Homebrew Worlds and Races

An Oz campaign? As in really based on the Frank Baum books? That's kinda interesting, actually. Now that's a setting you don't see played every day.

You've got to tell me more!
 

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I tend to encourage humans. Usually offering cultural/racial differentiation to facilitate the split in game terms.

If players are married to the idea of a given race, we can make it work.

Except... if anybody ask about halflings, they are told that there have been no halflings in the world since the great halfling slaught of 1138, when the other races rose up to kill them en masse. Nobody knows why (well, except that they were halflings).

I haven't had to mention the slaughter in years. I don't use it anymore, but I have so many more things that I want to do with rolling hills than populate them with dumpy little folk.
 

Re: The Races of Nomenclature

Tristissima said:
Well, in Nomenclature, my very Lovecraft-inspired queer world, the only base race is the humans, the most widespread of all, especially in the Bulge, the basically European portion of the world. Also included for games in the Bulge are:

Lpfter Dragons: Bearded, gruff humanoid dragons created by the first of the Younger Gods to fight Mokelmgian, the first Elder God to give in to the Taint, who betrayed the rest of the Elder Gods and began hunting them. He was also the one who defeated Hamada of the Red Earth, the villain who ripped the World Before apart with names and languages. But that doesn't matter to the lpfterj, so I don't know why I said it other than to talk about my world :-) The lpfterj live mostly in the mountains to the east of the Merchant Coast (think Savage Coast), which hide the terrible Plateau of Ngast, or Ngel as it is known in the Dreamlands (which replace the Ethereal Plane), where Mokelmgian makes his home.

Cjl Elementals: The closest thing to air elementals Nomenclature has, these tall and beautiful beings were created during the War at the Beginning of the World by Hamada to fight the forces of the Elder Gods. Their leader, Bojdngon Larethian, betrayed Hamada by sinking his city to the bottom of Lake Ilah (an offshoot of the Elemental Plane of Ooze), leading to Hamada's fight with Mokelmgian. Their main center is a floaing monastery above a portion of the City of the Red Earth now known as Heyl'r. This monastery trains the most bad-ass monks and fighters in preparation to beat the Elder God Mrjnlhu back down whenever he attempts to arise.

Jkgatinous Cubej: Original inhabitants of an underground realm, this race has since been battered into savagery by the forces of the gods. They are mockeries of the humanoid form, cubish and jelly-like.

Ehmhpingj: Dark and matriarchal, these Wiccan/Pagan take-offs live in a hilly peninsula just north of the Bulge.

Goilgnj: Barbaric tricksters full of magic and pranks, these degenerate goblinoids live in a mountain range at the center of the Bulge. They often plague the human nations around them with tricks and raids.

Tristissima

Wanna buy a vowel?? :rolleyes:
 
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The Below was copied directly from a letter I sent to my Players before the actual campaign began. I just copied and pasted so... ok.

Lizardfolk – Lizardfolk are more brutal than most of their kin. There is more information on them, and there are some Role Playing requirements to being a Lizardfolk. I can send that information to anyone who wants to play such a character. To be brief, Lizardfolk gain a +2 strength, +2 constitution, -2 intelligence, +2d8 hit dice, +1 base attack, +3 reflex save, +5 natural armor, -3 ranks/skill, +6 jump, +8 swim, +4 balance, multi-attack, and a weapon proficiency. Lizardfolk increase your characters ECL by 1, which raises the amount of experience you need in order to achieve 2nd level.

Human – There are four races of humans that live in Morrowind. They are the Bretons (Tend to be Clerics and healers), Nords (Barbarians and huge fighters), Redguard (Black warrior people with incredible swordsmanship), and Imperials (diplomats and rulers of the empire). There may be advantages to each type of human, such as free weapon proficiencies and extra class skills.

Drow – The Drow are also called “Dunmer” in Morrowind. They can be called “Dark Elves” but it is considered an insult. Drow have a +2 Dex, -2 Con, +2 Int, and +2 Charisma for females. Males have a –2 Charisma instead. Drow also gain a +2 racial bonus to Listen, Search, and Spot. Drow have an enhanced ECL raising the experience requirements for them to level up. Drow make up 50% of the population on Morrowind and there is a role-playing requirement to being a Drow. Drow also suffer some discomfort from sunlight and other bright light.

High Elves – High Elves are considered strong spell casters and often focus on evocation as their favored school. High Elves gain knowledge (arcane) and knowledge (the planes) as class skills in addition to their normal +2 dexterity and –2 constitution score. High Elves have a slight Roleplaying Requirement.

Khajit – Khajit are a race of Cat people. They receive a +2 Constitution and a –2 Charisma. Khajit use the Nezumi (rat people) traits from the Oriental adventures book, and they make excellent rogues or thieves. They have a base speed of 40 and get the scent feat for free among those abilities. If you are interested in playing a rogue, thief, or scout you could find the Khajit class to your advantage.

