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<blockquote data-quote="The Grassy Gnoll" data-source="post: 8261840" data-attributes="member: 6788652"><p>Four non-core races only?</p><p>Hmm.</p><p><strong>Gnomes</strong> - representing the natural world; Fae nature based but somewhat mysterious - not to say capricious. None of this tinker gnomes garbaggio. Representing the element of <em>Earth</em>.</p><p><strong>Kenku</strong> - representing the element of <em>Air</em>. Their tragedy being, of course, their inability to fly. The skies are their ancestral home from which they are forever riven. <strong>Warforged</strong> - known as simply <em>Forged</em> - representing the fusion element of <em>Metal</em>. Remnants of technological advancements made by a forgotten race of artificers whose downfall caused a great cataclysm in the world. Essentially these now mythical beings were humans but humans are now legendary and only encountered as undead, of which there are many, cursed to wander the world eternally. Essentially these humans were cursed with immortality but also to age as normal, hence the whole undead thing. Humans are thus voiceless but incessant writers, though their languages are forgotten now and studied by goblin and vedalken sages. Talking of which:</p><p><strong>Vedalken</strong> - representing the element of <em>water</em>. A semi-aquatic race, able to explore the oceans of the world that have not yet been corrupted by the fallout of the cataclysm. Their exposure to these waters has imbues them with natural magical abilities. Very much the tallest of the races but disinclined to explore the interior and uncomfortable away from water.</p><p><strong>Goblins</strong> - representing the element of <em>Fire</em>. Short in stature and cunning, filling a kind of mirror role to the Gnomes, but more underground than overground, and with an affinity for fire due to their nearness to magma etc. Clever, tool using, in line to be humans 2.0 in the sense of exploring the ruins of the legendary race that came before. </p><p></p><p>Ruins of ancient cities tainted with a lingering sense of curse. No gods so no clerics per se. But clerical, druidic, and some Wizard magic is the basis of the type of magic in the world. This Magic is drawn from the corruption in the world. I am feeling a lot of necrotic action. </p><p> It stole the Kenku’s voices and it suffuses the water and the earth - even the deep places - with its power, and powers the Warforged.</p><p>Warlocks might be a thing but rare and they would be drawn from the elemental forces - a mix of the unknowable Old Ones and Fae? Unsure here. No Dragonborn, Tiefling, Dwarf,Elf, Halfling.</p><p>Villainous races (the ‘orcs’ of the world) would be akin to RQ beastmen- broo types, minotaurs, scorpion-men, that kind of thing - twisted once-human survivors of the cataclysm.</p><p>Perhaps a sense of Shannara esque all races (bar Warforged) mutations or evolutions of the lost humans? </p><p>You know, I kinda like this.</p></blockquote><p></p>
[QUOTE="The Grassy Gnoll, post: 8261840, member: 6788652"] Four non-core races only? Hmm. [B]Gnomes[/B] - representing the natural world; Fae nature based but somewhat mysterious - not to say capricious. None of this tinker gnomes garbaggio. Representing the element of [I]Earth[/I]. [B]Kenku[/B] - representing the element of [I]Air[/I]. Their tragedy being, of course, their inability to fly. The skies are their ancestral home from which they are forever riven. [B]Warforged[/B] - known as simply [I]Forged[/I] - representing the fusion element of [I]Metal[/I]. Remnants of technological advancements made by a forgotten race of artificers whose downfall caused a great cataclysm in the world. Essentially these now mythical beings were humans but humans are now legendary and only encountered as undead, of which there are many, cursed to wander the world eternally. Essentially these humans were cursed with immortality but also to age as normal, hence the whole undead thing. Humans are thus voiceless but incessant writers, though their languages are forgotten now and studied by goblin and vedalken sages. Talking of which: [B]Vedalken[/B] - representing the element of [I]water[/I]. A semi-aquatic race, able to explore the oceans of the world that have not yet been corrupted by the fallout of the cataclysm. Their exposure to these waters has imbues them with natural magical abilities. Very much the tallest of the races but disinclined to explore the interior and uncomfortable away from water. [B]Goblins[/B] - representing the element of [I]Fire[/I]. Short in stature and cunning, filling a kind of mirror role to the Gnomes, but more underground than overground, and with an affinity for fire due to their nearness to magma etc. Clever, tool using, in line to be humans 2.0 in the sense of exploring the ruins of the legendary race that came before. Ruins of ancient cities tainted with a lingering sense of curse. No gods so no clerics per se. But clerical, druidic, and some Wizard magic is the basis of the type of magic in the world. This Magic is drawn from the corruption in the world. I am feeling a lot of necrotic action. It stole the Kenku’s voices and it suffuses the water and the earth - even the deep places - with its power, and powers the Warforged. Warlocks might be a thing but rare and they would be drawn from the elemental forces - a mix of the unknowable Old Ones and Fae? Unsure here. No Dragonborn, Tiefling, Dwarf,Elf, Halfling. Villainous races (the ‘orcs’ of the world) would be akin to RQ beastmen- broo types, minotaurs, scorpion-men, that kind of thing - twisted once-human survivors of the cataclysm. Perhaps a sense of Shannara esque all races (bar Warforged) mutations or evolutions of the lost humans? You know, I kinda like this. [/QUOTE]
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