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Campaign Setting/Adventure: Tethiala
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<blockquote data-quote="Celisasu" data-source="post: 5234859" data-attributes="member: 90537"><p>The races, how common they are, and mechanical changes to them(if any). This only covers PC races in PHB1, 2, and 3 as well as the Forgotten Realms and Eberron Players Guides. This is a default assumption for the setting as I'm going to be running it for my players. This post will not go into cultural details or the like. Just a list of the races, how likely one is to see them, maybe an extremely brief explanation of how they're different from most settings(with greater detail to to come in future posts), and what rule changes are in effect:</p><p> </p><p> </p><p>Humans: Like I said, this campaign setting is very much humancentric. I'm leaving it an open question on why humans are such a dominate race. At least 99% of intelligent beigns in the world that aren't horrific monsters are human. As far as humanity is concerned it is the only sentient race out there.</p><p> </p><p>Rule changes: Humans start with +2 to two stats of their choice rather than one. This is to encourage players to want to be humans by removing the big mechanical reason(that it's better to be a non-human to ensure +2 to both attack and rider stat) that people give for being non-human. Obviously this doesn't effect people more concerned with RP reasons. If the GM feels this makes humans too strong feel free to tell the players that they can either drop the bonus feat or bonus at will in trade for this trait. In my campaign though I'll be allowing players to keep both as well as the bonus.</p><p> </p><p> </p><p> </p><p> </p><p>Changeling: Probably the most common of the non-human races that actually lives among humanity. Relatively rare compared to the teeming masses around them, but there are enough of them that most humans probably at least know at least a few changelings even if they don't know that it is one. </p><p> </p><p></p><p>Rule Changes: None</p><p> </p><p> </p><p> </p><p> </p><p>Dragonborn: Dragonborn are assumed not to exist in this setting. I couldn't find a way to fit them in without keeping the feel I'm going for intact.</p><p> </p><p> </p><p> </p><p> </p><p>Dwarves: Dwarves are assumed not to exist in this setting. Like Dragonborn they feel out of place. </p><p> </p><p> </p><p> </p><p> </p><p>Eladrin: The Eladrin were once far more common than they are nowadays. Human legend tells stories of this fey creatures and both their great beauty and the great tragedies that they frequently inflicted. What few still travel the world stay far from human civilization. They're far more "fey" so to speak than in a standard D&D setting. Even the most civil is more inspired by Changeling: The Lost than not. The vast bulk of the race would be considered chaotic evil by human standards. They can be very generous, but they get bored oh so easily and will just as happily serve you as the feast as serve you a feast. Still sometimes one can pretend to think like a human. But what one must always remember is that eladrin are not pointy eared teleporting humans. They don't think like humans do, don't value what humans do, and most definately are not human. </p><p> </p><p> </p><p>Rules Changes: +2 Dexterity, +2 Intelligence or Charisma. This brings them in line with PHB3 races. Charisma chosen to represent fae charm.</p><p> </p><p> </p><p> </p><p> </p><p>Elves: Whether these are Eladrin that became to our world or humans that danced too closely with the fae is a moot point. More approachable than the Eladrin, they're still strange by our standards. These aren't creatures of nature like in the D&D settings. They're mad entities who remember just enough of what it's like to be one of us to sometimes act like they are. Unlike the Eladrin, it's not completely an act. They're creatures of two worlds. Nobody knows how few or how many of them remain. Surely it can't be many. After all, eventually their madness manifests and whatever it is that keeps the supernatural secret deals with the problem. Even if it fails to find them, they probably end up locked up in a madhouse and forgotten. </p><p> </p><p> </p><p>Rules Changes: +2 Wisdom, +2 Dex or Con. </p><p> </p><p> </p><p> </p><p> </p><p>Half-Elves: They're not called half elves. As far as most are concerned they're humans. Their own families know the truth though. Somewhere in the past they were touched by something else. In this case that something else was fae. It sits in the line manifesting in some children and not in others. Since dalliances with the fae and humans aren't as frequent as they were in distant history, they are quite rare. The blood has diluted some too. Half elves look more human than in most settings having normal looking ears(those with pointed ears tend to find themselves killed after childbirth as devil children). A certain look in their eyes or an odd shade in their hair sometimes hints to those more knowledgeable about their true heritage. </p><p> </p><p></p><p>Rules Changes: +2 Cha. +2 Con or +2 Dex. This brings them in line with other PHB3 races. </p><p> </p><p> </p><p> </p><p> </p><p>Halflings: I'm still debating whether or not to include them in the setting. Currently I'm leaning towards no although I do have a few ideas bouncing around in