Brittania [Archive] - Wizards Community

Post/Author/DateTimePost
swanyusd

06-07-07, 04:36 PM
Hey folks.

I am currently developing a D&D setting based off a mythic version of the United Kingdom. I have much of the British stuff figured out, and still am developing Scotland and Ireland.

Anyways, I'll just start adding what I have so far, and of course I would love some feedback.
swanyusd

06-07-07, 04:37 PM
RELIGION.

The British religion is based loosely around Christianity. About 1000 years ago, Jesus walked the lands of England, spreading his message of peace and hope, working miracles, and shaking things up. Now, the Church of England is a Christian Church, is a strong political power in the land, and has a hierarchy similar to that of the Catholic Church.

There is a very distinctive hierarchy that works like this:
Deacon: Assistant to the priest. Title: Brother.
Priest: Head of brick and mortar church. Title: Father
Bishop: Head of barony/county. Does not lead any congregation, but is more of a bureaucrat, spiritual adviser for his lands. Title: Excellency.
Archbishop: Head of a dutchy. Presides out of a Cathedral. Oversees the work of his bishops, and occasionally tours his lands. Title: Most Reverend Excellency.
Cardinal: Spiritual Advisor to all of England. Works directly with the Pope on matters of edict and rule. Oversees 1-2 Archbishops and their lands. Title: Emminence.
Pope: Spiritual leader of the world. Establishes holidays. Presides at Cathedral of Saint Peter in London. Keeper of ancient mysteries. Title: Holiness.


Now, domains work slightly differently in my world than in normal D&D. Normally, the domains are associated with different Gods, and some Gods have similar domains depending on their influence. In Brittania, the domains are based on the saints that have come before. This is similar to the reverence saints get in the Catholic Church, particularly in Latin America. The domains are based on the spiritual Order that guides those members. The Orders work like brotherhoods within the Church, and sponsor priests, paladins, and adventuring parties that are Church figureheads. Here are the Orders, and their domains:

Mary: Healing, Protection
Thomas: Knowledge, Light
Peter: Law, Good
Francis: Animal, Plant
Nicholas: Travel, Luck
Michael: War, Destruction

There could be more, and I may certainly add more, but for now this is a solid start.

I will also state more later on the dutchies, baronies, and cities. This relates to Church hierarchy, but also to the secular leaders of the world.
swanyusd

06-07-07, 04:37 PM
Here are the classes I allow PCs to take in Brittania. There are restrictions for the classes, based on their social standing, and also some specific restrictions for particular classes.

Bard: Middle, Lower class. Must attend the the Julliard School of Performing Arts in London.

Cleric: Upper, Middle, lower class. Must take Sacred Vow and Vow of Poverty at first level. Clerics, unlike experts who also may preach The Word, must be the ascetic representation of Jesus who was God. The limits of this is described, in detail, in the Book of Exalted Deeds.

Courtier: Upper class only. Not allowed to carry weapons. Rules for this class can be found in the Oriental Adventures book.

Fighter: Middle, lower class.

Paladin: Upper, middle class. Must take Sacred Vow at first level, and swear allegiance to an Order. Must tithe 10% of all current and future income to the Order. Must be Lawful Good.

Scout: Middle, lower class. Rules for this class found in the Complete Adventurer.

Wizard: Upper, middle class. Must be a specialist wizard. Must attend one of the 2 universities, Oxford or Cambridge. Oxford teaches illusion, transmutation, enchantment, and abjuration. Cambridge teaches evocation, divination, and conjuration. Both schools teach spells from all 7 schools, but they have professors who are the specialist teachers in each. Necromancy is forbidden as a school in England. Casting any Necromancy spell, or carrying any items of the school is punishable by death.

Every other class in an NPC class.

Druids and Rangers can be found in Ireland, the land of nature magic, fey, and elves.
Sorcerers, Barbarians, and Warlock are found in Scotland, land of monsters, demons, and blood magic.

Humans only in England. Elves, halfling, and gnomes, and good/neutral monsters are found in Ireland. Monstrous Humanoids, outsiders, magical beasts, and evil creatures are found in Scotland.
swanyusd

06-07-07, 04:38 PM
RESERVED - Maps
swanyusd

06-07-07, 04:40 PM
RESERVED - COMMON NAMES

These are male names, as every one of my players are men.

