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<blockquote data-quote="Quickleaf" data-source="post: 8262395" data-attributes="member: 20323"><p>I don't have quite that much unique stuff happening class/race-wise – since my homebrew setting "The Witching Grounds" is more about weaving familiar interesting stories with the tropes that are there – but I can share a bit.</p><p></p><p>There is a Witch class that I cobbled together from Dragon #114, the old Witches' Netbook, and a lot of my own ideas blended with a touch of things from Marion Zimmer Bradley's <em>Avalon </em>series, and probably other authors I'm forgetting in the moment. Very much modeled on the structure of the Druid class but focusing on "subtle spells" with a handful of new spells I converted over.</p><p></p><p>There is a race called the Cauldronborn, which are living creatures created by hag magic and are now self-propagating.</p><p></p><p>Orcs have a very unique role in the setting, being more ocean-themed, practicing transhumance, and having a culture of adopting other races.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8262395, member: 20323"] I don't have quite that much unique stuff happening class/race-wise – since my homebrew setting "The Witching Grounds" is more about weaving familiar interesting stories with the tropes that are there – but I can share a bit. There is a Witch class that I cobbled together from Dragon #114, the old Witches' Netbook, and a lot of my own ideas blended with a touch of things from Marion Zimmer Bradley's [I]Avalon [/I]series, and probably other authors I'm forgetting in the moment. Very much modeled on the structure of the Druid class but focusing on "subtle spells" with a handful of new spells I converted over. There is a race called the Cauldronborn, which are living creatures created by hag magic and are now self-propagating. Orcs have a very unique role in the setting, being more ocean-themed, practicing transhumance, and having a culture of adopting other races. [/QUOTE]
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