Ok so I thought I'd run this by some people to see if anyone thinks it sounds cool.
Let me know what you think of this setting.
Untitled P&P RPG
General Background
In 14XX AD. Magic returns to the world. The course of history is changed and old races emerge overnight. Many humans transform into their genetic callbacks throwing the world into turmoil. At the same time monsters and creatures of myth fall upon an unprepared populace. Most of the century passes as cultures reform and contort to follow the new reality of a magical world. (This period is known as the Strife.) And yet magic is unable to slay the beast called science. The renaissance has laid the path for the industrial revolution and guns already dominate the European battlefield.
The Emergent Races
The races of old have emerged from the mists of time but have not spread evenly. Unlike the modern world the humans of this period had not intermixed and comingled to a massive degree. In addition the magic within the land itself has given rise to races unique to certain regions. However some races are widespread across whole continents.
The initial player races are:
(Note there are other races these are just the most prevalent and socially accepted.
Humans: As expected these are the most basic race and are found in nearly all cultures. While they lack any special talents they also lack special weaknesses. In addition they are the most accepted race across Europe. This leaves them with a few unique class options, particularly along New Mystery faith tracks.
Lamias: People who have the lower body of a snake and the upper body of a human. These tend to vary by region. They have emerged only in Iberia and Greece but have since moved elsewhere. Initially feared for their snake like forms they have overcome much due to their high intelligence and charisma. While not the best physical fighters they can use a fun as well as anyone else and have taken to such weapons quite strongly.
Elves: The elves have emerged nearly everywhere in Europe. They are the most accepted non-Human race due to their similarity.
Dwarves: Dwarves emerged in Scandinavia and Germanic regions. Dwarves are well accepted by most cultures and have given the North of Europe a renaissance of new industrial practices. They are generally regarded as the race most skilled with artillery. However they are very bad at using magic.
Goblins: Goblins are maligned by most European cultures. They are usually relegated to abject poverty in crowded slums. Many have moved to urban regions with a particularly large amount working the factories of England. Bitter at their plight they fight all the harder to escape their circumstance.
Optional Races
Giants: Giants are a rarity that only emerged in the far north of Europe. Huge and strong they make deadly fighters but they are unable to make use of much equipment. They are also generally very stupid. In addition they are often persecuted in southern Europe and should avoid the area.
The World
Europe
During the Strife Europe has been totally isolated from the outside world. As such there will be much for adventures to do in the growing age of imperialism, exploitation, and conquest.
Religion
Religion dictates magic in this world. Certain knowledge has been horded by the various religious groups and is held secret by them. The Catholic Church for example was able to recover much from its archives and the Protestant Church took some of this with it when it broke apart. Thus magic is divided into two major categories new mysteries and old mysteries. New mysteries belong to Catholicism, Protestantism, Judaism, and Islam. These religions use an almost scientific approach to magic that is separate from their religious practices. Magic is not part of their religions but is instead a tool to be used by the faithful. As such these faiths jealously guard their secrets and most are only shared with accomplished members of the faith. (NOTE: IT IS LIKE THIS SPECIFFICALLY TO AVOID PISSING ANYONE OFF, THIS IS ABOUT AS INOOFFENSIVE AS I CAN MAKE IT WITHOUT CULLING THEM FROM THE GAME ENTIRELY.) Old mysteries abound elsewhere as old religions reemerged. These religions came back with force as it was discovered that their religious activities were heavily spiced with functional magical practices. Many took this as a sign of legitimacy and now the use of such magic is deeply tied to these faiths to such a degree that to use them is seen as heresy by the New Mystery faiths.
Europe’s religion has split into several groups during the Strife. Christianity has divided into Protestant and Catholic followings and the looming face off between the two is sure to bring blood to the land once more. Italy and Greece have embraced the pantheon of Zeus and Jupiter, forcing a relocation of the Pope to France. Pockets of Judaism remain scattered as they did before the strife but have become far more secretive after persecution as others blamed the strife on them. In the north whispers of Odin and Thor shake the snow from the evergreens once more. And in tiny pockets smaller ancient sects continue their practices.
Islam, having been pushed out of Iberia in the preceding years, does not exist in Europe at this time. Nothing is known of the land beyond Greece due to the isolation forced on Europe by the strife. (However the Ottoman star is sure to rise eventually and conflict is inevitable. This is one of many areas ripe for later expansion.)