This is also a possible approach, but personally I'm not a great fan of the amnesia RPG trope - if played out well, it can be nice (or even great - PS:T, I'm looking at you) for a single protagonist, but for a whole race? You know what the usual reactions to such narrative contraptions are - these guys were much too lazy to devise something with at least some coherence. And I believe genetic memory is not that easily lost as the individual oneLubaf wrote:The Watchers themselves are somewhat unclear on their origins. They were awakened from The Long Great Sleep in a large chamber (their starting city), with no memories of what they were or how they got there. From what they can tell, the Spellblaze did something to disrupt the usual methods the Watchers would use when in The Great Sleep to store memories during that time.

If a non-specific T1 questline has to be chosen, I would prefer starting in Trollmire - the elven starting quest are too race-specific to impose them on the Watchers.Lubaf wrote:If they have a unique Initial Quest, said quest involves establishing diplomatic relations with the Allied Lands (and is mandatory for them, like the Dwarf Initial Quest). Alternately, they could share Initial Quests with one of the Elves.
And thanks to you for chiming in, Luc "Lorewise" French!
Really, really nice reasoning herePlanetus wrote:I'm thinking if we take that ex-Sher'Tul path, the main quest can be absorbed into theirs with a little lore and reasoning. Early on, they seek peace with the natives and explore a range of myths of ancient powers. They find the Fortress and take it as a great home for them as they recognize it as the leftovers of the Sher'Tul and hope to find some clues in it. They left the Sher'Tul before the Sher'Tul reached the kind of power found in the Staff of Power and so don't understand it even a little, but see it as a clue to the fate of the Sher'Tul. If the staff is stolen, that takes on it's own course. If the staff is saved, they trade it to the King for peace, information on a stable Farportal (the Farportal in the Fortress is very unstable and hopeless for anything more than chaos), and the potential to find people who not only know the power of the Staff (since they're after it), but also are able to construct stable Farportals (a technology they remember in legend but have lost in knowledge). Ultimately they choose to preserve the world rather than hand it over to a god they don't know how to slay, though whether this is for the good of the people or simply so they can conquer and colonize it is up to the player.

Could be, but the sum of two verbal nouns one after another feels cumbersome to me - "Travellers ->Watchers"Waladil wrote:Traveller superrace.
The Outworlder is gathering the most 'votes' and I also quite like it myself.