Wednesday, July 06, 2011

Besm D&D game idea

History

For much of its history, this was a D&D world like any other, a smorgasboard of ideas and concepts jumbled together. It is said that the world did make more 'sense', long ago, but there was a war involving dragons and elves that has long since passed into myth, even among dragons. The elves, who live longer, do not speak of it, but for a long, long time -- and even now, to an extent -- the elves and their kin are somewhat feared because racial memory runs deep. It was enough for the elves to be left alone for some time, even when the human kingdom of Osgiliath began to expand and the wizards and warriors devised new methods of making weapons that changed the face of the world.

(OOC: Basically think of an industrial revolution in terms of magic: magical devices are made on assembly lines, regular weapons as well and so forth. After two generations the alliance with the dwarves was struck and 7 generations ago both races ceased selling weapon and metals to anyone else.)

Within 10 measly human generations the entire face of the world has been changed. In the last three the monsters and other races have been domesticated, extinguished or driven into hiding in various dark corners of the world still inaccessible to the armies of man. That these grow fewer with each passing year goes without saying, and yet is still being said. (Can you tell I am writing this on little sleep? I can.)

6 generations, the elven empire in the western continent fell to the humans, as much due to their skill as to overconfidence and decadence of the elves. The humans made an exact replica of Osgiliath there stone by stone and razed the elven city and burned down the fabled trees and forests of the elves. Most of the elves died then, by their own hands. The few who remain are jesters in human courts, or hidden in the wilds of the world, and they have such long, long memories ...

This is not to say the world is entirely human: the dark wood and its like still exist, scattered but real, and the remnants of the mighty orcish armies that once terrified the world still remain in various steppes and plains. Only without weapons the orcs have descended into barbarism and are truly only a threat to each other in this new age. And the dwarves, of course, have the underworld to themselves: and how long this alliance with the humans last is the only deep fracture in the new world they have made.


Summary (as humans count generations, so about 30 years apart*)
10 generations ago: humans Industrialize, begin the march on the world. Osgiliath begins taking over neighbouring kingdoms.
8: Dwarf/human alliance. Metals in exchange for technology.
7: trade of weapons and metals by both races with other ones ends entirely. Arming ones enemies is, after all, unwise. War is essentially declared.
6: the elven kingdom falls, and many monsters flee into hiding, expecting a retaliation from the elves (or their allies) that never comes.
5-4: the mighty orchish armies fall apart without a steady supply of weapons.
3: the monsters have fled into various woods and dark places.
Now: most of the monsters have passed into human myth and legend, which is good for the monsters to a large extent. Only the rangers are liable to recall the precise truth about monsters.

(For humans, living over 60 years is rare, though more common now without monsters. This basically assumes that the entire timeline is about 500 years old, at best.)

* Humans live this long thanks to clerical healing.


Geography
The eastern continent: Home of the empires of man, initially. Now almost entirely settled and broken.
Western: original home of the elves, now mostly conquered; a light in the world gone out.
Northern: Barbarians and ice; mostly conquered by the dwarves more than humans, even above the surface. In exchange, much of the underworld beneath the two cities of Osgiliath are in human hands.
Southern: From whence came the orcs. This is the location of the dark wood and the point at which the campaign begins.


Setting Note

If you want to add stuff in the history about your race and stories about it, let me know and I'll add them to the file.


Campaign

While at first blush things might seem somehow hopeless, much of the human empire is conquered human kingdoms who don't always sit easily under the yoke of Osgiliath. While the empire has been frankly amazing in the arts of war, they have yet to produce civil leaders of equal caliber so local laws and customs can sometimes be odd and exploited by the PCs. As well, your status as 'mythical' begins can give you an edge, to say nothing of pushing human/dwarf relations hard, finding out what kind of plan the elves might have, re-arming the orcs or finding out what the wizards want etc.


The PCs

Given BESM and the anime genre, the PCs are basically made of awesome compared to most of the humans they'll run into. Oh, some have magic, and prayers, and weapons and spells, but the PCs have supernatural abilities beyond anything those small and jealous humans can manage and that shall be both your glory and your doom.

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