Campaign idea. File the serial numbers off of history.

Imperialus

Explorer
Ok, so I recently graduated with major in history and was trying to think of a way to keep working with it despite the fact that my chances of getting a job that has anything to do with history is pretty slim. D&D seems like a good way. This is longish but I'd love feedback, even if it's just to say I'm insane.

Now keep in mind this is 'inspired' by history, not a carbon copy. If I need to compress or alter events and dates, change political structures to fit the races, redraw boarders and coastlines or whatever I'll do it. It is a game after all and not all of my players are big history buffs.

A few basic concepts/changes/goals first.

1) Religion. There is no centralized church. The various races all have their own pantheon. This is a big change, but there are still factions within (and between) the various faiths that serve as a source of conflict.

2) D&D races form the various power blocs. There is considerable contact between the races, no isolationist elves, dwarves ect. Between war and trade no one is terribly surprised to see other races.

3) Time period would be between 1400, and 1700. I realize that this is a big span of time, but it's more so that I have a variety of historical events to draw from. The primary focus (and tech level) would be the "iron century" 1550-1650. Firearms are beginning to show their value on the battlefield, armour is still prevalent, and the professional army is still pretty much fiction. There is also no "new world" at this point, though it would be easy enough to create one.

4) Include all of the major races as important players, (and therefore open to PC's) and a few less major ones including. Dragonborn, Teiflings, Humans, Elves, Eldran, Dwarves, Halflings, Orcs, and Hobgoblins. I'm debating Warforged as well, though I'm not sure how I'd make them fit.

5) No BBEG! All the various power blocs are constantly fighting with each other, but they aren't good guys and bad guys. No evil necromancers/demon lords/Sauron or whatever wearing the black hat. I want my players to have to make tough moral choices and deal with consequences of their actions.

6) Keep the POL concept. These are big empires, and there are a number of major cities but by and large the wild areas between the cities are still pretty wild.

Anyhow. This is how I see Europe being divided up, and the influence that the various races have on it. I don't have names for anything yet, so I'll tend to refer to things by their real world counterpart.

The Dragonborn and Teifling empires historical analogues are the Roman and Persian empires. A few differences though. The Dragonborn empire never got as far north as the Romans did. France and England remained independent. It was also not based out of Italy, but Constantinople and expanded accordingly. Spain and Italy were still important provinces however. The collapse of both empires wasn't quite as dramatic as the 4th ed POL setting makes it out to be either. The wars were destructive, but not cataclysmic. The dragonborn empire didn't so much collapse as the dragons became consumed by their own affairs and the majority of the empires territories were slowly abandoned leaving others to fill the power vacuum. For a historical point, I picked the division of the Roman Empire as the point during which the Dragonborn Empire "collapsed".

Byzantines AKA The Dragonborn Empire
At the time of the campaign, the Dragonborn Empire is a shadow of its former self. It lost most of its western territories over a thousand years ago, and its major imperial ambitions have never resurfaced. It is still extremely wealthy, serving much as the Byzantines did as an important center of trade. It's very cosmopolitan, though power is still firmly centered around Dragons and the Dragonborn. Dragons (of all colours) in the Dragonborn Empire are brilliant political animals, and the court of the Emperor (an ancient gold dragon) is a mess of intrigue as the various draconic dynasties jockey for power and influence within the imperial family.

Power Structure: Draconic Absolute monarchy, held in place by a massive bureaucracy.
Military: Well trained, professional soldiers, but the overall technology level is lower. The powerful draconic families have their own private armies of varying quality.
Demographics: Dragons >1%, Dragonborn 40%, Humans 25%, Teiflings 15%, Dwarves 10%, Other 10%.

The Holy Roman Empire AKA Generic Human Empire
The western reaches of the Dragonborn empire (The Holy Roman Empire) became dominated by humans, and severed most of their ties to the Dragonborn the final blow coming over a thousand years ago . They maintain similar pantheons and even systems of government, but the region is largely human dominated. Power in the HRE is much less centralized. It is theoretically based around an emperor, not unlike the Dragon Emperor, but in reality his control is much more tenuous. The Imperial family is seen as semi-divine, direct decedents of the first human emperor (Charlemagne) who was chosen by the Gods to lead his people in a bloody war of independence against the dragonborn a thousand years previously. Over the centuries however, the bloodline has become increasingly weak, and power has shifted into the hands of important regional Dukes, Princes, and other nobles who's holdings are almost entirely independent of Imperial authority.

The empire has recently emerged from a period of religious war largely over the question of the Emperors Divinity. The Imperial Cult was forced to make major concessions to the rebellious princes (Peace of Augsburg) granting them further independence. Things are peaceful now, but there is a strong sense that there are many problems still unresolved.

