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What Happened 500 Years Ago?
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<blockquote data-quote="Pbartender" data-source="post: 1646743" data-attributes="member: 7533"><p>Yup... I'm familiar with most of those. Beowulf, The Canterbury Tales, The Inferno, The Divine Comedy, and so on. Plus, most of te history books I've checked out do a pretty good job of describing what precipitated the Renaissance... The fall of the Roman Empire, the 'Dark Ages', the Rise of the Roman Empire, the invention of the printing press and such.</p><p></p><p>I think I'm getting a really good feel for the time period, and the events leading up to it. Now, I just need find a versimilitudinous way to incorporate D&D into the mix... How to the races fit in? What do the various classes mean? Why does magic work? Where are all the monsters? And how did they get there? ...Stuff like that.</p><p></p><p>So...</p><p></p><p><u>Races</u></p><p></p><p>In short, as I said above, elves and half-elves are decendants of the Atlantean refugees. Gnomes and halflings are linked to Irish and British fey. Dwarves originally came from the norse Alfhiem. Half-orcs are the progeny of giants and trolls. All of these races are becoming less legendary are more 'human-like' as the earthly ties to their respective faiths and pantheons fade away. But as sweet, dear Concorde would say, 'They're not dead yet.' They still retain some small vestige of their respective races' former power.</p><p></p><p><u>Classes</u></p><p></p><p>Fighters, Rogues and Barbarians are always very straightforward classes, suitable for practically any setting. I won't go into details, since I think the applications of these classes are fairly obvious.</p><p></p><p>Bards are the survivors of the bardic tradition and the epitome of the classic courtier and 'Renaissance Man'... Only with the usual D&D twist. Being at least proficient in combat, diplomacy, literature, history, languages, the arts, and even a small amount of magic, almost every courtier and noble would have a level or two of Bard.</p><p></p><p>Clerics are those of the priesthood who can actually create miracles through simple faith in their god. As far as Christianity is concerned, anyone who has been made a Saint undoubtedly had at least a few levels of Cleric. Most others within the church will simply be NPC Aristocrats, Experts or Commoners. Though not confined to Christianity, most Clerics in this setting (especially Europe) would be Christians.</p><p></p><p>Druids are the preists of the Old Gods. Remains of the Celtic, Gallic, Norse and other 'barbaricly pagan' traditions that are fading away with the advent of Christianity. Pockets of druidism still fourish, though they try to keep a low profile... With the advent of the Inquisition, many of their order have been hunted down as witches and heretics.</p><p></p><p>Monks would be rare indeed. They would be necessarily confined to those who have traveled to the Far East. Either explorers who have been taught the ways of the Oriental Fighting Masters, or exotic forgeiners themselves who have been brought back by said explorers. Europe itself, however has and never will harbor any such mystical unarmed fighting styles.</p><p></p><p>Paladins are the quintessential holy warriors. They are a hold-over from the crusades and are becoming increasingly rare as the cut-throat politics and mercantilism of the age takes over. As clerics, they are not exclusive to Christianity, but in this setting, the vast majority of them will be.</p><p></p><p>Rangers are the definitive explorers of the era. The survival and pathfinding skills are essential to any expedition into terra <em>incognito</em>. Also, many of the ranger's unique fighting skills are not unknown to the noblity's sport huntsmen, or the proliferance of mercenary warriors available.</p><p></p><p>Sorcerers are the spellcasters that come into their arcane abilities through 'natural' means... A concentration of faerie ancestry, deals with demons and devils, or even some inexplicable innate talent... Sorcerer's must often take care to hide what they are, lest they be branded as witches and burned at the stake.</p><p></p><p>Wizards, one the other hand, are the 'scientists' of the magic world. Astrologers and alchemists who have found true power amongst the arcane formulae that 'scientifically' describe the workings of the universe. Most of the tried and true spells that wizards use were first discovered by the ancient Atlanteans who had the extraordinary longevity necessary to conduct the centuries-long experiments necessary to perfect the magical formulae. Depending on their relationship to the church and nobility, wizards, like sorcerers, must take care with their arcane powers, lest the Inquisition take notice.