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<blockquote data-quote="squibbles" data-source="post: 8262710" data-attributes="member: 6937590"><p>First off, super cool idea. Worldbuilding with constraints is always a fun mental exercise.</p><p></p><p>There's a setting premise I've been brainstorming which I think works for this with minor modifications.</p><p></p><p>The pitch:</p><p>Most S&S type settings (such as Primeval Thule) call back to a time when the world was a jungle ruled by serpentmen and suchlike. So why not set a game in <em>that </em>time.</p><p></p><p>Core peoples:</p><p><strong>yuan-ti pureblood</strong>--rulers of many competing empires, led by stereotypical dark-magic-having evildoers (but with many dissenters & exiles)</p><p><strong>dragonborn</strong>, <strong>tortle</strong>, <strong>lizardfolk</strong>, <strong>kobold</strong>--reptilian species uplifted by unethical yuan-ti science/magic to be soldiers and servitors</p><p> there was a revolution against one yuan-ti empire--its former territory is now a confederation of free cities ruled by these folks</p><p><strong>tabaxi</strong>--evolved natively in a northern savanna region, which now has many small-ish tabaxi kingdoms</p><p> they are found as a minority everywhere--including the yuan-ti empires--in a wide variety of roles</p><p><strong>githzerai</strong>--it is ancient times; the gith civil war isn't over yet, and this world is a githzerai refuge</p><p> there are many githzerai colonies--most at war with the yuan-ti, but otherwise neutral, some gith inhabit the free cities</p><p><strong>githyanki</strong>--arrived with a military force to harass the githzerai, naturally</p><p><strong>changeling</strong>--surveilance agents employed by the githyanki, particularly in the free cities, many have gone rogue or over to other sides</p><p> this a setting with 1910s level state and military sophistication, so there's lots of high level intrigue</p><p></p><p>well, here you go:</p><p><strong>halflings</strong>--being as this is, from a human perspective, a prehistoric age lost to time, there are no homo sapiens sapiens, but there are <a href="https://en.wikipedia.org/wiki/Australopithecine" target="_blank">australopithecines</a>, the smaller hirsute ancient ancestors of humankind--they have lived at the margins in hiding from the cruel yuan-ti, but are now able to find security in small communities within the free cities, some of which explicitly welcome them</p><p></p><p>Most common classes (bonus):</p><p><strong>Warlock</strong>: the yuan-ti pact with a lot of fiendish and eldritch beings; the shortcut path to arcane power is well known and well trod</p><p><strong>Barbarian</strong>: the yuan-ti engineered a blood-rage in their soldier castes, and the corresponding warrior ethos has had staying power</p><p><strong>Monk</strong>: the primary military discipline of the githzerai, which has diffused widely to the other peoples via mimicry</p><p><strong>Druid</strong>: the halflings have used nature magic to survive yuan-ti rule since time immemorial, they teach it widely in the free cities</p><p>there are plenty of fighters, rangers, rogues, sorcerers, and wizards (and maybe mystics for the gith), but other classes are uncommon</p><p></p><p>It probably goes without saying, but the primary adventuring area is the free cities region, which contains all playable classes and peoples, and still has lots of hidden underground military and science/magic compounds leftover from the old regime.</p></blockquote><p></p>
[QUOTE="squibbles, post: 8262710, member: 6937590"] First off, super cool idea. Worldbuilding with constraints is always a fun mental exercise. There's a setting premise I've been brainstorming which I think works for this with minor modifications. The pitch: Most S&S type settings (such as Primeval Thule) call back to a time when the world was a jungle ruled by serpentmen and suchlike. So why not set a game in [I]that [/I]time. Core peoples: [B]yuan-ti pureblood[/B]--rulers of many competing empires, led by stereotypical dark-magic-having evildoers (but with many dissenters & exiles) [B]dragonborn[/B], [B]tortle[/B], [B]lizardfolk[/B], [B]kobold[/B]--reptilian species uplifted by unethical yuan-ti science/magic to be soldiers and servitors there was a revolution against one yuan-ti empire--its former territory is now a confederation of free cities ruled by these folks [B]tabaxi[/B]--evolved natively in a northern savanna region, which now has many small-ish tabaxi kingdoms they are found as a minority everywhere--including the yuan-ti empires--in a wide variety of roles [B]githzerai[/B]--it is ancient times; the gith civil war isn't over yet, and this world is a githzerai refuge there are many githzerai colonies--most at war with the yuan-ti, but otherwise neutral, some gith inhabit the free cities [B]githyanki[/B]--arrived with a military force to harass the githzerai, naturally [B]changeling[/B]--surveilance agents employed by the githyanki, particularly in the free cities, many have gone rogue or over to other sides this a setting with 1910s level state and military sophistication, so there's lots of high level intrigue well, here you go: [B]halflings[/B]--being as this is, from a human perspective, a prehistoric age lost to time, there are no homo sapiens sapiens, but there are [URL='https://en.wikipedia.org/wiki/Australopithecine']australopithecines[/URL], the smaller hirsute ancient ancestors of humankind--they have lived at the margins in hiding from the cruel yuan-ti, but are now able to find security in small communities within the free cities, some of which explicitly welcome them Most common classes (bonus): [B]Warlock[/B]: the yuan-ti pact with a lot of fiendish and eldritch beings; the shortcut path to arcane power is well known and well trod [B]Barbarian[/B]: the yuan-ti engineered a blood-rage in their soldier castes, and the corresponding warrior ethos has had staying power [B]Monk[/B]: the primary military discipline of the githzerai, which has diffused widely to the other peoples via mimicry [B]Druid[/B]: the halflings have used nature magic to survive yuan-ti rule since time immemorial, they teach it widely in the free cities there are plenty of fighters, rangers, rogues, sorcerers, and wizards (and maybe mystics for the gith), but other classes are uncommon It probably goes without saying, but the primary adventuring area is the free cities region, which contains all playable classes and peoples, and still has lots of hidden underground military and science/magic compounds leftover from the old regime. [/QUOTE]
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