So you live by Trafalgar? Hope you enjoyed the tree!
I like that it is not explained who came first. Maybe we can have the people of the setting believe that the Immortals came first while at the same time suggest that the opposite was actually the case? I think that would be a nice touch.Blacky the Blackball wrote:1) The first humans appeared on a planet, and so did the first Immortals. Either could have come first - maybe some of the first humans achieved immortality or maybe some of the first immortals made the humans.
I like how your idea actually incorporates the Immortals and how it fits in with the rest of you timeline, however I have a few problems with it: It doesn’t explain why other Immortals haven’t created races that can be raised or become clerics or magic-users, or why the Immortals who made the demi-humans didn’t just create a race of overpowered beings that instinctively always defended humans. Maybe we can combine this with the “soul” idea from my first comment (maybe the word “spirit” is more appropriate given that the word is used in Dark Dungeons?) to fill in the gaps?:Blacky the Blackball wrote: 7) Although all the races have the favour of some immortals, humans are by far the most popular - as the majority of immortals were once human. Unfortunately, humans seem to be coming off worse as the other races are almost all more powerful than them. A large group of immortals gets together and hatches a plan. They create three races specifically designed to be co-dependent with humanity: Elves, who are naturally magical and can provide magical support to humans; Dwarves, who are naturally tough and magic resistant and can provide physical support to humans; and Halflings who are natural farmers and cooks and who can provide logistical support to humans. In order to make sure that these races cooperate with humans, each race is made without the ability to become clerics or shamans (but with the ability to be affected by human clerical magic such as "Raise Dead". Therefore the demi-human races need to work and trade with humans, providing their skills in exchange for the clerical magic that humans can provide.
- Having a soul is required to become an Immortal. When one becomes an Immortal their original body is destroyed leaving only the soul which is then given a new body. Creatures without a soul can therefore not become Immortals as they are nothing more than their bodies.
- Under natural circumstances only a body that strongly resembles a human is a viable as the vessel for a soul. Immortals can use forms that are not humanlike because they are using their supernatural powers to keep that form. (The same goes for Polymorph Self.) This however comes with its own problems, namely the reliance on worshipers to remain stable.
- Originally humans were the only mortal creatures possessing souls. During the fights over worshipers, in the time before the pact, there became an arms race among the Immortals. Not giving their creations a soul allowed the Immortals more freedom in how drastically the races they created was allowed to deviate from the human standard. Humans were thus abandoned by the Immortals in favor of the possibilities of stronger followers. Some of the Immortals however, seeing how the humans where being outclassed by these new races, feared that humans would soon be extinct as that would eventually mean the end of Immortals as well. For if humans were no longer able to survive in the world there would be no one who could eventually become Immortals. Thus they created the demi-humans. Like humans the demi-humans were given souls and could therefore become Immortals, but they were specialized as much as possible (within the framework of what is needed for a vessel that can contain a soul) in order to help both humans and each other to better survive against the soul-less races. The Dwarfs were made to be strong, the Elves were given a natural boon in terms of magic and the Halflings were made to be stealthy and good in negations. These Immortals may be the same as those who made the no-direct-intervention pact and may be its first guardians.
This doesn’t give an explanation for why demi-humans can’t be Clerics, but we can use cultural reasons for that. I’d imagine that the studies of the various types of magic must have large disciplines behind them and we can easily say that the demi-human cultures just never developed a tradition for the type of Clerics that humans have. (Dwarfs may even have religious bans against using magic.) Personally I actually prefer it like this because it gives more leeway to the players and GM. Say if someone really wants to use a (houseruled) Dwarves Cleric for example, then the GM can allow it, without having to go against the setting, if a reasonable excuse is given (like the Dwarf having lived with humans for a long period of time specifically to learn the Clerical arts.)
Does this sound logical to you guys or am I just making things too convoluted?
I have made a simple mockup map based on the one I linked to: (showing the division of landmass and sea)Blacky the Blackball wrote: Sounds good. Another inspiration could be from maps of prehistoric (or future!) Earth where continental drift means that the landmasses are in a different configuration. The setting of Mystara, for example, has a map that represents Earth circa 135 million years ago.
http://imagizer.imageshack.us/v2/800x60 ... 6/nttj.png
I sank the UK (sorry guys!) along with Portugal to make Europe look less recognizable and divided Eurasia in two while moving Africa a bit away from Europe to create a more distinct separation of the continents.
However your suggestion of using a future earth is tempting me to abandon this map all-together. I like the implication that this might be earth in the distant future and it is a fitting parallel to Mystara.