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<blockquote data-quote="spudspotato" data-source="post: 5959819" data-attributes="member: 6695222"><p>My setting has elves as the majority race, along with are eladrin/high-elves (I built the setting thinking 5E would probably keep 4E races, I was probably wrong but oh well). Tieflings exist as well (and are elf-outsiders, not humans) but are very rare and only come from one dynastic bloodline (so not really a player race). Drow/dark-elves exist but aren't a player race either, but rather are a legendary/lost race.</p><p></p><p>Elves (all kinds) live to be 200 (a little over twice human lifespan on average) and mature at 30.</p><p></p><p>Dwarves are rare and their great city has been ruined. They are the longest living race. I haven't really classified them as drunken scottish or german engineer type, as their culture is dying.</p><p></p><p>Halfings are isolated and nomadic. I like the sturdier hobbit types but as wanderers.</p><p></p><p>Half-orcs were common for backstory reasons as the bulk of humans had t migrate through orc lands ~100 years before my campaigns are set, but now have probably returned to "baseline" levels. I haven't changed them any but I think of orc culture as being like the Dothraki from ASOIAF but not horse-based (so basically a basic, cool warrior tribe society)</p><p></p><p>For a long time I wanted to strip out gnomes because no one really plays them in my campaigns and I don't like the "earth-halfling" or pathfinder "fey-halfling" archetypes, but I decided to make them half-halfling half-elf, probably the rarest race, and in general personality be prone to wandering like halflings and have ingenuity/invention skills. I don't half a particular reason for why half-breeds don't work every way, but none of my players or I mind that.</p><p>I didn't want to move away from traditional D&D races too much, but I wanted it to be memorable in some way.</p><p></p><p>ETA</p><p>I've found that the further a race gets from what they expect, my player's tend to not play it. They rarely play dwarves, but insect-dwarfs wouldn't get touched with a ten foot pole. Although I have a particular player who finds the most bizarre races he can in 3.5 supplements and asks if he can play them in pathfinder. If I had a dime for every time I said "no, there are no-aquatic bug men with bonuses to psionics in my world..."</p></blockquote><p></p>
[QUOTE="spudspotato, post: 5959819, member: 6695222"] My setting has elves as the majority race, along with are eladrin/high-elves (I built the setting thinking 5E would probably keep 4E races, I was probably wrong but oh well). Tieflings exist as well (and are elf-outsiders, not humans) but are very rare and only come from one dynastic bloodline (so not really a player race). Drow/dark-elves exist but aren't a player race either, but rather are a legendary/lost race. Elves (all kinds) live to be 200 (a little over twice human lifespan on average) and mature at 30. Dwarves are rare and their great city has been ruined. They are the longest living race. I haven't really classified them as drunken scottish or german engineer type, as their culture is dying. Halfings are isolated and nomadic. I like the sturdier hobbit types but as wanderers. Half-orcs were common for backstory reasons as the bulk of humans had t migrate through orc lands ~100 years before my campaigns are set, but now have probably returned to "baseline" levels. I haven't changed them any but I think of orc culture as being like the Dothraki from ASOIAF but not horse-based (so basically a basic, cool warrior tribe society) For a long time I wanted to strip out gnomes because no one really plays them in my campaigns and I don't like the "earth-halfling" or pathfinder "fey-halfling" archetypes, but I decided to make them half-halfling half-elf, probably the rarest race, and in general personality be prone to wandering like halflings and have ingenuity/invention skills. I don't half a particular reason for why half-breeds don't work every way, but none of my players or I mind that. I didn't want to move away from traditional D&D races too much, but I wanted it to be memorable in some way. ETA I've found that the further a race gets from what they expect, my player's tend to not play it. They rarely play dwarves, but insect-dwarfs wouldn't get touched with a ten foot pole. Although I have a particular player who finds the most bizarre races he can in 3.5 supplements and asks if he can play them in pathfinder. If I had a dime for every time I said "no, there are no-aquatic bug men with bonuses to psionics in my world..." [/QUOTE]
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