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[AU] Race/Creature Analogues
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<blockquote data-quote="SWBaxter" data-source="post: 2270763" data-attributes="member: 27926"><p>My approach to this when converting D&D modules to AU has been to go with AU PC races for the various humanoids. With no alignment in AU, I don't see any reason to have any segregated sentient humanoids to serve as bad guys unless they have powers or abilities I don't want players to have access to. So my take would be:</p><p> </p><p> </p><p></p><p> </p><p>I usually make them Giants (the best builders and craftsfolk of the AU world), sometimes loresong faen.</p><p> </p><p></p><p> </p><p>All faen for me.</p><p> </p><p></p><p> </p><p>Humans and mojh. Specifically, IMC there's a faction of humans and mojh descended from rebellious slaves from the time of dramojh rule; their ancestors believed that the way to beat the dramojh was to master dramojh magics and methods. Then the giants came along, and took a pretty dim view of humans messing around with dramojh magic; given the giants were in full war mode, you can imagine that their resolution to the problem wasn't particularly diplomatic. So in the eyes of this human/mojh faction, the giants have just replaced the dramojh as slavemasters who need to be brought down. Since the giants are far too strong to oppose openly, the humans and mojh work through secret conspiracies, convoluted plots, and ancient magics.</p><p> </p><p></p><p> </p><p>I use these more or less as-is, IMC they're the degenerate members of ancient civilizations that worship uncaring gods (every campaign is improved by a little Cthulhu, IMHO). If I were to replace them, I'd probably use the Verrik for mind flayers and come up with an aquatic civilization to replace the Kuo-Toa and all the other undersea sentients.</p><p> </p><p></p><p> </p><p>I don't use them, they're pretty much iconic D&D to me. If I did want to adapt them, I'd try to come up with something new that's inspired by them - maybe some kind of living magic energy creature that can create effects from all the different AU spell templates.</p><p> </p><p></p><p> </p><p>I just use PC races - litorians, sibeccai, humans, and faen are my grunts. </p><p> </p><p></p><p> </p><p>Higher level examples of the PC races for me. Sometimes with half-dragon and/or fiendish templates to indicate dramojh influence.</p><p> </p><p></p><p> </p><p>Giants. </p><p> </p><p>So for example, when I converted <em>Forge of Fury</em> to AU, </p><p> </p><p>[sblock]all the orcs became litorian brigands. Great Ulfe was a renegade giant who'd established himself as their leader. The troglodytes became a tribe of degenerate mojh. The duergar became faen searching for secrets. And Khundrakar's background changed to become a stronghold built by the great giant smith Dur-Geddin during the war with the dramojh, long since abandoned. I think it worked out pretty well.[/sblock]</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 2270763, member: 27926"] My approach to this when converting D&D modules to AU has been to go with AU PC races for the various humanoids. With no alignment in AU, I don't see any reason to have any segregated sentient humanoids to serve as bad guys unless they have powers or abilities I don't want players to have access to. So my take would be: I usually make them Giants (the best builders and craftsfolk of the AU world), sometimes loresong faen. All faen for me. Humans and mojh. Specifically, IMC there's a faction of humans and mojh descended from rebellious slaves from the time of dramojh rule; their ancestors believed that the way to beat the dramojh was to master dramojh magics and methods. Then the giants came along, and took a pretty dim view of humans messing around with dramojh magic; given the giants were in full war mode, you can imagine that their resolution to the problem wasn't particularly diplomatic. So in the eyes of this human/mojh faction, the giants have just replaced the dramojh as slavemasters who need to be brought down. Since the giants are far too strong to oppose openly, the humans and mojh work through secret conspiracies, convoluted plots, and ancient magics. I use these more or less as-is, IMC they're the degenerate members of ancient civilizations that worship uncaring gods (every campaign is improved by a little Cthulhu, IMHO). If I were to replace them, I'd probably use the Verrik for mind flayers and come up with an aquatic civilization to replace the Kuo-Toa and all the other undersea sentients. I don't use them, they're pretty much iconic D&D to me. If I did want to adapt them, I'd try to come up with something new that's inspired by them - maybe some kind of living magic energy creature that can create effects from all the different AU spell templates. I just use PC races - litorians, sibeccai, humans, and faen are my grunts. Higher level examples of the PC races for me. Sometimes with half-dragon and/or fiendish templates to indicate dramojh influence. Giants. So for example, when I converted [i]Forge of Fury[/i] to AU, [sblock]all the orcs became litorian brigands. Great Ulfe was a renegade giant who'd established himself as their leader. The troglodytes became a tribe of degenerate mojh. The duergar became faen searching for secrets. And Khundrakar's background changed to become a stronghold built by the great giant smith Dur-Geddin during the war with the dramojh, long since abandoned. I think it worked out pretty well.[/sblock] [/QUOTE]
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