takasi
First Post
Anyone have any world building tips for using the four iconic D&D fantasy classes (cleric, fighter, rogue, wizard) as the foundations of the game world?
Starting with a traditional medieval fantasy theme of 'the now fragmented fallen empire', here are four different nations, each based on the iconic classes that now exist in the world.
Cleric Country (Theocracy). This is the foundation of the original empire and holds the oldest records of leadership. 'Gods' choose rulers, through oracles and in some cases avatars. Leaders are celibate so families have no power. This is a generally peaceful nation that uses allies to shield them from harm in exchange for the spiritual blessings of the gods.
Fighter Country (Monarchy). This is a relatively young nation of rowdy, short-tempered rulers who are only really loyal to each other based on family ties. They tend to get into fights often and use very few tactics other than sending in lots of troops with brute force.
Rogue Country (Oligarchy). This loose alliance of mercantile experts has a great deal of money and exports at their disposal. Using their wits and silver tongues, this nation strikes bargains while playing sides against one another. This nation is often trusted with secrets despite being the least trusted. Success in battle has often been the result of outside of the box strategies and luck despite the odds.
Wizard Country (Magocracy). This pious nation is ruled by a very select and very old group of experts in the esoteric. This nation is often most upset with the illogical actions of the Fighter Country. Though relatively small and weak, this nation is the most feared. They are rumored to have ambitions of summoning (and in some cases becoming) undead and consorting with demons.
Using this setting, each player chooses one of these four core classes and then hails from that nation. The party is the result of an alliance of youthful idealists who want their nations to work together and help protect themselves from 'insert-campaign-problem-here'.
For an alternate take on this with a 4th edition spin you could sub each of the above with 'Divine Power Nation', 'Martial Power Nation', 'Arcane Power Nation' and 'Make-up-some-source-name-that-means-out-of-combat-advantages-because-unlike-previous-editions-4th-edition-rogues-are-essentially-fighters-IMHO Power Nation'. Since 'roles' have become distinct from 'powers' in 4th edition, someone can be a 'defender' (classically the role of the fighter) and hail from Cleric Country or whatever. Since there is no power source that IMHO mimics why people played rogues in older editions (for out of combat advantages more so than in combat) you could make a ruling that only DMPCs in the party would hail from this nation. DMPCs IMO give the DM a little more fiat, allowing for special connections, successes, plot devices and general out of combat advantages.
Starting with a traditional medieval fantasy theme of 'the now fragmented fallen empire', here are four different nations, each based on the iconic classes that now exist in the world.
Cleric Country (Theocracy). This is the foundation of the original empire and holds the oldest records of leadership. 'Gods' choose rulers, through oracles and in some cases avatars. Leaders are celibate so families have no power. This is a generally peaceful nation that uses allies to shield them from harm in exchange for the spiritual blessings of the gods.
Fighter Country (Monarchy). This is a relatively young nation of rowdy, short-tempered rulers who are only really loyal to each other based on family ties. They tend to get into fights often and use very few tactics other than sending in lots of troops with brute force.
Rogue Country (Oligarchy). This loose alliance of mercantile experts has a great deal of money and exports at their disposal. Using their wits and silver tongues, this nation strikes bargains while playing sides against one another. This nation is often trusted with secrets despite being the least trusted. Success in battle has often been the result of outside of the box strategies and luck despite the odds.
Wizard Country (Magocracy). This pious nation is ruled by a very select and very old group of experts in the esoteric. This nation is often most upset with the illogical actions of the Fighter Country. Though relatively small and weak, this nation is the most feared. They are rumored to have ambitions of summoning (and in some cases becoming) undead and consorting with demons.
Using this setting, each player chooses one of these four core classes and then hails from that nation. The party is the result of an alliance of youthful idealists who want their nations to work together and help protect themselves from 'insert-campaign-problem-here'.
For an alternate take on this with a 4th edition spin you could sub each of the above with 'Divine Power Nation', 'Martial Power Nation', 'Arcane Power Nation' and 'Make-up-some-source-name-that-means-out-of-combat-advantages-because-unlike-previous-editions-4th-edition-rogues-are-essentially-fighters-IMHO Power Nation'. Since 'roles' have become distinct from 'powers' in 4th edition, someone can be a 'defender' (classically the role of the fighter) and hail from Cleric Country or whatever. Since there is no power source that IMHO mimics why people played rogues in older editions (for out of combat advantages more so than in combat) you could make a ruling that only DMPCs in the party would hail from this nation. DMPCs IMO give the DM a little more fiat, allowing for special connections, successes, plot devices and general out of combat advantages.
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