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D&D 5E Seeking Help/Critique on a Setting

Bitbrain

Lost in Dark Sun
I had plans to post a great big writeup on Sun Elves today - on the history of their people, of the dangers they face in the Gardens of Zyn, of the Maiden underclass and Mothers and the ever-pregnant Queens, of their efforts at taming the beasts and plants of the savage jungles around them, and the beast-lodges that give rise to strange elfin subraces.

Ooh, that sounds really cool.

So, instead, I'll present two questions that are truly bugging me about the ratfolk.

Firstly; should they have gods of their own?

Honestly? I'd say just let them worship the Haffun pantheon.
Instead of a Greco-Roman pantheon, you've got a Haffun-Ratfolk counterpart.

Secondly; as I've said, the skaven were partial inspiration for them. Thing is, the Skaven are divided into four Great Clans (disease-worshipping Pestilens, mad technomancer Skryre, mad fleshcrafter Moulder, ninja assassin Eshin) as well as the innumerable Warlord Clans. Should I go so far as to borrow inspiration from this social division as well?

I say go for it.
I'm already imagining a team of adventurers infiltrating a ratfolk temple-laboratory, fighting back Moulder fanatics (and their Warlord clan mercenaries) while trying to rescue their kidnapped Pestilen NPC friend . . .
 
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QuietBrowser

First Post
Honestly? I'd say just let them worship the Haffun pantheon. Instead of a Greco-Roman pantheon, you've got a Haffun-Ratfolk counterpart.
I don't see why they would have any truck with gods. They know how they were created, and that there was nothing divine about it.
If they have clerics, they might follow some of the more physical manifestations of divine power, but generally they seem a very grounded race. A ratfolk seeking power from another entity is more likely to be a warlock, but it sounds like they prefer to thrive on their own merits.


Hmm... You've both got good ideas here. What about combining them? Most ratfolk are atheistic, and thus more likely to be Celestial Warlocks than Clerics, but those Celestial Warlocks are most likely to draw power from the Haffun gods, whom they view as most likely to take an interest in their race, and there is a small minority of genuinely religious ratfolk.


As to the "Great Clans" thing... I may have some idea seeds there, but they're underformed.


But that's something to consider for another day. I present to you all, for your dissection, a breakdown of the Sun Elf race:




History:
The past of the Sun Elves is a strange thing, obscured by the generations and the shifting of cultures. Separating myth from fact is difficult, even for those few scholars in a position to compare the lore of the elven peoples of Sun and Moon, but a general consensus as to the origins of the Sun Elves have arisen.


In the beginning, during the days of the Ur-Elven Empire, the sun elves were a colony of botanists, healers and alchemists that had been founded in the jungled islands to the south of the Dark Continent - the place known today as the Gardens of Zyn. When the Netherstorm erupted, the colony was stricken two-fold; its resident began to die or go insane from the Netherstorm itself, and it was completely cut-off from the rest of the Empire.


This was a scientific research outpost; it wasn't meant to survive on its own. But, miraculously, it did. The healers began experiment with the indigenous plants, hoping to create elixirs that would cure the "plague" they believed was destroyed them - they had looked to the physical world, unaware the ailment lay in the metaphysical realms. Whatever concoctions they came up with, the colonists managed to undo the damage the Netherstorm had done to them... or, at least, to the women. The female elves thrived on the medicines they produced, but to their horror, they only seemed to affect women; the females grew strong and healthy again, but the men just died quicker, and soon only elven women inhabited the colony.


Uncertain of when, or even if, relief would come to them from the outside world, and with half their population destroyed, the future sun elves had no choice but to adapt. Broken infrastructure, dearth of knowledge and the simple priorities of daily survival led to a culture that began to simplify, focusing on the day-to-day practicalities of life instead of esoterica like etiquette. It was a descent into barbarism, yes, but it granted them the keys to surviving.


But, this would have only delayed the inevitable, if it weren't for First Mother Zyn. Her true origins, identity and goals lost in the mists of myth, what is fact is that it was she who discovered the distilled nectar of the Golden Sun Orchid became a potion that would spontaneously impregnate any woman who drank of it. With this, she found the key to the elves survival as a people, and not just individuals.


And so, fueled by alchemy and tempered by the harsh jungles around them, the old ways fell, and the new ways rose. The sun elves have come to dominate their part of the world, and they don't intend to be swept away any time soon.


Physiology:
The sun elf race, like its lunar cousins, does not look fundamentally different from humanity; it is their distinctive ears - elongated, almost knife-blade like triangular appendages - that are the most blatant shift from the human norm in terms of physiology. Sun elves are taller than humans, if not to the same extent as their towering kinsfolk; they average within the 6ft to 7ft range, a full foot shorter than moon elves.


Through a combination of genetics and lifestyle, sun elves tend to be impressively fit specimens; they do not become enormous hulks of bulging muscle, but streamlined, graceful and visibly defined. More like gynmasts or swimmers than bodybuilders. The fact that they can achieve such a build without overtly impeding the womanly fullness of breasts, buttocks or hips earns a certain level of aggrieved admiration from many human women, but most likely this has its roots in the alchemical origins of these amazons.


In contrast to the pallor of the moon elves, sun elves are a dark-skinned people, ranging from onxy or obsidian black through myriad shades of brown to a bronzed hue. In contrast, their hair and eyes tend to be brightly colored, more like the feathers of exotic jungle birds or the shells of tropical insects; reds, yellows, pinks, blues, oranges, purples, and so forth. Certain colors are considered signs of a sun elf's destiny - coppery orange-red eyes marking a future "sunsinger", for example.


