Whizbang Dustyboots
Gnometown Hero
In sketching out the basics for an Elizabethan England-style setting, I'm trying to decide what sort of character classes would be native to the setting. (I always leave the door open that every character class might be out there SOMEWHERE, but ninjas and samurais would be available to the players once the game gets a lot closer to that side of the world, one way or another.)
The setting would have a few aspects of the "old gods"/Green Man, but they're very much lurking in the shadows, especially since the dominant religion isn't particularly polytheistically minded, lumping in dieties from outside the religion with the returning threat of archfiends. But there are a few legitimate outside/wild gods out there. But overall, the setting has been reasonably tamed, with the dangers players face being things wandering in from Faerie (which would include most giants and humanoids), the Far Realm (much less often), Hell (well, the lower planes), or the ordinary "civilized" threats of bandits, witches and unfriendly nations across the Not-The-English-Channel.
So, with all that in mind, here's my thinking of what classes would be initially available to natives. Scream if something seems out of place or if something seems missing:
Bard*, Cleric, Druid*, Fighter, Marshal, Paladin, Ranger*, Rogue, Sorcerer, Swashbuckler, Wizard
Classes marked with an asterisk tend to be less than respectable, and linked with the fringe elements of society more closely linked with the old gods and Faerie. I might also use the DMG witch as such a class, or just go with making them sorceresses, possibly mystic theurges of an old god (or Grazzt, depending).
For races, one of the basic elements of the setting is that most non-human races are originally from Faerie, and in many cases, move back and forth, either as the seasons change or when the political landscape of Faerie does. So fewer player characters will be non-human as a rule (I'm thinking of mandating that all first characters be human or feytouched, and then other races are available as replacements, which I did before in an all-halfling campaign, and it worked fine).
I'm dropping orcs from the setting entirely (i.e. moving them to the other side of the planet) as I think players tend to associate them with an LotR setting, and I want to emphasize goblinoids (especially those under the direction of evil fey in Faerie) as a real threat. So no half-orcs. On the other hand, ogres as a lesser giant-type wandering in from Faerie are very much in the flavor I'm looking for, and old stories about an ogre having a beautiful human-looking daughter are also part of the folklore I'm drawing from here.
And while halflings could be shoe-horned in, they really don't fill a distinctly different niche than gnomes do, and they're much more fey and help emphasize the magical nature of those from Faerie. So halflings, if they exist on the planet, are on another continent, far away.
So, again, race choices follow. Holler if something seems unnecessary or if something's missing:
Human, Elf, Dwarf, Feytouched (Fiend Folio), Gnome, Half-Ogre
Elves' favored class is changed to Sorcerer. I'm also thinking that cold iron probably does +1 damage to all races not partially human in the setting, although anti-Fey spells and weapons would only work as those creatures with that type. I might be persuaded to go through and alter elves and gnomes especially to make them the actual type, though.
Any thoughts? Suggestions?
The setting would have a few aspects of the "old gods"/Green Man, but they're very much lurking in the shadows, especially since the dominant religion isn't particularly polytheistically minded, lumping in dieties from outside the religion with the returning threat of archfiends. But there are a few legitimate outside/wild gods out there. But overall, the setting has been reasonably tamed, with the dangers players face being things wandering in from Faerie (which would include most giants and humanoids), the Far Realm (much less often), Hell (well, the lower planes), or the ordinary "civilized" threats of bandits, witches and unfriendly nations across the Not-The-English-Channel.
So, with all that in mind, here's my thinking of what classes would be initially available to natives. Scream if something seems out of place or if something seems missing:
Bard*, Cleric, Druid*, Fighter, Marshal, Paladin, Ranger*, Rogue, Sorcerer, Swashbuckler, Wizard
Classes marked with an asterisk tend to be less than respectable, and linked with the fringe elements of society more closely linked with the old gods and Faerie. I might also use the DMG witch as such a class, or just go with making them sorceresses, possibly mystic theurges of an old god (or Grazzt, depending).
For races, one of the basic elements of the setting is that most non-human races are originally from Faerie, and in many cases, move back and forth, either as the seasons change or when the political landscape of Faerie does. So fewer player characters will be non-human as a rule (I'm thinking of mandating that all first characters be human or feytouched, and then other races are available as replacements, which I did before in an all-halfling campaign, and it worked fine).
I'm dropping orcs from the setting entirely (i.e. moving them to the other side of the planet) as I think players tend to associate them with an LotR setting, and I want to emphasize goblinoids (especially those under the direction of evil fey in Faerie) as a real threat. So no half-orcs. On the other hand, ogres as a lesser giant-type wandering in from Faerie are very much in the flavor I'm looking for, and old stories about an ogre having a beautiful human-looking daughter are also part of the folklore I'm drawing from here.
And while halflings could be shoe-horned in, they really don't fill a distinctly different niche than gnomes do, and they're much more fey and help emphasize the magical nature of those from Faerie. So halflings, if they exist on the planet, are on another continent, far away.
So, again, race choices follow. Holler if something seems unnecessary or if something's missing:
Human, Elf, Dwarf, Feytouched (Fiend Folio), Gnome, Half-Ogre
Elves' favored class is changed to Sorcerer. I'm also thinking that cold iron probably does +1 damage to all races not partially human in the setting, although anti-Fey spells and weapons would only work as those creatures with that type. I might be persuaded to go through and alter elves and gnomes especially to make them the actual type, though.
Any thoughts? Suggestions?