FIRST NAMES
Aaron
Adam
Alexander
Benjamin
Bradley
Callum
Cameron
Charles
Christopher
Connor
Daniel
David
Dylan
Edward
Ethan
Gary
George
Gregory
Harry
Henry
Jack
Jacob
James
Jamie
Jon
Jordan
Joseph
Joshua
Kieran
Kyle
Lewis
Liam
Luke
Matthew
Maxwell
Michael
Nathan
Nicholas
Nigel
Oliver
Owen
Paul
Phillip
Reece
Robert
Ryan
Samuel
Thomas
William

LAST NAMES
Allen
Anderson
Baker
Bell
Brown
Cant
Carrick
Clarke
Cooper
Davies
Davis
Duckett
Edwards
Evans
Ferdinand
Green
Hall
Harris
Harrison
Hill
Hughes
Jackson
James
Johnson
Jones
King
Lee
Lewis
Martin
Mitchell
Moore
Morgan
Morris
Neville
Norman
Owen
Parker
Phillips
Roberts
Rooney
Scholes
Scott
Smith
Thomas
Thompson
Turner
Walker
Ward
Watson
White
Wilson
Windsor
Wood
Wright
Young
swanyusd

06-07-07, 04:40 PM
RESERVED - Socio economic standing

This is done with 2 d100 roles. The first is for social standing, the 2nd is for economic standing. This shows what the parents do, which in turn represents how the character was raised. It also shows starting cash (at level 1). It is up the DM and player to determine how 2 rolls work together.

Dice Roll....Social Standing.....Examples
100..........Divine Authority.......King/Pope
98-99.......Upper Upper Class....Duke, University Dean, Royal Family
96-97.......Middle Upper Class....Baron, Lord, High Clergy
91-95.......Lower Upper Class....Knights, University Profs, Military Officers, Rich Merchants
86-90.......Upper Middle Class...Alchemists, Sergeants of the Guard, Glass Blowers, Dyers
76-85.......Middle Middle Class...Inn Keepers, Carpenters, Weavers, Tailors, Butchers
61-75.......Lower Middle Class...Shepards, Street Merchants, Street Entertainers
41-60.......Upper Lower Class....Potters, Farmers, Loggers, Men-at-Arms, Servants, Warehousemen, Sailors
11-40.......Middle Lower Class...Miners, Bakers, Stable hands, Porters, Serfs
01-10.......Lower Lower Class...Drunkards, Gamblers, Convicts, Orphans, Street Sweepers

Dice Roll....Economic Standing.....Examples
100..........Divine Authority.......Unlimited Wealth
98-99.......Upper Upper Class....d10x15,000 gp in holdings + 10,000 + d10*5,000 gp in items and cash.
96-97.......Middle Upper Class....4,000 + d10x1,000 gp in holdings + 4,000 +d10x1,000 gp in items and cash.
91-95.......Lower Upper Class....d10x1,500 gp in holdings + (1d6-1)x1,000 gp in items and cash, min. 1,000.
86-90.......Upper Middle Class...400+d10x100 gp in holdings + d10x100 gp in items and cash
76-85.......Middle Middle Class...500 gp in holdings + 40 + d10x10 gp in items and cash.
61-75.......Lower Middle Class...80 + 1d20 gp in items + 5 gp cash
41-60.......Upper Lower Class....40 + 1d10 gp in items + 1d10 sp cash
11-40.......Middle Lower Class...1d10 gp in items + 1d6 sp in cash
01-10.......Lower Lower Class...1d10 cp in cash and peasants clothes


Holdings can include land, ships, items, magical goods, businesses, etc. This is to be determined by the DM and the player together.

These charts are based on the premise that not all individuals start equal. Yes, balance could be upset slightly by this chart, but we in this world do not begin off equal in terms of financial support or backround.

