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<blockquote data-quote="IstraRaugir" data-source="post: 5956760" data-attributes="member: 6669195"><p>In my campaign elves are the most heavily augmented race. In ancient times they were worshiped as gods by the tribes of early humans among others. After all they were practically immortal (lifespans of half a millennia were commonplace) and much more advanced in both technology and magic. Of course the elves with their natural superiority complex were keen to reinforce these ideas.</p><p>But as the young races rapidly advanced there were some who claimed the elves were just another race and that people should follow their own goals instead of serving the elves. Eventually this resulted in an uprising in which all of the pureblooded ancient elves were hunted down. The survivors were enslaved and started to interbreed with the mortal races. A few centuries passed as elves slowly became integrated in human society (as equals). </p><p>But as time went on some elves took interest in their heritage (turning a blind eye to the whole subjugating the mortal races mess) and the elvish renaissance started. A large part of the elvish population split off and decided to reinstate the elvish homelands and explore their history.</p><p>While not without tensions the elvish renaissance was mostly peaceful and so the modern elves started their own nation. However these modern elves had a drastically reduced lifespan and no longer stood at the peak of technology and magic.</p><p>(one effect of the widespread interbreeding were the elflings: these are a human minority with some elvish blood in their veins. Giving them a slight increase in lifespan and a few other elvish traits)</p><p> </p><p>The dwarves in my campaign are largely unknown. There are many tales of them but save for a remote outpost in the north their entire race has vanished (though it's common knowledge that they retreated to a gigantic underground system). As they have a low impact on the campaign I haven't worked them out properly but I know one thing for sure: They have a strong revulsion for magic. This stems from their own history when they dug too fast and too deep and used magic to maintain their great halls. But due to fading spells and arcane interaction between the plethora of wards the great halls unexpectedly collapsed one day. After this catastrophe the dwarves swore off magic; relying only on the strength of their backs and their deities' support to expand their realm.</p><p> </p><p>The Fellnir are a homebrew race of mine, VERY loosely based on halflings. I originally pictured them as arboreal halfling tribes but that image slowly changed into a race of its own.</p><p>They are a semi-humanoid race (they look like a mix of human, jungle cat and monkey) and live in reclusive tribes. They are rarely found outside of wooded areas where they build their homes into the treetops. While not very advanced the Fellnir put they tools and abilities to good use: They are expert hunters, athletically gifted and know the forests like the back of their hand. Fellnir rarely wage wars but when threatened or angered a tribe employs deadly guerilla tactics that can decimate conventional soldiers. Unlike most races they don't have a structured religion to worship the gods. Instead they have a diverse set of passed down stories featuring powerful nature spirits.</p><p> </p><p>The Thaliara are even less similar to their parent race than the Fellnir. I initially viewed them as tech savvy gnome traders but like the Fellnir that changed over time.</p><p>The Thaliara aka Seafarers (or blueskins for the blunt) are a group of traders that sail the seas. They are a friendly bunch that supply exotic spices, fabrics and pigments to the greater kingdom at a fair price. Though they deflect any questions about their past and homeland they do so via elaborate tales of their (supposed) exploits (the phrase 'Just north of the solid gold island' was based on one particularly boastful captain). However the Thaliara are not all fun and games. Deceiving or stealing from a seafarer is met with swift retribution. And betraying their trust results in such a doggedly persistent grudge that it's often said to be smarter to "Just dangle your soft bits in front of a dragon."</p></blockquote><p></p>
[QUOTE="IstraRaugir, post: 5956760, member: 6669195"] In my campaign elves are the most heavily augmented race. In ancient times they were worshiped as gods by the tribes of early humans among others. After all they were practically immortal (lifespans of half a millennia were commonplace) and much more advanced in both technology and magic. Of course the elves with their natural superiority complex were keen to reinforce these ideas. But as the young races rapidly advanced there were some who claimed the elves were just another race and that people should follow their own goals instead of serving the elves. Eventually this resulted in an uprising in which all of the pureblooded ancient elves were hunted down. The survivors were enslaved and started to interbreed with the mortal races. A few centuries passed as elves slowly became integrated in human society (as equals). But as time went on some elves took interest in their heritage (turning a blind eye to the whole subjugating the mortal races mess) and the elvish renaissance started. A large part of the elvish population split off and decided to reinstate the elvish homelands and explore their history. While not without tensions the elvish renaissance was mostly peaceful and so the modern elves started their own nation. However these modern elves had a drastically reduced lifespan and no longer stood at the peak of technology and magic. (one effect of the widespread interbreeding were the elflings: these are a human minority with some elvish blood in their veins. Giving them a slight increase in lifespan and a few other elvish traits) The dwarves in my campaign are largely unknown. There are many tales of them but save for a remote outpost in the north their entire race has vanished (though it's common knowledge that they retreated to a gigantic underground system). As they have a low impact on the campaign I haven't worked them out properly but I know one thing for sure: They have a strong revulsion for magic. This stems from their own history when they dug too fast and too deep and used magic to maintain their great halls. But due to fading spells and arcane interaction between the plethora of wards the great halls unexpectedly collapsed one day. After this catastrophe the dwarves swore off magic; relying only on the strength of their backs and their deities' support to expand their realm. The Fellnir are a homebrew race of mine, VERY loosely based on halflings. I originally pictured them as arboreal halfling tribes but that image slowly changed into a race of its own. They are a semi-humanoid race (they look like a mix of human, jungle cat and monkey) and live in reclusive tribes. They are rarely found outside of wooded areas where they build their homes into the treetops. While not very advanced the Fellnir put they tools and abilities to good use: They are expert hunters, athletically gifted and know the forests like the back of their hand. Fellnir rarely wage wars but when threatened or angered a tribe employs deadly guerilla tactics that can decimate conventional soldiers. Unlike most races they don't have a structured religion to worship the gods. Instead they have a diverse set of passed down stories featuring powerful nature spirits. The Thaliara are even less similar to their parent race than the Fellnir. I initially viewed them as tech savvy gnome traders but like the Fellnir that changed over time. The Thaliara aka Seafarers (or blueskins for the blunt) are a group of traders that sail the seas. They are a friendly bunch that supply exotic spices, fabrics and pigments to the greater kingdom at a fair price. Though they deflect any questions about their past and homeland they do so via elaborate tales of their (supposed) exploits (the phrase 'Just north of the solid gold island' was based on one particularly boastful captain). However the Thaliara are not all fun and games. Deceiving or stealing from a seafarer is met with swift retribution. And betraying their trust results in such a doggedly persistent grudge that it's often said to be smarter to "Just dangle your soft bits in front of a dragon." [/QUOTE]
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