Power Structure: Human Imperial (Theocracy) with an exceptionally powerful aristocracy.
Military: Largely mercenary based. Companies are hired on an ad-hoc basis by nobles, both to fight each other and fulfill their obligations to the emperor. Native mercenaries are exceptionally good at copying fighting techniques from other races.
Demographics: Human 35%, Dragonborn 15%, Halflings, 10% Orcs/Hobgoblins 10%, Dwarves 10%, Eldran 10%, Elves 5%, Teiflings 5%.

Italian/Swiss City States AKA The Dwarves
The Dwarven Clans were an important component of the Dragonborn Empire until the dragons turned their attention away from the region. Fierce and independent the mountain clans (who had never been completely controlled) retook the peninsula. Independent citystates under the control of powerful clans sprang up like mushrooms and have proceeded to spend the past 1000 years fighting each other. The northern dwarven clans produce some of the finest soldiers in the world, equipped with weapons and armour that are amazingly well crafted. The dwarves were also the first to devote major attention to the development and use gunpowder (a Teifling invention) and have remained on the cutting edge of technology ever since.

Compared to the other powers, the Dwarves are almost atheists. Religion plays an important role in their society, but by and large clan loyalties are given far more importance than the gods that an individual worships are.

Power Structure: Dwarven City States, oriented around family clans.
Military: Militia based, very well equipped, considered to be exceptional mercenaries.
Demographics: Dwarves 40%, Humans 15%, Eldran 15%, Teiflings 10%, Dragonborn 10%, Other 10%.

France AKA The Eldran
France is a hereditary monarchy, though power has passed back and forth (violently) between several major dynasties over thousands of years. In fact that cycle of changing power is frequent enough that the Eldran see it as an essential aspect of their government. Powerful noble families jockey for position, carefully shifting alliances, waiting for a moment when the ruling dynasty is weak so they can make a grab for the throne. There is currently one such attempt in progress (the French Wars of Religion). A powerful alliance of southern nobles have entered into open rebellion against the king. Interestingly the war is being paired with a religious schism. The rebellious nobles have been influenced by the way that religion was used to challenge the Emperor in the HRE and have adopted some aspects of their rebellious neighbors. They also have a long history of conflict with the Elven Island kingdom to the North and the Holy Roman Empire to the east.

Power Structure: Hereditary Aristocracy. Power is held by families with close ties to the feywild.
Military: "Chivalric" Eldran knights are some of the most skilled individual warriors in the world, their powers enhanced by their close ties to the feywild. This has led them to be resistant to attempts to turn the peasantry into a significant fighting force though they are adapting slowly.
Demographics: Eldran 40%, Human 30%, Elven 20%, Orcish 5%, Dwarven 5%, Other 10%.

Anyhow, if you're still with me. That's all I have time for right now. I'd love to hear thoughts. Still to come however:

England AKA The Elves
Spain AKA Teiflings, Humans, Eldran all fighting each other.
Arabia/Middle East AKA The resurgent Teifling Empire
The Nordic Countries AKA Orcs
Russia and the East AKA Hobgoblins
 

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This looks very cool. I know there have been tons of role playing books for adding historical elements and as a setting. Off the top of my head, you might want to look at the Epic of Aerth, but that may be too different in your view. It is a fantastical version like yours, but maybe you are going for something like historic re-creation? I'm not sure. I assume the Players won't be following scripts, so it's more an alternate history. More information please, though. I like what you've written so far.
 

I like it too.

Maybe I'll post about my setting.
The Dragonborn struck me as kind of an odd choice to pattern after the Byzantines, but after thinking about it some, maybe not.
 

It's well thought out, and I like the general impulse but it's been done this way before (this is pretty similar to the Warhammer FRPG background for example), and frankly IMO not very historical. Vikings as orcs? England as the land of the Elves? Dwarves as the Italian city states? I just don't think those are a good fit frankly.

You know there were actual historical inspirations for Tolkeins Dwarves, which were Saxons living down in the Carpathians in Romania and the eastern fringes of the HRE. Just FYI. And you missed the interesting fact, (just like Warhammer did) that the power decentralization in the HRE wasn't just those Prince -electors you mentionend, it was also 'Princes of the Church' (Archbishops) as well as de-facto independent City States just like in Italy or Switzerland. (in fact Switzerland was nominally part of the HRE until the Confederacy gradually gained cities over the period of about 200 years)

The HRE was a much more interesting place than the way it's portrayed in Warhammer 2E. Lubeck, Cologne, Hamburg, Danzig and pretty much all the cities in Prussia, and most of the Hanse trading towns in the Low Countries were almost completely independent. They had their own government, their own armies etc. etc., and when someone tried to start ordering them around they weren't afraid to push back. Cologne for example actually went to war in the late 13th Century with their own Archbishop and after capturing and ransoming him at the battle of Worringen, moved from de-facto to de Jure independence, being granted the title of Imperial Free City in the 14th. In spite of the efforts of several succeeding Archbishops they remained independent until the 18th Century.