Also, just because you are from a well-to-do backround doesn't mean you start off financially wealthy, perhaps you lost a bunch of money in a scam, business venture, or fire. These are all probable scenarios, and the DM and players are encouraged to be creative when determining these starting factors.
swanyusd

06-07-07, 04:41 PM
Reserved - English Demographics
swanyusd

06-07-07, 04:42 PM
Adventuring Charter:

This is a formal writ of acceptance to carry arms, armor, and spellbooks in the land of Brittania. The reason being is that the powers that be do NOT want a bunch of heavily armed folks running around their lands without somewhat of a leash on them. Now, you could travel without one of these, but there are hefty fines associated with each factor.

The charter costs, per year, the following:

COSTS..............Per year costs...FINE
Per head............100 gold...........500 gold
Weapon permit....20 gold............100 gold

Bases of operation have one-time fees. They are:

Base of operations....One-time costs
Hovel.....................250 gold
1-story house..........500 gold
2-story house..........1,000 gold
Manse....................2,500 gold
Estate....................5,000 gold
Keep......................25,000 gold
Castle....................50,000 gold

A hovel is a 1 room building with no significant land holdings.
A 1-story house consists of multiple rooms with no significant land holdings.
A 2-story house consists of multiple rooms, and multiple stories with no significant land holdings.
A manse is a large, multi-story home with lavish decor, and no significant land holdings.
An estate is a manse with a large amount of land (1 acre or more) and outbuildings.
A keep is the same as an estate but with a central stone building instead of a manse.
A castle is a walled in keep with multiple outbuildings and large amounts of land
swanyusd

06-07-07, 04:43 PM
English Lords

There are 7 Dutchies in Brittania. They, and their capitols, are:

Yorkshire: York
Wales: Cardiff
Merseyside: Liverpool
Windsor: Birmingham
Norfolk: Cambridge
Kent: Oxford
Somerset: Southhampton

London proper is governed directly by the King, a steward, or a member of the Royal Family, most often the eldest son of the King.

Lands and their rulers are broken down like this, with title:

England: King: Holiness, Majesty, Highness
Dutchy: Duke: Lord Duke, Grace
County: Baron: Baron
City: Mayor: Mayor

Typically, there are 4-7 counties in each dutchy, and most of these are centralized around the largest town in each county.
Werral

06-08-07, 09:29 AM
When is this set?

I'd imagine there'd be druids in England too. After all there are druids in England now for real (admittedly they can't wildshape or cast spells).
Stonehenge? Merlin? Glastonbury? Druids druids druids.
amethal

06-08-07, 10:43 AM
Wales: Cardiff
So Wales is part of England, and was once an ancient Saxon kingdom of the same name?

Leaving aside the fact that I find the idea repugnant (since that's my problem, not yours :) ) I think you are missing an opportunity here.

A more "historically accurate" set up, where Wales (and maybe Cornwall as well) is a semi-conquered Celtic region inhabited by brigands and cattle thieves, as well as bards (who certainly haven't studied in London) and druids.

This allows for racial tension, culture shock, rebellion, harsh overlords, honourable adversaries, and mountains which just might have dragons living in them.
Evil DM Mk3

06-08-07, 11:00 AM
Also Wales and corwal should be full of Fey and giants. Just an idea but prehaps you might like it.

Cymru is the semi-conquered regeion in west wales. It is theorticaly ruled by local lords and their casltes, amoung the largest in Brittan (and for good reason, note this is historicaly correct) but in reality the Tribal cheifs and the Druids hold control over the people by tradition and the Fey. The druids draw their power in part from the ancient beings that live in the dark forests. Cymru has become their refuge from the "civilisation" of teh rest of the nation, well there and scotland. The Cymraeg are more than aware of the manipulative and trecherous nature of the Fey (or the Tylwydd Teg in their languadge) but see them as the only way to keep their freedom.
swanyusd

06-08-07, 12:44 PM
This doesn't really have a direct timeline, its mostly based off the corruptive periods of the Catholic Church (as I intend to use those plotlines in my campaign), and a feudal period of England, probably 13-15th century. I basically found a map of 6 dutchies of England, and Wales, and just included it into the mix, as the Prince of Wales is going to be King soon.

It is very bastardized, and I just took things from it that I liked.

I could certainly include the fey and giants in Wales, as sort of an unconquered territory that was deemed part of England by its rulers.