Sun elves are a robust and hearty people; all but indifferent to the heat and resilient against the ravages of poison and disease - which is truly important in the Gardens of Zyn. They may not be as scholarly or as quick-witted as their moon elf kindred, but they are stronger and possess a far greater vitality... which makes it odd that they live such short lives by comparison.


What few know is that the typical sun elf, assuming she does not fall in battle or when on the hunt, will probably expire around the age of 300; all elves may retain their youthful appearance and fecundity throughout their lives, but their vitality does ebb away as they age, and no sun elf, even the most respected and sheltered Crone, has ever lived past her 600th year. In comparison, the moon elves easily live 600 to 1200 years, double the length of their jungle-dwelling cousins. When questioned on the matter, both races tend to brush it aside; moon elves with the philosophical attitude that "the race that burns twice as bright burns half as long", sun elves with the contemptuous statement that what moon elves do is less "live" and more "prolong their deaths".


Sages of the Republic have formed the opinion that this may be due to some inherent imperfection in the elixirs that transformed the sun elves into what they are now, which seems a logical argument, but the truth will probably never be known.




Psychology:
The study of sun elf psychology is a facinating one, to those who concern themselves with such things, for like the jungles they call home, these elves are a contradictory race. Savage and yet civilized, warlike and yet loving, beautiful and yet deadly. More than anything, they exemplify the great difficulty of such studies; how does one define the impact of nature vs. nurture?


After all, is the legendary sun elf savagery merely a feral rage, or is it born of their cultural praise for war and acceptance of death, or does the answer lie between the two? Questions like these occupy the minds of many gray-haired sages throughout the Republic.


So, one must always remember that whilst sun elves exhibit certain characteristics, every sun elf is an individual in her own right, and how she thinks, feels and behaves is her matter alone.


Sun elves are a bold and fearless race, who live by the ideologies "eat, drink and make merry, for tomorrow we may die", and "death comes for us all; be not afraid". But they are not as a rule, rash, impulsive or suicidal. Sun elves are taught to be brave, but also to not be foolish; the hunter that charges into the herd and scatters it, or who runs blindly into danger, earns only shame - not glory.


They are a proud race, culturally fixated on glory, and most relish the chance to boast of their deeds, in order to highlight their achievements. But they are not chattering idiots, and even the most braggadocios sun elf can move with shadow-like silence when stealth is of the essence. Likewise, although they seek glory, that does not mean they will leap into harm's way without a second thought, or deliberately cripple their ability to fight.


And sun elves do love to fight. They do not back down readily when challenged, and it is custom amongst their people to settle things physically and call it done - two elves who have a dispute will fight it out right there and then, either wrestling or using daggers, with the victor having the right of it and the loser graciously accepting her defeat. Thanks to their race's mastery of medicine, sun elf fights can get quite bloody, but end with two living elves bearing at most tasteful scars of their battle.


If there is one thing that sun elves are known for, though, it's their loyalty. Sun elves fight for individual glory, but will die for each other. All sun elves are sisters in the same tribe and cousins to the rest of their race, and as family, know that they can count on each other to support them, and to never allow the quest for glory to interfere with that bond.


Fearless, but not foolish, assertive but not overbearing, aggressive but not bloodthirsty, loyal and true and never jealous; that is the epitome of the sun elf. At least... such are the ideals that sun elves try to live up to. Not every individual succeeds in every single facet, but that doesn't mean they don't strive for perfection.




Culture:
The Sun Elves are a fundamentally tribal people; whilst the various city-states will cooperate against external threats, they are a people that glorify war and feats of strength, valor and skill, and so regularly do battle with each other when the forces of the external world give them no common enemy to unite against. That said, such fights are more for show and pomp than lethal duels to the death - but they are serious enough to hone their skills for when the Flower War gives way to the Blood War.


All sun elf tribes are ultimately a rough caste system, dividing the population into three groups; Maiden, Mother or Crone. However, their social system is also meritocratic, meaning that they move up the ranks - or at least have the potential to do so.


Maidens are the youth of the tribe, those who have not yet managed to earn a true niche in the settlement as a whole. They are not allowed to own their own properties, or to have a say in the leadership of the running of the tribe. Their primary purpose is to learn and grow; they serve the tribe mostly as a pool of unskilled labor, training in all of the different roles that the tribe has need of - builder, farmer, warrior, hunter, healer, lorekeeper, etc - until they finally find the role they wish to pursue and distinguish themselves. Then they are promoted to Mother, leaving the barracks-creche behind and taking on a role as a skilled adult member of the tribe.


The Mothers are the majority of the tribe; those sun elves who have come of age and distinguished themselves by proving they can successfully contribute to the survival of the tribe. They are the skilled laborers, the backbone of society. They live in their own houses, they voice their concern to the Crones, they keep the tribe running through the endless string of days. Although the hunters and warriors (who are often one and the same) are seen as the most glamorous, sun elves know that all of the roles needed by their society are vital, and champion none by denigrating others. For most sun elves, they will take the rank of Mother and climb no further, settling for a well-lived life.


The Crones are the elite of the tribe; the special few, the 1%, its unmatched leaders and experts. Queens, archmages, generals, master architects, only the most exceptional sun elves ever attain this title. They are the few and the proud, the most cherished champions of their people. For small tribes, only the one Crone - the queen - will exist, but larger tribes may have several. Still, though their political influence is great, they are always the least common caste, and most tribes will have a ruling council dominated by Mothers, ensuring the Crones never have unmatched power.


As a people, the sun elves are a weird mixture of hunter-gatherer and agrarian. Most build permanent settlements, although individuals may choose a nomadic pseudo-hermit's life in the jungle, and they cultivate extensive gardens of plants for food, medicinal and alchemic purposes. But most of their meat is obtained through hunting, which emphasizes the importance of the hunter in their culture.


