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Tell me about Monks in your world.
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<blockquote data-quote="Achan hiArusa" data-source="post: 1866797" data-attributes="member: 2597"><p><strong>The Druid</strong></p><p></p><p>At any rate, the Druid makes no sense in a medieval world, whether or not the class is authentic. The class died off long before we even got to the technology level of the Middle Ages.</p><p></p><p>Mind you history does not equal fantasy. Arguing that a fantastic trope should not exist in a given campaign by using historical arguments is absurd. Orcs are not historical, they are fantastical, Dwarves are not historical, they are fantastical, Elves are not historical, they are fantastical. After all it is fantasy and fantastic things can happen. Say 500 years ago a magical mishap occured and a far eastern monestary was deposited on the edge of the kingdom. The voila you have your monks. They have adapted their training (and possibly religion) to the local culture and though initially thought of as strangers, they now fit in.</p><p></p><p>Frankly, I find it harder to accept renaissance polearms and plate armor along with players who are offended by slavery, who try to institute democracy, and who treat peasant and noble equally than I do with monks in a pseudo-medieval D&D game.</p><p></p><p>We could also go through the spell list and remove all magic that just doesn't feel appropriate to such a world (and believe me the list is not short, I'll start with Guards and Wards).</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 1866797, member: 2597"] [b]The Druid[/b] At any rate, the Druid makes no sense in a medieval world, whether or not the class is authentic. The class died off long before we even got to the technology level of the Middle Ages. Mind you history does not equal fantasy. Arguing that a fantastic trope should not exist in a given campaign by using historical arguments is absurd. Orcs are not historical, they are fantastical, Dwarves are not historical, they are fantastical, Elves are not historical, they are fantastical. After all it is fantasy and fantastic things can happen. Say 500 years ago a magical mishap occured and a far eastern monestary was deposited on the edge of the kingdom. The voila you have your monks. They have adapted their training (and possibly religion) to the local culture and though initially thought of as strangers, they now fit in. Frankly, I find it harder to accept renaissance polearms and plate armor along with players who are offended by slavery, who try to institute democracy, and who treat peasant and noble equally than I do with monks in a pseudo-medieval D&D game. We could also go through the spell list and remove all magic that just doesn't feel appropriate to such a world (and believe me the list is not short, I'll start with Guards and Wards). [/QUOTE]
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