Gez
First Post
On my homebrew, Edhel:
Humans: the most numerous, as always, however their majority is smaller than usual (I've made a quick calculation for the realms, with the statistics given in the FRCS for each region entered in a spreadsheet, and IIRC I got something like 87% of civilized population is human), around 50-60%. Like in most setting, they look mostly like europeans (white skinned, any normal hair color, any eye color).
Dwarves:
Crown Dwarves, or gold dwarves. Stats as the FRCS gold dwarves. Rich merchants, cunning manipulators, with a strong reputation of crookery.
Mountain dwarves and hill dwarves: standard PHB dwarves. Hill dwarves are a bit rarer and shorter.
Coast dwarves, also called korrigans: reclusive and shy animistic dwarves, favoring the druid class. Some people think their shy nature make them related to the forest gnomes, but it is forgetting their lack of humor and their deep love for craftwork. Stats as the korobokuru, except the Small size and the fav. class.
Elves:
High elves: the "fair folk" of "high birth" and "noble blood" is fair only in name and skin completion. They are oppressive and ruthless racists. They enslaved whole naive humans and halflings populations with the "Cortez trick" (benefitting from superstition depicting them as gods). Strongly hated by all those who realize they're imposters.
Wood elves: the sylvan elves who love to dance and prance and revel wildly, but also to hunt and kill. Lovers of alcool and blood, who can either scalp you alive or give you enchanted items freely when you meet them. Feared and mistrusted for their impredicitible behavior.
Grey elves: the only one truly civilized, they prefer to stay away from the other's problem once they have learned, after several bitter failures, that what works for them don't works for others. Lovers of sea, fine craftwork, and magic, they are expert shipbuilders and captains.
Gnomes:
The little folk has a role of keeper of secrets and lore.
Deep gnomes: masters of earth and stone, they are often found with dwarves in the depth of earth. They equals the dwarves in minecraft, and both race works together to carve the underworld, create impressive devices for their work, and defend their cities from goblins and other raiders.
Forest gnomes: keepers of all secrets of nature, these diminutive druids live in place secluded from intrusion by all means wilderness and illusion magic offer.
Mystic gnomes: loremasters supreme, they search and hide knowledge, trying to prevent the most dangerous ones to fall in the wrong hands. Master diviners and illusionist, wisest of the clerics, they hid themselves and their actions so well they are only a rumor, a legend, a tell of white ghosts performing enigmatic rituals under the full moon.
Rock gnomes are the glue between all their subraces and expert traders, carrying needed goods to their most reclusive cousins (forests and mystics). They are also renowned alchimists.
Halflings: Their homeland lost, they wander. There are several tribes of hins, but each share some common cultural practices, most notably the tattooing. For those who know how to read it, the life of a halfling can be read on his body. And so much more ! Halflings taletellers are living books, and hin mages enchant their inks for strange effects (magic tattoo rules from Relics & Rituals). It is rumored that some learned high elves have captured and skinned halflings loremasters, creating macabre libraries of small straw-filled corpses.
Ghostwise, lightfoot, deepstout and tallfellow subraces exist; but they are the less worked-on race on Edhel for now.
There's also several subraces of Kobolds, Goblins, Orcs, and Bugbears.
Humans: the most numerous, as always, however their majority is smaller than usual (I've made a quick calculation for the realms, with the statistics given in the FRCS for each region entered in a spreadsheet, and IIRC I got something like 87% of civilized population is human), around 50-60%. Like in most setting, they look mostly like europeans (white skinned, any normal hair color, any eye color).
Dwarves:
Crown Dwarves, or gold dwarves. Stats as the FRCS gold dwarves. Rich merchants, cunning manipulators, with a strong reputation of crookery.
Mountain dwarves and hill dwarves: standard PHB dwarves. Hill dwarves are a bit rarer and shorter.
Coast dwarves, also called korrigans: reclusive and shy animistic dwarves, favoring the druid class. Some people think their shy nature make them related to the forest gnomes, but it is forgetting their lack of humor and their deep love for craftwork. Stats as the korobokuru, except the Small size and the fav. class.
Elves:
High elves: the "fair folk" of "high birth" and "noble blood" is fair only in name and skin completion. They are oppressive and ruthless racists. They enslaved whole naive humans and halflings populations with the "Cortez trick" (benefitting from superstition depicting them as gods). Strongly hated by all those who realize they're imposters.
Wood elves: the sylvan elves who love to dance and prance and revel wildly, but also to hunt and kill. Lovers of alcool and blood, who can either scalp you alive or give you enchanted items freely when you meet them. Feared and mistrusted for their impredicitible behavior.
Grey elves: the only one truly civilized, they prefer to stay away from the other's problem once they have learned, after several bitter failures, that what works for them don't works for others. Lovers of sea, fine craftwork, and magic, they are expert shipbuilders and captains.
Gnomes:
The little folk has a role of keeper of secrets and lore.
Deep gnomes: masters of earth and stone, they are often found with dwarves in the depth of earth. They equals the dwarves in minecraft, and both race works together to carve the underworld, create impressive devices for their work, and defend their cities from goblins and other raiders.
Forest gnomes: keepers of all secrets of nature, these diminutive druids live in place secluded from intrusion by all means wilderness and illusion magic offer.
Mystic gnomes: loremasters supreme, they search and hide knowledge, trying to prevent the most dangerous ones to fall in the wrong hands. Master diviners and illusionist, wisest of the clerics, they hid themselves and their actions so well they are only a rumor, a legend, a tell of white ghosts performing enigmatic rituals under the full moon.
Rock gnomes are the glue between all their subraces and expert traders, carrying needed goods to their most reclusive cousins (forests and mystics). They are also renowned alchimists.
Halflings: Their homeland lost, they wander. There are several tribes of hins, but each share some common cultural practices, most notably the tattooing. For those who know how to read it, the life of a halfling can be read on his body. And so much more ! Halflings taletellers are living books, and hin mages enchant their inks for strange effects (magic tattoo rules from Relics & Rituals). It is rumored that some learned high elves have captured and skinned halflings loremasters, creating macabre libraries of small straw-filled corpses.
Ghostwise, lightfoot, deepstout and tallfellow subraces exist; but they are the less worked-on race on Edhel for now.
There's also several subraces of Kobolds, Goblins, Orcs, and Bugbears.