Sun elf culture is seen by some as "primitive" or "archaic", because as a people they apply on a mixture of muscle-power and sorcery to achieve their tasks, rather than the more pseudo-technological structures used by human culture. Sun elves live in trees shaped to become living homes by magic, and tend fields by hand, rather than using the enchanted tools wielded in the republic.


In fact, sun elves are not particularly adept at creating enchanted items at all. That skill has been all but lost to them over the generations, a result of their origins and their surroundings - even their metal-working abilities are limited, and mostly restricted to the relatively available and malleable mediums of copper, bronze and gold. Their forte in the arts of physical arcana lie in the field of alchemy - specially, alchemic botany. Rather than fashion heavy metal armor (which would just cook them anyway), sun elves instead produce tattoos made from magical ink, which instead grant them protection against various forms of attack.


It helps, of course, that the Gardens of Zyn are abundant in certain arcane forms of stone, wood, ivory and bone, which can make perfectly serviceable weaponry even when pitted against the steel of other races.


Sun elf theology is a strange, piecemeal affair that has grown over the years. It is, at its foundation, based on the worship of the Sun as a mother-goddess and appeasement of the Moon as her sinister sister/lover. From their union sprang the Great Spirits, beings who are responsible for the various aspects of the world around them. To this motley pantheon are added ancestor-spirits and totem beasts, creating a surprisingly large and deep theology. Sun elf priests are an equally motley lot, with different kinds of caster representing different gods. Pyromancer and divine soul sorcerers, celestial warlocks and clerics of the Forge, Life, Light and Trickery are all equals in the eyes of being god-speakers of the sun elves.


These elves associate glory with prowess; feats of strength, fitness, courage and wits are all prized as the highest of virtues by the sun elves. Indeed, attaining glory is essential to reproducing, as is covered in greater detail below.


The ethos of the sun elves can perhaps best be summarized as "work hard, play hard". They are a vibrant, passionate race who relish displays of physical prowess. They readily celebrate, and some foreigners consider them a hedonistic people; they will seize any opportunity to praise the gaining of glory or earn more glory for themselves. They play many kinds of sports, often based on running, jumping, climbing, swimming, wrestling, and the use of spear and arrow, and such competitions are practically sacred. Many revels feature sports, or are held to celebrate victory after sports.


Once per decade, in fact, all sun elves gather for the Great Games, a chance for every tribe to put forth their greatest to challenge each other in sports. These Great Games honor the Sun Goddess and the founding of their people, and great glory can be earned through participation in them.




Reproduction:
The details of sun elven reproduction are strange indeed, sufficient to warrant a longer examination.


Most have heard the story that the sun elves do not need men, but instead sup a precious elixir made from the legendary Golden Sun Orchid. And, in fact, this is true. But it's only telling a fragment of the whole story.


It is probable that nobody will ever know what went through the minds of those poor lost elfin maidens in the ancient days when the first generations of sun elf were born. But what is clear, if shrouded in mist, is that they realized that to encourage rampant, thoughtless breeding would devastate the jungles and, in short order, spell doom to the elves. So, those ancient elves passed on warnings to control and regulate the use of the Kindling Elixir, that precious syrupy serum that the sun elves use to breed. As myth replaced history and the jungle took the elves to its heart, those teachings changed, mutated, and became inextricably intertwined with the new meritocratic social systems of the sun elves.


In short, access to the Kindling Elixir is not a right, but a privilege. It must be earned.


This, then, underpins the caste system - especially its naming structure. A Maiden is too young, to untrustworthy, too green to handle the responsibility of supping the Kindling Elixir. Only when they prove themselves worthy, of having the maturity to handle such a responsibility and the strength that their daughters will benefit the tribe, are they allowed to drink. Thusly, all sun elf Mothers are mothers in truth; it is only after they have given birth to their first daughter(s) that they leave the creche and move into their new home, their growing belly serving a reminder to their unchosen sisters and cousins the rewards that glory takes.


But even once a sun elf has become a Mother, that does not mean she has free access to the Kindling Elixir. Glory is so valuable in sun elf society because Glory determines further access to the Elixir. Every great deed that a sun elf accomplishes allows her the right to take another draught of that precious fluid, and bring forth more children to sustain the tribe.


But... not every Mother earns the Glory to do so. Some choose to hold their draughts in abeyance, and may end up slain before they can claim their prizes. Others simply don't feel interested in bearing more than their initial daughter. Thus, the Crones.


The Crones are the elite of a tribe, the champions of champions, those whose value is inescapable; by the logic that gave rise to their practice of controlling access to the Kindling Elixir, such she-elves are clearly superior specimens and thus valuable breeding stock. Crones therefore have unrestricted access to the Elixir, and may become pregnant whenever they wish.


Indeed, for tribe queens, it is actually encouraged that they become pregnant as often as possible, especially when the tribe needs to replenish its numbers. Fortunately, the magical mature of the elves matched with plain common sense keeps these queens healthy, whilst the hazards of the jungle and war play their own part in managing sun elf populations.


When it comes to the... mechanics of reproduction, things are fairly simple. At its base, the Kindling Elixir instantly impregnates any woman who drinks it with a clone-daughter, but the sun elves have learned to modify the mixture; by adding blood from one or more other individuals, the children born from a given draught of Kindling Elixir will be genetic hybrids of the mother and the blood's donor(s). This helps ensure greater genetic diversity amongst the sun elves, as it provides randomized offspring rather than an endless generation of clones. Furthermore, this aspect has had its own effect on sun elf culture - whilst only a worthy sun elf may trade their glory for the right to a draught of the elixir, they may freely invite others to share their blood and "father" her daughters. This is a great honor, and is used to strengthen bonds, show trust, highlight friendship, or even seal alliances - it is pretty much the norm, when queens broker a deal, for one or both to offer blood to produce a daughter who will symbolize that pact. Likewise, the queen's personal guard are often the fathers of her daughters, to heighten their desire to protect her.