I do like the idea of making Wales an area full of brigands and thieves, as my first set of plotlines was to involve the characters assisting in the building of a new church. I was going to make it in northern england, in carlisle, but I could definitely move it over to Wales and make it more dangerous. Brigands were to be a focus of the beginning parts, so this works just as well.

I am not overly concerned about the historical accuracy of the setting, but I wanted to include as many parts of the setting based on fact as I could. I used what was familiar to me, and did a bit of research to get the dutchy names and their locations.

I suppose I could include druids and rangers in England too. I wanted to ban the PCs from taking those classes at first, as I wanted the focus to be around the church. Admittedly, the first campaign was going to be an apocalyptic game, based loosely around some of the stuff from the book of revelations. However, I think having druids/rangers around would add some more flavor to the setting, as well as create potential conflict between the characters and the nature magicians. I mean, if a paladin is told to kill a druid or a priest to convert one, what do they do if the person is a goodly creature? It creates some very interesting gray areas.

Also, I think I will use stonehenge in the apocalyptic storyline. If demons twist the magic there and create a Gate into Hell that releases the armies of Lucifer, the PCs and the Church could easily believe the Druids are siding with the demons. Great conflict and RP opportunities there. ESPECIALLY if one of the High Druids becomes evil.

Any more good ideas or suggestions?

-Swany
Evil DM Mk3

06-08-07, 12:59 PM
REMEMBER

To the english they are brigards and theives.

To the Welsh (Cymraeg) they are rebels and freedom fighters.

Also in a lot of places in "Real" wales the welsh princes made semi-formal treateis with the barons. You know kinda:

"You don't ahve the soldiers to take me on my home turf, I don't have the men to get you out of that big castle. So I will lead my people and they will respect you and not attack you and consiquently your market town will make you lots of money."

Stile of thing
Delfedd

06-08-07, 01:10 PM
Wait... no Rogues? Why not? Why would rogues be an NPC class? Wouldn'tthere be all sorts of rogues?

Why not monks? Sure, they're less common, because they're from outside England. But why not make them more supernatural? From Ireland or Scottland.

Here's another suggestion. Make the Scottland and wales seem far more magical instead of "just that country over there." Make a great wall between England and Scotland. A magical barrier.
Evil DM Mk3

06-08-07, 01:18 PM
Contractor Jim Hadrian.
Heros_Backpack

06-08-07, 02:24 PM
Remember, the only reason that the Prince of Wales becomes King of England is because the Welsh were tricked into accepting the first one. (They said they would only accept a Prince who had never spoken a word of English - the king of the time promptly appointed his newborn son as their prince).

The 'Marches' (border between England and Wales) was historically the most dangerous part of Britain. Raids went both ways and land was held on both sides of the border by a mix of Welsh and English Lords.

There was also conflict between the Catholic Church of England and the Celtic Church in Wales over basic rules and laws that their priests should live by.

Finally, if you want some campaign/adventure ideas for that area, you might want to consider reading or watching some Cadfael mysteries.
Evil DM Mk3

06-08-07, 02:45 PM
Oh and if you want some cletic/british gods read this (http://www.mabinogi.net/translations.htm)and lift some of the majour characters from each branch (This version has foot notes).

Not only is some of it very VERY good mythicly but a conversion to a DnD level of fantasy is easy and it is after all real mythology.
swanyusd

06-08-07, 03:19 PM
Well, there definitely is a Hadrian's Wall. I thought I put that in the post, but looking back, it's not in there a lick. Funny.

My player's are not allowed to play rogue's because they immediately think they are thieves extraordinaire. So this just limits them. They exist as NPCs, but I don't want em as PCs. That's just my DM prerogative.

No monks exist in this world, as per the PHB. There are ascetic monks, but they are most likely experts or clerics with vow of poverty.

I think I'm gonna keep it simple with the religion thing. I do like having a conflicting church, ala the worship of nature and the stars, but I was the Christian Church to rule all. This is not catholicism per se, but just Christianity, as I see it in its feudal drive for power and wealth. Corruption is great for PC interaction, as the LG Paladin wonders why the archbishop wears gold/platinum jewelry, diamond rings, has an estate, etc. The abuse of power that existed within the church is something I wanted in here, so I'm use it.

