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。Nonhuman fantasy civilizations question
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<blockquote data-quote="Fluerdemal" data-source="post: 7527981" data-attributes="member: 6974618"><p>Back in the 1e days there were the "<race> Point of View" articles that are probably worth tracking down. That said, you could probably reskin the Dragon-Blooded from Exalted as Aaismar and the Abyssals as Tieflings if you wanted, that would give you some rich lore to draw on.</p><p></p><p>Similarly, it can easier sometimes to "collapse" several of the evil races into one race with multiple specializations. So in my game world goblins are goblins, snotlings (name/concept stolen from Games Workshop) as goblin young, hobgoblins that are experienced, senior goblins, redcaps that are the hobgoblin elite, and black goblins (aka bugbears) that are giant sterile mules that occur semi-regularly in goblin communities. Now I use one basic cultures for all the goblins instead of having to figure out a half-a-dozen different cultures for basically very similar races... This let me get rid of orcs and a bunch of other relatively generic evil humanoids as somewhat redundant and clean up the ecology of the setting.</p><p></p><p>D.</p></blockquote><p></p>
[QUOTE="Fluerdemal, post: 7527981, member: 6974618"] Back in the 1e days there were the "<race> Point of View" articles that are probably worth tracking down. That said, you could probably reskin the Dragon-Blooded from Exalted as Aaismar and the Abyssals as Tieflings if you wanted, that would give you some rich lore to draw on. Similarly, it can easier sometimes to "collapse" several of the evil races into one race with multiple specializations. So in my game world goblins are goblins, snotlings (name/concept stolen from Games Workshop) as goblin young, hobgoblins that are experienced, senior goblins, redcaps that are the hobgoblin elite, and black goblins (aka bugbears) that are giant sterile mules that occur semi-regularly in goblin communities. Now I use one basic cultures for all the goblins instead of having to figure out a half-a-dozen different cultures for basically very similar races... This let me get rid of orcs and a bunch of other relatively generic evil humanoids as somewhat redundant and clean up the ecology of the setting. D. [/QUOTE]
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