One strange side effect of the elixir is its sheer potency: almost a quarter of sun elven pregnancies are twins or triplets, although the births of quadruplets or even more are not terribly uncommon. Fortunately for sun elves, their innate robustness allows them to cope incredibly well with the strain of such broods, which are seen as a blessing from the gods - the more daughters born in a litter, the more blessed the mother is. Still, it's one of the reasons why sun elves are so strict about restricting access to the elixir to all but those who have proven themselves of great value to the tribe.


Traditionally, sun elf mothers raise their daughters until the age of five, whereupon they are sent to the tribe's creche to begin their schooling as Maidens - in time, these young ones who survive (for the jungle is harsh, and many young elves succumb to its dangers as they grow) will go on to become Mothers in turn.


Since the salacious invariably turn their minds to such matters, a brief divergence; as an all-female race for whom sex and reproduction are not linked, sun elven sexual mores are alien to humans, and contribute to the race's perception as being deviant and hedonistic. Homosexual congress is normal, indeed considered a healthy bonding activity between sun elves, and they have no taboos about incest - either sexually or reproductively.
 

Bitbrain

Lost in Dark Sun
^can I borrow some of this?
I'm running a homebrew setting for my dad, and a lot of this would fit into it very well.
 

QuietBrowser

First Post
^can I borrow some of this?
I'm running a homebrew setting for my dad, and a lot of this would fit into it very well.
What'd you want to borrow? But sure, go ahead; that's part of the reason I'm putting this together online is so folks can crib from it for themselves.

I might do another such writeup when it's not midnight of the 25th. Any requests, my good readers?
 

QuietBrowser

First Post
So, I figured for today's work, I'd approach races from a different angle. We're all pretty up to date on the "big" races; Humans, Gnomes, Elves, Hobgoblins, Ratfolk, Haffuns, Hutaakans, Gnolls, Deathtouched. So, I thought I'd go on a basic run-down of "little" races - those races which aren't major players on the world stage and may, in fact, be restricted to one relatively small part of the world. These are all very much Work In Progress ideas, so I really want to talk about these and hammer out if they are or are not solid ideas to build from.... then I realized, apart from the goliaths (see below), I don't actually have any really solid ideas for such races.

Goliaths: Standard D&D 4e appearance, but fluff-wise, these guys are closer to Conan's Cimmerians - they are the last civilised remnants of a fallen empire, variously believed to come from either the mysterious lands said to lie north of the World End Mountains or in the Peninsula of Mu. Noble, proud and warlike, they cherish martial prowess and determination, but are honorable, not bloodthirsty raiders. Heavy presence in Bitterland and the other mountainous regions of the Republic. Nobody's sure if the Ogres they (vaguely) resemble (which follow Golarion fluff) are the horribly degenerate mutant kin of the goliaths or a slave race that overthrew them and then self-destructed. One possible candidate for the creators of the Netherstorm.

So, maybe you folks are willing to talk about that with me?

That said, there are two races I want to talk about; Tondi and "Totemkin".

Tondi are a thri-kreen subrace that few people remember existed. Created in "Thri-Kreen of Athas", they are an all-female species of Orchid Mantisfolk, brilliantly colored and flamboyant-looking creatures that are adapted to mimic flowers (or outcroppings of rock crystal, in Athas), and whilst there was never much lore given on them in the books, I really they could fit well into the Garden of Zyn as a "little" race. But... I don't know what to do with them.

Totemkin, meanwhile, were born out of the Sun Elves. It makes sense that a race that both worships animal totems AND has no taboos about alchemical augmentation would, eventually, try and emulate their totems by physically becoming more like them. But, even if it makes sense... I still see two huge problems with this. Ironically, the "how are you supposed to be a level 1 Totemkin character?" query is the lesser of the two. The greater, in my worried eyes, is that this looks an awful lot like fetish fuel. I mean, I won't deny that I like the idea of playing a centaur or a lamia - heck, the Lillend got a racial writeup in 3.5 for a reason - but, still, given they're tied into the Sun Elves, that basically makes them monstergirls. And this is a serious(ish) setting - I don't expect it to be all doom 'n' gloom, but it's not supposed to be for ERPing by default! ...I don't know, I may just be overthinking things...

Anyone got any opinions they wanna share?
 

QuietBrowser

First Post
So, I was reading a review of Warhammer Fantasy Roleplay 2nd Edition's Tome of Corruption sourcebook, and it reminded me of this setting. This is something taht's been bugging me for a while, although I had pushed it away for a time.

Way back on the 1st page, I listed two of the... "design statements" for this setting as "Weird Fantasy" and "Gray vs. Grey". I also mentioned that Warhammer Fantasy was one of the things that inspired me to make this setting in the first place. Well, there is one little detail I didn't mention... a sort of mental movie, I guess, that was part of my initial vision of this world.