I don't know I probably shouldn't even comment seeing as this is for 4E, maybe I'm missing something since I really don't get 4E.

One suggestion I would have is this though, if you can have (10th Century) Vikings in your era rubbing shoulders with the 16th century Humans, Dwarves etc., which I think is actually viable (except for the part about their being Orcs) why not mix it up a bit more? You take other earlier Iron- Age socieites mixing in with your quasi-historical 16th century countries. After all, their technology wasn't all that different. 3rd Century Huns had almost the same kit as 14th Century Mongols; 10th Century Vikings aren't very different militarily from 1st Century Celts or 4th Century Goths in terms of their kit etc., and given different historical circumstances, I bet they could have caused serious trouble in the 16th Century as they did in the 9th. You have all sorts of other interesting cultures you could draw from too, the Dacians, the Khazar Empire, the Kievan Rus, the Sassanids, the Mamelukes etc. etc.

Since you are a history major I'd recommend delving deeper for some of your prototypes, borrow some cultures from earlier earas, mix them around a little more. You have an advanced education, use it. Don't just settle for the broad regional archetypes, push a little deeper. HRE wasn't really one generic country. Bohemia, Frisia, Saxony, and Bavaria are about as different as China. Mongolia, Korea and Japan. They spoke different dialects, practiced different customs etc. Forget France, how about drawing on Normandy, Brittany, Provence, Burgundy, Catalonia, the Basque country. Now you are getting somewhere interesting ! Scandinavia was a lot more interesting than a big pack of barbarian Orcs. In fact I'd argue they were a more likely homeland for Elves... ;)

http://www.enworld.org/forum/4609356-post82.html
http://www.enworld.org/forum/4611080-post84.html


Anyway good luck with your endeavors, especially the making money part. If you figure out how let me know :)

G.
 
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Just a couple points before I crash here.

The HRE was my primary focus in school, the Reformation Wars and the 30 Years War hold a particular fascination for me. It's going to get fleshed out more, that's for sure. The whole idea actually sprang from a desire to do something based on 16th and 17th century Germany.

I realize that the Swiss/Italian dwarves may seem like an unusual choice but there was at least some logic behind it. First I think that the nature of the city states would translate well into dwarven clans. Secondly, it would help explain the relative wealth of the "Italian" dwarves and the martial ability of the "Swiss" dwarves. and Third the Italians were major innovators in Renaissance Europe. Italian armourers were the best in the business, and they were early adopters of gunpowder.

Last point is that the Orcs are not 10th century viking barbarians. They were vikings, and that remains an important part of their culture, but they are 16th-17th century Danes, Swedes, Norwegians and Finns. Picture an Orcish version of Gustavus Adolphus rather than Eric the Red.
 
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Wow, mighty fine design!

I was wondering, though, what kind of campaign arc are you intending on running. I'm very curious to know what kind of role your players are taking part in this world!
 

Looks pretty good.

I think you'd enjoy reading or at least enjoy pillaging Harry Turtledove's Darkness series of novels- his version of WW2-type conflict set in a fantasy world. Pure excellence done by the master of alt-history fiction.
 

Wow, mighty fine design!

I was wondering, though, what kind of campaign arc are you intending on running. I'm very curious to know what kind of role your players are taking part in this world!

Heroic Tier: The PC's are members of a special organization within the empire, sworn to remain politically neutral and charged with monster slaying in the empire... Pillaged P-Cats campaign for this idea.

Late Heroic to Paragon Tier: The 30 years war breaks out. PC's need to decide if they remain loyal to the empire or join the rebellion. There is literally a metric ton of stuff to mine from that period.

Epic Tier: I'm not sure.
 

Well, if you're set around the year 1550 or so, then you have to remember that many of the historical events of that era were ultimately a response to the New World (you mention how the new world wasn't around yet, but it was discovered in the late 15th century). New crops were making people eat healthier (and adding to a population boom), and a billion more reasons you already understand.

All in all, it sounds like a good campaign. You may have some problems, though, figuring out why some of the historical tropes you like would still work in a fantasy game. As an example, if Eladrin can teleport, would any defensive fortifications near Eladrin lands look like Castles? Would siege artillery be all that common in a world where many of the big enemies live in underground dungeons? And, if there are widely available healing rituals, would there have been a Black Death (and the resultant Rennaissance)?
 

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