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 Help with Tudor Age D&D setting
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Posted - 31 Mar 2018 :  18:57:16  Show Profile Send LWhitehead1 a Private Message  Reply with Quote  Delete Topic
Hi I need help in World Building my Tudor Age D&D setting, which I hope would become official.

What is the Twist well for one the Non Human Player Races aren't thick on the ground like they are in other settings, Humans are most thick on this setting.

This is due to other races warring with each other and there arrogance and the Human race uprising. The Elves were the First Race that they created Humans as a Slave Race.

Now currently Elves, and other non Human player Races live in Gettoes in Human cities.

What player kits are suitable for this setting, and how would Magic and Gods fit the Tudor Age?.


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574 Posts

Posted - 01 Apr 2018 :  17:00:18  Show Profile Send Baltas a Private Message  Reply with Quote
Wait, did elves create other races (including humans), or humans created elves (and other races)?

With classes and kits, it would depend on what is the societies perception on magic. Is it widelly accepted? Is it allowed, but still feared by most? Are some forms of magic (ie arcane for example), illegal?

And is the setting concentrated on the Britain equivalent, or will it also touch uppon other parts of the world?
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