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 1646743, member: 7533"] Yup... I'm familiar with most of those. Beowulf, The Canterbury Tales, The Inferno, The Divine Comedy, and so on. Plus, most of te history books I've checked out do a pretty good job of describing what precipitated the Renaissance... The fall of the Roman Empire, the 'Dark Ages', the Rise of the Roman Empire, the invention of the printing press and such. I think I'm getting a really good feel for the time period, and the events leading up to it. Now, I just need find a versimilitudinous way to incorporate D&D into the mix... How to the races fit in? What do the various classes mean? Why does magic work? Where are all the monsters? And how did they get there? ...Stuff like that. So... [U]Races[/U] In short, as I said above, elves and half-elves are decendants of the Atlantean refugees. Gnomes and halflings are linked to Irish and British fey. Dwarves originally came from the norse Alfhiem. Half-orcs are the progeny of giants and trolls. All of these races are becoming less legendary are more 'human-like' as the earthly ties to their respective faiths and pantheons fade away. But as sweet, dear Concorde would say, 'They're not dead yet.' They still retain some small vestige of their respective races' former power. [U]Classes[/u] Fighters, Rogues and Barbarians are always very straightforward classes, suitable for practically any setting. I won't go into details, since I think the applications of these classes are fairly obvious. Bards are the survivors of the bardic tradition and the epitome of the classic courtier and 'Renaissance Man'... Only with the usual D&D twist. Being at least proficient in combat, diplomacy, literature, history, languages, the arts, and even a small amount of magic, almost every courtier and noble would have a level or two of Bard. Clerics are those of the priesthood who can actually create miracles through simple faith in their god. As far as Christianity is concerned, anyone who has been made a Saint undoubtedly had at least a few levels of Cleric. Most others within the church will simply be NPC Aristocrats, Experts or Commoners. Though not confined to Christianity, most Clerics in this setting (especially Europe) would be Christians. Druids are the preists of the Old Gods. Remains of the Celtic, Gallic, Norse and other 'barbaricly pagan' traditions that are fading away with the advent of Christianity. Pockets of druidism still fourish, though they try to keep a low profile... With the advent of the Inquisition, many of their order have been hunted down as witches and heretics. Monks would be rare indeed. They would be necessarily confined to those who have traveled to the Far East. Either explorers who have been taught the ways of the Oriental Fighting Masters, or exotic forgeiners themselves who have been brought back by said explorers. Europe itself, however has and never will harbor any such mystical unarmed fighting styles. Paladins are the quintessential holy warriors. They are a hold-over from the crusades and are becoming increasingly rare as the cut-throat politics and mercantilism of the age takes over. As clerics, they are not exclusive to Christianity, but in this setting, the vast majority of them will be. Rangers are the definitive explorers of the era. The survival and pathfinding skills are essential to any expedition into terra [i]incognito[/i]. Also, many of the ranger's unique fighting skills are not unknown to the noblity's sport huntsmen, or the proliferance of mercenary warriors available. Sorcerers are the spellcasters that come into their arcane abilities through 'natural' means... A concentration of faerie ancestry, deals with demons and devils, or even some inexplicable innate talent... Sorcerer's must often take care to hide what they are, lest they be branded as witches and burned at the stake. Wizards, one the other hand, are the 'scientists' of the magic world. Astrologers and alchemists who have found true power amongst the arcane formulae that 'scientifically' describe the workings of the universe. Most of the tried and true spells that wizards use were first discovered by the ancient Atlanteans who had the extraordinary longevity necessary to conduct the centuries-long experiments necessary to perfect the magical formulae. Depending on their relationship to the church and nobility, wizards, like sorcerers, must take care with their arcane powers, lest the Inquisition take notice. [/QUOTE]
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