Wik
First Post
I've had quite a few over the years. In my current campaign, there are a few non-standard races, mostly from 4e sources:
Minotaurs, called the "Hala'ra" by themselves, are semi-mystical wanderers who seek to return to their ancestral home city, known to foreigners as the "Mazeworks" or "Kael Tessera".
Genasi are semi-arabic in nature, wandering their arid plains in loosely allied tribes. They are obsessed with weather, and have a warrior culture devoted to fighting demons (which makes a lot of sense in my campaign world).
the only created race I currently have, though, are the Otterfolk. These are playful people that are pretty much just sentient otters, with hands (of a sort). They hide from most sources of trouble, have an obsession with dreams and the recording of history, and are terrified of iron.
They don't particularly like paper (it doesn't mesh well with their chosen habitat), and carving in stone is next to impossible (because they hate the bad-smelling iron), so they rely on special shamans to record their history and interpret their dreams.
They make their primary living selling "Healing clams" to merchants (the clams being the primary ingredient in healing potions and other medicinal draughts), in exchange for various worked goods.
Minotaurs, called the "Hala'ra" by themselves, are semi-mystical wanderers who seek to return to their ancestral home city, known to foreigners as the "Mazeworks" or "Kael Tessera".
Genasi are semi-arabic in nature, wandering their arid plains in loosely allied tribes. They are obsessed with weather, and have a warrior culture devoted to fighting demons (which makes a lot of sense in my campaign world).
the only created race I currently have, though, are the Otterfolk. These are playful people that are pretty much just sentient otters, with hands (of a sort). They hide from most sources of trouble, have an obsession with dreams and the recording of history, and are terrified of iron.
They don't particularly like paper (it doesn't mesh well with their chosen habitat), and carving in stone is next to impossible (because they hate the bad-smelling iron), so they rely on special shamans to record their history and interpret their dreams.
They make their primary living selling "Healing clams" to merchants (the clams being the primary ingredient in healing potions and other medicinal draughts), in exchange for various worked goods.