my head. This might get edited later on. </p><p> </p><p> </p><p> </p><p> </p><p>Kalashtar: They don't call themselves Kalashtar in this setting. In fact they don't call themselves anything. The few humans that know they exist call them the possessed. One isn't born possessed. One becomes possessed. Unlike the Eberron setting this isn't a positive process. It's an invasion by something but an invasion that goes horribly wrong for the possessor. Instead of finding itself with a new body, it finds itself imprisoned in the mind of the creature it tried to take over with no way out. It's also unpleasant for the would be possessee who while in control, still gets glimpses of things that make no sense. They're very rare but for the few who try to track demographics of such a rare condition it seems that their numbers a growing each year. </p><p> </p><p></p><p>Rule Changes: Kalashtar get +2 Wis and their choice of +2 Cha or +2 Int. This rule is to bring them in line with PHB3's three stat offering. </p><p> </p><p> </p><p> </p><p> </p><p>Tieflings: The devil children. The tainted. Like Kalashtar there's no actual race called Tieflings. Where a kalashtar is a human that's been possessed and a half elf is the result of a human and something fae mixing generations down the line, a tiefling is always the child of a human and something infernal that should not have been in our world. Their traits tend to manifest more obviously than Kalashtar or Half-Elves but not to the extremes they do in normal D&D settings. Which is certainly a survival characteristic. The most common signs of the devil children are strange eye and hair colors. Sometimes they'll have small nubs for horns but these are always very small and able to be hidden beneath their hair or with hats. Those with long horns tend to find themselves dead very fast or at the very least hiding in the wilderness far from human contact. </p><p> </p><p> </p><p>Rules Changes: +2 Int, +2 Con or Cha. This brings them in line with PHB3 races. The +2 Con makes the infernal pact just as viable choice as the fey pact. Coincidently they also become nice summoner wizards too. Both flavorful for what they are. </p><p> </p><p> </p><p> </p><p> </p><p>Warforged: They might exist. They might not(my default assumption is they don't). Any warforged in the setting is a truely unique entity. There are no creation forges. Instead if any exist they are a result of some scientist or wizard's strange experiments. It is almost certainly seen as no more than a golem or other non-sentient construct pretending to be aware at best or an abomination that must be destroyed before it goes haywire at worst. </p><p> </p><p></p><p>Rule Changes: +2 Con, +2 Int or Str. A warforge that is built on Int instead of Str is assumed to be a scientists attempt to create an advanced thinking machine rather than a warrior. The +2 Con represents that it'll always be a sturdier design than a flesh and blood body. This brings it in line with PHB3. </p><p> </p><p> </p><p> </p><p> </p><p>I'll do the other races tomorrow.</p></blockquote><p></p>
[QUOTE="Celisasu, post: 5234859, member: 90537"] The races, how common they are, and mechanical changes to them(if any). This only covers PC races in PHB1, 2, and 3 as well as the Forgotten Realms and Eberron Players Guides. This is a default assumption for the setting as I'm going to be running it for my players. This post will not go into cultural details or the like. Just a list of the races, how likely one is to see them, maybe an extremely brief explanation of how they're different from most settings(with greater detail to to come in future posts), and what rule changes are in effect: Humans: Like I said, this campaign setting is very much humancentric. I'm leaving it an open question on why humans are such a dominate race. At least 99% of intelligent beigns in the world that aren't horrific monsters are human. As far as humanity is concerned it is the only sentient race out there. Rule changes: Humans start with +2 to two stats of their choice rather than one. This is to encourage players to want to be humans by removing the big mechanical reason(that it's better to be a non-human to ensure +2 to both attack and rider stat) that people give for being non-human. Obviously this doesn't effect people more concerned with RP reasons. If the GM feels this makes humans too strong feel free to tell the players that they can either drop the bonus feat or bonus at will in trade for this trait. In my campaign though I'll be allowing players to keep both as well as the bonus. Changeling: Probably the most common of the non-human races that actually lives among humanity. Relatively rare compared to the teeming masses around them, but there are enough of them that most humans probably at least know at least a few changelings even if they don't know that it is one. Rule Changes: None Dragonborn: Dragonborn are assumed not to exist in this setting. I couldn't find a way to fit them in without keeping the feel I'm going for intact. Dwarves: Dwarves are assumed not to exist in this setting. Like Dragonborn they feel out of place. Eladrin: The Eladrin were once far more common than they are nowadays. Human legend tells stories of this fey creatures and both their great beauty and the great tragedies that they frequently inflicted. What few still travel the world stay far from human