Heros_Backpack, I like your ideas a lot. I'm gonna roll with it.

Scotland is magical, its home to monsters, demons, and black magic (ie sorcerers and warlocks). Its incredibly unique, as it is basically the very nasty place adventurers go on suicide missions.

Ireland is magical too, as I envisioned it as the place of purest idealic nature magic, elves, fey, halflings, etc. The perfect woodland land.

I will stick with the conflicting nature/england concept in Wales. It works nicely for the setting.

And like I said before, campaign #1 is going to be very end of the world, book of revelations stuff. It's epic in scope (the 4 horseman/riders, satan's army's, treachery, anti-christ), and it will get the players into the world nicely I believe. Plus, it gives them a chance to play truly epic heroes (1st-30th maybe, 20+ for sure). I have a paladin who will become inhabited with the strength of Michael the Archangel, a cleric who will be the reincarnated soul of Jesus, an Atropal which will be the resurrected body of Jesus, without the soul, a succubus as the anti-christ Cardinal of the Church leading the resurrection of Jesus movement, and a very cool scout and wizard to round the party off, both of whom have some very neat abilities.

Any other great ideas guys, this is really helping out.

-Swany
swanyusd

06-08-07, 03:22 PM
Evil DM, I am going to for sure use your ideas with the welsh to start things off. It will allow for some political machinations, fights, and perhaps even the founding of a castle by the PCs. Its a great setting for 1-5 level stuff, after which, of course, the horsemen of disease shows up.

It's actually going to be based off the Plague Spewer in MM3(i think, maybe MM2). I have it statted out already. I just made it an outsider, changed some stats, and gave it a lesser nightmare to ride on.
Werral

06-08-07, 07:05 PM
Wait... no Rogues? Why not? Why would rogues be an NPC class? Wouldn'tthere be all sorts of rogues?

You've got to pick a pocket or two boy...


Why not monks? Sure, they're less common, because they're from outside England. But why not make them more supernatural? From Ireland or Scottland.

Masters of the great art of English Pugilism:
http://www.sirwilliamhope.org/Library/Mendoza/

http://www.sirwilliamhope.org/Library/Fewtrell/Fewtrell.php?title=fw&plate=1
swanyusd

06-09-07, 12:10 PM
Not sure if I said this already, but yes, there would be all sorts of rogues. I just don't want my PCs running around like morons picking pockets all day long and thinking of themselves as thieves because they are the rogue class.

So I use the scout, because it has trapfinding, and fits more into what I want them to do.

-Swany
Delfedd

06-09-07, 12:45 PM
See, scouts have sleight of hand as well.

Usually more options are better.
swanyusd

06-09-07, 01:06 PM
Sleight of hand is not a class skill for scouts.

More options are good for players who want to do weird and unusual things, or characters out of the normal reach of the base classes. However, this is a more traditional environment/ setting, as it is my first, and I am limiting the scope of it as I see fit. This is purely a DM decision. NOW, if someone else were to run a game in my world, they could allow rogues as PCs. But, as DM, I would not in this case.

-Swany
Delfedd

06-09-07, 01:14 PM
Alright. I think it's just weird that you're including warlocks, binders and whatnot and not rogues.


Why are you making random social standings and wealth?

I mean.... you're going to be a king with 10 cp... or the street sweeper with unlimited wealth...
It's an interesting idea, but the issue is mostly balance. I would cut out the top few of each, or make them limited to NPCs. Giving a player the power of a King to start with is not a good idea.
GoriceXII

06-10-07, 04:17 AM
Actually if I may make some suggestions about the origins thing...

1. Borrow from Pendragon. Assume that warrior types probably have some kind of noble origins even if they are just the son of a landless squire, while perhaps rangers might be less likely to unless they are welsh or scottish. Grant resources dependant upon rank and area of origin.

2. I would myself go for the mythic in the sense of stories like the Arthurian tales whether from the Mabinogion or La Morte D'Arthur--they give a good sense of magic being imminent in the very land itself and the land being dependant in part on the virtue of its inhabitants.