A peaceful village of halfling(-equivalents) are scrabbling what defenses they can, because they know a terrible threat is coming - bandits, a hobgoblin slaving party, mercenaries, whatever. It's a force of superior fighters, and they're probably not going to survive - but then, out of the woods, comes a figure. The halflings draw back in fear; faceless and imposing in baroque armor, adorned with symbols indicating a worshipper of the setting's equivalent to Khorne, this stranger could probably wipe them out himself if he wanted. But he says nothing to them, doesn't even look at them, just marches past them and plants himself on the road leading into town, right in the way of the raiders. And when they show up, he stands in their way, one man taking on many foes. And with the powers of his dark patron, he breaks them; the road runs red with blood as he hews limbs and cuts down any who dare to try and make it past him, until the survivors turn and flee. Not a single halfling has been harmed. And when one brave halfling dares to approach him and ask "why?", they receive a single, simple answer: "Because you needed me." Then he turns and walks away. The village watches him go. And then they go back to their normal lives, everything back to the way it was except in one small way: at the center of the village, there is now a small shrine, commemorating the battle that was won that day. And the halflings still give thanks for the dark wanderer who came forth in their time of need.

Chaos has always been one of the more fascinating aspects of the Warhammer World to me. But, more so the older lore for Chaos, when it was more Chaotic Neutral than Chaotic Evil. Maybe I'm not even remembering it accurately. But still, I'm well aware of the fact that modern Chaos has its flaws.

Hell, really, that could be said of all of Warhammer's "villain" factions. Orcs & Goblins are basically 80s cartoon mooks, but they get the love they do because they're so stupid they're funny; the setting doesn't try to present them as that serious a threat, it just lets them be so oafish and so happily evil that they're entertaining. But the rest? Dark Elves are arrogant, hubristic, know-it-all, self-righteous jerkbags - but the problem is, so are the High & Wood Elves. The same "dark fantasy" brush already applied to the other elven factions strips Dark Elves of anything particularly unique - they're literally just "all the flaws, none of the redeeming facets" versions of the High Elves. They actually even shallower than Drow! There's literally no greater depth to them then being a bunch of Berkshire Hunts. Skaven are basically knock-off beastmen defined entirely by being such backstabbing, treacherous little fleabags that Starscream himself would turn up his nose at their inability to work together.

And then... we got to Chaos. As that review points out, Chaos really fumbles the ball a lot. Khorne's got absolutely no depth to him, Slaanesh and Tzeentch are badly written, and Chaos in general is presented as a huge case of "own goal", where the risks vastly outweigh the rewards. It really puts its argument much more eloquently than I could, so I'll just link it:
http://projects.inklesspen.com/fatal-and-friends/night10194/warhammer-fantasy-tome-of-corruption/

Now, you're probably wondering why I'm bringing this up. I'm starting to wonder too, so don't feel alone.

Basically... what I'm wondering is: should I try and include some equivalent to the Dark Gods of Chaos in my setting? Amoral, but not necessarily immoral, fiend-gods who offer power that can damn the weak but empower the strong?

It's a theme that I'm technically touching upon with the Hutaakans already. And the Gnolls. But... I don't know. At the least, these "Dark Gods" would be an alternative to the more squeaky-clean deities I created a few pages back - akin to the non-villainous options for Vecna, Bane and Tiamat worshippers presented in 4th edition. I just... I don't know if it's a good idea or not.


On a semi-related topic, I'm worried about my racial list. Namely, I'm worried there actually isn't enough "foreign" races. The Known World is as fleshed out as the Sword Coast or Khorvaire got - Humans, Haffuns, Cog & Wild Gnomes, Moon Elves, Ratfolk, Hobgoblins, Deathtouched, Goliaths, and Minotaurs if I can just wrap my head around them. But then... there's the races from off-shore. What options are players supposed to have if DMs want to play native campaigns for the Dark Continent (Hutaakans & Gnolls)? Or the Gardens of Zyn (Sun Elves)? Or the Isle of Catastrophe or the Hordelands (Ratfolk, hobgoblins)?

Not every race is going to be a big "world power". But, still, there should be options. I mean, look at Eberron; you had every single one of the PHB races, plus changelings, warforged, shifters, and kalashtar, plus orcs, goblinoids, gnolls and ogres if you wanted to go to Droaam. Or Dark Sun; humans, elves, dwarves, halflings, half-elves, half-giants, muls and thri-kreen in the classic setup, with aarakocra and pterrans in the revised campaign, dray in that one adventure module, and elans & maenads in the 3e update.

Still... I really don't have a solid idea of what races to play around with. The Known World feels pretty solid in terms of race and outline; I really want to move onto one of the other continents and give it a similar treatment. Hm... maybe it'd help me find more racial places if I just picked a continent and started fleshing it out?
 

Bitbrain

Lost in Dark Sun
My 2 cents:

On the Tondi, I really think that you don't need to really do much with them.
Simply allow them to exist in the Gardens. Perhaps have the Sun Elves warn adventurers blundering through their home environment to watch out for the Tondi, as the mantisfolk (while not necessarily hostile or aggressive) are carnivores and see nothing wrong with eating humanoids.
Even if you decide you don't want the Tondi to be predators to that extent, I'm thinking that (if nothing else) there should at least be a perception that they are territorial flesh-eaters, and that the sun elves tread carefully around the Tondi.

As for the Totemkin not becoming "monster girls", my solution might not be how you would imagine it to work, but here goes.

EXAMPLE
Sun elf alchemists of a clan/tribe that revered some kind of carnivorous lizard created a transformative serum that would turn them into something like a "werelizard". Said potion was basically a permanent "polyjuice" potion.
That first generation of lizardfolk drank of the impregnation potion and laid eggs. Then, following an instinctual urge, they buried the eggs, just like the lizards they had partially transformed into would have done.
And when the eggs hatched, due to the way that surrounding temperatures can affect the gender of unhatched reptiles, some of the hatchlings were discovered to be male.
Since then, the Lizardfolk have emerged and proliferated as a new species, and while their society might be called "primitive", even possibly "atavistic" by some, it is nevertheless a functional and flourishing society now distinct from their Sun Elf progenitors.

