Priest_Sidran
First Post
I am working on a medium sized Kobold inspired race known as the Kryth. They have echo-location (I.E. Alt Tremorsense), and gain a climbing speed, as well as a +5 racial bonus to climb checks). I felt that a kobold-esque race with martial talent, and lithe dexterity would be a refreshing look at the Kobold. The size comes from the Terry Brooks inspiration of the two Kobolds from Magic Kingdom for Sale, Sold Landover novels.
For me it is terribly important to have a living world in which my players can interact, and feel like they are walking around in a living world. Many campaign settings suffer from the bottled air complex, by which I mean they are closed ended settings, that do not capture the depth, and shear size of what a world should feel like.
In this campaign setting the object of the game is to make it feel like a world as alive as our real earth feels. Capturing the tastes, smells, sounds, and sights of a written world is a hard task to accomplish, but one that I feel gives depth to any setting.
Including the standard elve subtypes, the 22 human cultural types, five dwarve types, and numerous other races (including several types of gnome, new halflings, and original races) the setting comes out to roughly 75 races (67 playable)
Missing are Half-Orcs, Orcs, Goblins, Hob-goblins, ogres, half-ogres, and just about any other overused goblin like race in the D20 system. (A lot of this is not my decision, but my co-authors). While their are several Alt-humans (as in metahuman, near-human, subhuman etc) the majority of the extra races are exotics, wolf-like races, reptile races, a race similar to otters, a race similar to turtles, a Race which walks on tentacles (though it has the torso of a humanoid, and is amphibious). A race which is really more a monster than a race called the Kra'al who is a community of worm like alien creatures who make up the form of a humanoid but are nothing similar to one (Not sure their playable yet).
Still hoping to hear from all of you out their, and looking for contributers to the cause.
For me it is terribly important to have a living world in which my players can interact, and feel like they are walking around in a living world. Many campaign settings suffer from the bottled air complex, by which I mean they are closed ended settings, that do not capture the depth, and shear size of what a world should feel like.
In this campaign setting the object of the game is to make it feel like a world as alive as our real earth feels. Capturing the tastes, smells, sounds, and sights of a written world is a hard task to accomplish, but one that I feel gives depth to any setting.
Including the standard elve subtypes, the 22 human cultural types, five dwarve types, and numerous other races (including several types of gnome, new halflings, and original races) the setting comes out to roughly 75 races (67 playable)
Missing are Half-Orcs, Orcs, Goblins, Hob-goblins, ogres, half-ogres, and just about any other overused goblin like race in the D20 system. (A lot of this is not my decision, but my co-authors). While their are several Alt-humans (as in metahuman, near-human, subhuman etc) the majority of the extra races are exotics, wolf-like races, reptile races, a race similar to otters, a race similar to turtles, a Race which walks on tentacles (though it has the torso of a humanoid, and is amphibious). A race which is really more a monster than a race called the Kra'al who is a community of worm like alien creatures who make up the form of a humanoid but are nothing similar to one (Not sure their playable yet).
Still hoping to hear from all of you out their, and looking for contributers to the cause.