3. Make special places particularly magical and magic particularly powerful when cast there.

I would encourage you to read George r.r. Martin's A Song of Ice and Fire books or at least a couple of them because you might get some good ideas from them. He writes about a country called Westeros which is very like Britain and which is kind of low magic but certainly magical.
JollyRotten

06-10-07, 10:41 PM
This may help you out

particulary the monsters


http://worldsofimagination.com/twenty%20worlds%20atlantis%20nations%20T ribes%20of%20wode%20Albion.htm
brock samson

06-12-07, 09:32 AM
It sounds like enough people are critiquing and giving you pointers for your campaign, so I just wanted to say this sounds like a very well thoughout-out, very unique campaign.

It's good to see people putting a lot of time and thought into creating something a little different from the normal cut of fantasy RPGs.
swanyusd

06-15-07, 09:43 AM
I am calling warlocks, binders, sorcerers EVIL for the purposes of this game world, as their magic comes from demonic roots. Rogues do exist, they are an NPC class. I'm pretty sure I have established that.

I have read all of Martin's books, and own the D20 book for Game of Thrones. It is a terrific series, and I also recommend it for any fantasy lovers.

A "king" with 10cp could actually be the true king in line for the throne, but wasn't raised in the royal family. Sort of a long-lost son, or somesuch thing. Also , it could be that his dad was the king, but they lost power, so now he is a poor retch with ties to the throne. Etc etc. Of course I can limit this as I see fit, but it makes for a fun and interesting character creation. And it fits thematically with the world. Also, the social standing more has to do with their father than themselves. I mean, they are adventurers, not inn keepers or university professors. So this helps figure out a good backstory based on social standing and wealth, and then the players can roll with it. Why are they adventurers if their family is rich? Why would they want to be knights if their parents are university professors at the Wizard's College?

Anyway, I am gonna work with the welsh/english backround a bit more. I like how that could play out. I'm keeping Scotland like it is, a north of the wall place where everything is evil and icky and bad. England will remain strongly Christian, but the welsh will still have druids/rangers/fey, although not many due to the waning of the bond with Mother Earth and its inhabitants. Elves will have retreated to Ireland, where nature magic is still strong, and Mother Earth is the primary goddess. This nature vs. Christianity theme also gives me more plotlines to work with.

Jolly, thanks for the link, it helps a lot with tying in d&d stuff with the setting.

And of course, thanks again to everyone who continues posting on this thread, even if you disagree with me. Every little bit helps me move forward.

-Swany
Delfedd

06-15-07, 09:52 AM
Hm... I like the evil bindings of the sorcerers and warlocks. There could be all sorts of plotlines (probably about one) regarding a warlock who was once evil but has turned his back on this dark past and is trying to live a good life. However, the church does not agree with this his protest of having turned on his dark past. He has turned to the PCs for help.


Also, I like the idea of random wealth like that for NPCs, but forcing the Fighter (arguably the most equipment dependant class) to have less gold than they should begin with is unfair, as is destroying a characters cool paladin concept because he rolled to low on the social class thing.
swanyusd

06-15-07, 10:16 AM
Those are valid points with fighter and paladin. Put that way, I would reconsider the roll required for social status. Instead, if a character wants to play one of these classes, those are the social requirements they must have. So, for example, a player wants to be a fighter. He is limited to middle and lower class. So I create a middle/lower class roll, and that determines his social standing. It still fits the mold, but now he isn't UNable to play that class. I like it.

Economic standing is still something I am working with. I could very well eliminate it, but it works for me. Perhaps not including it to the extremes of UNLIMITED vs. nothing, but I do like having more randomness with starting gear. I have to work some numbers out and see.

I definitely like the idea of a warlock who wants to become good, but can't get the grip of evil away from him. However, there aren't too many warlocks in England, as there is that whole wall thing preventing them from coming over. But, I can see the wall preventing evil/neutral creatures from crossing, and allowing strictly good creatures to pass through. Maybe I could work something in there with that.

Also, since one of the PCs is going to be a cleric, I was thinking of having a nature vs Christianity conflict. The nature worshippers of course being "evil" atheists worshipping false gods, and the cleric could view this with whatever discrimination he wanted. But the CHURCH would be strongly opposed to this evil faction, and be trying to exterminate them (as they provide a methodology for people to NOT be a part of the church as well as usurping their power and coffers).