I would think that other sun elf clans/tribes (which would revere other totemic creatures) would then tweak the experiment to better suit their own interests.
 
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QuietBrowser

First Post
My 2 cents:

On the Tondi, I really think that you don't need to really do much with them.
Simply allow them to exist in the Gardens. Perhaps have the Sun Elves warn adventurers blundering through their home environment to watch out for the Tondi, as the mantisfolk (while not necessarily hostile or aggressive) are carnivores and see nothing wrong with eating humanoids.
Even if you decide you don't want the Tondi to be predators to that extent, I'm thinking that (if nothing else) there should at least be a perception that they are territorial flesh-eaters, and that the sun elves tread carefully around the Tondi.

As for the Totemkin not becoming "monster girls", my solution might not be how you would imagine it to work, but here goes.

EXAMPLE
Sun elf alchemists of a clan/tribe that revered some kind of carnivorous lizard created a transformative serum that would turn them into something like a "werelizard". Said potion was basically a permanent "polyjuice" potion.
That first generation of lizardfolk drank of the impregnation potion and laid eggs. Then, following an instinctual urge, they buried the eggs, just like the lizards they had partially transformed into would have done.
And when the eggs hatched, due to the way that surrounding temperatures can affect the gender of unhatched reptiles, some of the hatchlings were discovered to be male.
Since then, the Lizardfolk have emerged and proliferated as a new species, and while their society might be called "primitive", even possibly "atavistic" by some, it is nevertheless a functional and flourishing society now distinct from their Sun Elf progenitors.

I would think that other sun elf clans/tribes (which would revere other totemic creatures) would then tweak the experiment to better suit their own interests.

Hmm... I appreciate the thoughts, but, still, that kind of undercuts the connection to the Sun Elves, I think. Maybe is just best to leave the Totemkin out. I don't know, I'm hoping some more readers will comment on my last couple of posts.
 

QuietBrowser

First Post
So... an odd topic, but one that's of interest to me. I mean, we've always had the half-elf and half-orc because of Tolkien, but it bugs me that we've never been allowed to have canonical half-dwarves or half-gnomes in "mainstream" D&D.

Why is this a thing? In the mundane world around you, readers, xenophilia is an extremely common fetish. It is, in a way, one of humanity's oldest fetishes, with Stone Age cave paintings depicting acts of zoophilia, DNA testing proving the existence of Homo Neanderthalis genes within our predominantly Homo Cro-Magnon ancestry, and, of course, the thriving internet repositories for anthropmorphic erotica. And this is in a world where the only real outlet for xenophilia is "human with different skin color".

So... imagine what would happen in a world with multiple sapient races, all built to roughly the same basic body-structure...


Children of Two Worlds: Hybrid Races
The subject of hybrid races, those beings born of the interbreeding of two seperate races, is one that puzzles and confounds many sages. After all, horses do not lay with cattle and produce children. But, most don't even think twice about it, instead chalking it up as the blessing of the god of love - after all, if love should bring together two people of different races, then why would the gods not bless such a couple by allowing them to experience the same joys that couples of the same race can experience?

Truth be told, whilst virtually any humanoid race can interbreed with the other, the vast majority of unions do not produce what the denizens of this world consider "true" hybrids. Most unions will produce children who take after one species or the other, most frequently that of the mother (90% chance), with secondary traits reminiscent of their other parent, such as coloration. This is particularly true of breeding between "humankin" and "beastfolk".

"True" hybrids are born to only a select few racial pairings, and produce beings who are visibly distinct in their hybridized nature. The most well-known examples of these are Half-Gnomes (human/gnome), Half-Elves (human/elf), and Hoprats (haffun/ratfolk).

True hybrids are, themselves, true-breeding; they can freely interbreed with themselves and either parent-race. Hybridization does not "breed out"; a half-gnome line will never stop being functionally half-gnome, no matter how many generations of human interbreeding is done.
 

QuietBrowser

First Post
So, yeah, the last post was actually cut-short because I overestimated how much energy I had when I started writing it. I really want to discuss the range of halfbreed races in this setting some more.

But, in an update, I've been doing some thinking about the possible position of the Tondi in this world. I'm seeing these Orchid Mantis-folk as being loosely Xixchil-inspired. They evolved independently amongst the more magical regions of the Gardens of Zyn, gifted with psionics but inherently antisocial, for they needed neither mate nor civilization to survive. However, their exposure to the Sun Elves changed them; from the Elves, they learned the benefits of harmony and team-work, and are trying to change themselves to emulate the tribal structure of their neighbors. It helped, of course, that the Sun Elves inadvertently saved the Tondi from extinction when some force threatened their homeland.

Does this make sense to you guys?

And, as a bonus, here's a relatively final writeup of the Haffun Gods. I've literally never done anything like this before, so any feedback at all is crucial.

Nanna Auda: The Grandmother, The Green Rabbit, The Black Hare, Momo of All Things, Lifebringer, Great Crone
Holy Symbol: An overflowing cornucopia
Dogma: Celebrate the life you have been given and be grateful for what you have, respect the peace of the dead, listen well to the wise, cherish the days you are given, and fear not death.


Worshipped and cherished as the eldest and wisest of the haffun pantheon, even if Jorunn is seen as the pantheon's leader in the modern era, Auda is the Goddess of the Earth, Nature, and the Circle of Life who sees to it that fields and wombs prove fruitful and shepherds the spirits of the dead to their rest and eventual rebirth.


Her priests serve haffun communities as midwives, matchmakers, gravediggers and wise women, whose advice ensures the productivity of crops and livestock and that the people respect what they have been given.