civilization. They're far more "fey" so to speak than in a standard D&D setting. Even the most civil is more inspired by Changeling: The Lost than not. The vast bulk of the race would be considered chaotic evil by human standards. They can be very generous, but they get bored oh so easily and will just as happily serve you as the feast as serve you a feast. Still sometimes one can pretend to think like a human. But what one must always remember is that eladrin are not pointy eared teleporting humans. They don't think like humans do, don't value what humans do, and most definately are not human. Rules Changes: +2 Dexterity, +2 Intelligence or Charisma. This brings them in line with PHB3 races. Charisma chosen to represent fae charm. Elves: Whether these are Eladrin that became to our world or humans that danced too closely with the fae is a moot point. More approachable than the Eladrin, they're still strange by our standards. These aren't creatures of nature like in the D&D settings. They're mad entities who remember just enough of what it's like to be one of us to sometimes act like they are. Unlike the Eladrin, it's not completely an act. They're creatures of two worlds. Nobody knows how few or how many of them remain. Surely it can't be many. After all, eventually their madness manifests and whatever it is that keeps the supernatural secret deals with the problem. Even if it fails to find them, they probably end up locked up in a madhouse and forgotten. Rules Changes: +2 Wisdom, +2 Dex or Con. Half-Elves: They're not called half elves. As far as most are concerned they're humans. Their own families know the truth though. Somewhere in the past they were touched by something else. In this case that something else was fae. It sits in the line manifesting in some children and not in others. Since dalliances with the fae and humans aren't as frequent as they were in distant history, they are quite rare. The blood has diluted some too. Half elves look more human than in most settings having normal looking ears(those with pointed ears tend to find themselves killed after childbirth as devil children). A certain look in their eyes or an odd shade in their hair sometimes hints to those more knowledgeable about their true heritage. Rules Changes: +2 Cha. +2 Con or +2 Dex. This brings them in line with other PHB3 races. Halflings: I'm still debating whether or not to include them in the setting. Currently I'm leaning towards no although I do have a few ideas bouncing around in my head. This might get edited later on. Kalashtar: They don't call themselves Kalashtar in this setting. In fact they don't call themselves anything. The few humans that know they exist call them the possessed. One isn't born possessed. One becomes possessed. Unlike the Eberron setting this isn't a positive process. It's an invasion by something but an invasion that goes horribly wrong for the possessor. Instead of finding itself with a new body, it finds itself imprisoned in the mind of the creature it tried to take over with no way out. It's also unpleasant for the would be possessee who while in control, still gets glimpses of things that make no sense. They're very rare but for the few who try to track demographics of such a rare condition it seems that their numbers a growing each year. Rule Changes: Kalashtar get +2 Wis and their choice of +2 Cha or +2 Int. This rule is to bring them in line with PHB3's three stat offering. Tieflings: The devil children. The tainted. Like Kalashtar there's no actual race called Tieflings. Where a kalashtar is a human that's been possessed and a half elf is the result of a human and something fae mixing generations down the line, a tiefling is always the child of a human and something infernal that should not have been in our world. Their traits tend to manifest more obviously than Kalashtar or Half-Elves but not to the extremes they do in normal D&D settings. Which is certainly a survival characteristic. The most common signs of the devil children are strange eye and hair colors. Sometimes they'll have small nubs for horns but these are always very small and able to be hidden beneath their hair or with hats. Those with long horns tend to find themselves dead very fast or at the very least hiding in the wilderness far from human contact. Rules Changes: +2 Int, +2 Con or Cha. This brings them in line with PHB3 races. The +2 Con makes the infernal pact just as viable choice as the fey pact. Coincidently they also become nice summoner wizards too. Both flavorful for what they are. Warforged: They might exist. They might not(my default assumption is they don't). Any warforged in the setting is a truely unique entity. There are no creation forges. Instead if any exist they are a result of some scientist or wizard's strange experiments. It is almost certainly seen as no more than a golem or other non-sentient construct pretending to be aware at best or an abomination that must be destroyed before it goes haywire at worst. Rule Changes: +2 Con, +2 Int or Str. A warforge that is built on Int instead of Str is assumed to be a scientists attempt to create an advanced thinking machine rather than a warrior. The +2 Con represents that it'll always be a sturdier design than a flesh and blood body. This brings it in line with PHB3. I'll do the other races tomorrow. [/QUOTE]
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