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Does your campaign world have any "strange" races in it?
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<blockquote data-quote="Rechan" data-source="post: 4726083" data-attributes="member: 54846"><p>I love strange races. If it ain't demi-human, I'm probably there. Now, I've wanted to implement the "acceptable" strange stuff; warforged, shifters, kenku, etch, but two leap out as definite examples.</p><p></p><p><strong>Larvae</strong>. Larvae is not actually the race in and of itself, but an idea. I played in Eberron, and I loved Changelings; both characters I played in Eberron were changelings. I wanted a way to loop them into my campaign world, but wanted something unique (instead of just doppelgangers). </p><p></p><p>My campaign was set in a jungle, and I wanted an interesting indigenous race, so I decided Aranea would have a community or two. And then I remembered that Aranea have shapeshifting powers. A lightbulb went off in my head.</p><p></p><p>Changelings/Doppelgangers are the larval stage for Aranea. The young are primarily spies in other communities, watching and keeping tabs, before sending info back to their elders. And eventually, the ones that manage to blend in well enough to survive, become full fledged Aranea.</p><p></p><p><strong>Klisk</strong>. This is something I have been wanting to do for a long while, but haven't worked out all the bugs (heh). The Klisk are a race of underground psionic insects based (very loosely) off a mix of the Hindu caste system, communism, and social insect colonies. But several things set them apart from Tri-Keen/Dromites:</p><p></p><p>1) Castes. Much like a bee or ant colony, there are different types, based on role, that work in a biologically different way. These "Castes" differ from normal insects in that each caste looks vastly different from one another; the worker and warrior caste look like giant beetles, the commander caste looks like wasps, etc. </p><p></p><p>Unlike normal Caste systems, the Klisk Castes are not shaped like a pyramid (one on top that broadens as it goes down), but instead is shaped like a V - one side is the Military side, the other is the Leading side. Also of note, there is no concept of social status; all castes are equal in terms of "worth", separated only by responsibilities/capabilities. </p><p></p><p>2) Metamorphasis. Unlike bees/ants, the Caste system is upwardly mobile. A Klisk will be born as a worker or a warrior (which are identical in all aspects except temperament and interest, really). After so long, the individual goes before a tribunal, and the tribunal reviews the Klisk's achievements and life. If approved, the Klisk then undergoes metamorphasis, where it moves up the next "rank" in the caste system, changing into a new type. It's reincarnation by committee, essentially.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4726083, member: 54846"] I love strange races. If it ain't demi-human, I'm probably there. Now, I've wanted to implement the "acceptable" strange stuff; warforged, shifters, kenku, etch, but two leap out as definite examples. [B]Larvae[/B]. Larvae is not actually the race in and of itself, but an idea. I played in Eberron, and I loved Changelings; both characters I played in Eberron were changelings. I wanted a way to loop them into my campaign world, but wanted something unique (instead of just doppelgangers). My campaign was set in a jungle, and I wanted an interesting indigenous race, so I decided Aranea would have a community or two. And then I remembered that Aranea have shapeshifting powers. A lightbulb went off in my head. Changelings/Doppelgangers are the larval stage for Aranea. The young are primarily spies in other communities, watching and keeping tabs, before sending info back to their elders. And eventually, the ones that manage to blend in well enough to survive, become full fledged Aranea. [B]Klisk[/B]. This is something I have been wanting to do for a long while, but haven't worked out all the bugs (heh). The Klisk are a race of underground psionic insects based (very loosely) off a mix of the Hindu caste system, communism, and social insect colonies. But several things set them apart from Tri-Keen/Dromites: 1) Castes. Much like a bee or ant colony, there are different types, based on role, that work in a biologically different way. These "Castes" differ from normal insects in that each caste looks vastly different from one another; the worker and warrior caste look like giant beetles, the commander caste looks like wasps, etc. Unlike normal Caste systems, the Klisk Castes are not shaped like a pyramid (one on top that broadens as it goes down), but instead is shaped like a V - one side is the Military side, the other is the Leading side. Also of note, there is no concept of social status; all castes are equal in terms of "worth", separated only by responsibilities/capabilities. 2) Metamorphasis. Unlike bees/ants, the Caste system is upwardly mobile. A Klisk will be born as a worker or a warrior (which are identical in all aspects except temperament and interest, really). After so long, the individual goes before a tribunal, and the tribunal reviews the Klisk's achievements and life. If approved, the Klisk then undergoes metamorphasis, where it moves up the next "rank" in the caste system, changing into a new type. It's reincarnation by committee, essentially. [/QUOTE]
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Does your campaign world have any "strange" races in it?
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