Most of Auda's priests are female; males who hear her call are a rarity, and are almost always adventurers or nomadic wise-men, in contrast to the more sedentary priestesses. Male priests of Auda are sometimes known as "Seedsowers", for their traditional role involves planting seeds for trees or shrubs as they travel.


Adventuring priests of Auda mostly do so to benefit their home community in some way, or to battle those that despoil nature or practice necromancy. Hobgoblins, with their pollutive devices and willingness to practice scorched earth tactics, are common enemies of Auda's priests.


Auda is typically depicted as an older, amply curved but still attractive female haffun. She possesses long, flowing green hair and may be portrayed as being green or wheat-gold colored on one side of her body and black on the other, a reference to her governance of both birth and death.


Priests of Auda have access to the Domains of Grave, Life and Nature.




Grampy Oddr: The Grandfather, the Wind Shepherd, the Dreamkeeper, the Eyes of Light
Holy Symbol: A sun overlaid by a crescent moon
Dogma: Never lose hope or faith, for every force in the world ebbs and flows. The heavens look down on all things without favor. Freedom is the right of all. Think before you do.


The elder patriarch of the haffun pantheon, Oddr is the God of the Heavens, Freedom and Contemplation. Lord of the sun and moon, shepherd of the stars and winds, Oddr gifts the world with day, night, weather, dreams and wisdom.


Priests devoted to Oddr serve their communities in two ways; through attempts to observe and predict (and gently coax) the weather and through the role of judicators. As Oddr's teachings call for the faithful to think before they act and to value the freedom of others, Oddr's priests serve as judges or sheriffs to haffun communities, seeking to pass decisions on the acts of criminals and to ensure fair restitution is provided.


Adventuring priests of Oddr are often serving their god in an abstract way, walking the world in pursuit of wisdom rather than following any direct divine mandate. They do have a strong antipathy for the slavery-based cultures of both the hobgoblins of the east and the hutaakans of the west, and have been known to travel the vast distances to try and interfere with these cultures.


Oddr himself is usually depicted as a calm-featured, sleepy looking older male haffun, whose long ears drape down his back like a cloak. Some depictions may show him either with wings or with ears that are so large they can function as wings. He often carries either a shepherd's crook, a sack, or both, and has one eye painted brilliant gold and the other pale silver.


Priests of Oddr have access to the Domains of Knowledge and Light.




Sweet Jorunn: The Mamma o' Mammas, The Mother, The Lady, The Tiller of Souls
Holy Symbol: A rainbow-colored fireball forming a clockwise spiral
Dogma: Work with others to achieve your goals, for community and order are always stronger than the disjointed efforts of lone individuals. Tame the wilderness to make it fit for habitation and defend the lights of civilization against the encroaching darkness. Respect your family, for they are the greatest gift the gods can give you. Protect the young, for they are the future.


The matriarch of the haffun pantheon, Jorunn is the most important deity of them all, for her portfolio covers those things most important to the haffun race; she is the Goddess of Fertility, Civilization and Family, the great teacher who raised the haffuns above animals and who works with her own mother, Auda, to ensure that fields, livestock and haffuns alike thrive and flourish.


The priests of Jorunn are essential to their communities. They are lawmakers, leaders, and healers, tending to the physical and spiritual well-being of their family. Their roles often overlap with those of the priests of Auda and Oddr, who are more common in isolated or small settlements, whereas Jorunn's priests favor the larger settlements. They officiate over weddings, bless births, heal the sick, approve and organize building and expansion, settle minor disputes, and educate the young. Few haffuns indeed would seek to build a new barn or start a new field without first seeking the counsel of the priests of Jorunn, and they specialize in managing the festivals that help unite their communities.


Jorunn is also one of the two gods associated with arcane magic in haffun society. Agni created it, but Jorunn tamed it and made it accessible. She is thusly the primary goddess of haffun wizards and artificers.


Adventuring clerics of Jorunn are a rarity, and usually are either pilgrims who wish to learn the secrets of other civilizations, extant or extinct, in order to help the haffun race grow stronger, or else they are warrior-diplomats working to both protect the haffun race from external threats and to strengthen its internal bonds.


Jorunn is always depicted as a beautiful female haffun with exaggerated feminine curves, and usually heavily pregnant to boot. She is typically depicted carrying a book, which is often chained to her hip, and/or surrounded by haffun children.


Of all the haffun gods, Jorunn's faith is the most gender-segregated; its ranks are almost exclusively female, and though the rare male haffuns who feel the calling to serve Jorunn are welcomed, they will always stand out, and in some more isolated settlements may find their credentials disbelieved.


Priests of Jorunn have access to the Domains of Knowledge, Life, Arcane and Forge.




Agni: Rattlebones, the Horned Rabbit, Mr. Too-Clever, the Trickster, the Father
Holy Symbol: Two deer antlers with a many-colored flame burning between
Dogma: Follow your passions, wherever they might lead you. A clever trick or a well-chosen word can do more than a strong arm. Life is meant for living, so eat, drink and make merry. Love should conquer all things - but sometimes it needs a hand. There's always something worth seeing beyond the next horizon. Never forgive those who despoil beauty, harm love, or hurt your kin. Fortune favors the bold.


A well-meaning but oft foolish rascal, Agni is regarded with great affection and equal parts amusement by his people, although the more serious-minded often roll their eyes at his antics. A classic trickster deity, Agni is a lazy hedonist who frequently gets himself into trouble, but always comes through in the end.


As a many-faceted deity, this God of Chaos, Deceit and Passion has different groups of worshippers within the haffun race.


