests. Money, fame, royal blood, they don't mean anything if you aren't able to do magic. This puts races like Tieflings, High Elves, and other races that are adept in different forms magic an edge. I can only imagine they would have warred over it and trying to find the "superior form of magic" before eventually settling down and forming a state council of some sort to regulate the different forms of magic and the way they interacted with each other. It's hard to say who the ruling class out of them would be, but one thing is for sure, casters are the new high class. In keeping with the first one, exploration also changes drastically. Why go on random voyages when we can just scry and find new continents/the things we're looking for. I will however say that teleportation is a very iffy way to travel though, so I can totally see the whole era of sea travel still being a thing. Druids might be contracted as windcallers or storm protectors on the way to the new world. Priests and wizards would also serve great purpose in the foundation of the new colonies in so many different ways. The only thing I can see going amiss would be how the natives would interact with them, and the other races of the world. Speaking of, lets talk about those. [B] [I][U]Races[/U][/I] [/B]I kind of touched on this further up, but I definitely think certain races would definitely have different things going for them in a situation like that. Tieflings- Definitely subject to a lot of hate between their bloodline and appearances, but I think they would be in one of the best positions to capitalize on the social power that magic bestows. Charismatic for the people, magic blood for sorcerer potential, connections to devils for warlock potential, smart for various purposes and wizardry potential. They have quite a few ways to go about it here. Most of this is also echoed for the half elf too, all except the devils thing Orcs/Half Orcs- Something about their tribal ways and their description in the players handbook kind of got me thinking about framing them in an almost native american light. Something like the Comanche or the like who were strong and savage based on their location and the neighboring tribes. Much like Indians I was kind of thinking they would have been integrated into society in one form or another, but having reservations set aside for their sacred lands. Tritons- I know volo's paints them as the noble sea elf-ish race, but I personally see them as some of the most shamanistic races in the game alongside the Firbolg. Hear me out, they live underwater and thus couldn't develop metallurgy on a grand scale. The only way they would have to manipulate that would be the steam vents in the deepwater. Without metallurgy they're kind of stuck in a neolithic stage in development, or at least they would be if they weren't in a perfect position to capitalize on druidic magic. Fish turn into both work/military animals and more resources than just food. Stingray barbs being fashioned into swords or spears, sea turtle shells turn into perfect shields, sharks become the mount of choice, and so many more things I'm missing. A lot of what I'm saying about these guys also translates into the firbolgs as well, just replace a few words and add the ability to work stone, farm and form tools out of more resources than the animals around them. That's all I've got so far, but I definitely want to expand on this kind of idea and maybe encompass all of the other races of Volos and the PHB, I dunno. In the meantime, rate what I've got here and give me your ideas on the various things I've talked about. Thanks for your time and have a nice day. [/QUOTE]
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