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5e Homebrew Setting: Malebolge, Post-Apocalyptic Fantasy
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<blockquote data-quote="Chaosmancer" data-source="post: 6931778" data-attributes="member: 6801228"><p>First of all</p><p></p><p>Holy wowza, there is some really awesome stuff here man.</p><p></p><p>Secondly, don't be too discouraged with the lack of response. I was slowly doing my own homebrew stuff, and I don't think I've ever received any feedback ever, even from friends. Link here for shameless promotion and guilt <a href="http://www.enworld.org/forum/showthread.php?470819-Chaosmancer-Homebrew-The-World-of-Arista" target="_blank">http://www.enworld.org/forum/showthread.php?470819-Chaosmancer-Homebrew-The-World-of-Arista</a></p><p></p><p>Onto some of the things you asked about, and perhaps some you didn't</p><p></p><p></p><p><strong>Hermaphrodite Kobolds</strong>: These honestly sound really cool, I've never used kobolds in my games (I prefer goblins) but this lore as fallen dragons and having this weird biology is tempting. I would say, if you aren't going to use the lizard breasts, don't mention them. If they are simply there because you can, it isn't worth it, if you've got some rock-solid stuff (like the change in biology requires the movement of a bunch of mass, meaning the males end up bulkier but the females get the curves) try it, but it seems completely unnecessary and takes away from the coolness I already find in there. </p><p></p><p><strong>Ratfolk: </strong>Are really cool, just wanted to throw that out there, but I'm curious if you are homebrewing them or just using the Eberron unearthed arcana and taking the shifters.</p><p></p><p><strong>Guns</strong>: Ancient tech guns make perfect sense for the setting, but perhaps make them experimental or more like stationary cannons. I could see delving into a destroyed dwarven stronghold, finding a huge nasty beastie, and then trying to figure out how to work the experimental cannon to aid in the fight against something hunting the party.</p><p></p><p><strong>Bunnypeople: </strong>Hit or miss honestly, the idea of these eternal lich-wraiths running a society to destroy the world is amazingly cool, but most of people are going to laugh at the entire idea because they are bunnies. There will be no end to the jokes at the table. Maybe have them be some sort of corrupted elves, hit by some aftershock that altered them irrevocably into something unlike their original forms but still humanoid. Having them forced into a cycle of being reborn as Orks could be interesting, stuck inbodies that were a mockery of their former forms for all eternity, the only way to free themselves from this shame and torment is to make sure nothing is left alive so they can finally be free of this twisted hell of a world. </p><p></p><p><strong>Playable Races</strong>: So, it sounds like you want the majority of these races to be playable, but maybe consider either not having them all playable or having a subset of them available at the start of the game. Mostly because of flavor. Your players are going to inform how the race is perceived, if you really want to drive home how wierd and off-putting a culture of non-evil people is, consider making them all NPC's. The players are outsiders looking into this well of information, but they just don't understand everything they are seeing. It's what I did with the Yuan-Ti, because they have such a strange and off-putting religion in Arista that I didn't want a player trying to portray or explain, because that would take away from how uncomfortable I want it to be for the table. </p><p></p><p><strong>Druids</strong>: Tough one. I'd advocate cutting them entirely, unless someone insists on playing one. They are incredibly rare individuals perhaps, not a rote culture of knowledge and abilities but something that happened because of a confluence of events. My first thought as to what that could be is some sort of "solar flare" of the Worldsoul. You said in the Black Dawn paragraph that the WorldSoul was damaged, perhaps it is "bleeding" and that takes the form of spikes of magical energy, pure power that allows one magic never before seen, and the ability to phase your body into other forms, taking on the flesh of other creatures of the Worldsoul but maintaining your spirit. Definitely not common and maybe you'd want to talk to the player and hash out a unique backstory for how they came into this power, something other people just aren't going to get. </p><p></p><p></p><p><strong>Question:</strong> If you are planning on running this, how do you plan on driving home the sheer dangerous brutality of the landscape without TPKing the party or just toying with them? Ive had highy dangerous environments before, things many times worse than the standard, and I've never felt like I've been able to pin the feeling down quite right</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 6931778, member: 6801228"] First of all Holy wowza, there is some really awesome stuff here man. Secondly, don't be too discouraged with the lack of response. I was slowly doing my own homebrew stuff, and I don't think I've ever received any feedback ever, even from friends. Link here for shameless promotion and guilt [url]http://www.enworld.org/forum/showthread.php?470819-Chaosmancer-Homebrew-The-World-of-Arista[/url] Onto some of the things you asked about, and perhaps some you didn't [B]Hermaphrodite Kobolds[/B]: These honestly sound really cool, I've never used kobolds in my games (I prefer goblins) but this lore as fallen dragons and having this weird biology is tempting. I would say, if you aren't going to use the lizard breasts, don't mention them. If they are simply there because you can, it isn't worth it, if you've got some rock-solid stuff (like the change in biology requires the movement of a bunch of mass, meaning the males end up bulkier but the females get the curves) try it, but it seems completely unnecessary and takes away from the coolness I already find in there. [B]Ratfolk: [/B]Are really cool, just wanted to throw that out there, but I'm curious if you are homebrewing them or just using the Eberron unearthed arcana and taking the shifters. [B]Guns[/B]: Ancient tech guns make perfect sense for the setting, but perhaps make them experimental or more like stationary cannons. I could see delving into a destroyed dwarven stronghold, finding a huge nasty beastie, and then trying to figure out how to work the experimental cannon to aid in the fight against something hunting the party. [B]Bunnypeople: [/B]Hit or miss honestly, the idea of these eternal lich-wraiths running a society to destroy the world is amazingly cool, but most of people are going to laugh at the entire idea because they are bunnies. There will be no end to the jokes at the table. Maybe have them be some sort of corrupted elves, hit by some aftershock that altered them irrevocably into something unlike their original forms but still humanoid. Having them forced into a cycle of being reborn as Orks could be interesting, stuck inbodies that were a mockery of their former forms for all eternity, the only way to free themselves from this shame and torment is to make sure nothing is left alive so they can finally be free of this twisted hell of a world. [B]Playable Races[/B]: So, it sounds like you want the majority of these races to be playable, but maybe consider either not having them all playable or having a subset of them available at the start of the game. Mostly because of flavor. Your players are going to inform how the race is perceived, if you really want to drive home how wierd and off-putting a culture of non-evil people is, consider making them all NPC's. The players are outsiders looking into this well of information, but they just don't understand everything they are seeing. It's what I did with the Yuan-Ti, because they have such a strange and off-putting religion in Arista that I didn't want a player trying to portray or explain, because that would take away from how uncomfortable I want it to be for the table. [B]Druids[/B]: Tough one. I'd advocate cutting them entirely, unless someone insists on playing one. They are incredibly rare individuals perhaps, not a rote culture of knowledge and abilities but something that happened because of a confluence of events. My first thought as to what that could be is some sort of "solar flare" of the Worldsoul. You said in the Black Dawn paragraph that the WorldSoul was damaged, perhaps it is "bleeding" and that takes the form of spikes of magical energy, pure power that allows one magic never before seen, and the ability to phase your body into other forms, taking on the flesh of other creatures of the Worldsoul but maintaining your spirit. Definitely not common and maybe you'd want to talk to the player and hash out a unique backstory for how they came into this power, something other people just aren't going to get. [B]Question:[/B] If you are planning on running this, how do you plan on driving home the sheer dangerous brutality of the landscape without TPKing the party or just toying with them? Ive had highy dangerous environments before, things many times worse than the standard, and I've never felt like I've been able to pin the feeling down quite right [/QUOTE]
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