-Swany
Evil DM Mk3

06-15-07, 10:18 AM
Why no nobles with fighter levels? Do knights not go to war anymore?
swanyusd

06-15-07, 10:24 AM
Well, I had more placed that to UPPER class fighters being associated with the Church, due to the wealth/power concepts. I mean, an Upper Class fighter would probably be a lieutenant to start, even if he was 1st level. I suppose it would be doable, and then use the squire/knight concepts. I'll think about it.

-Swany
NorthWind

06-16-07, 11:21 AM
Why not have the social standing like this: the first d100 role shows your background, and then your character class determines your current standing.

That would lead to some interesting PC development: if your party wizard had to work as a carpenter/smith/messenger/etc. to pay his way through Oxford, and is essentially a self-made man, other nobles may not respect him as much since he wasn't born with lands, gold, etc.

For monks: I think it would be kind of cool (and this is just me) if you had monks as maybe Moors or Africans traveling abroad.

Speaking of which, does each country have it's own magic?
swanyusd

06-20-07, 07:08 PM
NorthWind, you have a valid point about the character creation. I like it. It lets players play what they want, but they are still restricted as per social standing with the character class.

As for the traveling monks, I really wanted to only include Great Britain as the countries for this campaign. It's enough to keep track of those differences/traditions without worrying about the rest of Europe or Africa.

Each country does not have its own magic per se, but it does function differently.

For example, in Ireland, all the magic is nature based, or druidic/ranger magic. Elves have sorcery, but it is still granted to them by Mother Earth, not by demonic forces.

In Scotland, all of the magic is granted by dark demon-Gods, such as Lucifer. I have to go through the Christian tradition and get some names of other greater demons, but I know there are some that I will incorporate.

In England, magic comes from the Christian God, and from traditional arcane wizardry. Bardic magic exists as well, but it is considered a lower-class or peasant magic.

So I suppose the answer is yes and no.
Delfedd

06-20-07, 07:13 PM
So what's going on with France and stuff?

Oh... here's an idea. Perhaps Britain is the "center of all magic" and so mages and whatnot go there.

Maybe psionics comes from the east, or Africa. Italy would be a good canidate for truenamer origins...

Anyway.
swanyusd

06-20-07, 07:23 PM
France does not exist in my world. Just the countries of the UK.

No psionics, no truenaming, no other stuff. Just some of the basic classes as I've outlined. That's all. Weird magic may be available to NPCs, but it doesn't apply to the PCs.
NorthWind

06-21-07, 10:23 PM
Have you ever read Jonathan Strange and Mr Norell? It's a book about English Magicians in the 1800s and it has some interesting bits and pieces about the fictional magic of the world.
swanyusd

06-22-07, 03:42 PM
I've never even heard of it. It sounds potentially interesting though. Anything from there that you think would fit, or is it more something that I would read and pick up little quirks and ambience that I could use for flavor text stuff.

-Swany
Delfedd

06-23-07, 02:32 PM
It's kind of a long book, so start reading now. :P

An interesting thing that they do in that book is the fact that the fey are just as devilish as the devils are proclaimed to be. That'd be good. Don't make places a safe haven. One halmark of the dark ages was that the world was not a safe place.
swanyusd

06-24-07, 12:08 AM
The fey will certainly not like the characters, seeing as though they represent the Christian God whose church is trying to annihilate the druids/nature worshipers with conversion by the mouth and the sword.
Delfedd

06-24-07, 02:53 PM
Yup. Pretty much how it ends up in Johnathan strange and Mr Norell.

Another good thing that they did in that book was the fey called every Human a "Christian." Similar to how we call the fey the fey.
swanyusd

06-24-07, 07:43 PM
The really interesting thing I'm going to allow my players to do is this:

The Church will actually be run by a Luciferian Succubus disguised as an archbishop who will eventually be pope. The church will be very corrupt. The church will want to eradicate any and all enemies of it by use of its holy warriors, etc, even though this may be in fact evil. The players will have a choice to do as their church bids and kill/convert the fey-folk and welshman, or they may actually take sides with the fey/welshmen and try and root out corruption within their own organization. It will be interesting to watch.