MrApothecary
First Post
This is just a place where I can go about creating a campaign setting with my thought process open. There is no real content yet, I'm just brainstorming.
The name Alrune is an old one. It was the name of the undetailed world in my first D&D campaign, in which I was the DM. I don't remember the origin, and its use here is a purely nolstalgic choice.
First, before anything else, I want to detail player options. Let me start with classes. I am going to allow in this world all classes found in the....
Player's Handbook
Player's Handbook II
Dungeon Master's Guide (In case I decide to make the characters start with NPC class levels in addition to a PC class level)
Expanded Psionics Handbook
Complete Warrior
Complete Adventurer
Complete Divine
Complete Arcane
Now, Races.
Humans: Call it anthrocentric bias, but fantasy worlds without humans just seem odd.
Elves: I like them, and I will try to make them different in this campaign world. I like the idea of bloody wars being fault between all kinds of Elven subraces. I also like the idea of many humans having the opinion that Elves are minor gods.
Dwarves: I think I'm going to change the flavor of these to make them the humanoids that pillage and exist mostly to be killed by adventurers for XP.
Gnomes: I think I'm going to make the gnomes more fey-like. Feys of Earth and Music, using illusions to hide their wondrous villages away from mortal eyes.
Half-Elves: These are going to be much different in Alrune. Due to problems in genetic compatibility, they will be twisted, sickly beings who are extremely rare. Due to the far more lofty societal position of Elves in this world, half elves are rare, and the parents rarely know horro will result from their mating. Most Warlocks will be half-elves.
Half-Orcs: I'm not going to be using orcs, so scratch these. I've never liked them anyway.
Halflings: I'm going to make them more like pirates than gypsies.
Now for some races that are usually not player races, but will be in my Alrune campaigns.
Ogres: These are going to be slightly different in Alrune. More like a sad decline of the Neanderthals.
Devas: Angelic beings sent by the Gods to sway the mortal world towards good. Ghostly vestigal wings, and four arms.
Nymphs: Different from the ones in the monster manual. All of them are female. The varieties available to players will be Oreads, Dryads (of no specific tree), Oceanids (in the subcategories of Nereids and Naiads), Lampades (death), and Muses.
Anubites: No anubis, their name will have a different etymology, but these Jackal headed desert folk are known for their martial arts.
Werewolves: No lycanthropy. More like the big bad wolf from fairy tales, known for forest dwelling and acts of cannibalism from some tribes.
Kobolds: Not sources of XP. Known as the link between the world of dragons and the world of mortals.
Kitsune: Sly foxfolk, basically.
Ogre Mages: A weaker, magical race. Simply called mages.
Goblins: A race bred to hold demonic souls by the lords of Hell.
Thri-Keen: Mantid race known for it's blend of elite fighting skill and psionic powers. Beings of Chaos almost always.
Wendigo: Apelike race with fiercely wild psionic powers.
Psychic: Humanlike nomads with strange psionic traditions that often causes them to be persecuted.
Kelpy: Amphibious equine humanoids. Extremely stifling social system known for castes and slavery.
Asperi: As found in the MMII, immigrants from the plane of law, Purgatory.
Djinn: Nomad tribes of humanoid imbued with various elemental powers.
Pixies: Playful shamanistic people, resemble humanoid dragonflys.
Yeti: Apelike humanoids with complex honor based society.
Fauns: Malicious fey known for sexual deviance and hex magic.
Lemurians: An aquatic dolphin-like race known for swashbuckling.
Locathah: As in the monster manual, but more ties on land. Suprisingly civilized for an aquatic race.
Bunyip: Known for powerful combat magic. Very much like serpents and crocodiles.
Next up, cosmology.
The name Alrune is an old one. It was the name of the undetailed world in my first D&D campaign, in which I was the DM. I don't remember the origin, and its use here is a purely nolstalgic choice.
First, before anything else, I want to detail player options. Let me start with classes. I am going to allow in this world all classes found in the....
Player's Handbook
Player's Handbook II
Dungeon Master's Guide (In case I decide to make the characters start with NPC class levels in addition to a PC class level)
Expanded Psionics Handbook
Complete Warrior
Complete Adventurer
Complete Divine
Complete Arcane
Now, Races.
Humans: Call it anthrocentric bias, but fantasy worlds without humans just seem odd.
Elves: I like them, and I will try to make them different in this campaign world. I like the idea of bloody wars being fault between all kinds of Elven subraces. I also like the idea of many humans having the opinion that Elves are minor gods.
Dwarves: I think I'm going to change the flavor of these to make them the humanoids that pillage and exist mostly to be killed by adventurers for XP.
Gnomes: I think I'm going to make the gnomes more fey-like. Feys of Earth and Music, using illusions to hide their wondrous villages away from mortal eyes.
Half-Elves: These are going to be much different in Alrune. Due to problems in genetic compatibility, they will be twisted, sickly beings who are extremely rare. Due to the far more lofty societal position of Elves in this world, half elves are rare, and the parents rarely know horro will result from their mating. Most Warlocks will be half-elves.
Half-Orcs: I'm not going to be using orcs, so scratch these. I've never liked them anyway.
Halflings: I'm going to make them more like pirates than gypsies.
Now for some races that are usually not player races, but will be in my Alrune campaigns.
Ogres: These are going to be slightly different in Alrune. More like a sad decline of the Neanderthals.
Devas: Angelic beings sent by the Gods to sway the mortal world towards good. Ghostly vestigal wings, and four arms.
Nymphs: Different from the ones in the monster manual. All of them are female. The varieties available to players will be Oreads, Dryads (of no specific tree), Oceanids (in the subcategories of Nereids and Naiads), Lampades (death), and Muses.
Anubites: No anubis, their name will have a different etymology, but these Jackal headed desert folk are known for their martial arts.
Werewolves: No lycanthropy. More like the big bad wolf from fairy tales, known for forest dwelling and acts of cannibalism from some tribes.
Kobolds: Not sources of XP. Known as the link between the world of dragons and the world of mortals.
Kitsune: Sly foxfolk, basically.
Ogre Mages: A weaker, magical race. Simply called mages.
Goblins: A race bred to hold demonic souls by the lords of Hell.
Thri-Keen: Mantid race known for it's blend of elite fighting skill and psionic powers. Beings of Chaos almost always.
Wendigo: Apelike race with fiercely wild psionic powers.
Psychic: Humanlike nomads with strange psionic traditions that often causes them to be persecuted.
Kelpy: Amphibious equine humanoids. Extremely stifling social system known for castes and slavery.
Asperi: As found in the MMII, immigrants from the plane of law, Purgatory.
Djinn: Nomad tribes of humanoid imbued with various elemental powers.
Pixies: Playful shamanistic people, resemble humanoid dragonflys.
Yeti: Apelike humanoids with complex honor based society.
Fauns: Malicious fey known for sexual deviance and hex magic.
Lemurians: An aquatic dolphin-like race known for swashbuckling.
Locathah: As in the monster manual, but more ties on land. Suprisingly civilized for an aquatic race.
Bunyip: Known for powerful combat magic. Very much like serpents and crocodiles.
Next up, cosmology.