Orc – Full blooded orcs, but not half-orcs are available to play. Orcs are easy to play, they are generally brutal and powerful, cruel and wild, but they can be played in other ways. Orcs confer a +4 strength modifier, but they suffer from a –2 to Intelligence, Wisdom, and Charisma. Orcs have trouble seeing in the light and suffer a –1 modifier to attack roles in daylight.

Red Elves – Also called Wood Elves, Red Elves have a natural strength that surpasses the other elves. Wood Elves benefit from their +2 strength, +2 Dexterity, and suffer a –2 to constitution, intelligence, and charisma. Otherwise, Red elves are similar to high elves statistically. Red Elves are generally very strong, rugged, and normally are not neighborly. Some Roleplaying is required to play a Red Elf.
 

Joshua Dyal said:
An Oz campaign? As in really based on the Frank Baum books? That's kinda interesting, actually. Now that's a setting you don't see played every day.

You've got to tell me more!

Yep, based on the Baum books, with some tweaking. And I was actually thinking of outlining the "recipe" I use for the Oz campaign (class, race, and monster palattes, as well as magic available, etc.) on the Plots & Places board. Now it looks like I'll have to. Look for it later this week.
 

IMC there´s only one race; they call themselves "human" but as a result of the breeding with ousiders, all the race have been changed and now everyon displays a wild variety of skin tones, hights and traits, including animal features. Basically the players choose a Size, (small, medium size or "almost Large") stat modifiers, and racial traits, from a extra feat to gills, being resistant to subdual damage, low light vision...
 

My homebrew world (3e one of course) has a large range of sentient playable races but most commonly.

Humans - as per PHB
Halflings - 2e tallfellow version
Dwarves - as per phb

Races similar to existing.

Orcs (Sundown People) - my own variant of this classic race
Mijira Elves - almost identical, but have a somewhat different lifestyle.
Minotaur - pretty similar to the DragonLance ones.
Eld Elves - Human eating with 1700 centuary technology.


Unique races.

Catmen - two variants of these one barbaric, very honour like, the other are civilized (ancient greek style) a fair share larger.
Tiger Men - Desert nomads, traders and merchants.
A-ni-ma - race of small animal like creatures.
Anegle - large human like creatures, low intelligence, very strong and very fire elemental bound.
 

Originally posted by creamsteak:
[qb]Khajit – Khajit are a race of Cat people. They receive a +2 Constitution and a –2 Charisma. Khajit use the Nezumi (rat people) traits from the Oriental adventures book, and they make excellent rogues or thieves. They have a base speed of 40 and get the scent feat for free among those abilities. If you are interested in playing a rogue, thief, or scout you could find the Khajit class to your advantage.[/qb]

I still have to find and buy Morrowind ! Been playing Elder Scrolls since Arena.

For those wondering how's that on topic, the Khajits comes from Tamriel, homeland of the Elder Scrolls.

Originally posted by Tristissima:
[qb]Well, in Nomenclature, my very Lovecraft-inspired queer world, the only base race is the humans, the most widespread of all, especially in the Bulge, the basically European portion of the world. Also included for games in the Bulge are:
<snip>
[qb/]



Strange, I've got a feeling that whole post ain't serious. Hamada should have known better than to trust some guy named Larethian, they're all traitors.
 

On Xiatha ( my personal playground):

Humans in several subdivisions:
Sedda: basically chinese
Nebulai: Norse/scandinavian
Tragi: Primitive Cold creatures ( like neanthertaler)
and the rest :D

Elves: Forest elves, very reclusive
Wild elves: Nomadic hunter gatherers

Dwarfs: only one mountain hold survived, they use only stone and metal , wood is a currency.

Gnomes: Tinkerers and scholars ( like tolkiens halfling only more industrious)

Orcs: semi Zulu's

Beastman: Wild human/animal hybrids with bonded animals.

Centaur: Cannibals and Murderers very nasty creatures.

Tigara: Basically Tigerpeople, very cultured/rigid society ( the evil empire)

Lizardman: very reclusive, fallen from grace, this used to be a major empire

Some unknown snake race ( still undefined)

planetouched exist but are rare. Stats still under development
 
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I can pronounce every word in Nomenclature!

As I said, I can pronounce each and ery one of those words, vowels or no vowels. Remember, its Lovecraftian and it has its origins insome ideas of queer teory (particularly, its contempt of names and labels), so the fact that its names are difficult to pronounce is very in-theme.

As for anybody with the last name Larethian, well yes I would have to agree. That entire family is just nowhere as trustworthy and straightforward as He Who Must Not Be Named's :-)
 

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