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5e Homebrew Setting: Malebolge, Post-Apocalyptic Fantasy
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<blockquote data-quote="QuietBrowser" data-source="post: 6935846" data-attributes="member: 6855057"><p>So, I don't know if anyone's still reading this project or not, the lack of posts make it hard to tell, but I could use folks willing to talk about something.</p><p></p><p>Specifically, with Volo's Guide and my own efforts at racial homebrewing, I wanted to talk about the races of Malebolge, and whether or not I should adjust them in various ways.</p><p></p><p>For starters, let me say this: I HATE the official writeup for the Kobold and will be using my own homebrewed version, although I would like to better refine it and could really use arguments for and against changing it from a subrace-based species to a variable trait-based one ala the Tiefling.</p><p></p><p>Secondly, my plan was to use Half-Orcs for Orks and Forest Gnomes for Goblins, and that plan hasn't changed thanks to Orcs turning out to be "Half-Orcs with -2 Int and Aggressive". But, at the same time, I found myself really liking the official writeups for the Goblin, Hobgoblin, and even the Bugbear. Since the existant plan for Orks and Goblins was that they're due to inherent instabilities in the dwarven alchemy that created them from elven captives, should I consider incorporating the official goblinoids as more mutant strains of orkoid?</p><p></p><p>Thirdly, I could really use folks opinions on the topic of "how much is too much?" These races aren't all going to share the same little stretch of land. What I'm essentially planning on doing is covering large swatches of distinct "territory" - think how Fallout as a series has covered... whatever the hell the New California Republic was called in FO1, the Capital Wasteland, the Mojave (what is the Mojave's title, anyway?) and the Boston Commonwealth - and so that means I've got a very, very big map to scatter all these races in as I see fit. But, at the same time, even if this is me creating a sandbox that others can play in, there's still the problem of oversaturation, isn't there? Even if, say, the Kingdom of the Snakefolk is way down here in the south-east and the Tritons of the Poisoned Sea are up in the northwestern continental shelf, isn't that technically making too many races?</p><p></p><p>Finally, pretty much all of my races are essentially planned as magical mutants, from calibans to shadar-kai to the various beastfolk. But, Rifts was a big inspiration for this setting. Do folks think I should consider more "stranded" type races? For example, Diaboli, Tieflings, Aasimar and Genasi all being fluffed as natives of other worlds or other planes who were stranded here during the Black Dawn, to emphasize just how messed up this planet got during Arcano-Nuclear Global Holocaust?</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 6935846, member: 6855057"] So, I don't know if anyone's still reading this project or not, the lack of posts make it hard to tell, but I could use folks willing to talk about something. Specifically, with Volo's Guide and my own efforts at racial homebrewing, I wanted to talk about the races of Malebolge, and whether or not I should adjust them in various ways. For starters, let me say this: I HATE the official writeup for the Kobold and will be using my own homebrewed version, although I would like to better refine it and could really use arguments for and against changing it from a subrace-based species to a variable trait-based one ala the Tiefling. Secondly, my plan was to use Half-Orcs for Orks and Forest Gnomes for Goblins, and that plan hasn't changed thanks to Orcs turning out to be "Half-Orcs with -2 Int and Aggressive". But, at the same time, I found myself really liking the official writeups for the Goblin, Hobgoblin, and even the Bugbear. Since the existant plan for Orks and Goblins was that they're due to inherent instabilities in the dwarven alchemy that created them from elven captives, should I consider incorporating the official goblinoids as more mutant strains of orkoid? Thirdly, I could really use folks opinions on the topic of "how much is too much?" These races aren't all going to share the same little stretch of land. What I'm essentially planning on doing is covering large swatches of distinct "territory" - think how Fallout as a series has covered... whatever the hell the New California Republic was called in FO1, the Capital Wasteland, the Mojave (what is the Mojave's title, anyway?) and the Boston Commonwealth - and so that means I've got a very, very big map to scatter all these races in as I see fit. But, at the same time, even if this is me creating a sandbox that others can play in, there's still the problem of oversaturation, isn't there? Even if, say, the Kingdom of the Snakefolk is way down here in the south-east and the Tritons of the Poisoned Sea are up in the northwestern continental shelf, isn't that technically making too many races? Finally, pretty much all of my races are essentially planned as magical mutants, from calibans to shadar-kai to the various beastfolk. But, Rifts was a big inspiration for this setting. Do folks think I should consider more "stranded" type races? For example, Diaboli, Tieflings, Aasimar and Genasi all being fluffed as natives of other worlds or other planes who were stranded here during the Black Dawn, to emphasize just how messed up this planet got during Arcano-Nuclear Global Holocaust? [/QUOTE]
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