His most socially acceptable priests are those who focus on his portfolio of luck, whimsy, revelry and love; these faithful grant blessings to those who seek to find love, counsel couples who are having marital difficulties, educate the youth on the topics of pleasure and love, grant blessings for those seeking good fortune, and throw festivals. Many of these Agni-priests are barkeeps, brewers or chefs, and it is customary even for laypersons to offer prayers to Agni when preparing food.


In comparison, his trickster priests are less welcomed. Whilst they often useful, serving as entertainers, they are also distrusted by the more serious-minded, and have a reputation for being trouble-makers.


Agni is one of the two haffun gods associated with magic. Specifically, Agni is associated with wild magic, having created the raw, untamed forces of elemental magic - thusly, he is the patron of haffun sorcerers, in contrast to his wife.


Adventuring priests of Agni are the most common of the haffun clerics, seeing as how adventuring and travel are some of Agni's portfolio. Most have no particular divine mandate, beyond their god's general encouragement to see the world and have fun. However, Agni also has a vengeful streak, and adventuring priests of Agni are thusly often seeking retribution for wrongs done to their people, either abstractly or because of personal motivation.


As with Auda and Jorunn, Agni priests are typically gender-segregated. The majority of his priests are male; whilst female Agni priestesses are more common than male priests of Auda and Jorunn, they still are an uncommon sight, and are often the subject of unfair assumptions about their nature.


Agni is depicted as a handsome male haffun with a whimsical grin and two impressive stag-like antlers growing from his skull. Of all the haffun gods, he most obviously marks those who have caught his whimsical attention; "Agni-kissed" haffuns likewise grow antlers and show a marked relationship with fortune - whilst not all such haffuns become priests of Agni, it is unheard of for an Agni priest to lack these antlers.


Priests of Agni have access to the Trickery, Arcane and Life Domains. Many "priests" are actually not clerics, but instead Bards (Colleges of Glamour & Blades) and Sorcerers (Wild Magic, Divine Soul or Luckbender), with a smattering of Arcane Trickster and Holy Trickster Rogues.




Thund'rin' Torunn: The Hellion, the Thunderer, Stormrider, Beast-Wrassler
Holy Symbol: A many-forked, claw-like lightning bolt
Dogma: Be bold and seize what you want in life. Never admit defeat whilst you can still fight. The world belongs to the fierce, so be the fiercest that you can.


The wildest and least-liked of the haffun pantheon, Torunn is less worshipped and more appeased, for she is a fickle, destructive and vainglorious goddess, who drives her mother Jorunn nuts and tests the patience of even her legendarily laid back father, Agni. The closest thing to an evil deity in the haffun pantheon, Torunn claims dominion over those forces that haffuns fear; she is the Goddess of Storms, Beasts and Fury, embodying the violent and chaotic aspects of the world around her.


This lack of interest influences her priesthood; unlike the others in her pantheon, Torunn's priests have no official place in society. They are usually perceived as troublemakers, bullies and thugs; useful when the town is attacked by bandits or some monster from the Grassy Sea, but otherwise just in the way. At most, layfolk will offer a brief prayer to Torunn before attempting some feat of strength or after successfully wrangling livestock - it is the ranchers and hunters of haffun society who come the closest to being her faithful.


In fact, Torunn is more often cursed at than called upon, for most haffuns, as she is believed to take a self-centered delight in the chaos that ensues when one of the deadly storms ravages the plains or people are roused to battle. They often use colorful and cacophonic fireworks during celebrations, in an attempt to appease (or at least distract) the volatile goddess.


Thusly, most priests or devotees of Torunn are adventurers by default, traveling the world to relish in testing their strength against whatever gets in their way, hard-fighting, hard-playing, hard-drinking, hard-cursing souls who throw themselves into battle with a smile on their lips and a song in their heart.


Torunn is depicted as an attractive but feral female haffun, with dark gray fur streaked with lightning-bolt white markings, fang-like teeth, burning eyes and clawed fingers & toes. She invariably carries a dual-headed axe-hammer and a lariat, though in recent years it has become more and more popular to depict her with one or more deathcrackers (pistols), as its believed she smiles on these imitations of her beloved thunderbolts.


Priests of Torunn have access to the Domains of Tempest, War, Nature and Strength. Her more martial priesthood is reflected by Storm Herald Barbarians.




Ragnhild: Everwatcher, Lady Stone, She With The Shield
Holy Symbol: A shield emblazoned with a flame in a circle.
Dogma: Protect the weak, liberate the oppressed. Be loyal, true and devoted to your kin and to your cause. Do not flinch in the execution of your duty, no matter what the consequence.


Relatively young in the pantheon of the haffuns, Ragnhild is a sister to Torunn, and has only recently come into favor amongst the haffuns. Goddess of Duty, Hearth and Protection, she is the patron of all who would stand up to defend their people, and is regarded as the beloved champion of their race in face of the many dangers facing them.


It is often held as fact that Ragnhild and Torunn despise each other, for the one is wild, chaotic and refuses to be tamed, whilst the other is stoic, loyal, and dutiful. It does not help matters that haffuns would rather pray to Ragnhild for the strength to protect their people than to Torunn to share her indiscriminate fury and pride.


Ragnhild's priests are the center for the haffun military, such as it is. They are the ones responsible for founding militias, ensuring the chains of command and the other sundries are established in their memberships, and lead their people in defense of their home. They also serve as the marshals who look over haffun settlements, subduing those who commit wrongs against the haffun race.


Adventuring priests of Ragnhild are less common than those of Torunn, and usually pursue either criminals who have committed wrongs against the haffun race, or seeking to grow in order to have the strength to better protect their people.


Ragnhild is depicted as a tall, strongly built female haffun warrior, carrying a huge shield and a spear.


Priests of Ragnhild have access to the Domains of War, Protection, Life and Solidarity.
 

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